[ADD-ON] GIRs Sevomod Add-On

Hi gir - love the mod and the extra dimension it brings to Cib to the point I don't think I can play vanilla Civ anymore without your additions and keldath's 5UU.

Slightly off topic but I noticed your working in 'chemical industry' which is my line of work as well and I started my career as a QC shift chemist though I'm now working in a more 'research role' in the industry. Which line of chemistry are you working in as it would be funny if we both worked in the same part of the industry.
 
OK, here is my Add-on version for Sevomod 3.2 a:
….

I don’t included all I would like to see in this version (like railroad wonder, new gimmick resources, units, … a lot of other stuff …) but in the next three or four weeks I have more time to mod :)

As always, have fun ;)

_________________________

New in this version:

Units:
- add Modern Mechanized Infantry (available with Robotics – I hated the old fashioned looking Mobile Infantry (WW2 Truck) in Sevomod, especially in the LATE game)
- add Mounted Templar Knight (see Crusade Wonder) (unit by Rabbit, White)
- add Praetorian Squadron (Mounted Praetorian) (see Amphitheatre Wonder) (unit by Rabbit, White)
- add Warlord style Trebuchet
- Battering Ram upgrades to Trebuchet
- Trebuchet and Catapult upgrades to Cannon (Warlord System)
- old Sevomod Trebuchet is now a City Guard Trebuchet (see City Guard)
- add Siege Gun and Artillery City Guard (see City Guard) (Siege Gun unit by woodelf)
- now you can capture Zeppelins and Constructors(land/see)
- no military support for gimmick units (FLAK, Zeppelin, Constructor-Land/See, Templar Knight, Mounted Templar Knight, City Guard Trebuchet, City Guard Siege Gun, City Guard Artillery)
- no military happiness for City Guard Siege units like FLAK, CG Trebuchet, CG Siege Gun, CG Artillery
- new skin for Partisans (skin by Robo Magic Man) Thread
- add Partisan popup sound
- fixed some little python message bugs with the Partisan system
- add Partisan damage effects (thx to Gerikes and TheLopez for helping me)
- no City ATTACK penalty for all kinds of Tanks (Tank, Panzer, MarkV and Modern Armor)
- -50% City DEFENCE penalty for Tanks
- -40% Jungle and Forest DEFENCE penalty for Tanks
- Navy Seals renamed to Special Force
- Special Force: cannot capture cities; cannot pillage; but they can sabotage; and they can “bombard” the city defence (should represent some special operation behind the enemy line – sabotage or destroy something that will reduce the defence of the city/enemy)​

Wonders:
- included all the Wonder Movies from the Test Version (Forbidden Palace, Tallest Building, SDI, Great Wall, Gutenberg’s Print Shop, Roman Roads, Sphinx)
- fixed a bug with the “auto numbers” of the Templer unit (Crusade Wonder)
- Sphinx Wonder is now available with Mining (was Masonry)
- Mausoleum gives +3 happiness in the owner City (was +1 happiness on the continent and that was only a clone of Notre Dame)
- The scientific boost with Leonardo’s Workshop (+1 science per Specialist in all Cities) is obsolete with Scientific Method (was Computers), but the free Upgrade even works after you acquired Scientific Method.
- only defensive promoted units (or lvl 1 units) can auto upgrade (Leonardo Wonder) to Mechine Gun (because it was too annoying that your best attack unit auto upgrades to Mechine Gun)
- free Experience Points from National Special Trainings Camp only every second Turn
- Art of Artillery provides two free Bronze Cannons (you still need this Wonder to build Bronze Cannons)
- add 2 experience points to all free Amphitheatre/Hippodrome units
- renamed the free Amphitheatre units: I,II,III,IV Regiment (was Gladiator)
- renamed the free Hippodrome units: I,II,III,IV Squadron (was War Chariot)
- one free Amphitheatre unit (random unit, it could be I. Regiment or III. Regiment or …) will be a Praetorian Squadron (Mounted Praetorian)
- add Amphitheatre and Hippodrome synergy: That means if you have the Amphitheatre and the Hippodrome your free special units (I,II,III,IV Regiment/Squadron) will auto upgrade to a Praetorian Squadron if they win a fight (experience > 10)
- The Crusade Wonder now provides 2 Templar Knights and 2 Mounted Templar Knights
- 50% chance that a Templar Knight will upgrade to a Mounted Templar Knight after winning a fight (experience > 10)
- if you build the Crusade Wonder in a holy city without shrine (holy city religion must be state religion) you will also get a free shrine.
- the Crusade Wonder also provides a chance that your state religion spreads in your empire (chance is game speed depending)
- the chance of free Templar Knights (Crusade Wonder) is now game speed depending)​

Improvements:
- Antic Temple one time gold bonus is now game speed depending​

Resources:
- little bug fix with the gimmick bonus resources system
- free improvements with the gimmick bonus resources
- you will see Marble with Masonry (was Wheel)
- you will see Coffee with Monarchy (was Pottery)
- you will see Sulphur with Metal Casting (was Priesthood)
- you will see Incense with Meditation (was Mysticism)​

City Guard System:
- Now City Guard Units can’t go out of the city (fixed a bug that a ship could load a City Guard Unit and left the city)
- City Guard (CG) Siege units like CG Trebuchet, CG Siege Gun or CG Artillery have some kind of Zone Of Control (ZOC). That means if an enemy is near a city with such an unit the CG Siege unit will bombard the enemy IN THE NEXT TURN
(CG Trebuchet: 1 unit 15-30% damage; CG Siege Gun: 2 units 15-30% (or 1 unit 30-60%); CG Artillery: 3 units 15-30% (or 1 unit 45-90% or 2 units 15/30-30/60%)
- after a certain time the City Guard build its own units – the time is game speed and civic depending: police state and nationhood will increase the building speed
+ if you lost a CG unit you have a chance to get a new one
+ after you acquire Flight you have a chance to get a CG FLAK
+ after you acquire Guilds you have a chance to get a CG Trebuchet
+ after you acquire Steel you have a chance to get a CG Siege Gun
+ after you acquire Artillery you have a chance to get a CG Artillery
+ after you acquire Railroad all your melee CG units auto upgrade to Maceman or Pikeman and your CG Siege units (not the FLAK unit) auto upgrade to CG Siege Gun
+ after you acquire Composites all your melee CG units auto upgrade to Machine Gun and all your CG Siege units (not the FLAK unit) auto upgrade to CG Artillery​


other changes:
- Tech Screen: changed the arrow from Scientific Method to Refining (the arrow was behind Communism – this was just ugly :) )
- Golden Age / City Guard Gimmick: updated the Golden Age / City Guard System (Unitclass_Worker [African Worker])
- removed Templar Knights from unit upgrade list in the civopedia and technology advisor screen.​


EDIT:
To verify you've installed the ADD-ON correctly, start up civ-4 and load Sevomod. From the main menu open the Civilopedia and the 'pedia title will show you the version, patch and ADD-ON of Sevomod you are playing with.

 
GIR said:
OK, here is my Add-on version for Sevomod 3.2 a:
….


MAN I LOVE YOUUUUUUUUUUUUUUUUUUUUUU

Installing right away!! Now Kel must make his and then definitely I hardly will be playing warlords for a while :P

EDIT1
Nah you are still uploading xD

EDIT2

Ow, I was reading the changes, GREAT!! Even update city guard units! OWWW, man you ROCK!! CANT WAIT :D

EDIT3


Arlborn said:
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?

Did you fix that? I mean, I saw that you did that thing about machine gun and defensive units, great! But did you fix that as well? :)
 
Arlborn said:
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?
well, what should i say. i didnt forgot it, but in "vanilla" sevomod you upgrade to bazooka or sam infantry from grenadier. that makes perfect sense, because the grenadier, bazooka and sam infantry are units with special abilities against certain other units. that means you dont have this problem if you play with vanilla sevomod + my add-on. i was trying to implement such a check, but this would be really time consuming because of my noob coding. maybe in one of my next versions...

keldath said:
well done gir - now i can get the new vanilla kegir! good job!!!!
I'm waiting :)
 
GIR said:
well, what should i say. i didnt forgot it, but in "vanilla" sevomod you upgrade to bazooka or sam infantry from grenadier. that makes perfect sense, because the grenadier, bazooka and sam infantry are units with special abilities against certain other units. that means you dont have this problem if you play with vanilla sevomod + my add-on. i was trying to implement such a check, but this would be really time consuming because of my noob coding. maybe in one of my next versions...

But it was from infantary(UU(Pracinha), that by the way if Im not wrong is in sevomod as well) for sam infantary >.<

But ok ok, we will see ^^
 
Arlborn said:
But it was from infantary(UU(Pracinha), that by the way if Im not wrong is in sevomod as well) for sam infantary >.<

But ok ok, we will see ^^
yes, you are right - it's a bug!!
plz report this to sevo (sevothread)! the upgrade line of the brazil uu is brocken.

if you want to fix this change this lines in the CIV4UnitInfos.xml file (search for UNIT_BRAZIL_PRACINHA):
Code:
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_SAM_INFANTRY</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_MECHANIZED_INFANTRY</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>

to that:

Code:
			<UnitClassUpgrades>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_MECHANIZED_INFANTRY</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
				<UnitClassUpgrade>
					<UnitClassUpgradeType>UNITCLASS_MOBILE</UnitClassUpgradeType>
					<bUnitClassUpgrade>1</bUnitClassUpgrade>
				</UnitClassUpgrade>
			</UnitClassUpgrades>

EDIT:
or use this file:
http://forums.civfanatics.com/attachment.php?attachmentid=139422&stc=1&d=1159549962
 

Attachments

Ow ok GIR, you are my hero! :P

I report in sevomod thread!
 
I'm confused why the link in post 1 is to 3.1c while the filename includes 3.2a in it.

Also wondering if you can update news yet of any certainty or likelihood that your 3.2a version will be compatible with the 3.2b fix released today?

I'll probably test out this weekend anyhow. Looking forward to trying out these battering ram trebuchets and Templar Knights.
 
Laurier said:
I'm confused why the link in post 1 is to 3.1c while the filename includes 3.2a in it.
it was a copy past error, sorry...
Laurier said:
Also wondering if you can update news yet of any certainty or likelihood that your 3.2a version will be compatible with the 3.2b fix released today?
it is not compatible. it would be a easy fix, but now i'm back at home and i can't upload anything. in 3 days i can use the 100 MBit internet conection of my dormitory (i hope dormitory is the right word, translatet with leo.org) and i will upload a fixed file.
 
GIR said:
it was a copy past error, sorry...
no apology needed. I point out errors only to give back in a small way :scan:
GIR said:
it is not compatible. it would be a easy fix, but now i'm back at home and i can't upload anything. in 3 days i can use the 100 MBit internet conection of my dormitory (i hope dormitory is the right word, translatet with leo.org) and i will upload a fixed file.
So would the incompatibility be what is causing a python error in the tech leak after I discovered Hereditary Rule, or is that a separate bug to alert Sevo to?
 
Laurier said:
no apology needed. I point out errors only to give back in a small way :scan:

So would the incompatibility be what is causing a python error in the tech leak after I discovered Hereditary Rule, or is that a separate bug to alert Sevo to?

Well, that pyton error was there evven with patch a without gir, the think is, I bet that gir addon just corrupted the fix of it that sevo made in patvh b..
 
hello all,

can someone please post gir's add-on somewhere other than rapidshare?

thanks.
 
So the sevomod.py file doesn't need any modification for your add-on? I'd think that I'd need to find what stuff you had put in that file for your purposes and add it to the Patch C sevomod.py file.

Otherwise, why do you have a sevomod.py if it's not modified?
 
Does that hint of the sevomod.py works with patch D as well? lolz
 
Arlborn said:
Does that hint of the sevomod.py works with patch D as well? lolz
yes, same with d patch

sevomod3.2 --> d-patch --> add-on --> sevomod.py file from d-patch zip

Laurier said:
Otherwise, why do you have a sevomod.py if it's not modified?
i deleted the temple class in sevomod.py because i made a own one. there should be no probleme with the d-patch file.
 
GIR said:
yes, same with d patch

sevomod3.2 --> d-patch --> add-on --> sevomod.py file from d-patch zip

i deleted the temple class in sevomod.py because i made a own one. there should be no probleme with the d-patch file.

Hmm.. the way i've gone is sevomod3.2 --> b-patch --> add-on --> sevomod.py ver.C --> sevomod.py ver.D

Presumably, if the only difference is the sevomod.py file between B and D, there is no difference in the methods. Although it is suggested that there are changes to Civ4ImprovementInfos.xml and Civ4UnitInfos.xml [not yet confirmed], which would mean that both methods are invalid, as you can't have the add-on replacing patched files.

And I was still having problems after patching with sevomod.py D, so something is not complete.
 
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