SevoMod 3

casey1966 said:
I only got the CTD when playing the mod,the vanilla works fine,how about you? Anyways I have a feeling that Mods are going to be far & between in Civ 4.....No disrespect towards Sevo mind you,I don't believe there are many that know Python or how to use the SDK.

I would'nt mind but I don't have the time.:lol: Also I don't see many tutorials,hell though I may try soon to see what's up...curiousity killed the cat,I hate waiting for Mods. About all I can do is edit the XML,anyone feel like giving me a crash course....SEVO!

Not sure if it crashes without, dont really play Civ 4 without mods anymore
 
Chilango said:
Hmm Mrgenie, are you sure cause since Patch C i cant load my Savegames as well :( Maybe you could provide the A and B Patch as well, so we can reroll to a certain patchstate?! :)

one can never be sure because, try to think of this, the sevo 2.9 mod is 160megs big. made by maybe 50people who worked on different items(not sure how many people worked on it) and sevo has everything in his mind trying to get this thing smootly...it's all just an assumption what could be wrong or not..i assumed it to be the wrong unpacking folder, maybe it's not....eventuelly, only sevo can tell the thruth and find out why things occur and why not...and he's the one to fix..that I am very gratefull to him!! :) and i understand he has problems, like firaxis as they brought out civ..with 1 difference...sevo is giving full support and trying to fix things..firaxis kept us in the dark 4 weeks! not to mention the fact sevo is working there non profitable for the pleasure of the civ community while firaxis is basically just improving their income..makes sence, they have to live from something! :)
 
hmm sure, but i just wanted to state that i have trouble loading my old savegames from Patch A now with Patch C and had the same Error Message as you in your post above ;)

However, if anyone would just put Patch A in the Thread here... would be awsome :)
 
mrwhite89 said:
Just curious.....Does the military advisor not work at all? I can't check for myself as I'm at work. :cry:

Thanks for the patches, Sevo! Can't wait to get home and play!!!:goodjob:

ehm, this is wierd..i used the military advisor actually every xx minutes..didnt notice it doesnt work actually..for me it looks to work..except that when i select other leaders, i don't see their units listed..thought that makes sence though, without spies! :)
 
It sais on Page 1 there thats Patch C. thats the one i installed and made my Savegames crash.
 
I may have a silly question, but, does anyone know what all the different specialities of nations are for? like, NAT, SEA, PHY, I'd like to get a list on what they actually do..

other thing, why do some, like isabella or willem van oranje, of the dutch have some speciality twice? like SEA/SEA what's the good or not good for it?
 
The new Traits:
"New Traits -- Scientific (+20% science output), Nationalistic (+10% combat ALL units in own territory), Seafaring (Navigation, combat promo to all naval units and melee get amphibious), Progressive (free specialist in all cities of size 3 or greater)"

Only Seafearing is split in 2 Seafering and Advanced Seafearingness or something... start a game with "Play Game" and you can check out all the Leader Bonues.
 
Chilango said:
The new Traits:
"New Traits -- Scientific (+20% science output), Nationalistic (+10% combat ALL units in own territory), Seafaring (Navigation, combat promo to all naval units and melee get amphibious), Progressive (free specialist in all cities of size 3 or greater)"

Only Seafearing is split in 2 Seafering and Advanced Seafearingness or something... start a game with "Play Game" and you can check out all the Leader Bonues.

you're obviously not reading your mails where i send you to mail me shortly to tell you how to get the sevo patch A if you can't find it in this thread..so here

http://mrgenie.dyndns.org:82/

it's not a fast connection but you'll be able to get all versions sevo published so far.you can download the sevo files from the sevo directory!

oh btw, i got the crash to desktop again..very early game this time..with the C-patch.. AND reproducable! put a savegame as attachment to the post

if I load a older autosave..5turns back..non reproducable..so the error must be in the posted savegame specifically!! all older savegames do not force the CTD! im not sure what this means, but it looks like a random error to me..not bound to a specific unit, screen, or whatever..maybe something that happened with the 1.61 patch?
 
French, German, Italian and Spanish version not display almost text. This bug happen in versions 2.9, 2.9A & 2.9B.

In imatges: main menu & sevopedia in spanish (Sevomod 2.9B).
 

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zeysoft said:
French, German, Italian and Spanish version not display almost text. This bug happen in versions 2.9, 2.9A & 2.9B.

In imatges: main menu & sevopedia in spanish (Sevomod 2.9B).

Hey!! Another Spanish fan!!
I try the game with patch 1.61 + sevomod 2.9 patch C and the same problem occurs!

I had offered myself to translate the mod into Spanish before the 1.61 patch but when I noticed this incompatibility I froze the translation waiting for a solution. If you want to help me with the translation, you're welcome!! ;)
 
new little round pic bug:


Another little bug:
If i select the first time the Nuklear Submarine in the Sevopedia (or if i build the first Nuklear Submarine without seeing in the sovopedia in the first place) the game freeze for a few seconds (loading something).
I also have this bug with the Medieval Infantry. Last time i build the Statue of Zeus the game freezed and crashed - after i reload the savegame i was able to build the Statue of Zeus without a crash...
 
casey1966 said:
The game crashed after 40 turns:

AppName:civilization4.exe AppVer:1.611841
ModName: cvgamecoredll.dll
ModVer: 0.0.0.0 Offset: 0008a60

I can never find the folder it says it saves the file....esp. when it uses this ~~~~ symbol. :lol:

I believe you can disregard this post.....I will pm you the reason. Thanks,Excellent game.


I got another CTD..With Patch C
AppName:civilization4.exe AppVer:1.611841
ModName: cvgamecoredll.dll
ModVer: 0.0.0.0 Offset: 0008a4ee

Only the offset changed,as you can see from the other post,this is what I recieved after loading an auto save game after it crashed the first time.Thanks for fixing the chops though...

Keep up the good work,the mod looks awesome.:goodjob:

The game crashed when I was moving 2 workers outside my capitol boundary,just thought I'd let you know. :)
 
there are 4 screenshots,
1) 65% research +1 Money research 42 turn
2) 70% research -3 Money reasearch 36turns
3) 75% research -4 Money research 30turns
4) 80% research -4 Money research 30turns

correct me if im wrong

differences are 5% each time..now assume 100% research would be equal to 100gold(if you switch to 0research), and 100turns to research.

then each 5% would be 5 gold, or 5turns..should be linear? right?

now, the differences here are all linear! 5% each increase.
but, the money is not linear, nor is the research,

Differences Money Research
5% 4 6
5% 1 6
5% 0 0

now one might assume this isnt just linearity,..but even if not, what comes after 0? I even GAIN money WHILE REDUCING reseachturns over 80%? well, no :) that would be logical if you look at the growth of numbers only for these 20%! the fact is..there is no logical way of increasing by 5% and 5% and 5% would lead to the same solution as +15%..if the routine would be right, 3x5% would be 15%, but it's not!! I recommend to check the algorithm behind the research and money because these numbers are not making any sence.

some more data for statistiks:
85% money -7 research 26turns
90% money -8 research 26turns
95% money -10 research 24turns
100% money -15 research 21turns

5% 3 4
5% 1 0
5% 2 2
5% 5 3

complete list of changes

5% 4 6
5% 1 6
5% 0 0
5% 3 4
5% 1 0
5% 2 2
5% 5 3

even if it would be only a matter of rounding up..i don't see how the differences could be vary between 0-5 on money and 0-6 on research turns with increasing 5% each time..there is something just NOT right.
 
mrgenie said:
there are 4 screenshots,
even if it would be only a matter of rounding up..i don't see how the differences could be vary between 0-5 on money and 0-6 on research turns..there is something just NOT right.
Actually, it depends on your game but that does not surprise me much.
Since the % computation is done city per city, and not on your whole civ, and assuming your cities produce a handful of resources, rounding issues are predominant. For example, if one of your cities produces 4 commerce, setting 75% or 80% will result in 3 beacons + 1 gold in either case. You should review your cities outputs in the advisor each time you change your science slider to see if there is really a bug or if it's only an unlucky coincidence.
Of course, a 10% increment was smoothing things down a lot before, and now a smaller increment will more often show the inconsistencies of the per-city rounding (and I think this is why Fireaxis has never done this modification), but this issue has always been there imho.


And Sevo, thanks alot for your swift updates. Considering you had to release an uncomplete version earlier than you wished because of 1.61 patch, and how fast you are able to make fixes, despite the time and effort it takes from you, you really deserve a zillion :goodjob: :goodjob: :goodjob: for this excellent mod. All hail Sevo!
 
that's not a bug, but i think the arrow behind the Communism lable should be removed or something.
for example make it like the Flight lable and use the <AndPreReqs> or whatever...
Spoiler :
Code:
instead of:

<OrPreReqs>
	<PrereqTech>TECH_SCIENTIFIC_METHOD</PrereqTech>
</OrPreReqs>				
<AndPreReqs/>

-->

<OrPreReqs/>
<AndPreReqs>
	<PrereqTech>TECH_SCIENTIFIC_METHOD</PrereqTech>
</AndPreReqs>
 
Maybe a dumb question...

Do I need to install Patch A and B before I install C? Or does the latest patch include all previous patches?

Thanks. and GREAT JOB!
 
I have loaded Patch C and still have the freezing problem. What happens is that the cursor spins with "Waiting for Other Civilizations", but never stops. Sorry I can't be of more help than this - it happens when I play a Marathon game. First time was 300 turns in, second time about 200 turns in, the last time was 111 turns in. I'll try a shorter version game and see if it repeats.
 
Rageh said:
2nd: Will you ever make SevoMod compatible to other languages, like Italian for example?
3rd Can you add Italian Civ Mod by Throttle (originally made by Robo Magic Man)

I'd love to add the Italian...but I need someone to translate for me!


Chilango said:
hmm sure, but i just wanted to state that i have trouble loading my old savegames from Patch A now with Patch C and had the same Error Message as you in your post above ;)

However, if anyone would just put Patch A in the Thread here... would be awsome :)

Shnikies...oops. I thought they'd be compatible, but I had to modify the GlobalDefines.xml and that's probably messing up the save games. I overwrote the previous files (oops #2), but mrgenie provided a link above to the previous patches. You only need apply the latest patch if you want to fully "patch", it will always include all the previous fixes.

zeysoft said:
French, German, Italian and Spanish version not display almost text. This bug happen in versions 2.9, 2.9A & 2.9B.

In imatges: main menu & sevopedia in spanish (Sevomod 2.9B).


Yuppers. Most of the TXT_KEY_BLAH_BLAH are <english> only...sorry guys. I would be happy to include an language you guys want: Spanish, Italian, German, Dutch, Swahili...whatever...the catch is that I need a translation of the game text! All the files in /assets/XML/text/, basically! But on the plus side, your language will be "officially" supported and you'll receive great prizes and glory and recognition...well, recognition, anyway...

Xorg said:
I have loaded Patch C and still have the freezing problem. What happens is that the cursor spins with "Waiting for Other Civilizations", but never stops. Sorry I can't be of more help than this - it happens when I play a Marathon game. First time was 300 turns in, second time about 200 turns in, the last time was 111 turns in. I'll try a shorter version game and see if it repeats.

Another odd one. Whatever is causing this one is different. It appears there are at least two bugs out there: the CTD caused by the .DLL file, and this one. But some people can load "crashed" games and play on, and some can't, which makes me think the CTD issue is probably also a couple of different problems presenting the same way.

Keep the info coming: when possible include the PythonErr.log and whatever the crash says, what point in the game you were at, etc. I'm just hoping to find a pattern in all of this that will point to what's causing the failures...
 
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