View Full Version : [MOD] Sevo's CivFanatics Fusion 2.0


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JohnYoga
Mar 12, 2006, 11:46 PM
Sevo,

Every time I read your quote:

Two muffins are baking in an oven. They sit there for a while, when finally one muffin turns to the other and says, "Hey, is it just me, or is it hot in here?", at which point the other muffin cries out, "Oh my God! A talking muffin!"

I start cracking up...It doesn't matter how many times I've read it! Laughing now in fact! Oh man...

I look forward to your new upgrade. Hell, it's the same feeling I get when awaiting any official game patch.

CU,

John

Gwythur
Mar 13, 2006, 12:51 AM
Sevo, I wanted to say that I'm very impressed with your composite mod, and I am looking forward to the new release very much

I hestitate to critique such an excellent mod, but if I may, I'd like to ask you to consider a few issues relating to game balance when playtesting your next release.

(1) The Celtic UU is very powerful, with several bonuses: It can be built as soon as you research bronze working, without the need to actually mine copper. It gets free woodsman 1 & 2 promotion, which it retains if upgraded. It gets +60% vs melee, instead of the axemen's +50% (this is important because of the addition of the hypaspist, since opponents are less likely to have archers guarding thier cities). I have found that a bronze working rush often allows me to take my entire continent without even builing a worker. Please consider toning it down to +50% vs melee, and either woodsman 1 only, or a bonus to defend in forests.

(2) Many of the lost wonders are very powerful for thier cost. I'd like to point out the Mausoleum, which is a much cheaper version of Notre Dame, and the Theory of Evolution, which is a Statue of Liberty and Oracle combined. Magellan's Expedition gives a ton of bonuses, and the Tsukiji Fish Market can turn a city with a lot of water tiles into a size 30+ city! Keep in mind that a high cost isn't much of a deterrent when a great engineer can build one of these in a single turn.

(3) Are the extra resources - tuna, books, and ancient temples - strictly necessary? They are interesting, and I believe I understand why each of them is there, but the addition of any new resources does change the delicate balance of the game.

Please realize that I am not criticizing, by any means. I love your mod, and have been very happy playing it. But since you will be releasing a new version, I hope that you might think about some of my ideas as ways to make it even better!

Sneerk
Mar 13, 2006, 05:29 AM
The word on the street is that sevomod has an update on the way. Is this true? If so.. when? what? how?:banana:
The only thing i really miss in this mod is making the religions more realistic and individual, The only difference in religions in the original game is the symbole and some wonders, and thats boring. So is this coming in the udate? Is it sevo, is it? is it? it is isnt it sevo? or isnt it isnt it?:hammer2:

mrgenie
Mar 14, 2006, 02:36 AM
I know this doesn't belong in this sevomod specifically..but, is there any chance someone can write a mod/script, something to automate units..i.e. Airunits patrol/recon each turn automatically..or set paths for units to follow each turn automatically..i.e. I want a patch around some hills and then across flatlands, it takes 3turns for a unit to walk back and forth, so I can let them walk once now, but what if I just want them to walk this way over and over again, is there any chance you could add such a thing to the sevomod?

Dragonlord
Mar 14, 2006, 03:15 AM
Sevo, will you be including TheLopez' Mercenary Mod into yours? It looks absolutely awesome and seems to be specifically tailored to be incorporated easily into existing mods like yours.

JohnYoga
Mar 14, 2006, 07:59 AM
Sevo,

I have Longbowman taking down bombers. Now granted I used World Builder in my game, but I wonder if this would happen in a "real" game too.

John

ERLoft
Mar 14, 2006, 10:28 AM
Sevo,

I have Longbowman taking down bombers. Now granted I used World Builder in my game, but I wonder if this would happen in a "real" game too.

John

HUH? Only air units, or SAM infantry can intercept bombers. I've never seen longbowmen taking down anything that flies, save the occasional gunship. Are you sure it was a longbowman that intercepted the bomber?

scienide09
Mar 14, 2006, 10:46 AM
It depends on the location of the bombers and the longbowmen. If the longbowmen are ATTACKING, and the bombers are based in a neutral city, they will win every time. This is because the bombers have no defensive value and receive none from the neutral city (nor from neutral troops).

Sevo
Mar 14, 2006, 04:57 PM
Shoot--I wrote a long response to all of you guys and the hampsters running my CPU ate it. Here's the quickie:

@Gwythur : I agree with you on all 3 counts and I'll be addressing this in the next release. Comments appreciated!

@ mrgenie: Yes, it's doable, and not a bad idea at that. I won't be able to get to it right away, but I will look at the idea for a future release.

@ John Yoga: Longbowmen shouldn't be able to take down bombers! But I'm glad you like the muffin joke...most people don't get it...

@Dragonlord: probably not: I don't the the AI will "get it". But I agree with you that it's a very cool idea and would be great in multiplayer games.

No set timeframe on the release: I have a lot of stuff on the list, but I'm working on it daily and making good progress. It took me a while on Sunday but I've reworked techConquest extensively. The biggest change/addition is the technology gap between the victorious civ and the tech being gained. If it's far beyond the civ's current tech level, they won't learn as much (if you've just learned monarchy, fission is a bit hard to grasp). On the other hand, if you've developed an aegis cruiser, picking up pottery is a no-brainer.

Anyway, I also discovered that it's possible not only to reskin the leaderheads, but to change their animation files with other leaders. The leaders below are going to be Solomon and Hannibal. They use Asoka and Alexander for skin, but they use Saladin and ceasar for animations. The effect is pretty good, really, and it helps that they don't greet you the same way as their counterparts!

http://img127.imageshack.us/img127/7782/solalex9an.png

Rabbit_Alex
Mar 14, 2006, 05:37 PM
Those look really good Sevo. Have you thougth any more about Lopez's mercenaries mod or the Great Person mod by Patricius?

Drakonik
Mar 14, 2006, 06:52 PM
I like the new leaderheads. Good job on them. I can't wait for the next release.

JohnYoga
Mar 14, 2006, 10:04 PM
Heck Sevo,

I found another bug, but since lately I have been playing only your mod, I have no idea if this is really a bug in the original game or this mod:

I paid off my bud Napoleon to fight Alexandar with me. For the hundreds of years I battled with Alexandar, and even the years after we kissed and made up, Napoleon was still fighting him...BUT, Napoleon never engaged Alexandar in combat!

Now tell me Sevo, is this a bug? And have others seen this, and the "Longbowman taking down Bombers" bug in the vanilla game? If it stems from the vanilla game, I should pack my "bug bag" up and go to the main game bug section and report it.

Regards,

John

Dragonlord
Mar 15, 2006, 03:55 AM
@Dragonlord: probably not: I don't the the AI will "get it". But I agree with you that it's a very cool idea and would be great in multiplayer games.


Still regarding the Mercenary Mod (don't want to bug you, though):
In TheLopez' thread they stated the AI was using it reasonably well. Maybe give it a try?
Haven't tried it myself yet, because I'd have to play Vanilla (apart from the mercenaries of course)... I may give it a shot though.

GIR
Mar 15, 2006, 07:36 AM
yes, i agree, the Mercenary Mod (http://forums.civfanatics.com/showthread.php?t=162016) seems to work very well with the ai...
but it is your decision.
(same goes for the Specialist Stacker (http://forums.civfanatics.com/showthread.php?t=156185) Mod :D )

Drakonik
Mar 15, 2006, 08:23 AM
Heck Sevo,

I found another bug, but since lately I have been playing only your mod, I have no idea if this is really a bug in the original game or this mod:

I paid off my bud Napoleon to fight Alexandar with me. For the hundreds of years I battled with Alexandar, and even the years after we kissed and made up, Napoleon was still fighting him...BUT, Napoleon never engaged Alexandar in combat!


Were Alxeander and Napoleon adjacent, or were their empires separated by a neutral territory?(By neutral, I mean someone who wasn't at war with them.) I think that if there's someone between two AIs, and the AI is convinced to fight the other AI, they wo't do it. At least, that's what I've observed.

Sevo
Mar 15, 2006, 01:49 PM
Still regarding the Mercenary Mod (don't want to bug you, though):
In TheLopez' thread they stated the AI was using it reasonably well. Maybe give it a try?
Haven't tried it myself yet, because I'd have to play Vanilla (apart from the mercenaries of course)... I may give it a shot though.

I looked through the thread earlier, and he does state that the AI use the mercenaries. I like the idea of this mod, but I'm going to have to play it for a while to see if the AI are using it effectively or haphazardly. Really, you'd only want to hire mercenaries when you were on the losing end of a war and needed numbers badly and had money to compensate. If the AI is just hiring mercenaries at random and not putting them to use, ie., in combat while they're being paid for, then the AI is wasting it's money. Mods like these can be very complex to whittle out in terms of global game effects.

Zuul
Mar 15, 2006, 03:38 PM
Well winning side could use mercanaries to cut cost too, like if they have to travel long and if you get a "hero" unit that so you dont need so many other units, for example.

Benwallace
Mar 15, 2006, 11:35 PM
Sevo awesome mod I have been enjoying it thus far. Sorry to be redundant as I have seen other people ask this before in another thread. I would love to see some more major modification to the UN. I can only imagine how difficult this is to do. But I am sure we all agree how interesting civ would be if say the UN could inforce trade embargo's or vote to declare a civ the UN enemy etc. Anyway thanks again for the awesome mod.

Lloyd
Mar 16, 2006, 03:25 AM
Hi Sevo

Congratulations on such a great mod whilst still true to Civ IV basics.

Lost Units and Lost Wonders should be especially interesting!

I have one very simple question - Have you fixed the XP bug from the original Civ IV release.

Units with high XP would have their XP reset to 10 when upgraded - this probleme was fixed in the small mod SD-UnitXP. I have been playing Sd-UnitXP as the loss of 50 or 60 XP points is impossible to recover on older and more promoted units.

Thanks again for the great mod!!!!!

Lloyd

Zuul
Mar 16, 2006, 04:58 AM
FairStart have changed the xp cap, but it's not a bug really but a design decision.

High_Elf_Lord-M
Mar 16, 2006, 05:45 AM
what an excellent mod, just one prob though, when conquering a city it comes up "you have gained % of "tech", well mines always 0%, is this a bug it says in the read me that this should be 1-25%

mrgenie
Mar 16, 2006, 07:34 AM
Shoot--I wrote a long response to all of you guys and the hampsters running my CPU ate it. Here's the quickie:

@ mrgenie: Yes, it's doable, and not a bad idea at that. I won't be able to get to it right away, but I will look at the idea for a future release.


Well, to be honest I'm already great that you made this huge mod possible anyway..it's really the best suited for my needs..although there are some other quite interesting mods I must say..this is still my favorite :) I just experience ingame too much things to handle when it comes to intelligence..gather info around my borders is very important for me because i play normally very strategically with my forces..im not the person building up 3times more units as my enemy before attacking..so...I just need clear intelligence on what is going on and each turn it cost me so much time to check everything manually..automated paths, routes or however you call them would just serve every purpose on gathering intelligence across my borders..and even those who use massive forced attacks, maybe they're not relying on such intel..i'm pretty sure they would also be glad to automate such things :) I would like to give such a routine a try myself..but I need some handbook with examples myself on how to control units in the game..so..i just assume someone else probably already has the knowledge, maybe he/she can make us such a routine and you just include it to your mod? :)

JohnYoga
Mar 16, 2006, 10:06 AM
Were Alxeander and Napoleon adjacent, or were their empires separated by a neutral territory?(By neutral, I mean someone who wasn't at war with them.) I think that if there's someone between two AIs, and the AI is convinced to fight the other AI, they wo't do it. At least, that's what I've observed.

Their countries were adjacent, and Napoleon was sitting outside of some of Alexander's cities with troups,etc...but no engagement. When you go to the Advisor, they also so that they are at war with each other.

This seems like a bug, but I am unsure whether it's a vanilla issue or this mod's issue...:mischief:

Regards,

John

Zuul
Mar 16, 2006, 10:19 AM
The game have crashed one time and got stuck one time when barbarians attacked.

Nexushyper
Mar 16, 2006, 10:36 AM
what an excellent mod, just one prob though, when conquering a city it comes up "you have gained % of "tech", well mines always 0%, is this a bug it says in the read me that this should be 1-25%

I had a similiar bug.

It said I gained a tech (not sure which i don't remember) But when I checked with my science screen i had not gained it. I checked the next 2 turns as well and never got it until I reseached it myself.

ilteroi
Mar 16, 2006, 11:40 AM
i can confirm the "zero points gained" message - however, you do get points, because in the end you do get the tech when you conquer enough cities.

but i wanted to make a small remark: the ifv unit is too strong. or you can get it too easily, which has the same result. its only prerequisite is computers, you don't even need combustion and oil - yet you need tanks to fight it. so i would like to suggest to give it some additional prerequisites!

Xanthippus
Mar 17, 2006, 01:25 AM
i can confirm the "zero points gained" message - however, you do get points, because in the end you do get the tech when you conquer enough cities.

but i wanted to make a small remark: the ifv unit is too strong. or you can get it too easily, which has the same result. its only prerequisite is computers, you don't even need combustion and oil - yet you need tanks to fight it. so i would like to suggest to give it some additional prerequisites!

I don't get any points, and I even get some messages saying I've gained 0% in techs I've already researched! For example, I'm currently playing a late Rennaissance game, and when I conquered a city I gained 0% in Horse Riding! :confused:

Dragonlord
Mar 17, 2006, 06:19 AM
I don't get any points, and I even get some messages saying I've gained 0% in techs I've already researched! For example, I'm currently playing a late Rennaissance game, and when I conquered a city I gained 0% in Horse Riding! :confused:

Can't confirm that: I always got the 0% message, too, but I always got all or part of the tech that was mentioned.
You can check whether you got part of the tech in the tech screen - hover the mouse over the tech and it will show you how many TPs of the total you already have.
Never got a tech I already had - sure you really had Horseback Riding at that point?

1shmael
Mar 17, 2006, 08:08 PM
Sevo,

Do you plan to release a combined SevoMod and Faces of God Mod? I've tried to combine them on my own with no success. My Civ Crashed. :-(

Sevo
Mar 18, 2006, 12:34 AM
Can't confirm that: I always got the 0% message, too, but I always got all or part of the tech that was mentioned.
You can check whether you got part of the tech in the tech screen - hover the mouse over the tech and it will show you how many TPs of the total you already have.
Never got a tech I already had - sure you really had Horseback Riding at that point?

You guys will all be happy to know TechConquest is fixed. I went through the code pretty closely and undid some things that were unecessary and tweaked it a bit (see my earlier post), and in general cleaned it up. My recent testing has shown that, at the minimum, it always gives you a clear % gained and usually around 35-75% of the tech. There's some weirdness with the "tech points" that python sees not matching the points displayed in the tech tree, but I've found a fairly easy workaround.

Also, I've added the Kill List mod, including unit promotions. Still slaving away...no definite date on a release just yet, but no more than a couple of weeks I'd guess (It sucks having a day job--just distracts me from playing. Of course, it does pay for the electricity, food, heat, shelter...)


Sevo,

Do you plan to release a combined SevoMod and Faces of God Mod? I've tried to combine them on my own with no success. My Civ Crashed. :-(


I think I can say at this time I probably won't be merging Faces of God with this mod. Faces of God was a lot of fun and a great way for me to try some things conceptually, but it doesn't fit with the "keep it like vanilla, only better vanilla" theme I'm keeping for this mod.

Nexushyper
Mar 18, 2006, 12:43 AM
Great news indeed. Thanks


Also, I've added the Kill List mod

Have you considered Unit Statistics Mod? It provides even more that Kill list mod and is based off it.

Just curious

ACEofHeart
Mar 18, 2006, 07:19 PM
Not sure if this has been brought up.. Am I suppose to be able to build a BiPlane before I even discover Flight ? :rolleyes:
Happen to me with the mod..

Drakonik
Mar 18, 2006, 10:56 PM
Not sure if this has been brought up.. Am I suppose to be able to build a BiPlane before I even discover Flight ?

Do you have a time machine? :P

ACEofHeart
Mar 19, 2006, 02:56 PM
hehe,, no,not a Time Machine...

I just hope it doesn't crash to earth when the pilot realizes he's doing something that hasn't even been discovered yet.... :eek:

Drakonik
Mar 19, 2006, 03:10 PM
2nd law of cartoon physics: If you are standing over an open space, you will not fall until you look down.

1shmael
Mar 19, 2006, 04:30 PM
If I understand right, the Sevo Mod contains the random events Mod. Is this true? I am not seeing any Random events occur in my game.

Drakonik
Mar 19, 2006, 05:24 PM
nope. No random events mod. It would be nice to have that as a part of this one. Hint hint, nudge nudge, wink wink, say no more, say no more.

Sneerk
Mar 19, 2006, 09:09 PM
Hey sevo, i understand theres a new version on in the makings. When do you think you'll be able to release it? Im wondering because i dont know i i should start a new game now with the current version or wait for the upgrade. So are we talking days or weeks? ...and yes, SMASHING MOD!:banana:

Sevo
Mar 19, 2006, 10:03 PM
Hey sevo, i understand theres a new version on in the makings. When do you think you'll be able to release it? Im wondering because i dont know i i should start a new game now with the current version or wait for the upgrade. So are we talking days or weeks? ...and yes, SMASHING MOD!:banana:

Thanks. I would venture that you have time for another game before this release. There's a lot more competition out there suddenly, so I'm going to have to step up the quality a bit! :lol:

Really, this one is gonna be good. It'll be worth the wait. I'm still not changing the gameplay at all; I'm actually removing some things that weren't working. But as always the goal is to keep the game balanced and expand on it where we can. But I am trying to make sure the quality of this mod is top on the boards!

Here's another teaser--I give you the new (animated!) leaderheads for Shaka of the Zulu and Ostenaco of the Cherokee nations:

http://img376.imageshack.us/img376/328/shakaostenaco0vx.png

ant0
Mar 20, 2006, 03:06 AM
Installed sevomod 2.3 over the weekend,tested it a bit (227turns/460) and it looks great.One remark though :i think there are too many units that you really need not build.Also,i think the cataphract is inaccurate.Cataphracts were Byzantine heavy cavalry,so they shouldn't get a fleeing bonus and should have better attack(i propose to give them 7 or 8 attack and give the withdrawal bonus to the horse archer).The attack/defence upgrades seem a bit awkward too,i don't think they are of use.The 6* upgrade must be cool(though i still have no unit of that level).I'll keep playing and tell you more.:goodjob:

Bringa
Mar 20, 2006, 10:47 AM
There's a lot more competition out there suddenly, so I'm going to have to step up the quality a bit! :lol:


I've been playing lots of mods, and even though this may sound like sucking up to Sevo, I haven't found anything that gets anywhere NEAR this mod's level of perfection. Kael's FfH, of course, is equally astonishing, but it's more of a total conversion than a mod expanding the original gameplay. I'd say those two are clearly ruling the mod scene for Civ IV right now: Sevo's Fusion if you want the classical civ feeling, only BETTER, and Kael's Fall from Heaven if you want something entirely different. Thanks a lot for all the work to all you modders out there :)

Dragonlord
Mar 20, 2006, 01:09 PM
I've been playing lots of mods, and even though this may sound like sucking up to Sevo, I haven't found anything that gets anywhere NEAR this mod's level of perfection. Kael's FfH, of course, is equally astonishing, but it's more of a total conversion than a mod expanding the original gameplay. I'd say those two are clearly ruling the mod scene for Civ IV right now: Sevo's Fusion if you want the classical civ feeling, only BETTER, and Kael's Fall from Heaven if you want something entirely different. Thanks a lot for all the work to all you modders out there :)

I agree completely, but would mention a third: TAM aka The Ancient Mediterranean
There are some other promising Mods in the works - Warhammer Mod, Song of the Moon for instance, but theyre not so far along.

Anyway, Sevos Mod is great - now, if only the Mercenary Mod was also incorporated... *grin*

JazzD
Mar 20, 2006, 02:11 PM
any suggestions on editing tools or anything like that to speed up the modding process? I've been just going through line by line with word pad and I know there has to be a more efficient way.
Thanks in advance.

sup
Mar 20, 2006, 02:16 PM
So are bi-planes supposed to be built before flight, or is that an error?
Why can I only build 3 SEALs?
Does anybody think it would be cool/useful if planes could auto-recon? Would the AI use this?

Zuul
Mar 20, 2006, 04:34 PM
Yes no bug with the bi-planes. There is not enough techs right now for these things. Maybe combind the mod with Composite Mod by Exavier that has larger tech tree.

JohnYoga
Mar 20, 2006, 09:27 PM
Folks,

Help me out here, as I am still new to the Civ experience...

If we already have modders giving us new civs, units,wonders, and scenarios, why would anyone want/need the Warlords expansion? Any "extras", like further stability, and say, a game editor could come out in a patch, correct?

Enlighten me!

John

ACEofHeart
Mar 20, 2006, 09:38 PM
Not exactly sure what is meant by not enough Techs for the BiPlane to appear only after "Flight" is discovered.. Something must trigger its appeareance as a new unit ??? :crazyeye:

Sneerk
Mar 20, 2006, 10:18 PM
Folks,

Help me out here, as I am still new to the Civ experience...

If we already have modders giving us new civs, units,wonders, and scenarios, why would anyone want/need the Warlords expansion? Any "extras", like further stability, and say, a game editor could come out in a patch, correct?

Enlighten me!

John

Hi John! Im not comlpetly sure why you posted in this thread, nevertheless...
Its true that very many things has been added from modders, with this mod as the most impressive, and after the SDK even more impressive additions will come. But i think and expansion can improve some basic gameplay like the Vassal state that will be included, also new animated leaderheads. So I think there big request for some "exstras" to the game that only firaxis can make. I for one will sertainly buy it.

JohnYoga
Mar 20, 2006, 10:52 PM
Thanks SweetPete.

Posted here Sevo's thread is my favorite haunt, and figure a modder could answer me as you did.

Regards, John

Zuul
Mar 21, 2006, 03:06 AM
Not exactly sure what is meant by not enough Techs for the BiPlane to appear only after "Flight" is discovered.. Something must trigger its appeareance as a new unit ??? :crazyeye:

But think on it. If biplane appeared on same tech as the other planes no one would build it.

ACEofHeart
Mar 21, 2006, 03:40 AM
I do see your point Zuul ,,but if I recall the only available Plane on intially discovering Flight is the early Fighter..so maybe you could have a choice and it least its not out of place,, personally if both had the same stats I would pick the BiPlane anyway,, its cooler looking.. :cool:
The Bombers and advanced fighters etc.only come with additional techs..

Zuul
Mar 21, 2006, 10:24 AM
I do see your point Zuul ,,but if I recall the only available Plane on intially discovering Flight is the early Fighter..so maybe you could have a choice and it least its not out of place,, personally if both had the same stats I would pick the BiPlane anyway,, its cooler looking.. :cool:
The Bombers and advanced fighters etc.only come with additional techs..

Bi-plane came at least 20 years before the other. Strange to have same stats, why bother.

Fujisan
Mar 21, 2006, 10:33 AM
I've just posted a new thread dedicated to the new version of FairStart modification of SevoMod:
http://forums.civfanatics.com/showthread.php?t=164090

I decided to open a new thread because there are too many changes in my modification.

ACEofHeart
Mar 21, 2006, 12:48 PM
Strange to have the same stats ???
Its a helluva LOT stranger to have any plane when flight hasn't even been discovered yet... LOL :D
hmmm.. I just had a thought (which can be dangerous)... what if the Biplane is just sorta a crop duster and its purpose is to help terrain files ?

BFD8656
Mar 21, 2006, 01:15 PM
Not a bad idea. Maybe you make a crop duster bi-plane and have him do the circle the city mission. Then you get a +1 food bonus for every 5 food being produced in that city.

Something like that might be nice. There really should be more food improvments later in the game. Like a Tank = tractor. Things like that. Maybe you can upgrade your workers to civil engineers after combustion. Then they can creat forts, roads and the like 50% faster??? I like the idea of having crossover between military units and civil units. It is very much like the real world!

daveyjwin
Mar 21, 2006, 02:00 PM
Or, one could make the bi-plane appear at flight with the fighter plane, but have lower stats, but make it less expensive. That would be the simple solution.

Zuul
Mar 21, 2006, 02:38 PM
Or you can do as some others, add a extra tech so you have 2 for flight, one early and one later.

sup
Mar 21, 2006, 04:26 PM
Or you can do as some others, add a extra tech so you have 2 for flight, one early and one later.

I like this idea Zuul. What mod incorperates this the best in your opinion?

Zuul
Mar 21, 2006, 04:34 PM
Like I said before - Composite Mod by Exavier.
But he doesnt have more techs in early ages only late.

Sevo
Mar 21, 2006, 09:55 PM
Yes no bug with the bi-planes. There is not enough techs right now for these things. Maybe combind the mod with Composite Mod by Exavier that has larger tech tree.

Yeaaahh. Biplanes...not sure what I'm gong to do yet, but they do currently become available before flight. It'll be addressed in the next version. I hadn't thought of a "crop duster" aircraft...not a bad idea.


any suggestions on editing tools or anything like that to speed up the modding process? I've been just going through line by line with word pad and I know there has to be a more efficient way.
Thanks in advance.

Cheers! I use notepad++, but I basically do it the same way you do. Line by line. NPP makes it easier because it has context highlighting for python, Xml, etc and lets you collapse fields easily, but I'm old school and like my text editors.:hammer2:

Another update on the new version: I've worked in a few new traits: Scientific (which was sorely lacking in my opinion), Seafaring (which I always liked as the Byzantines in the CivIII expansion--naval units get combat and navigation promos), and Nationalistic (10% combat ALL units--unlike aggressive which is only melee & gunpowder--but only on your own soil). Should be a good addition to the new leaderheads and civs.

Zuul
Mar 22, 2006, 05:23 AM
Maybe Scientific trait should give some negatives like -25% unit production (or maybe just military), else it usualy will be too good.

Miss some icons on the new uus.

ACEofHeart
Mar 22, 2006, 06:53 PM
hehe.. Lets give the guy a break,,..:)
Instead of new add-ons ,,. lets just first refine what is already in the Mod..
finished Leaderheads, BiPlane, other tweaks,,etc...
Its already the most comprehesive Mod pakage out there and a real great addition to the game..hell, to me this is more of an offering than even that upcoming official expansion pack..
Thanks again for the great work..

FerociousMonk
Mar 22, 2006, 08:55 PM
hehe.. Lets give the guy a break,,..:)
Instead of new add-ons ,,. lets just first refine what is already in the Mod..
finished Leaderheads, BiPlane, other tweaks,,etc...
Its already the most comprehesive Mod pakage out there and a real great addition to the game..hell, to me this is more of an offering than even that upcoming official expansion pack..
Thanks again for the great work..
completely agree with you

Drakonik
Mar 22, 2006, 10:46 PM
Seconded. Adding and adding is what causes so many bugs. It's said that for each new thing a project does, two new bugs will appear. Let's iron out the current bugs, package it for release, and then worry about adding new content.

Sevo
Mar 22, 2006, 11:02 PM
Seconded. Adding and adding is what causes so many bugs. It's said that for each new thing a project does, two new bugs will appear. Let's iron out the current bugs, package it for release, and then worry about adding new content.

:cheers: Man, I feel like we're all sitting a bar dropping beers and playing Civ sometimes. You guys are great.

@Zuul -- I've got the scientific trait at +15% science. I don't think that will be overpowered muchly; compare this with organized, which saves you a ton of cash in a large empire, and financial, which adds a ton of cash to every plot making 2 commerce. Obviously a little play testing will tell the truth of it, but it seems 10% is too little and 20% might be too much, so 15% for now and we'll see from there.

Also, those of you who were bummed by the inability to use the unit resizer will be happy to know the next version includes three optional unit size files: normal, small (75%), and very small (50%); so if you like your units smaller, it'll be really easy.

Sneerk
Mar 23, 2006, 12:12 AM
I've made a Europe scenario for Sevomod. I made it only for my own amusement but i thougth i'd share it. Its pretty simple, i took a standard size europe map and placed 17 civs from sevomod on it on their correct location (some i had to improvise), and made some other minor tweaks. Nothing fancy...
Anywho, download at will:king:

The civs are:
Egypt, Greece, Rome, Germany, France, Spain, England, Russia, Carthage,
Israel, Portugal, Bretagne, Vikings, Mongolia, Mali, Persia and Celts


And yes, i havent finished one yet so it may be pretty unbalanced...

The one called just Europe had some error issues, the new one is called SevoEurope and works as it should.

lordroy
Mar 23, 2006, 12:44 AM
Also, those of you who were bummed by the inability to use the unit resizer will be happy to know the next version includes three optional unit size files: normal, small (75%), and very small (50%); so if you like your units smaller, it'll be really easy.

Just one reqest on this. How about Large(125%). I usually play with single figure icons, and I hate it when I cant see a unit because he is so small under a tree. (and I hate to cut down ALL the trees).

And yes, iron out bugs first. Add extras later. You already know I think this mod is the best thing out there. Dont give up on us please.

And let us know if there is anything we can do to help.

-=R=-

daveyjwin
Mar 23, 2006, 12:44 AM
Sevo, I PMed you a few days ago with an idea, but I'm not sure if you got it yet. FYI.

GIR
Mar 23, 2006, 08:55 AM
@sweetpete:
do you also have a small or tiny one?

homersheineken
Mar 23, 2006, 10:33 AM
@sweetpete:
do you also have a small or tiny one?

No good answer to that question :lol:

GIR
Mar 23, 2006, 10:40 AM
rofl, yeha, guess i should change the question a little bit ;)

@sweetpete:
do you also have a small or tiny version of the europa scenario?

edit:
another question:

how can i use maps from other scenarios (for example: "Tiny Earth map.Civ4WorldBuilderSave" ) with my favourite mod?? (i only need the map, not the starting points, units and ...)

Sneerk
Mar 23, 2006, 07:41 PM
@sweetpete:
do you also have a small or tiny one?

WHO HAVE YOU BEEN TALKING TO!?? :blush:

Eeeehehee... no the standard one is the only one i've made but if i make a smaller one i'll be sure to post it;)

And to how you use other maps, you load the mod and open the map, or edit a modpath in the worldbuilder xml file.

Sevo
Mar 23, 2006, 09:15 PM
Sevo, I PMed you a few days ago with an idea, but I'm not sure if you got it yet. FYI.

Indeed, I got it daveyjwin. Sorry about the lack of direct response. After consideration I think I will include Great Generals and perhaps the other great peoples (doctors and statemen, specifically). Balancing will be an important issue, as always.

I love the idea of stack promos for a great general--it makes sense, something like the old armies of CivIII. My concern, as always, would be whether or not we can get the AI to use them effectively, if at all. But I'll look into the possibility.

Sneerk
Mar 23, 2006, 10:06 PM
Sevo, thanks for posting a link to my scenario! but the link in he second post needs an unpate due to some small bugfixes i've made.
;)

ant0
Mar 24, 2006, 03:03 AM
I noticed that my capital doesn't grow beyond size 9 , although there's lots of food (i can get as much as 9 excess food).I play as India/Ghandi and have built several great+national wonders in that particular city.What could be wrong?

Sobsob
Mar 24, 2006, 07:11 AM
I just wanted to say thanks for this great mod just started playing and really enjoying it.I like how unlike other mods you haven't gone overboard with new units,buildings and wonders.I tend to find alot of mods overdo this aspect although in saying that I always feel new resources are always welcome.I think the difference with resources over units ect is you will only have access to some in a game anyway and the cpu players will use them.

PS Had a great time giving Canute a shooing with my Carthage elephants :D

scienide09
Mar 24, 2006, 09:29 AM
I noticed that my capital doesn't grow beyond size 9 , although there's lots of food (i can get as much as 9 excess food).I play as India/Ghandi and have built several great+national wonders in that particular city.What could be wrong?

Did you accidentally turn on "avoid growth"? It's one of the toggle buttons to the right of the production selection menu. Check that, just in case.

JohnYoga
Mar 24, 2006, 09:34 AM
Hello Sevo.

Thank you for your efforts in your evolving masterpiece. The "SevoMod" is all I play...

I am midgame, and I notice vanishing and reappearing enemy Toku forces: Chariots, Pikemen, Macemen,etc. They show up outside my center city without warning either grapically, or view the red text warning. I also notice this problem when battling their city.

Since I only play the SevoMod, I don't know whether this is a core game or SevoMod glitch.

I am looking forward to the next revision.

Regards,

John

anisotropy
Mar 24, 2006, 12:39 PM
I really just wanted to say that I picked up cIV last month after not playing civ for quite a long time (civ II was the last version I touched). I was really happy with it and wasn't planning on modding at all as I felt that would take away (?!) from the civ experience. But after reading this thread, I gave Sevo's mod a try and I must say I am very impressed and loving it.

Playing this time as the Celts and love the UU and everything about this mod. So, congrats to Sevo and everyone else that has made this mod what it is. Keep it up :)

Sevo
Mar 24, 2006, 02:55 PM
I noticed that my capital doesn't grow beyond size 9 , although there's lots of food (i can get as much as 9 excess food).I play as India/Ghandi and have built several great+national wonders in that particular city.What could be wrong?

Nothing with the mod! Did you, by chance, click the "no growth" button in the bottom right?

Sobsob
Mar 24, 2006, 04:11 PM
Just won my first monarch game been knocking on the door of winning one for awhile now actually made a perm alliance with the cherkee I had alot of fun we were done with domanation victory in 1620 ad.I have had a few beers so plz excuse the typos thanks sevo for giving me such a fun day.

Xorg
Mar 25, 2006, 01:51 PM
I've been trying with limited success to add Poland to this Mod, can someone help?

Drakonik
Mar 25, 2006, 02:34 PM
Do you have the XML for Poland, including the art defines? If you do, then you should be able to just cut and paste it right into the Civ info XML file. If that isn't working, then you've probably made a mistake in your XML.

Good Sauce
Mar 25, 2006, 04:16 PM
I made a map incorporating sevo mod. thought some of you might be interested.
http://forums.civfanatics.com/showthread.php?t=164437

Xorg
Mar 26, 2006, 12:27 PM
I spent a few hours last night doing just that but had no luck, which is why I'm asking for someone to help :-)

All of the necessary Poland XML files are here in the forum BTW.

--------

Do you have the XML for Poland, including the art defines? If you do, then you should be able to just cut and paste it right into the Civ info XML file. If that isn't working, then you've probably made a mistake in your XML.

Sevo
Mar 27, 2006, 12:23 AM
I've been trying with limited success to add Poland to this Mod, can someone help?

I can! :D

I hope I'm not letting the cat out of the bag here, but part of the reason the next update is taking so long is that I've been collaborating with wyz_sub10 and Shqype on a Civilization Package. We're calling it Civ4 Gold, and the objective is to create a comprehensive civ package with internal consistency, high overall quality, and completeness (i.e., pedia entries, text, graphics, sound all included and at the same level of quality as the original game).

Shqype and Wyz_sub10 have been doing some incredible work, and just this weekend I finished skinning 33 new leaderheads. That's right! All of the leaderheads in this civ mod are going to be animated. It sounds like a lot, but you guys know my emphasis has always been on quality and these guys are the same way--now that it's nearing completion I can say that this civ package is going to rule the roost.

Anyway, the next version of Sevomod will include most of the Civ4-Gold civ package, and you'll be happy to know Poland is on the civ list. Who else? Well, I can' t ruin all of the surprises, but I'll give you a teaser of one of the new Aboriginal Leaderheads, Yagon (how did I get the toga off? Don't ask, don't tell...:eek: )

http://img164.imageshack.us/img164/8865/yagan5uf.png

Sneerk
Mar 27, 2006, 01:03 AM
SWEET!:banana:
But where will you be able to get the full gold version if sevomod wount contain the lot?
Anyway, this sounds truly great and i cant wait!

Drogear
Mar 27, 2006, 02:12 AM
Sevo: This new civ4 gold mod seems promising, cant you realise some more into on it plz?

homersheineken
Mar 27, 2006, 08:18 AM
ONe question....

This mod is so awesome, with so many new civs and features, what will happen when the 'official' expansion pack is relased by Firaxis?? It will seem redundant and overshadowed ;)

Remulak
Mar 27, 2006, 01:00 PM
ONe question....

This mod is so awesome, with so many new civs and features, what will happen when the 'official' expansion pack is relased by Firaxis?? It will seem redundant and overshadowed ;)

That is exactly waht I was thinking.

Sneerk
Mar 27, 2006, 10:38 PM
ONe question....

This mod is so awesome, with so many new civs and features, what will happen when the 'official' expansion pack is relased by Firaxis?? It will seem redundant and overshadowed ;)

Well overshadowed perhaps, but i doubt redundant. Firaxis can release proffesionaly added twaks in gameplay and additions like animated leaderheads and the vassal state, that are sure to make the game better. It will probably not be such a grand expansion like the sevomod but i think the additions will be most welcome, ever for a giant like sevomod:)

donvoss
Mar 27, 2006, 11:51 PM
could someone put a privater in this mod but with the same abilities from civ3 right now in other mods it really doesnt do much but transport

donvoss
Mar 27, 2006, 11:52 PM
btw great mod

JrEye
Mar 28, 2006, 01:25 AM
Edit: I found out my error and was able to fix

BTW any chance to see a Korean civ added sometime after things get fixed/tweaked?

Edit 2: I was playing and met David of Isreal. Usually when you meet a new leader they say something like "I am [Leader] of [Country]". David does not say he is David of Isreal. He says he is David of [OUR EMPIRE]. Dunno if its been pointed out but its not a real big thing just something cosmetic.

strategyonly
Mar 28, 2006, 03:22 AM
I was playing this in the Play Now mode (playing the Continents, with high sea's), and after getting some of the basic techs, went directly to get the Galleon to see about getting to other continents, there was 128 turns till i get to that tech left.
I had 138 Swordsman, 15 Axeman and alot more units, and only six towns. Could not build much in improvements. Was only wanting to get more continents conquerd.
This is a good mod but in the continents mode not much fun.

GIR
Mar 28, 2006, 06:57 AM
@ Sevo:

I'm referring to the post #8 (http://forums.civfanatics.com/showpost.php?p=3524786&postcount=8) (/ #9 ( http://forums.civfanatics.com/showpost.php?p=3525053&postcount=9)) in this thread (first page):
I was trying to find out why the "Diplomacy Mode" in the "World Builder" doesn't work. So I decided to try all the "mini mods" in your "Initial Release" (version 0.1) on there own (but the Diplomacy Mode works with every single mini mod <-- only tested with the newest versions of the mini mods because i can't download the older ones).

Now I have two questions:
First, was the version 0.1 the first one we could download on this thread or was the first published one a higher version number (for example 0.3 or 1.0)?
Second, if the version 0.1 was the first one, do you have all the "old" versions of the mini mods, because I downloaded only the newest versions of the mods and they all work – maybe it’s a bug in an older version of one of the mini mods, I don’t know… and if you have all the old versions of the mini mods

(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)

could you zip all together and upload it on rapidshare or so?

ps: can't wait for the next update :thumbs up:
pps: do you know sharick's Trebuchet (http://forums.civfanatics.com/showthread.php?t=163985) unit?

Drogear
Mar 29, 2006, 07:08 AM
Sevo: Got a ETA on the new super realise? or some info on it? Cant w8 to try it out.

Sevo
Mar 29, 2006, 11:07 AM
Sevo: Got a ETA on the new super realise? or some info on it? Cant w8 to try it out.

I'm hoping soon! I'm as anxious as you guys are, trust me. This will be worth the wait... :)

acantoni
Mar 29, 2006, 11:20 AM
Really can't wait for the new version.
This is by far the best mod i've tried (to date).

Just the fact that there are other mods taking your SevoMod as a base to additional modification should answer all questions about the absolute quality of this one ^_^

A few questions :

Is there a way to make your mod compatible with Show Info ( http://forums.civfanatics.com/showthread.php?t=164589 ) ?
I'd love to see a compatibility and maybe a configuration (maybe with an .ini file) to turn it on/off !

Thank you!!


I usually play with map generated through SmartMap ( http://forums.civfanatics.com/showthread.php?t=154989 ) , recently i've been trying a few worldmap with lots of barbarian town from the start.
Is there a way to make a custom generated script 'generate' some barbarian city from the start ? (or barbarian settlers is fine too)

[not sure maybe i should ask SmartMap creator not you... :P]

ditb
Mar 29, 2006, 01:12 PM
OOoooooh boy, I cant't wait for the next release. I am torn between getting some hints as to what will be included, but I would also like to be surprised.

Anywho, I am playing version 2.3, and the civs' attitudes are not showing. Any idea what the problem is, or how to correct it?

Thanks in advance!

Dave

1shmael
Mar 29, 2006, 04:38 PM
Is Merchant Gold not supposed to be relative to city size and distance? I'm using the latest Sevo Mod (2-point-something) but have edited some of the XML. Problem is, my Merchants seem always to generate the same amount of gold regardless of how far away they travel.

Is the game broken or have I broken something?

Where is the calculation performed to generate this gold? Can I edit it or check to see if it is broken?

shammy94
Mar 29, 2006, 06:10 PM
i keep getting "Failed to load Phyton Module CvEventInterface"
any suggestions?


I am getting this error message too. Also, I can't get the interface to show.

Sevo
Mar 29, 2006, 10:22 PM
OOoooooh boy, I cant't wait for the next release. I am torn between getting some hints as to what will be included, but I would also like to be surprised.

Anywho, I am playing version 2.3, and the civs' attitudes are not showing. Any idea what the problem is, or how to correct it?

Thanks in advance!

Dave

Are you playing in French? (Seriously) The french version doesn't have the attitude showing either--it's a problem with the <TEXT> entries that were changed.


I was playing this in the Play Now mode (playing the Continents, with high sea's), and after getting some of the basic techs, went directly to get the Galleon to see about getting to other continents, there was 128 turns till i get to that tech left.
I had 138 Swordsman, 15 Axeman and alot more units, and only six towns. Could not build much in improvements. Was only wanting to get more continents conquerd.
This is a good mod but in the continents mode not much fun.

Huh? What difficulty were you playing on?!? That's the weirdest game I've ever heard of.


@GIR -- I don't know what the problem with the diplomacy mode. It works fine for me in the editor.

strategyonly
Mar 30, 2006, 05:53 AM
SEVO: Huh? What difficulty were you playing on?!? That's the weirdest game I've ever heard of.


I was playing in NOBLE mode.

Xorg
Mar 30, 2006, 09:16 AM
Wow - sounds like the new release will be a killer!

I'll be happy to PayPal $10 for it! :-)

mrgenie
Mar 30, 2006, 09:36 AM
SEVO: Huh? What difficulty were you playing on?!? That's the weirdest game I've ever heard of.


I was playing in NOBLE mode.
im playing in the 3rd highest mode..everything perfect there..tech is slower then the original game(as it should be) ...regarding you have 6towns and so many units..how much % did you put on tech?

tecandrew04
Mar 30, 2006, 09:52 AM
Hey,

I've been lurking around the forums for a while and I've tried most of the MODs, but this one is the most realistic and enjoyable one that I've played. So, my kudos not only to Sevo but to all of the members who contributed to this MOD. I'm greatly appreciative of your efforts.

Andrew.

JohnYoga
Mar 30, 2006, 10:02 AM
Hello Sevo.

My family and I MP in the SevoMod...

I get vanishing units from time to time:

I had six Mark V tanks, and then one turn, five of the six vanished...never to be seen again.

I was fighting the Japanese at one point, and their troups invaded one of my cities without ever a red note about approaching enemy troups, or about them fighting my units along the way to the town, and the ones I had in the town.

Sorry to bring this up.

Regards,

John

strategyonly
Mar 30, 2006, 10:27 AM
im playing in the 3rd highest mode..everything perfect there..tech is slower then the original game(as it should be) ...regarding you have 6towns and so many units..how much % did you put on tech?



I was playing at 90% minimum and sometimes 100. But after so many units, it went to 50%.

ditb
Mar 30, 2006, 11:47 AM
Ack! Please see below...double post. Sorry!

ditb
Mar 30, 2006, 11:47 AM
I am playing the English version, and if I remember tonight, I’ll post a save.

First I want to triple check that I am actually loading the mod, and not just hallucinating. :)

JrEye
Mar 30, 2006, 02:13 PM
shammy94: I kept getting that error too, I updated my Civ4 to latest version and it fixed it, that may help you too

JrEye
Mar 30, 2006, 04:26 PM
Found a text error while playing. Doesnt cause any problems except for display. Sid Tips for Tsukiji fish market read TXT_KEY_TSUKIJI_HOLLYWOOD_STRATEGY. Also in the Sevopedia there is a Civilization listed as Minor Nation with around 6 starting techs and has a description of TXT_KEY_CIV_MINOR_PEDIA

Dunno if those have been pointed out. They dont cause crashes or what not just a test annoyance

Sevo
Mar 30, 2006, 04:39 PM
My family and I MP in the SevoMod...

I get vanishing units from time to time:

I had six Mark V tanks, and then one turn, five of the six vanished...never to be seen again.

I was fighting the Japanese at one point, and their troups invaded one of my cities without ever a red note about approaching enemy troups, or about them fighting my units along the way to the town, and the ones I had in the town.

Sorry to bring this up.

Don't be sorry--working out the bugs is part of a great mod. You're the first person I've heard mention anything like this happening to. It's hard to think of anything in the mod that might cause that to happen...but who knows. Any additional info you can offer would be helpful, and in the future, a save game from right before (the last autosave) and right after would REALLY be helpful!


Also, yes, to those of you getting event interface errors, be sure you're playing with Civ-4 version 1.52

ecc
Mar 31, 2006, 01:52 AM
Originally Posted by nine inch chale
i keep getting "Failed to load Phyton Module CvEventInterface"
any suggestions?

I am getting this error message too. Also, I can't get the interface to show.


I hope this helps.
Quoted from Apolyton Website (should fix your problem)

Clear your game cache every time you change something about the game. The cache stores several files from game to game, and it's possible an old problem could crop up again from these files. Delete the cache folder, and that should help. The cache folder is found in \%username%\Application Data\My Games\Sid Meier's Civilization 4\ directory. Application Data is a hidden folder and you must have view hidden folders turned on (Tools - Folder Options) to see it. Delete the Cache folder entirely (but only when not currently running civ4) and it will re-set the cache.

-Ryan

mrgenie
Mar 31, 2006, 02:01 AM
Don't be sorry--working out the bugs is part of a great mod. You're the first person I've heard mention anything like this happening to. It's hard to think of anything in the mod that might cause that to happen...but who knows. Any additional info you can offer would be helpful, and in the future, a save game from right before (the last autosave) and right after would REALLY be helpful!


Also, yes, to those of you getting event interface errors, be sure you're playing with Civ-4 version 1.52

ehm..this happened to me too 2 months ago..without the sevomod!! i send it to take2 as a bug, but they said since I was the only one this won't be a bug but probably an error of my comp or software installed on it. I send them a savegame, but thing is..it's not happening in the savegame anymore. a friend of mine noticed it once too, again, not reproducable. I might assume not all people always counting all the units all around the globe, so it's not easy to notice such events from happening, but, as far as I know, it's not a sevo-mod problem but something general..just not reproducable and therefore extremely hard to keep track of. I might be wrong though...I'm just very very sure I saw those units to dissapear..but..maybe i'm just halucinating :) but im 100% sure if it's really happening, its not because of the sevomod.

mrgenie
Mar 31, 2006, 02:26 AM
I asked before about the automatic patrolling of units(not just air-recon missions) but so far noone replied..so I ask again if there's someone out there who can program such a thing or at least explain me how to do it..or giving me the links where i can find info about how to chance the xml, or python ro make such a option in the game

new request (yes I know it doesnt belong to this mod, but this is far the best mod out there and I like to see such options included in this mod, since this is the only mod im playing right now anyway, therefore im posting it here, sorry if someone feels disturberd my my request posts in the sevomod forum)

:

since you know how to make units, I assume you can work with the python and xml languages?
I have an idea, but im not familiar with those languages and therefore not sure if my idea can be realised, but if so, would you, or anyone else like to help me on the way with it? or maybe you do the programming while I do the images?

here's the idea:

In civ 4 there's still a lack of tactical using the various landscapes. there shouldnt be as much as in real life of course, it'll be to complex and annoying for gameplay, but just mountains not allowing units to cross as the only tactical enhancement of the landscape is not enough i'd say(ok, there are still the oceans :) more important in strategy are rivers. You cannot just cross them, and main battles, and movies of them, are about bridges and their importance in great battles and wars..therefor units just crossing rivers seems very unlogic to me.

First I want to disable the moving ability of units on rivertiles. only workers can access it, but not building roads! they can irrgate or anything but not just building roads railroads on them, and definitly not as easy as in civ4!! there should be a special unit:"bridge-chariot->horse/wagon-bridgebuilder->armored bridgebuilder(as it is used in most modern armies these days)"
only this unit then can build bridges, in 30turns in old ages(chariot), 20turns middle ages(horsewagon), 15turns modern area(armored bridgebuilder), after which the normal workers can build roads to connect them to the rest of the empire. that way, in wartime the rivers can make huge differences in defending or attacking a country..i.e. when I have a huge airfleet but my armored devisions are all destroyed by the enemy, at least i can destroy the bridges and focus my defences on smaller areas(with the advantage of healing bonusses I might take a change against bigger armies), if the enemy tries to fix bridges, like in reality, it is very hard to rebuild bridges when he's under attack by bombers..it would be very interesting in game since you can achieve a status qou where in standard civ4 you are forced to spread 60units in 10cities.assume the enemy attacks with 40units..I cannot know exactly where he strikes, but, i'll loose some cities anyway, after pillaging them i lost a whole part of my empire....now with destroyed bridges i'd could try to defence just one spot with 30units..where the enemy of course has much more problems as when i'd spread them..30in defence might stand quite well against a 40units attacking force..I hope i wrote it understandable.

I'm not sure if the terraintype(river) can be edited this way, and im not sure if the (worker) can be modified this way, and i don't know if theres the abilty of making those 3units(bridgebuilders for different areas of the gametimeline) to fullfill this aspect..but if you think it is possible..would you care and like to help me on it?

at least explaining me, or sending me links about, the xml python what i need to know to try out this?

kind regards,
vincent Veldman

ditb
Mar 31, 2006, 06:57 AM
Hello again!

Here is my savegame with the civs’ attitudes not showing. I don’t know if it will help or not, but who knows?

I hoped that I was being an idiot and started the game unmodded, but it had to restart with Sevomod 2-3 before loading.

Any help would be appreciated, of course. Thanks in advance! :)

Dave

Sevo
Mar 31, 2006, 05:26 PM
ehm..this happened to me too 2 months ago..without the sevomod!! i send it to take2 as a bug, but they said since I was the only one this won't be a bug but probably an error of my comp or software installed on it. I send them a savegame, but thing is..it's not happening in the savegame anymore. a friend of mine noticed it once too, again, not reproducable. I might assume not all people always counting all the units all around the globe, so it's not easy to notice such events from happening, but, as far as I know, it's not a sevo-mod problem but something general..just not reproducable and therefore extremely hard to keep track of. I might be wrong though...I'm just very very sure I saw those units to dissapear..but..maybe i'm just halucinating :) but im 100% sure if it's really happening, its not because of the sevomod.

Interesting. That helps a lot, actually, to know that it has happened in the vanilla version as well. The fact that the savegame doesn't even reproduce it would make it exremely hard to track, as it probably has to do with in-game variables and memory...ugh. Still, keep your collective eyes peeled for patterns.

Sevo
Mar 31, 2006, 05:30 PM
I asked before about the automatic patrolling of units(not just air-recon missions) but so far noone replied..so I ask again if there's someone out there who can program such a thing or at least explain me how to do it..or giving me the links where i can find info about how to chance the xml, or python ro make such a option in the game...


First I want to disable the moving ability of units on rivertiles...

Automatic patrolling could certainly be done, but would require a little python work to implement correctly. Your second idea regarding the bridges is actually rather good...it would add a totally new dimension to combat, invasion, and even how you founded your cities. It would also take quite a bit of work in terms of programming!

Still, just look at the forums and you can see what a little motivation can do for modders. There's plenty of information available in the forums about how to start learning XML and Python and how to play with mods to learn how to make them...that's where I'd recommend starting.

Drakonik
Mar 31, 2006, 05:41 PM
In regards to the bridge building:

I think that workers should be able to build bridges, but as a separate option. Instead of bridges being a part of roads, they would be a separate tile improvement altogether. I do like the idea of some kind of portable bridge for making excursions into enemy territory. Armies would build temporary pontoon bridges to cross rivers, or at least with foot soldiers. Perhaps there could be an amphibious tanks that can cross rivers? And while we're at it, why not amphibious troop transports? That seems better than pontoon bridges.

mrgenie
Mar 31, 2006, 11:43 PM
In regards to the bridge building:

I think that workers should be able to build bridges, but as a separate option. Instead of bridges being a part of roads, they would be a separate tile improvement altogether. I do like the idea of some kind of portable bridge for making excursions into enemy territory. Armies would build temporary pontoon bridges to cross rivers, or at least with foot soldiers. Perhaps there could be an amphibious tanks that can cross rivers? And while we're at it, why not amphibious troop transports? That seems better than pontoon bridges.

You might certainly be right about that workers should be able to do only that job. it might cause to many units to organize. Thank you for your comment on it, I'd love to hear more comments about how such a modification could be make well balanced! :goodjob: It's just, i can't live psychologically with the idea of 1 unit(worker) have the knowledge and strenght and education to build nearly everything.. read my new proposal down in this article, I've changed the idea because of your postive critisim :cool:

I will try to ply along with the python language to get this job done, as sevo told to start reading those info pages, but before i get startet I want to know what people would like..I mean, i can make something for myself of course, but it's more valuable to invest the time into something we all agree on as a strategical improvement to the game :)

new Idea:
Workers should just be able to build all kind of un-strategical improvements to a city, mines, farms, mills, huts, etc..the other unit might not be just a bridge building only unit. Maybe we just try and make a all-strategic improvements unit. capable of building roads, railroads, bridges, forts..make this unit alot more xpensive then the standard workers at least +20% more expensive to start with? because really in MP games sometime people just make 100workers and you have to fight an all fortress border LOL..well it's sometimes really funny to see what people do with ALOT of workers, but, this suppose to be a strategy game, not a clown game..even hitler couldn't make a fortress out of europe, and he had millions of people enslaved to try to make it happen.

oh about the fortresses..does civ have a bonuss against airial attacks also?? I never watched out if it does, because I think fortresses should have some bonuss against bombing..bombing infanterie on the open field causes normally more damage then bombing a 3meter thick wall!! (and I don't like that fortresses also give extra strenght to tanks) really, how will you put 30tanks in a fortress?? if you place 2of them in most european fortresses they're full!!! :)

and, regarding the fortress, I miss the parachute unit in civ4, it should have +50% attack bonuss against fortresses.. in WWII the belgiums had fort eben-emaiel(dunno how it's written correctly) at liege. it was a huge(on of the 3 that time on the globe) defensive fortresses and even with few units hard to conquer by the germans..nearly impossible without big losses..therefore the germans used fallschirmjaegers to conquer the fort..they were very succesfully, mostly because the belgians had no idea of this tactic and were completely taken out by suprise..so there should be some beneficial paradropping unit with bonusses against forts I'd say...it would at least help against the fortress-border-building MP's :) hahaha

so here's my list of requests so far:
1) Forts modifications with a special anti-fort unit(paradropping)
2) Auto recon ability for units
3) Special unit for strategic improvements(specially regarding changing the rules of battling over river-tiles)

I'd like to contact people here who'd like to help my working out the realisation of these mods or by helping me improve the idea! I think my ideas might add a whole new dimension of playing to the game, but I need some feedback before I blindly start to make something without thinking about the consequences, and you folks out there might look at things which I didn't thought about, so please, all feedback is welcome.
Regarding this forum getting pretty many replies already, so instead of putting it all in this forum, you can email me at mrgenie@gmx.de or MSN duiveldoder@hotmail.com or ICQ 299150964 and please..contact me if you wish to help getting this mods up and running and if you also have something to contribute! Some comment like:"bad idea" doesn't help me much :lol:

Drakonik
Apr 01, 2006, 08:04 AM
On top of all this, I'd like a transport chopper. I needn't say that there are tons of real-life helicopter transports. While I'm at it, might I suggest something like a Hercules to carry around mrgenie's paratroopers?

mrgenie
Apr 01, 2006, 08:11 AM
On top of all this, I'd like a transport chopper. I needn't say that there are tons of real-life helicopter transports. While I'm at it, might I suggest something like a Hercules to carry around mrgenie's paratroopers?

good Idea..im reading the python tutorials now all day already..since noone is willing to help me..I figured out I just have to leanr and do it myself. im still awaiting anyone to contact me for aid!! But I'll put the hercules and chinook helicopted to my to-wish list :)

maybe some special forces unit for the chinook transport helicopter be fine too? giving them abilities like:"capturing units of the enemy" or "stealing resources" i.e. sending special forces not just like bombarding planes can do to destroy oil fields of the enemie..but claiming the resource for myself :))) hehehe..and make them invis to all other units except spies and other special ops-units. this won't be very good in a AI game...but human human games this could be very funny to just get someones head turn to the boiling point hahaha :)

ditb
Apr 01, 2006, 11:34 AM
Edit - call off the dogs...I somehow had my assets folder in the wrong place. Everything appears to be working just fine now. WOOOOOOOOOO!

Dave

Sevo
Apr 01, 2006, 01:03 PM
On top of all this, I'd like a transport chopper. I needn't say that there are tons of real-life helicopter transports. While I'm at it, might I suggest something like a Hercules to carry around mrgenie's paratroopers?

:eek: Good mindreading. There will be a transport chopper in the next release! (Assuming the AI figures it out when I playtest...)

JohnYoga
Apr 01, 2006, 01:06 PM
Oh hell tell us Sevo...You're killing me and my MP buddies: When are you releasing the CivGold edition?

lol,

John

Drakonik
Apr 01, 2006, 02:31 PM
I was also thinking that chopper should be able to travel over water. Since letting them do so unlimitedly wouldn't be fair, they should be limited to a certain "fuel range" like the planes are. Actually, I think that the SMAC way of handling airplanes is good. For thoe who don't know:

In SMAC, a plane isn't stationed in a base, it's just refueling there. The plane moves around like a normal unit, except there's no terrain penalty, and eventually, the plane either crashes or has to return to a friendly city or a tile with an airbase improvement.

I know that some of the features would go against stuff that's hard-wired into the game, so don't break anything trying. I'm just saying it'd be nice.

Wyz_sub10
Apr 01, 2006, 03:01 PM
Oh hell tell us Sevo...You're killing me and my MP buddies: When are you releasing the CivGold edition?

lol,

John

An announcement for the release of CivGold will be made tomorrow (*crosses fingers*).

Sevo
Apr 01, 2006, 03:07 PM
An announcement for the release of CivGold will be made tomorrow (*crosses fingers*).

Once CivGold is released I'll need around a week to incorporate it into SevoMod and finish the upgrades for SevoMod 3.0

Drakonik
Apr 01, 2006, 03:10 PM
Forgive my ignorance, but what's CivGold?

mrgenie
Apr 01, 2006, 03:40 PM
Forgive my ignorance, but what's CivGold?
you're not the only one with that question!! :))
common sevo...give us some more ..a small feature list, some history behind it? :) we're all anxious about the next release of either civgold or sevo3 !!! :)

Wyz_sub10
Apr 01, 2006, 04:07 PM
you're not the only one with that question!! :))
common sevo...give us some more ..a small feature list, some history behind it? :) we're all anxious about the next release of either civgold or sevo3 !!! :)

One more day, then you'll have all the info you need. :)

ACEofHeart
Apr 01, 2006, 05:06 PM
CivGold vs Sevo 3.0

Okay I'll bite,, whats the difference ???:mischief:

Drakonik
Apr 01, 2006, 05:50 PM
CivGold vs Sevo 3.0

Okay I'll bite,, whats the difference ???:mischief:

Sevo is outsourcing the mod to the North Pole. Everyone know's Santa's evles are hardcore modders. How else could they turn piles of snow into toys?

Sneerk
Apr 02, 2006, 05:59 AM
One more day, then you'll have all the info you need. :)

Ok the next day has arrived, (atleast here in norway). Now where is the CivGold we're all duying to get out hands on? Atleast find out what its all about... Where? please?, Pretty please with sugar ontop?:groucho:

Drogear
Apr 02, 2006, 06:31 AM
any chance the new version arrives this sunday?

JohnYoga
Apr 02, 2006, 10:47 AM
You guys crack me up!

John

cp30
Apr 02, 2006, 11:15 AM
Originally Posted by nine inch chale
i keep getting "Failed to load Phyton Module CvEventInterface"
any suggestions?




I hope this helps.
Quoted from Apolyton Website (should fix your problem)

Clear your game cache every time you change something about the game. The cache stores several files from game to game, and it's possible an old problem could crop up again from these files. Delete the cache folder, and that should help. The cache folder is found in \%username%\Application Data\My Games\Sid Meier's Civilization 4\ directory. Application Data is a hidden folder and you must have view hidden folders turned on (Tools - Folder Options) to see it. Delete the Cache folder entirely (but only when not currently running civ4) and it will re-set the cache.

-Ryan

I am also getting this now. I did not get this with the first Sevomod I used.I just downloaded 2.3 yesterday and have continued to get this error every time. It seems to load vanilla after I close the error message. I have uninstalled/reinstalled both Civ and the mod, and I have followed Ryan's advice, but to no avail! Any other suggestions?

-Steve

Sevo
Apr 02, 2006, 02:01 PM
I am also getting this now. I did not get this with the first Sevomod I used.I just downloaded 2.3 yesterday and have continued to get this error every time. It seems to load vanilla after I close the error message. I have uninstalled/reinstalled both Civ and the mod, and I have followed Ryan's advice, but to no avail! Any other suggestions?

-Steve

Have you upgraded to Civ IV version 1.52?

Arkaeyn
Apr 02, 2006, 02:59 PM
I would dearly love to see the Turks in the next version. They're a top-5 empire in my book, and not having Suleyman the Magnificent seems odd for Civ. I mean, he's magnificent!

homersheineken
Apr 02, 2006, 04:12 PM
HEy Sevo (or whoever can answer), is there a list of all the civs and leaders in the mod (with their traits)?
Thanks

Wyz_sub10
Apr 02, 2006, 04:17 PM
We'll be getting the announcement in tonight.

The delay is due to internal testing and fixing bugs before release. Because we all have hectic "real lives" we might be a tad delayed.

*But* everything is done and assembled. It's just a matter of crossing i's and dotting t's.

I will say that the Turks are in, but not Suleyman. Why? Because we cut the leaders from four to two and the original author opted for Ataturk and Mehmed II.

Don't worry, though. The book isn't closed on anything.

Stay tuned.

Arkaeyn
Apr 02, 2006, 05:53 PM
Attaturk was my second choice, so I'm cool with that. I've been reading a lot of WWI and post-WWI history, so I'm thinking the best new leaders should be Attaturk, Lloyd George, Clemenceu, Wilson, Venezilos, etc.

Actually, if I wanted another American leader, I'd pick Wilson. He did more to shape the "American empire" than anyone else. But two Yanks is plenty.

Shqype
Apr 02, 2006, 07:43 PM
Ok the next day has arrived, (atleast here in norway). Now where is the CivGold we're all duying to get out hands on? Atleast find out what its all about... Where? please?, Pretty please with sugar ontop?:groucho:
Pretty soon these answers shall be revealed. I can't say much except that CIV Gold will add flavor and an unparalleled level of quality to Civilization IV that is sure to be the default modpack for many players that want something more than "vanilla" Civ 4.

Nice mod compilation, Sevo. The addition of CIV Gold will only further enhance it :)

BFD8656
Apr 02, 2006, 08:01 PM
It is 6pm here on the west coast. Is there a set time that this will be released today? If not ya'll are cutting it close.

I can't wait to see it all. I have been checking all day about 2 times an hour!

Thanks in advance for all your hard work!

Shqype
Apr 02, 2006, 08:25 PM
It is 6pm here on the west coast. Is there a set time that this will be released today? If not ya'll are cutting it close.

I can't wait to see it all. I have been checking all day about 2 times an hour!

Thanks in advance for all your hard work!
I know how frustrating it can be to wait for something. But, like Wyz_sub10 said, we are undergoing internal testing + bug-fixing. We would rather provide a high quality release on the first shot and increase the content with each version than provide a buggy first release and later give a series of patches to fix what shouldn't have been there in the first place.

cp30
Apr 02, 2006, 09:00 PM
Have you upgraded to Civ IV version 1.52?

Yes, Thanks for responding, I figured it out. When I copied over the new 2.3 over the previous copy somehow the mod line in the config file was reset to MOD = 0. I simply had to change that back to MOD = Sevomod! Took me awhile, but I got it, I love the changes in 2.3.
THANKS!

Sevo
Apr 02, 2006, 11:01 PM
I know how frustrating it can be to wait for something. But, like Wyz_sub10 said, we are undergoing internal testing + bug-fixing. We would rather provide a high quality release on the first shot and increase the content with each version than provide a buggy first release and later give a series of patches to fix what shouldn't have been there in the first place.

:cheers: Wyz_sub, Shqype, and I have been busting our collective buts to pull this thing together. We had aimed for this weekend but there's just a LOT to do! Like Shqype said, we want to get it right.

But the good news is that we DO have our alpha test underway and we're doing what probably amounts to the final debugging and tweaking right now. A couple of days, I think...

BFD8656
Apr 02, 2006, 11:08 PM
few more days? Cool thanks for the update. You all are doing a hell of a job creating a mod that has become the standard! I wish I could help but I am only just starting my Modding.

I was just about to edit my own civ mod into Sevo2.3 but I will wait till the new one arrives!

Wyz_sub10
Apr 03, 2006, 01:37 AM
You can read the pre-release announcement here:

http://forums.civfanatics.com/showthread.php?p=3885753#post3885753

Drogear
Apr 03, 2006, 02:57 AM
will there be a sevo 3.0 and a civ GOLD? If so what would the diffrence be?

Shqype
Apr 03, 2006, 03:17 AM
CIV Gold does not change gameplay concepts/mechanics, SevoMod does.

DonStamos
Apr 03, 2006, 03:44 AM
Is there any chance of something like the Shinto mod finding its way into SevoMod?

I'm not sure about True Prophet, though, since that slows down religion-founding a bit too much IMO, maybe something that gives a Founder or something like that when you discover the tech(s?) needed. At least that way you can also choose what city will be the Holy City of that religion.

vegetius
Apr 03, 2006, 08:06 AM
You and your crew do great stuff!! I can hardly wait for the newest version.
Take your time. I know the wait will be worth it.

Sevo
Apr 03, 2006, 03:51 PM
Is there any chance of something like the Shinto mod finding its way into SevoMod?

I'm not sure about True Prophet, though, since that slows down religion-founding a bit too much IMO, maybe something that gives a Founder or something like that when you discover the tech(s?) needed. At least that way you can also choose what city will be the Holy City of that religion.

I had considered this for next release. Do a lot of you like this idea?

Basically, when you research a tech that grants a religion, instead you get a founder. He can go to any city in your empire and plant the religion there. I had also considered making it a generic founder so you could even pick which religion you want (I get sick of making a beeline for hinduism every time...)

ERLoft
Apr 03, 2006, 04:12 PM
That sounds like a great idea Sevo - the dominant religions would certainly shift game to game if there's a generic founder. The at least Islam doesn't have to be the red headed stepchild every game! :lol:

DonStamos
Apr 03, 2006, 05:10 PM
Well, the Founder should only be able to found religions which you have already discovered the prerequisite techs for (i.e. Monotheism/Judaism, Divine Right/Hinduism)

lmao @ Red headed stepchild. My past two games I've been Jewish, which is funny cuz I was Adolf Hitler the first time (used Bismarck's LH) and then Heinz Buckliger (A Nazi from a Harry Turtledove book):-x

BFD8656
Apr 03, 2006, 07:10 PM
I like the idea. I am always Hindu and it gets old. I should think that maybe each tech that founds a religon randomly gives you one of the 7 religons. I know it wouldn't be historically accurate but whos to say that on the planet I happen to be on that polythesim gives me Hinduism? Maybe they would view the holy trinity from christianity as multiple gods?!? Well probably not but I do get sick of seeing Islam come so late.

Is there going to be a way to narrow down the religons? Maybe only 3 for a game of say 5-8 civs. Then 5 for 9-12 and 7 for 12-18? Then each game the possible religons could be randomly selected. Only to help out with Tech research selection the possible religons could be shown on the Science Advisor?

I normally play with 8 Civs (old computer) and by the end everybody has their own religon (I normally kill at least one civ by the time islam arrives).

Another thought is that Religons could be randomly assigned at the beginning of the game and then research would just be for Units and Wonders?

Not really sure what to do but religon has almost become a 2nd thought in my games! It should be a very stratgic part.

MoonBase
Apr 03, 2006, 07:52 PM
Since religions are at the moment (outside of specific mods) utterly interchangable anyway, I'd personally like to see as many religions as possible added to the game.

Why not a random selection out of a list of, say, 20 religions? It works fine for Civs...;)

Brancaleone
Apr 03, 2006, 08:01 PM
Religions are too important in my games! AI always makes war based only on religion. It shouldnt be THAT important; there were wars out there that werent crusades!

Oh, and i always convert to confucianism :) Dont know why. I only read about it on wikipedia but i find it a very interesting 'religion'. It makes me feel like a samurai or something :)

homersheineken
Apr 03, 2006, 08:09 PM
I like the idea of a prophet that 'founds' the religion whereever you want. Also, I'm kind of sick of Hinuduism all the time too :)

Brancaleone
Apr 03, 2006, 08:28 PM
Then why do you always play hinduist? Im always confunianist (sp), and that makes people angry, specially Isabella, but i always end up conquering a lot of those whinners (and converting the others, with a very agressive missionary spammage strategy).

Bah you powergamers :) Try playing for fun!

Salamandre
Apr 03, 2006, 08:28 PM
I am playing the french version and I dont have a clue why scores doesnt display in game. I reported this a few weeks ago, Sevo said there should be a translation problem. I took a look in XML but I didnt find where is the problem. Sometimes a few scores appear then dissapear a few turns after; Anyway, when they appear, they are not interactive, cant click on.


Any help?


Ok, I changed the game to english and now scores are properly displayed. However I would like to know where are located "cautious, friendly etc" in XML to translate them myself. Is it possible?

Arkaeyn
Apr 03, 2006, 08:53 PM
The mod I'd like to see done to religion isn't a replacement for any (though I think that Taoism is kind of irrelevant, and maybe Eastern Orthodox or Protestantism should be included), or a realism addition (bleh, religions have historically been interchangable) but rather a religion purge. That is, you can remove a religion from one of your cities at some kind of cost - population, happiness in cities with that religion, prestige with other rulers. Perhaps the religion civics would have be seriously edited to make this actually something you WANT to do, but it's historical and offers more choices than civ does currently.

Sevo
Apr 03, 2006, 09:38 PM
Ok, I changed the game to english and now scores are properly displayed. However I would like to know where are located "cautious, friendly etc" in XML to translate them myself. Is it possible?

I haven't forgotten you! Well, not on this issue anyway. The problem is somehwere in the XML defines. I'll have to look at the python to track down the text define, but I promise I'll fix it in the next release.

Unless I don't.:crazyeye:

BFD8656
Apr 03, 2006, 11:28 PM
Since religions are at the moment (outside of specific mods) utterly interchangable anyway, I'd personally like to see as many religions as possible added to the game.

Why not a random selection out of a list of, say, 20 religions? It works fine for Civs...;)

Agreed! Until Fraxis takes off the gloves and allows religons to have + and - to them they ereally don't matter. I guess that is where I have the most problem. Why shouldn't everybody go straight for Buddism and Hinduism? If every one is the same then the early ones are clearly the best because they offer you the most culture and spread because they get a jump start that cannot be overcome by the others. There should be a list of like 20 religons and then just randomly choose the appropriate number of religons based on the number of Civs. I would love to see scientology be started with Mass Media!

homersheineken
Apr 03, 2006, 11:32 PM
Then why do you always play hinduist? Im always confunianist (sp), and that makes people angry, specially Isabella, but i always end up conquering a lot of those whinners (and converting the others, with a very agressive missionary spammage strategy).

Bah you powergamers :) Try playing for fun!

There's such a benefit to getting an early religion. The benefit helps you win. Winning is Fun! :lol:

Bah you:crazyeye:

**I have tried your spamming before. Sometimes I get Christianity and Judaism up there, sometimes not. Hinduism always seem to be either the top or one of them. Especially if i leave it for the AI.

Arkaeyn
Apr 04, 2006, 12:37 AM
here's a thought - get rid of Hinduism (no major historical missionary tradition) and make Buddhism appear much later.

Or, have the early religions appear when they do, but don't allow missionaries to be build until later, so that spamming missionaries becomes a tactic for several religions at once.

Rabbit_Alex
Apr 04, 2006, 01:23 PM
One thing that's always bothered me about the religions in this game is that they are so "planned" out. I've had games where I have purposefully tried to found as many religions as I could (the most I ever got was 6/7).

My idea is to have the religions just "appear" at the real-life times which they were founded. So Christianity would appear around 30 AD, Islam around 632 AD, etc. They would be founded in a random city in the world and a missionary is given to that city for that civilization to use.

ETA on the next update Sevo?

Brancaleone
Apr 04, 2006, 02:52 PM
Exactly, thats a good idea. Religions just appear when you play a modern start, why not the same with ancient starts? Make Judaism and Cristianism always appear in the same city, one early, another at 0BC/AD if that city still exist :)

Religions should have a time of spread, like, make it spread 300% faster when its founded, and normally after 20 turns or so, and only allow missionaries much later. Players shouldnt be able to "plan" religions - the romans probably didnt wanted to found cristianism!

BFD8656
Apr 04, 2006, 06:32 PM
The problem with having them appear randomly is that we are playing a game and things do need to be predictable and fair. I would like them to just appear at set times but you would have to have their Tech researched and then maybe go to the city with the highest culture or maybe with the most GPP or something that you could at least put yourself in a position to be awarded a religon.

Oh and why don't religons have any negative effects? Maybe Science should be retarted or something. There should be a trade off to having multiple religons. Maybe fighting in your city or more angry faces because of disagreements! I mean since when have all religons been totally tolerant of eachother?

Shqype
Apr 04, 2006, 07:17 PM
The Romans didn't found Christianity, but it was instead an Illyrian emperor of the Roman Empire that accepted Christianity on behalf of the Empire and spread it across the world.

Wipperwill
Apr 04, 2006, 08:31 PM
Whens it coming out?? I'm fiending!:crazyeye:

Seriously, any eta on the new version?:hammer2:

Arkaeyn
Apr 04, 2006, 08:35 PM
So last night, before going to bed, I had a great idea for how to limit early-game religion rushing, and I think I've remembered it. I call it Revival.

Basically, the idea is this - when a religion is founded, you only have X amount of turns to build missionaries. Not sure how to calculate the X - my preference is to base it around the number of cities in the world, but it would probably have to be balanced a lot.

You would also have to turn up the chance of religion spreading randomly, no misisonaries.

Anyway, after X turns, the initial explosion that every religion has, you can't build missionaries anymore. The only way to expand your religion is to found new cities (and even that is semi-random).

So religions stagnate, and the early advantage given to Hinduism and Buddhism is gone.

BUT...later in the game, when new religions appear, and missionaries spread them to new cities, this might cause a religious "revival" of the old religion. This'll cause another X turn of that religion's missionaries to be built.

This SHOULD get the player to want to spread religion as quickly as possible, up to declaring war on other civilizations because you only have so much tiime. Maybe even a Golden Age?

A few historical examples - Early Islam was far more vibrant that other local religions and spread like wildfire, replacing Christianity all over what's now called the Arab world. In Civ4...well, I've never seen Islam become a major religion.

A better example would be Europe during the Reformation. Catholicism was fairly stagnant When the Protestants started spreading in Germany, it triggered a Catholic revival - the counter-reformation, which was also based around a return to an almost mystical, populist form of Catholicism (much better for missionary work). The Catholicism wasn't just vibrant in Europe, but spread across the entire world, thanks largely to the great revivalists of Catholicism in the Reformation, the Jesuits.

I think this would add a lot to the game, but I'm not sure if it's feasible, as I'm not a modder. But it'll give reason to switch religions without resorting stereotyping of religions.

daveyjwin
Apr 04, 2006, 09:08 PM
I like the idea of having the requisite technologies makea religion available, but only to someone who has a great prophet. For example, say someone has polytheism and monotheism researched, and then they get a great prophet from the stonehenge. They would then be able to found, with the great prophet, either Hinduism or Judaism, but not Buddhism.

Rabbit_Alex
Apr 04, 2006, 09:33 PM
The Romans didn't found Christianity, but it was instead an Illyrian emperor of the Roman Empire that accepted Christianity on behalf of the Empire and spread it across the world.

His name was Constantine I the Great.

Sevo, can you put some of these models into the mod?
Settler's Wagon (http://forums.civfanatics.com/showthread.php?p=3866505#post3866505)
Animated Leaderheads Pack by Amra (http://forums.civfanatics.com/showthread.php?t=165876) (if you haven't put this in already)

Shqype
Apr 04, 2006, 09:39 PM
I am well aware of Constantine the Great, as well as the other Emperors of Rome which were part of the "Illyrian Dynasty." ;)

JrEye
Apr 05, 2006, 12:09 AM
I keep getting crashes in the game that pretty much make me have to restart my comp.

The only thing I can think of that could cause that is if there is a limit to how much Future Tech you can do.

There wasnt anything else out of the ordinary about the game that would lead me to believe it would crash. I know that I did get Future Tech researeched alot.

Good Sauce
Apr 05, 2006, 01:08 AM
I keep getting crashes in the game that pretty much make me have to restart my comp.

The only thing I can think of that could cause that is if there is a limit to how much Future Tech you can do.

There wasnt anything else out of the ordinary about the game that would lead me to believe it would crash. I know that I did get Future Tech researeched alot.

could just be because you're so late in the game, even on the best of computers CIV will chug a bit in the late modern era, just because you and the AI have so many units, building etc. if it gets to be enough i could easily see it locking up a computer. 'specially if it's a big map and/or your if computer is not hoss

Drogear
Apr 05, 2006, 03:11 AM
Now when civGOLD is out can we expect sevos 3.0? It has been very long since an update and there has been hinted of great changes in the next sevo mod version.

Bringa
Apr 05, 2006, 04:57 AM
Next Sevo will come out with the patch.

Which will come out with Duke Nukem Forever.


(no part of this post is based on facts)

Drogear
Apr 05, 2006, 06:56 AM
phuw, almost got me there! :)

The next official patch is done and ready a long time ago but take2 will nopt realise it, ever... guess they r saving it to futher promote people to buy civ warlords.

xprment626
Apr 05, 2006, 09:57 AM
So last night, before going to bed, I had a great idea for how to limit early-game religion rushing, and I think I've remembered it. I call it Revival.
-Arkaeyn

I like this Idea, would deffinitly need some tweaking, and seeing as how i am just dabbling my toes in modding, I can not do it...yet :)

The mod I'd like to see done to religion isn't a replacement for any (though I think that Taoism is kind of irrelevant, and maybe Eastern Orthodox or Protestantism should be included), or a realism addition (bleh, religions have historically been interchangable) but rather a religion purge.
-Arkaeyn

AGREE!!!! This game soooo needs an inquisition!! I look at it not as trying to persecute any particular religion, but i wish to drive out the "non state" religions from the cities that i have conquered. When you figure that every city that has a religion other than your own is supplying money to your enemies...it just makes sense to root out the "heathens and the spies". Doesn't it????

yexusbeliever
Apr 05, 2006, 10:28 AM
Sevo, can you put some of these models into the mod?
Settler's Wagon (http://forums.civfanatics.com/showthread.php?p=3866505#post3866505)
Animated Leaderheads Pack by Amra (http://forums.civfanatics.com/showthread.php?t=165876) (if you haven't put this in already)

I hope he hears you. And I hope it is time for Sevo to get the spreading of next version.

xprment626
Apr 05, 2006, 10:40 AM
SEVO
I spent the past two days at work reading your thread (after all, what is work for if not to fund your Civ habit?) and I think I have a pretty good idea of where you have been with your mods, which I use exclusively with my multiplayer games, and where you are going with it. I understand that your basically making vanillia Civ 4, just better vanillia...great, keep it up!!

I am not sure about others, but I have a problem with the game "ending" where it does. It seems in all our multiplayer games that we conquer 3 or 4 civs, and everything kind of balances out in the endgame with the technology cap.

Have you ever given any thought to extending the technology, and/or, the end game? Thanks for your time.

JrEye
Apr 05, 2006, 11:39 AM
could just be because you're so late in the game, even on the best of computers CIV will chug a bit in the late modern era, just because you and the AI have so many units, building etc. if it gets to be enough i could easily see it locking up a computer. 'specially if it's a big map and/or your if computer is not hoss

Could be, but at the time of crashing I was on my way to destroying my Comp opponents. 1st time was when I was barely taking out Russia, last night I did that and was taking out Greece/Persia. I have quite a few IFVs so that may be the case.

Sevo
Apr 05, 2006, 04:00 PM
SEVO
I spent the past two days at work reading your thread (after all, what is work for if not to fund your Civ habit?) and I think I have a pretty good idea of where you have been with your mods, which I use exclusively with my multiplayer games, and where you are going with it. I understand that your basically making vanillia Civ 4, just better vanillia...great, keep it up!!

I am not sure about others, but I have a problem with the game "ending" where it does. It seems in all our multiplayer games that we conquer 3 or 4 civs, and everything kind of balances out in the endgame with the technology cap.

Have you ever given any thought to extending the technology, and/or, the end game? Thanks for your time.


I have actually...but I don't want to head "into the future..." so to speak. In the next version I'm expanding the industrial and modern tech trees a bit and will probably continue to expand depeding on how it goes.

@Rabbit_Alex: I won't incorporate the wagons yet simply because they aren't animated and I don't want them "sliding" around the map!

And I'm not incorporating the animated leaderheads pack; I'm incorporating the Civ Gold (http://forums.civfanatics.com/showthread.php?t=165969) leaderheads! After all--why build a civilization package if you aren't going to use it! Wyz_sub10, Shqype, and I built a solid group of civs here and they will find their way into SevoMod promptly! Here's the full civ leaderhead pic:

http://img404.imageshack.us/img404/808/33newleaderheads7hj.png

xprment626
Apr 05, 2006, 04:57 PM
Just a repost from CIV GOLD thread SEVO, i want to get your thoughts on it as well and i am too lazy to retype it here LOL

Shqype, and Sevo for that matter.

In order to do it justice we will have to play it for awhile. To be honest we were waiting for SEVO's ver 3.0 to come out and just do a mass incorporation of the two mods. We have been playing his ver 1.0 for some time now and i just recently discovered that ver 3.0 is coming!!! After we get some time in with the civs i will let you know, but my vid card is down (an incident with a hair dryer, cheese, and an obnoxious ATI 9800...messy, very mesy!)

On a side note, i would like to state again my enthusiasm for 2 UUs, and for spreading them over the ages.

A thought occured and i'm not sure if it is feasible, but what about a UU tied to a technology advance rather than a Civ? Say for example, the first to discover Fission, is granted the UU Atomic Bomb. The discoverer then would have sole possesion of that UU type, unless someone stole it with a spy (the plans), or traded it away.
And while we are on the subject of trading, how about the ability to trade construction rights to said specific UU. It happens all the time with allies in the real world. We "license" another country (ally) to construct F-16s for their own use. I am thinking we would need to tie the UU prerequisit (technology) to some