[ADD-ON] GIRs Sevomod Add-On

Hi Gir Again


**! Can Ask For Your Help??
I Need Help With Merging The Python Files Of Your Mod With Megapolises.
Im Not Sure What To Merge And What Not, Im Not Sure If To Merge The
Saevomod.py


Do You Think Maybe I Can Give You The Files And Youll Merge Them?

I Asked For Gir's Help Also.

Thanks In Advanced
 
keldath said:
Hi Gir Again


**! Can Ask For Your Help??
I Need Help With Merging The Python Files Of Your Mod With Megapolises.
Im Not Sure What To Merge And What Not, Im Not Sure If To Merge The
Saevomod.py


Do You Think Maybe I Can Give You The Files And Youll Merge Them?

I Asked For Gir's Help Also.

Thanks In Advanced
yes, i will merge them. i will send a pm.
 
great - thanks man!!! he had 3 python files changed.

i merged them by now
i think i hope i did well - but ill prefer to use your merged files, so ill wait for you to be finished.

anyway, five minutes ago, i finnished the total merging of our three mods,
everything seems to be working properly, i made a few checks.
ill upload the main file - and use your files as a patch just incase.

man... i must tell ya... it look really cool.
 
New version available!

Check the first post for new changes and additions.
And have fun... :)

and let me know about bugs and things like that...

_______________________________________________________________________

New in this Version (3.0c pre2):
Changes from the previous version (3.0c pre1):

- changed a few naval units:
Now destroyers have a 50% attack bonus vs. submarines and nuclear submarines.
AEGIS cruisers have a 20% attack bonus vs. submarines and nuclear submarines (they have the best aircraft interception chance).
Submarines and nuclear submarines have a 50% attack bonus vs. battleships, carriers, transporters and freighters.​
- add Tallest Building Wonder:
Provides: +5% one time culture boost in the city; +100% culture in the city; +2 culture; +2 great people points (engineer); can turn 1 citizen into engineer; * You always can build a taller building, therefore after a other civilization builds a Tallest Building, the bonus from the old Tallest Building disappears *​
- 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]
- changed the National Park Wonder:
Now you also get a Nationalpark at the citie plot and the 8 surrounding plots​
- changed the Wind Farm Wonder:
Now you also get free Wind Farms on all water plots within the city radius.​
- changed the National Travel Agency Wonder:
Now you also get free Holliday Villages on all coast plots within the city radius.​
- 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 commerce (although -1 food), but becomes almost useless with Monotheism (-1 commerce) and Literature (-1 commerce). 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 (+1commerce) and Mass Media (+4 commerce) (and +1 commerce with rail road improvement) (that all can mean some profit from tourism etc.). [/changes]
___________________________________________________________________________
 
Gir,

Long time, first time.

Can you post your add-on somewhere else besides rapidshare? I like your changes and would love to add to it on- but can't do rapidshare.

Thanks.
 
Gir,

Not sure if I said last night or not- but thanks. It worked great.
 
GIR, I'm afraid the custom version of the mod you gave me is causing problems. Spock no longer says his bit when I get a new tech, plus the tech box doesn't show.

Also, I'm having major problems with selecting units in a stack; I can't do it, so the whole stack always attacks. This is compeletely different from the minor stack problems with vanilla Sevo v3.0c. The game works fine until I install the custom version of your mod.

Any ideas?
 
Bursk said:
GIR, I'm afraid the custom version of the mod you gave me is causing problems. Spock no longer says his bit when I get a new tech, plus the tech box doesn't show.

Also, I'm having major problems with selecting units in a stack; I can't do it, so the whole stack always attacks. This is compeletely different from the minor stack problems with vanilla Sevo v3.0c. The game works fine until I install the custom version of your mod.

Any ideas?
hi Bursk,

the special version only with the additional promotions (http://rapidshare.de/files/25665997/proms_only.rar.html) only adds the new promotion icons, the promotion.xml file, the text.xml file for the new promotions and the python files for the new promotion systems.
these changes cant cause your problems, im almost sure.

are you sure you installed sevomod3.0 AND patch c first? (your custom version needs the c patch, its not includet)
 
GIR said:
hi Bursk,

the special version only with the additional promotions (http://rapidshare.de/files/24490944/proms_only.rar.html) only adds the new promotion icons, the promotion.xml file, the text.xml file for the new promotions and the python files for the new promotion systems.
these changes cant cause your problems, im almost sure.

are you sure you installed sevomod3.0 AND patch c first? (your custom version needs the c patch, its not includet)

Yeah, I understand what you're saying, but I'm sure I've done everything correctly. Here's what I did:

Fresh install of Civ IV and patch 1.61.
Install 197MB Sevomod v3.0;
Unzip 524KB Patch C to Sevomod folder;
Unzip 408KB proms_only to Sevomod folder.

Obviously, I chose to overwrite the existing files when prompted.

A couple of other things I've done are make minor adjustments to CIV4GameSpeedInfo.xml and CIV4HandicapInfo.xml, but nothing that I've altered would explain the problems I'm having, as far as I can tell. I've also altered CIV4BonusInfos.xml to remove the hidden resources.

None of the previous proms_only versions had the problems I'm experiencing now. Don't worry if you don't know what's causing this.

Thanks again.
 
Bursk said:
Yeah, I understand what you're saying, but I'm sure I've done everything correctly. Here's what I did:

Fresh install of Civ IV and patch 1.61.
Install 197MB Sevomod v3.0;
Unzip 524KB Patch C to Sevomod folder;
Unzip 408KB proms_only to Sevomod folder.

Obviously, I chose to overwrite the existing files when prompted.

A couple of other things I've done are make minor adjustments to CIV4GameSpeedInfo.xml and CIV4HandicapInfo.xml, but nothing that I've altered would explain the problems I'm having, as far as I can tell. I've also altered CIV4BonusInfos.xml to remove the hidden resources.

None of the previous proms_only versions had the problems I'm experiencing now. Don't worry if you don't know what's causing this.

Thanks again.

hmm, ok - maybe i have to try this mod ( letz install sevomod again :) )
i tell you if i find something.

do you have any error messages if you load the mod???
 
GIR said:
hmm, ok - maybe i have to try this mod ( letz install sevomod again :) )
i tell you if i find something.

do you have any error messages if you load the mod???

No, everything seems perfectly normal until I either research something or try to select units in a stack. Like I said, previous versions of the promo only have worked fine.
 
@Bursk:

ok, after installing sevomod again and installing the promotion only version i see the problem. ther is a big error message poping up if i load the mod :)

to fix the bug open the "CvSevoEventManager.py" file ( ...mods/sevomod/assets/python/ ) with wordpad or whatever. go to line 18 or search for the line:
import Monument

change the line to:
#import Monument

save the file.

that should work i hope...
 
New version (3.0c pre3) is ready - the only problem is i can't upload it now :(
I will upload the add on as soon as possible.


Here are all the changes in the pre3 version:


____________________________________________________

New in this Version (version 3.0c pre3):
Changes from the previous version (pre2):

- add new units and skins: (all by Ganart [Extended Mod] look at his thread, the unit (re)skins and buildings are amazing! THREAD )
Like all my new units in my add on you can't build them, they are only gimmick units. You will get one of these units under certain conditions (see unit description). I like this idea because more “buildable” units mean to shorten the “live time” of certain units until you have to upgrade them. Also you will take care of your special gimmick units.
New Units:
add Templar Knight: I love this unit, it looks so cool. You will get this unit with the Crusade Wonder (see Wonder description). This unit can build Forts (like the Crusade unit in civ3).
add Paladin: You have a 40% chance to get a Paladin instead of a Knight in a city with Castle. (Paladins are a little bit better like Knights)
add Landsknecht: You have a 40% chance to get a Landsknecht instead of a Maceman in a city with Castle. ( Landsknechte are a little bit better like Maceman units)
add Battering Ram: OK, that is the first unit you can build... It is a very weak, but early siege unit but without collateral damage. It only can reduce the city defence.
New Skins:
(for pictures of the new skins plz visit Ganarts “ Extended Mod “ thread – I can't upload anything at the moment)
Caravel; Frigate; Galleon; Knight; Spearman; Templar Knight; Panzer; Praetorian
- add new Leonardo's Workshop building: (building by Ganart)

- add Stables (City Improvement): (building by Ganart)
New Mounted Units Receive +1 Experience Point; Free Flanking I Promotion for Mounted Units Build in this City; +1 Hammer​
- add Crusade Wonder (World Wonder): (building by Ganart)
(-1) population in all cities; +free City Raider I promotion for units build in this city; +free obelisk , state religion temple, monastery and cathedral in the owner city; +5% chance to get a free Templer Knight in each turn (you need at least one city with more than 5 population and state religion - the city will lose 1 population point if you get the free Crusader); +free Crusade Units in the owner city after building the wonder (1st Holy Corps: Templar Knight, 0/0 exp, March+HealIII; 2d Holy Corps: Templar Knight, 0/0 exp, March+HealII; 3d Holy Corps: Templar Knight, 0/0 exp, March+HealI; 1st Holy Squadron: Knight, 0/0 exp, March+Blitz) but also (-1) population if the city has more than 15 population points (that makes (-2) with the global effect).​
- add Sphinx Wonder (World Wonder): (building by Rabbit, White)
I decided this Wonder to be a military one like it was in Civilization Call to Power:
+2 culture; +free Upgrade Promotion for units build in this city (max units with free upgrade promotion gained by Sphinx wonder is 10 to prevent exploiting it); -100% anarchy length; -50% maintenance.
This looks to be a little overpowered, but the wonder goes obsolete with Bronze Working. So be careful if you want to have the maximum benefit of this wonder because sooner or later you will be doomed without Bronze Working.​
- add Ruins Mod: (original by Optimizer / changed a little bit)
That's a simple Mod: [*quote=Optimizer]This mod makes ruins appear when improvements are pillaged. It adds a lot to the atmosphere of a long-lasting war. [*/quote] Now ruins give a 5% defensive bonus (they can be used as barricades). Also “Tribal Villages” (6% / only interesting for barbarian units), “Cottages” (7%), “Hamlets” (8%), Villages” (9%) and “Towns” (10%) provides a little more defence like the open field.​
- 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 commerce (although -1 food), but becomes almost useless with Monotheism (-1 commerce) and Literature (-1 commerce). 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 (+1commerce) and Mass Media (+4 commerce) (and +1 commerce with rail road improvement) (that all can mean some profit from tourism etc.). [/changes]
[new] Now the Explore Temple improvement will also benefit from Printing Press and Mass Media tech (not only the Explored Temple improvement like in pre2) [/new].​
- add new icons:
Add new icons for Explore-, Explored Temple, New Forest1/2/3/4.
Add the little icons for the new resources Cannabis, Potato, Lemon, Tuna and Book. Now you will see them in the city screen.​
- add a new bonus resources system for additional resources:
We all like resources. So we all like to have a lot of new resources in the game. But one thing is sure: More bonus resources will unbalance the game. The first time I included the Greenmod resources I gave them no bonus health and bonus happiness and made them very rare to prevent unbalancing the whole game. Well, it didn't worked very well and they need the same space on the map like the good resources.
So I decided to give these new gimmick resources (Cannabis, Potato, Lemon) the health and happiness bonus back but only give them to the last two players in the rank. The bonus resource system works like this:
After all players (alive and not barbarian) have researched the Meditation technology, a python code will check the rank of all living players and the last two in rank will get one Cannabis bonus resource on a random plot without bonus in the capital city radius. This will help the weak civilisations and I think it don't have a huge impact on the whole game.
The same system goes for Lemon (needs Calendar) and Potatoes (needs Pottery and in the late game the python code place two additional Potato resources with Biology).​
- changed python code:
* Lots of little python changes to improve late game performance.
* Fixed a little bug with the Golden Age / City Guard “gimmick”: Now it should work to have a 100% chance in a Golden Age to get a free promotion if you build a unit in a city with City Guard improvement.​
- changed Musket Manufacture:
Changed the Musket promotion. Now it provides +15% strengths (old was +25%).
(This city improvement is an old relict from a version before Sevo included the need of Sulphur for Musketman and Grenadier units. I will remove/change this improvement in one of my next updates.)​
- changed Praetorian upgrade:
Sevo changed the unit upgrade for the Praetorian unit to Musketman and Grenadier. I think now it would be a disadvantage to have a lot of Praetorians, because you can't upgrade them to Maceman (+50% vs. Meele unit) but your enemy can upgrade all his Swordsman to Maceman! You know what I mean...? I changed the unit upgrade for the Praetorian unit back to Maceman.​
- changed Era pictures:
Changed the Era pictures back to the vanilla civ4 ones. I like the original pictures. You will find the Sevomod Era pictures in the Customizations directory if you really want them back.​
- add Tan Interface for Civ4: (by Gogf)
Add Tan Interface for Civ4 in the Customizations directory. If you want to use it read Gogf thread and make a backup of the original files! THREAD


____________________________________________________
 
hi keldath,

at first thx.

yes, the skins and buildings in the extended mod are great. i also want to include the different palace "skins" in my add on - but on the other hand maybe i should wait until warlords comes out.

yeha, it must be a pain to have a mod merged with three other mods - every time some1 updates his mod ... and you also have 3 different versions :goodjob:

well, the merging, i will send you the python files for the ultimate mod.

mfg
GIR ;)
 
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