SevoMod 3

Merum said:
Very much appreciated!

I'm having an unexpected result... seeing a red spot appear as a slave unit for Sobieski. I'm going to assume this is not the intended graphic... Doesn't seem to affect gameplay, though.

Any intention of adding the newly discovered religious victory anytime soon?

Thanks for your awesome mods!

Wherever the little red dot goes YA-BANG....:lol: Anyone can tell me what movie this came from I'll be impressed.
 
HourlyDaily said:
When you are able to finish v3.0 with all its updated mods and polish - will this also be patched as a smaller file or is it unworkable? And I hate to sound like an ungrateful child when I ask that too.

Oh, when I get around to an official "3.0" I'll probably re-upload one file for simplicity. Until then I'll just keep updating the patch file.


Jeppson said:
There are strange symbols next to all text. Thwy look like zeros

Screenshot please!!!

Ganymedes said:
Hello Sevo!

Anyway, as I was browsing through the Sevopedia(again, great work!) I noticed something a little bit strange. It told me that the Theory of Evolution wonder would add over 8 million specialists in each city on the continent.

Well fine, then. If you DON'T want the 8 million specialists per city bonus, I'll just change it then. MAN. Some people...(;) Thanks, nice catch Ganymedes!)


Teg_Navanis said:
With a little SDK change, random naming has become obsolete for the Unit Statistics Mod. Theoretically, I guess you could just use the Unit Statistics Mod's CvGameCoreDLL.dll (or create a new CvGameCoreDLL using the CvUnit.cpp file that is included in the mod) with the current version of sevomod and remove the KillList's onUnitLost function. That is, unless you want your mod to be python/xml/art files only without changes to the SDK.

And of course I'd be glad if you considered implementing some of the statistics I added to the KillList. ;)

Sure. Thanks for the help. I glanced at your mod last night but I was busy bug-hunting the playability issues so didn't have much time. But I may use it when I get to the kill-list fix. Thanks!


raja2002 said:
Sevo, first of all - great work!
I have a big problem. After installing the mod and the patch - i have no text on the tech-screen and only a little text in the entire game. Does this problem exist earlyer - whats the problem?

Odd...do you play in a language other than english? Regretfully, I've been poor in my support of other languages and this may be a result...

PIRRAKAS said:
So if you want me to help your project, only say it and I can start to translate the text xml's files of the version 2.9.
Thanks again for your mod!

HELP! I've been thinking all along that I was really going to need to translate this beast. As you can see, there's a whole sloppy mess of text files that I want to clean up a bit, but they also need translations.

This is an open call for help translating--any and all languages welcome!


casey1966 said:
Wherever the little red dot goes YA-BANG....:lol: Anyone can tell me what movie this came from I'll be impressed.

Friday XIII part 6. :banana:
 
All hail Sevo. Thanks for the mod, and thanks to Alancsilver for setting it up on the server.

I'll fiddle with it, and see how it turns out.

By the way, some teaser screenshots on the front page would be EXCELLENT.
 
casey1966 said:
Wherever the little red dot goes YA-BANG....:lol: Anyone can tell me what movie this came from I'll be impressed.

Jason Lives.

Impressed?

On a more mod-related note... I think the missing text problems and the absence of the tech popups are more 1.61 related than with Sevomod... I had both of these issues immediately after updating, but before installing SM 2.9.

Excuse me now, it's time for my nightly testing session...

Oh, just noticed, this is my 100th. I'm happy it's in your thread, Sevo! :band: [party]
 
mrgenie said:
ehm..actually, your question confuses me, i just start winamp and play some music :) I never considered civ could take over the soundcard actually..but I have a onboard Maxsound on the Asus P4P800 mainboard..maybe it's just your soundcard which doesn't allow to play more then 1 instance..but..as a matter of fact, i can start winamp 20times and play 20differend songs, all mixed up..not that I would do such a thing, but, i don't see any reason why any program should block other programs from using particular hardware actually

REally? Do you play other games? Because most games I play (including Civ) takes over the sound card and doesn't allow it to play what was previously playing.:cry: That's why I was asking. Not just on this computer, but 2 others I have...
 
Originally Posted by raja2002
Sevo, first of all - great work!
I have a big problem. After installing the mod and the patch - i have no text on the tech-screen and only a little text in the entire game. Does this problem exist earlyer - whats the problem?

I also dont have any text in any menu
I am playing in english
But have not yet updated to 1.61
still playing last sevo 2.3 game and it would not work in 1.61

so raja2002 have you updated to 1.61 ? or still playing 1.52
many python & xml changes btw the two
 
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.
 
Brave Sir Robin said:
I have a big problem. After installing the mod and the patch - i have no text on the tech-screen and only a little text in the entire game.

But have not yet updated to 1.61

This is the problem. The mod will only work with 1.61. Wait until you've finished your current game and then upgrade to 1.61, then all that game text will come back.

Merum said:
On a more mod-related note... I think the missing text problems and the absence of the tech popups are more 1.61 related than with Sevomod... I had both of these issues immediately after updating, but before installing SM 2.9.
Oh, just noticed, this is my 100th. I'm happy it's in your thread, Sevo! :band:

Interesting. The tech pop-ups continue to work for me, with or without the mod. And you're saying they DON'T work for you, with or without the mod. I wonder what got mucked up with the upgrade? Do you get any python errors?


Updates: Well, I'm working on the MainScreen problem. I had never noticed it before (what can I say, my computer is a powerhouse), but now that you guys have pointed it out the mod's main screen is definitely slower...it stutters a bit even here. I've started working on it but it might take a day or two.
 
Dunno if this has been reported but im getting crashes everytime I reach 20-40 turns in a game. I've installed the patch. And yes. I cant select techs in the tech screen. Hmm.. I think thats all.
But other than that the mod looks GREAT and Im eagerly waiting for bugfix patches!
 
Sevo said:
Interesting. The tech pop-ups continue to work for me, with or without the mod. And you're saying they DON'T work for you, with or without the mod. I wonder what got mucked up with the upgrade? Do you get any python errors?

I lost the tech popups with the 1.61 upgrade. I hadn't installed your mod yet. I uninstalled, re-installed, ran the 1.61 patch, and all was cool. Then I installed the mod.

On a side note, you know it's bad when the 5,925 year old warrior is the one trotting out of your stack to defend your capital... :mad: :blush:
 
Sevo, I was wandering if the new combat system is implemented in this mod from the 1.61 patch? I noticed while attacking there is no ? by the strength.

Thanks
 
sweetpete said:
Dunno if this has been reported but im getting crashes everytime I reach 20-40 turns in a game. I've installed the patch. And yes. I cant select techs in the tech screen. Hmm.. I think thats all.
But other than that the mod looks GREAT and Im eagerly waiting for bugfix patches!

Im getting that too, Tried to open the auto save and still crashed on loading :(
 
Sevo, I just "recovered" my laptop and re-installed CIV 4, and as promised, your mod was the first (and so far the only) mod that I have played. I was happy to see that you gave Gjergj Kastrioti the nationalistic trait (since it fits him so very well), but I have a question and a suggestion regarding that trait.

a) I had 2 warriors in the game. One which I built, and another I started off with. Neither of them were given the nationalistic trait (both were in my city): only the worker I built recieved it.

This leads to me to believe that it is set up through python to check in onUnitMove if the unit has moved into a plot controlled by the player. If so, he gets the promotion; if not, he loses it. But, as in my case, what if I build a unit and keep him in the city to defend? He should be entitled to the promotion. I suggest giving each new unit built the nationalistic promotion in onUnitBuilt if the leader is nationalistic. That way they will keep it if they don't move anywhere, but it will still be removed by the onUnitMove check (assuming you've done it this way, which is indicated by the events I described). I haven't looked at your code.

b) I would change the nationalistic trait slightly to give +10% city defense (instead of 5). It will help balance out the trait compared to something like Scientific (+20% is a big boost to science)! And, 10% strength + 10% city defense will equal +20% city defense strength, to be closer to the +20% science boost. :)

I know you tried to spread out the trait combinations so that they wouldn't overlap, but if a spot is available, might I suggest making Teuta seafaring? During her and her husband's reign the Illyrian navy was the strongest in the Adriatic...

Also, I got the following errors:

a)


b) A few turns after that (probably around turn 44), the game crashed to the desktop without an explanation.

Hopefully this will help you determine the errors so you can fix them. I'm eager to play through a whole game and tell you what I think :)
 
homersheineken said:
REally? Do you play other games? Because most games I play (including Civ) takes over the sound card and doesn't allow it to play what was previously playing.:cry: That's why I was asking. Not just on this computer, but 2 others I have...

welllll, I play sims2, battlefield 1942, commandos2, warcraft series, etc etc..and i mostly have my own mp3 collection running on winamp in the background! my wife has a athlon system, she can play everything in the background as well...I bought all systems in russia though :) maybe the russians have some secret technology i'm not aware off :lol:

anyway, to get back to the sevo mod..last night i played the same game(i reloaded a autosave) where i got the crash to desktop error, i did however got a warning as shown in the screenshot, played up to 300turns, no crashing..i think it was a single accident which might happened because i restarted civ4 maybe 20times without restarting the computer :) so it might be not a sevo-mod problem but just a windows-memory-handling-failure :) such happens with Bill Gates software hahaha

oh ya, when i install the latest ATI drivers, i get the CTD standard, even with the classic game.therefor I always play with the old 2004 ATI drivers...maybe they changed something in the patch what causes you'll to crash and is not necessesarely a sevo-mod-bug? anyone trying to play a standard game and see if you get the crash again? although changes on such are slim, i would say someone who gets repeatebly crashes should at least try a standard non-mod game
 
:goodjob: We shall all bow down to Sevo for his flabbergasting work! *bows down*

Only my first post here, but it's been many months I play only with SevoMod and I'm very happy with it. Until SevoMod 3 is out, I keep playing mostly with 2.3 + FairStart, and I noticed the following since the update to CivIV 1.61:

-- 2.9 only : No gain from chopping. It works fine with 2.3.

-- 2.3 and 2.9 : Slow city screen. Some minor display issues (no culture display. Scores overlap. Popups never fade out (over nationality, food, resources) ). Was working fine before 1.61.

-- 2.3 and 2.9 : tech window does not update at once when switching techs. Was working fine before.

Unlike others around her, I get the tech popup on completion in 2.3 and 2.9. I have not suffered from CTD or 119 errors so far with 2.3. (nor with 2.9, but maybe I didn't play long enough with 2.9)

Sevo said:
Odd...do you play in a language other than english? Regretfully, I've been poor in my support of other languages and this may be a result...

-- 2.3 and 2.9 : I confirm no support for locales other than English. Text is blanked when attempting to play in e.g. Spanish or French, even for main menu. Was working fine before.

It seems fair to assume bugs on 2.3 and 2.9 does not come from your updates but from 1.61 changes...

And by the way, what about FairStart? Is there any chance seing it updated for Sev3 (since it is completely broken now)?

Anyway, keep up the good work!

Edit:
Forgot to mention:
-- 2.3 and 2.9 : military advisor doesn't display anything but empty frames. Was working fine before.

On the overall, none of these bugs really affect gameplay except chopping issue with 2.9. All other are only small inconveniences, and there are workarounds for most...
 
Notes on your patched 2.9A:

I haven't had any crashes. The only major problem that I encountered that affects gameplay is the city screen / Nixon list overlap screen. On my machine, after a few turns, the city screen becomes inoperably slowed, the buttons cease to work, and the only way to continue is to exit out by hitting return: thus, no city management.

A caveat: I'm playing on a laptop without t/l support. The first few firaxis patches were aimed at simpletons like me who bought the game without bothering to realize that specific requirement on the minimum specs, and spent the next few weeks shaking our fist mightily at the screen in the unbridled shame and self-loathing of computer graphics impotency. Those patches soon took care of the problem, however.

What's odd is that all of the unique leaderheads (I checked the civilopedia)/ some of the units added by your file and patch revert back to the graphics glitches in the 1.00 release, while the rest of the game looks/acts normal.

Screenshots:
Cetshwayo and Ayenwatha, through the looking glass.



The slave (not worker as falsely captioned in the second shot) is no longer a pink dot, but a brown-shadowed ghost who occasionally wields a disembodied pickaxe.



Medieval infantry is a hammer, shield and helmet, albeit an extremely motivated and pissed-off hammer, shield and helmet.


I have no idea why this happens. I previously downloaded Civgold for 1.51, and the leader animations and units there appeared fine. Is it just a matter of a level of ornateness in your designs that are not matched by the originals? The firaxis 1.62 patch? I don't really think this is a problem for you to fix, as others have not reported it I assume it is a function of my graphics card and memory, but I am curious why it occurs.

Other minor, petty quibbles:
As with the "119 added" message, "TC:250" or somethiing like it popped up two or three times as a subtext, related possibly to a forest growing spontaneously or a technology being stolen somewhere.


As has been noted previously, the technology screen indicates audibly but not visually user input, but works fine.
Aforementioned forest/jungle chopping.
The aboriginal up-armored worker (great idea, btw) is, unlike other workers, not captured in combat but destroyed. Similarly an enemy slave unit (productivity half a worker) is not destroyed when captured (even when slavery is not the conqueror's civic) but instead becomes a full-fledged emancipated worker (perhaps the user promises a McCain-Kennedyesque path to citizeship?). I'm not sure if this is a bug or feature.

Your quick-response patch seemed to take care of the other initial glitches. And, I must emphasize, none of these problems save the city screen actually affect gameplay in any way, but are merely the caffeine-addled henpeckings of this particular Sevomod enthusiast (the problem, I guess, with being so responsive to community input is ever-increasing amounts of community input.)

Your patch overall is a great improvement to the original game. If you don't release any more updates it is still magnitudes better than the original game itself. I'm at the garage complaining to the mechanic about too-small cup-holders, or a perceived dent in the fender of a bequeathed Mercedes, without in any way knowiing how to begin to repair it myself, or even understanding how an engine works. (And the mechanic traditionally demands compensation for suffering such fools.) So, thanks for the Benz; I do doff my cap, sir.

Also: the valkyrie-winged horseman is a great touch. Anything that conjures up Wagnerian notions of napalmed victory in a series of 0s and 1s is a plus in my book.
 
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 crash with Chinese Civ as well. On Marathon always around turn 60-70. Patch "A" was applied.

Really anxious about playing beyond that time cause the mod looks awsome :) Keep up the good work.
 
Cyr said:
-- 2.3 and 2.9 : I confirm no support for locales other than English. Text is blanked when attempting to play in e.g. Spanish or French, even for main menu. Was working fine before.

It seems fair to assume bugs on 2.3 and 2.9 does not come from your updates but from 1.61 changes...
I'm used to play in Spanish. I'm still playing v1.52 + sevomod 2.3 and everything is correct. Some texts in Spanish, another ones in English, but nothing is "blank".
I'm going to play this afternoon v1.61+sevomod 2.3/2.9 and I will post my results. If there would be serious problems to play in any language other than english, my "translation project" would be a nonsense!

Sevo said:
HELP! I've been thinking all along that I was really going to need to translate this beast. As you can see, there's a whole sloppy mess of text files that I want to clean up a bit, but they also need translations.

This is an open call for help translating--any and all languages welcome!
I've seen some people reporting text bugs so I suppose that the "text files" will have to be modified before the final version of the mod. Anyway, if i can play the game (1.61+sevomod 2.9) in Spanish without problems, I'm going to start working as soon as possible.
 
First of all, Sevo thanks for that great job :) !

Yesterday I started my first game with v2.9A and spotted some bugs:

- I get this message on Civ-startup / Modload: "your movies are not installed correctly". When i've finished one of the new wonders I only get a blue box without the wonder-video.
- Finishing the "Theory of Evolution"-wonder, the game hang up/ Civ screen freezes. Opening the taskman shows 100% CPU at civ4.exe but no changes on memory (after 20mins of waiting). Maybe it's because of the 431.073.976 free Specialists one will get when this wonder is finished (refered to civilopedia)?
- The military advisor doesn't work at all; can't choose any units to locate them on them map.
- No automatic refresh in the tech advisor when choosing a new tech like in the original game.
- Workers can plant a new/young forest on a already existing forest?!
- Message "added 110 to 'cityname' " (till now only austrian and turkish citynames)

Some good news: I got no problems with the leaderheads and new units so far.
 
Nice work :clap:

Chilango said:
I crash with Chinese Civ as well. On Marathon always around turn 60-70. Patch "A" was applied.

Really anxious about playing beyond that time cause the mod looks awsome :) Keep up the good work.
Same happened to me too, but after restarting and loadind the last Autosave I played for hours without problems :crazyeye:
 
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