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

I got an error trying to unpack the VD .fpk file. Is that by design or do I need a particular program?

I find the game runs better without using mods and just sticking stuff into the assets folder, but I want control of what I do, so I want to examine all of the xml files myself.

There is no xml in the fpk file. It is just the art that it's in there.

You can unpak it with Pakbuild.
 
Thanks. Yes, I know it's just art, but the art is tied to xml. If I can't see the art, and move it around, then I can't rearrange and customize the xml's...or pick and choose what art I want to use.

It's easier to use someone else's mod for art ideas, rather than search the forums for art.
 
Sigh. It still won't open. Is it passworded or something?
 
Sigh. It still won't open. Is it passworded or something?

Hi The Snug,

it should unpack with PakBuild without problems, at least I've never encountered anything with unpacking (each and any) FPK files. Please make sure you have good versions and doing the unpacking right (see thread mentioned above).

avain
 
I still think some Riflemen and maybe even Infantries need to be upscaled a bit (to 0.46 or so). The American and German Riflemen, for example, look a bit undernourished. I think that the graphical illusion of light objects looking bigger then dark manifests here also. I can do that myself, of course, wihout much hassle.
 
Quot Capita v4.5 released! http://forums.civfanatics.com/showthread.php?t=261143

Changelog:

- updated to RevolutionDCM v2.51
- added Amra's improved artpack for the GreatPersonsMod
- added new animals: Siberian and Bengal Tigers, Cheetah, Elephant, Gorilla, Hyena, Mammoth, Polar Bear (Giant Panda is also added, but not activated - need to findgood spawn rates and terrains for it)
- added Bombard unitclass and Great Turkish Bombard prestige unit
- added Trench Infantry unit class
- added BioMissile v2 and Guided Missile v2
- added new resources: apple, bison, cotton, salt, shrimp, tea, timber, tobacco
- added new balance for buildings and gameplay to accomodate the new resources (forge, factory with oil and coal, industrial park cause more unhealtiness, 1 unhappiness with Civil service to balance out the new happiness resources)
- added new promotions: Arctic Combat, Desert Combat, Crusader, Coastal Guard, Fusion MegaCannon, Heroic, HighExplosiveShells, RadioactiveShells, Looter, Noble, Shields, Trench, UrbanTactics
- new technologies for the modern era to give better lifespan to modern units (Ceramic Armour, Continuous Track, Trench Warfare, Logistics, Radar, Sonar)
- further increased modularity (moved techs and units from Modern Era VD to modules)
- added some improved resource graphics from Chuggi's Improved Graphics
- added new Legendary gamespeed (1000 turns, recommended for QC)
- python corrections

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Cool stuff. Avian how exactly fo you control where and how much the different animals spawn?

As I did not want to change the default BtS ways, I used the Terrainnatives and Featurenatives (XML). The idea is that you add less terrain/feature possibilities to animals you want to appear less. Also, I added some restrictions, so you should never see a e.g. Polar Bear wonder into a desert/grassland/plains/jungle (although he can still hop the forests not to limit it too much) or a Lion into tundra/snow.

(I also have further ideas as to give the nearest city a small(i.e. 2-3 or 4 at max) food boost when an animal is defeated, possibly double with some Hunter unit, but that has to wait for a next version. )
 
Thanks, sounds simple enough. Any idea if theres a similar method limiting where ethnic goody huts can appear? Like if ihad igloos in addition to normal tribal villages , to make them appear in appropriate terrain.

Unfortunately I don't know, but it would be cool.
 
Don't forget on your next update that some awesome dude made some American and Dutch industrial units that I think would be good for this mod. I can't quite remember his name but I hear he's a pretty awesome guy... :mischief:
 
Don't forget on your next update that some awesome dude made some American and Dutch industrial units that I think would be good for this mod. I can't quite remember his name but I hear he's a pretty awesome guy... :mischief:

I don't remember making those units...:confused:


;)
 
Really?!? I heard otherwise.... Just kidding, jeez settle down. Seriously though those are good units. Im using some of them as well.

Yeah, he made some nice units, I'll be adding some for sure.
 
Oh by the Avian, I quite a bit more optimized units for ya. Not done with all of them just letting you know I havent forgotten about VD (or Mamba's mod for that matter), just gota find time to finish them (LoR eats up all my time).

Could you please upload those you've finished, as Geo's about to finish his EC this weekend and I plan on a VD update soon.
I would like to include all your optimized units, and in case you'll still be working on some, I'll be more than happy to include those in a future update!
 
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