[ADD-ON] GIRs Sevomod Add-On

Maybe I'm just brain dead after the long Memorial Day Weekend, but when I upgraded to Sevomod 2.9z & added this mod, I now have those funky little icons down at the border of the map/commands section. Where is there any documentation on what these icons do and represent?

Nevermind, I was brain dead and this isn't even a unique addition to the GIR add on, so the question was in the wrong spot even had I not figured out what was up with the icons...
 
ERLoft said:
Maybe I'm just brain dead after the long Memorial Day Weekend, but when I upgraded to Sevomod 2.9z & added this mod, I now have those funky little icons down at the border of the map/commands section. Where is there any documentation on what these icons do and represent?
the new icons comes with the great "Plot List Enhancement 2.03" (by 12monkeys). for more infos see this thread post #1, #2, #3:
http://forums.civfanatics.com/showthread.php?t=149572
 
Some bugs to report (using the pre2 try 2):

When I first met the Cherokee, their leaderhead's text was all messed up. Look like it should never appear on screen. After first contact, all future conversations worked fine.

The new promotions system seems a bit wierd. Taking an example, I thought that a unit would get Beserker I before Beserker II or III. However, I'm finding that these promotions are being distributed out of sequence, and even to units that have already had it (e.g. a unit could get Beserker I, II and then III, but when at III get the Beserker I promotion again).

In one combat, my unit had all of it's component figures killed, none of their figures were killed, I was told that I had won the combat. When the map zoomed out, my unit looked empty (or invisible) but for the health bar. The game then crashed to desktop.
 
zulu9812 said:
Some bugs to report (using the pre2 try 2):

When I first met the Cherokee, their leaderhead's text was all messed up. Look like it should never appear on screen. After first contact, all future conversations worked fine.
hmm, i didn't touch any of the diplomaty text/xml files so i don't think it is a problem of this mod.

zulu9812 said:
The new promotions system seems a bit wierd. Taking an example, I thought that a unit would get Beserker I before Beserker II or III. However, I'm finding that these promotions are being distributed out of sequence, and even to units that have already had it (e.g. a unit could get Beserker I, II and then III, but when at III get the Beserker I promotion again).
the perk system should work like this:
you need attack1+2 to gain berserker1 (berserker 1: +10%attack; -10%defence) -->
if you gain berserker2 you lose the berserker1 promotion (berserker2: +20%attack; -20%defence) -->
if you gain berserker3 you lose the berserker2 promotion (berserker3: +30%attack; -30%defence) -->
now if you have berserker3 and you win a fight (attacking) you have an 8% chance to get berserker1 again! now you have berserker1 AND berserker3 (berserker1+3: 10%+30% = 40%attack; -40%defence) -->
now you have an 8% chance to get berserker2 (replace berserker1) and you will have berserker2 AND berserker3 (berserker2+3: 20%+30% = 50%attack; -50%defence) -->
and the last step would be to have berserker1 + 2 + 3 (+60%attack; -60%defence)
this system works on my system, i hope it also works fine on all other machines. (http://img234.imageshack.us/img234/9659/perksystem2ec.jpg)

zulu9812 said:
In one combat, my unit had all of it's component figures killed, none of their figures were killed, I was told that I had won the combat. When the map zoomed out, my unit looked empty (or invisible) but for the health bar. The game then crashed to desktop.
hmm, never had this problem. some1 else had this "bug"?
 
GIR said:
hmm, never had this problem. some1 else had this "bug"?


Yes, I know this bug... it was with sevomod without any addon. I have cleared the cache and never happened again.

This addon is wonderful GIR, thanks for your work!
 
C44 said:
This addon is wonderful GIR, thanks for your work!
thx :D

Propunk said:
Hello GIR!!! I just loved your iniciative of adding a second unique unit. However, I haven't been able to play with your mod so far. Every time I start it, some unit or animal appears as a pink rose bubble. Is it just me or anyone else has had this problem?
i'm not sure, but maybe that's the wrong thread. i didn't add a second UU in my standard addon. i think you play with keldaths 2nd unique unit mod (link: http://forums.civfanatics.com/showthread.php?t=170038 ) or you play with the "sevomod 2.9e bigaddition mod" (link: http://forums.civfanatics.com/showthread.php?t=170641 ) but the bigaddition mod isn't compatible with sevomod2.9Z.
 
Hey GIR: this add-on is looking great. I didn't realize how much it had grown! I really like your idea for the city defense building and the free defensive unit. I might have to play with this one for a while. ;)
 
Hmm this looks intresting...

Hey do anybody here like monte python?
Its a Monte Python mod on progress for address look on my signature!
 
GIR, I really like what you've done with your mod, but I was wondering if you'd make available (or tell me how to create) a version that only has the Berserker Perk, Stalwart Perk, Hero Trait and Specialist Promotion systems. I really like the flavour that these add to SevoMod, but don't want to deviate too far from the vanilla Sevo concept, at least for the time being.

Many thanks!

Oh, and thanks for replying to me in the main SevoMod 3 thread.
 
Sevo said:
Hey GIR: this add-on is looking great. I didn't realize how much it had grown! I really like your idea for the city defense building and the free defensive unit. I might have to play with this one for a while. ;)
thx! yes, the city guard system - but maybe it needs some more tweaks...
Bursk said:
GIR, I really like what you've done with your mod, but I was wondering if you'd make available (or tell me how to create) a version that only has the Berserker Perk, Stalwart Perk, Hero Trait and Specialist Promotion systems. I really like the flavour that these add to SevoMod, but don't want to deviate too far from the vanilla Sevo concept, at least for the time being.

Many thanks!

Oh, and thanks for replying to me in the main SevoMod 3 thread.
i will look what i can do for you. but maybe it takes a little longer because its world cup time :)
 
GIR said:
i will look what i can do for you. but maybe it takes a little longer because its world cup time :)

Thanks a lot! And I too am very much enjoying the cup (although my country, Wales, is unsurprisingly unrepresented). Please, take your time.
 
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.
 
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.
 
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