[ADD-ON] GIRs Sevomod Add-On

Hi, I'm back from Munich watching the game and now I have more time for modding.

C44 said:
Only a small suggestion: adding tomahawk? (cruise missile, like maxrigamod)
i like cruise missiles. i will look into it. but if this mod use sdk changes i will wait a little bit because i think sevo will also include a few sdk changes (maybe also cruise missiles).

GIR said:
Blazer6 said:
I had highlighted text remain on the screen and had to close out to get rid of it. It was a worker text that covered the left side of the screen. There were spelling errors in the pedia, but the only problem was the hippodrom and its missing text on war chariots.
If you want to get rid of the text, mouse over a unit icon (bottom of the main screen) and it should disappear. I think 12monkeys is working on this problem. Well, the spelling errors (pedia/hippodrome) are my fault. I guess you play with the add-on. My English isn’t very well (sorry), so what exactly do you want to change/add?

(ps: that's the right thread: link)
Blazer6 said:
I suggest some changes under the sevopedia. I assume the higher cost techs that allow UU are not mentioned and regular units should be noted.

1. The Mongolian UU should be named Khan Raider.
2. Technologies should have links for all items it allows, not just resources, religions, and civics.
3. Flight has several units not listed.
4. Gunpowder has no notes on what Musket Manufaktur does.
5. Machinery needs to note Maceman.
6. Masonry has several buildings not listed.


I'll update later.

[LATER]

Here are some other areas I feel needs a fix in the Sevopedia:

1. Networks description can use some cleaning up.
2. Optics and Steel lists special abilities such as negating first strike, strength and withdrawal chance.
3. Plastics trains a UU which should not be noted.
4. Polytheism should note Temple of Artemis.
5. Robotics should note it trains Stealth Bomber.
6. Roman roads, Windfarm, and National Park should be removed from Technologies and needs a description.


Additional updates in the future.
well, i thought you only refer to the pedia errors caused by the new wonders in my add on mod (monument wonders like the hippodrome).
ok, letz see what i can do:

"4. Gunpowder has no notes on what Musket Manufaktur does."
i will try to fix it
"6. Roman roads, Windfarm, and National Park should be removed from Technologies and needs a description."
yes, i really would like to know how i can hide these techs in the pedia but unfortunately i don't know.

the rest of your list is not my fault. maybe you post your suggestions in the sevomod or sevopedia thread (i'm not familiar with the pedia python stuff).
 
GIR, your Promotions-only version seems to be working okay, although the two times I've attacked the enemy and they've gained a perk, the circle that appears with the symbol in it is just a solid pink circle i.e. there's no symbol showing, just a circle filled with pink.

I'm going to be uninstalling the game for a while, so I won't be able to test any further. If this minor cosmetic problem is all that's wrong, however, I'm not worried.

Thanks again for making the special version of your mod. :)
 
Bursk said:
GIR, your Promotions-only version seems to be working okay, although the two times I've attacked the enemy and they've gained a perk, the circle that appears with the symbol in it is just a solid pink circle i.e. there's no symbol showing, just a circle filled with pink.

I'm going to be uninstalling the game for a while, so I won't be able to test any further. If this minor cosmetic problem is all that's wrong, however, I'm not worried.

Thanks again for making the special version of your mod. :)
Oh, yes, I know the problem. I forgot to give you all the new icons. Use the icons from the Add-On mod (location: ......Assets/Art/Interface/Buttons/promotions/) and copy all into your sevomod directory and override all promotion icons.
 
I've done that and the mod is now a more realistic size. :)

Thanks again. I'll let you know if it's okay next time I play.
 
Oooh, is it possible that I could get an updated version, please? Or could I make one myself from the full version of the mod?

Also, this bit here: 'If you have at least one city with legendary culture lvl you can have 10 hero units in the whole game.' shouldn't it be that you, being the civ with the legendary culture, get the extra hero bonuses? Otherwise, you gaining legendary culture also gives the other civs a chance to get more heros, if I understand you correctly.
 
Bursk said:
Oooh, is it possible that I could get an updated version, please? Or could I make one myself from the full version of the mod?

Also, this bit here: 'If you have at least one city with legendary culture lvl you can have 10 hero units in the whole game.' shouldn't it be that you, being the civ with the legendary culture, get the extra hero bonuses? Otherwise, you gaining legendary culture also gives the other civs a chance to get more heros, if I understand you correctly.
Only the civ with the city with legendary culture lvl has the chance to get more than 5 heros.

"Oooh, is it possible that I could get an updated version, please? Or could I make one myself from the full version of the mod?"
Yes, open the new adPerks.py and search for " - Unit gained a Hero Trait - "
Copy the whole Hero Trait code and replace the old Hero Trait code in your old adPerks.py.
Do you also want to have the StackAid Promotions/Effects?
 
I'd like a version that has the Berserker Perk, Stalwart Perk, Hero Trait and Specialist Promotion systems, and the new StackAid Promotions/Effects.

GIR, I hate to be a pain, but I've read your instructions on what to do several times, and I'm afraid it's all Greek to me. Perhaps you could do me an idiot's guide on how to create my desired mod from your full version. This way, I won't have to bug you every time you update your mod.

Sorry to be such a nuisance.
 
Bursk said:
I'd like a version that has the Berserker Perk, Stalwart Perk, Hero Trait and Specialist Promotion systems, and the new StackAid Promotions/Effects.

GIR, I hate to be a pain, but I've read your instructions on what to do several times, and I'm afraid it's all Greek to me. Perhaps you could do me an idiot's guide on how to create my desired mod from your full version. This way, I won't have to bug you every time you update your mod.

Sorry to be such a nuisance.
no problem, here is the promotion only version:
http://rapidshare.de/files/25665997/proms_only.rar.html

about the guide: do you have any python knowledge? if no, it's hard to write a guide for you if i dont know what i (or sevo) will change in the next patch...
the easiest way would be to ask me to make a new version (it's only a thing of a few minutes.)

edit:
or you try to learn how to improve my mod / other mods - with time you learn more and more and you can make your own mods - it's how i started, and it's fun, believe me :)
 
Thanks a lot, GIR. I don't have any python knowledge which is partly why I'm not good at doing this sort of thing myself. I'm generally a bit crap at this sort of technical thing, anyway.

I've compared the new version of the mod to the old one, and I've noticed that there are some extra files in the new version. Can I just check if they're meant to be there?

In 'Assets\Art\Interface\Buttons' I have 'promotions_sevomod_atlas.dds' in the new version, but in the old version it's not there.

Also, in 'Assets\XML' I've got a 'text' folder in the new version, which contains things like 'Monument_CIV4GameText_Civilopedia_Bonuses.xml', 'Monument_CIV4GameText_Civilopedia_Units.xml' and 'Monument_CIV4GameTextInfos_Objects.xml'. The 'text' folder isn't included in the old version.

Do I need 'promotions_sevomod_atlas.dds' and the 'text' folder, or can I delete them?
 
Can anyone upload the file somewhere else and not rapidshare or mega upload. I got problem downloading it as my internet connection are using share IP.
 
GIR said:
"Do I need 'promotions_sevomod_atlas.dds' and the 'text' folder, or can I delete them?"

that's all ok, just try the mod, it should work.

Thanks! I'll give it a try the next time I install the game. I just wanted to make sure that I wasn't installing anything unnecessary to the mod.
 
A possible solution to the Spearman debate:

This mostly comes from the Extended Mod from Gnart with some slight modification by me.

Split spearman into an Early "Warrior with a longer pointyer stick" and a later "beefy metal clad spearman". The former would be strength 3 with +50% vs Mounted and possibly another bonus like City defence or Melle. Cost would be near that of an Archer or cheaper, he requires no resorces. Gnart has a nice Unit art for this guy.

The later Spearman would be called by a new name probly Phalax or Hoplite (what ever avoids conflict witht he Greek unit). Power would be 4, with +75% vs Mounted and 25% vs Melle (more of a general purpose unit), cost sligtly incressed and Copper/Iron requirement is retained. Avalible with a new (well actualy old) "Warrior Code" Tech which also takes up the Barracks and Slavery to become a major military Tech. Warrior Code prerequisites are BW or Archery.

AxeMen could also get a reduction to 4 Power with +75% vs Melle, still strong but not unstopable and more specialized.

OPPS WRONG THREAD THIS ISN'T SEVOMOD, SORRY...
 
Hi keldath,

I will try the new update as soon as i have more time :).


quote: "are you working on a new version yet?"

Yes, I just wait for the new Sevomod Patch d.
New in the next version: (3.0/3.0d)

- changed the Roman Roads Wonder:
Provides: Bridge Building, +1 Road Movement, 2 free “Fast Worker” (SPEED+MOBILITY), +1 trade route, +5% gold [new] Now they also give free roads in all your city radius plots. [/new]
- changed the KGB Wonder:
You get three additional Spies. Everyone with a “Commando”, “Speed” and “Sentry II” promotion. [new] All new build Spies get a free (Sentry I and) Sentry II Promotion. [/new]
- add Ancient Temples sightseeing: (original by Fujisan)
[*quote= Fujisan] Changed the conception on Ancient Temples. Now Ancient Temples are tradable as any other resources. Having Ancient Temples allows build Obelisks twice faster. Exploring Ancient Temples is available with Mysticism. [*/quote]
[changes] Exploring Ancient Temples gives +3 gold (although -1 food), but becomes almost useless with Monotheism (-1 gold) and Literature (-1 gold). After ~60 turns (normal speed) you will get an Explored Temple (small one time gold bonus like in the sevomod but without destroying the temple resource; also +3 gold, -1 food) Later in game the money yield increases with Printing Press and Mass Media (and +1 gold with rail road) (that can mean some profit from tourism etc.). [/changes]
 
Top Bottom