SevoMod 3

Xavier Von Erck said:
No, not Warlorded. The option doesn't show up at all, as in, can't see the game in the LAN list when one of us creates it. Works fine on 3.0 though.

If there were more details, I'd give them. That's the long and short of it. I haven't yet tried Keldath's suggestion of reverting the game from Patch C to 3.1. He said it worked for him, I believe, so I'm hopeful that it will work for me too.

I had the same problem, we managed to do a direct IP game, but could not see a created game with SEVO 3.1 using Lan. Lan games still work with vanilla CIV and other mods, just not SEVO :confused:. I unfortunatly didn't use SEVO until 3.1, so I don't know if it would have worked with LAN before this. Also, the first time I pressed Launch with a direct IP game and SEVO mod, the other guy's computer CTD. Wierd. That also has never happened with vanilla CIV or any other Mod. We tryed agin, and all worked fine using direct IP and SEVO.

I do have Warlords installed, but started with CIV ModStarter right to SEVO on regular-no Warlords CIV.
 
mrgenie said:
I don't know whatyour problem is but on the old comp of my dad with 512MB ram it takes around 5mins to load..and not once! :) at home on my 1 and 1,5Gigs mashines it loads maybe a bit faster..not much though..so i don't think it's a ram related thing..but..it loads always perfectly..no probs..and 5mins is a good time for a coffee brake i'd say :)

The 5 mins to load and make a brew reminds me of civ2 on the amiga my mate would make me a cup of tea every time rather than watch the world be generated screens for 5 mins.As for the problem I think Kael and Sevo discussed it somewhere in the thread I think it has something to do with how civ4 loads mods.I belive it transfers the mod from one place to another before loading it so the bigger a mod gets the longer it takes.
 
Sobsob said:
The 5 mins to load and make a brew reminds me of civ2 on the amiga my mate would make me a cup of tea every time rather than watch the world be generated screens for 5 mins.As for the problem I think Kael and Sevo discussed it somewhere in the thread I think it has something to do with how civ4 loads mods.I belive it transfers the mod from one place to another before loading it so the bigger a mod gets the longer it takes.

while listening to my HDD I could second that alot is beeing moved..but it stays remarkable that my CPU, also the P4 2,8 i use is busy at 99% to load the mod..so it can't be just moving from one to another place...but yeah, i also think it's related to how civ4 handles mods and not to the mod itself ...
 
PatrickDockens ,

hello,

all the changes i made are in these files:
civ4unitinfo
civ4artunitdefines
civ4civilization
specialunits
civ4unitclass
techs
and a minor change in the improvment file.

as i wrote i didnt check yet sevo3.1c on lan - i did a check on 3.1 only - i was able to load the game regulary on lan.

i havnt got the chance to check the patch c on lan.
i will do so on the first oppretunity i get.

meanwhile i suggests -try lan with vanilla sevo without the patch.
 
ok,

i made a few tests,

patch c - denies the ability to play on lan.

with 3.1c you cant get in to the lan room - with 3.1 - its fine.

vanilla 3.1

gets it right.


****edit****

ok made another test -this time with my 3uu on vannila sevo 3.1 - and again it was able to load the
game on lan!

so if you wanna play lan - dont use the patch c.

its not interrfiring with gameplay - the patch only fixes a a few text files and adds a trait.
 
Quality. Just wondering if you have a good map editor with MASSIVE maps around 198 x 160 to play with trhis mod.Also, is it possible to get all 30 something civ's on at once with this mod.I can only get 18 on at the moment and can't choose which ones I want for a pre-made map.The computer chooses them for me on pre-made maps, and I only get 18.
Is there going to be a Sevomod for Warlords? ANd will it go deeper into religion ?
I wish I could mod, but I can't understand the process. I wish it as easy as civ 3.I think you need to be a programmer to understand the way to mod Civ 4.

Thanks a lot anyway..
 
hi blackknight :)

well theres gonna be a sevo for warlords, but only in atleast 3 weeks.

and trust me, modding the xml files is acctuallty really easy !

just need to know what each thing do... theres a lot of tutorails out there.

if you wanna know somthing id be happy to help.
 
I've been playing SevoMod for several versions now, and I've really liked the changes. (I usually spend a half-hour or so tweaking the mod to my desired preferences. :goodjob: )

However, is there a way to turn off the messages for the tech-leak? :confused: I may be missing something obvious, but they clutter up the reporting and I'd like to hide them, if possible. The concept is great and it does make it easier for the AI to keep up with a technologically advanced player, so I don't want that part disabled - just hidden.

Also, I've always thought that the concept of limited water transport should be inherent in a recon unit. So, what do you think of adding a "build transport" command to early recon units? Not sure exactly how it should be implemented, but I'd like to see something that would allow recon units to cross coastal waters and explore island chains - without wasting the time to build a galley and dedicating it to exploration. This would also allow a scout/explorer to traverse a continent and build a short range transport on the far side - much easier than trying to circumnavigate a continent with galley or caravel. And it would allow limited exploration on the far side of continents that reach from north-to-south poles. Anyways - it was just a thought.

Many thanks again for another version of a great mod!

Wes
 
Wow Sevo mod v3.1c, I haven't played Civ4 since some time in March. I just dusted off my copy of Civ4 to see what kind of mods are out there and wow! I've been messing around with the SDK and reading about the mods that have been created with it. I was wondering, I know that you are on vacation and probably won't read this, I was wondering if your going to add in your next version:
  1. Dale's field bombardment
  2. Dale's MAD (mutal assured destruction)
  3. Dale''s combined stack attack


It just feels good to be back by the way!

P.s. Keep up the good work:goodjob:
 
keldath said:
Hi Rebel,

I Really Hope Sevo Will Get Dales Mod - Also With Missiles To The Mod.

For All The Others Who Read -
Plz If You Think That It Should Be Included -post Support - The More People Wants It - The Beeter Chances Sevo Wil Get This Inside :)

I vote yes - to include Dales' excellant combat mod. :goodjob: :goodjob: :king:
 
I would love to see Dale's mod rolled into this one. Is Dale's mod able to run alongside this mod, btw?

But I'd rather wish for Warlords compatibility first.
 
Sevo this is great! Thanks a lot. :goodjob: :goodjob: :goodjob:

William III
 
Wesnjean said:
[...]However, is there a way to turn off the messages for the tech-leak? :confused: I may be missing something obvious, but they clutter up the reporting and I'd like to hide them, if possible. The concept is great and it does make it easier for the AI to keep up with a technologically advanced player, so I don't want that part disabled - just hidden.[...]
there is a way. open the SevoMod.py file in the /assets/python directory and search for the lines: "bFlagTechLeakShowReceiverMessages = true" and "bFlagTechLeakShowSenderMessages = true".
change both to false and save the file.
thats all
 
Back
Top Bottom