[MOD] Sevo's CivFanatics Fusion 2.0

Quote:
Originally Posted by Drogear
When I researched The Calender my screen resolution is messed up, Im currently running on the highest resolution and like it that way, but after the Calender the new resulotion is greatly slowing my game down!

How do I disable this effect?

I don't know...Calendar shouldn't change your screen "Resolution" at all. It's possible the new camera angle is hurting performance, though. Anyone else noticing this?

it doesnt change the resolution, but it does change the camera angle, i got the same problem after building stonehenge. didn't effect my gameplay, but it was aggrevating.
also, israels UU is completely nerfed, just a regular swordman, dunno about any of the others, unly have one game under my belt so far. (school sucks)
 
I was pleased to see the Welsh civ included, but then I find that the leader is, basically, Julius Caesar which makes it quite disappointing. I'm not too sure where the flag comes from either, but it could well be a pre-current flag design. The one we have now is much cooler!

I would've liked to have seen David Lloyd George as a Welsh leader, maybe even alongside Arthur, as he's certainly a very important figure in Welsh political history (plus he was the British Prime Minister at a time when Britain was still a major imperial and world power).

Overall, I must say that the new civs and their leaders just don't jive with the current game, especially that Brazilian dude! How on earth anyone thought he would fit in with the current leader style (visually), I'll never know.

Sevo, don't take this the wrong way, but the current state of the mod makes me want to play an older version instead of the latest release. I know you've said you'll be cleaning up the mod, but I just felt compelled to say how much I dislike these extra civs (at least in the manner they're currently implemented). Sorry for any offence caused. :(
 
Good Sauce said:
it doesnt change the resolution, but it does change the camera angle, i got the same problem after building stonehenge. didn't effect my gameplay, but it was aggrevating.
also, israels UU is completely nerfed, just a regular swordman, dunno about any of the others, unly have one game under my belt so far. (school sucks)


Ya, that camera angle chage does tend to get annoying. I almost always get stonehenge first.... and I always take that hit in performance.

But, it always did, however now it is much more pronounced. It is the centering of the map. You also get that hit when you trade for someone else's world map.

-=R=-
 
I was pleased to see the Welsh civ included, but then I find that the leader is, basically, Julius Caesar which makes it quite disappointing. I'm not too sure where the flag comes from either, but it could well be a pre-current flag design. The one we have now is much cooler!

Yeah, you're lucky; you get a dragon on your flag. And what happens? My hometown's patron saint goes and bumps one off ><
No offense intended, I'm very fond of dragons in all honest ^^

Anyhow, yes, its a shame to see Cyrus and Caesar in place of anything else but I don't think its Sevo you should be complaining to. Its here because it was in SuperCiv and it was originally made by Sadistik, I believe:
http://forums.civfanatics.com/showthread.php?t=144328
 
Drakonik said:
Sevo:

I had a brainstorm last night. I went looking for the XML attributes for the "Road" improvement. My train of thought was that, if a road can be built outside of your borders, then isolate what allows them to be built outside of your borders. Give said attribute to fort, and then you've got forts outside of cultural borders. Giving forts a cultural border of their own, however, might require Python, or God forbid, the SDK. I couldn't find the road's XML code, though. Is it not with the other terrain improvements?
Railroads can also be built outside the cultural radius.
 
I fixed two bugs:
Philippines Civ: Name (exept in English and French), Button Flag
Croatian leaders (exept Nikola) error leaderheads Civ4ArtDefines_Leaderhead.xml --> ACR-Croat/​

For install, unzipped in Sevo's CivFanatics Fusion 2.2 folder

Download Patch (16.6 KB)
 
OK, I am officially frustrated. I have downloaded and then deleted this mod several times. I have put in in the MODS file (Where I think that it belongs), the main directory and the Custom Assets file, all at different times. I have gone in Civ.ini and changed Mods to various versions of Mods = mods/sevomod.

WHAT AM I DOING WRONG!!!!!!!!!!!

I can see the Sevomod 2.2 file in there with a zipper on it. But when I start the game, there is no mod available.

I would appreciate any assistance.
 
Did you un-zip the file? I don't think it'll work if you ahven't unzipped it.
 
Samael said:
In addition to some of the 'bizarre' civs, some Civ's UUs seem screwed up. Some are rather inferior in comparison to others (of the Riflemen, I'm sure I saw one that had the +25% vs. Gunpowder units bonus, akin to the Red Coat, but had no other bonuses at all. And I think the Israeli UU Swordsman doesn't -have- any bonuses.)

Yeah...I noticed this today as I was fixing things up. Weird. Some UU's were totally worthless compared to the unit they replace, at least as far as a UU goes. I fixed the ones I noticed, but I could have easily missed one or two of the civs I've left (see next post).

Remulak said:
WHAT AM I DOING WRONG!!!!!!!!!!!

I can see the Sevomod 2.2 file in there with a zipper on it. But when I start the game, there is no mod available.

That may be yer problem. Gotta unzip it, so to speak. Download a copy of winzip and "extract" the mod into your /mods/ folder. THEN things should be hunkey-dorey. (If you've done that already, I apologize, but based on your description you need to unzip.)

Boy...that sounds kinda dirty. :mischief:

Bursk said:
Sevo, don't take this the wrong way, but the current state of the mod makes me want to play an older version instead of the latest release. I know you've said you'll be cleaning up the mod, but I just felt compelled to say how much I dislike these extra civs (at least in the manner they're currently implemented). Sorry for any offence caused. :(

:thumbdown I'm with you. I hated it. I merged it when I still had doubts about the quality. I started a game to just play a little and it instantly drove me nuts. So I went to work, because I want to keep liking my own mod, damnit! :gripe: Read the next post for the details.

Finally, with regards to the AI: I did not do anything SPECIFICALLY to the AI to change their behavior, but I suppose it's theoretically possible that the additions/changes/etc have somehow befuddled the AI into strange behavior. If we see a trend developing it may bear some investigation.
 
Version 2.21 is uploading right now and will be posted on the front page shortly.

2.21 deletes all but 14 of the 40+ SuperCiv Civs & Leaderheads I added in version 2.2

What can I say, I jumped the gun. A lot of people wanted more civs, but I REALLY didn't look at SuperCiv closely enough before merging it, and I reacted as strongly to the effect it had as most of the people who played the mod did based on the feedback I got. The vastly different styles and qualities of the added Civs were just too distracting. So I trimmed the fat down and in a completely arbitrary manner (based on quality of leaderheads, historical interest of the Civ, and whimsey) and I picked 14 and cleaned them up as extensively as one day's work allows.

The button graphics have all been cleaned and re-alpha-masked, some were redone from scratch. I filled in all the missing pedia entries for the units, Civs, and leaderheads that I kept, and I customized as much of the leaderhead text as I could reasonably get to in short time. The leader buttons also match the leaderhead graphics as well, now. Needless to say, cleaning out the detritus left across the text files, art files, unit info, civ, leaderhead, etc. files took a while. I also tried to fix the UU's to make the really weak ones more appropriate: UU's should be a blessing, not a bummer!

The fit and feel of the 14 new civs is already leaps and bounds better than the addition of the whole SuperCiv was and I think this version is totally playable without the distraction factor, but there is still work to be done. I want every added CIV to have it's own music. Leaderheads should have historically accurate quotes like Willowmound's Dip. text mod (there is still a bit of generic stuff), and UU's probably need to be looked at. Even some of the NEW button graphics bug me a bit, but in case you can't tell I tend to take minutia to an insane level sometimes so I'm letting it roll for now...until I can fix 'em up to my liking! Doubtless there will still be leaders who pop up and say nothing, so please bear with me while I clean up house a bit more. I wanted to get this first fix out ASAP.

I also fixed the problem with the Unhappy/Unhealthy/commerce/etc icons not appearing on the main map around cities. There is an entire thread dedicated to how @!#%$@ up the font files are and how hard they are to mod, but I got lucky and discovered that I only need to mod one of the two to get the effects I need in this mod, so it saved me a little time (and one sacrificial goat).

I also dropped out the camera angle changes I had made as it had the un-intended effect of slowing gameplay on a lot of machines. My little 'puter is a horse and I didn't appreciate how much the change was hurting others. I still like the lower angle so I've left the file in the main directory of this mod: CIV4DetailManager.xml. If you want to use the lower camera angle, simply move the file to /sevomod/assets/XML/misc/

I'm on vacation this coming week (Feb 11-17th) so enjoy the mod and I'll see you all when I get back from my ski trip! And keep the feedback coming! (Is it sad that I'm going to miss Civ4 while I'm skiing? Don't answer that.:crazyeye: )
 
sevo: wow that was fast moving to fix some annoying problems, thanks!

About the AI, does anyone else than be feel that its screwed up somehow? With AI massing all units in their capital and hardly never using those properly?
 
houdini said:
Excellent mod to combine, would be wonderful if you could incoporate some more civs,fro either super civ or next level mod, and also perhaps some of the buildings from Mylon mods & New Traits

LOL!!!!:crazyeye: :lol: :crazyeye: :lol: :crazyeye: :lol: :crazyeye: :lol: :cry:


-=R=-
 
Sevo said:
...I'm on vacation this coming week (Feb 11-17th) so enjoy the mod and I'll see you all when I get back from my ski trip! And keep the feedback coming!...


Sevo is out for a week, long overdue for a vacation... he deserves it.

I am sure he will address issues and concerns when he gets back.

I do not believe that he will ever merge this with Faces of God... as said by him awhile back (either in this thread or the other). I dont beleive they would be a compliment to each other.

As far as merging ANOTHER mod with this one (again)... I think we have learned by the last major update (with superciv) that things take some time.

I have been playing the current version (2.21) since he released it and have found very few errors. Little things that I am jotting down to leave here when I get a good list.

I SUGGEST THAT PEOPLE PLAY THE CURRET VERSION AND JUST REPORT BACK WITH ANY BUGS WE FIND. I love this mod, I have found it has brought back life into what I might have disgarded. Let Sevo vacation, find the bugs, when he returns, let him address bugs, and then, and only then, should we ask for new content. Let us remember that he owes us nothing, and was going to drop development on this, but our love of this mod brought him back. Lets not put any undo stress on him to constantly put new stuff out.

That being said. Sevo, thank you.

-=R=-
 
ive just played a couple of games .... and the ability to swap tecks is far to late, i think it should go back to alphabet rather than guilds .... that is my only grip
 
I do not believe that he will ever merge this with Faces of God... as said by him awhile back (either in this thread or the other). I dont beleive they would be a compliment to each other.

Out of curiosity, why not? I don't see a problem with it. And remember, he did say he was going to release 2 versions of Sevomod, one with FoG, one without. That way, anybody who wanted them together could have that.
 
Glinka said:
I do not believe that he will ever merge this with Faces of God... as said by him awhile back (either in this thread or the other). I dont beleive they would be a compliment to each other.

Out of curiosity, why not? I don't see a problem with it. And remember, he did say he was going to release 2 versions of Sevomod, one with FoG, one without. That way, anybody who wanted them together could have that.


http://forums.civfanatics.com/showpost.php?p=3680535&postcount=86
 
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