[MOD] Regiments (10+1 men formations)

It is possible to put this mod in the custom assets folder? Or it must be loaded as a mod? THX!
 
You can always put mods into custom assets, but if you have anything else in there you'll have to merge the two mods. Just unzip it into custom assets, if it doesn't overwrite any files, then all's good and you already "installed" the mod, if it tries to overwrite anything then these are the files you have to merge.
 
ok, carneval is over, i completed a colloquium in colloid chemistry with a good mark, some minutes ago ;) and my girlfriend will come back in some weeks, so this means i got some time now (at least for 2 days or like that). So i will see what i can do and improve the verison so i can release v03 in the next days, will have the wolf texture, the scalings and some minor improvements in the formations (and first step in providing you customizable officers)

well, here we go
 
That's good news seZereth. I think I might have something that will work very nicely for the officers (at least some of them) but I'll keep it under wraps for now ;)
 
Sweet looking forward to your next release, well I decided that the armor looked to big with my scale mod so I made them a little smaller, they are no longer scale to people but I think it looks better, heres the updated file.

EDIT I think adding the extra people to the mech unit is too much, IMO should just leave it as a mech, being late in the game it's probably better for performance too. Also IMO the early horde units should be cut down to 8 units and add the axemen to the horde status. Everything else is perfect, maybe just adding new skin to the commanders in the formations.
 

Attachments

Well thanxs to Rabbit's insight (i really didn't know where to start) i found the script concerning the drums during battle. C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Assets\XML\Audio\Audio2Dscripts Ctrl-F to find WarDrums_Early, WarDrums_Middle, and WarDrums_Late. I changed the min and max volume from 75 to 15. The drums are now barely audible, and you can defintely hear more of the action. also now that i can hear everything well enough, it seems as if the program does add the audio effects for each on-screen character so my earlier post about adding more sound for the increased units might not be neccessary, maybe just better or more varied sounds? a 10 unit archer makes the same sound as they die all ten times, why not have a different sword slash noise, or a different scream. anyways maybe thats for a different mod. I dl'd PiTifUL's scaler and used it in regiments02, like it alot, but my old game wont load anymore so now my new one is also past 1000AD with no problems. seems to me you could go to ver 1.0 soon.:goodjob:
 
i did it yesterday ;) so i couldnt concern what pitiful said, and the new art defines will get into next version.

some changes in new version, biggest one is that u now can define your officer skin for all the regular (not unique ones by now) units !
 
I think the link to version 0.3 is broken, all it does is bring me back to the main screen for the server, and doesnt give me the option to download it.

Kushan
 
03 link is up, this time it works ;)
sorry for the broken link, dont know how it could happen.

have fun
 
Have you ever thought about putting tiny fighters with the bombers to look like an escort?
 
This is a great looking mod! It slows the graphics down a tad, but its well worth it IMO.
 
hi again, has anyone else tried to add the 2 units from the hidden unitsmod into the game with regiments. I tried and it overwrote the hidden units mod and vice a versa :cry: . Any chance of these two becoming one as it would be so cool
by the way mod is brilliant :goodjob:
 
Harada the Grea said:
hi again, has anyone else tried to add the 2 lost units mod into the game with regiments. I tried and it overwrote the hidden units mod and vice a versa :cry: . Any chance of these two becoming one as it would be so cool
by the way mod is brilliant :goodjob:

It takes some cutting and pasting to integrate this with any other mod, it's unavoidable, but relatively simple if you have a small number of units to add. (I just did it to my entire Warhammer mod (30ish units so far), so no complaining. ;)

I've never tried the 2 Lost Units Mod, but I assume it only adds those 2 units and doesn't modify any other stats?

Here's a general guide, I tried to make it as simple as possible, but it's hard if you've never modded before.

1) Open up the both mod's Civ4UnitInfos.xml file, copy and paste whatever new units you want into the Regiments mod's file.

2) Do the same in the Civ4ArtDefines_Unit.xml file.

****If you don't want to change the formations of your new units, skip to step 7****

3) Decide which formation you want your new units to be in and find another unit to copy. ie, if you want them to be in a 10+1 formation, you can copy the swordsman, etc...

4) Go to the unit you want to copy and copy the information between the <unitmeshgroups> and </unitmeshgroups> tags.

5) Replace your unit's mesh groups with the other unit's mesh groups. Then in the new mesh groups, change what's in between the <EarlyArtDefineTag> and </EarlyArtDefineTag> to your new unit's art define tag.

6) Almost done! Open up the regiment's Civ4UnitFormationsInfo.xml file and find the unit you want to emulate. Wherever they are, put your unit too. I did this by doing a find and replace all. For example, if I wanted the Greatswords to emulate the Swordsmen, I replaced <UnitType>UNIT_SWORDSMAN</UnitType> with
<UnitType>UNIT_SWORDSMAN</UnitType><UnitType>UNIT_GREATSWORDS</UnitType>

If your XML editing program doesn't have a find and replace all, then you have to do it manually (ugh) or get eclipse with XML plug-in, (see my tut in the tutorials section!)

***END OF SKIPPING***

7) Replace your mod's Civ4UnitInfos.xml, Civ4ArtDefines_Unit.xml and Civ4UnitFormations.xml files with the (edited) regiment mod's files. Copy the art files from the regiments mod to your mod.

DONE!!!

That wasn't so hard was it? Okey, maybe it was tedius, but now your mod it 10 times cooler!

If you have any questions, let me know

j
 
J_Period said:
It takes some cutting and pasting to integrate this with any other mod, it's unavoidable, but relatively simple if you have a small number of units to add. (I just did it to my entire Warhammer mod (30ish units so far), so no complaining. ;)

j


:goodjob:
Going to try this, it will be my first attempt at a mod :eek: Thanks for the help Period might be in touch if I muck it up :lol:
 
Have you considered this:

Your mod is great and all, but if you really want to kick it up a notch then find somebody to do new models (mainly the attack part). So you now position your spearmen like this
_________O_O_O_O_O_________
________X_X_X_X_X_X________
With X having a sort of "stick out" motion wit hte spear while the O have an overhand thrusting motion. However, if you can find a way to make the mstay in formation, that's great! If not, then consider making them one model, so they both attack together. The only problem there being that they die together. Believe it or not, you might be able to get right down to the metal with the SDK and mess wit hwhat the computer says as far as who attacks and when and when a unit dies, just take out this part, but leave this... maybe. Just a thought, but it would make for greatness. YOu may even go to the real formation thing i proposed to you a while back...

IF I WASN'T CLEAR PLEASE TELL ME.
 
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