[Graphic Mod] Varietas Delectat v9.2 [civ specific unit sets]

HHawk, someone else wanted to add that map to my mod, so I analysed this a bit (and included it in 0.55).

See post #92 here.

The link is still valid, move everything from the Diversica dir to the VD dir and you should be all set. Please check that none of the files already exist in the VD structure (I assume they don't, if they do, do NOT move anything).

Sweet thanks.
Hopefully it works. Unfortunately I cannot try the game, cause my girlfriend will be here any second. And she doesn't like me gaming. Especially with Civilization IV : BtS ;)
 
LOVE the mod and the new addition of Hungary, which leads me to the question...are there any other MODULAR civs that i can just DROP in "modules" and NOT have to mess with any XML files (my obssesive nature and mild dyslexia r not a good comdo for bealing with XML changes :crazyeye: :twitch:

if anyone knows of civs that can be added this way to VD, please reply THANKS
 
LOVE the mod and the new addition of Hungary, which leads me to the question...are there any other MODULAR civs that i can just DROP in "modules" and NOT have to mess with any XML files (my obssesive nature and mild dyslexia r not a good comdo for bealing with XML changes :crazyeye: :twitch:

if anyone knows of civs that can be added this way to VD, please reply THANKS

Check this link: Plug and Play Civs
 
thanks to u both....excuse the density in my head, but.....

@bmarz- glad to see your name on many of those listed, do u know if they will work with VD and 3.13 patch?

@strategyonly-thanks for the offer the mod looks really enticing, but atm, i'm just looking to add a couple of civs to VD. i did notice that u have released some of your civs as "stand-alones", can i use those in vd w/o editing xml??
 
Thanks for all the kind words and thanks for helping each other out!

bernie, as long as it's a modular civ addition, I think you are safe with it, the problem comes if it contains e.g. new sounds, since it cannot be made modular(the xml) and needs merging if more then one civ is using custom sounds.

Just to keep you updated, I'm thinking on a bigger update for the next version, probably will call it v3.0, since I'm adding tanks, planes and more ships - stay tuned! :)
 
@strategyonly-thanks for the offer the mod looks really enticing, but atm, i'm just looking to add a couple of civs to VD. i did notice that u have released some of your civs as "stand-alones", can i use those in vd w/o editing xml??

Just let me know which ones, i am editing some of them for Next Fantasy War right now, just let me know which ones you want and i will make it a priority. And yes all my civs work as a standalone.:p
 
I notice that in EDU 3.14, there is a bug wherein it allows one to build a military academy without having military science in the BTS 3.13 patch. Does this have the same problem? Thanks, I am just curious.
 
i was wondering if i wanted to add this to a exsisting mod, and i dont mean the modular loading but permantly putting it in, would i be able to just copy the files straight over? you may have covered this already but i didnt see anything in the pages about this. i just dont know excally which files to copy over and if they will cause problems with the game. i just havnt had any sucess with the new modular loading.
 
I notice that in EDU 3.14, there is a bug wherein it allows one to build a military academy without having military science in the BTS 3.13 patch. Does this have the same problem? Thanks, I am just curious.

I updated CIV4UnitInfos.xml to BtS 3.13, so I think that this problem should be non-existent in this mod. If you notice it, please give feedback.

i was wondering if i wanted to add this to a exsisting mod...
If you have different xmls modified in your mod, then no problem. If there is overlapping(same xml file modified in both mods), then sadly you'll have to do a merge.
But anyway, I think you should not be afraid of modular loading, it's not as difficult as it may sound. You can check in the tutorials section, there's a pretty good tutorial on this by Kael I think.

edit: Oh, and just copying files won't do - they need to be renamed back to their original names, original dir structure and in some case merged into a single file - so I'd STRONGLY recommend modular loading...
 
well merging them does sound like alot of work so ill try the modular method again, it hasnt worked for me yet but ill keep at it. i saw the toutorial on it and have read it, but it didnt help me much lol. i always end up having to do things backward from everyone else it seems. well im going to try to make a mod from scratch now and start with yours in it if you dont mind. :) i think it will be easier for me than trying to change exsisting mods to fit what i want lol
 
Nice update, was about time that you reached the modern units :D

Is there a certain logic / rule you followed when assigning the units to the civs ?
 
Did you have any luck in chasing down the incorrect button problems that were still existing in the previous version?

I'd take a peek through it myself to try and weed them out but I'm kind of clueless on how these 'modular' mods work...

Thanks for the great mod though! A lot of work has gone into it and it shows.
 
There isn't much difference between modular and non-modular modules.

In non-modular, you have one file called CIV4ArtDefines_Unit.xml which contains all the art definitions (and thus also all buttons). In modular ones, there can be several of these files (named *CIV4ArtDefines_Unit*.xml), e.g. one per civ. The available units then is the total of units defined in these files.

Also, those files in total could miss units which are available in CIV, in that case their default (i.e. CIV) definitions do get used, they simply do not get redefined.

In VD things are relatively simple, there is just one file for all unit art (VD_CIV4ArtDefines_Unit.xml, located at Assets\Modules\Varietas Delectat\XML\UnitArt) which contains the unit art definitions and therefore the buttons, so in this particular case the only difference between modular and non-modular is the filename.

If you check all buttons in there and fix them, you would be done (it is a rather large file though).
 
Did you have any luck in chasing down the incorrect button problems that were still existing in the previous version?

I'd take a peek through it myself to try and weed them out but I'm kind of clueless on how these 'modular' mods work...

Thanks for the great mod though! A lot of work has gone into it and it shows.

Thanks. And nope, unfortunately I didn't have time to deal with those. So any help is much appreciated.

It is as mamba said. Thanks, mamba!
( @mamba: now that I checked it, it turns out that in more cases than not, I chose the same unit as you were where there were multiple choices available ;) )
 
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