[MOD] Sevo's CivFanatics Fusion 2.0

Sevo

Leaf on the Wind
Joined
Nov 26, 2005
Messages
511
Location
Chicago, IL
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Sevomod 3.0 Released here!


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SevoMod Version 2.3

MP Compatible: Untested
Release Date: 2/22/2006
File Size: 84 MB
NOT Compatible with ver 2.21 savedgames.

Download Link: 3d Downloads -- Thanks to Thunderfall for the mirror!
Download Link: Wisc.edu -- Thanks to Alancsilver for the mirror!
Download Link: FileFront.com
Download Link: Badongo.com

Variations created by forum members are listed in the second post!

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Quick Notes on this version
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The big progress in this release:

There are now 13 total new civs in this mod, and 16 new leaderheads. These civs origininated in SuperCiv, but I've refinished them all extensively. All of these civs now have completed 'pedia entries, reworked UU's with pedia data, leaderheads with full 'pedia data and historical first contact quotations, correctly functioning flags and emblems, and ALL 16 LEADERHEADS have custom soundtracks! I'm really happy with the way the new civs have polished up and I think they're now (finally) a nice addition to this mod.

Also in this version:
-9 new promotions from Zuul's Perks & Promos.
-Cultural Decay fixed
-Hyapist Unit changed to make it more useful.
-Magellan's Voyage changed a bit, now only affects local city.
-Changed Main Menu soundtrack and graphic (just fun stuff).


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What is it?
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A rounded, hopefully balanced, stand-alone mod incorporating some of the best of what's available on Civ Fanatics as well as a host of custom modifications and improvements specific to this mod.

My hope is that this is a mod that both fixes the things that annoy most of us in the original interface and game, and a mod that adds the best of the features dreamed up by the Civ4 community. It's more than just a mod collection; significant customization and integration has been done to polish the mod and bring it all together.

As a rule I have avoided mods that significantly alter gameplay. There are no significant religion changes, combat changes or customizations that alter the basics; my hope is that this mod will serve as an upgraded interface and expansion without drastically changing the underlying game.



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Acknowledgments & Credits in no particular order--in most cases the work contributed has been heavily modified and may not resemble the original work. All of the contributors below, however, provided concepts, ideas, graphics, python snippets, and or XML snippets and this mod would not be what it is without each of them and their contributions. Thanks to all!

Willowmound: ActualQuotesDiplomacy Text v1.21
Frontbrecher: *Lost Wonders v1.0
Frontbrecher: *Lost Units v1.0
TheFourGuardians: UN Modification v?
Bhruic: CulturalDecay-v0.1
Bhruic: RealFort-v0.4
Bhruic: *TechConquest-v0.3
Master Lexx: *GreenMod v1.7: Forest replanting ideas, Temples
SupremeOverlord: Enhanced Foreign Advisor v1.7
SupremeOverlord: Enhanced Military Advisor v1.0
12Monkeys: Modified Special Domestic Advisor, v1.1
12Monkeys: Intercept Mission Reinitialization v1.1
12Monkeys: PlotList Enhancement v0.96
Zuul: Promotions Traits v0.4
Vovan: Civilopedia Unit Upgrade Chart
Anhu: 5-Formations (modified)
Thalassicus: Concept for ancient era music
Scizor2120: Idea for Industrial Civ Changes
MerakSpeilman: Commerce Icon Change
Sevo: Improved Civilopedia v1.9
Sevo: Ancient Era Music Selections
Sevo: City Screen Commerce Display
Sevo: Modified Replanting Forest
moehrensteiner: Center Wonder/Era Movies/Pics
Frenchman: New Era Pictures
Exavier: Nuclear Submarine Concept
Requies/Jiggles: Great People Mod (new one)
Snaitf: Show Attitude Mod
C. Roland: Art Work for Magellan's Voyage
FexFX: Extended GameSpeeds, camera angle changes
Lordroy: Custom merging of ClockMod, GreatPeople, Settler relig, etc.
Homegrown: Clock Mod
New Civs: Original Concepts by L'Ankou, Jecrell, Ariks, CivArmy, and Sadistic.
Animated leaderheads by L'Ankou.

* indicates parts or concepts of the mod were incorporated only

Thanks also go to everyone who has contributed to this mod by offering feedback, suggestions, debugging help, and new ideas: GIR, Gekko, Glinka, Keldath, Mr. Zak, Exavier, Naf4Ever, Rebel5555, Lordroy and the rest of the forum. Thanks for the support!

The individual readme files (when present) for all of the mods above are included in a subdirectory if you'd like details about the originals.
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The Details
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There are currently 13 new civilizations included in this mod, a total of 16 new leaderheads (4 animated, 9 stationary). I've added huge portions of missing civilopedia text for these civs, leaderheads, and UU's, I've redone the button graphics for leaderheads and UU's, and modified most of the UU's themselves. I've now also customized the greeting text for all 16 leaderheads, and I've done custom soundtracks for ALL 16 LEADERHEADS. I've also done historical quotes for leaderhead first contacts when possible.

FexFx's Endurance and Marathon speeds (870, 1200 turns) were used in place of the standard epic and marathon games. These speeds are a bit longer than the vanilla versions and better balanced. I left normal and quick alone for those of you who like to play faster MP games.

Lost Wonders -- 10 new wonders, 1 national wonder, 3 new buildings, and a few changes to existing buildings.

New Wonder: Magellan's Voyage: +1 trade route all costal cities, +1 commerce sea/coast squares, and a +1 movement range bonus to ships built in this city. Pretty big wonder, so it's relatively expensive. GREAT artwork from C. Roland on this one.

Lost Units -- (Partially): Aegis cruiser, trebuchet, bazooka, strike fighter, biplane, privateers, and more. Not included from this mod are the 7 unique religious units (saving space for religious mods) and the commando unit (who was a bit overpowered).

Domestic, Foreign, & (Now!) Military Advisor Updates -- Initially inspired by Requies and taken farther by SupremeOverlord and 12Monkeys, these screens look great.

Massively expanded unit upgrades courtesy of Zuul. A nice job of balancing the new upgrades with existing options and overall an excellent flavorful addition to the game. Most recently added 9 new promotions including Defense and Formations.

UN Mod -- The United Nations now allows votes on ANY civic, not just the bottom five.

Actual Quotes -- Willowmound has compiled authentic (or as near as possible) quotations for the diplomacy text of almost all of the leaders.

Ancient Era Music -- The earliest part of the game is no longer silent! Version 2.0+ has a much expanded selection, and version 2.3 now incorporates a total of 10 soundtracks for the ancient era.

Industrial Civ Changes -- Industrial civs no longer get a 50% wonder bonus. It was just too easy for these civs to grab the early wonders in the game. Instead, the Industrial Civs will get a +1 hammer bonus on any plot producing 3 or more hammers. Read the planned changes below for more ideas.

Cultural Decay Mod -- A balancer that lets culture decay over time when a civilization loses control of a square.

Tech Conquest -- Capturing or destroying an enemy city will reveal some percentage of a technology to you, assuming the enemy has one you don't. Version 2.0+ of this mod was heavily modified in terms of % gain. Now there is a random 1-25% gain of a tech, plus another 5% per city population.

Upgrades to fortresses to make them more useful, give better benefits to garrisoned units, etc.

Air Intercept ReInit Patch -- 12Monkeys put together a neat little hack to make your aircraft go back on patrol after loading a game up. At the end of your first turn all of your planes on intercept missions will garrison and re-launch on their intercepts so you can see them flying around their cities. No more checking to see who's on patrol--I hated the fact that they'd stop circling.

PlotList enhancement -- I'm including 12Monkey's plot list enhancer. Now you can tell at a glance who's fortified, who's healing, and who's injured.

Forest Replanting -- Originally a concept of GreenMod, and also some other replanting mods I've seen. The current system works as follows: A worker must spend a base 8 turns replanting forest. When the job is done a "New Forest" will appear on the plot. The city must work this square to get the forest to grow. After a few turns it becomes a young forest (gaining a +1 hammer), then Developed Forest, then it becomes a Fully grown forest and the plot may be used as a normal forest plot. Prior to the development of the "full" forest, the forest cannot be chopped for production! This balances the chop gain, because you have to spend time with citizens working on the plot to get the forest back when they could be mining, etc, so the system can't really be abused to repeatedly chop-rush (but you can still use a focused chop-rush to your advantage).

Settler Religion -- (Lordroy did most of the work on merging this one): Settlers will now carry a religion from their homecity if appropriate, and new cities will be founded with that religion. Makes historical sense.

Formations are now groups of 5 instead of 3 for most units; some of the UU's for the new SuperCivs may not be groups of 5. I hope to fix this with the next update.

More Custom Changes:
-- Explorers and Scouts can build forts and explore temples. They're a little more useful now. Also, they can be upgraded to gunships down the line, so you don't have to put them on a boat and sink it anymore.
-- Added more ancient era music, some groovy tribal stuff.
-- Improved Leonardo's workshop to now add +1 specialist per continental city to make it more useful
-- Aztec UU: Str increased to 6, mov't to 2, jungle & FOREST def to +25%
-- French UU: Str increased to 11, added pinch
-- Privateers: No settlers anymore, cargo space to 1.
-- New Era Pictures
-- Tech trading was moved back to guilds to decrease early "tech whoring"/cabals
-- Permanent alliances now allowed earlier with constitution

I also cleaned up the python and put it all in a single mod file. Tidyness counts, people! Now if I could just clean up those text files...


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Installation
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Unpack/Unzip the archive using winzip or another appropriate decompression program and copy to your /civ4/Mods/ directory. To have the mod load automatically at game startup edit the "civilization.ini" file in your /documents/My Games/civ4/ directory, change the "Mods=0" to Mods="mods/sevomod". You may need to hold SHIFT down while you double-click to start the game, this will clear the cache.

Alternately, you can unpack all of the files into the appropriate locations in your /CustomAssets/ directory, but be advised if you have any other mods in there they may get overwritten and/or be incompatible! (Given the size of this mod, I can almost guarantee it won't be compatible!)


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Custom Installation Options
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(1) Commerce Icons: To disable the arrows as commerce icons and return to the vanilla "coins", find the folder "/sevomod/assets/art/interface/symbols" and just delete the whole thing!

(2) Modified Camera Angles: have been disabled by default because they were having a performance impact on many user's machines. To enable them, find the file Civ4DetailManager.xml in the main /sevomod/ directory, and copy this file into "/sevomod/assets/xml/misc/"

(3) I'm placing links that other Forum members are managing in the second post of this thread.



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Other Recs
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If you don't have them already, I'd get both Blue Marble Terrain and the Random Map Mod. They have to be installed differently and didn't lend themselves to integration with this mod.


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Planned Updates
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-Add a version incorporating FacesOfGod, once the latter is more stable
-Add a few more civ traits for the new civs.
-Re-evaluate random events and potentially re-add them
-New wonder ideas
-Tactial Nukes (May need the SDK to do this up right)
-Add Caravans Mod as merged by Lordroy
-Considering a method to have forts exert a culture boundary to protect resources and land.
-Add Native American Civs and OutOfAfrica Civs (not yet included for the sake of time)


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Version Info
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Spoiler :

Version 2.23 -- Extensive additions to fill in existing framework of versions 2.0-2.2

-Added custom music for all 16 new leaderheads (total of 29 NEW diplomacy soundtracks, plus 11 others already included)
-Added new intro screen music, just for fun, and tweaked the title graphic. Good stuff.
-Added custom first contact text for all new leaderheads.
-Added civiopedia entries for: Barbarian Leader, Barbarian Tribe, carrack, ethiopian archer
-Added new promos from Perks & Promos: Defense 1-4, Shock 3, Cover 3, Sentry 3, Formation 2, 3.
-Worked on Flags...and worked, and worked. Fixed about dozen mistakes in the original implementation. Flags are now customized (and NOT WHITE!) for all 13 new civs. (Check out Carthage--love the alpha mask!)
-4 new ancient era soundtracks (brings total to 10)
-Changed UU's Stats for Ethiopian Archer, Babylonian Bowman, Macabee, Currah, Viking galley, Galic Warrior to make them more intersting, more useful, and more civ-appropriate.
-Changed Hyapist stats: str 5, city def 25%, cit att: 10%, does NOT require copper or iron (hope to balance this unit in the face of the much more powerful and useful axeman. Civs without Cop/Iron can still build this one.)
-Changed Magellan's Voyage: Global sea plot yield change dropped and coastal trade routes dropped, now grants +2 commerce per sea plot in this city and +2 trade routes in this city. Less powerful overall than before, but still a good wonder so still expensive.
-Modified Cultural decay to correct some odd behavior. Cities should no longer get stuck at one square borders. Also, min culture is now 10.
-Changed jails: now -25% war weariness AND +1 happiness. Bit more useful now.


Version 2.21 -- Patch to 2.2

-Deleted most of SuperCiv. Kept 14 civs, did extensive reworking of graphics, text, UU to improve quality.
-Removed camera angle changes & made an optional add-in
-Fixed gamefont_75.tga file problem. gamefont.tga remains beyond my capacity to understand,
but fortunately I got lucky and only using the one seems to have fixed the problems
with city icons not appearing.



Version 2.2 -- Huge Update! Fixes & Addins

-Added FexFX Endurance and Marathon Game Speeds
-Added Changed Camera Angles from FexFX
-Revamped Forest Replanting Method
-ReAdded GreatPeople
-Added Frenchman's Era Pics
-Added SuperCiv
-New Units: Nuclear Submarine, ALL UU's from SuperCIV
-Fixed Bonus book & tuna icons (boy was THAT confusing to fix...)
-Fixed Missing Wonder Movies
-Fixed Galley-->Caravel upgrade error
-Incorporated LordRoy's addition of Homegrown's Clock Mod
-Incorporated LordRoy's addition of Settler Religion Mod
-Modified Aztec and French UU's
-Incorporated ShowAttitude mod by Snaitf
-Pushed Biplane development back to Combustion
-Modified Commerce Icon for 5+ plot yield
-New Wonder: Magellan's Voyage
-Changed Privateers: cargo to 1, no settlers transported
-Resized Ancient Temple Bonus Resource
-Permanent alliances now allowed with Constitution
-Changed Leonardo's Workshop (now grants +1 spec. all cities)
-Reworked late game mechanized units and upgrade paths
-Explorers now upgrade to gunships
-Changed America's UU to F15 (late game, but strong)
-Fixed TechConquest Displayed to everyone error
-Tech trading pushed back to guilds
-Added Enhanced military advisor by SupremeOverlord
-Sorted Unit Lists
-Changed Fish Market, Gutenberg's to global wonders
-Changed Steel mill to national wonder
-Added Center Movies Mod
-Added Sevo's ShowBaseCommerce mod
-Disabled "Trading" of Ancient Temples
-Readded Navy Seal like Unit as non-UU.



Version 2.01
Fixed TXT_KEY_PROMOTION_FORT missing data
Fixed "Combat Odds: %" missing %
Fixed CulturalDecay (was broken by 1.52 patch upgrade)--Not certain yet
I need to be sure the decay is working the way it's supposed to now.
Details to follow.


Version 2.0 beta
Works under 1.52 patch
Added GreenMod (parts)
Added 5-Formations
Removed Random Events
Removed GreatPeople
Updated Plotlist, special screens, actual quotes, RIM, tech Conquest, etc
Play tested (haha)

Version 1.05
Fixed(??) to work under official 1.52 patch

Version 1.0 -- 5 mods added
Bhruic: Tech Conquest
12 Monkeys plot list enhancement
Snoop's Great people mod
Sevo's Civilopedia
Frontbrecher's Lost Units

Version 0.4 -- Fixed main screen diplomacy not-clickable
Fixed Info screen failure

version 0.3 -- 2 more mods added
12Monkeys: Intercept Mission Reinitialization mod
Zuul: Promotions Mod

version 0.1 -- Initial Release
Willowmound: ActualQuotesDiplomacy Mod
Thalassicus: AncientEraMusic Mod
CyberChrist: InfoScreen Patch - based on original mod by rickb
Scizor2120: Idea for Industrial Civ Changes
Frontbrecher: The extensive "Lost Wonders Mod"!
David Fidge: Random Events Mod
Snaitf: Show Attitude Mod
Requies: Special Domestic Advisor, Version 0.92
Special Foreign Advisor, Version 0.9
TheFourGuardians: UN Modification Mod
SpinDrift: Updated Denim Workers skin
Bhruic: Cultural Decay Mod
RealFort Mod
 
Forum Member Supported Mods of Sevomod

The mods below were customized by other members. They represent variations of the Sevomod where modders wanted to take things in another direction or simply add some options I haven't included.

Please go to the mod creators themselves for support, questions, suggestions, praise, etc! I'm posting them here as they're related to the Sevomod and they'll be easy for people to locate. Thanks to both Gir and Fujisan for sharing!

:o GIR's Version with UnitAid by Zuul Added:
Info Link: UnitAid (part of perks & promos)
Download Link: Sevomod_2.3.zip w/ UnitAid

:o Fujisan's "FairStart" modifications:
Info Link: FairStart
Download Link: FairStart

:o SwetePete created a Europe map with 18 of the civs from this mod:
Download Link: Sevo Europe Map


:o Good Sauce has an Arabian Peninsula/North Africa Map Available
Download Link: Sevo Arabia
 
AWolfe said:
Did you forget to include a link to the mod's file?

Nope. They were there at the bottom of the first post. I'll copy 'em up top so it's hard to miss them.
 
now it's going to be hard to choose between this and the realism resurrected mod... :D but you're definitely doing a nice job on this one, Sevo. the introduction of GreenMod (partly) is nice and bold :)
 
maybe a bug:

i cant use the "Diplomacy Mode" (Worldbuilder). the exit button dont work...

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edit:

and txt_key_promotion_fort1, ..._fort2, ..._fort3 is missing
(ps: maybe one improvement to the fort-promotion-icons: i also use the garrison icons but upside down. (one icon for two different things isnt the best solution...))
 
GIR said:
maybe a bug:
i cant use the "Diplomacy Mode" (Worldbuilder). the exit button dont work...

and txt_key_promotion_fort1, ..._fort2, ..._fort3 is missing
(ps: maybe one improvement to the fort-promotion-icons: i also use the garrison icons but upside down. (one icon for two different things isnt the best solution...))

MAN! That txt_key_promotion_fort1 thing has been plaguing me since the first version of this mod!! ARRGH!:crazyeye: But it's fixed. Again. (I'm uploading the new files now). The Diplomacy mode doesn't work--you're right. I'll add it to the bug list. You can, however, exit the screen by simply clicking the X on the popup. And I'll look into the icons--it was originally Zuul's mod.

Found a couple more little things that bug me but no more "bugs" per se. :twitch:
 
I'll give it a try, Sevo, as soon as I finish my current game using your last mod version. One thing: why did you remove the ability of the GreenMod for players to destroy buildings (for a price)?
 
I share your vision of not altering basics, I delay a bit some researchs on middle eras, so I could fight with horses and so.
I suggest include Random Events, it's nice and subtil, earthquakes, volcanos and specially olympics ... :king:
 
Glinka said:
Why did you remove the ability of the GreenMod for players to destroy buildings (for a price)?

Honestly, I didn't see how the feature fits into a game strategy. I've never really wanted to destroy a building. Why do you guys use this?


GIR said:
the txt_key_building_NAME_Strategy keys are also missing (CIV4GameText_Strategy.xml file) (lost wonder mod - for example great wall, ...)

should i upload the icons?

That's okay. I can flip 'em with photoshop. I'll hunt down the missing Strategy keys and include them.
 
Great Mod... but I didn't see the Unit Promotions screen selection pop up.. it stayed blank ,, I had to put Auto-Promote on to continue the game..
 
Sevo said:
Honestly, I didn't see how the feature fits into a game strategy. I've never really wanted to destroy a building. Why do you guys use this?

There are times when I'd like to build a national wonder in a city with plenty of shields, but I can't: the city has reached its quota. This would let me remove the wonder, at a considerable cost, and replace it.
 
Sevo, I appreciate your mod really A LOT
Have you tried Exavier's, and Mylon's mods ? These are as cool as yours, I'd really love to see all three of you, Great Modders to cooperate and create a best mod ever...
:goodjob:
 
hi jollyroger3 and sevo

well i support on what jollyroger3 suggesred!
"Sevo, I appreciate your mod really A LOT
Have you tried Exavier's, and Mylon's mods ? These are as cool as yours, I'd really love to see all three of you, Great Modders to cooperate and create a best mod ever..."

why wont you guys work together?? all of ya guys can do the perfect job!!!??
 
I've just tried out version 2.0 of your mod and I must say it's the best balanced mod I've played :goodjob:

I played it with standard settings, warlord difficulty level, normal speed and the only doubt I've got is, that the tech seems for me just a bit too quickly achieved (I don't mean it's bad in any way, just speeds the game up a bit ;) )

Another thing is, that IMHO 40 turns for planting a forest is too long :rolleyes: What about reducing this time to 30 or 25 turns ?
 
Excellent mod to combine, would be wonderful if you could incoporate some more civs,fro either super civ or next level mod, and also perhaps some of the buildings from Mylon mods & New Traits
 
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