Sid Meier's Civilization V

Sid Meier's Civilization V

Ethnic Diversity - Steam version
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Nutzzz  [开发者] 2017 年 11 月 18 日 上午 11:28
Using Ethnic Diversity with modded civilizations
The ArtDefineSuffix entry in the Civilizations table controls which set of units are used.

There's a suffix for each major civ that you could re-use:
_AMERICA, _ARABIA, _BABYLON, _AUSTRIA, _AZTEC, _BABYLON, _BRAZIL, _GREECE, _CARTHAGE, _CELTS, _CHINA, _DENMARK, _EGYPT, _ENGLAND, _ETHIOPIA, _FRANCE, _GERMANY, _GREECE, _HUNS, _INCA, _INDIA, _INDONESIA, _IROQUOIS, _JAPAN, _KOREA, _MAYA, _MONGOL, _MOROCCO, _NETHERLANDS, _OTTOMAN, _PERSIA, _POLAND, _POLYNESIA, _PORTUGAL, _ROME, _RUSSIA, _SHOSHONE, _SIAM, _SONGHAI, _SPAIN, _SWEDEN, _VENICE, _ZULU

And some suffixes for generic regions:
_AFRI (Sub-Saharan Africa) _AMER (Native North American) _ASIA (East Asia) _CENTAS (Central Asia/Turkic) _EASTEU (East Europe/Slavic) _EURO (West Europe) _MED (Mediterranean) _MIDEAST (Middle East) _NORTHAF (Islamic North Africa) _NORTHEU (North Europe) _OCEAN (Pacific Islander) _SEASIA (Southeast Asia) _SOUTHAM (Native Central/South American) _SOUTHAS (South Asia/Indian)

If you'd like to edit a mod to add Ethnic Diversity units...

If you're a USER of a mod:
Simply pick one of the above suffixes and change the <ArtDefineSuffix> entry in the XML or SQL file that contains the <Civilizations> table. You may also need to rename or delete any Ethnic Units or R.E.D. compatibility SQL file since the proper load order hasn't been assured.

If you're the CREATOR of a mod:
Leave the ArtDefineSuffix entry alone, but add "Ethnic Diversity" (5f779307-3810-439c-9c9e-1c86be3c86cd), "Ethnic Diversity Unit Pack" (17e9218c-5ef7-47c5-b6ab-b522e6712c70) and "Ethnic Diversity - Steam version" (5f4c1c74-5c6a-47d0-97c4-45b15ca3bdd9) to your References, then add a bit of SQL with an OnModActivated/UpdateDatabase entry after your Civilizations table is created:
UPDATE Civilizations SET ArtStyleSuffix = "{suffix}" WHERE Type = '{civtype}' AND EXISTS (SELECT 1 FROM EDUnitGraphicConfiguration);

I've also created some other suffixes for subregions and city states that have a handful of extra units, but a civ might not get the appropriate fallback units of the main region (depending on the load order) unless the mod is included in Ethnic Diversity's SQL\1-ArtStyleConfig.sql and SQL\2-UpdateArtStyles.sql files. Contact me if you'd like your mod to be included, and let me know if you need a new suffix to do some mix and matching of existing units.
_AUSTRALIA (Modern Australia) _BELGIUM _BOHEMIA (Czech Republic) _CANADA _GOTHS _KIEV (Ukraine) _LEVANT (Lebanon/Israel/Jordan) _MOGADISHU (Somalia) _MOMBASA (Kenya) _SAHUL (Native Australian) _SWISS (Switzerland) _VATICAN_CITY

Note that these civilization mods are already included:
AKKADIA, ALBANIA, ALGERIA, ARMENIA, AUSTRALIA_LS_MOD, AZERBAIJAN, BERBER, BOHEMIA, BOSNIA, BULGARIA, BULGARIA_LS_MOD, CGF1_GH_GOLDENHORDE, CHIMOR, CHIMU_MOD, CL_AUSTRALIA, CL_KULIN, CLINUIT, COLONIALCANADA, CORDOBA, CROATIA, DENEFIRSTNATION, DURANNI_LS_MOD, FINLAND, FLANDERS_LS_MOD, GE_SLAVS, GENOA_LS_MOD, GOTHS_LS_MOD, HAFEZ_SYRIA, HARAPPAN, HETMANATE_LS_MOD, HITTITE_LS_MOD, HUNGARY_LS_MOD, INUIT, IRAN ISRAEL, ISRAEL_LS_MOD, JFD_GERMANS, JFD_PHILIPPINES, JFD_USSR_STALIN, KAZAKH, KAZAN, KDMBOSNIA, KHAZARIA, KULINNATION, KUWAIT, LATVIA, LEUGI_PHILISTINE, LIBYA, LITHUANIA_LS_MOD, MACEDONIA, MAPUCHE, MARATHA, MAURYA, MAURYA_LS_MOD, MC_MAORI, MC_RAPA_NUI, MC_TONGA, MITANNI, MOLDAVIA, MONTENEGRO, MUISCA, NABATAEA, NEPAL, NEPAL_LS_MOD, NEWZEALAND, NUBIA, NUMIDIA_LS_MOD, OLMEC_LS_MOD, PAKISTAN, PAPUA, PARTHIA, PHOENICIA, PHOENICIA_LS_MOD, POLAND_LS_MOD, RCUMANIA, ROMANIA, ROMANIA_LS_MOD, SABA, SADAT_EGYPT, SAMI, SASANIAN, SCYTHIA_LS_MOD, SIBIR, SIKH, SRI_LANKA, SUMERIA_LS_MOD, SWITZERLAND, SWITZERLAND_LS_MOD, TAHITI_LS_MOD, TCM_ALAN, TCM_OSTROGOTH, TCM_VISIGOTH, TIMURIDES, TIMURIDS_LS_MOD, TIMURIDS_MOD, TIWANAKU, UAE, USSR, UYGHUR, VIETNAM, VIETNAM_LS_MOD, VIJAYANAGAR, VISIGOTHS_MOD, WALLACHIA, YAKUTIA, YUGOSLAVIA, YUPIK, ZAPOTEC
最后由 Nutzzz 编辑于; 2017 年 11 月 22 日 上午 10:30
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正在显示第 1 - 15 条,共 78 条留言
DaVincix 2017 年 11 月 18 日 下午 1:40 
What should i do with this: (from Xerxes _ Achaemid Empire)

<ArtDefineTag>ART_DEF_CIVILIZATION_Achaemenid_Empire</ArtDefineTag>
<ArtStyleType>ARTSTYLE_MIDDLE_EAST</ArtStyleType>
<ArtStylePrefix>AFRICAN</ArtStylePrefix>
<ArtStyleSuffix>_MIDEAST</ArtStyleSuffix>

to get that applying the ED Persia units?
Nutzzz  [开发者] 2017 年 11 月 18 日 下午 2:29 
Change
<ArtStyleSuffix>_MIDEAST</ArtStyleSuffix>
to
<ArtStyleSuffix>_PERSIA</ArtStyleSuffix>
DaVincix 2017 年 11 月 18 日 下午 3:59 
Oh, that's all? I was unsure as for prefix African, if this line needs also something.

Last question to this civ: Are "_Persia" ED units more covered compared to _Mideast? (or equal). And i would like to make sure, that no african skins are applied for this civ.

Important for everything:
I apply the era mod "Eras - Classical Age (v 33)" (which means, i play from Ancient to Classic era alone (but on Marathon speed edited, so i have even more turns vs the default mod settings/calculations).
-> So when i ask about ED units, i speak solely of Ancient and Classical era units.
DaVincix 2017 年 11 月 18 日 下午 5:09 
To answer my question above, _Mideast seems to be more covered vs _Persia (judging from 1-JEDUnitGraphicConfig.sql). So i let the Achaemids with _Mideast.
Nutzzz  [开发者] 2017 年 11 月 18 日 下午 6:06 
Actually, the logic that's applied is more complicated. Persia will automatically use Mideast if there isn't a specific one assigned (see 1-ArtStyleConfig.sql for these assignments). You can also specify a different fallback override for a particular unit by putting a different suffix in the fallback column of the 1-JEDUnitGraphicConfig.sql file.
最后由 Nutzzz 编辑于; 2017 年 11 月 18 日 下午 6:18
DaVincix 2017 年 11 月 19 日 下午 1:23 
This comment is again pretty helpful, as it confirms what i recently only assumed. Thanks!
Yes, in this case _Persia should go.

P.S. Is there somewhere a source (or kind of tutorial) for the .spl tables, ie. exact definitions for its columns?
Example, iirc. some units have 4 column definitions (art suffixes), what exactly is doing what, or why have some of them 4, others only 2. Of course i got it, that the main-entry is "ArtStyleSuffix" which is in the sql's after the civ the second column.
Nutzzz  [开发者] 2017 年 11 月 19 日 下午 8:14 
The file doesn't actually directly correspond to one specific table in the game, but the SQL translates this table to fill in various tables.

All the data is in a Microsoft Excel file on the GitHub < https://github.com/Nutzzz/Civ5-EthnicDiversity >. I wrote some macros that automatically generate SQL for ArtStyleConfig and all the different scaling options of UnitGraphicConfig. The cells with little red triangles in the corners have comments associated with them.

But here's a quick rundown:
Columns: Suffix, Fallback, Template, Member, MemSuffix, fxsxml, Num, Scale, Form

Suffix = An ArtDefineSuffix we've been discussing above
Fallback = An alternative ArtDefineSuffix to use. [Sorry, I had forgotten, but actually the Fallback (2nd) column doesn't actually do anything by the time it ends up in the SQL (it used to, but rather than having the game do all the processing every time you activated the mod, it was faster to have it preprocessed by the Excel macros--so it's only informational at this point to remind me where the data came from).]
Template = ART_DEF_UNIT_xxx (the unit, usually composed of multiple models)
Member = ART_DEF_UNIT_MEMBER_xxx (the specific model within that unit)
MemSuffix = ART_DEF_UNIT_MEMBER_{Member}_xxx (for units comprised of different models).
fxsxml = a filename describing the actual art to use
Num = number of this unit member in the model (note the same MemSuffix/fxsxml often appears multiple times in the same unit, to help mix up the models within a unit better).
Scale = size of the unit
Form = formation; the first one in a particular template unit grouping is the only one that controls.
DaVincix 2017 年 11 月 20 日 下午 2:54 
Thanks!
I wonder if one should/could use then '_GREECE' instead of '_MED' for Greek mod-civs as Suffix. Required, one plays with mod-only civs (via according mod, which disables all vanilla civs)?
Nutzzz  [开发者] 2017 年 11 月 20 日 下午 4:32 
You certainly could if you wanted. Though why does it matter whether you're playing with mod-only civs or not?
DaVincix 2017 年 11 月 20 日 下午 5:23 
I thought if vanilla civs are present, then the vanilla Greece civ would interfer with the Suffixes?
Related:
I'm still a bit confused (but i didn't watch now into the sqpl's, it's from last memory): _MED Suffix units are not the same for Greek mod civs as _GREECE Suffix units, or? ED unit fire-wise meant, of course.
I'm just still under the impression, that _GREECE is done for the vanilla Greece civ, and thus a lot units are covered for them, but not necessarily for _MED, or here Greek mod-civs?
Nutzzz  [开发者] 2017 年 11 月 20 日 下午 6:34 
No, there's nothing magic about the "_GREECE" suffix that relates to CIVILIZATION_GREECE; just as multiple civs could have _ASIA or _AFRI, multiple civs can have _GREECE at the same time (and at the same time as CIVILIZATION_GREECE) with no ill effects.

Just as _PERSIA uses _MIDEAST if a specific unit has not been assigned, _GREECE uses _MED, so there's a bit of overlap, but Greece is fairly well-covered compared to some civs, so it doesn't need too many. _MED is a tough one to allocate units for a "generic" Mediterranean since it covers such a wide area, even if you constrain it to the Northern area between, say, Portugal and Greece. A lot of the units assigned to _MED were designed for Spain, so some of the uniforms give a bit of the North African flavor from the time of the Moorish conquests, but you may or may not feel that's appropriate for your purposes.

I'm guessing the only reason some mods you found are using _GREECE vs. _MED is that _MED is one of the "built-in" suffixes that vanilla civs/CSs were given, but it's never actually used for anything in the vanilla game (unlike the building and music styles), and those civs/CSs end up using the default EURO settler. So if a mod civ uses _GREECE as the suffix to support the ethnic mods instead of _MED, it doesn't really hurt anything. An Asian civ mod wouldn't have that luxury, and would need some kind of SQL like that posted in the original post above.

You are certainly welcome to make suggestions about how the units are allocated. Most of the choices are originally Gedemon's from R.E.D. Modpack, but given the required trade-offs of balancing everything, I have personally found the vast majority of the choices he made were well done.
DaVincix 2017 年 11 月 20 日 下午 8:17 
Understood. And agreed, that the choices are well done (without knowing too much of it, just an impression as of yet).
Atm., and i guess that will remain*, i'm only interested in ancient and classical era units.

* because when i'm done with my scenario modding and playing it enough, i'll go back to other games, seeing how much work it means for me to make Civ 5 fitting for my game preferences ;) ... Civ 5 has generally a great game concept, like it a lot, but the rush through the periods "destroys" it for me, as i cannot bear the quasi drastic unrealism with pretty much every step forward (i'm just a history buff). Thus, i try to realise my Ancient/Classical Greek story of the game, and i'm nearly ready (as said, the vanilla/DLC game files are edited, and nearly all used mod files as well). Small examples: No elephants (ivory), no cows, no bison, some resources renamed when the picture fits example cotton is olives, silk is linen, sugar is herbs and such more, many units replaced (example archer replaced with slinger, composite-archer is replaced with peltasts) and buildings replaced and such things more like also no citadel and all religion items fitting to the time and area.
DaVincix 2017 年 11 月 20 日 下午 8:20 
As for _GREECE or _MED, because the change is possible on-fly, i'll decide when i saw the _MED units in-game. And thanks again for your time, you are doing a great "job" here!
DaVincix 2017 年 11 月 20 日 下午 9:40 
Btw., Civ 5 is the only Steam-game which i play Steam-online (Witcher 3 is still an exception, while majorily played Steam-offline as well), because i must so often watch and act here in the Civ 5 workshop (grab mods etc.), lol.
DaVincix 2017 年 11 月 21 日 上午 9:32 
Strange things experienced: I tried in the meantime _GREECE for iirc. 18 of the 22 setup mod-civs (former _MED suffix), within AM, AMC, MC Gr.split, Thebes, DMS Epirus.
AM and AMC apply from up Warrior (the Spanish model, i assume), also saw a different Archer model (no idea what happens from up Spearmen). MC split and Thebes do not apply the ED Warrior, but vanilla. But apply ED Archer (it's the same as they had have with _MED). According Epirus units not seen as of yet.

These latter civs which don't get the same _GREECE units come btw. with unit models on board. Can this be a reason to exclude certain ED units?

And, all these latter had default unit compatibilty sql's _GREECE else _MED (was done for EU/RED). As i found they don't fire accordingly, i disabled these sql's (as AM and AMC do not have these sql's i thought it would make sense), but that makes no difference for the output. That puzzles me ... .
I'll try to assign additionally a Warrior alternative for _GREECE; as _MED has several of them (the Spanish), but seem not to fire for all mod civs.

Btw., i have also applied _PERSIA for Achaemids, _CARTHAGE for MC_Minoa, _SPAIN for Illyria from AM (then i have still Dacia from AM, used as Pannonians, but left so far iirc. with their default mod setting). All these latter ones, the according units, i didn't see as of yet.

Is this interesting, or boring for you? (lol) ... i guess, it's boring because you know what sticks behind it?
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