[MOD] Sevo's CivFanatics Fusion 2.0

Pococurante said:
Not sure if this is a bug or a feature from one of the many excellent mods that are part of this collection, but last night using the latest build I wiped out a civilization very early in the game and after the usual insurrection period the city borders never expanded past the single town tile. What am I doing wrong?

Correction: not the latest mod but the one from just before the last update. Now I'm torn between losing all the goodies in the previous recent version and the latest mod which may be stable. Ugh.

I think this is intentional. Build cheap culture generating building (takes bery long time sometimes) Or the best way is to spread your staterelegion to newly taken city to gain culture points.
 
Pococurante said:
Not sure if this is a bug or a feature from one of the many excellent mods that are part of this collection, but last night using the latest build I wiped out a civilization very early in the game and after the usual insurrection period the city borders never expanded past the single town tile. What am I doing wrong?

Correction: not the latest mod but the one from just before the last update. Now I'm torn between losing all the goodies in the previous recent version and the latest mod which may be stable. Ugh.

I think it may be a problem with the cultural decay stuff. Many people have commented that they've had cities never expand past a single square. All cities should "claim" at least the eight square border around the base city, UNLESS THOSE SQUARES ARE CONTROLLED BY ANOTHER NEARBY CITY, in which case the enemy city might retain control.

But I need to go through the code myself to figure out exactly what it's doing because I suspect it's being too hard on these single-square cities. On "THE LIST"...

Pilotis said:
If this is already covered apologies.

There's something straaaange about the Domestic Advisor.

Re-ordering the cities e.g. based on productivity, then linking to the city goes to the wrong city. The software remembers the row that the city was on originally (before re-ordering) and goes to the city now in that row. Is that understandable ?

Can we go back to the DomAdvisor after leaving the city view please ?

I can work on this stuff. I hadn't seen that problem with the Domestic Advisor; I never needed to review the code as the original mod was so good. But you're probably right, it's linking through to the old city instead of the new one. As to going back to the Dom Advisor, I'd also like to see that, so let me look at it.

Let's see: other comments:
-The new leaders are indeed missing greeting text. Didn't have time to make it pretty, but I'll get to it. I think it's missing XML.
-Leader Flags: missing the graphics, I'm sure. Another thing I didn't have time to make pretty.
-Faces of God: I may merge it later on, but that mod still needs some balancing and reworking. I consider this mod (Sevomod) a more "finished" mod so I'm trying to stick to tested and proved additions.

Thank you all for the great feedback so far! I'm still skiing but wanted to drop in and see how the mod was working with the new changes. :)
 
Just downloaded the mod and played for about half an hour.
Great stuff, truly great stuff this.
But what are those red and purple arrows pointing in different directions?
They are located on tiles in the city screen.
Are they a substitute for the commerce icon or something?

one more thing, does this mod create more lag then without a mod?

Thank you
 
Sevo said:
I think it may be a problem with the cultural decay stuff. Many people have commented that they've had cities never expand past a single square. All cities should "claim" at least the eight square border around the base city, UNLESS THOSE SQUARES ARE CONTROLLED BY ANOTHER NEARBY CITY, in which case the enemy city might retain control.

But I need to go through the code myself to figure out exactly what it's doing because I suspect it's being too hard on these single-square cities. On "THE LIST"...

Thx Sevo - in my case the conquered city was well outside the influence range of any others. And the conquest was so early in the game the losers never accumulated enough culture for the first border expansion. It does sound like little more than a ruleset change.

I replaced v20 with 21 - thanks for all your hard work. If it's ever possible to add the Texan empire back this RL Texan would be most appreciative... :thumbsup:
 
Pococurante said:
...If it's ever possible to add the Texan empire back this RL Texan would be most appreciative... :thumbsup:


While I appreciate the thought, I really dont see the "Texan" empire any better than the "baseball empire". I dont feel that Texas, as big and as grand as it is, deserves a civ all its own, otherwise, I want a Virginia Empire, a Pennslyvania Empire, a California Empire, and another 46 or so empires to go with it, and make sure they are all on the same continent and devided up into little squares...


:lol:

-=R=-
 
lordroy said:
While I appreciate the thought, I really dont see the "Texan" empire any better than the "baseball empire". I dont feel that Texas, as big and as grand as it is, deserves a civ all its own, otherwise, I want a Virginia Empire, a Pennslyvania Empire, a California Empire, and another 46 or so empires to go with it, and make sure they are all on the same continent and devided up into little squares...

No New Jersey Empire, please, for the love of whatever gods are believed in. It's bad enough the place exists in reallife. Do we really need it in a game, unless it's one associated with mindnumbing cruelty and horror? ;)

Personally, I think things are going along in this mod just as they should. And Sevo deserves an award for his work. But maybe that's just me.
 
First of all.. GREAT JOB !!!
This mod is awesome :-)
Played many many games (now on monarch) and it's definetly my favourite so far

Now one little problem....

Does tech requirement works for you as intended ? I'm asking this because it seems the arrow in tech tree are wrong for many many techs .

For instance i read in the civilopedia to research 'steam power' i require replicable parts (fine) and chemistry (wrong there is no such arrow)

Other example Scientific method which shoudl require printing press and one of chemistry-astronomy.
It's fine though the 'arrow' suggests chemistry is mandatory and there is no pronting press in sight (being such a old tech i guess everybody has it by then...)

Am i doing something wrong ?

Thank you so much!!!
 
I do think this is a great piece of work, and you should be commended for it.

But I'm quite disappointed that only CivArmy's modded civs were included. I think his work is fantastic, but while it is strong with leaderheads it is not as strong as other packs re: history, unique units or civilopedia entries, etc.

Obviously I'm biased, so I'll admit it straight out. But Finland, Netherlands and Turks are 3 good well-rounded civs that are stronger than some of the ones included.

Sorry if I sound bitter, but I'm frustrated that while the community seems to clamour for balance and completeness in new civs, the biggest decision point still seems to be 3D static leaderheads - whether they look like the actual leader or not - vs. portrait/pic static leaderheads.

Anyway, this is a great piece of work and I think the community appreciates all your hard work in getting this together.
 
sweetpete- yes those arrow replace the gold coin for commerce.

And speaking of that... Sevo can you tell were in the endless mass of code that change is? This is truely and outstanding Mod but the commerce icon is just throwing me off and I would like to change it back. Any help would be appreciated. Thanks again for this wonderful MOD.
 
Nice mod, but i ran into the following:

Python Exception
Traceback (most recent call last):

File "CvEventInterface", line 27, in onEvent
File "CvEventManager", line 164, in handleEvent
File "CvSevoEventManager", line 67, in onEndGameTurn
File "SevoMod", line 129, in onEndGameTurn

Argument Error: Python argument types in
CyPlot_changeCulture (CyPlot, int, int)
did not match C++ signature:
changeCulture (class cyPlot {lvalue}, int, int, bool)



(not sure about that _-sign in cyplot_changeculture, thanks to my unclear handwriting :D)
 
Great mod, just installed it yesterday and loving it. I do have one very specific bit of feedback based on what little I've played so far.


Hypatia, 4str, +25% city, +25% hills. costs 40
Axeman, 5str, +50% vs melee, cost 35.

Both are allowed with bronzeworking, both require copper or iron. The problem is the Hypatia costs more to produce, yet the axeman is superior in every situation except one very specific case. In a city, on a hill, when being attacked by a non-melee unit, with a city defensive bonus of 75% or less. In all other situations the axeman is at least equal and usually far, far superior.

My suggestion is to lower the cost of the Hypatia unit to 30, makign it more expensive than an archer, but cheaper than an axeman. I've already done so on my computer. I'm still don't think I would ever build a Hypatia instead of an axeman, but at least it wouldn't make me feel like an idiot for choosing to do so.

I'm considering also removing the iron or copper resource requirement to build one. Either that, or raising the cost to 35 and the strength to 5, making it a legitmate alternative to building an axeman. That thought actually just occured to me as I'm writing this, and I'm rapidly liking that idea more and more.
 
Sevo, again, great stuff... phenomenal job with everything. Here's a question though... in 2.2 (or 2.21) you took out the camera angle stuff because of memory issues, etc... I'm curious though if there is a way to put it in as "optional" in some way? My problem when the angles were in, was that it kept pulling to a ridiculous low horizon angle, but I loved being able to zoom out a long way without going into globe mode... I hate how I can't view my entire civilization without going int globe... just annoying to me.

Anyway, is there a way to put some kind of optional distance modifier in, possibly just a short code alteration that some of us could even do separate from the mod itself to save the people who don't want to deal with the extra memory usage, etc.?
 
gilfan said:
Great mod, just installed it yesterday and loving it. I do have one very specific bit of feedback based on what little I've played so far.


Hypatia, 4str, +25% city, +25% hills. costs 40
Axeman, 5str, +50% vs melee, cost 35.

Both are allowed with bronzeworking, both require copper or iron. The problem is the Hypatia costs more to produce, yet the axeman is superior in every situation except one very specific case. In a city, on a hill, when being attacked by a non-melee unit, with a city defensive bonus of 75% or less. In all other situations the axeman is at least equal and usually far, far superior.

My suggestion is to lower the cost of the Hypatia unit to 30, makign it more expensive than an archer, but cheaper than an axeman. I've already done so on my computer. I'm still don't think I would ever build a Hypatia instead of an axeman, but at least it wouldn't make me feel like an idiot for choosing to do so.

I'm considering also removing the iron or copper resource requirement to build one. Either that, or raising the cost to 35 and the strength to 5, making it a legitmate alternative to building an axeman. That thought actually just occured to me as I'm writing this, and I'm rapidly liking that idea more and more.

Really, the hyp just needs to have Str raised to 5, OR have the cost lowered to like 25... though I'm more of a fan of str 5, since there are not many str 5 units in the game (lots of 4's, some 6's)...

Just my 2 dabloons.
 
Shichiaikan said:
Really, the hyp just needs to have Str raised to 5, OR have the cost lowered to like 25... though I'm more of a fan of str 5, since there are not many str 5 units in the game (lots of 4's, some 6's)...

Just my 2 dabloons.


My real problem with the Hypatia is any melee unit during that era of the game is just begging to have an axeman come up and kick it's ass. I did go ahead and change it to 35 cost 5 str on my system. Even with that change, though, it's only the equal of an axeman if it is defending a city that happens to be on a hill. For field units, I'll still build nothing but axemen.


[EDIT] Assuming of course that the attackers are melee units, which they typically are in my experience.
 
I've been wanting to tweak this mod a little bit, and I was looking for the religion XML files. Where are they? I can't find them in the mod directory, or in the main assests directory.
 
On my system, I've changed it so that Civil Service adds +1 to farms, and Biology adds another +1 (+2 total). I've always thought that Farms suck in comparison to other tile improvements. Here's my reasoning.

I count 1 food as 1 point, 1 hammer as 1 point, and 2 commerce 1 point. When you use gold to hurry production, it takes about 2.5g per hammer, but I'm rounding down because commerce is more flexible and because the buildings to increase gold/research generally come along earlier in the tech tree. All totals assume you have all tech upgrades and are using the most advantageous civic.


Watermills.... 4 points: 1 food, 2 hammers, 2 commerce (State Property civic, replacable parts, electricity)
Towns......... 3.5 points: 1 hammer, 7 commerce (universal sufferage, printing press, free speech)
Windmills...... 3 points: 1 food, 1 hammer, 2 commerce (replacable parts, electricity)
Workshops.... 3 points: 0 food, 3 hammers (State Property civic, guilds, chemistry)
Mines.......... 3 points: 3 hammers (railroad)
Lumbermills... 3 points: 3 hammers (railroad, also gives .5 health)
Farms.......... 2 points: 2 food (biology)


I finally got tired enough of this that I decided to take the time to figure out how to improve it. I changed it so that Civil Service raises the farm bonus to +2f total, and Biology raises the bonus to +3f total, bringing farms up to par with all other tile improvements.


If you'd like to do this to your game as well, you just need to edit the Sid Meier's Civilization 4\Assets\XML\Terrain\CIV4ImprovementInfos.xml file with a text editor. Just press control-f and do a search for TECH_BIOLOGY, then add the section in red. The order is important... the civil_service section must be before the biology section. I attached the edited file as a text file, if you want to use it, you can just change the extension to .xml and replace your current file.


<TechYieldChanges>
<TechYieldChange>
<PrereqTech>TECH_CIVIL_SERVICE</PrereqTech>
<TechYields>
<iYield>1</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
</TechYields>
</TechYieldChange>
<TechYieldChange>
<PrereqTech>TECH_BIOLOGY</PrereqTech>
<TechYields>
<iYield>1</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
</TechYields>
</TechYieldChange>
 

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