[ADD-ON] GIRs Sevomod Add-On

Welcome back gir. Got a update for you, new game playing as cyrus. Everything working ok except for automated workers are not building any lumbermills. I have to force them. On new wonders silly me didnt put in the right folder, augh!.Im going to try your new test version see how it goes. Also put new wonders in the right folder and see if they work
 
hum maybe I did put into the right folder. I placed the wonders here. C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Mods\Sevomod GIR addon. It didnt need to go into the assets folder or anything like that did it?
 
rockinroger said:
[…] Everything working ok except for automated workers are not building any lumbermills. I have to force them.[…]
I know the problem, sometime they build lumbermills, sometime not, don’t know why. But is that an add-on problem? I thought that is a SevoMod problem, but I’m not sure.
rockinroger said:
hum maybe I did put into the right folder. I placed the wonders here. C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Mods\Sevomod GIR addon. It didnt need to go into the assets folder or anything like that did it?
If you want to use the Wonder Movies with my standard add-on version do this (wondermovies are included in the “Test Version” – so don’t install the wondermovies over the Test Version):
Download Part1 and unzip it on your Desktop. Now open the directory (GIRs WONDERMOVIE Expansion Part1) and copy the whole assets directory and past it in your C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Mods\Sevomod GIR addon directory and override the assets directory.
Do the same with the Part2 file.
If you want to test it:
Spoiler :

open a new game – build your city – go into the worldbuilder – give you the wheel tech and a great engineer – close the worldbuilder – change the production of your city to roman roads and rush the wonder with your engineer – in the next turn you should see a wonder movie instead of the wonder picture.
 
hey gir

i dont know if its a bug in sevo or yours,

but the popup test to the uper left screen,
always apear in a delay -
somtimes a turn or so,

like for example -
border expand -
the event already happend , and text apears,
coverting to civic -
somtimes it apears before,
there is sirious desyc .

also the text to the left low screen,
of unit props, get stcked on a unit until you choose the exact one again.
 
"but the popup test to the uper left screen,
always apear in a delay -
somtimes a turn or so,"

Thats because you use tech-leak with "bFlagTechLeakShowReceiverMessages = true" and "bFlagTechLeakShowSenderMessages = true". That means you have to wait until all tech-leak messages are shown. After all the tech-leak messages you will see the other messages. If you don’t wait and press enter for the next turn you will see all the messages in the next turn.
I recommend to disable all the tech-leak messages. See this post in the Sevo-Thread:
http://forums.civfanatics.com/showpost.php?p=4371423&postcount=1840

” also the text to the left low screen,
of unit props, get stcked on a unit until you choose the exact one again”

That’s an old bug with 12monkeys plot list. You don’t have to choose the exact unit again.
See this Post:
http://forums.civfanatics.com/showpost.php?p=4194803&postcount=1311
 
keldath said:
hey gir

i dont know if its a bug in sevo or yours,

but the popup test to the uper left screen,
always apear in a delay -
somtimes a turn or so,

like for example -
border expand -
the event already happend , and text apears,
coverting to civic -
somtimes it apears before,
there is sirious desyc .

also the text to the left low screen,
of unit props, get stcked on a unit until you choose the exact one again.

You can disable them(as GIR said) or just press ctrl+tab and you will see the msgs of that turn hehe
 
Little info for everyone who like wars:

Arlborn said:
[…] other thing that I hate is that AI dont declare war much in other AI hehe
If you like war, I have implemented a nice feature in my mod. I have included an always war option, but it’s different from the one in the vanilla civ4. In Civ4 always war means only you have war against all the other civs, but all the AI civs don’t have war against each other!
If you want to play a game in which everyone has war against each other you only have to open the Monument.py file in the …assets/python directory and search for
“ always_WAR = 0 ”. Change it to “always_WAR = 1” and you will have war against all the other players not in your team (e.g. team 1). IMPORTANT: If you use this setting in a new game use the "always war" and "permanent war/peace" option in the custom game options – else you will have a lot of annoying diplomacy popups.

It’s a funny game if you like wars :) muhahaha ;)
 
HEY GIR !

well gir thanks for the tech info , i havnt tryed it yet - been kinda busy,

i took a few days off civ,

getting "mentally" ready to convert my mod to warlords once sevo will release his...
im going to have to add to over 100 units the new xml lines...

oh man....

and great one on the wars!

i kinda studied in the last few days the ai settings on the leaderhead.xml,
so im cable of making some changes in the ai way to declaring war,

ill make a play test on the warlord version.

:)
 
GIR said:
Little info for everyone who like wars:

If you like war, I have implemented a nice feature in my mod. I have included an always war option, but it’s different from the one in the vanilla civ4. In Civ4 always war means only you have war against all the other civs, but all the AI civs don’t have war against each other!
If you want to play a game in which everyone has war against each other you only have to open the Monument.py file in the …assets/python directory and search for
“ always_WAR = 0 ”. Change it to “always_WAR = 1” and you will have war against all the other players not in your team (e.g. team 1). IMPORTANT: If you use this setting in a new game use the "always war" and "permanent war/peace" option in the custom game options – else you will have a lot of annoying diplomacy popups.

It’s a funny game if you like wars :) muhahaha ;)

Sounds funny! I will give it a try :) Ty
 
Gir,

I love your add-ons to Sevo and I find them indispensible when playing. Please consider my following points.

1. Forts that fire on passing enemies and enact zone REAL of control.
2. An assassin or ninja-type unit for early game espionage/ intelligence (that is invisible to other units).
3. Maybe even add a sniper unit with the advent of rifling or later mil techs- also invisible (links for these are below).

These are aspects that are crucial to warfare and have been around for eons.

I just spent 3 weeks in Japan- the fact that they don't have a wonder (except for your fish market and Dual's unheralded Shinto mod http://forums.civfanatics.com/showthread.php?t=152421) is a travesty. They've been a highly organized civ for 2600 years who were never successfully invaded or occupied until after WW2!

Some ideas (some better than others):

Early Game

1. OTorii Gate – That famous big red gate on Myagima Island (by Hiroshima). I think someone else thought of this, but it could give you a unique unit, like samurai horsemen every 5 turns (or 4 free right away) and become a tourist attraction after it becomes obsolete. Like the Statue of Zeus thing from Civ 3 or your Hippodrome.

2. Perhaps a jujitsu or ninjitsu training center, that gives your early spies / assassins (i.e. ninja) some great automatic promotions and adds extra promotions for your other troops trained in that city (like commando or sentry). Don’t know the name of one, I would have to look into this.

Later Game

1. Shinkansen (bullet train) - maybe similar to your "roman roads" and give every city radius a railroad (or every tile you own a railroad). Maybe give a "mass transit" improvement to every city on the continent plus a health benefit for the pollution reduction. I live in NYC, but Japan's mass transit system (especially the Shinkansen) are a marvel unto themselves.

2. Akhibara - "Electric Town" section of Tokyo. Huge area of town that you can buy any electronic gadget you can imagine. Maybe just a marginal trade/ commerce and tech research benefit w/ no expiration.

Links

Jeckel’s ZOC Forts - http://forums.civfanatics.com/showthread.php?t=181921
Bacon's Assassin - http://forums.civfanatics.com/showthread.php?t=158213
Lopez's Sniper - http://forums.civfanatics.com/showthread.php?t=169665

Thanks for all the great work you have done.
 
I'm back :)

Isod said:
Gir,

I love your add-ons to Sevo and I find them indispensible when playing. Please consider my following points.
.
.
.​
Thanks for all the great work you have done.

First, thx for the compliment :)

I'm working on a ZOC gimmick, but i think i will use Jeckel’s one :)

for the sniper and the assassin - i will make a test version "soon" (<-- very busy at moment, so soon can mean in one or two weeks)

for the wonders:
yes, a railroad wonder is a good idea - i will include one (or two) in the next version.
i also have a nice unique idea for the OTorii Gate wonder - i will include it as well :)
thx for the hints
 
Gir, I love the auto-update of units and the city guard features you made, it really rock! But I want to ask you how and if I can make it dont happen in some cases, because 1 case in particular, Im playing with brazilian civ in sevo mod+ kelgir addon and they have a UU called pracinha that substitute infatary and has atk 22..But now I can update them to sam infatary, but it has no use for me cuz its 18 atk and enemy has no helicopter yet..But Im in a war andf they are defending a atked city of me(the pracinhas) and almodst everytime they win a battle they auto-update to sam infantary what is a weakest unit -.- Can i change something about it?
Thx for the attention :)
your addon rocks
 
Arlborn said:
[…]Can i change something about it?[…]
Yes, don’t build the Leonardo Wonder ;) (only a joke!!!!!).
That’s a good point! I will change this in the next version! In the next release only units get the free upgrade if the upgrade unit is stronger like the old one.

Thx for the report!
 
GIR said:
[...] In the next release only units get the free upgrade if the upgrade unit is stronger like the old one.[...]
Additional fix:
Now only units with defence and/or city garrison promotion will upgrade to machine gun!

@ all add-on user:
plz report all bugs, glitches, ...
everything i should change or balance
or fix spelling errors :mischief:
it's impossible to find them all alone ;)
 
Thanks for the great mod
just finished a game with your test version, I really like the new features.
I didnt found any real bugs, there are only minor things I noticed.

- sometimes the AI seems to ignore additional ressources (potatoes, hemp, etc), maybe that happens when they spawn on plots that are already worked, for example hemp is set on a plot that has a farm. I did only have seen that twice so I could be wrong, maybe the AI had just not enough worker.
- immigration seems to work fine, noticed several treks over the time with people who had enough of my stinkin overpopulated cities. After all they revealed the map for me while wandering around.
- tech conquest makes it easier to stay up to date while conquering the world. I got several techs after capturing cities.
- mercenary mod
I really love it. It is exactly the feature that I missed until this version. It gives you access to the large variety of units of sevo mod. I think to have access to units of civs who are not in the game is not a point of criticism but is huge fun. Playing Rome and dreaming of carthagien war elephants - just check the mercenary-screen every turn and you will finally get some.
The hire and maintenance costs feeling OK. Even a well developed economy will not be able to maintain more then a couple of high level mercs.
There is only one point that concernd me while playing.
Sometimes advanced units are available to early. for example In my test game I was techleader and just finished gunpowder. Nobody had nationalism or even military tradition and rifling. But there were already several cavalry units and redcoats available as mercs. The human player can choose these advanced units and get a real advantage, while the AI hires them randomly from the list. If you manage to be an era ahaed in tech and have access to units they are 2 eras ahead it is too powerfull. These units, often on high exp level are nearly immortal. I think there should be only units available which at least 1 civ has the required techs.
- Am I correct that the actual test version is english? If I choose german I can only see text fragments

sorry for my bad english
 
Hi Tarasconus und Wilkommen im CFC Forum!

Tarasconus said:
[…]There is only one point that concernd me while playing.
Sometimes advanced units are available to early. for example In my test game I was techleader and just finished gunpowder. Nobody had nationalism or even military tradition and rifling. But there were already several cavalry units and redcoats available as mercs. The human player can choose these advanced units and get a real advantage, while the AI hires them randomly from the list. If you manage to be an era ahaed in tech and have access to units they are 2 eras ahead it is too powerfull. These units, often on high exp level are nearly immortal. I think there should be only units available which at least 1 civ has the required techs.
- Am I correct that the actual test version is english? If I choose german I can only see text fragments
sorry for my bad english […]
Yes, that’s right with the high era mercs, I also noticed this problem. I will change this in the next version (just waiting for a new sevomod release).

I always play with english language, so I don’t know it for certain. But I “translated” (<- lol) all my text (xml and python) into german.

“sorry for my bad” lol, your english is better than my english…

for the extra resources: if this is really an ai problem, i could give the ai the proper improvement after some turns (or imediatelly). i will take a look at this, thx for the report!

It gives you access to the large variety of units of sevo mod. I think to have access to units of civs who are not in the game is not a point of criticism but is huge fun. Playing Rome and dreaming of carthagien war elephants - just check the mercenary-screen every turn and you will finally get some.
if you like to have the UUs from other civs you should try out the "Golden Age Gimmick" (see first post in this thread).
if you build a unit in a golden age you will get a uu instead of the standard one :) it's one of my favourite features ;) (and if you also have a city guard improvement in the city you get free promotions for your new UU)
 
hey gir -

i sent you a pm,

i have a quastion -
in your monument.py,

there is a refference to the training camp - which
built with general of sevo,

and it gives with promotion of piinch 6 units marine and n seals,

in the warlords version that i did - some civs het this on an early time? how
can i set this to be according to tech advance?
 
I guess (I don’t have warlords yet so I don’t know it for certain) that the military academy in warlords (build by a warlord unit) has the text key “BUILDING_MILITARY_ACADEMY”. That’s exactly the text key of my Special Force Trainings Camp which provides the extra units. That means if someone (AI or player) builds the military academy with the warlord unit you will get the extra units. If you want to fix this, you have to change all the text keys of my trainings camp to another name (e.g. BUILDING_MILITARY_ACADEMY2 , BUILDINGCLASS_MILITARY_ACADEMY2, …)

Files to change:
CIV4BuildingClassInfos.xml
CIV4BuildingInfos.xml
CIV4CityLSystem.xml
CIV4ArtDefines_Building.xml
Monument.py

(in monument.py change all BUILDING_MILITARY_ACADEMY text keys to the new name (e.g. BUILDING_MILITARY_ACADEMY2 )

ps: it's not important, but you can also change the text.xml keys for the trainings camp


edit:

my trainings camp is NOT build by the general by sevo - thats a different military academy!! (my trainings camp is a national wonder).
the text key for sevos military academy is "MILITARYACADEMY" and not MILITARY_ACADEMY ;)
 
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