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

Thanks for the hint.
I'm a bit confused about you comment about the fpks, as I have fpk-ed everything that can be fpk-ed since a lot of versions before.
Yes, I was checking through the units, and did quite a few optimizations, but unfortunately I cannot precisely point out the units which I improved, so good luck in your pilfering!

About LoR:
So, AchillesZero left? I also can only thank him as he was a tremendous help with the optimizations... That being said, I take your words labeling me as an artist flattering, but by no means am I one. I indeed make units, mostly retexturing, but only in cases when bakuel, snafu, bernie, asioasioasio or other top quality unit makers have not made an appropriate model. I also try and correct units that are not optimized, but can be made usable.
About the LHs: yes, my heart also pains when I see numerous cool looking LHs made by Ekmek, Capo, etc and then find out that after adding sg like 20 of these to VD _> BAM, there's graphics related CTD in the endgame! I put much effort into Leaders of VD pack and even with that one it's problematic. All this being said, the LHs you mentioned, like Dido and Charles V, I think I'll give them a shot. I think there should be a new Dido made by Capo or is it just being made...?
Your offer is a generous one, phungus420, the only problems is that I have my hands full with realizing my dream version of Civ in Quot Capita. I am certainly willing to offer help in any way I can and have time to do, as I respect your professional and meticulous approach and the hard work you're doing both in LoR and RevDCM, and I also see that our goals are more often common than not - optimizing units, LHs, choosing the best quality among those, etc.

I suppose what I was getting at is that LoR is pretty much VD with modern Expansion + RevDCM. I don't see any reason to needlessly compete with each other, and a joint effort would be more benificial. Though you pretty much get the benifit of the work I do to LoR for QC anyway, as it all makes it into RevDCM; and I can just rip off your art optimizations from here. But I don't like having 2 nearly identical mods out there where both of us basically just grab each others work and repackage it with very slight variances. It seems needlessly contrarian and competitive to me.

I also intend on renaming Legends of Revolution anyway for the 1.0 release. So if you are interested in merging the projects I'd be happy to do so; I don't really see any differences in QC and LoR that can't be fixed with a gameoption (selecting one game option would open up the Future Era expansion of QC, and bam, it's all taken care of --it would be a PITA to code, but well worth it to not have two nearly identical mods out there, IMO).
 
I suppose what I was getting at is that LoR is pretty much VD with modern Expansion + RevDCM. I don't see any reason to needlessly compete with each other, and a joint effort would be more benificial. Though you pretty much get the benifit of the work I do to LoR for QC anyway, as it all makes it into RevDCM; and I can just rip off your art optimizations from here. But I don't like having 2 nearly identical mods out there where both of us basically just grab each others work and repackage it with very slight variances. It seems needlessly contrarian and competitive to me.

I also intend on renaming Legends of Revolution anyway for the 1.0 release. So if you are interested in merging the projects I'd be happy to do so; I don't really see any differences in QC and LoR that can't be fixed with a gameoption (selecting one game option would open up the Future Era expansion of QC, and bam, it's all taken care of --it would be a PITA to code, but well worth it to not have two nearly identical mods out there, IMO).

I don't feel like abandoning QC just yet, but here's what I propose:
I'll start helping you out on LoR, and let's see what happens, how it evolves. I don't want you to rename LoR because of me or anything like that. Let's see what kind of help you need, try out a cooperation and see how it turns out.
 
Renaissance "water worked" graphic still has radioactive properties (shines brightly in the for of war).
 
Hello!

I'm new here, and sorry for the dumb question, but I'm looking to change the Roman faction color to red for Varietas Delectat. I figured out how to do it for the regular game, but I can't seem to get it to change for this mod. If somebody could please point me in the right direction, I'd appreciate it greatly.
 
Renaissance "water worked" graphic still has radioactive properties (shines brightly in the for of war).

Please provide a screenshot (I tried to reproduce but did not see the radioactivity.)
(Also your comment about the musketmen was noted previously)
 
Hello!

I'm new here, and sorry for the dumb question, but I'm looking to change the Roman faction color to red for Varietas Delectat. I figured out how to do it for the regular game, but I can't seem to get it to change for this mod. If somebody could please point me in the right direction, I'd appreciate it greatly.

If I understand correctly, you want change Roman civ color ONLY for VD.. But this is not possible, because VD doesn't manage civ colors; you have to change it for both "standard" BtS and VD:

Search for the file : [BtS folder]/Assets/XML/Civilization/CIV4CivilizationInfos.xml

Into this file search for the tag: <DefaultPlayerColor>PLAYERCOLOR_DARK_PURPLE</DefaultPlayerColor>
and change it to <DefaultPlayerColor>PLAYERCOLOR_RED</DefaultPlayerColor>.

Remember to save your modded file in CustomAssets/XML/Civilization/ folder, not in the original Assets and remember that Japanese civilization uses red color too...

It should work but I'm not sure because I have not tested it and I am not very skilled in XML.. :p
 
If I understand correctly, you want change Roman civ color ONLY for VD.. But this is not possible, because VD doesn't manage civ colors; you have to change it for both "standard" BtS and VD:

Search for the file : [BtS folder]/Assets/XML/Civilization/CIV4CivilizationInfos.xml

Into this file search for the tag: <DefaultPlayerColor>PLAYERCOLOR_DARK_PURPLE</DefaultPlayerColor>
and change it to <DefaultPlayerColor>PLAYERCOLOR_RED</DefaultPlayerColor>.

Remember to save your modded file in CustomAssets/XML/Civilization/ folder, not in the original Assets and remember that Japanese civilization uses red color too...

It should work but I'm not sure because I have not tested it and I am not very skilled in XML.. :p

Thanks; I moved the modified file to custom assets too now, and I changed Russia to purple, since I made Rome Dark Red.

EDIT: Rome is still purple in VD. What am I doing wrong?
 
Whoever will implement the scale/rotate function of UV selections in nifscope will obtain my estimation forever!!! :worship:


changelog - Nifskope 1.0.22

UV editor:

  • added coordinate set selection / duplication to context menu
  • added rotation and scaling / translation of selected vertices to context menu with respective shortcuts (suggested by psymoniser and snowfox)

Did i miss something important? Alt + R und Alt + S seems to work.
 
Is there any way at all to change civ colors for this mod?

Search for
...\Sid Meier's Civilization 4\Beyond the Sword\Mods\Varietas Delectat\Assets\Modules\Varietas Delectat\XML\UnitArtStyles&CivInfos\

and in this folder make changes to VD_CIV4CivilizationInfos.xml file.

Have fun!
 
Search for
...\Sid Meier's Civilization 4\Beyond the Sword\Mods\Varietas Delectat\Assets\Modules\Varietas Delectat\XML\UnitArtStyles&CivInfos\

and in this folder make changes to VD_CIV4CivilizationInfos.xml file.

Have fun!

Okay, I changed it, but still no luck. I tried changing Rome from dark purple to dark red, but nothing happened.
 
Okay, I changed it, but still no luck. I tried changing Rome from dark purple to dark red, but nothing happened.

I just tried it and it works for me.
Did you do it in a way that you exchanged two color values? You need to have distinct color values for each civ I guess...
 
I'll re-download it and then see what I can do. Maybe I messed something up in the configuration.

EDIT: It works now. Thanks for the help, and thanks for your patience as well. By the way, this is a really great mod.
 
Quot Capita v6.0 uploaded: http://forums.civfanatics.com/showthread.php?t=261143

Changelog

v6.0

- based on RevolutionDCM revision 510 (+revision 513 fix), also set initial GlobalDefinesAlt.xml to match the ini
- added Varietas Delectat v9.0
- added Leaders of VD v3.0 cut version
- added Blue Marble terrain install option (as NoCustomArt and NoCustomAssets are now set)
- removed religious food taboos
 
sorry,but i want to ask why the "unworked plantation Lsystem with spices in CIV4PlotLSystem.xml looks different from the "worked plantation" Lsystem,but the sugar plantation Lsystem is not look different.How i can fix these to make the plantation would only stop the smoke but not change the whole building into a big house.[This is in the ERA_MEDIEVAL]
 

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