[MOD] Sevo's CivFanatics Fusion 2.0

New game started and going... still fun ! :)
Here are a couple suggestion you *might* consider !

1 )
IMHO boat/ships speed are irrealistic .
I guess double them all would be more like it.

So first suggestion double all speed of any ship (maybe with exception of work boat)

2) I'd like to see a few new specialist ... what do you think about a farmer specialist (+ food ) and doctor specialist (+ health) ?

3) Range of late game fighter is somewhat limited .... i'll double it aswell !

Thank you so much for your time and effort
 
Sevo: Whe I load your Mod I get an error message "Failed to load python module..CivEventInterface". The control panel for unit commands fail to appear. Any suggestions??
Thanks
 
lordroy said:
While I appreciate the thought, I really dont see the "Texan" empire any better than the "baseball empire".

Heh - well we were an empire in the classic sense. A bunch of guys kicked out the local denizens and declared themselves a country with a distinct culture. And in 1846 due to our overwhelming cultural influence absorbed what was then known as the United States of America. As a gesture of largesse we allowed them to keep their maiden name... :king:
 
Me and a friend have been trying to reload a MP game we haved saved, but when we try and reload it, we get the following message.

"The File you hsve selected require the following mod to be loaded:
C:\Documents and Settingd\user\my documents\mygames \ sid mier's civilization 4\mods\sevomod"

Anyone else haveing this problem or know what we may do to fix it?
 
Hey, can you make a mod with the religion UU from "Lost unit"?:confused: :confused: :banana:
 
GIR said:
(i'm not a fan of wonder movies but i think a wonder picture is better than the blue empty popup thing... i could make such a picture for the magelan wonder and for the gutenberg wonder if you want...you only have to say someting ;))

Sure! Get me some nice graphics and I'll add 'em. Just try to keep the feel of the game. I can't guarantee I'll use everything that people want to include or every patch you guys make, but you can always post them here for others and I can guarantee I'll consider all of them.


Wyz_sub10 said:
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.

I understand your frustration. I think I commented before that, for better or worse, Firaxis went with the 3D cartoon style leaderheads. Now that the vanilla game includes them, I'm sticking with that style since real photos have proven a bit "jarring" to the in-game experience. I went with CivArmy Civs conincidentally--I selected the civs I thought I could patch together the fastest. I added a ton of civilopedia information for all of them, because as you note, they were much lacking. There is still work to be done.

I completely plan to add Finland, Netherlands, etc. back in once I've had time to tune them up a bit. Unfortunately this largely means making the leaderheads look more like in game leaderheads. I'm not saying it's the only way, but in my opinion it's a necessity to keep the overall feel of the game uniform.

If I get really motivated and bored, I might play with the 3d modelling program posted in the forums and see if I can't make some new interesting leaderheads. But that might take a while...


Nightravn said:
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.

Sure. I still like the arrows, but if you want to delete them, find the folder:

/sevomod/assets/art/interface/symbols

and just delete the whole folder.

Drakonik said:
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.

That's because there aren't any! I haven't made any changes, so there are not modded files.

Nuclear kid said:
Hey, can you make a mod with the religion UU from "Lost unit"?:confused: :confused: :banana:

I didn't like the UU's for the religions for the simple reason that it meant you HAD to get a specific religion to have a specific unit.


Anyway, ski trip was fantastic (did a little snowboarding as well). Thanks as always for all the great feedback. I'm going to make s'more patches and fixes and prolly will post an update shortly. Nothing big, just some fixes and some of the stuff you guys brought up above.
 
Are the new civs added in the assets\xml\civilizations\CIV4CivilizationInfos.xml file only? If you remove them from there are they removed from the game or do you have to remove the relevant info from that file and a bunch of other ones?

Reason being if removing the info from just the one file removes them from the game then it wouldn't be too hard to have a php that allows the user to select what extra civs they want in their sevomod. You could just add a php script run through IE with a series of checkboxes. The user could then just check what civs they want... click a generate button that would create a custom CIV4CivilizationInfos.xml file and that would solve all the problems of people saying "I want this extra civ but not that one". Personally I love sevomod but I don't really want extra civs in my game so I'd quite like to remove them.

Anyway if I knew exactly where the extra civ info is contained then I could knock something like this up quite quickly. p.s. I know there are probably lots of otherways to do what im suggesting but Im not that knowledgeable but I know how to do it using a php script.
 
@sevo:

What I meant by main assests is that I couldn't find it in the assets foldrs outside of the MODS directory. Maybe I didn't look hard enough, but I coudln't find any files on religion. A little help?

The Butler said:
Reason being if removing the info from just the one file removes them from the game then it wouldn't be too hard to have a php that allows the user to select what extra civs they want in their sevomod. You could just add a php script run through IE with a series of checkboxes. The user could then just check what civs they want... click a generate button that would create a custom CIV4CivilizationInfos.xml file and that would solve all the problems of people saying "I want this extra civ but not that one". Personally I love sevomod but I don't really want extra civs in my game so I'd quite like to remove them.

Well, in theory, you could write a php script that edits all relevant files. It'd just be a hell of a lot harder. ;)
 
Sevo, I've played a couple of games (although not to completion) as the Celts in v2.21 and must say that it's much improved. I think that the new leaders now blend in pretty well, despite many of them not being animated.

One thing I did find, but maybe it's just me, is that the UU for the Celts isn't really that good. It's just an axeman with the commando upgrade, so he can use enemy roads. Although this isn't a bad thing, I usually move my units as a stack while in enemy territory, so it's no good having one type of unit that can move twice as far as everyone else.

Although this can be useful when pillaging, I usually have horse units to do that, so it makes the commando upgrade a little less useful. Compared to other civs' UU (Romans basically get a +2 strength Swordsman, Persians have a great bonus against archery units) being able to move along enemy roads seems a bit crappy.

What does everyone else think? As some alternatives, I did think about maybe a bonus against archers, or how about something more unique like a bonus when in grassland or hills, since the Celtic nations are quite green and hilly. :) This seems to me like a nice bonus that's relevant to the nation's region (don't the Aztecs get something similar with regards to jungle?).

I really have no idea what sort of UU upgrade would be balanced, but I can definately say that I find the current upgrade to be pretty weak. Others may disagree (and if so, please say why), but I'm sure there's more useful choices out there that are still balanced.
 
Hello;


After using the mod, I notice that scores doesnt display in-game. Removing the mod makes them appear again. Any ideas why this and how can I fix it please? I would like to give a try but playing witthout scores is frustrating.


Also, can you think about adding caravans and entertainers mod? I tried myself but got errors. Would be great.

Thank you for sharing mod!
 
Hi,

does this mod touch the way SDI functions at all? Because I launched 13 ICBMs on one city, and of those, only number 13 came through. If the S.D.I. system still had only a 75% chance of shooting down missiles, it would be less than 4% likely that it would shoot down 12 missiles in a row. Right? ;P

Otherwise, great mod! But now that we're talking about thermonuclear war (well, I am ;P), aren't there any mods out there that make that area of the game somewhat more realistic? Like, adding a MIRV unit that's practically impossible to shoot down, or allowing a much more powerful fusion weapon, or maybe even a dirty bomb?
 
Hey Sevo, nice work on your Mod, really liked it!

I just want to suggest, could the Inquisitor Mod be included in your Mod? How about your other Mod? the Faces of God? Sorry if asked already, I just didn't have time to go through the whole thread.

Sorry for my crappy english, not my native tongue.:crazyeye:
 
:) The big progress in this release:

There are now 13 total new civs in this mod, and 16 leaderheads. These civs origininated in SuperCiv, but I've now refinished them all extensively. All of these civs now have completed 'pedia entries, reworked UU's with pedia data, leaderheads with full 'pedia data and historical first contact quotations, correctly functioning flags and emblems, and ALL 16 LEADERHEADS have custom soundtracks! I'm really happy with the way the new civs have polished up and I think they're now a nice addition to this mod.

Also in this version:
-9 new promotions from Zuul's Perks & Promos.
-Cultural Decay fixed
-Hyapist Unit changed to make it more useful.
-Magellan's Voyage changed a bit, now only affects local city.
-Changed Main Menu soundtrack and graphic (just fun stuff).

This version is not compatible with version 2.21 savedgames.


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Full Version Info
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Version 2.23 -- Extensive additions to fill in existing framework of versions 2.0-2.2

-Added custom music for all 16 new leaderheads (total of 29 NEW diplomacy soundtracks, plus 11 others already included)
-Added new intro screen music, just for fun, and tweaked the title graphic. Good stuff.
-Added custom first contact text for all new leaderheads.
-Added civiopedia entries for: Barbarian Leader, Barbarian Tribe, carrack, ethiopian archer
-Added new promos from Perks & Promos: Defense 1-4, Shock 3, Cover 3, Sentry 3, Formation 2, 3.
-Worked on Flags...and worked, and worked. Fixed about dozen mistakes in the original implementation. Flags are now customized (and NOT WHITE!) for all 13 new civs. (Check out Carthage--love the alpha mask!)
-4 new ancient era soundtracks (brings total to 10)
-Changed UU's Stats for Ethiopian Archer, Babylonian Bowman, Macabee, Currah, Viking galley, Galic Warrior to make them more intersting, more useful, and more civ-appropriate.
-Changed Hyapist stats: str 5, city def 25%, cit att: 10%, does NOT require copper or iron (hope to balance this unit in the face of the much more powerful and useful axeman. Civs without Cop/Iron can still build this one.)
-Changed Magellan's Voyage: Global sea plot yield change dropped and coastal trade routes dropped, now grants +2 commerce per sea plot in this city and +2 trade routes in this city. Less powerful overall than before, but still a good wonder so still expensive.
-Modified Cultural decay to correct some odd behavior. Cities should no longer get stuck at one square borders. Also, min culture is now 10.
-Changed jails: now -25% war weariness AND +1 happiness. Bit more useful now.
 
Im sitting here waiting, wondering wich country you are from, when is it morning 2/23 in Sevos world :rolleyes:
Here in sweden its 10 in the morning and im home sick just playing civ :)
So wake up will you he he :sleep:
or is it just for me the link isnt working?

By the way youre the :king: of mods
Nib out
 
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