[MOD] Sevo's CivFanatics Fusion 2.0

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.
 
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.
 
From First Post on this thread....

Sevo said:

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

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Anhu: 5-Formations (modified)


...


Works under 1.52 patch



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


-=R=-
 
ChaoticWanderer said:
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 said:
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. :)
 
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...?
 
: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.

untitled.JPG

I'll be looking forward to an reply. Thanks in earnest.
 
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.
 
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.
 
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.
 
naf4ever said:
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:
 
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.
 
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 ! ;)
 
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

[EDIT]Just modded the Swiss empire mod into your mod... going to look how that works out :D[/EDIT]
 
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=-
 
@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.
 
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