Salamandre said:
I have to bump this one again, but I dont have scores displayed when playing the MOD. I have french version, could this be the problem? If yes, can anyone point me where to look to translate , I love this mod but hate playing without scores, everything else runs smoothly.
I believe this is specific to the French version. There's probably a mistake in one of the game text XML files with a missing code-character. I'll put it on my to-do list (A quick look now didn't help, I'll have to go through the python to fgure out which Text_Key I'm looking for).
Good Sauce said:
I think the later religons need a boost to speed very badly. It was enough of a problem with vanilla civ, but with setteler retaining religon it becomes almost impossible for any religon but buddhism or hinduism to have a major impact. (I suppose it doens't have to be a speed bonus, but islam and christianainty in particular need something to make them more appealing.)
Yes...I'm seeing that. Read my comments on religion below...
ACEofHeart said:
No offense Lordroy but just because I bring up something is it your job to debunct it LOL.. and if you're going to debunct it at least quote me correctly.
First,,My suggestions for the Leaderheads was to make them ALL static ,,not make them all animated..otherwise it will always look like a work in progress.
Secondly... There was originally other songs in Ancient Music mod,, so I just wondered why change them to something that's timewise innapproriate..
In any case I enjoy the majority of the Mod.. or is that allowed ?

This "argument" is too funny. I thought about not putting the amazing grace in the ancient era...but the flutes sounded great. I didn't realize until I played this weekend that there are lyrics at the end, so it probably won't survive the next update.

So, enjoy it while it lasts. But since I don't have any 4000 year old sheet music, I'll find something else. Maybe the music from that listerine commercial...you know...where the bottle is swinging through the jungle...
hm.
maybe not, then.
mremre said:
One more thing; you said there are 13 civilizations included. Is there a list of which 13 are included? Thanks!
Actually, it occurs to me now that I never listed the ones I kept. I'll put a copy on the main page, but briefly: Bretagne (2 leaders), Celts (2 Leaders), Carthage, Israel, Portugal, Zulu, Babylon, Cherokee, Vikings, Abyssinians, Phoenicians, the Carib (native carribean peoples), and the Benin.
ACEofHeart said:
Just seems to me that if you're going to add New Civs and their Leaderheads are just static...why not use static images of the original Civs too... Really does looks strange when some leaders are moving and others don't..Just a suggestion..
Love the Mod..
Thanks. Just wanted to expand on this a little. Now that I'm playing through my third game with this version I'm not even really noticing the difference between the static and moving leaderheads. Don't get me wrong: I would LOVE to have them all moving but it hasn't been feasible. It takes a long time to properly re-skin one of the existing leaderheads, though as you can see some have been re-skinned and turned out pretty nice. But even still there's only so much one can do, so until new models pop up I think we're stuck. I didn't want to pull the existing leaderheads out and replace them with static heads, so we've got the current mix. I'll be updating the leaderheads as new skins and models show up.
On another note, I'm really happy with how the custom soundtracks are working for the new leaderheads. In my current game the phoenecians have an island all to themselves and have refused open borders and all trade with me for the whole game...they just don't like me much. But every time I try to talk to Hiram and his background music pops up I get the feeling that their island really is this foreign sort of place...never underestimate the power of a soundtrack! I think this is the FIRST thing any new civ should have, and yet most of the civs out there don't even have custom music. (Usually a leaderhead a weak UU...but I digress).
Anyway, I have noticed some mistakes and little things but overall I'm pretty happy with the integration of the new civs.
GIR said:
@Sevo: Unfortunately I dont found good pics in the net, maybe you have better ones. I use these for Eirik and Gutenberg Wonder:
http://rapidshare.de/files/14305756/bik_Eirik_Gutenberg.rar.html
For all those who want to play the Sevomod2.3 with the Aid Promotions from the Zuul Promotions&Perks v0.8 Mod I have merged them into this Mod (My_Sevomod_2.3):
Thanks x2, GIR. I like the pics. I'm actually considering going to all animated wonder movies for the next update (finally got my hands on a decent .bik editor). I've posted the link to the Aid Promotions addition on the first page of the thread. I considered adding the aid promos but had some balance issues and doubted the AI would be able to use to max benefit, so I passed.
Drogear said:
I have the feeling that this mod is leaning abit to much to adding new cool promotions and stuff that the AI cant handle, than balancing the mod so the AI can handle all the new stuff. (I know I just recently requested some new units, but still)
At this moment the AI is screwed, try play a emperor game with sevos mod against a vanilla game. With sevos mod its a breeze and no big challenge, with vanilla its completly diffrent story.
OBS my observations is under marathon speed, earth_realism 1.3 map (huge). AI makes incredible 2-3 unit attacks in these games on emperor diff, sometimes a really big armada (amphibious landing) of 10-15 units arrive... *irony* playing on a vanilla game I have gotten suprise attacks of 20-30 units in a amhipious landing and massiv amounth of units attacking and not like now with singel units making suicidal attacks.
I'm going to have to look at this, because you're hitting a concern point of mine. My primary goal with all of this was to expand the choices and the variety of the game without changing the game. I hadn't noticed a disparity in the AI to date, but I hadn't looked very closely, either.
My current game is a Prince level, I'm mainly looking at unit balance issues in the late game. After this one I'll look into the AI issue. There really isn't a lot I've added that should "Confuse" the AI; I've avoided units and python mods as best I can that would require additional understanding to be used by the AI.
For example: tech conquest. You don't have to "DO" anything to use this; you capture a city, you get some tech points. The AI will benefit from this as well as a human player; any understanding of how one might alter gameplay would really be trivial in the overall schema. Same with the fort promos--they automatically benefit the AI just as they do the humans. But since I don't have the AI instruction book, I can't totally predict how all the little changes might have impacted an overall AI gameplan. But even still, if AI would attack with 10 units, they should STILL attack with 10 units; a big stack is a big stack, and nothing I've changed should alter their thinking there.

I dunno--but I will look at it closely.