[MOD] Sevo's CivFanatics Fusion 2.0

rebel5555 said:
I would like to see sevo add like a sniper unit that could replace the explorer in the modern era.

prehaps a unit with high movement and strength but a pittiful defense bonus(negative maybe?) to make it deal a lot of damage on attack but almost certainly get killed when defending
 
evirus said:
prehaps a unit with high movement and strength but a pittiful defense bonus(negative maybe?) to make it deal a lot of damage on attack but almost certainly get killed when defending
Yes something like that! Just make sure not to be overpowerd enough to take out a tank:goodjob:
 
First a bug. In multiplayer when a player takes over another city everyone will then get the message saying that they recieved tech (from conquering the city.) Note that only the appopriate player will receive it though,, but its odd that everyone gets to see that message.

Also this mod improves upon everything in the game except for 1 thing: Tech cabals and tech whoring early on (which can sort of ruin the game). In a multiplyer game if your unlucky enough to be singled out and not even attacked, but just excluded from the tech trading ou are basically screwed for the rest of the game while the players that form the tech cabal trade exclusively within themselves.

Tech trading should not be removed but i think a few other mods had the right idea with making it later in the game so more can happen before the tech whoring begins... Waiting for guilds as a few mods have done would seem to do the trick. Or even education.... I think it is more historically accurate too. Tech trading isnt simply a matter of the government receiving plans for some tech. Society need an educational system to let the common person know how to use this new tech. A structure of experts and specialists need to be available to install and implement the new procedures for private and public entities that this new technology requires. This is especially true of techs like math or engineering. I dont believe this level of sophistication and organization was around in 2000 bc when most players in civ4 are getting alphabet.
 
I also feel that Tech Trading should be later in the game. There really should be some way to keep that under control for awhile.

-=R=-
 
:mad: I think I've found a bug!!! Here's what happened. I massed a huge force of IFV's (8 of them) with an bazooka in each of them. I attacked a city once with no problem and the unit I attacked was damaged. I attacked again then the game freezed. It wouldnt let me do nothing and I had to do a Hard reboot.
I'm wondering if this has happened to any one else or am i the unlucky one?
Look forward to getting an Answer.
 
rebel5555 said:
I'm wondering if this has happened to any one else or am i the unlucky one?Look forward to getting an Answer.

Not sure what happened to you there! I haven't heard of any other crashes quite like that. Please let me know if there are any more and if a pattern emerges I'll look into it.

naf4ever said:
Tech trading should not be removed but i think a few other mods had the right idea with making it later in the game so more can happen before the tech whoring begins...

I'm in agreement. I've noticed this myself in single player games. I'm busting my ass and I know I've got a huge tech lead because my civ is thriving and no one else could have possibly outpaced me, but I'm relatively isolated and beating down the only other civ on my continent, so he's not helping me with the tech race. Then I get the notice that someone on the other continent (with the other six or seven civs) has just founded ISLAM and caravels start showing up on my coast, all because three civs over there were swapping techs like mad while I was individually researching all of them. I think moving tech trading back to guilds is probably reasonable.

On another aside, my religion mod is (really) pretty much done. I'm just working out the specifics of saving/loading data between games. In the process of working on that mod I've learned *quite* a bit more about the API and the CIV4 modding process. As soon as that's done I'll be turning my attention back to this mod and fixing up all the bugs and previous mod patches and such pointed out by you guys above, and then adding and fine-tuning things. I've found a lot more in the game that I think could be fun.

Keep the bug reports and suggestions coming!
 
my two cents about tech trading would be to adopt Dearmad's idea of allowing tech trading with Guilds... makes sense and makes the game better IMHO
 
Badmojo said:
hey Sevo As always Great Mod!! :)

GreatPerson MOD v0.3 - by Requies and Dr Elmer Jiggle (the one whitout popup!!!) http://forums.civfanatics.com/showthread.php?t=143589

Clock MOD - by homegrown

PLEEEEASE add these two very small mods :))

I added the Clock MOD to the CvMainInterface.py and it works well.

(unpack and put the file in your ...\My Documents\My Games\Sid Meier's Civilization 4\MODS\Sevomod\Assets\python\screens folder -- replace the old one)

-=R=-
 

Attachments

  • AddClockModtoSevo.zip
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I love this start but I can play past the current save.

Every time I do I get the windows crash box.
I have restarted my computer, I hit <shift> when I double clickto start.
I changed the .ini so that sevo loads up on start. I'm playing the newest patch also.
I have 2 Gig ram, P4 2.6 machine with 15 gig space left on harddrive.

Man I hate to give this up.

Can someon DL this and try to play?

TIA
 
MP Compatible: Theoretically (Untested)

You can change this part on your first post by the way. I played in a five player multiplayer game with some friends of mine. Except for the bug where everyone receives the "gained tech message" after conquering a city everything runs nice and smooth. Good work.
 
lordroy said:
I added the Clock MOD to the CvMainInterface.py and it works well.

(unpack and put the file in your ...\My Documents\My Games\Sid Meier's Civilization 4\MODS\Sevomod\Assets\python\screens folder -- replace the old one)

-=R=-

Thanks for the work, I appreciate it. How long did it take to add? I was hoping to see some of these: Show Attitude MOD, Score Graph, Extended Color Table, and Enhanced Military Advisor eventually. I think Sevo is considering it. They are good and don't alter the gameplay at all.

-Ryan
 
Badmojo said:
DO'H didn't see you ECC..... :blush:
nice work :goodjob:

:p Don't thank me, it's all Lordroy's work there. but thanks anyways, LOL!:D

-Ryan
 
Ok, I went and added another simple mod into this great work.

SettlerReligion

SettlerReligion causes all Settlers created to have a religion based on the religions present in
their creating city. The religion is chosen randomly from among the religions present in that city. For
example, if a city has Hinduism and Christianity, a settler created in the city has a 50/50 chance of
being Hindu or Christian. If there is a state religion, and an empire is operating under the Theocracy
Civic, a Settler can only have the state religion. If the city does not have the state religion (even if
it has other religions), the Settler will have no religion.

Once the Settler forms a city, that city will automatically get the religion of the Settler. So
from the above example, if the Settler was Hindu, once it formed a city, that city would automatically
gain Hinduism.

Settlers gained from goody huts, or created in cities with no religions will not have religions,
and neither will the cities they create. Also, if this mod is used in a game in progress, any current
Settlers will have no religions. Only Settlers created with this mod running will gain religions.

At present, there is no visual display of the religion of the Settler. Until the city is created
you won't know what religion it has.

Installation
____________

Step 1: Copy "SettlerReligion.py" to the Python directory in \Sid Meier's Civilization 4\MODS\Sevomod\Assets\python
Step 2: Copy "CvSevoEventManager.py" to the Python directory in \Sid Meier's Civilization 4\MODS\Sevomod\Assets\python (make sure you make a backup of that file first, if needed)


Included in the Zip File is the 2 files needed and a readme.txt that explains all of the above.


I hope people like it. If there are any bugs, Ill try and figure it out... but I am no code-man... but I am learning.

Oh, and by the way, I am testing to see if "Simple Great Person Mod" works with all of this... will report back.


-=R=-
 

Attachments

  • AddSettlerReligiontoSevo.zip
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Great work lordroy!

Any chance you could figure out FexFX's bigger/longer mod? it's probably more intense, but it makes civ4 playable for me :)
 
naf4ever said:
You can change this part on your first post by the way. I played in a five player multiplayer game with some friends of mine. Except for the bug where everyone receives the "gained tech message" after conquering a city everything runs nice and smooth. Good work.

Great! This is good to know. I'll update it.


To all of you who've been following this mod, I can announce the first release of my Faces of God mod :banana:. It's been a PROCESS, but it's reached play testing and I'm very happy with the first release. What this means is I can finally get back to work on this mod and incorporate all the things you guys have been looking for!

Also, I'm going to maintain two versions of this mod. One will incorporate Faces of God, since I largely designed that mod to work with the SevoMod in many ways. The other will not include Faces of God, since I realize not everyone is going to want to play with my version of the religion tweaking (though I think it's a great mod!...lol).

Thanks for the support to date, and check back shortly for a big update to SevoMod!:)
 
hi sevo

well im keep being posted - im happy to lnow that you are gonna publish a new version!!!

but plz plz plz i hope its mp compatible!!!:)
after the version i gave ya before - i added more mods - but that cause you version not to be mp playable... so i got tired of improving it and keep getting sync problems in mp.
so im looking forward for your update!!!!
 
Excellent news, Sevo. I'll be looking forward to your next Sevomod release that contains an updated version of the Faces of God mod. My first impressions are that the latter looks very good, and achieves the flexibility we've all wanted while completely avoiding the stereotypes that have been previously put forward as a solution to the problem.
 
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