[ADD-ON] GIRs Sevomod Add-On

xilr said:
CTD when the turn in year 1702 advances. No idea why, made it this far without any trouble at all.
That was a nice catch, thx a lot!

It was because the enemy captured one of your cities and you got a few partisan units, but one or more of the partisans spawned outside the map (because you play with an inland_sea map [no x,y scrolling] and the city was next to the "black map end").

The problem is fixed, I will upload a patch. See first post.

PATCH:
http://www.civfanatics.net/uploads12/GIR_Expansion_Sevomod_3.1_PATCH_pre2.zip
 
keldath said:
hey gir,

i think there is an error in sevomod - check the recent posts in the main sevo thread
the Sevomod C-Patch is bugged? hmm, ok.

well, if some1 want to use my mod in multiplayer, let me know, and i upload a c-patch undo file. i dont play multiplayer games, so i cant say if the c-patch works or not, but i think it works well with single player.
 
well job gir on the fix :)

yeah the patch is bugged....
id be happy if you could do an undo file, i play mp games....

though i think it will be an easy job for you...the patch c is rather small and easy to change...

thanks man,

i now started work on a 5th uu for sevomod, the 4th is ready...:)
after the 5th - ill merge our mods.
 
hey gir,

yeah i have 2 cpu's.... but no one to play with....at home only by the int with a friend...

anyway,
i suspected that is has to do with one of the text files....

what was the glitch?

i dl your file - ill have time to check it on sutterday - i work tommorow all day :(

again....good job !
 
I found some wonder movies for my add-on. It’s only a little eye candy ;)

Movies (~40 MB):

- Forbidden Palace
- (World) Tallest Building
- SDI
- Great Wall
- Gutenberg’s Print Shop
- Roman Roads
- Sphinx

If you want to use the new movies with my addon download and unzip the two rar files (part1 and part2) and copy the assets directory in your “sevomod add on” directory and override all files (version 3.1c).
This “patch” should be save game compatible (without guarantee).

Files:
Part1
Part2
 
Keldath and Gir, I have a question for you guys or 2. Is there away that your addon mods can be made into scenarios for sevomod. I like all the different tweaks to Sevo mod you all offer. So now I currently have 5 different versions of sevomod in civ 4. One for basic mod and then all the addons. Which eats alot of space on my hard drive. I was wondering in order to save space and confusion, {and to not limit choices of which addon to play with}. Is this a possibility or too much of a hassle.
 
rockinroger said:
Keldath and Gir, I have a question for you guys or 2. Is there away that your addon mods can be made into scenarios for sevomod. I like all the different tweaks to Sevo mod you all offer. So now I currently have 5 different versions of sevomod in civ 4. One for basic mod and then all the addons. Which eats alot of space on my hard drive. I was wondering in order to save space and confusion, {and to not limit choices of which addon to play with}. Is this a possibility or too much of a hassle.
hi rockinroger,
i'm not familiar with scenarios, i never made one, but i think if you make a scenario you only can play with one map or something like that
 
New Test Version:
GIRs Sevomod ADD-ON 3.1 pre3try2:
Download:
PART1: GIRs Sevomod ADD-ON 3.1 pre3try1
PART2: GIRs Sevomod ADD-ON 3.1 pre3try2


It’s called “Test Version” because I have to test, if the new features like Mercenaries are well balanced or not. Plz tell me if something should be changed. (Make Sure to install the ADD-ON 3.1 pre3try2 after pre3try1 because try2 overrides some files from the try1 version)


What is new in the test version:

I included some of TheLopez Mod Components in my add on.
New Mod Components: (by TheLopez)

Immigration Mod
Spoiler :
Immigration has always been a part of the history of the world and now it can be part of the history of your game. There are several conditions that can cause a city to spawn immigrants war, sickness, unhappiness, lack of food, etc. All of these can cause a group of immigrants to leave from one of your cities to another city that may not necesarly be yours.
Enhanced Tech Conquest (replaced the old techConquest)
Spoiler :
The Enhanced Tech Conquest Mod is designed to give a tech boost from conquering enemy cities. When an enemy city is conquered, a list of techs the enemy has that your empire doesn't is created. From that list a random tech is selected.
Mercenaries Mod
Spoiler :
This mod allows players to hire and fire mercenaries as auxillaries to their regular military forces.

Please note that I have tried to maintain the flow of the regular game interface as best as I could. Please read the known issues section for the current release of this mod before contacting me about some type of issue or inconsistency that you may be seeing. Most of these are lack of hooks into the game relating to the display of some of the in-game graphics.
 
Ok Gir well test the new version see how it goes. I was just trying to figure out a easier way to have all the addons available. Guess Im selfish or I need to get a bigger hard drive than 80gb. LOL. Thanks for your efforts its appreciated
 
rockinroger said:
Gir a little report. I am at turn 236, no problems to report so far. Its running smooth. I really like the city guard aspect. Good job
thats good news, and thx for the compliment. i hope i can release the new "test version" within the next 12 hours (just waiting for 3ddownloads approval).
i hope this version is also 'bugfree'.
 
GIR,

Your test version with the tech conquest and Immigration.... The 3ddownloads link isnt working for me. I'd like to try it.
 
yeah gir,
for the first time now im playing lan game ,
and its for the first time i see your addition in real time...

and, i just cant see civ4 without this mod.
love it,
hope that you covert it to sevomod warlords...then my 5uu - oh man - i cant wait

and offcourse let not forget dale mod :)
 
Jeha, back in Town :)
Sorry for the delay in answering the questions, but I was away for a few days :D

xilr said:
GIR,
Your test version with the tech conquest and Immigration.... The 3ddownloads link isnt working for me. I'd like to try it.
keldath said:
hey gir - the link doent work for me either
Yes, I will update the link.
keldath said:
publiced our combined mod :)
that’s cool :thumbsup:
keldath said:
hey gir,
do you know of a way to increace the a.i aggresiveness? or i dont know -the game level -im playing prince with a friend - and the al is kinda easy...
No idea, sorry…
rockinroger said:
gir been playing your mod won a time game at year 2000. downloaded the new wonders and am starting new game. great job on mod keep it up????
That’s good news, thx for the report! You downloaded the new Wonder Movies? – I hope you like them.
keldath said:
yeah gir,
for the first time now im playing lan game ,
and its for the first time i see your addition in real time...

and, i just cant see civ4 without this mod.
love it,
hope that you covert it to sevomod warlords...then my 5uu - oh man - i cant wait

and offcourse let not forget dale mod :)
THX – Yes, I will make it compatible with warlords, just waiting for Sevo ;)
 
GIR said:
New Test Version:
GIRs Sevomod ADD-ON 3.1 pre3try2:
Download:
PART1: GIRs Sevomod ADD-ON 3.1 pre3try1
PART2: GIRs Sevomod ADD-ON 3.1 pre3try2


It’s called “Test Version” because I have to test, if the new features like Mercenaries are well balanced or not. Plz tell me if something should be changed. (Make Sure to install the ADD-ON 3.1 pre3try2 after pre3try1 because try2 overrides some files from the try1 version)


What is new in the test version:

I included some of TheLopez Mod Components in my add on.
New Mod Components: (by TheLopez)

Immigration Mod
Spoiler :
Immigration has always been a part of the history of the world and now it can be part of the history of your game. There are several conditions that can cause a city to spawn immigrants war, sickness, unhappiness, lack of food, etc. All of these can cause a group of immigrants to leave from one of your cities to another city that may not necesarly be yours.
Enhanced Tech Conquest (replaced the old techConquest)
Spoiler :
The Enhanced Tech Conquest Mod is designed to give a tech boost from conquering enemy cities. When an enemy city is conquered, a list of techs the enemy has that your empire doesn't is created. From that list a random tech is selected.
Mercenaries Mod
Spoiler :
This mod allows players to hire and fire mercenaries as auxillaries to their regular military forces.

Please note that I have tried to maintain the flow of the regular game interface as best as I could. Please read the known issues section for the current release of this mod before contacting me about some type of issue or inconsistency that you may be seeing. Most of these are lack of hooks into the game relating to the display of some of the in-game graphics.

Updated the Download Link for the Test Version.
(Make Sure to install the ADD-ON 3.1 pre3try2 after pre3try1 because try2 overrides some files from the try1 version)
 
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