[MOD] Regiments (10+1 men formations)

Love this mod so far only it keeps crashing my game. After a couple of tries it crashed after completing Theology. So i tried switching research and it kept going, until the ai completed it. I hope this helps.
 
Are all those art files original and needed, or are they art files for new units? If so, which ones are stock and are needed for proper operation of the MOD?

Thanks!:)
 
Come to think of it, it crashed when i tryed to get theology with my great prophet.

I would guess it is caused by the christian missionary created with theology, as only units were edited in the mod, right?
 
After it kept crashing I used the worldbuilder to add theology to every player. I placed the christian holy city in my empire and everything seems to be working fine except when i try to build a christian missionary. So I agree AlazkanAssassin, it has to be the missionary.
 
Hey seZereth, I just wanted to offer few observations.

First, I'd like to reiterate the idea that the officer/commander should be simply a re-skin of the unit. As I played I often found myself, not so much confused but just a bit disoriented when I selected an axeman, for example, but saw a mounted unit in the left corner.

As for the exact nature of the alternative skin, I don't think it should be anything significantly different from the original. Take for example the black knight, awesome looking skin and initially looks good as the leader, but eventually I always felt like these were two different units in one. IMHO the leader re-skin should be basically the same skin with one obvious but not big difference, for example the lead warrior would have a red tatoo on his chest, or the lead cavalry would have a black horse.

I noticed some inconsistencies with formations, for example, there are five knights, but only three cavalry. Also, some units (like axeman) form a wide circle when they fortify (which btw looks very cool when they forify around a small town :)), while others, like spearman, form a small circle and end up "poking" each other with their weapons. These are probably things you simply didn't get around to for your first release but I wanted to mention them nonetheless.

I still say that the two workers look mighty lonely :) and same goes for scouts and explorers. Consider increasing their numbers. Also, and I'm not even sure if it's possible, but maybe you could add an extra child to the settlers unit (this is again, due to smaller overall scale of units, in some cases there appears to be too much empty space, which feels weird, maybe I'm just crazy that way :D).

I loved how you added "operators" to catapults and artillery, but I think one per each would be enough, especially since the game treats these as separate entities that it needs to "kill" during the animation cycle, thus taking a bit longer to finish them off.

Anyway, this is a great mod that adds much more "life" to the game, and I know that going over the entire unitsinfo file and changing the nubmers from 3 to 10 isn't exactly fun. So I really appreciate, and I'm sure so does everyone else, the work you've been doing. :goodjob:

Edit: Regarding the crashes some ppl have been having - myself I didn't have any. Though, to be fair, I didn't have that mod from the very start of the game but I did play to the end with it. And in that time I discovered couple of religions and had plenty of large battles. So, my guess, is that the crash doesn't have anything to do with performance (at least not directly) and is just a freak occurance, which of course sucks, because those kind of crashes are hell to track down.
 
Wow, this looks fantastic! I can't wait to try it out.

One question, though: how much does this slow down the game? I imagine the difference must be significant on larger maps. Have you tested it on very large map sizes with lots of units?
 
LOL this is funny, I know absolutly nothing about using a XML editor. I like this MOD, crashed on me when I got theology, so I DL'd a XML editor and poked around. I found the problem, fixed it and it no longer crashes :)

In the CIV4UnitsInfos.XML file in the CHRISTIAN_MISSIONARY area you will find this ...

<iGroupSize>4</iGroupSize>
<fMaxSpeed>1.75</fMaxSpeed>
<iMeleeWaveSize>2</iMeleeWaveSize>

Change 4 to 1 and 2 to 1 and no more crashing.
 
Looks really neat. :goodjob: This would go great with any war scenario (civil war, revolutionary war, crusades, etc.)
 
PiTiFUL said:
LOL this is funny, I know absolutly nothing about using a XML editor. I like this MOD, crashed on me when I got theology, so I DL'd a XML editor and poked around. I found the problem, fixed it and it no longer crashes :)

In the CIV4UnitsInfos.XML file in the CHRISTIAN_MISSIONARY area you will find this ...

<iGroupSize>4</iGroupSize>
<fMaxSpeed>1.75</fMaxSpeed>
<iMeleeWaveSize>2</iMeleeWaveSize>

Change 4 to 1 and 2 to 1 and no more crashing.
LOL, that's called beginners luck! :lol:

J/k good find Pitiful. :thumbsup:
 
Guys, good news for you!
The crash is due to the missionary, forgot that i played around with giving him 2 knights of temple as bodyguards, then removed but didnt change everything back to good. so crashes are definitely out next release, which will be definitely in short time, after i got a reskin for the officers and fixed out the known bugs!

Rabbit White, big thanks to you, i will consider all your feedback and hope you will help out with fixing the next version ;)

So guys, will go to work tomorrow, releasing next version until friday!

P.S: about Performance, well, dont really know if there is any great difference, but if it should really get too ugly in the late stages, try checking the option box in the graphics menu for "one man units"(dont know how it is called exactly) (i know then the nice effect of the mod is gone, but you can finish your game... )
 
Is there anyway I can get this to work with SevoMod? That defaults the sizes to 5, and overwrites your mod, although the units are still scaled down small.
 
Mug said:
Is there anyway I can get this to work with SevoMod? That defaults the sizes to 5, and overwrites your mod, although the units are still scaled down small.

I dont know sevomod....
but it should be easy to make it compatible. would have to look over it seperately, so wait a little bit if u want to use both.

alerum68 said:
Are all those art files original and needed, or are they art files for new units? If so, which ones are stock and are needed for proper operation of the MOD?

Thanks!:)

Well all the art files coming with the mod are needed for the officers, this will change a little bit in next version (coming soon ;) )
so u shouldnt delete them, but u can overwrite them
 
If the mod is having a real negative impact on performance, then I suppose it's probably possible to remove five of the units (and their placement coordinates within the tile). That way, you'd still be able to have some pretty impressive-looking fights, but almost only half the number of figures would have to be displayed, which would certainly make for faster performance. It'd certainly make for a nice "Regiments: Lite" mod component.
 
A Silly Goose said:
If the mod is having a real negative impact on performance, then I suppose it's probably possible to remove five of the units (and their placement coordinates within the tile). That way, you'd still be able to have some pretty impressive-looking fights, but almost only half the number of figures would have to be displayed, which would certainly make for faster performance. It'd certainly make for a nice "Regiments: Lite" mod component.
Well, that's just the 5-formation mod, no need to make "Regiments: Lite".
 
White Rabit, I think the issues are:

1) Formation the units take as opposed to 5-man formation.
2) The "Commander" figure.
3) The way the wave sequence works.

I tend to agree that it needs to be slimmed down but only to 7 or so... or maybe have earlier era units, which are around when the game doesn't lag to much, at 10 units and progressivly get smaller and smaller until the time of tanks there are only 2 or 3 units.
 
I think that the number of figures per unit is fine the way they are at 10+1.
I prefer playing on smaller maps, so I never have issues with overloading my computer.

I am however, still having problems with the game crashing at random.
I fixed the bug with the christian missionary, but it crashes consistantly at random
(perform action ,crash, reload, perform same action, crash, reload, ...)
It has done it twice for me, once when an axeman was attacking an archer, and once when a barbarian axeman entered from the fog (Reloading from a few turns back and moving a unit into place to see the axeman earlier caused it to not crash when it moved, but allowing it to move in the same way made it crash)
I looked at the XML for the axeman but i coundn't fing anything so i'm guessing it is something in the unit formations.
 
:) Anyone interested? can you see what I changed?

http://files.upl.silentwhisper.net/upload6/Civ4ScreenShot0000.JPG
http://files.upl.silentwhisper.net/upload6/Civ4ScreenShot0001.JPG
http://files.upl.silentwhisper.net/upload6/Civ4ScreenShot0002.JPG
http://files.upl.silentwhisper.net/upload1/Civ4ScreenShot0003.JPG


EDIT: One thing I am trying to change is the size of the boats that show up on 'worked' water tiles but I cant find where they are in the XML files. Anyone know what file its located in?
 
new version is out (version 0.2)
It should be stable now!
someone find out if it crashes with this version too
(removed the missionary bug, but didnt find anything about the axeman crash)
 
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