minditime said:
First time poster, long time sevomod user. First of all much thanks for putting this together, I am a big fan. I updated to 3.2 and civ has crashed with no warning very early in the game - I didnt have the problem previously. Could it have something to do with using the Guillaume's 18 civ Earth Map? That is the scenario I was running when it crashed.
Also how do I make use of the winamp addition?
Thanks in advance.
=) Happy to have turned a lurker into a poster! There have been two CTD's reported thus far. I can't say about the Earth Map--I'm not sure if that plays nice or not...time to start watching to see if these CTD's are flukes or not, but my experience is generally that one CTD means a problem in the python. Possibly the tech leak, but we'll see.
Black Rose said:
I take it you're a fan of Serenity or the Firefly series?
Indeed I am. So sad it got the axe, and then Wash dies in Serenity. But I loved the characters.
Black Rose said:
Think you could add tea, tobacco and chocolate/cocoa as resources? ...
Just a little thing that annoys me; in the late game it seems that cities just stop growing...
* Cities can share food...
* Cities with high elements of health...
Just a thought on your warlords version; will you remove things from warlords to maintain your mod, or the other way around?
Oh, and just one more -last -thing. Since buildings cannot be demolished or sold, could you make it so that clean power plants obsoletes polluting ones such as coal plant? Unless you plan on adding the effects together, that is.
Regards from Black Rose
I probably won't add any more resources at present because they're getting harder to balance out, but I can see how they would work into a world map. You could substitute some of the resources (coffee for tea, eg).
With regards to city growth, I know what you're saying. The late game irrigation effects help, as do supermarkets (+25% in all cities), and now with global economy you can get +1 bread from all Towns. That'll help.
Powerplants: effects ARE cumulative. The "power" benefits only occur once, but if you build a coal plant AND a hydro plant, you'll get production benefits from both.
When I do warlords I'll make it up as I go. Some elements I'll remove from my mod where there's a better alternative in Warlords; for example, the warlords great wall vs. the current great wall, the Warlord unit, etc. Some things I'll keep from my mod...
Zorn said:
Wonderful job, especially the new civics.
I am not really sure if I like it that there are two that greatly reduce city maintainance availyble so early. But I haven`t played enough to make a sound judgement here.
Since everyone and his grandmother is requesting new features, I would kindly ask for Lopez route pillage mod to be included. No gameplay change, just the possibility to selectively destroy roads.
As for all the rest, the mod is just awesome. Especially early unit balance is great!
You really should get your own forum for it.
Thanks. (I'm afraid if I get my own forum I'll never be able to keep up with the posts and whatnot--as long as I'm here I can read everything!)
I thought a long time about those early maintenance modifying civics. Two factors went into my decision to make them as they are. The first is that it simply makes sense in those cases that maintenance will be lower. If your legal system is basically tribal elders and your economy is totally decentralized as a barter system, there's not a whole lot of infrastructure to upkeep!
The second factor is that I had already increased all of the maintenance costs in this mod--I have a hard time expanding at monarch and above because my economy starts to collapse. The new civics help balance that force in the very early game to allow expansion until you can establish some cities with Towns, Banks, etc and get things running.
Note that at some point those civics will start to hinder you despite their seeming large benefits. Barter system, for example, has no foreign trade routes, and those are MUCH more lucrative than domestic routes, so at some point you're better off getting into a system that allows foreign trade and paying more to keep your cities together.
As always we'll play with it and see how things work out.
Jazzbo said:
Sevo,
I know this has probably been covered earlier in the posts, but what is the name of the opening theme music you used in 3.2?
Children of Dune Soundtrack (Brian Tyler) -- Inama Nushif
Wonderful track that is supposed to be the Fremen language. Kinda makes you imagine vast sand dunes and empty space...perfect for the civ title screen!
civ4ludo said:
Strange CTD
It has happened twice in the same game. When I use a stack of knights (once 3, then 2) to attack a city, I hear the sound telling me what happened -- some die, some win -- but the graphics freeze, and there is no way out of it except by a 3-finger salute.
Any idea?
Lu
Lu -- I take it you were able to recover since you said it happened twice? Did you load from an autosave? If so did you do the same thing without any problems? Just trying to gather more data.
mqrt said:
I've finaly registered after lurking on these fora for months, just to say:
thanks Sevo (and all other devs)

Woot! Another lurker's first post in the thread! Glad you like the mod!
Silver said:
So, I was just thinking about some tihngs, and as I mulled it over, I had a (I think) new idea. I was contemplating the three radius cities over 2...
Great idea and clearly you've thought it out. It would certainly change the gameplay and perhaps make it more "realistic" as you pointed out. Obviously, it would be a tremendous project to get working and get balanced. I guess I just play with the cities as is accepting them as part of the "game" atmosphere, but you're right that places like the East Coast could never exist in a game of civ. The great plains actually support both coasts to a degree in terms of food production. There's no caravan mechanism or city food trade mechanism, so it just doesn't happen.
I probably won't implement one myself since I can't predict how it would affect the game and it doesn't bug me enough to change it and smooth it out. I am looking into the revolution mod, though, and trying to figure out how I'm going to address Warlords. Probably going to be a PITA.
