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Sevo
Jan 02, 2006, 02:08 PM
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Sevomod 3.0 Released here! (http://forums.civfanatics.com/showthread.php?t=167461)


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SevoMod Version 2.3

MP Compatible: Untested
Release Date: 2/22/2006
File Size: 84 MB
NOT Compatible with ver 2.21 savedgames.

Download Link: 3d Downloads (http://www.3ddownloads.com/civfanatics/civ4/modpacks/Sevomod-2.3.zip) -- Thanks to Thunderfall for the mirror!
Download Link: Wisc.edu (http://subra.biostat.wisc.edu/civ4/Sevomod-2.3.zip) -- Thanks to Alancsilver for the mirror!
Download Link: FileFront.com (http://files.filefront.com/Sevomod_23zip/;4795777;;/fileinfo.html)
Download Link: Badongo.com (http://www.badongo.com/file.php?file=SevoMod+version+2.3__2006-02-22_Sevomod-2.3.zip)

Variations created by forum members are listed in the second post! (http://forums.civfanatics.com/showpost.php?p=3524502&postcount=2)

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Quick Notes on this version
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The big progress in this release:

There are now 13 total new civs in this mod, and 16 new leaderheads. These civs origininated in SuperCiv, but I've refinished them all extensively. All of these civs now have completed 'pedia entries, reworked UU's with pedia data, leaderheads with full 'pedia data and historical first contact quotations, correctly functioning flags and emblems, and ALL 16 LEADERHEADS have custom soundtracks! I'm really happy with the way the new civs have polished up and I think they're now (finally) a nice addition to this mod.

Also in this version:
-9 new promotions from Zuul's Perks & Promos.
-Cultural Decay fixed
-Hyapist Unit changed to make it more useful.
-Magellan's Voyage changed a bit, now only affects local city.
-Changed Main Menu soundtrack and graphic (just fun stuff).


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What is it?
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A rounded, hopefully balanced, stand-alone mod incorporating some of the best of what's available on Civ Fanatics as well as a host of custom modifications and improvements specific to this mod.

My hope is that this is a mod that both fixes the things that annoy most of us in the original interface and game, and a mod that adds the best of the features dreamed up by the Civ4 community. It's more than just a mod collection; significant customization and integration has been done to polish the mod and bring it all together.

As a rule I have avoided mods that significantly alter gameplay. There are no significant religion changes, combat changes or customizations that alter the basics; my hope is that this mod will serve as an upgraded interface and expansion without drastically changing the underlying game.


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Acknowledgments & Credits in no particular order--in most cases the work contributed has been heavily modified and may not resemble the original work. All of the contributors below, however, provided concepts, ideas, graphics, python snippets, and or XML snippets and this mod would not be what it is without each of them and their contributions. Thanks to all!

Willowmound: ActualQuotesDiplomacy Text v1.21
Frontbrecher: *Lost Wonders v1.0
Frontbrecher: *Lost Units v1.0
TheFourGuardians: UN Modification v?
Bhruic: CulturalDecay-v0.1
Bhruic: RealFort-v0.4
Bhruic: *TechConquest-v0.3
Master Lexx: *GreenMod v1.7: Forest replanting ideas, Temples
SupremeOverlord: Enhanced Foreign Advisor v1.7
SupremeOverlord: Enhanced Military Advisor v1.0
12Monkeys: Modified Special Domestic Advisor, v1.1
12Monkeys: Intercept Mission Reinitialization v1.1
12Monkeys: PlotList Enhancement v0.96
Zuul: Promotions Traits v0.4
Vovan: Civilopedia Unit Upgrade Chart
Anhu: 5-Formations (modified)
Thalassicus: Concept for ancient era music
Scizor2120: Idea for Industrial Civ Changes
MerakSpeilman: Commerce Icon Change
Sevo: Improved Civilopedia v1.9
Sevo: Ancient Era Music Selections
Sevo: City Screen Commerce Display
Sevo: Modified Replanting Forest
moehrensteiner: Center Wonder/Era Movies/Pics
Frenchman: New Era Pictures
Exavier: Nuclear Submarine Concept
Requies/Jiggles: Great People Mod (new one)
Snaitf: Show Attitude Mod
C. Roland: Art Work for Magellan's Voyage
FexFX: Extended GameSpeeds, camera angle changes
Lordroy: Custom merging of ClockMod, GreatPeople, Settler relig, etc.
Homegrown: Clock Mod
New Civs: Original Concepts by L'Ankou, Jecrell, Ariks, CivArmy, and Sadistic.
Animated leaderheads by L'Ankou.

* indicates parts or concepts of the mod were incorporated only

Thanks also go to everyone who has contributed to this mod by offering feedback, suggestions, debugging help, and new ideas: GIR, Gekko, Glinka, Keldath, Mr. Zak, Exavier, Naf4Ever, Rebel5555, Lordroy and the rest of the forum. Thanks for the support!

The individual readme files (when present) for all of the mods above are included in a subdirectory if you'd like details about the originals.
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The Details
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There are currently 13 new civilizations included in this mod, a total of 16 new leaderheads (4 animated, 9 stationary). I've added huge portions of missing civilopedia text for these civs, leaderheads, and UU's, I've redone the button graphics for leaderheads and UU's, and modified most of the UU's themselves. I've now also customized the greeting text for all 16 leaderheads, and I've done custom soundtracks for ALL 16 LEADERHEADS. I've also done historical quotes for leaderhead first contacts when possible.

FexFx's Endurance and Marathon speeds (870, 1200 turns) were used in place of the standard epic and marathon games. These speeds are a bit longer than the vanilla versions and better balanced. I left normal and quick alone for those of you who like to play faster MP games.

Lost Wonders -- 10 new wonders, 1 national wonder, 3 new buildings, and a few changes to existing buildings.

New Wonder: Magellan's Voyage: +1 trade route all costal cities, +1 commerce sea/coast squares, and a +1 movement range bonus to ships built in this city. Pretty big wonder, so it's relatively expensive. GREAT artwork from C. Roland on this one.

Lost Units -- (Partially): Aegis cruiser, trebuchet, bazooka, strike fighter, biplane, privateers, and more. Not included from this mod are the 7 unique religious units (saving space for religious mods) and the commando unit (who was a bit overpowered).

Domestic, Foreign, & (Now!) Military Advisor Updates -- Initially inspired by Requies and taken farther by SupremeOverlord and 12Monkeys, these screens look great.

Massively expanded unit upgrades courtesy of Zuul. A nice job of balancing the new upgrades with existing options and overall an excellent flavorful addition to the game. Most recently added 9 new promotions including Defense and Formations.

UN Mod -- The United Nations now allows votes on ANY civic, not just the bottom five.

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

Ancient Era Music -- The earliest part of the game is no longer silent! Version 2.0+ has a much expanded selection, and version 2.3 now incorporates a total of 10 soundtracks for the ancient era.

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

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

Tech Conquest -- Capturing or destroying an enemy city will reveal some percentage of a technology to you, assuming the enemy has one you don't. Version 2.0+ of this mod was heavily modified in terms of % gain. Now there is a random 1-25% gain of a tech, plus another 5% per city population.

Upgrades to fortresses to make them more useful, give better benefits to garrisoned units, etc.

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

PlotList enhancement -- I'm including 12Monkey's plot list enhancer. Now you can tell at a glance who's fortified, who's healing, and who's injured.

Forest Replanting -- Originally a concept of GreenMod, and also some other replanting mods I've seen. The current system works as follows: A worker must spend a base 8 turns replanting forest. When the job is done a "New Forest" will appear on the plot. The city must work this square to get the forest to grow. After a few turns it becomes a young forest (gaining a +1 hammer), then Developed Forest, then it becomes a Fully grown forest and the plot may be used as a normal forest plot. Prior to the development of the "full" forest, the forest cannot be chopped for production! This balances the chop gain, because you have to spend time with citizens working on the plot to get the forest back when they could be mining, etc, so the system can't really be abused to repeatedly chop-rush (but you can still use a focused chop-rush to your advantage).

Settler Religion -- (Lordroy did most of the work on merging this one): Settlers will now carry a religion from their homecity if appropriate, and new cities will be founded with that religion. Makes historical sense.

Formations are now groups of 5 instead of 3 for most units; some of the UU's for the new SuperCivs may not be groups of 5. I hope to fix this with the next update.

More Custom Changes:
-- Explorers and Scouts can build forts and explore temples. They're a little more useful now. Also, they can be upgraded to gunships down the line, so you don't have to put them on a boat and sink it anymore.
-- Added more ancient era music, some groovy tribal stuff.
-- Improved Leonardo's workshop to now add +1 specialist per continental city to make it more useful
-- Aztec UU: Str increased to 6, mov't to 2, jungle & FOREST def to +25%
-- French UU: Str increased to 11, added pinch
-- Privateers: No settlers anymore, cargo space to 1.
-- New Era Pictures
-- Tech trading was moved back to guilds to decrease early "tech whoring"/cabals
-- Permanent alliances now allowed earlier with constitution

I also cleaned up the python and put it all in a single mod file. Tidyness counts, people! Now if I could just clean up those text files...


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

Alternately, you can unpack all of the files into the appropriate locations in your /CustomAssets/ directory, but be advised if you have any other mods in there they may get overwritten and/or be incompatible! (Given the size of this mod, I can almost guarantee it won't be compatible!)


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Custom Installation Options
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(1) Commerce Icons: To disable the arrows as commerce icons and return to the vanilla "coins", find the folder "/sevomod/assets/art/interface/symbols" and just delete the whole thing!

(2) Modified Camera Angles: have been disabled by default because they were having a performance impact on many user's machines. To enable them, find the file Civ4DetailManager.xml in the main /sevomod/ directory, and copy this file into "/sevomod/assets/xml/misc/"

(3) I'm placing links that other Forum members are managing in the second post of this thread.



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


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Planned Updates
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-Add a version incorporating FacesOfGod, once the latter is more stable
-Add a few more civ traits for the new civs.
-Re-evaluate random events and potentially re-add them
-New wonder ideas
-Tactial Nukes (May need the SDK to do this up right)
-Add Caravans Mod as merged by Lordroy
-Considering a method to have forts exert a culture boundary to protect resources and land.
-Add Native American Civs and OutOfAfrica Civs (not yet included for the sake of time)


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Version Info
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Version 2.23 -- Extensive additions to fill in existing framework of versions 2.0-2.2

-Added custom music for all 16 new leaderheads (total of 29 NEW diplomacy soundtracks, plus 11 others already included)
-Added new intro screen music, just for fun, and tweaked the title graphic. Good stuff.
-Added custom first contact text for all new leaderheads.
-Added civiopedia entries for: Barbarian Leader, Barbarian Tribe, carrack, ethiopian archer
-Added new promos from Perks & Promos: Defense 1-4, Shock 3, Cover 3, Sentry 3, Formation 2, 3.
-Worked on Flags...and worked, and worked. Fixed about dozen mistakes in the original implementation. Flags are now customized (and NOT WHITE!) for all 13 new civs. (Check out Carthage--love the alpha mask!)
-4 new ancient era soundtracks (brings total to 10)
-Changed UU's Stats for Ethiopian Archer, Babylonian Bowman, Macabee, Currah, Viking galley, Galic Warrior to make them more intersting, more useful, and more civ-appropriate.
-Changed Hyapist stats: str 5, city def 25%, cit att: 10%, does NOT require copper or iron (hope to balance this unit in the face of the much more powerful and useful axeman. Civs without Cop/Iron can still build this one.)
-Changed Magellan's Voyage: Global sea plot yield change dropped and coastal trade routes dropped, now grants +2 commerce per sea plot in this city and +2 trade routes in this city. Less powerful overall than before, but still a good wonder so still expensive.
-Modified Cultural decay to correct some odd behavior. Cities should no longer get stuck at one square borders. Also, min culture is now 10.
-Changed jails: now -25% war weariness AND +1 happiness. Bit more useful now.


Version 2.21 -- Patch to 2.2

-Deleted most of SuperCiv. Kept 14 civs, did extensive reworking of graphics, text, UU to improve quality.
-Removed camera angle changes & made an optional add-in
-Fixed gamefont_75.tga file problem. gamefont.tga remains beyond my capacity to understand,
but fortunately I got lucky and only using the one seems to have fixed the problems
with city icons not appearing.



Version 2.2 -- Huge Update! Fixes & Addins

-Added FexFX Endurance and Marathon Game Speeds
-Added Changed Camera Angles from FexFX
-Revamped Forest Replanting Method
-ReAdded GreatPeople
-Added Frenchman's Era Pics
-Added SuperCiv
-New Units: Nuclear Submarine, ALL UU's from SuperCIV
-Fixed Bonus book & tuna icons (boy was THAT confusing to fix...)
-Fixed Missing Wonder Movies
-Fixed Galley-->Caravel upgrade error
-Incorporated LordRoy's addition of Homegrown's Clock Mod
-Incorporated LordRoy's addition of Settler Religion Mod
-Modified Aztec and French UU's
-Incorporated ShowAttitude mod by Snaitf
-Pushed Biplane development back to Combustion
-Modified Commerce Icon for 5+ plot yield
-New Wonder: Magellan's Voyage
-Changed Privateers: cargo to 1, no settlers transported
-Resized Ancient Temple Bonus Resource
-Permanent alliances now allowed with Constitution
-Changed Leonardo's Workshop (now grants +1 spec. all cities)
-Reworked late game mechanized units and upgrade paths
-Explorers now upgrade to gunships
-Changed America's UU to F15 (late game, but strong)
-Fixed TechConquest Displayed to everyone error
-Tech trading pushed back to guilds
-Added Enhanced military advisor by SupremeOverlord
-Sorted Unit Lists
-Changed Fish Market, Gutenberg's to global wonders
-Changed Steel mill to national wonder
-Added Center Movies Mod
-Added Sevo's ShowBaseCommerce mod
-Disabled "Trading" of Ancient Temples
-Readded Navy Seal like Unit as non-UU.



Version 2.01
Fixed TXT_KEY_PROMOTION_FORT missing data
Fixed "Combat Odds: %" missing %
Fixed CulturalDecay (was broken by 1.52 patch upgrade)--Not certain yet
I need to be sure the decay is working the way it's supposed to now.
Details to follow.


Version 2.0 beta
Works under 1.52 patch
Added GreenMod (parts)
Added 5-Formations
Removed Random Events
Removed GreatPeople
Updated Plotlist, special screens, actual quotes, RIM, tech Conquest, etc
Play tested (haha)

Version 1.05
Fixed(??) to work under official 1.52 patch

Version 1.0 -- 5 mods added
Bhruic: Tech Conquest
12 Monkeys plot list enhancement
Snoop's Great people mod
Sevo's Civilopedia
Frontbrecher's Lost Units

Version 0.4 -- Fixed main screen diplomacy not-clickable
Fixed Info screen failure

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

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

Sevo
Jan 02, 2006, 02:08 PM
Forum Member Supported Mods of Sevomod

The mods below were customized by other members. They represent variations of the Sevomod where modders wanted to take things in another direction or simply add some options I haven't included.

Please go to the mod creators themselves for support, questions, suggestions, praise, etc! I'm posting them here as they're related to the Sevomod and they'll be easy for people to locate. Thanks to both Gir and Fujisan for sharing!

:o GIR's Version with UnitAid by Zuul Added:
Info Link: UnitAid (http://forums.civfanatics.com/showthread.php?t=142086) (part of perks & promos)
Download Link: Sevomod_2.3.zip w/ UnitAid (http://rapidshare.de/files/14305677/My_Sevomod_2.3.zip.html)

:o Fujisan's "FairStart" modifications:
Info Link: FairStart (http://forums.civfanatics.com/showpost.php?p=3791836&postcount=467)
Download Link: FairStart (http://www.civfanatics.net/uploads11/FairStart.zip)

:o SwetePete created a Europe map with 18 of the civs from this mod:
Download Link: Sevo Europe Map (http://forums.civfanatics.com/attachment.php?attachmentid=120814&d=1143172417)


:o Good Sauce has an Arabian Peninsula/North Africa Map Available
Download Link: Sevo Arabia (http://forums.civfanatics.com/showthread.php?t=164437)

AWolfe
Jan 02, 2006, 02:15 PM
Did you forget to include a link to the mod's file?

GIR
Jan 02, 2006, 03:18 PM
thx for sharing!

Sevo
Jan 02, 2006, 03:20 PM
Did you forget to include a link to the mod's file?

Nope. They were there at the bottom of the first post. I'll copy 'em up top so it's hard to miss them.

[to_xp]Gekko
Jan 02, 2006, 03:24 PM
now it's going to be hard to choose between this and the realism resurrected mod... :D but you're definitely doing a nice job on this one, Sevo. the introduction of GreenMod (partly) is nice and bold :)

keldath
Jan 02, 2006, 03:34 PM
great job!!

maybe ext version you can include the fx bigger and longer?
or add new map size options?

GIR
Jan 02, 2006, 03:35 PM
maybe a bug:

i cant use the "Diplomacy Mode" (Worldbuilder). the exit button dont work...

___
edit:

and txt_key_promotion_fort1, ..._fort2, ..._fort3 is missing
(ps: maybe one improvement to the fort-promotion-icons: i also use the garrison icons but upside down. (one icon for two different things isnt the best solution...))

Sevo
Jan 02, 2006, 04:53 PM
maybe a bug:
i cant use the "Diplomacy Mode" (Worldbuilder). the exit button dont work...

and txt_key_promotion_fort1, ..._fort2, ..._fort3 is missing
(ps: maybe one improvement to the fort-promotion-icons: i also use the garrison icons but upside down. (one icon for two different things isnt the best solution...))

MAN! That txt_key_promotion_fort1 thing has been plaguing me since the first version of this mod!! ARRGH!:crazyeye: But it's fixed. Again. (I'm uploading the new files now). The Diplomacy mode doesn't work--you're right. I'll add it to the bug list. You can, however, exit the screen by simply clicking the X on the popup. And I'll look into the icons--it was originally Zuul's mod.

Found a couple more little things that bug me but no more "bugs" per se. :twitch:

GIR
Jan 02, 2006, 04:56 PM
the txt_key_building_NAME_Strategy keys are also missing (CIV4GameText_Strategy.xml file) (lost wonder mod - for example great wall, ...)

should i upload the icons?

Glinka
Jan 02, 2006, 05:03 PM
I'll give it a try, Sevo, as soon as I finish my current game using your last mod version. One thing: why did you remove the ability of the GreenMod for players to destroy buildings (for a price)?

NanomicroMan
Jan 02, 2006, 05:36 PM
I share your vision of not altering basics, I delay a bit some researchs on middle eras, so I could fight with horses and so.
I suggest include Random Events, it's nice and subtil, earthquakes, volcanos and specially olympics ... :king:

Sevo
Jan 02, 2006, 06:42 PM
Why did you remove the ability of the GreenMod for players to destroy buildings (for a price)?

Honestly, I didn't see how the feature fits into a game strategy. I've never really wanted to destroy a building. Why do you guys use this?


the txt_key_building_NAME_Strategy keys are also missing (CIV4GameText_Strategy.xml file) (lost wonder mod - for example great wall, ...)

should i upload the icons?

That's okay. I can flip 'em with photoshop. I'll hunt down the missing Strategy keys and include them.

nine inch chale
Jan 02, 2006, 06:48 PM
i keep getting "Failed to load Phyton Module CvEventInterface"
any suggestions?

ACEofHeart
Jan 02, 2006, 07:33 PM
Great Mod... but I didn't see the Unit Promotions screen selection pop up.. it stayed blank ,, I had to put Auto-Promote on to continue the game..

Glinka
Jan 02, 2006, 07:33 PM
Honestly, I didn't see how the feature fits into a game strategy. I've never really wanted to destroy a building. Why do you guys use this?

There are times when I'd like to build a national wonder in a city with plenty of shields, but I can't: the city has reached its quota. This would let me remove the wonder, at a considerable cost, and replace it.

jollyroger3
Jan 03, 2006, 12:17 AM
Sevo, I appreciate your mod really A LOT
Have you tried Exavier's, and Mylon's mods ? These are as cool as yours, I'd really love to see all three of you, Great Modders to cooperate and create a best mod ever...
:goodjob:

keldath
Jan 03, 2006, 03:12 AM
hi jollyroger3 and sevo

well i support on what jollyroger3 suggesred!
"Sevo, I appreciate your mod really A LOT
Have you tried Exavier's, and Mylon's mods ? These are as cool as yours, I'd really love to see all three of you, Great Modders to cooperate and create a best mod ever..."

why wont you guys work together?? all of ya guys can do the perfect job!!!??

jollyroger3
Jan 03, 2006, 03:37 AM
I've just tried out version 2.0 of your mod and I must say it's the best balanced mod I've played :goodjob:

I played it with standard settings, warlord difficulty level, normal speed and the only doubt I've got is, that the tech seems for me just a bit too quickly achieved (I don't mean it's bad in any way, just speeds the game up a bit ;) )

Another thing is, that IMHO 40 turns for planting a forest is too long :rolleyes: What about reducing this time to 30 or 25 turns ?

houdini
Jan 03, 2006, 04:17 AM
Excellent mod to combine, would be wonderful if you could incoporate some more civs,fro either super civ or next level mod, and also perhaps some of the buildings from Mylon mods & New Traits

keren
Jan 03, 2006, 04:41 AM
You owe me a night of sleep !

I installed your mod yesterday evening, and played until 4 am, which results in me being very tired at work today, and my wife being angry at me for getting to bed late...

However, there are some elements which don't work in my french version, like great people

Mr. Zak
Jan 03, 2006, 08:07 AM
Very nice compilation sevo. i have following problem:
every time i pres any key on keyboard message comes up:

python exception:

tracebak (most recent call last):

File "CvEventInterface", line 27, in onEvent
File "CvEventManager", line 164, in handleEvent
File "CvSevoEventManager", line 63, in onKbdEvent

NameError: global name 'theKey' is not defined

i have found that place in code but am unsure what to do with it, not into python, so help...please

btw i would like to add some of resources that are used in mylon mod but dont know how.
tnx

Sevo
Jan 03, 2006, 01:51 PM
Thanks for the :goodjob: all...I'm playing the mod right now as Japan and that freakin' Alexander just keeps harrasing me. I hate that guy. Anyway...

...the only doubt I've got is, that the tech seems for me just a bit too quickly achieved (I don't mean it's bad in any way, just speeds the game up a bit ;) )

Another thing is, that IMHO 40 turns for planting a forest is too long :rolleyes: What about reducing this time to 30 or 25 turns ?

Yeah...I'm finding the more I play the more I want the tech to slow down a bit as well. I was waiting to see what effect the 1.52 patch had, but it really hasn't slowed things as much as I'd like. I'll probably slow it all down in the next release.

As to the forest, yeah...40 turns is a long time. I might have to come down on that a bit, but I really wanted to make it hard to strip your empire of trees and then just replant the whole thing. With the plant time that long you still tend to want to keep your existing forest if it's at all possible, and plan to maybe replant one or two key spots later with a team of 3 or 4 workers (which brings the job down to 10-13 turns).

File "CvEventInterface", line 27, in onEvent
File "CvEventManager", line 164, in handleEvent
File "CvSevoEventManager", line 63, in onKbdEvent

NameError: global name 'theKey' is not defined

Hm. Wowsers. I'm trying to think, and I don't ever use the keyboard during a game. What do you know about that. No wonder I didn't know this. Let me look into it; I must have lost one of the globals along the way.

Excellent mod to combine, would be wonderful if you could incoporate some more civs,fro either super civ or next level mod, and also perhaps some of the buildings from Mylon mods & New Traits

Yeah...the civs. Still waiting on that one. I'm waiting for solid new traits and civs that include the language audio files...etc. I want to keep the standards high, and while there are some very good compilations right now, I'm still not sure we've seen the best we're going to get. I know this is important to people, though, so it's on the list.

You owe me a night of sleep !

I installed your mod yesterday evening, and played until 4 am, which results in me being very tired at work today, and my wife being angry at me for getting to bed late...

However, there are some elements which don't work in my french version, like great people

Excellent...:devil: (also, I removed Great People...the idea was great, but the popups really did start to get old...maybe there's a better way to incorporate them. I'll think about it.)

Rabbit, White
Jan 03, 2006, 03:01 PM
Excellent...:devil: (also, I removed Great People...the idea was great, but the popups really did start to get old...maybe there's a better way to incorporate them. I'll think about it.)
A bit off topic but how about this, instead of a pop-up, put all this info about the great people into the 'pedia, and when one is created, if it's possible, make the unit name a link to the 'pedia entry.

Mr. Zak
Jan 03, 2006, 04:06 PM
tnx sevo, i have tought that the problem is in global var. i just dont know where and how to declare it. if you want just tell me how to declare it.
i use almost more keyboard than mouse..shortcutes for almost anything, scroling...etc... but it is still a great mod...nice job

Glinka
Jan 03, 2006, 06:44 PM
Sevo, you asked me this on the previous page, but apparently missed my reply. Here's your question, again:

Originally Posted by Sevo
Honestly, I didn't see how the feature fits into a game strategy. I've never really wanted to destroy a building. Why do you guys use this?

There are times when I'd like to build a national wonder in a city with plenty of shields, but I can't: the city has reached its quota. This would let me remove the wonder, at a considerable cost, and replace it.

Rabbit, White
Jan 03, 2006, 08:12 PM
Sevo, you asked me this on the previous page, but apparently missed my reply. Here's your question, again:

Originally Posted by Sevo
Honestly, I didn't see how the feature fits into a game strategy. I've never really wanted to destroy a building. Why do you guys use this?

There are times when I'd like to build a national wonder in a city with plenty of shields, but I can't: the city has reached its quota. This would let me remove the wonder, at a considerable cost, and replace it.
The problem with this, as was pointed out on that MOD's thread, is that the AI will not know about, and hence won't use, the ability to destroy buildings - that gives players a somewhat unfair advantage.

ghen
Jan 03, 2006, 08:50 PM
I'm still hoping you can incorporate a few more mods (cross my fingers)

Beautiful new Era pictures by Frenchman: http://forums.civfanatics.com/showthread.php?t=139865

Low's completely Random map option:
http://forums.civfanatics.com/showthread.php?t=143597

Diplomatic Victory Movie: http://forums.civfanatics.com/showthread.php?t=144347

Center wonder/era movie popups: http://apolyton.net/forums/showthread.php?s=&threadid=144323

The diplomacy victory movie might be a larger file than normal, but the other 3 would fit in quite nicely.

Sevo
Jan 03, 2006, 09:51 PM
I'm still hoping you can incorporate a few more mods (cross my fingers)


Indeed. I already d/l'd the era pics. Problem is: I'm busy playing! I gotta finish up the current game (you know how it is once you start...)

But I'll be back at it. =)

There are times when I'd like to build a national wonder in a city with plenty of shields, but I can't: the city has reached its quota. This would let me remove the wonder, at a considerable cost, and replace it.

I saw this. I was still thinking about it. It's true that the AI will probably not use this feature, as they will not properly use the demolition units. *Shrug* There's a lot of good stuff out there, so I'll probably hold on this for now.

Epicurist
Jan 03, 2006, 10:46 PM
sevo--keep making the mods--ures are the best!

anyways--what happened to random events? I liked the olympics and fertile/drought--earthquake got annoying sometimes, but was still decent (maybe having it happen with a small comment instead of interupting with a pop up would be better)

Id like to see green mod;s extra resources incorporated. I like having alot of variety

Maybe an idea for the great people mod would be to just have a larger text in the left side with a small bit pic of the person. Like the earthquake--popups get annoying after awhile. (i guess thats more of an idea for the person that makes taht mod though..lol)

Anyways..keep up the good work!

Mr. Zak
Jan 04, 2006, 01:04 AM
ok, solved the problem for those using the keyboard
just change
if (theKey == int(InputTypes.KB_I)) and (self.bShift):
to
if (int(Key) == int(InputTypes.KB_I)) and (self.bShift):

in the ...sevomod/assets/python/CvSevoEventManager.py

and a new error:

tracebak (most recent call last):

File "CvEventInterface", line 27, in onEvent
File "CvEventManager", line 164, in handleEvent
File "CvSevoEventManager", line 84, in onEndGameTurn
File "CulturalDecay", line 50, in onEndGameTurn

ArgumentError, Python argument types in
CyPlot.changeCulture(CyPlot, int, int)
did not match C++ signature:
changeCulture(class CyPlot{lvalue}, int, int, bool)
it pops up on beggining of each turn. kinda annoying. different function declarations i sopouse but cant seem to find them...have fun

once again...great mod sevo..;p

Badmojo
Jan 04, 2006, 08:46 AM
any change of adding the Superciv/65 civ mod?? to your super nice mod..

jollyroger3
Jan 04, 2006, 01:46 PM
I've tried to play Warlord, standard map size, 18 civs (max allowed), no barbz, city convert after conquest, permanent alliance, normal game speed an I MUST say the game is greatly balanced, even the date i appropriate to the tech tree :goodjob:

I'm still playing this game, but next will be with Noble difficulty :D

Sevo - is there any chance you will add Polish civ to your mod ? There is a mod "Poland" or so, I'll find it for you if you would be interested and very kindly ask you to add it to next Sevo's mod ;)

I'd really LOVE to see two modifications from Exaviers mod in yours:

1. A Tactical ICBM - it has 1 square range and can be loaded on Nuclear Submarine, it costst 250 Shields (available at the same time regular ICBM is)

2. A Nuclear Submarine - a ship created to carry and hide ICBM's from other players - for me important as a historical unit, which took a great part in cold war...

Could you consider addinth these 2 units ?

Sevo
Jan 04, 2006, 03:10 PM
1. A Tactical ICBM - it has 1 square range and can be loaded on Nuclear Submarine, it costst 250 Shields (available at the same time regular ICBM is)

2. A Nuclear Submarine - a ship created to carry and hide ICBM's from other players - for me important as a historical unit, which took a great part in cold war...

Could you consider addinth these 2 units ?

I will look into the tactical nuke; didn't know anyone had created one yet. I wanted to add nuclear subs myself, so I'll put that on the (growing) list, too. :)


ok, solved the problem for those using the keyboard...
and a new error:
CyPlot.changeCulture(CyPlot, int, int)
did not match C++ signature:
once again...great mod sevo..;p

Zak--I'm giving you official recognition for debuggin' assistance in the next mod release! :D

And that error shows up in my log as well. In the 1.52 release Firaxis changed the cyPlot call and it broke cultural decay. The fix is easy.

I'll plan on integrating all these fixes and uploading the new patched mod tomorrow. I have a couple other goodies I'll throw in there as well. Also, I finally think I have a concept for what I want to do with the religions (as far as those of you requesting the religious units from Lost Units and so forth. It'll be fun...

ghen
Jan 04, 2006, 04:51 PM
are new civilizations even something that need merging with your pack? I would think they'd be completely seperate and work together seamlessly.

Exavier
Jan 04, 2006, 04:54 PM
Hey Sevo if you want anything out my mod let me know and i will pull all the code out for you... I have yet to actually make my additions readable (exept being clumped at the bottom of the XML files)

My Tactical ICBM can still hit anywhere on the map as thats hard coded. but it only does damage to the targeted square, cheaper to build, and can be loaded onto my Nuclear Submarine :P

Saint_Saturn
Jan 04, 2006, 05:05 PM
Was I the only one who really liked the GP mod? I loved the pop-ups coming up and showing me who was created, and a little background info on them. I always had trouble finding them, and the little text info at the start of the turn never grabbed my attention, so this little piece was lovely! If you are looking for a more practical way, is it possible to just have a little advisor pop-up window to come up and just say '(Name), a (Type) has been born in (City).' That would make it useful without the entire screen being taken up.

homersheineken
Jan 04, 2006, 05:55 PM
Hey SEvo, Great mod

A couple of things....F1 doesn't work to show the domestic advisor (nor the button on top). In the civlopedia, they are all shifted down a slot from wehre they should be. Also, kinda minor, but it doesn't show the combat odds anymore (94%), just the numbers (2.1 v 1.0).

Thanks!!

homersheineken
Jan 04, 2006, 09:16 PM
Nevermind, i was using an older version....D'oh!!!

Although i still don't get the odds....no biggie....Anyone know how to get em back??

DeathoOne
Jan 05, 2006, 06:06 AM
A very nice mod. Just needs to be better civs out there for it. Not your fualt though.

Glinka
Jan 05, 2006, 07:13 AM
The problem with this, as was pointed out on that MOD's thread, is that the AI will not know about, and hence won't use, the ability to destroy buildings - that gives players a somewhat unfair advantage.

I'd missed that, in the thread you mention. I withdraw my suggestion for its use. :)

keldath
Jan 05, 2006, 09:27 AM
hey sevo

great mod - maybe you can use fx bigger and longer mod for you next version - it would be great - more speed option and world size. :)

borsaid
Jan 05, 2006, 01:19 PM
I've tried to play Warlord, standard map size, 18 civs (max allowed), no barbz, city convert after conquest, permanent alliance, normal game speed an I MUST say the game is greatly balanced, even the date i appropriate to the tech tree :goodjob:

I'm still playing this game, but next will be with Noble difficulty :D

Sevo - is there any chance you will add Polish civ to your mod ? There is a mod "Poland" or so, I'll find it for you if you would be interested and very kindly ask you to add it to next Sevo's mod ;)

I'd really LOVE to see two modifications from Exaviers mod in yours:

1. A Tactical ICBM - it has 1 square range and can be loaded on Nuclear Submarine, it costst 250 Shields (available at the same time regular ICBM is)

2. A Nuclear Submarine - a ship created to carry and hide ICBM's from other players - for me important as a historical unit, which took a great part in cold war...

Could you consider addinth these 2 units ?

I think the idea of a tactical nuke is great. This should be the first nuke available, considering it took considerable time to develope a missile that could strike from anywhere to anywhere in the world. ICBMs should come later in the game and cost significantly more to build. Maybe as much as a wonder, considering the great amount of engineering that has to go into building such a device (comparable to the Apollo program). By the way, it would just be a tactical nuke, not tactical ICBM, as ICBM is an intercontinental ballistic missile.

Sevo
Jan 05, 2006, 01:26 PM
Nevermind, i was using an older version....D'oh!!!

Although i still don't get the odds....no biggie....Anyone know how to get em back??

Hm. Were they added in 1.52? I think they were. The main screen in my mod my be an older version. Lemmie check it out.

Exavier
Jan 05, 2006, 01:39 PM
I think the idea of a tactical nuke is great. This should be the first nuke available, considering it took considerable time to develope a missile that could strike from anywhere to anywhere in the world. ICBMs should come later in the game and cost significantly more to build. Maybe as much as a wonder, considering the great amount of engineering that has to go into building such a device (comparable to the Apollo program). By the way, it would just be a tactical nuke, not tactical ICBM, as ICBM is an intercontinental ballistic missile.

I named it Tactical ICBM for a reason. It can still strike anywhere on the map :(
Fraxis got the bright idea of hardcoding about 80% of the Nuclear weapon controls so I can't limit the range, adjust the destructive power, or remove the restrictions (I hate not being able to detonate them in my territory... shoulding it be my choice whether i want to or not?) :mad:
So my units are changed as much as i possible could without access to the core files :p

Only things that can be changed are Cost, Blast Radius, SDI Interfearence, Bunker interfearence :(

homersheineken
Jan 05, 2006, 02:15 PM
Hm. Were they added in 1.52? I think they were. The main screen in my mod my be an older version. Lemmie check it out.

They included it in 1.52. They would show the odds of winning 96% for example, not just the power v. power. If you can get it back that would be great, but like i said no bigge.

Houman
Jan 05, 2006, 02:28 PM
Nice Mod Sevo. Very nice!

Do you consider to include a Realistic Religion mod such as Abbamouse?

That would be great!!! :goodjob:

Houman

GIR
Jan 05, 2006, 02:48 PM
plz dont include a Realistic Religion mod...
(or release two versions with and without realistic religions)

im waiting for the next release :)

Exavier
Jan 05, 2006, 04:32 PM
Here you go Sevo...

You can get the Tree Nursery Mod I merged in HERE (http://forums.civfanatics.com/showthread.php?t=138242).

Here is the code for the Nuclear Submarine and the Tactical ICBM (just copy them into the apropriate files)

---===CIV4UnitInfos.xml===---

<UnitInfo>
<Class>UNITCLASS_NUKESUBMARINE</Class>
<Type>UNIT_NUKESUBMARINE</Type>
<UniqueNames/>
<Special>NONE</Special>
<Capture>NONE</Capture>
<Combat>UNITCOMBAT_NAVAL</Combat>
<Domain>DOMAIN_SEA</Domain>
<DefaultUnitAI>UNITAI_RESERVE_SEA</DefaultUnitAI>
<Invisible>INVISIBLE_SUBMARINE</Invisible>
<SeeInvisible>INVISIBLE_SUBMARINE</SeeInvisible>
<Description>TXT_KEY_UNIT_NUKESUBMARINE</Description>
<Civilopedia>TXT_KEY_UNIT_NUKESUBMARINE_PEDIA</Civilopedia>
<Strategy>TXT_KEY_UNIT_NUKESUBMARINE_STRATEGY</Strategy>
<Advisor>ADVISOR_MILITARY</Advisor>
<bAnimal>0</bAnimal>
<bFood>0</bFood>
<bNoBadGoodies>0</bNoBadGoodies>
<bOnlyDefensive>0</bOnlyDefensive>
<bNoCapture>0</bNoCapture>
<bRivalTerritory>1</bRivalTerritory>
<bMilitaryHappiness>0</bMilitaryHappiness>
<bMilitarySupport>1</bMilitarySupport>
<bMilitaryProduction>1</bMilitaryProduction>
<bPillage>1</bPillage>
<bSabotage>0</bSabotage>
<bDestroy>0</bDestroy>
<bStealPlans>0</bStealPlans>
<bInvestigate>0</bInvestigate>
<bCounterSpy>0</bCounterSpy>
<bFound>0</bFound>
<bGoldenAge>0</bGoldenAge>
<bInvisible>0</bInvisible>
<bFirstStrikeImmune>0</bFirstStrikeImmune>
<bNoDefensiveBonus>0</bNoDefensiveBonus>
<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
<bCanMoveImpassable>1</bCanMoveImpassable>
<bFlatMovementCost>0</bFlatMovementCost>
<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
<bNukeImmune>0</bNukeImmune>
<bPrereqBonuses>0</bPrereqBonuses>
<bPrereqReligion>0</bPrereqReligion>
<bMechanized>1</bMechanized>
<bRenderBelowWater>1</bRenderBelowWater>
<UnitClassUpgrades/>
<UnitAIs>
<UnitAI>
<UnitAIType>UNITAI_RESERVE_SEA</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
<UnitAI>
<UnitAIType>UNITAI_EXPLORE_SEA</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
<UnitAI>
<UnitAIType>UNITAI_MISSIONARY_SEA</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
<UnitAI>
<UnitAIType>UNITAI_SPY_SEA</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
</UnitAIs>
<NotUnitAIs/>
<Builds/>
<ReligionSpreads/>
<GreatPeoples/>
<Buildings/>
<ForceBuildings/>
<HolyCity>NONE</HolyCity>
<ReligionType>NONE</ReligionType>
<StateReligion>NONE</StateReligion>
<PrereqReligion>NONE</PrereqReligion>
<PrereqBuilding>NONE</PrereqBuilding>
<PrereqTech>TECH_RADIO</PrereqTech>
<TechTypes>
<PrereqTech>TECH_FISSION</PrereqTech>
<PrereqTech>NONE</PrereqTech>
<PrereqTech>NONE</PrereqTech>
</TechTypes>
<BonusType>NONE</BonusType>
<PrereqBonuses>
<BonusType>BONUS_URANIUM</BonusType>
<BonusType>NONE</BonusType>
<BonusType>NONE</BonusType>
<BonusType>NONE</BonusType>
</PrereqBonuses>
<ProductionTraits/>
<Flavors/>
<iAIWeight>0</iAIWeight>
<iCost>200</iCost>
<iHurryCostModifier>0</iHurryCostModifier>
<iMinAreaSize>20</iMinAreaSize>
<iMoves>6</iMoves>
<iAirRange>0</iAirRange>
<iNukeRange>-1</iNukeRange>
<iWorkRate>0</iWorkRate>
<iBaseDiscover>0</iBaseDiscover>
<iDiscoverMultiplier>0</iDiscoverMultiplier>
<iBaseHurry>0</iBaseHurry>
<iHurryMultiplier>0</iHurryMultiplier>
<iBaseTrade>0</iBaseTrade>
<iTradeMultiplier>0</iTradeMultiplier>
<iGreatWorkCulture>0</iGreatWorkCulture>
<TerrainImpassables/>
<FeatureImpassables/>
<iCombat>32</iCombat>
<iAirCombat>0</iAirCombat>
<iAirCombatLimit>0</iAirCombatLimit>
<iXPValueAttack>4</iXPValueAttack>
<iXPValueDefense>2</iXPValueDefense>
<iFirstStrikes>0</iFirstStrikes>
<iChanceFirstStrikes>0</iChanceFirstStrikes>
<iInterceptionProbability>0</iInterceptionProbability>
<iEvasionProbability>0</iEvasionProbability>
<iWithdrawalProb>50</iWithdrawalProb>
<iCollateralDamage>0</iCollateralDamage>
<iCollateralDamageLimit>0</iCollateralDamageLimit>
<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
<iCityAttack>0</iCityAttack>
<iCityDefense>0</iCityDefense>
<iAnimalCombat>0</iAnimalCombat>
<iHillsDefense>0</iHillsDefense>
<TerrainNatives/>
<FeatureNatives/>
<TerrainDefenses/>
<FeatureDefenses/>
<UnitClassAttackMods>
<UnitClassAttackMod>
<UnitClassType>UNITCLASS_TRANSPORT</UnitClassType>
<iUnitClassMod>100</iUnitClassMod>
</UnitClassAttackMod>
<UnitClassAttackMod>
<UnitClassType>UNITCLASS_BATTLESHIP</UnitClassType>
<iUnitClassMod>50</iUnitClassMod>
</UnitClassAttackMod>
<UnitClassAttackMod>
<UnitClassType>UNITCLASS_CARRIER</UnitClassType>
<iUnitClassMod>75</iUnitClassMod>
</UnitClassAttackMod>
<UnitClassAttackMod>
<UnitClassType>UNITCLASS_SUBMARINE</UnitClassType>
<iUnitClassMod>-25</iUnitClassMod>
</UnitClassAttackMod>
</UnitClassAttackMods>
<UnitClassDefenseMods/>
<UnitCombatMods/>
<DomainMods/>
<BonusProductionModifiers/>
<iBombRate>0</iBombRate>
<iBombardRate>0</iBombardRate>
<SpecialCargo>SPECIALUNIT_NUKE</SpecialCargo>
<DomainCargo>DOMAIN_LAND</DomainCargo>
<iCargo>5</iCargo>
<iConscription>0</iConscription>
<iCultureGarrison>0</iCultureGarrison>
<iExtraCost>0</iExtraCost>
<iAsset>4</iAsset>
<iPower>8</iPower>
<UnitMeshGroups>
<iGroupSize>1</iGroupSize>
<fMaxSpeed>2.75</fMaxSpeed>
<iMeleeWaveSize>1</iMeleeWaveSize>
<iRangedWaveSize>1</iRangedWaveSize>
<UnitMeshGroup>
<iRequired>1</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_SUBMARINE</EarlyArtDefineTag>
</UnitMeshGroup>
</UnitMeshGroups>
<Button>,Art/Interface/Buttons/Units/SUBMARINE.dds,Art/Interface/Buttons/Unit_Resource_Atlas.dds,6,9</Button>
<HotKey/>
<bAltDown>0</bAltDown>
<bShiftDown>0</bShiftDown>
<bCtrlDown>0</bCtrlDown>
<iHotKeyPriority>0</iHotKeyPriority>
<FreePromotions/>
</UnitInfo>
<UnitInfo>
<Class>UNITCLASS_TACICBM</Class>
<Type>UNIT_TACICBM</Type>
<UniqueNames/>
<Special>SPECIALUNIT_NUKE</Special>
<Capture>NONE</Capture>
<Combat>NONE</Combat>
<Domain>DOMAIN_LAND</Domain>
<DefaultUnitAI>UNITAI_ICBM</DefaultUnitAI>
<Invisible>NONE</Invisible>
<SeeInvisible>NONE</SeeInvisible>
<Description>TXT_KEY_UNIT_TACICBM</Description>
<Civilopedia>TXT_KEY_UNIT_TACICBM_PEDIA</Civilopedia>
<Strategy>TXT_KEY_UNIT_TACICBM_STRATEGY</Strategy>
<Advisor>ADVISOR_MILITARY</Advisor>
<bAnimal>0</bAnimal>
<bFood>0</bFood>
<bNoBadGoodies>0</bNoBadGoodies>
<bOnlyDefensive>0</bOnlyDefensive>
<bNoCapture>0</bNoCapture>
<bRivalTerritory>0</bRivalTerritory>
<bMilitaryHappiness>0</bMilitaryHappiness>
<bMilitarySupport>1</bMilitarySupport>
<bMilitaryProduction>1</bMilitaryProduction>
<bPillage>0</bPillage>
<bSabotage>0</bSabotage>
<bDestroy>0</bDestroy>
<bStealPlans>0</bStealPlans>
<bInvestigate>0</bInvestigate>
<bCounterSpy>0</bCounterSpy>
<bFound>0</bFound>
<bGoldenAge>0</bGoldenAge>
<bInvisible>0</bInvisible>
<bFirstStrikeImmune>0</bFirstStrikeImmune>
<bNoDefensiveBonus>0</bNoDefensiveBonus>
<bIgnoreBuildingDefense>1</bIgnoreBuildingDefense>
<bCanMoveImpassable>0</bCanMoveImpassable>
<bFlatMovementCost>0</bFlatMovementCost>
<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
<bNukeImmune>1</bNukeImmune>
<bPrereqBonuses>0</bPrereqBonuses>
<bPrereqReligion>0</bPrereqReligion>
<bMechanized>1</bMechanized>
<UnitClassUpgrades/>
<UnitAIs>
<UnitAI>
<UnitAIType>UNITAI_ICBM</UnitAIType>
<bUnitAI>1</bUnitAI>
</UnitAI>
</UnitAIs>
<NotUnitAIs/>
<Builds/>
<ReligionSpreads/>
<GreatPeoples/>
<Buildings/>
<ForceBuildings/>
<HolyCity>NONE</HolyCity>
<ReligionType>NONE</ReligionType>
<StateReligion>NONE</StateReligion>
<PrereqReligion>NONE</PrereqReligion>
<PrereqBuilding>BUILDING_NUKESILO</PrereqBuilding>
<PrereqTech>TECH_ROCKETRY</PrereqTech>
<TechTypes>
<PrereqTech>TECH_FISSION</PrereqTech>
<PrereqTech>NONE</PrereqTech>
<PrereqTech>NONE</PrereqTech>
</TechTypes>
<BonusType>BONUS_URANIUM</BonusType>
<PrereqBonuses/>
<ProductionTraits/>
<Flavors/>
<iAIWeight>0</iAIWeight>
<iCost>250</iCost>
<iHurryCostModifier>0</iHurryCostModifier>
<iMinAreaSize>-1</iMinAreaSize>
<iMoves>1</iMoves>
<iAirRange>1</iAirRange>
<iNukeRange>0</iNukeRange>
<iWorkRate>0</iWorkRate>
<iBaseDiscover>0</iBaseDiscover>
<iDiscoverMultiplier>0</iDiscoverMultiplier>
<iBaseHurry>0</iBaseHurry>
<iHurryMultiplier>0</iHurryMultiplier>
<iBaseTrade>0</iBaseTrade>
<iTradeMultiplier>0</iTradeMultiplier>
<iGreatWorkCulture>0</iGreatWorkCulture>
<TerrainImpassables/>
<FeatureImpassables/>
<iCombat>0</iCombat>
<iAirCombat>0</iAirCombat>
<iAirCombatLimit>0</iAirCombatLimit>
<iXPValueAttack>0</iXPValueAttack>
<iXPValueDefense>0</iXPValueDefense>
<iFirstStrikes>0</iFirstStrikes>
<iChanceFirstStrikes>0</iChanceFirstStrikes>
<iInterceptionProbability>0</iInterceptionProbability>
<iEvasionProbability>0</iEvasionProbability>
<iWithdrawalProb>0</iWithdrawalProb>
<iCollateralDamage>0</iCollateralDamage>
<iCollateralDamageLimit>0</iCollateralDamageLimit>
<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
<iCityAttack>0</iCityAttack>
<iCityDefense>0</iCityDefense>
<iAnimalCombat>0</iAnimalCombat>
<iHillsDefense>0</iHillsDefense>
<TerrainNatives/>
<FeatureNatives/>
<TerrainDefenses/>
<FeatureDefenses/>
<UnitClassAttackMods/>
<UnitClassDefenseMods/>
<UnitCombatMods/>
<DomainMods/>
<BonusProductionModifiers/>
<iBombRate>0</iBombRate>
<iBombardRate>0</iBombardRate>
<SpecialCargo>NONE</SpecialCargo>
<DomainCargo>NONE</DomainCargo>
<iCargo>0</iCargo>
<iConscription>0</iConscription>
<iCultureGarrison>0</iCultureGarrison>
<iExtraCost>0</iExtraCost>
<iAsset>5</iAsset>
<iPower>40</iPower>
<UnitMeshGroups>
<iGroupSize>1</iGroupSize>
<fMaxSpeed>10.0</fMaxSpeed>
<iMeleeWaveSize>1</iMeleeWaveSize>
<iRangedWaveSize>1</iRangedWaveSize>
<UnitMeshGroup>
<iRequired>1</iRequired>
<EarlyArtDefineTag>ART_DEF_UNIT_ICBM</EarlyArtDefineTag>
</UnitMeshGroup>
</UnitMeshGroups>
<Button>,Art/Interface/Buttons/Units/ICBM.dds,Art/Interface/Buttons/Unit_Resource_Atlas.dds,8,6</Button>
<HotKey/>
<bAltDown>0</bAltDown>
<bShiftDown>0</bShiftDown>
<bCtrlDown>0</bCtrlDown>
<iHotKeyPriority>0</iHotKeyPriority>
<FreePromotions/>
</UnitInfo>

---===CIV4UnitClassInfos.xml===---

<UnitClassInfo>
<Type>UNITCLASS_NUKESUBMARINE</Type>
<Description>TXT_KEY_UNIT_NUKESUBMARINE</Description>
<iMaxGlobalInstances>-1</iMaxGlobalInstances>
<iMaxTeamInstances>-1</iMaxTeamInstances>
<iMaxPlayerInstances>-1</iMaxPlayerInstances>
<DefaultUnit>UNIT_NUKESUBMARINE</DefaultUnit>
</UnitClassInfo>
<UnitClassInfo>
<Type>UNITCLASS_TACICBM</Type>
<Description>TXT_KEY_UNIT_TACICBM</Description>
<iMaxGlobalInstances>-1</iMaxGlobalInstances>
<iMaxTeamInstances>-1</iMaxTeamInstances>
<iMaxPlayerInstances>-1</iMaxPlayerInstances>
<DefaultUnit>UNIT_TACICBM</DefaultUnit>
</UnitClassInfo>

---===CIV4GameText_Civilopedia_Units.xml===---

<TEXT>
<Tag>TXT_KEY_UNIT_NUKESUBMARINE_PEDIA</Tag>
<English>*****Not Finished</English>
</TEXT>
<TEXT>
<Tag>TXT_KEY_UNIT_TACICBM_PEDIA</Tag>
<English>*****The use of atomic bombs at Nagasaki and Hiroshima at the end of World War II changed the world's standards for measuring military power. Nuclear weapons can eradicate ground forces and armored divisions, and flatten cities with their awesome explosive power. In the years following World War II, arsenals of nuclear weapons were rapidly built by opposing nations, each fearing the capabilities of the other. This massive arms buildup has acted as a deterrent to full-scale war, since all the governments involved are aware of the consequences should such a war take place. The threat imposed by the huge nuclear arsenals of the world powers may one day be eradicated by the development of the Strategic Defense Initiative, or SDI, a system designed to destroy enemy missiles in flight before they can reach their targets.</English>
</TEXT>

---===CIV4GameText_Strategy.xml===---

<TEXT>
<Tag>TXT_KEY_UNIT_NUKESUBMARINE_STRATEGY</Tag>
<English>*****Not Finished</English>
</TEXT>
<TEXT>
<Tag>TXT_KEY_UNIT_TACICBM_STRATEGY</Tag>
<English>*****Not Finished</English>
</TEXT>

---===CIV4GameTextInfos_Objects.xml===---

<TEXT>
<Tag>TXT_KEY_UNIT_NUKESUBMARINE</Tag>
<English>Nuclear Submarine</English>
</TEXT>
<TEXT>
<Tag>TXT_KEY_UNIT_TACICBM</Tag>
<English>Tactical ICBM</English>
</TEXT>



EDIT: sorry i forgot you asked me in PM and posted them here lol... oh well :P

Sevo
Jan 05, 2006, 05:50 PM
Here you go Sevo...

Thanks. No worries. Saves me rebuilding the wheel on the nuclear subs. Thanks!

With regards to all those interested / concerned about adding a religion mod to the game, I think I finally worked out what I'm going to do.

I like the way the religions are now--that is, intentionally undefined. I can make a militant Jewish Theocracy if I want. I can my "Hindus" eat cows. But I agree with the overall feeling that the Religion Civic options are inadequate for giving your religion a flavor.

So what I'm working on right now is a series of religious "flavors" that will let you indelibly brand your religion a specific way. A "Fanatics" option will unlock religion specific units like those I pulled out of Lost Units, another "Harmonious" religion might increase health and happiness, and another "Frugal" option might boost your commerce and trade. There will be drawbacks as well: the Fanatics are war-minded, so maybe they don't produce great people as quickly. That kind of thing. When you found (or aquire) a new religion you'll have the option to define it for your people and gain the benefits/drawbacks so long as you keep that religion as your state religion, but once you've chosen you can't go back--people tend to be reluctant to reinterpret what their religion means! If you want to change your religion from war-oriented to culture oriented, you'll have to find a new one and change! :o

This in my mind is ideal because you don't have to race for the tech for a religion that happens to have the unit/upgrade/feature you want. You can discover, or even aquire from another civ, a religion and then decide how your population is going to interpret and benefit from that religion.

This is going to take a lot of work because I want to do it right, but I think it will be a well-balanced addition that will make the game more fun. One of the things I enjoy is the "story" behind the civ I'm playing, and this will help flesh it out.

Anyway, it'll be fun.

Exavier
Jan 05, 2006, 05:55 PM
hehe i just hope i got every entry right. as you can see i am lacking in discriptions for them. Those will be added in the next version of my mod as I have yet to write any descriptions for new units I make.

I hate doing descriptions :P

GIR
Jan 05, 2006, 06:27 PM
I like the way the religions are now--that is, intentionally undefined. I can make a militant Jewish Theocracy if I want. I can my "Hindus" eat cows. But I agree with the overall feeling that the Religion Civic options are inadequate for giving your religion a flavor.

So what I'm working on .....
.
.
.
This in my mind is ideal because you don't have to race for the tech for a religion that happens to have the unit/upgrade/feature you want. You can discover, or even aquire from another civ, a religion and then decide how your population is going to interpret and benefit from that religion. ...

:eek: thats a great idea - absolutely the best way how religion should work in cIV :goodjob:
cant wait...

homersheineken
Jan 05, 2006, 07:22 PM
:eek: thats a great idea - absolutely the best way how religion should work in cIV :goodjob:
cant wait...

not only that but that is how Firaxis designed religion and the game to work. Remeber, they want US to recreate history. Nice ;)

ecc
Jan 05, 2006, 08:58 PM
I love this MOD, thanks for all the work put into combining all these!!

I just wanted to know why there was certain changes with some of the units, like mechanized infantry's new strength is 26, its old was 32. It seemed to me that it was better left at 32.

Also, what happened to Navy Seals, whats the point of giving the U.S. an older UU, were these changes an idea for better game balance?

-Ryan

Sevo
Jan 05, 2006, 10:03 PM
New version is posted. 2.01. 3 minor bug fixes--mostly what you guys have hunted down for me above. The % combat odds not showing up was actually a result of an old XML file...it's hard coded in the C++ and the tag got lost since I was using an old version. This also fixed another error in the combat bonus list. Let's see...also fixed the cultural decay problem pointed out by Mr Zak; at least I think it's fixed...it's not erring anymore, but I haven't specifically checked to be sure culture is in fact decaying yet. So much to do...so few hours between my real job (that mainly exists to pay for my internet uplink) and bedtime!

Anyway, should be compatible with 2.0 beta and 2.0 beta-c; at least it is on my current saved games.

great mod - maybe you can use fx bigger and longer mod for you next version - it would be great - more speed option and world size. :)

I actually looked into it earlier tonight and I liked it a lot. Has he worked out the late game issues?


I just wanted to know why there was certain changes with some of the units, like mechanized infantry's new strength is 26, its old was 32. It seemed to me that it was better left at 32.

Also, what happened to Navy Seals, whats the point of giving the U.S. an older UU, were these changes an idea for better game balance?-Ryan

Well, the mech infantry is now lighter as there are more late game units floating around. I'm still "playtesting" (aka...playing) for myself to see how the new units are all working. If we hate it I'll change it back, but I think it was originally changed by the Lost Units designer as part of his overall schema. With regards to the Navy Seals--I kind of agreed with him that it was a lousy unique unit. What I really want to do is bring back the superior USA airpower...that really defines the military strength of this country over the last...well, since the mid WWII era. It would be a late unique unit, but if powerful could be decisive in late battles.

On the plus side I finally wiped out Alexander. Whoa Japan!:clap:

BenniusCaesar
Jan 05, 2006, 10:46 PM
Really ignorant question..
If you install one of these 'mods' you can still select to play the game in its original form at startup. Is that right?
Some of them sound really fun, but I'm afraid I'll overwrite the original Civ4 and not be able to play it again without the mod.

s3d
Jan 06, 2006, 12:51 AM
What I really want to do is bring back the superior USA airpower...

Why not to make stealth bomber UU for America ? No one else have them in real life. The rest can get advanced prop bomber (until new models will be avalable with jet bombers). The SEAL can become normal unit, modern infantry or combat divers(modern marines)...Modern infantry can get city defence, city attack and forest bonus, while mech infantry bonus against modern infantry.

cdcool
Jan 06, 2006, 06:59 AM
Great work Sevo..I'm testing your 2.01 with the 1.3 Realism Map Niust.

Please don't stop.

GIR
Jan 06, 2006, 07:57 AM
maybe it is because i ues an old savegame, but:

i cant see the Tuna, Book and Anticient Tempel resource ICONS in the city screen.

and could you plz include this 'feature' from GreenMod?:
QUOTE:
removed the max 6 specialits shown in city screen
If you now settle more than 6 great persons in a city they will be displayed into the city screen, but at least you know they are there.

edit:
and from Mylon Mod the tallest bulding wonder:
QUOTE:
+ (New) New World Wonder (sorta). World's Tallest Building. +2 happiness for the continent, +5% global culture for the civ that builds it. Every time this building is built, the previous one is destroyed. A taller building can always be built.

i think the idea of a tallest building wonder is great!

keldath
Jan 06, 2006, 11:12 AM
hello sevo

i succsessfully inserted 3 civs into your mod+another map size.
if yould like id be happy to transfer my work to you for further work.
im continueing in adding more civs.
so far i used israel scotland and carthage.

Sevo
Jan 06, 2006, 12:44 PM
Really ignorant question..
If you install one of these 'mods' you can still select to play the game in its original form at startup. Is that right?
Some of them sound really fun, but I'm afraid I'll overwrite the original Civ4 and not be able to play it again without the mod.

"YES!". There is a folder in your /CIV4/ directory, wherever you installed it, called "MODS". Mine is "e:\Civ4\mods\". If you unpack the mod file in that folder, you can load it from the in-game menu: Main Menu-->Advanced--> Load a mod. Then you can play with the original game, or load a mod and play with that.

hello sevo
i succsessfully inserted 3 civs into your mod+another map size.
if yould like id be happy to transfer my work to you for further work.
im continueing in adding more civs.
so far i used israel scotland and carthage.

Feel free to post the mod yourself! I'm going to add civs myself soon, but I'm waiting on two things: 1) I want to add some more traits first (going to do this the hard way because I have some very specific stuff I want to add, but I think it'll be well worth it), and 2) I want to integrate my new religion stuff first. But I know there are a bunch of people waiting for new civs in this mod...


i cant see the Tuna, Book and Anticient Tempel resource ICONS in the city screen.

There are no graphics for them, hence they don't show up. No graphics were included in the original mods to my knowledge. I've already created civilopedia graphics and entries for all of them, but I need to add some of the other little graphics. Thanks for the heads up, though.

and could you plz include this 'feature' from GreenMod?:
removed the max 6 specialits shown in city screen
If you now settle more than 6 great persons in a city they will be displayed into the city screen, but at least you know they are there.

and from Mylon Mod the tallest bulding wonder:
i think the idea of a tallest building wonder is great!

Heh...I kinda like that idea, too. Lemmie look into it.

GIR
Jan 06, 2006, 02:02 PM
hmm, if i play the GreenMod 1.91 i see the ancient temple icon in the first column in the city screen.
and if i play the lost wonder mod i can see the icons of the tuna and the book...

if i merge lost wonder mond with my mod this icons work, so it should also work with your mod...

Glinka
Jan 06, 2006, 02:46 PM
Unless I did something wrong, the 2.0 beta still defaults to showing my character name and nothing else on the Foreign Advisor/Technologies screen. Once that happens, you can't click to get out of it in the FA, but have quit the game, and reload.

ecc
Jan 07, 2006, 12:55 AM
I must say I love this MOD, looking forward to each new release! I enjoy the fact that you avoid mods that alter the gameplay too much. I hope you continue with that idea. Thanks for all the hard work!!

-Ryan

keldath
Jan 07, 2006, 05:44 AM
hey sevo

i combined your mod with the next level civ pack - i wish to upload it = but i dont know how...?
can you help me?

Glinka
Jan 07, 2006, 08:01 AM
hey sevo

i combined your mod with the next level civ pack - i wish to upload it = but i dont know how...?
can you help me?

I don't know mod ettiquette for the game, but don't you think that instead of asking Sevo publically to help you upload that mod, you should first ask his permission for including Sevomod? Granted, it wasn't original code he did, but he still put in all the work.

keldath
Jan 07, 2006, 08:13 AM
glinka - i know - offcource i know he put a lot of work...
my intention is for sevo take a look of what i made and giving it to him to maybe for other to use by him and perhaps publice under this thread under his name.
its all from good intentions for sevos great mod.

sevo - i offered my comination to you perhaps you can use it and develop it more.

i never ment to publice this mod without you checking it out...

Sevo
Jan 07, 2006, 10:19 AM
glinka - i know - offcource i know he put a lot of work...
my intention is for sevo take a look of what i made and giving it to him to maybe for other to use by him and perhaps publice under this thread under his name.
its all from good intentions for sevos great mod.

sevo - i offered my comination to you perhaps you can use it and develop it more.

i never ment to publice this mod without you checking it out...

No worries all. :) A lot of people have requested more civs, I just don't want to do it until I have the religions and a few more traits buffed in. That doesn't mean everyone wants to wait for it!

Keldath: I would be happy to link to your mod from this thread. You can either email me the new zip file (although it'll be huge, I imagine) at sevotastic@yahoo.com, or you can upload it to a file sharing website (www.rapidshare.de, or www.filefront.com, or www.savefile.com) and then email me the download link. I'd be happy to put your civpack merged version on the frontpage so people can download it as well.

hmm, if i play the GreenMod 1.91 i see the ancient temple icon in the first column in the city screen.
and if i play the lost wonder mod i can see the icons of the tuna and the book...

if i merge lost wonder mond with my mod this icons work, so it should also work with your mod...

Hm. Another lost piece of a mod, I suspect. Lemmie check it out...

Glinka
Jan 07, 2006, 10:46 AM
I'm still not getting images of the "lost wonders" when I've finished them. As I've never played the standalone mod, is this just part of it? I can envision a case where an image screen automatically pops up when you finish a wonder, regardless of whether there's an image planned for it, or not.

Craymo1
Jan 07, 2006, 11:39 AM
Anyone else getting a broken link when trying to download?

Craymo1
Jan 07, 2006, 11:48 AM
Anyone else getting a broken link when trying to download?

nm, worked after a few tries. :cool:

keldath
Jan 07, 2006, 12:32 PM
hi sevo

great im ul now to rapid share - it will take a while = when i finnish ill
inform you :)

theres a few bugs ive seen:
1) some of the new civs have a white flag - i didnt get to that yet
2) when you learn a tech - it doesnt makes a popup of the civelopedia - it only sais you learnt the tech.
3) i think its no good to multi player - i treid after 1oo and so turns ina new game and the game crached with no reason.
for me thats the major setback.

keldath
Jan 07, 2006, 03:15 PM
hey sevo
here is the file :)
http://rapidshare.de/files/10609779/sevo_test.rar.html

Nedkjemp
Jan 08, 2006, 06:37 AM
I have a few questions regarding this MOD:

1. Do I need to install any other files than those included in the download - if so which are they (I have a notion) - and more imporantly - can you post links to them in the first post?

2. What is the gameplay like? Is it slow?

Glinka
Jan 08, 2006, 06:58 AM
1) No other files--except the game. ;)

2) I've not found gameplay any slower or faster. Chopping forests gives you a bit less shields, but chopping jungles gives you a few shields, too, which you normally don't get. Other than that, research speeds, production speeds, movement, etc, are pretty much the same.

Sevo
Jan 08, 2006, 07:54 AM
hey sevo
here is the file :)
http://rapidshare.de/files/10609779/sevo_test.rar.html

Great! I put a link up on the main page so other people will find it. Thanks for the interest. I think the NextLevel civs are probably one of the best civ Paks out there presently.

:jesus: On the religion front, I've finally worked out my new schema for the religious expansions and I've started the coding/xml. It's coming along nicely but I'm having to balance what I want to do with what the game allows. Still, I think this is going to be great and I'm anxious to see what you all think. Stay tuned...

keldath
Jan 08, 2006, 02:31 PM
sevo

hi - your welcome,
though - i found that this mod - is not mp copatible - the game crashed to me after 160 turns for no reason - maybe you can modify it for this purpse.
i cant remmber if i also merged the pyton files of the bigger and longer by fx -
i think maybe because of that the game crashed - have no other exp.
i recenly updated the exavier composite mod with the same changes i noticed that he made a few alteration in the pyton files regarding multi player game.
i added only the mammoth map size.
gamespeeds ramained the same.
and somthing should be done about the civilization flags - most of them are white of black...
enjoy all :)

protista
Jan 08, 2006, 06:50 PM
For some reason we are unable to run the newer versions of Civ4, with the original 1.0 running fine. Can we utilize this mod package with the original 1.0 version of Civ4?
Thanks in advance!

Sevo
Jan 08, 2006, 08:57 PM
For some reason we are unable to run the newer versions of Civ4, with the original 1.0 running fine. Can we utilize this mod package with the original 1.0 version of Civ4?
Thanks in advance!

No...this mod package probably isn't 1.0 compatible. Firaxis changed the way some of the functions pass variables and I doubt they would still work with 1.0. Also the Sevopedia, which is part of this, would almost certainly tank under 1.0 since they also changed the enums.

ACEofHeart
Jan 09, 2006, 01:44 AM
Question...
I have to use Patch 1.09 as the new 1.52 Patch causes graphics problem for me..:(
I love your mod so I'm back to using version 1.0.. only thing,, I want to remove is the "Random Events".. how can this be done without hurting the structure of the entire Mod..??
thanks

Sevo
Jan 09, 2006, 08:59 PM
Question...
I have to use Patch 1.09 as the new 1.52 Patch causes graphics problem for me..:(
I love your mod so I'm back to using version 1.0.. only thing,, I want to remove is the "Random Events".. how can this be done without hurting the structure of the entire Mod..??
thanks

Download the file below and copy it into the mod directory shown below. It should overwrite the file of the same name in the mod. I'm pretty sure this will work, but I haven't tested it. THIS IS FOR VERSION 1.0 of the sevomod!

It should go in /sevomod/assets/python/CvSevoEventManger.py

rebel5555
Jan 10, 2006, 01:53 AM
I can build the Marines but it wont let me build the U.S. Navy Seals. I'm wondering if this is a bug or if you didn't include the unit with the mod.
Great mod by the way i'll keep an eye out for the next version!!

ACEofHeart
Jan 10, 2006, 03:24 AM
Thanks Sevo.... I'll try it asap....:)

DigitalD
Jan 12, 2006, 01:13 PM
how can i activate the religios special units like the crusader?
the mod´s are nice - but i miss the crusaders
thx

GIR
Jan 13, 2006, 08:51 PM
I'm still not getting images of the "lost wonders" when I've finished them. As I've never played the standalone mod, is this just part of it? I can envision a case where an image screen automatically pops up when you finish a wonder, regardless of whether there's an image planned for it, or not.

you have to install the lost wonder mod or change a few lines in a certain file if you want to see the wonder movies. (or install the monument extension for the sevo mod 2.01)

see this post bottom:
http://forums.civfanatics.com/showpost.php?p=3573152&postcount=17

Misanthrop
Jan 14, 2006, 06:58 PM
i dunno if i'm maybe too late and it's already fixed in the latest version but...

when i played this really nice mod i noticed that there's a lack of transport ships when u can build the caravel but not yet the privateer because u can't build the galley anymore...

GIR
Jan 14, 2006, 07:36 PM
yes, that sux
the ship upgrades are very strange - but not a real problem to fix...

Glinka
Jan 14, 2006, 09:48 PM
you have to install the lost wonder mod or change a few lines in a certain file if you want to see the wonder movies. (or install the monument extension for the sevo mod 2.01)

see this post bottom:
http://forums.civfanatics.com/showpost.php?p=3573152&postcount=17

Thanks for that, GIR. I think I may wait on Sevo's next upgrade, though, rather than patch the mod.

Badmojo
Jan 15, 2006, 05:22 AM
hey Sevo As always Great Mod!! :)

GreatPerson MOD v0.3 - by Requies and Dr Elmer Jiggle (the one whitout popup!!!) http://forums.civfanatics.com/showthread.php?t=143589

Clock MOD - by homegrown

PLEEEEASE add these two very small mods :))

Sevo
Jan 15, 2006, 10:05 PM
hey Sevo As always Great Mod!! :)

GreatPerson MOD v0.3 - by Requies and Dr Elmer Jiggle (the one whitout popup!!!) http://forums.civfanatics.com/showthread.php?t=143589

Clock MOD - by homegrown

PLEEEEASE add these two very small mods :))

Noted!

I haven't forgotten about this mod! I'm just frantically working on the religion mod and it's become quite the behemoth. Anyway, it's nearing a testing phase (i.e., post so you all can play and tell me what to fix!), and then I'll be back to work on this mod to fix the bugs and add some civs, etc. :)

KaiserAlexander
Jan 16, 2006, 11:49 AM
I can't get this mod to work x.x I have it extracted under the folder "Mods" but it still doesn't work

naf4ever
Jan 16, 2006, 02:00 PM
I can build the Marines but it wont let me build the U.S. Navy Seals. I'm wondering if this is a bug or if you didn't include the unit with the mod.
Great mod by the way i'll keep an eye out for the next version!!

This mod changes the American UU. It is now US cavalry. I think its a good change as US Navy seals came so late and seemed very limited in their use.

naf4ever
Jan 16, 2006, 02:07 PM
First I love this mod it rocks but have some comments:

1) It seems many times when i get compass for the caraval I am no longer able to produce galleys... Why is this?

2) The computer AI seems very bad at dealing with the cultural decay after taking over a city. I understand how it works so will rush a theater or cut down trees to help build some sort of cultural building to get the squares to expand. Ive seen the AI sit on a city with zero workable squares for eons though.

3) I like the fact that you re-examined some of the UU, like the American one. May I suggest taking a look at the Aztecs Jaguar Warrior and the French Muskateer. In the Aztecs case their UU is the only one that is weaker than the original, even though it doesnt require Iron this makes it very undesireable. Perhaps if it had 2 movement or something it would be understandable. The French Muskateer on the other hand is only one step from grenadiers who are 33% more powerful. The extra movement is not too useful at this point. Thier UU gets outdated faster than any.

Just thought Id mention that. Otherwise sweet mod.

Lastly, perhaps jails can be modded. I find it odd they are only useful when in war.

evirus
Jan 17, 2006, 02:50 AM
in regards to the forests, would there be a way to simulate aging forests in the game, like have a few different age groups and have the forests progress in order(new, young, standard, old, over grown) and have the age determine the production bonus given when cleared, this way you dont have a long worker time as well as balanceing the chop rewards based on the time the forest has existed

Ciwell
Jan 17, 2006, 04:55 PM
First, great mod but with the NextLevel civ pack included, the game will out of nowhere just crash completely. However, without the civ pack, the game runs flawlessly with your mod. ::shrug:: Not sure what is going on there, but hopefully a future patch will fix this random crashing because those civs look interesting to play.

Either that, or I will just wait for you to add the civs. ;)

Sevo
Jan 17, 2006, 10:01 PM
1) It seems many times when i get compass for the caraval I am no longer able to produce galleys... Why is this?
This is now a known bug...the upgrade path messed things up. I have to fix it in the next release.

I haven't noticed the AI/cultural decay problem. I could fix that pretty easily with a limit to how far down a city decays. Cultural decay should only occur on tiles NOT occupied by ANY city, based on the coding. If a computer takes/builds a city in your land your own culture may be overwhelming the new/captured city and it's never going to grow anyway. I'll look into it.

in regards to the forests, would there be a way to simulate aging forests in the game, like have a few different age groups and have the forests progress in order(new, young, standard, old, over grown) and have the age determine the production bonus given when cleared, this way you dont have a long worker time as well as balanceing the chop rewards based on the time the forest has existed

There would be. I've been thinking a lot about this and will probably incorporate some sort of change in a future version.

First, great mod but with the NextLevel civ pack included, the game will out of nowhere just crash completely. However, without the civ pack, the game runs flawlessly with your mod. ::shrug:: Not sure what is going on there, but hopefully a future patch will fix this random crashing because those civs look interesting to play.

Either that, or I will just wait for you to add the civs. ;)


Yeah...sorry I can't speak for the CivPak personally...I haven't had time to go through the code myself! There's a ton of stuff to do now, but I'm so close to finishing my religion mod it hurts. My goal is this weekend, depending on how my python skills play out over the next four days!

Religion mod Teaser: Crusades, Idolators, Terrorists...

Majkel
Jan 18, 2006, 03:15 AM
It is indeed a very good Mod. I am playing Americans on Emperor and for the first time I have the best score! I am playing archipelago standard map and I'm occupying the biggest island together with Aztecs. We've already had one war, but it was mainly succesfully defensible war on my part. I just entered 18th century and my army of US cavalry is ready to flood Aztec territory.
I have only one remark, Sevo: did you do something to the map auto-creator? I have seen several times really badly distributed sea resources: one city has access even to 7 sea resources! The city gets too much. Is this right? (Fortunately, it isn't my city, because the AIs would have no chances and the game would be too easy, but soon it will be mine :spear: )

oldbone
Jan 18, 2006, 08:47 AM
Hi - I've tried several mods and I really like the ones that add LENGTH to a game... I like to stay in each age longer, fight wars with those units, etc etc.

Does this mod offer that? or does it use standard game time rates?

Thanks!

Glinka
Jan 18, 2006, 02:59 PM
Hi - I've tried several mods and I really like the ones that add LENGTH to a game... I like to stay in each age longer, fight wars with those units, etc etc.

Does this mod offer that? or does it use standard game time rates?

Thanks!

It doesn't affect standard game time, if that's what you mean. You can still choose to change the game speed, through the options menu.

doodeyfoodle
Jan 19, 2006, 01:29 AM
Hey, someone asked this on the first page, but I couldn't find a response. I keep getting the error message "Failed to load Phyton Module CvEventInterface". How can I fix this? If I skip the error message, the game will load (I took your advice and had the mod load automatically), but when the map finally starts there are no menu bars or options along the top or bottom of the screen. Ideas? Thanks!

ecc
Jan 19, 2006, 07:44 AM
Sevo,

I wanted to ask if you intended on adding some of the MODS from Alerum's Unaltered Gameplay:

Show Attitude MOD - By Snaitf
Score Graph v1.8 - By Ulfn
GreatPerson MOD v0.3 - by Requies and Dr Elmer Jiggle
Extended Color Table 1.0 - by SimCutie
Enhanced Military Advisor - by Supreme Overlord

Those I feel would be great additions, just an idea, thanks, love your MOD, keep up the good work!

-Ryan

rebel5555
Jan 20, 2006, 12:13 PM
This mod changes the American UU. It is now US cavalry. I think its a good change as US Navy seals came so late and seemed very limited in their use.
Thats true but still I like the navy seals. So, I've added the Navy Seal to it. It was very easy:D

chumpy56
Jan 20, 2006, 09:01 PM
Hey, someone asked this on the first page, but I couldn't find a response. I keep getting the error message "Failed to load Phyton Module CvEventInterface". How can I fix this? If I skip the error message, the game will load (I took your advice and had the mod load automatically), but when the map finally starts there are no menu bars or options along the top or bottom of the screen. Ideas? Thanks!
I am having the same problem. I've been dreaming about playing this mod for days now but I have no idea how to fix this issue. I'm sure it's something easy but I'm not that bright...:crazyeye:

naf4ever
Jan 21, 2006, 02:14 AM
mispost,, my bad.

ecc
Jan 21, 2006, 06:18 AM
I am having the same problem. I've been dreaming about playing this mod for days now but I have no idea how to fix this issue. I'm sure it's something easy but I'm not that bright...:crazyeye:

The best thing to do for this is to make sure that you have mods\sevomod pointed out in your civilization.ini. And while Civ 4 is initializing, hold down SHIFT to clear out the cache, hold it down the whole time. Time your game loads, the file you're talking about won't be giving you problems anymore and you should see sevomod on the main screen.

-Ryan

chumpy56
Jan 21, 2006, 08:17 AM
The best thing to do for this is to make sure that you have mods\sevomod pointed out in your civilization.ini. And while Civ 4 is initializing, hold down SHIFT to clear out the cache, hold it down the whole time. Time your game loads, the file you're talking about won't be giving you problems anymore and you should see sevomod on the main screen.

-Ryan
I've done all that. It still says Failed to load Phyton Module CvEventInterface while the mod is loading. It will still load, and it says sevomod on the main screen, but there is no interface or anything in the game. I guess I could still play without the buttons because everything else seems to work, but is there a way to get the interface to work? Thanks!

GIR
Jan 21, 2006, 10:02 AM
try to download the mod again - maybe that will work... (do you use the 1.52 patch? )

chumpy56
Jan 21, 2006, 10:44 AM
try to download the mod again - maybe that will work... (do you use the 1.52 patch? )
I dl it again, and still the same thing.... I think I'm using 1.52, i've dl it and installed it, but when i check for updates from the main screen in the game it still says that there's a new patch available..... maybe i should just give up:confused:

GIR
Jan 21, 2006, 10:51 AM
you can check your version number in the main menue (button) - you have to use patch 1.52...

chumpy56
Jan 21, 2006, 01:15 PM
you can check your version number in the main menue (button) - you have to use patch 1.52...
Finally fixed it..... had to reinstall both the mod and the entire game but the mod works now! Thanks to GIR and ecc for the help. Good thing its the weekend, because I ain't sleeping for a few days now. :goodjob:

GIR
Jan 21, 2006, 02:22 PM
glad to hear
maybe there were some files in the customAssets folder left...

Sevo
Jan 22, 2006, 09:04 PM
Finally fixed it..... had to reinstall both the mod and the entire game but the mod works now! Thanks to GIR and ecc for the help. Good thing its the weekend, because I ain't sleeping for a few days now. :goodjob:

Glad to hear things are working! Thanks for the help, GIR.

Been staying away from the forums while I try to finish the religion mod (i get distracted reading other people's stuff...). I've spent...literally...the last three days working on making the code recognize when a specific unit has died. PAINFUL! For some reason the CyUnit was randomly re-assigning to other units. But I finally have it working with a little trickery, and that means I have only two things left to do and they shouldn't take long. I hope by Tuesday or Wednesday to post it in beta form and let you guys at it! Again, after that post I'll be making updates to this mod to include some of the fixes & requests above.

:D

EoE
Jan 23, 2006, 04:40 AM
Hi

I'm having great fun with your mod on my crash-prone machine. One thing though - and I'm sorry if it's been mentioned before: Those biplanes seem to come awfully early, even before combustion. Is that intended?

rgds/EoE

rebel5555
Jan 23, 2006, 01:06 PM
:goodjob:Hey Sevo, I added to the mod the training barracks addon. I find that this makes it easier to get the promotions. I've modified the file to give two experience points evey turn. I think that in your next release this would be a great addition.

Wyz_sub10
Jan 23, 2006, 01:11 PM
Keldath has added the NextLevel Civ Pak to the mod for those of you looking to jump start with more civs. I will eventually add more civs to the main mod, but religions and a few new traits are coming first. So if you're itching to play with a few more civs, give his patched version a try! It's a little rough and there are a few bugs he knows of, but it does offer all the nextLevel civs and gameplay is unaffected.

I'd rather see LAnkou's SuperCiv integrated instead.

Two reasons:

- valid reason: it contains more civs, including most from the NextLevelMod (and many that are not found in NextLevel)

- selfish reason: my mods are in SuperCiv :)

Zuul
Jan 23, 2006, 10:39 PM
:goodjob:Hey Sevo, I added to the mod the training barracks addon. I find that this makes it easier to get the promotions. I've modified the file to give two experience points evey turn. I think that in your next release this would be a great addition.


No way. That is way, way too fast.

Hentooth
Jan 24, 2006, 08:00 AM
Hi Sevo

As with everyone, I love the mod but I was wondering if a couple of things could be altered:

When you access the city summary bit (the house icon at the top right) I cant see all the numbers as the columns are too narrow (such as great person points)

Can you make the privateer ship attack anyone in peace time? I loved it in the last Civ and was so looking forward to it in this mod.

Keep the good work going!

oldbone
Jan 24, 2006, 09:04 AM
This mod is near perfect compared to the rest :)

my only 2 suggestions:

- Add a gamespeed beyond Marathon... some of us really like to sink our teeth into games...

- change the 'commerce' icon back to a gold coin. i2 reasons: the arrows are sometimes hard to count, and in some screen the gold coins are still there.


Great mod!

Wipperwill
Jan 24, 2006, 12:59 PM
I have to agree, Marathonis too short.

I have been playing with FEX's long version and if you could combine these two it would rock.

Keep up the GREAT work.

rebel5555
Jan 24, 2006, 02:07 PM
No way. That is way, way too fast.
Thats true, but I like fast games like C&C. Plus, the AI ismore challenging since they use the experiance too. I like it when the AI is so hard you curse it.:evil: I would like to see sevo add like a sniper unit that could replace the explorer in the modern era.

evirus
Jan 24, 2006, 05:09 PM
I would like to see sevo add like a sniper unit that could replace the explorer in the modern era.

prehaps a unit with high movement and strength but a pittiful defense bonus(negative maybe?) to make it deal a lot of damage on attack but almost certainly get killed when defending

rebel5555
Jan 24, 2006, 07:10 PM
prehaps a unit with high movement and strength but a pittiful defense bonus(negative maybe?) to make it deal a lot of damage on attack but almost certainly get killed when defending
Yes something like that! Just make sure not to be overpowerd enough to take out a tank:goodjob:

naf4ever
Jan 24, 2006, 09:02 PM
First a bug. In multiplayer when a player takes over another city everyone will then get the message saying that they recieved tech (from conquering the city.) Note that only the appopriate player will receive it though,, but its odd that everyone gets to see that message.

Also this mod improves upon everything in the game except for 1 thing: Tech cabals and tech whoring early on (which can sort of ruin the game). In a multiplyer game if your unlucky enough to be singled out and not even attacked, but just excluded from the tech trading ou are basically screwed for the rest of the game while the players that form the tech cabal trade exclusively within themselves.

Tech trading should not be removed but i think a few other mods had the right idea with making it later in the game so more can happen before the tech whoring begins... Waiting for guilds as a few mods have done would seem to do the trick. Or even education.... I think it is more historically accurate too. Tech trading isnt simply a matter of the government receiving plans for some tech. Society need an educational system to let the common person know how to use this new tech. A structure of experts and specialists need to be available to install and implement the new procedures for private and public entities that this new technology requires. This is especially true of techs like math or engineering. I dont believe this level of sophistication and organization was around in 2000 bc when most players in civ4 are getting alphabet.

lordroy
Jan 25, 2006, 05:50 AM
I also feel that Tech Trading should be later in the game. There really should be some way to keep that under control for awhile.

-=R=-

oldbone
Jan 25, 2006, 07:25 PM
Quick question: what do the added gamespeeds of tech150 and tech200 do exactly?

rebel5555
Jan 26, 2006, 07:20 AM
:mad: I think I've found a bug!!! Here's what happened. I massed a huge force of IFV's (8 of them) with an bazooka in each of them. I attacked a city once with no problem and the unit I attacked was damaged. I attacked again then the game freezed. It wouldnt let me do nothing and I had to do a Hard reboot.
I'm wondering if this has happened to any one else or am i the unlucky one?
Look forward to getting an Answer.

Sevo
Jan 26, 2006, 07:49 AM
I'm wondering if this has happened to any one else or am i the unlucky one?Look forward to getting an Answer.

Not sure what happened to you there! I haven't heard of any other crashes quite like that. Please let me know if there are any more and if a pattern emerges I'll look into it.


Tech trading should not be removed but i think a few other mods had the right idea with making it later in the game so more can happen before the tech whoring begins...

I'm in agreement. I've noticed this myself in single player games. I'm busting my ass and I know I've got a huge tech lead because my civ is thriving and no one else could have possibly outpaced me, but I'm relatively isolated and beating down the only other civ on my continent, so he's not helping me with the tech race. Then I get the notice that someone on the other continent (with the other six or seven civs) has just founded ISLAM and caravels start showing up on my coast, all because three civs over there were swapping techs like mad while I was individually researching all of them. I think moving tech trading back to guilds is probably reasonable.

On another aside, my religion mod is (really) pretty much done. I'm just working out the specifics of saving/loading data between games. In the process of working on that mod I've learned *quite* a bit more about the API and the CIV4 modding process. As soon as that's done I'll be turning my attention back to this mod and fixing up all the bugs and previous mod patches and such pointed out by you guys above, and then adding and fine-tuning things. I've found a lot more in the game that I think could be fun.

Keep the bug reports and suggestions coming!

[to_xp]Gekko
Jan 26, 2006, 10:25 AM
my two cents about tech trading would be to adopt Dearmad's idea of allowing tech trading with Guilds... makes sense and makes the game better IMHO

lordroy
Jan 27, 2006, 08:13 AM
hey Sevo As always Great Mod!! :)

GreatPerson MOD v0.3 - by Requies and Dr Elmer Jiggle (the one whitout popup!!!) http://forums.civfanatics.com/showthread.php?t=143589

Clock MOD - by homegrown

PLEEEEASE add these two very small mods :))

I added the Clock MOD to the CvMainInterface.py and it works well.

(unpack and put the file in your ...\My Documents\My Games\Sid Meier's Civilization 4\MODS\Sevomod\Assets\python\screens folder -- replace the old one)

-=R=-

Wipperwill
Jan 27, 2006, 02:43 PM
I love this start but I can play past the current save.

Every time I do I get the windows crash box.
I have restarted my computer, I hit <shift> when I double clickto start.
I changed the .ini so that sevo loads up on start. I'm playing the newest patch also.
I have 2 Gig ram, P4 2.6 machine with 15 gig space left on harddrive.

Man I hate to give this up.

Can someon DL this and try to play?

TIA

naf4ever
Jan 27, 2006, 06:00 PM
MP Compatible: Theoretically (Untested)

You can change this part on your first post by the way. I played in a five player multiplayer game with some friends of mine. Except for the bug where everyone receives the "gained tech message" after conquering a city everything runs nice and smooth. Good work.

ecc
Jan 27, 2006, 11:24 PM
I added the Clock MOD to the CvMainInterface.py and it works well.

(unpack and put the file in your ...\My Documents\My Games\Sid Meier's Civilization 4\MODS\Sevomod\Assets\python\screens folder -- replace the old one)

-=R=-

Thanks for the work, I appreciate it. How long did it take to add? I was hoping to see some of these: Show Attitude MOD, Score Graph, Extended Color Table, and Enhanced Military Advisor eventually. I think Sevo is considering it. They are good and don't alter the gameplay at all.

-Ryan

Badmojo
Jan 28, 2006, 10:45 AM
hey Sevo As always Great Mod!! :)

GreatPerson MOD v0.3 - by Requies and Dr Elmer Jiggle (the one whitout popup!!!) http://forums.civfanatics.com/showthread.php?t=143589

Clock MOD - by homegrown

PLEEEEASE add these two very small mods :))

i konw you already noted it, so i just wanted to remind you so that you won't forget it :mischief: and again NICE mod:goodjob:

Badmojo
Jan 28, 2006, 10:46 AM
DO'H didn't see you ECC..... :blush:
nice work :goodjob:

ecc
Jan 28, 2006, 08:13 PM
DO'H didn't see you ECC..... :blush:
nice work :goodjob:

:p Don't thank me, it's all Lordroy's work there. but thanks anyways, LOL!:D

-Ryan

lordroy
Jan 29, 2006, 01:08 AM
Ok, I went and added another simple mod into this great work.

SettlerReligion (http://forums.civfanatics.com/showthread.php?t=145729)

SettlerReligion causes all Settlers created to have a religion based on the religions present in
their creating city. The religion is chosen randomly from among the religions present in that city. For
example, if a city has Hinduism and Christianity, a settler created in the city has a 50/50 chance of
being Hindu or Christian. If there is a state religion, and an empire is operating under the Theocracy
Civic, a Settler can only have the state religion. If the city does not have the state religion (even if
it has other religions), the Settler will have no religion.

Once the Settler forms a city, that city will automatically get the religion of the Settler. So
from the above example, if the Settler was Hindu, once it formed a city, that city would automatically
gain Hinduism.

Settlers gained from goody huts, or created in cities with no religions will not have religions,
and neither will the cities they create. Also, if this mod is used in a game in progress, any current
Settlers will have no religions. Only Settlers created with this mod running will gain religions.

At present, there is no visual display of the religion of the Settler. Until the city is created
you won't know what religion it has.

Installation
____________

Step 1: Copy "SettlerReligion.py" to the Python directory in \Sid Meier's Civilization 4\MODS\Sevomod\Assets\python
Step 2: Copy "CvSevoEventManager.py" to the Python directory in \Sid Meier's Civilization 4\MODS\Sevomod\Assets\python (make sure you make a backup of that file first, if needed)


Included in the Zip File is the 2 files needed and a readme.txt that explains all of the above.


I hope people like it. If there are any bugs, Ill try and figure it out... but I am no code-man... but I am learning.

Oh, and by the way, I am testing to see if "Simple Great Person Mod" works with all of this... will report back.


-=R=-

oldbone
Jan 29, 2006, 05:41 AM
Great work lordroy!

Any chance you could figure out FexFX's bigger/longer mod? it's probably more intense, but it makes civ4 playable for me :)

Sevo
Jan 29, 2006, 04:45 PM
You can change this part on your first post by the way. I played in a five player multiplayer game with some friends of mine. Except for the bug where everyone receives the "gained tech message" after conquering a city everything runs nice and smooth. Good work.

Great! This is good to know. I'll update it.


To all of you who've been following this mod, I can announce the first release of my Faces of God (http://forums.civfanatics.com/showthread.php?t=156699)mod :banana:. It's been a PROCESS, but it's reached play testing and I'm very happy with the first release. What this means is I can finally get back to work on this mod and incorporate all the things you guys have been looking for!

Also, I'm going to maintain two versions of this mod. One will incorporate Faces of God, since I largely designed that mod to work with the SevoMod in many ways. The other will not include Faces of God, since I realize not everyone is going to want to play with my version of the religion tweaking (though I think it's a great mod!...lol).

Thanks for the support to date, and check back shortly for a big update to SevoMod!:)

keldath
Jan 29, 2006, 05:01 PM
hi sevo

well im keep being posted - im happy to lnow that you are gonna publish a new version!!!

but plz plz plz i hope its mp compatible!!!:)
after the version i gave ya before - i added more mods - but that cause you version not to be mp playable... so i got tired of improving it and keep getting sync problems in mp.
so im looking forward for your update!!!!

Glinka
Jan 29, 2006, 06:09 PM
Excellent news, Sevo. I'll be looking forward to your next Sevomod release that contains an updated version of the Faces of God mod. My first impressions are that the latter looks very good, and achieves the flexibility we've all wanted while completely avoiding the stereotypes that have been previously put forward as a solution to the problem.

Wipperwill
Jan 29, 2006, 07:10 PM
A couple days ago I posted a save game that I was having troubles with. Turns out I was playing a mod called "sevo test" instead of the "sevomod". I'm sure I followed the link from the first post. How'd this happen?

Sevo
Jan 29, 2006, 09:14 PM
A couple days ago I posted a save game that I was having troubles with. Turns out I was playing a mod called "sevo test" instead of the "sevomod". I'm sure I followed the link from the first post. How'd this happen?

Ahhaaa...You downloaded the version with the Civs added into it by Keldath. He had previously reported some problems with saved games. I'll take the link down for now since it seems to be having problems. Keldath was trying to merge some of the civ packs in for those who were anxious to play with more civs. I'll include civs in the next version.

keldath
Jan 30, 2006, 03:00 AM
well guys

i had many improvments since the sevo test that i made...

i guess that wasnt perfect ...

well i hope that until the weekend youll post your new version :)

stgelven
Jan 30, 2006, 02:20 PM
Sevo, i completed the translation into french of your mod (the files in the txt folder) here is the file, if u want use them with your next update.

here the zip :

Sevo
Jan 30, 2006, 02:33 PM
Sevo, i completed the translation into french of your mod (the files in the txt folder) here is the file, if u want use them with your next update.

here the zip :
:worship: Many Thanks! I will gladly include them.

rebel5555
Jan 30, 2006, 05:34 PM
Hey Sevo great job on your faces of god mod. I'm looking forward to your next release of both mods that your doing. If you need any help on the XML files i'll be glad to offer my services. I'm getting real good at the XML process. I've edited this mod to include the navy seals, edited the civics and the improvements as well. Just send me a message if you need any extra help. I bow down to the Civ4 modding God.:worship:

lordroy
Jan 31, 2006, 10:12 AM
@Sevo-
Hey, I know you are working on an update to this along with your Religion mod (and also the melding of the two).

What I would like to know is, what are you immediate update and expansions of Sevomod? As you can see, I have been modifying your code in places for things I like (and what others have asked for), and, I did not want to waste cycles on things that you are (or have) already decided to add/remove/modify. I am no coder, but again, I am learning the basics thru the wonders of other's work (including yours, thanks!).

------------


GreatPerson MOD v0.3 - by Requies and Dr Elmer Jiggle (the one whitout popup!!!) http://forums.civfanatics.com/showthread.php?t=143589


OK, I did something VERY small to make this "sorta" work for this mod.

All I did was edit the names of the Great Persons to add what they are. It is not "international" as it is only in english, but it works with Sevomod. I tried to add it into Sevomod as is, but I ran into a problem, and with it got a solution:
I see the problem. That mod includes a revised XML/Units/CIV4UnitInfos.xml file. In that file, the definitions of the great people have hardcoded names. For example, you'll see this toward the end of the file:


<UnitInfo>
<Class>UNITCLASS_ENGINEER</Class>
<Type>UNIT_ENGINEER</Type>
<UniqueNames>
<UniqueName>Imhotep</UniqueName>
<UniqueName>Archimedes</UniqueName>
...


As a result, the names are no longer looked up in CIV4GameTextInfos_GreatPeople.xml. If you compare this with the game's original CIV4UnitInfos.xml in Program Files/Firaxis Games/Sid Meier's Civilization 4/Assets/XML/Text, you'll see that the names are coded as text keys there.


<UnitInfo>
<Class>UNITCLASS_ENGINEER</Class>
<Type>UNIT_ENGINEER</Type>
<UniqueNames>
<UniqueName>TXT_KEY_GREAT_PERSON_IMHOTEP</UniqueName>
<UniqueName>TXT_KEY_GREAT_PERSON_ARCHIMEDES</UniqueName>
...


Those are then mapped to the names in CIV4GameTextInfos_GreatPeople.xml. The main advantage that offers has to do with internationalization/localization. Sevo's mod will always display English names for the great people, regardless of the user's language. If you restore the keys so the names are looked up from the text infos, they will display in English, German, French, etc., depending on the game's settings.

So to get this mod to work in conjunction with Sevo's mod, you would need to change Sevo's CIV4UnitInfos.xml to restore the original great person names. I'm not sure why Sevo's file would have this problem, so you might want to be a little careful about exactly which parts of the file you revert and which ones you keep. You might accidentally undo some important part of his mod without realizing it.

So again, all I have done is change the name from "<UniqueName>Moses</UniqueName>" to "<UniqueName>Moses (Prophet)</UniqueName>" (and all the others in that file). Now when a Great Person is born, you know what they are.

To install, replace the "CIV4UnitInfos.xml" included in this post into the "\My Documents\My Games\Sid Meier's Civilization 4\MODS\Sevomod\Assets\XML\units" folder (backing up the old one of course). Thats it. Very easy.

again, I am no coder, but I am learning.


-=R=-

Bursk
Jan 31, 2006, 11:48 AM
Sorry if this has already been reported, but is anyone else's Military Advisor not working properly?

John Capistran
Jan 31, 2006, 02:43 PM
Oh, nevermind. I found what I needed in the first post. Very cool sounding!

GIR
Jan 31, 2006, 11:09 PM
will you include the new versions of Promotions & Perks (http://forums.civfanatics.com/showthread.php?t=142086), Random Events Mod (http://forums.civfanatics.com/showthread.php?t=142157) and Specialist Stacker (http://forums.civfanatics.com/showthread.php?t=156185)?

lordroy
Feb 01, 2006, 02:41 AM
OK, I have another reqested addition to Sevomod.

This time I have added Caravans. It comes from here:

MOD: Caravans and Supply Trains (http://forums.civfanatics.com/showthread.php?t=144726)

... and this is a recap of what it does and how to install into Sevomod:

DESCRIPTION
=========================
This mod adds three new units, the Caravan, Entertainer, and Freight. As best as I can tell, the AI does know how to produce and use these units. Stats follow:

NOTE: Each of these units is limited to a maximum of 3 each in existence at one time (just like missionaries).

Caravan: Available with Currency and Construction, costs 50 production, has a move of 2, can be captured, can only defend, 0 power. Special abilities: Can perform a trade mission like the Great Merchant but will only produce a base of 50 gold; can hurry the production of the city it resides in by 25 production. Uses the Great Merchant graphic. Upgrades to Freight.

Freight: Available with Railroad, costs 150 production, has a move of 2, can be captured, can only defend, 0 power. Special abilities: can hurry the production of the city it resides in by 100 production; can perform a trade mission like the Great Merchant but will only produce a base of 150 gold. Replaces the Caravan. Uses the Great Merchant graphic.

Entertainer: Available with Drama, costs 40 production, has a move of 2, can be captured, can only defend, 0 power. Special ability: can provide a one-time shot of 15 culture to a city a la the Great Artist ability. Uses the Great Artist graphic.


To Install:

copy "CIV4ArtDefines_Unit.xml" to \My Documents\My Games\Sid Meier's Civilization 4\MODS\Sevomod\Assets\XML\art (backup as necessary)
copy "CIV4GameTextInfos_Objects.xml" to \My Documents\My Games\Sid Meier's Civilization 4\MODS\Sevomod\Assets\XML\text (backup as necessary)
copy "CIV4GameText_Civilopedia_Units.xml" to \My Documents\My Games\Sid Meier's Civilization 4\MODS\Sevomod\Assets\XML\text (backup un-necessary as it is only added)
copy "CIV4UnitClassInfos.xml" to \My Documents\My Games\Sid Meier's Civilization 4\MODS\Sevomod\Assets\XML\units (backup as necessary)
copy "CIV4UnitInfos.xml" to \My Documents\My Games\Sid Meier's Civilization 4\MODS\Sevomod\Assets\XML\units (backup as necessary)


***************NOTE*******************

I am adding these things into Sevo as I do them. Refer to the previous additions in this thread to see what I have done before. Some elements of this and other modifications to SevoMod is built in sequential order... ie, only install this after you have installed the other mods I have done before. Thanks.


Hope you guys like this.


-=R=-

lordroy
Feb 01, 2006, 10:10 AM
OK, Here is a small change that I personally love from Greenmod.


I made it so if you build a city, any jungle around your city is cleared. No city would allow itself to build right next to a jungle, and this clears the immediate 8 squares around it from any jungle. Does not affect anything else, just jungle.


Also removed the pigs and sheep from appearing on hills and upped the amount by 10%. All good I think.

TO INSTALL
----------

copy the "CIV4BonusInfos.xml" to the "\My Documents\My Games\Sid Meier's Civilization 4\MODS\Sevomod\Assets\XML\terrain\" folder (backing up old one as necessary)
copy the "CvSevoEventManager.py" to the "\My Documents\My Games\Sid Meier's Civilization 4\MODS\Sevomod\Assets\python\" folder (backing up old one as necessary)


***************NOTE*******************

I am adding these things into Sevo as I do them. Refer to the previous additions in this thread to see what I have done before. Some elements of this and other modifications to SevoMod is built in sequential order... ie, only install this after you have installed the other mods I have done before. Thanks.


Hope you guys like this.


-=R=-

Zuul
Feb 01, 2006, 10:59 AM
Maybe you should create your own mod (and own thread) with all the additions you want to have.

lordroy
Feb 01, 2006, 12:12 PM
Maybe you should create your own mod (and own thread) with all the additions you want to have.

Here is the thing, I would, but to tell the truth, I dont have the experience in coding nor the time to try and playtest everything. I add things that I see good into SevoMod. I am sharing it with people here, who, have sent me PMs to add something, and, if it is something I like, I go figure it out.


Anyone could do what I am doing. I am just interested enought to "mod" this MOD.


I may start my own thread, but I doutbt it. Sevo has all the thunder here. If he doesn't want me to continue to do this, I wont post anymore, but he has been busy.


-=R=-

John Capistran
Feb 01, 2006, 02:13 PM
Sorry if this's been asked but will Sevo's Faces of God mod be incoroporated, or is it already to some extent?

lordroy
Feb 01, 2006, 02:59 PM
Sorry if this has already been reported, but is anyone else's Military Advisor not working properly?

I have seen this also.... I am not sure that anyone has reported it before.... but I looked at the code and it looks right, but I dont know a whole lot about it.

I believe that Sevo Will address this ASAP.



Sorry if this's been asked but will Sevo's Faces of God mod be incoroporated, or is it already to some extent?

I know that Sevo has said in his other thread that he will be making
1) SevoMod
2) Sevo Faces of God
3) Combo of both

He is very busy... and never gets to sleep as is. I dont speak for him, but I have seen the amount of work he has put into these things and I think he works too much....

Imagine playtesting everything he does... I cant believe he also works... he must be exhausted by the time he does pass out. The little things that I have added are nothing in comparison of the code that has been edited and re-edited to make everyone happy. Faces of God is a brand new mod with all its bells and whistles.... and he has said that he learned a great deal more than what he did before, so I am sure whatever he decides to do with SevoMod in the future will be just that much better.


-=R=-

Robo Magic Man
Feb 01, 2006, 03:15 PM
I know you may not see this reply because of this thread's sheer size, but the mod looks fantastic! :goodjob: It really looks like it will take the best mods and really improve the game. I'm downloading it now.

TheFourGuardian
Feb 01, 2006, 03:49 PM
Thank you very much for all of your work Sevo. Your mod is very good, and I look foward to any other work you put out.

Sevo
Feb 01, 2006, 07:34 PM
Here is the thing, I would, but to tell the truth, I dont have the experience in coding nor the time to try and playtest everything. I add things that I see good into SevoMod. I am sharing it with people here, who, have sent me PMs to add something, and, if it is something I like, I go figure it out.

Anyone could do what I am doing. I am just interested enought to "mod" this MOD.

I may start my own thread, but I doutbt it. Sevo has all the thunder here. If he doesn't want me to continue to do this, I wont post anymore, but he has been busy.

Don't mind at all. You've made some great additions!

I became interested in modding this game when I saw all the incredible mods that people had made for Civ3, and I take it as a compliment when other people are this interested in this mod that they want to add to it and make it even greater! It's really at its heart just a collection of some of the stuff that people this board have come up with, so I'm always happy to have more to work with! I won't include everything--it's a matter of balance, taste, or just the fact that not everything can be included in one mod--but I think thus far it's come along nicely!

So please--MOD away and post your work!



I know you may not see this reply because of this thread's sheer size, but the mod looks fantastic! :goodjob: It really looks like it will take the best mods and really improve the game. I'm downloading it now.


Thanks! And just FYI, I read all the posts here! It's how I keep abrest of what else people are looking for. :)


Now...as to the next update: It's in progress! I've got about 40 things on the list from suggestions here and my own little ideas and whatnot. I'll try to keep a little progress meter on the front page :p:mischief:

ChaoticWanderer
Feb 02, 2006, 10:07 AM
i wish i could program there is so much id love to change about the game

especially the left out resources

like fruit, citrus fruit, nuts, olive oil * all made in a weinery type thing called a orchard* fruit, nuts and citrus would be food and olive oil would be luxery with chance of gaining health with right add on.

also food for birds adding eggs and meat.

also cotton as luxery then add a garment district add on that allows happiness extra for cotton, silk, sheep, fur and cows *leather* possiblly dyes and possiblly add flax seed as a luxery

possiblly a weaving tech to add silk cotton and flax seed being worked

Glinka
Feb 02, 2006, 01:52 PM
i wish i could program there is so much id love to change about the game

Learn to. It's not that difficult. Then offer your mod, in this forum.

Robo Magic Man
Feb 02, 2006, 04:14 PM
There are 5 warriors per unit :confused: What's going on?

Also, I noticed that this mod requires the latest patch. Before I got the patch, there was no interface or civilopedia.

lordroy
Feb 02, 2006, 06:49 PM
From First Post on this thread....

http://img369.imageshack.us/img369/271/sevomod5qp.png

SevoMod Version 2.01
MP Compatible (Well tested. Thanks guys!)
Release Date: 1/8/2006

...


Anhu: 5-Formations (modified)


...


Works under 1.52 patch




When in doubt.... read....


-=R=-

Sevo
Feb 02, 2006, 07:42 PM
When in doubt.... read....


:rotfl:



:rolleyes:

GIR
Feb 02, 2006, 10:05 PM
i wish i could program there is so much id love to change about the game

especially the left out resources

like fruit, citrus fruit, nuts, olive oil * all made in a weinery type thing called a orchard* fruit, nuts and citrus would be food and olive oil would be luxery with chance of gaining health with right add on.

also food for birds adding eggs and meat.

also cotton as luxery then add a garment district add on that allows happiness extra for cotton, silk, sheep, fur and cows *leather* possiblly dyes and possiblly add flax seed as a luxery

possiblly a weaving tech to add silk cotton and flax seed being worked


its really not so difficult!
see this Tuturial
http://forums.civfanatics.com/showthread.php?t=153584

ChaoticWanderer
Feb 03, 2006, 09:34 AM
well difficulty in i need pics for the resources and the add ons and stuff and i couldnt draw a straight line with a computer LOL

Glinka
Feb 04, 2006, 07:24 AM
well difficulty in i need pics for the resources and the add ons and stuff and i couldnt draw a straight line with a computer LOL

Then enjoy what Sevo offers you, out of working on his own free time, and read the tutorials to learn how to code your own. Everybody has to start somewhere. :)

Xink
Feb 04, 2006, 07:36 AM
This mod is absolutely fantastic and I must congratulate Sevo in what he has done here :)

One question though.... When I have the following....

A Barracks
The Art of War

...and using both Vassalage and Thocracy just how many experience points would it be expected to have when building a military unit...?

rebel5555
Feb 04, 2006, 09:22 AM
:wallbash: I need a bit of help regarding the python in your mod.
Here's the problem: I'm creating a scenario using your mod. I've got the debug options enabled, but when I press shift+ctrl+left mouse button a python error happens. I do know what python is and how it works and I've read the python tutorials by gingerbreadman and trip. I just don't have enogh experiance with using it in CIV4. I'm wondering if someone can walk me through fixing it or if you can add it to your next mod. Here's the error.

114925

I'll be looking forward to an reply. Thanks in earnest.

Drakonik
Feb 04, 2006, 01:27 PM
I'm at about 400 AD in a Normal game, and so far, I really enjoy your mod. I've only got a few issues-

1) Personally, I think that you should be able to build forts outside of your cultural borders. Forts were supposed to be a forward position, right? Well, I think that if you could sit a fort right next to a valuble resource, you'd be able to watch it without having to waste a unit. And if, say, someone's border's were to expland over your fort, you should get a pop-up saying "Your fort has changed alleigance!" and then lose it.

2) I couldn't upgrade my forts, even after getting the tech. The icon looked like a UNIT upgrade though, so I'm not sure. I disabled barbarians (Yes, I'm a newb and barabarians slaughter my armies) so the only XP points my units are getting are from friendly villagers.

Apart from that, your mod is a fine piece of work and I'm going to enjoy it immensely.

naf4ever
Feb 04, 2006, 02:15 PM
Just another followup. So far ive played in about 10 multiplayer games with the latest version of your mod. One game was with 5 human players others were usually 2 or 3 humans with a few AI's.

So far no major bugs just some minor ones.

1) Everyone still gets the received tech message after one player conquers anothers city and receives tech points. Note only the appropriate player actually receives the rp's though.

2) This isnt anything huge but there seems to be some issues loading up another players game. For example after losing real bad my friend wanted to load up my empire in multiplay to see what i was doing. So we loaded the game but i picked him empire and he picked mine. It worked for me but kept giving him version error messages when he tried to pick my empire to play as.

3) Transfering a boat of units to another player only transfer them the boat, not the units its carrying. This happened once and seemed illogical. It was an ealier version of both civ 4 and your mod though. I will test it out to see if this is still a problem.

Also so far Sevomod is hands down my favorite because it not only adds depth but corrects a lot of imbalances that i feel are in the vanilla version. In fact I have my civ.ini file changed to startup sevomod by default. The changes and additions it makes causes the game in my opinion to be more skill and strategy based which is good. I want to help keep your mod in this theme so will point out a few things which Ive noticed to sometimes be a bit unbalancing or not useful especially in multiplayer. Ive added some suggestions and ideas to remedy them if you feel they warrent it.

1) No human ever builds leonardos workshop. For a wonder that doesnt have a way to speed up construction (like having stone) its benefits are quite non-existant especially considering having lots of specialists in your towns for this to make a difference doesnt occur until much later. Ive never seen a player build this in the multiplay games Ive done. This is an AI only wonder at the moment, at least if competitive play against humans is being considered. Solution: Make a way to speed it up (like with iron or copper) or increase its effect to +2 rp's or +1rp and +1 gold.

2) Enable permanent alliances much much much earlier than Facisim. Most multiplayer games end before gunpowder. And even way before this one player usually gets beat down considerably to where their research is way behind. Usually these players want to stay in and have fun but the fact that they are SO far behind destroys their hope of ever being a force again. By enabling permanent alliances sooner it will allow these people to ally with a stronger player, share tech and feel like they are part of the game still. Every multiplayer game ive played in with or without sevomod, one person always ends up quitting because they know they will never bounce back. I think your mod could fix this and add a lot more fun to multiplayer games. Solution: Enable it earlier, or to prevent unbalancing actions from the AI have an optional checkbox in the game setup such as: "Enable permanent alliances with alphabet," or another appropriate tech that is much earlier than facism.

3) Some concern with the players I play with that privateers gives too much of an unfair naval advantage that early to only a few players with the right resources. This might be due to the fact that the galley bug is still present and hence privateers are the only way to transport units that early. Solution: Nothing yet. I will keep tabs on our naval combat to see if privateers in the hands of an adept player are really overpowered or not. I think fixing the galley bug which you already stated would happen will correct this.

4) Lack of use of the hypasist. Again ive only seen the AI use these. I understand they are suppose to be a city defense unit for those that bypassed hunting and archery and went straight for bronze working. But the fact that even with a barracks they have no option for a city defense promotion makes then not too useful. But i am assuming the +25% to "city strength" means city defense. Is this correct? If it was suppose to mean city attack then this should be clarified more on the unit and i think people would use them more.

5) Weak UU of the aztecs and french. Result: no one tends to play them in multiplay. The jaguar warriors are still the only UU weaker than the original. I understand this makes up for thier lack of need of iron but i think more could be done. Solution: at the moment they only get +25% to jungle D, rather pathetic. Perhaps +25% to both jungle and forest attack and D would make them much more useful.

As for the french their musketman get outdated so fast. Once your research gunpowder and trade someone for engineering you are then 1 tech away from grenadiers which are 33% more powerful than musketman. Their 2 movement matters little. Solution: Rethink their UU. Perhaps make them 10 power instead of 9. This will make greandiers only 20% more powerful and the bonus movement the musketeers get now seems quite good for a 10 power unit. People might actually keep using them after grenadiers come out. Another idea: give them a withdraw chance.

6) I am wondering if you changed anything in this mod at all regarding AI relations with players?? The reason i ask is ive seen some AI behavior when in a multiplayer game that ive never seen in a single player game. Last game another human attacked me early. I was weak and gave Catherine alphabet so she would join my side and declare war on him. This was early BC's. By the time we hit gunpowder i had long since declared peace with him but Catherine wouldnt consider peace with him under any circumstances. He offered her tech, cities and even his capital but she wouldnt stop the war until he was completely wiped off the map. Ive never seen an AI player behave this "passionately" and emotionally about thier dislike for a human player in the vanilla game. If you didnt change anything in this manner then maybe this can be looked at to fix if you have time. It was a multi-thousand year war that must have been causing her war wearniess and destroying her economy yet she wouldnt stop fighting for anything. Even a human player at some point puts their emotion aside and signs a peace treaty since a war that lasts from the wheel to gunpowder is just not worth it. Perhaps there is some value bug with what i gave her? Perhaps at the time she valued alphabet so much more than declaring war that it wierded out the AI into a permanent war state. i dont know. But ive never seen the AI that committed before, their actions borded on hatred.

Anyway hope some of this info is useful in keeping your mod as the "standard" for those wanting more depth and strategy.. Ill keep playing multiplayer games and report back with what im seeing.

GIR
Feb 04, 2006, 02:15 PM
@Drakonik:
--> http://forums.civfanatics.com/showthread.php?t=140957

Drakonik
Feb 04, 2006, 03:12 PM
Thanks for clearing that up, GIR. I'll be sure to take advantage of that. It'll be really useful when I play with barabarians, next time.

Sevo
Feb 04, 2006, 09:48 PM
Just another followup. ...

Wow...:wow:

Tremendous feedback! I really appreciate the time you took to share your experiences with those multiplayer games. I'm in the middle of the next update right now (see the counter on the first post!) and that info will definitely help guide some of what I'm doing at present. You'll be happy to know that I've already fixed the Tech Conquest information bug--it only gives a pop-up to the civ receiving the tech, and I've made alterations to both the musketeer (stronger and now gets pinch free) and the jaguar (stronger, to equal swordsmen, and gets jungle and forest defense free). I'll take a look at Leo's workshop and your recs regarding permanent alliances. I've also moved back tech trading--it now occurs with guilds to help reduce early game tech cabals among the AI and potentially other teams. The galley problems has also been corrected--there was a mistake in the XML. They will remain available with the advent of caravels. I'll take a look at privateers and see if I can balance that a bit. As to the AI--I haven't changed anything. That's really bizarre behavior you describe for a 1000+ year war!

I'll post all of the specifics when I finish the update. I'm including a good bit of the work that LordRoy has done (many thanks again!) and some other tweaks and additions. I'll look at Drakonik's idea for forts outside of borders. It's not a bad idea; I'm not sure if it'll mess up the RealFort code off the top of my head, but it's doable. (As GIR pointed out, the forts don't need "upgrading", the units automatically get the new bonuses.)

@ rebel5555 -- I have no idea what caused that error you got. It looks like something in the core python code. What is ctrl+shift+left mouse supposed to be doing in your scenario?

Finally thanks to GIR & Glinka for helping out in this thread (again)!

Okay...back to work. :coffee:

rebel5555
Feb 04, 2006, 10:47 PM
I'm using the Insert Unit/City "shift+ctrl+left mouse button" code so it will be easier to add multiple units. That way I don't have to constantly go in and out of worldbuilder while making and add testing the scenario. I'm wondering if you could fix it or help me in trying to fix it. By the way I haven't modified any of the python files so I think the error is in your code.

Hey Sevo, I appreciate the response and I'm looking forward to your next release to the mod.

junter
Feb 05, 2006, 01:50 AM
The spy can steal technology there'll be ???

[to_xp]Gekko
Feb 05, 2006, 03:15 AM
Hi Sevo, care to explain how to fix that galley issue in the xml files? it's really bugging and I'd like to get rid of that ASAP. thanks in advance for your help ! ;)

Reisiger
Feb 05, 2006, 04:17 AM
Hello there Sevo

Just recently discovered Civ4 and almost immediately got your mod as standart at game start-up (and added the BlueMarble, the Settler-religion and the jungle-clearance mods).

I've been greatly enjoying the added depth to the gameplay when trying to prevent the hordes of (agressive) barbarians from walzing over my borders in marathon mode :) (I actually started building some "great wall" out of forts to counter them.)

There is one thing about naval unit progression I wonder about tho:
Why are the Privateer and the Ship-of-the-Line units seperated (as in: can't upgrade) from the progression of the Caravel? As far as I see it they are improvements of the prior type (give or take the privateers ability to explore enemy territory).

Wouldn't the following progression (as in: ability to upgrade), make more sense?

Caravel:
--> Privateer
--> Frigate
--> Submarine

Privateer:
--> Frigate
--> Ship of the Line
(--> Submarine ?)

Frigate:
--> Ship of the Line
--> Destroyer

Anyway, I'm eagerly awaiting your mods next update ;)

Best Wishes from Switzerland

Reisiger

Just modded the Swiss empire mod into your mod... going to look how that works out :D

lordroy
Feb 05, 2006, 04:35 AM
Speaking of Barbarians...


I was playing a game earlier.... Small map, 5 Civs... SevoMod...


By 1AD I had killed (Barbarian invading only):

20 Warriors
9 Swordsmen
12 Axemen
14 Hypaspists
12 Archers
2 Longbow
2 Horse Archers
2 Cataphract


They came in waves... I looked and I was equal distance from their "starting points" to where the other civs were... (actually sometime's the rival civs were closer)... but they ALL seemed to target me. I did not lose one unit, nor did they ever get any chance to pillage any of my lands.


And then, as fast as it had started... it stopped, and the rival civs all joined together and started attacking me, one after another...


Why does it feel like the civs and barbarians are on one side and I am on the other side all alone?


-=R=-

Drakonik
Feb 05, 2006, 08:56 AM
@Roy- This is because you're human, and until we give the computers absolute control over our nuclear weapons, this is the best way they have to screw with us.

@Sevo- I was also thinking about the forts, and I came up with two ideas.
1) Perhaps forts could exert a cultural border? I don't mean like a city's border, which grows. I'm thinking that maybe it could exert the same border as a brand new city. In real like, forts did protect a moderately large area of land.

2) Perhaps they could be a part of a trade route? While we're going for realism, everyone knows that empire built forts in foreign lands to hunt for fur, or obtain gold, etc etc. I was thinking that if you could have your scout explore a couple tiles outside of your border and build a fort, then connect it to your city, and get a little commerce before you bild your second city. I realize that late-game, this is very exploitable. People could build a hundred forts, and then get hundreds or thousands of gold per turn. Perhaps you could limit the forts, so that they only generate profit when outside of your borders?

Thanks for considering my opinion, and good job on improving an already wonderful game.

naf4ever
Feb 05, 2006, 10:52 AM
Tremendous feedback! I really appreciate the time you took to share your experiences with those multiplayer games........ I'll take a look at privateers and see if I can balance that a bit.

Sounds good, glad i could help.

As for the privateers I think it was brought up because in comparison to all the other naval units in the game they are the only one which (when it comes out) is BOTH the most powerful naval unit and the largest transport. In fact its just one cargo capacity shy of being comparable to a galleon which is much further down the tech line. Perhaps if it only had a cargo capacity of one this would balance it out and put its role back to that of an attack/raider ship and not a troop transport.......

Sevo
Feb 05, 2006, 06:42 PM
@Roy- This is because you're human, and until we give the computers absolute control over our nuclear weapons, this is the best way they have to screw with us.

@Sevo- I was also thinking about the forts...

I kind of like this idea. I've been thinking about it myself and this could be interesting. If forts created a one-square cultural border that never grew, you could place forts to claim territory and protect assets. Other civs would have to fight for their right to poach. Only problem is the AI wouldn't know how to use this and would probably get hosed. I'll think about it...if I can trick the AI into using martyrs mebbe we can trick them into building forts this way, too.


I'm using the Insert Unit/City "shift+ctrl+left mouse button" code so it will be easier to add multiple units. That way I don't have to constantly go in and out of worldbuilder while making and add testing the scenario. I'm wondering if you could fix it or help me in trying to fix it. By the way I haven't modified any of the python files so I think the error is in your code.

Hey Sevo, I appreciate the response and I'm looking forward to your next release to the mod.


I actually don't know. Very odd. My guess is that there's an interrupt in the code that's picking up events but not passing 'em on. I'm going to be cleaning up the python from all the various mods and merging 'em into a single file for convenience's sake, so it'll give me a chance to go over everything. I'll have to get back to you on this one.

[to_xp]Gekko
Feb 05, 2006, 06:59 PM
Hi Sevo, care to explain how to fix that galley issue in the xml files? it's really bugging and I'd like to get rid of that ASAP. thanks in advance for your help !
(sorry for posting the same question twice)

Drakonik
Feb 05, 2006, 07:46 PM
Sevo-
Now, I haven't looked through any of the modding docs or anything like that, so forgive me if I'm wrong.

Is it possible to create "sub-types" of units? What I mean is, would it be possible to create a sub-type of settler, then change it so that for all intents and purposes, it's a scout/explorer, except the fact that it can make a city that cannot have new buildings built, provides a 25% defense bonus, and exert a one-tile cultural border.

In summary, create a new breed of settler that can move like a scout and look like a scout, but builds "limited cities." The lmited cities cannot be improved in any way, and exert a one-tile cultural border indefinitely.

I hope that this is do-able, and not too complex to read.

Sevo
Feb 05, 2006, 08:03 PM
Gekko']Hi Sevo, care to explain how to fix that galley issue in the xml files? it's really bugging and I'd like to get rid of that ASAP. thanks in advance for your help !
(sorry for posting the same question twice)


I was waiting until I had my XML in front of me to answer. Open the file "sevomod/assets/xml/units/CIV4UnitInfos.xml" Scroll down until you find the lines:

<UnitInfo>
<Class>UNITCLASS_GALLEY</Class>
<Type>UNIT_GALLEY</Type>

(You can just search for "GALLEY"). Scroll down until you find the <UnitClassUpgrades> tag, and change it so that it looks like this:


<UnitClassUpgrades>
<UnitClassUpgrade>
<UnitClassUpgradeType>UNITCLASS_GALLEON</UnitClassUpgradeType>
<bUnitClassUpgrade>1</bUnitClassUpgrade>
</UnitClassUpgrade>
</UnitClassUpgrades>

Drakonik
Feb 05, 2006, 08:08 PM
While I'm in here, how would I update the mod, on the off-chance you ever update? ;)

Glinka
Feb 05, 2006, 08:20 PM
Re-download, and re-install.

rebel5555
Feb 05, 2006, 11:47 PM
:goodjob:Thanks Sevo. I really appreciate the response. I'm looking foward to a cleaned up file. I play your mod more than any other and I really appreciate the work your doing and your kind and quick responses to us people. I'm looking forward to whatyou can do with he SDK when that comes out.

Your friend Rebel

[to_xp]Gekko
Feb 06, 2006, 07:37 AM
Thanks for your help Sevo :)

Sevo
Feb 07, 2006, 01:01 AM
Hey guys. Almost there on the update! Just wanted to share another interface change I've made 'cause I know a lot of you are working on your own mods and might find this useful:

City Screen Commerce Display (http://forums.civfanatics.com/showthread.php?p=3672395#post3672395)

Carmina
Feb 07, 2006, 04:22 AM
Hi all,

It's a very promising mod! Just one suggestion, about replanting forest. Is it possible to do it the same way hamlet are developping? I mean a worker take several turns to plant it , resulting no bonuses and a new graphic with 2-3 trees in the square. Then a citizen may develop it. It's only when the forest is completed that the square may have bonus...
Or maybe, after replant, make the forest automatically grow after 20-30 turns !

Keep up the good work :)

Bursk
Feb 07, 2006, 05:23 AM
Sevo, are you aware of the probs I'm having with the Military Advisor? I mentioned it earlier, but you didn't comment on it. Cheers.

lordroy
Feb 07, 2006, 06:10 AM
Sevo, are you aware of the probs I'm having with the Military Advisor? I mentioned it earlier, but you didn't comment on it. Cheers.

I have been looking into the military advisor problem but have not been able to figure it out yet. I will continue to look...



-=R=-

[to_xp]Gekko
Feb 07, 2006, 09:03 AM
Hi Sevo, is there a chance you're going to gift us with the "Ancient Era Music" mod? I've looked for it on the forums but can't find it, so I assume it's not available. I'd really love to add this to my mod, do you have any plans to release it in the future? if not, would you be so kind as to tell me what I need to do in order to add it myself?
thanks in advance ;)

Perfect_Blue
Feb 07, 2006, 09:35 AM
:beer: Awesome Mod! I'm having a great time with it and looking forward to the update (I want that galley back ;) ). Just a quick question, does this mod affect custom audio? It seems like my music has more errors in starting up now. And one other I'm afraid; my comp is rather slow, so I was wondering if someone could point out to me how to edit the 5-unit formation back to 3? Thanks much, and again, great mod!

Drakonik
Feb 07, 2006, 01:01 PM
Gekko']Hi Sevo, is there a chance you're going to gift us with the "Ancient Era Music" mod? I've looked for it on the forums but can't find it, so I assume it's not available. I'd really love to add this to my mod, do you have any plans to release it in the future? if not, would you be so kind as to tell me what I need to do in order to add it myself?
thanks in advance ;)

I think the Ancient Music mod is aprt of the Fusion mod. However, if you meant you wanted it separrately, then ignore this comment.

Bursk
Feb 07, 2006, 01:43 PM
Okay, thanks, lordroy.

Sevo
Feb 07, 2006, 02:28 PM
I have been looking into the military advisor problem but have not been able to figure it out yet. I will continue to look...

-=R=-

Yeah, sorry...forgot to mention...I'm replacing the military advisor with the modified one created by SupremeOverlord in the new version, I'm hoping that clears up your problem!


Ancient Era Music is still available out there in the forums: Ancient Era Music (http://forums.civfanatics.com/showthread.php?t=142772)

I actually used that mod as a basis for modifying the ancient era music. None of the song files in that mod are included in mine anymore; I've replaced them with a small selection of other more "tribal" sounding music that I just personally liked more. I'd include more but this mod is already becoming a behemoth of MB and I'm trying to conserve on space...

lordroy
Feb 07, 2006, 02:32 PM
Yeah, sorry...forgot to mention...I'm replacing the military advisor with the modified one with the new version, I'm hoping that clears up your problem!


Well.... then I can stop wracking my brain and spending thoes long hours looking at code...



Release the update, Sevo..... plz....


Or at least a Beta.


-=R=-

[to_xp]Gekko
Feb 07, 2006, 03:50 PM
wow, didn't notice that mod was there, silly me :D
thanks for pointint that out Sevo ;)

naf4ever
Feb 07, 2006, 06:47 PM
Hey guys. Almost there on the update! Just wanted to share another interface change I've made 'cause I know a lot of you are working on your own mods and might find this useful:

City Screen Commerce Display (http://forums.civfanatics.com/showthread.php?p=3672395#post3672395)

Sweet. Its the little things like this that make the game much more enjoyable.

keldath
Feb 07, 2006, 09:10 PM
5 precent more!!!!

go sevo the king!!!!

Sevo
Feb 07, 2006, 10:50 PM
Thanks for the patience everyone! This was a huge update and I hope well worth the wait! So get out there and get those bug reports flowing in...(I've personally played the first 200 turns of a normal game without any problems to speak of...)


Version 2.2 -- Huge Update! Fixes & Addins!

-Added FexFX Endurance and Marathon Game Speeds
-Added Changed Camera Angles from FexFX
-Revamped Forest Replanting Method
-ReAdded GreatPeople
-Added Frenchman's Era Pics
-Added SuperCiv
-New Units: Nuclear Submarine, ALL UU's from SuperCIV
-Fixed Bonus book & tuna icons (boy was THAT confusing to fix...)
-Fixed Missing Wonder Movies
-Fixed Galley-->Caravel upgrade error
-Incorporated LordRoy's addition of Homegrown's Clock Mod
-Incorporated LordRoy's addition of Settler Religion Mod
-Modified Aztec and French UU's
-Incorporated ShowAttitude mod by Snaitf
-Pushed Biplane development back to Combustion
-Modified Commerce Icon for 5+ plot yield
-New Wonder: Magellan's Voyage
-Changed Privateers: cargo to 1, no settlers transported
-Resized Ancient Temple Bonus Resource
-Permanent alliances now allowed with Constitution
-Changed Leonardo's Workshop (now grants +1 spec. all cities)
-Reworked late game mechanized units and upgrade paths
-Explorers now upgrade to gunships
-Changed America's UU to F15 (late game, but strong)
-Fixed TechConquest Displayed to everyone error
-Tech trading pushed back to guilds
-Added Enhanced military advisor by SupremeOverlord
-Sorted Unit Lists
-Changed Fish Market, Gutenberg's to global wonders
-Changed Steel mill to national wonder
-Added Center Movies Mod
-Added Sevo's ShowBaseCommerce mod
-Disabled "Trading" of Ancient Temples
-Re-added Navy Seal like Unit as non-UU.
-More...too much to list. I have 50+ items on my little checklist here...

:banana: It's peanut-butter-jelly time, peanut-butter-jelly time...

Drogear
Feb 07, 2006, 11:33 PM
Great work sevo and all the others who contribute to the best mod out there!

I cant w8 to get home to start a game, well Im home, but just need to get to work in a few min and get back home again...

Reisiger
Feb 08, 2006, 03:13 AM
Awesome :)
Will give it a try ASAP.

Cykodelik
Feb 08, 2006, 04:36 AM
I stopped playing Civ4 knowing that it needed a good mod composite... Well here it is! Just to note, you ever play Civ3 DYPmod? Well the coolest thing about that was that without exception every tiniest entry in the civilopedia had a historical background... It was so cool because you could read up on Eg bannanas and it would give you a brief history of bannanas (first discovered, imported etc etc).

Anyway I say this for a reason, If you want to update the entries send me a list of the entries and I'll do some googling and send you back some text files :D

Mrsupaloco@hotmail.com <--- your first fanboy slave :D lol

Cykodelik
Feb 08, 2006, 04:56 AM
Incedentally I know you might be scratching your head and sayig WTF there are allready entries there... There are just a few missing and at first I thought that meant there were none at all.

keldath
Feb 08, 2006, 06:09 AM
wow sevo - its impressive...

i cant wait for you to incorporate you faces of gods mod!!!
man i cant wait!!!

now i have to pray that it will go smoothly in mp games!!!!!!!!
ill try and tested on my lan cpus as soon as i can.

more suggestions for next time - the gender mod :-)

bravo.

keldath
Feb 08, 2006, 06:19 AM
sevo!!!

the link is bad - i didnt managed in dl it!!! plz help!

lordroy
Feb 08, 2006, 06:24 AM
sevo!!!

the link is bad - i didnt managed in dl it!!! plz help!

I just downloaded it.... it took awhile... but it did download....


@Sevo...


I know you said that you had too many updates to name.... but...

I really really really really really would like to see that list completed for 2.2

I wanna know what you did and what you didnt.... so I can add/ect...


-=R=-

keldath
Feb 08, 2006, 06:35 AM
hi lordroy - can you tell me how to dl?
i didnt got it - it keep directing me to that site - after i choose free dl,
it does nothing

lordroy
Feb 08, 2006, 06:41 AM
Wait the 10 seconds (or whatever) and it gives you the link.

Then it gives you another 30 second wait... another link...

"FileFactory FTP -- Click here to download"


Click on that.... usually starts 10sec later.


I just started another download of it... It is working fine.

And... I am working on getting some FTP space for Sevo.

-=R=-

keldath
Feb 08, 2006, 06:46 AM
mmm.... all i get is redirected to the site pc gameworld...
any ideas?

Appren
Feb 08, 2006, 06:54 AM
Lithuanian leader said nothing when we first met, no greeting text.

lordroy
Feb 08, 2006, 06:55 AM
mmm.... all i get is redirected to the site pc gameworld...
any ideas?

After the download is queue'd, it does redirect... but it starts the download in the background.


I am using Firefox... but ill try it in IE for you.


-=R=-

keldath
Feb 08, 2006, 06:58 AM
2 things,

what is ie?

and where does it gets queued?

do i need a dl manager for this???(sorry for the iggnorrance..:) )

lordroy
Feb 08, 2006, 07:00 AM
Ok.... almost the same as Firefox.

Click on link. Wait for 15 Sec. Click on:

"Don't want a premium download? Click here to access our free download links."

Redirect to ad. Click on "Click here"

Redirect to download page. Wait for 30 sec. Click on:
"FileFactory FTP -- Click here to download"

(the Windows File download should open, should ask you where you want file saved ect...)

IE will then Redirect to PC Gameworld... but the download.

If this isnt happening for you... something is odd with your OS... cuz I have downloaded this thing 4 times now....

(IE = Internet Explorer)
(you dont need a download manager)
(it gets queue'd up with Windows Download manager for IE, Firefox Download manager for FF)

keldath
Feb 08, 2006, 07:12 AM
well im using slimbrowser,

well all the link "filefactory ftp - click..." does - is getting me that weird site - tried it wit the explorer - did the same...
if i try just to "save as.." i get the window but it gives an error - password not good somthing

oh...is a bummer... ill have to wait for another link

keldath
Feb 08, 2006, 07:18 AM
halleloya! i started to dl it.

thanks alot lordroy

[to_xp]Gekko
Feb 08, 2006, 07:57 AM
Great job on the new version Sevo! :)

I'd love to add your Magellan's Voyage to my mod, but I don't like the thought of downloading almost 100MB to get it. is there a chance you can zip just the files needed for that wonder and place it in the Mod Components section of the forum? that would be awesome!
thanks in advance for your help and for mentioning me in the credits ;)

lordroy
Feb 08, 2006, 08:11 AM
halleloya! i started to dl it.

thanks alot lordroy


Well.... I just spent the better part of an hour uploading this to another "free site"...


Try this: http://www.badongo.com/file.php?file=SevoMod+2.2__2006-02-08_Sevomod-2.2.zip


-=R=-

Sevo
Feb 08, 2006, 08:32 AM
Lithuanian leader said nothing when we first met, no greeting text.

Yeah...I've had a couple of those, too. I think it's the SuperCiv itself--it has some gaps. I'll patch that up eventually, but that's going to be a big project.

I also got a whole bunch of French translations that I didn't have time to merge in yet.


I know you said that you had too many updates to name.... but...
I really really really really really would like to see that list completed for 2.2
I wanna know what you did and what you didnt.... so I can add/ect...
-=R=-

Pretty much the list I posted encompasses all of the major version changes. I made a lot of undocumentable changes to single unit stats, game speeds, that kind of thing, but the list should be complete for the purpose of making other changes. Also, thanks for the second d/l link (I only posted one before going to bed). I'm copying it to the front page.

lordroy
Feb 08, 2006, 10:03 AM
Pretty much the list I posted encompasses all of the major version changes. I made a lot of undocumentable changes to single unit stats, game speeds, that kind of thing, but the list should be complete for the purpose of making other changes. Also, thanks for the second d/l link (I only posted one before going to bed). I'm copying it to the front page.


So-
-Incorporated LordRoy's addition of Homegrown's Clock Mod
-Incorporated LordRoy's addition of Settler Religion Mod

is in... and you are planning-

-Add Caravans Mod as merged by Lordroy



1) If you like ill work on the Caravan Merge again.
2) Greatperson Mod & Jungleclear Mod (that I added before) could be added again if you want them. Let me know.

-=R=-

Perfect_Blue
Feb 08, 2006, 10:36 AM
Croat leaders are purple; no pics.

Edit: except Zrinski

[to_xp]Gekko
Feb 08, 2006, 10:42 AM
So-
-Incorporated LordRoy's addition of Homegrown's Clock Mod
-Incorporated LordRoy's addition of Settler Religion Mod

is in... and you are planning-

-Add Caravans Mod as merged by Lordroy



1) If you like ill work on the Caravan Merge again.
2) Greatperson Mod & Jungleclear Mod (that I added before) could be added again if you want them. Let me know.

-=R=-

what's the JungleClear Mod ?

lordroy
Feb 08, 2006, 11:24 AM
Gekko']what's the JungleClear Mod ?
http://forums.civfanatics.com/showpost.php?p=3651463&postcount=152

-=R=-

[to_xp]Gekko
Feb 08, 2006, 11:35 AM
oh, I see. I have already done that for my mod though ;)

Drakonik
Feb 08, 2006, 12:30 PM
Sevo:

I had a brainstorm last night. I went looking for the XML attributes for the "Road" improvement. My train of thought was that, if a road can be built outside of your borders, then isolate what allows them to be built outside of your borders. Give said attribute to fort, and then you've got forts outside of cultural borders. Giving forts a cultural border of their own, however, might require Python, or God forbid, the SDK. I couldn't find the road's XML code, though. Is it not with the other terrain improvements?

Sevo
Feb 08, 2006, 01:32 PM
So-
-Incorporated LordRoy's addition of Homegrown's Clock Mod
-Incorporated LordRoy's addition of Settler Religion Mod

is in... and you are planning-

-Add Caravans Mod as merged by Lordroy



1) If you like ill work on the Caravan Merge again.
2) Greatperson Mod & Jungleclear Mod (that I added before) could be added again if you want them. Let me know.
-=R=-

I merged Great Person (it's on the homepage, guess it got left off the list!). The caravan Merge I just wanted to breeze through before including because I wasn't familiar with it, but it looked okay. If you merge it again I'll either include it straight up or put the inclusion on the front page for those who want it.

The Jungle clear mod I think I want to leave out: here's why. Jungle sucks. I think those huge patches of jungle you sometimes find are interesting precisely because you look at them and think: man, I could use that area, but it'll take 500 years to turn it into anything productive. I like that because it's challenging. Also, this mod does grant some production yield to chopping jungle, so all that jungle contributes to your city production while you're clearing it.

lordroy
Feb 08, 2006, 01:46 PM
I merged Great Person (it's on the homepage, guess it got left off the list!). The caravan Merge I just wanted to breeze through before including because I wasn't familiar with it, but it looked okay. If you merge it again I'll either include it straight up or put the inclusion on the front page for those who want it.

The Jungle clear mod I think I want to leave out: here's why. Jungle sucks. I think those huge patches of jungle you sometimes find are interesting precisely because you look at them and think: man, I could use that area, but it'll take 500 years to turn it into anything productive. I like that because it's challenging. Also, this mod does grant some production yield to chopping jungle, so all that jungle contributes to your city production while you're clearing it.

Glad to see GreatPerson got added... guess I have not played with the new version a whole lot yet (I am finishing up a few games from the old one).

Caravan is a work in progress. I like having Caravans and Entertainers, I think Id also like to work with Scientists and Tax Collectors as well... but I was intimidated by the original work.

I think the jungle clear mod is something that helps out at the begining, but doesnt really help out later. If your starting city is surrounded by jungle, you might as well start over, its not going to work. The jungle that is cleared is only the 8 tiles around your city, so it isnt like you get a huge boost, just no immediate negative issue. You also get no production bonus from this "quickchop", because (I guess) instead of "chopping" you are "burn it to the ground quick". If you are getting ready to settle the 2nd and 3rd city, I think that you would need this extra boost to get rid of that crappy land just to keep up. IMHO... I think it is needed... but I can understand your point.

Obviously there are many who also hate jungles... as well as deserts and tundra.... but eh...


-=R=-

naf4ever
Feb 08, 2006, 02:02 PM
Awesome. Its sweet to see this mod evolving and adding depth and more fun to the game while maintaining balance and strategy. I will be running it multiplayer over the next few weeks and willl post what i see.

Perfect_Blue
Feb 08, 2006, 02:07 PM
Anyway.........So, maybe I can get one response :rolleyes: I hope.

Civscale no longer seems to function with this latest version. I can no longer change the unit size to scale them down. Maybe it's just me, but I would appreciate any advice.

Samael
Feb 08, 2006, 02:08 PM
If your starting city is surrounded by jungle, you might as well start over, its not going to work.

Would it be possible to make it:
a) The full eight square slash & burn applicable to only the first city? (Thus allowing for a relatively fair start)
b) In the interests of variety, making it only destroy between 25%-75% of the surrounding eight jungles in either the next few cities or all later cities? (Thus preserving both challenge and interest whilst giving the city some room to grow at least a little)

Shichiaikan
Feb 08, 2006, 02:11 PM
First off, great job over the past months making great mods Sevo... seriously, very impressed.

My idea here: have you thought about working with one (or more) of the other compiled mod creators?

You've done a great job, but so have some of the other guys... cip: gekko (total experience mod). I've been switching back and forth between TE, Comp. Mod v16, and this one, because all of them rock, but all of them have a few things that I wish the other had.

I just figure, if two or three of you guys that are so well versed at doing these mega-mods got together and worked on a giant integration, you could come up with something that is near perfection, heh.

Anyway, my two cents.

homersheineken
Feb 08, 2006, 03:17 PM
Sevo,
Quick question...
Are you planning on adding the Random events mod? If this has been asked, i apologize for my laziness to look through the 12 pages :)

grazie

keldath
Feb 08, 2006, 03:19 PM
thanks lordroy for the upload.


Shichiaikan - i agree with your suggestions.... i wish it could have happend = it really can achive prefection .
currently - i think sevo is the biggest avaylble now.


sevo - i saw that you used one of the older versions of promotions and trait?
why didnt u use the newest? just a thought...

Drakonik
Feb 08, 2006, 03:30 PM
I'm running into a problem. I'm playing a game which I started with your mod, version 2.0, and I tried to reload it after updating your mod. Everything worked fine until I tried to load my saved game. Then, the error message said that there was a run-time error, and that civ4.exe was asked to terminate.

Is there a fix for this?

Edit: I need a link to the old version. The new one broke my game.

Bursk
Feb 08, 2006, 04:00 PM
Sevo, thanks a lot for this great update! I'm pleased to report that the Military Advisor now works, and is considerably better than the old one!

I don't wish to sound ungrateful, but is there any way that I can disable the additional civs? I'm not a big fan of things that stick out as being clearly modded, and I find the new leaders a bit jarring to say the least. Is there anything I can change in e.g. an ini, to stop the new civs appearing?

Thanks again.

Remulak
Feb 08, 2006, 05:47 PM
I am having difficulty loading this MOD. I have downloaded the file to my CIV IV directory and changed my Civ.Ini to Mods=Mods/sevomod. But when I start the game, I get an error message saying that this is not a valid mod and so is ignoring. I apologize for my ignorance, but what am I doing wrong!:confused:

keldath
Feb 08, 2006, 05:59 PM
Remulak - you should just write the name of the librery whith the mod is locaed in - mods= sevomod thats all.

homersheineken - yes there is the random mod -i saw the readme

sevo - hi i wondered i little in your mod with the short time that i had,
i know you probably aware of it, there is a lot of cosmetics needs to be made with the civs..... i noticed some civs have a problem with their flag - which displayed as black or white - knowen problem.

i my self not fond of superciv, its highly not perfect - but its satisfing.


i kinda gotten used to exavier small units - so ill use civscale to reduce the size of them.
another thig 0 ill add fx mammoth map.

anyway - great job again, now lets test it.

Remulak
Feb 08, 2006, 09:04 PM
Sorry, but I don't know what you mean about library.

Sevo
Feb 08, 2006, 09:44 PM
Anyway.........So, maybe I can get one response :rolleyes: I hope.

Civscale no longer seems to function with this latest version. I can no longer change the unit size to scale them down. Maybe it's just me, but I would appreciate any advice.

I don't know why it doesn't work...then again, I'm not really sure what it is...:D What is Civscale? That will help me fix the problem...

Would it be possible to make it:
a) The full eight square slash & burn applicable to only the first city? (Thus allowing for a relatively fair start)
b) In the interests of variety, making it only destroy between 25%-75% of the surrounding eight jungles in either the next few cities or all later cities? (Thus preserving both challenge and interest whilst giving the city some room to grow at least a little)

Yes, and yes. I suppose I'd find it reasonable to have a "burn down" for the very first city, just so if you're playing MP or something you don't get totally hosed by starting in the middle of the rainforest.

My idea here: have you thought about working with one (or more) of the other compiled mod creators?

You've done a great job, but so have some of the other guys... cip: gekko (total experience mod). I've been switching back and forth between TE, Comp. Mod v16, and this one, because all of them rock, but all of them have a few things that I wish the other had.


Thanks for the compliments. Some of us have corroborated on projects, most of us borrow from one another. Some of the followers in this forum have done work I've pulled into the mod. It's just hard for us to get together and "work together" in the sense you're alluding to, since most of us work in our spare time and whatnot. Plus we all have our own little visions...mine are more hallucinations, I think, but I digress.

Sevo,
Quick question...
Are you planning on adding the Random events mod? If this has been asked, i apologize for my laziness to look through the 12 pages :)
grazie

I go back and forth on Random events. It started to bug me, so I unmerged it, but I think I may re-merge it with some changes eventually.

is there any way that I can disable the additional civs? I'm not a big fan of things that stick out as being clearly modded, and I find the new leaders a bit jarring to say the least. Is there anything I can change in e.g. an ini, to stop the new civs appearing?

Regretfully, no. Not easily, anyway. I waited for a long time to merge SuperCiv, and I have to say, I somewhat agree with you. There's just too much variability in style and quality in that mod for my liking (and now my mod...)

@ Keldath -- I wasn't sold on SuperCiv either, for the reasons you document and the ones pointed out by Bursk.

Well, I'll be fixing it up. I'm going to pull a lot of the civs, and the ones I keep I'm going to clean up a bit. Willowmound did such a great job with the "realquotes" diplomacy text and I really liked getting that 'character' from the other civ leaders. Now my leaders don't say anything when I meet them.

I wanted to fix it before merging it, but I'm going on vacation next week so I rushed it a bit. Suffice to say it bugs me too and I'll be changing it ASAP.

Perfect_Blue
Feb 08, 2006, 10:09 PM
It's the graphic element scaling tool that came with the Blue Marble terrain.

link: http://planetcivilization.gamespy.com/View.php?view=Mods.Detail&id=41

The site I got it from had a newer version, but I can't exactly remember where. I think it was something off the official site.

HourlyDaily
Feb 08, 2006, 10:23 PM
Truly outstanding compilation Sevo. Best by a mile.

At least from my point of view, you have a great grasp on what makes a good game. Thanks for all your work so far ironing out bugs and adding your own contributions in addition to all those clever little civvers who made the components.

Drogear
Feb 08, 2006, 11:29 PM
Anyone else not seeing the "unhappy indikator" next to their cities? This must come back so people could spot those.

A speed q: I might have been dreamning but isnt marathon speed 5000 turns and not 1200 as in this mod? 1200 feelt kinda low, feels like I have to rush trougout the game... :)

Jecht
Feb 09, 2006, 12:14 AM
Anyone else not seeing the "unhappy indikator" next to their cities? This must come back so people could spot those.

A speed q: I might have been dreamning but isnt marathon speed 5000 turns and not 1200 as in this mod? 1200 feelt kinda low, feels like I have to rush trougout the game... :)

Regarding the one with the unhappy indicator, I can't see it too. This also goes the same with the unhealthy indicator. I dunno if it's with everybody, but mine does that.

Thanks for this MOD Sevo, it really is good. More power to you!:goodjob:

Drogear
Feb 09, 2006, 12:34 AM
oh I missed that the unhealty indicator is missing to. Well I hope these are easy to fix and can be done so without having save game probems!

Playing a Emperor/Marathon on earth_realism 1.3 map as China. As this is a huge map and a great time consuming quest Ill hate to restart it. Spec since I got an great start and actually am having an early lead which is hard in this diff level.

Shichiaikan
Feb 09, 2006, 12:44 AM
Yeah, I can completely understand the separate visions thing... I've done a lot of publishing (web, paper, and otherwise) over the years, and I know how that can work... Hell, maybe I'll just quit my job and make a modpack, heh...

riiiight...

You guys rock.

keldath
Feb 09, 2006, 02:51 AM
Remulak - i ment where you mod is located - the name of the folder. sorry...

[to_xp]Gekko
Feb 09, 2006, 06:03 AM
I go back and forth on Random events. It started to bug me, so I unmerged it, but I think I may re-merge it with some changes eventually.

Sevo, TheLopez did an awesome job for my mod in fixing all the problems the Random Events used to give. if you want to add them in the future, just tell me and I'll send you my python files so that you can use those instead of the original ones ;)