View Full Version : Sevo's CivFanatics Fusion Mod


Sevo
Dec 11, 2005, 10:42 PM
Sevo's CivFanatics Fusion Mod, ver 0.3-a

RapidShare -- version 0.3-a (http://rapidshare.de/files/9274740/Sevomod-ver0.3-a.zip.html)
SaveFile -- version 0.3-a (http://www.savefile.com/files/2919488)

New: Patched Fog of war bug (...hopefully...)

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Introduction
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It's only been about a month since the original release of Civ4 and already there's a whole host of fun mods floating around. Being the tinkerer that I am, and tidy, I took a group of my favorite mods to date and hacked them all together into one big fat happy mod. My hope is that this effort is the first step towards a mod that both fixes the things that annoy most of us in the original interface and game, and a mod that adds the best of the features dreamed up by the Civ4 community.

Being that this has started as a collaboration of works by others, I'll begin with the credits:

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Acknowledgments & Credits (In order of appearance in the mod):

Willowmound: ActualQuotesDiplomacy Mod
Thalassicus: AncientEraMusic Mod
CyberChrist: InfoScreen Patch - based on original mod by rickb
Scizor2120: Idea for Industrial Civ Changes
Frontbrecher: The extensive "Lost Wonders Mod"!
David Fidge: Random Events Mod
Snaitf: Show Attitude Mod
Requies: Special Domestic Advisor, Version 0.92
Special Foreign Advisor, Version 0.9
TheFourGuardians: UN Modification Mod
SpinDrift: Updated Denim Workers skin
Bhruic: Cultural Decay Mod
RealFort Mod
12Monkeys: Intercept Mission Reinitialization mod
Zuul: Promotions Mod

The individual readme files (when present) for all of the mods above are included in a subdirectory if you'd like details about the originals.
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The Details
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Lost Wonders -- 8 new (old!) wonders, 3 national wonders, 3 new buildings, and a few changes to existing buildings.

Random Events -- Volcanoes, Locust Swarms, fertile and drought periods, and the olympics.

Dometic Advisor and Foreign Advisor Updates -- Requies has done some outstanding work on these two previously shoddy advisor screens!

Massively expanded unit upgrades courtesy of Zuul. A nice job of balancing the new upgrades with existing options and overall an excellent flavorful addition to the game.

Main Screen Update -- Now shows leader attitude without rollover.

UN Mod -- The United Nations now allows votes on ANY civic, not just the bottom five. Make Despotism your world civic!

Actual Quotes -- Willowmound has compiled authentic (or as near as possible) quotations for the diplomacy text of almost all of the leaders.

Ancient Era Music -- The earliest part of the game is no longer silent!

InfoScreen Patch -- A quick patch for the wonders info screen adding information

Industrial Civ Changes -- Industrial civs no longer get a 50% wonder bonus. It was just too easy for these civs to grab the early wonders in the game. Instead, the Industrial Civs will get a +1 hammer bonus on any plot producing 3 or more hammers. Read the planned changes below for more ideas.

Cultural Decay Mod -- A balancer that lets culture decay over time when a civilization loses control of a square.

Upgrades to fortresses to make them more useful, give better benefits to garrisoned units, etc. You may actually build a fortress from time to time, now.

Air Intercept ReInit Patch -- 12Monkeys put together a neat little hack to make your aircraft go back on patrol after loading a game up. At the end of your first turn all of your planes on intercept missions will garrison and re-launch on their intercepts so you can see them flying around their cities. No more checking to see who's on patrol--I hated the fact that they'd stop circling.


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Installation
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Unpack the archive (with folders) and copy to your /civ4/Mods/ directory. To have the mod load automatically at game startup edit the "civilization.ini" file in your /documents/My Games/civ4/ directory, change the "Mods=0" to Mods="mods/sevomod". You may need to hold SHIFT down while you double-click to start the game, this will clear the cache.

I would recommend having the mod load on startup -- there have been problems loading it from the in-game menu with the cache not clearing.

Alternately, you can unpack all of the files into the appropriate locations in your /CustomAssets/ directory, but be advised if you have any other mods in there they may get overwritten and/or be incompatible!


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Other Recs
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If you don't have them already, I'd get both Blue Marble Terrain and the Random Map Mod. They have to be installed differently and didn't lend themselves to integration with this mod.


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Future Goals
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- Expand the in-game music, especially for the ancient and modern eras.
- Update the Industrial Trait (I think a +2 base hammers/city might work better), add additional traits like Seafaring, Scientific, etc.
- Add civs/leaderheads. Being that I want to add more traits it makes more sense to get that running first.
- I'm sure Requies will be giving us more updated advisor screens.
- Some unit changes are in order...off the top of my head bringing back the F15...
-Add Lost Units, but not all of it.


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Version History Info
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version 0.3-a -- Patch for fog of war bug

version 0.3 -- 2 more mods added
12Monkeys: Intercept Mission Reinitialization mod
Zuul: Promotions Mod

version 0.1 -- Initial Release
Willowmound: ActualQuotesDiplomacy Mod
Thalassicus: AncientEraMusic Mod
CyberChrist: InfoScreen Patch - based on original mod by rickb
Scizor2120: Idea for Industrial Civ Changes
Frontbrecher: The extensive "Lost Wonders Mod"!
David Fidge: Random Events Mod
Snaitf: Show Attitude Mod
Requies: Special Domestic Advisor, Version 0.92
Special Foreign Advisor, Version 0.9
TheFourGuardians: UN Modification Mod
SpinDrift: Updated Denim Workers skin
Bhruic: Cultural Decay Mod
RealFort Mod

Sevo
Dec 11, 2005, 10:43 PM
Reserving space for updates...:crazyeye:

Gisli
Dec 11, 2005, 11:21 PM
What a great combination of great mods! Downloading now, thanks a bundle.

Gisli

Gaia013
Dec 12, 2005, 04:41 AM
Super, thank you Sevo :goodjob: :goodjob: :goodjob:

Junuxx
Dec 12, 2005, 05:04 AM
You might want to include a few utilities as well?
Also, take a look at SuperCiv mod: addition of different civilizations (http://forums.civfanatics.com/showthread.php?t=141855)

mamimo
Dec 12, 2005, 05:26 AM
These is what I was looking for !!!!!
It's ashame I just uninstalled CIV4 because I got too addicted. . . may be for your mod I will reinstall & have no life a agian :-)

woodelf
Dec 12, 2005, 05:28 AM
Nice work Sevo.

There's also the Lost Units mod which is pretty nice.

David Smith
Dec 12, 2005, 08:22 AM
Your download service seem to have missed placed your file, all I get is missing file error on the second page on downloader service? :(

Zuul
Dec 12, 2005, 12:39 PM
Maybe add my mod too? :p

http://forums.civfanatics.com/showthread.php?t=142086

Sevo
Dec 12, 2005, 01:38 PM
Maybe add my mod too? :p

Yours was actually the next I was going to add, along with the bulk of Lost Units...

As to the fileserver...not really sure what's going on there. It says it's doing server maintenance presently. I'll check it again tonight and upload somewhere else if it's still a problem.

David Smith
Dec 12, 2005, 02:11 PM
Thanks, this mod sounds so good, I hate to miss trying this one.:goodjob:

Sevo
Dec 12, 2005, 10:05 PM
Okay ... changed to rapidshare.de for hosting. Some sort of problem over there at Filefront, it's been down all day. I'll keep two copies up in the future so this doesn't happen again.

Just posted the new release. Again, let me know what you think. I've got a few more things to mesh in over the next week or so, but I'm also launching in on fixing the civilopedia.

alerum68
Dec 13, 2005, 12:01 AM
This is a great pack, but I don't know if I want to use all these MODs all the time. I wonder if there would be a way to add into the game a way to choose which mods you'd like to choose?

Kushan
Dec 13, 2005, 12:07 AM
May I also suggest:
- The lost units mod also by Frontbrecher
- The Civilization IV Realism mod (adds some new units, and some new techs, makes the game go by a bit slower.)

Cant wait to try this out.

Kushan

BaalRoG
Dec 13, 2005, 12:48 AM
and the graph mod for the demographics would be cool...


btw: nice work!

SpiderMcFly
Dec 13, 2005, 05:28 AM
Hi

I downloaded and started this mod and there seems to be an odd bug. Whenever a unit moves out into the fog of war, the fog doesn't move back and the unit disappears! If I move all units out into the fog (including my first settler), my turn just ends each time and I can't do anything.

Any ideas?

woodelf
Dec 13, 2005, 06:18 AM
There is an Industrial Trait mod somewhere in this section that someone made to work like Financial. That's the way I prefer it as well.

link:

http://forums.civfanatics.com/showthread.php?t=143853

Lachlan
Dec 13, 2005, 09:33 AM
You should add SuperCivsMod

and

Trip's Mod (splitting empire)

Badmojo
Dec 13, 2005, 09:45 AM
May I also suggest:
- The lost units mod also by Frontbrecher
- The Civilization IV Realism mod (adds some new units, and some new techs, makes the game go by a bit slower.)

Cant wait to try this out.

Kushan

i second those suggestions

realism mod and lost units would be great

But a real MUST is the NO intro Mod :)

Nice work anyway! :goodjob:

MattJek
Dec 13, 2005, 09:57 AM
Im having trouble downloading this mod. Im getting a message from the rapidshare website that the file is not available

Scot_free
Dec 13, 2005, 08:59 PM
Hi

I downloaded and started this mod and there seems to be an odd bug. Whenever a unit moves out into the fog of war, the fog doesn't move back and the unit disappears! If I move all units out into the fog (including my first settler), my turn just ends each time and I can't do anything.

Any ideas?

I have the same problem and have no idea about how to fix it. Very peculiar and annoying.

Sevo
Dec 13, 2005, 09:47 PM
alerum68: Presently, there's no way to install multiple mods; they have to be manually meshed. I'm trying to blend some the best mods out there since they can't be easily combined, and I usually like to play with several of them.

Woodelf: Already included the Industrial Trait mod!

Others: Noted--Realism, No intro, and Civs all recommended, demographics, too.

Spider and ScottFree: I can see how that issue would be annoying. Can I ask what version of Civ4 you're using? Have you upgraded to 1.09? Also, do you have any other custom mods in your /CustomAssets/ folder?

Is anyone else having this problem, or are most of you downloading and using this mod without incident? I can run it without any trouble with the fog of war on this end. What I'm wondering is if there's a compatibility issue with something else out there, or if I have something specific here that lets *me* run it but not you all.

Anyway, I'm adding a second download link. At least one of the two should consistently work.

TheFourGuardian
Dec 13, 2005, 09:52 PM
This is the type of mod I've really been looking for!

I might release one where I combined other mods, but this is very nice indeed.

Thanks!

(And thanks for using my mod. I really appreciate that people like it!)

GroggyGrognard
Dec 13, 2005, 11:06 PM
I, too, just hit a snag muck like Spider and ScottFree. The game boots up, and it seems to successfully load. However, after I move a scout or a unit, it does one of two things. If it's a move into FOW, the unit dissapears. If it's a move into visible areas, nothing happens. Either way, the game freezes - it never crashes out, just merely grinds in place. I can get the settler to lay down a city, and I can pick a tech, but as soon as you click to advance a turn - dead duck. I cleaned out all but the default mods that came with the game, to no avail. I'm using 1.09, as well as the Blue Marble mod. The normal game works fine. Rather dumbfounding.

Scot_free
Dec 13, 2005, 11:59 PM
I've actually gotten further than Groggy.
The first game I played, the game froze after a few turns, I had settled my settler on the start square, but had already moved the Warrior. When I checked next turn, the Warrior had 0/-154033 (or some number like that) movement points. The game froze after a few turns after I tried to move the Warrior again.
Figuring it was a bug, I tried a second game. This time I settled on the spot first and then moved the Warrior around. Normal game things occurred, choosing tech, building Warriors, except that the Fog of War wasn't revealed by any of the units. Fog of War was fine from cultural influence (I could see 1 or 2 squares past the cultural border, depending on hills, water, etc.), but units could get lost in the Fog without revealing anything. Even after the Warrior moved into the Fog, I could continue to move it in subsequent turns, but it never revealed anything. I even tried making a Scout to see if maybe that would correct something, but it didn't reveal anything either. I got tired of this, saved the game, and tried it again later, but then it froze when I tried to end the current turn.

I have no other custom mods besides this one (and the 4 included w/ Civ4) downloaded, and I have 1.09.

Antitel
Dec 14, 2005, 03:02 AM
I haven`t experimented problems yet, but I'd got this exception quite often, perhaps this is the source of that errors:

http://personal.able.es/amatute/otros/exception.jpg

SpiderMcFly
Dec 14, 2005, 05:03 AM
Same boat as Scott and Groggy. Version 1.09, Blue Marble, and my own home-grown Canadian civ, but that's it. I moved everyone out into the fog and I can keep hitting enter at the end of my turn, but nothing else happens.

Hopefully this can be resolved, because this mod looks awesome!

Thx.

Badmojo
Dec 14, 2005, 09:48 AM
i experienced the same bug:
the can't move cause of -22232323942 moves or the don't move into fog bug...

but if u "install" the files not as a mod but in the ..../mygames/civ......Custom assest/ folder it looks like i have some of the mod
but not all of it...

I HAVE :
Willowmound: ActualQuotesDiplomacy Mod
Thalassicus: AncientEraMusic Mod
CyberChrist: InfoScreen Patch - based on original mod by rickb
David Fidge: Random Events Mod
Snaitf: Show Attitude Mod
Requies: Special Domestic Advisor, Version 0.92
Special Foreign Advisor, Version 0.9
SpinDrift: Updated Denim Workers skin

don't have:
TheFourGuardians: UN Modification Mod
Bhruic: Cultural Decay Mod
RealFort Mod
12Monkeys: Intercept Mission Reinitialization mod
Zuul: Promotions Mod
Frontbrecher: The extensive "Lost Wonders Mod"!


dunno if it helps.. :crazyeye:

Sevo
Dec 14, 2005, 01:51 PM
Okay...weird. Definitely a problem. I have 1.09 plus Blue Marble as well. I'll reinstall from scratch and see if I can duplicate this fog of war madness to get it resolved...I have no such problem here no matter what I do. Just bizarre.

Worst case scenario I'll start over from scratch and maybe I'll undo whatever got jinxed...it wouldn't take me long now that I've done it once already.

Anybody out there running this mod without problems? Or am I the only one? :crazyeye:

SpiderMcFly
Dec 14, 2005, 05:57 PM
I have in the past, used separately the Lost Wonders mod, Domestic advisor mod, and Random events mod, and none of them seemed to cause this problem, so perhaps it's one of the others?

Hope you can figure it out, I sure couldn't and I'd really like to play this great combo mod!

mtabacco
Dec 14, 2005, 06:11 PM
is it possible to ad an optional earth map?

Impaler[WrG]
Dec 14, 2005, 07:49 PM
Mods can be merged automaticaly with this program

http://forums.civfanatics.com/showthread.php?t=140188

Sevo
Dec 14, 2005, 10:45 PM
Puzzling still...

I deleted and reinstalled my Civ4 today on the chance it was some other tweak I had made. I then installed my ver 0.3 patch from the zip file I uploaded, and it ran right away without any of the probs you guys have had. I played for a while just to test it out. ;)

Looking over the things I've incorporated, my suspicion is that the AirInterceptReinit might be the culprit, or some mis-coding during my mergers. I'll pick it apart and put it back together and post a new version sometime Friday. Thanks for the feedback thus far...

@tdb: I've been following your merger program, but part of my doing this was to get a better grasp of how various modders are doing their thing while I'm working on a couple of my own mods...but once that thing is up and running smooth it's going to be on everyones #1 d/l list!

GroggyGrognard
Dec 14, 2005, 10:49 PM
Alright, guess I'll have to tide things over and wait until Friday. Rather eager to play this mod!

Thanks for putting the time in, Sevo!

Scot_free
Dec 15, 2005, 12:49 AM
Well, I think I have fixed the problem (haven't tried saving and restarting yet to see if it freezes). Antitel's post helped...I looked through the Python and xml files, and found that the promotions for Fort1, Fort2 and Fort3 were not in the CIV4PromotionInfos.xml (\Assets\XML\units folder). I went and found the RealFort Mod, downloaded it, and added the 3 missing promotions' info ("PROMOTION_FORT1", "PROMOTION_FORT2", & "PROMOTION_FORT3") to the CIV4PromotionInfos.xml file in Sevo's mod, saved, and started a new game. Now, all the units seem to be able to see into the fog as normal; i.e., the game seems normal.

SpiderMcFly
Dec 15, 2005, 04:02 AM
Well that's the craziest thing ever! I followed Scot's advice and added the 3 promotions in and everything seems to be working fine.

Playing now, looks great - thanks Sevo and Scot!!!!

Sevo
Dec 15, 2005, 01:09 PM
:goodjob: Woot! Thanks for the fix! Must have gotten dropped from the merge at some point. I'll patch the original up and re-post it, but it won't be up until Friday morning sometime. Thanks for all the fixin's and troubleshooting all!

I think I'm going to merge in some of Lost Units and the No-Intro Mod, and I had one or two others earmarked at home, then call this version 1.0 for the time-being, as I'm pretty happy playing with all these new toys. I'm working on a civilopedia fix and some religious wonders in two other mods, so I'll add those when they're done as well.

'Course, I was trying to find a way to have a goody hut experience a nuclear meltdown on rare occasion when it was popped...but I think I'll have to wait for the SDK for that one...

Opuhara
Dec 15, 2005, 09:58 PM
Hi

I downloaded and started this mod and there seems to be an odd bug. Whenever a unit moves out into the fog of war, the fog doesn't move back and the unit disappears! If I move all units out into the fog (including my first settler), my turn just ends each time and I can't do anything.

Any ideas?


hi !

sorry to have a negative first post: I encountered the same thing
hoops the excitement of a newcommer made me miss the answer
so I'll wait for the new version
congratulations to all the modders

s3d
Dec 16, 2005, 06:28 AM
hi !

sorry to have a negative first post: I encountered the same thing
hoops the excitement of a newcommer made me miss the answer
so I'll wait for the new version
congratulations to all the modders

Same thing here. It hapens on Chines(both leaders), large earth, prince, continent(the rest is default). IT happens to warrior on the first turn. After warrior appear again he have 1/-xxxxxxxxxx(some huge number) of movement. Without mod everething is ok.

Sevo
Dec 16, 2005, 08:48 AM
Okay Gang--made the fixes recommended by Scot_free. (Thanks again!) Current version is 0.3-a

Hopefully this fixes the fog of war/ movement bug for everyone out there.

I've got the next three days off work, so I'll be busy...hopefully we'll round this out and cap off version 1.0 in the next couple days!

Flasch186
Dec 17, 2005, 11:27 AM
rapidshare wont show me the code to type in to start the DL, hrmmmm. just the broken image icon

James009
Dec 18, 2005, 02:21 AM
Hello, great mod. I love the idea and single player works fine for me but when I created a multiplayer game to play with my friend it gave us an out of sync error asking for one of us to leave and rejoin the server. There is nothing I can see wrong with the game, its still lets us play and runs. I have the Civ 4 1.09 patch and version 1.3-a of your mod.

Thanks!

thearkane
Dec 18, 2005, 08:51 AM
flasch186. it did the same to me go back and try again. i had to try 3 times to get it to work. 1st time no code,2nd code did not work,3rd finally it worked. i tried the other file source and that did not work at all. good luck.

Sevo
Dec 18, 2005, 12:10 PM
flasch186. it did the same to me go back and try again. i had to try 3 times to get it to work. 1st time no code,2nd code did not work,3rd finally it worked. i tried the other file source and that did not work at all. good luck.

Well...I can't complain too much about them...what do you expect from "Free" fileshare services! I'll try to keep an eye on the links to be sure there's at least one working!

As to multiplayer...were you able to get the multiplayer game working in the end or did it keep un-sync-ing?

kaeau
Dec 18, 2005, 12:15 PM
thanks sevo, this fusion mod is wonderful.
i want to add one thing to the suggestion list, perhaps you have tried the europa europa mod, and what i would appriciate to see added are the extended civics. there are far more combinations and far more possibilities in there, and it is great to shape your empire politics and feeling.
and, for sure, the lost units, but this is on list, as i read it.
i tried to merge ´em by myself, but ended up just in a bunch of xml errors..
thx again and.. keep it up!
ka
www.3dtowns.at

post scriptum: downloading wasnt a problem.. i chose savefiles service

James009
Dec 18, 2005, 03:08 PM
As to multiplayer...were you able to get the multiplayer game working in the end or did it keep un-sync-ing?
It kept un-sync-ing, I'll try and post a ss of it up here later when I get a chance. Thanks.

ps. Whats un-sync-ing even mean? I have a concept ... but not really.

Zuul
Dec 18, 2005, 07:03 PM
That different computers have different data on the game, so on one comp one thing happes but on another another thing happens (usualy with random numbers).

James009
Dec 18, 2005, 09:23 PM
Yeah, I believe my Civ install was messed up and corrupted. I reinstalled it and I'll see if its ok.

Glinka
Dec 19, 2005, 12:33 PM
First post, here, so greetings. :)

I've been enjoying this mod a great deal, and thought I'd take your advice, Sevo, about the Blue Marble Terrain mod. Unfortunately, after I'd loaded BMT, yours seems to have vanished. I tried reinstalling Sevomod repeatedly, in all the given locations, and still end up stuck with the intro screens and the BMT logo. (Yes, I've changed the INI file back to read MODS = mods/sevomod.) Any useful ideas? Thanks!

EDIT: I've tied uninstalling BMT--still no dice. Finally, I installed Sevomod in my Civ4/mods directory, and loaded it through there. That worked, until I tried to subsequently load a sevomod game. I was told this required sevomod; did I wish to restart Civ4 and do so? I did, and it attempted to load two iterations of the game before crashing.

Glinka
Dec 19, 2005, 01:47 PM
Well, I got back Sevomod--but at the cost of deinstalling and reinstalling the game...as well as losing my previous saved game, since the new installation (with Sevomod loaded) wouldn't recognize my sevomod save. Weird. Probably something to do with the way Civ4 looks at saves.

So does anybody know why BMT seemingly overwrote Sevomod?