[MOD] Sevo's CivFanatics Fusion 2.0

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.
 
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 ? :p

:D 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. :cry: 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 don’t 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.

:confused: I dunno--but I will look at it closely.
 
Last comment: Religions / True Prophets:

For now, I'm not making any changes to religion founding. Here's why:

As the vanilla game stands, if you really want to found a religion, you can. You just follow the religion lines exclusively until you get one; they sort of lead to one another. If you miss hinduism, you go for buddhism. Miss that, go for Judaism. Miss that? It leads to confucianism. It will take you a long time, but other people will start going after other techs and if you REALLY want a religion you can have one. On the other hand, if you REALLY want to monopolize religions, you can try to do that, too, by taking the same approach. In other words, the current system can allow for both monopoly and diversity but ultimately very much allows players who are motivated to get the religions.

Going to a great person type approach will change this somewhat: it will spread the religions out more, as it is unlikely one civ will be able to generate sufficient great people to take even 3 religions before other civs get there first.

So, I would ultimately like to rethink the way religions are founded, and I've put a lot of thought into how this might be accomplished, but any system would ultimately have to work, in process, like the current one. I.e., allowing for both diversity and/or monopoly, depending on how hard a player works to get Religions.
 
Sevo please mic down the music for the Caribs. Steel drum is great and all but the volume is half again more the others and I've gotten to where I almost refuse to deal with them rather than be blasted... ;)
 
i'm not sure, but do you need this lines? they are the same like in the header of the file... (maybe a copy past thing)

Spoiler :

PHP:
...
275 pUnit.setHasPromotion(promFort3, true)
276										
277										
278 from CvPythonExtensions import *
279 import CvUtil
280 import PyHelpers
281 import Popup as PyPopup
282
283 # globals
284 gc = CyGlobalContext()
285
286 class SettlerReligion:
287 def __init__(self):
...


edit:
i'm so sorry, only 278 till 284 for me
i'm referring to the few lines above the "class SettlerReligion:" string
 
GIR said:
i'm not sure, but do you need this lines? they are the same like in the header of the file... (maybe a copy past thing)

edit:
i'm so sorry, only 278 till 284 for me
i'm referring to the few lines above the "class SettlerReligion:" string

Oh! Right. Clumsy copy and paste, that. (When I looked at it the first time the page was wrapping or something, because the line numbers were different.)

Anyway, they can go...I'll cut 'em out. Oddly they don't seem to have affected anything.
 
Sevo: love the mod. THanks.
Has anyone experienced problems with large games crashing the game with this mod? I know that was one of the problems fixed by the 1.52 patch, but I seem to be having that problem again when I play sevo's mod. Any recommendations?
 
sup: I never had a crash of any sort in sevo (or other civ4 games). I think the problem could lie in your computer. What spec do you have?
 
drogear:
I don't know much about hardware: 3Ghz, 512, pentium (r?), ati graphics card.
 
Hey sevo, wicked mod! Infact i like it so much i would like to incorparate it in the original gamplay. So that when i load another mod, all the improvements from this mod will also apear in any other mod i load. However, im not sure how to do this. Its not just overwriting all the origianl assets files with files from this mod is it? (after making a backup ofcourse)
 
sweerpete-

Well, the XML getting written over wouldn't be a problem, but Python is known to not play nice, unless properly merged. So, it should work, unless the mod you're loading makes changes to the XML, because then, the XML in the game's original assests would be overwritten.

Since almost every single mod makes at least moderate changes to the XML, this wouldn't be very effective.

P.S- I love your sig. "Suprise! That's out main weapon! Suprise and fear!" and so on...
 
Drakonik said:
sweerpete-

Well, the XML getting written over wouldn't be a problem, but Python is known to not play nice, unless properly merged. So, it should work, unless the mod you're loading makes changes to the XML, because then, the XML in the game's original assests would be overwritten.

Since almost every single mod makes at least moderate changes to the XML, this wouldn't be very effective.

P.S- I love your sig. "Suprise! That's out main weapon! Suprise and fear!" and so on...

Indeed. You could certainly replace your own files or just include them in your own game Custom Assets directory, but due to the size of this mod any other mod you tried to load would almost certainly cause a crash.

Firaxis made this game VERY moddable, but ironically, in so doing they made it VERY HARD to mod in some capacities. It's easy to change XML values, even easy to do basic python stuff, but there's no easy way to use TWO mods at the same time, since any mods sharing the same file will only use ONE of the mod files and the other data is lost.

Ideally, there would be a system to not "overwrite" the existing data but rather a "patch" that would overlay or add to the core game files. If that were the case it would be easy to use multiple mods (and then a massive mod like mine wouldn't be necessary anymore!) In my crazy moments I think about writing an interface that would allow users to pick and choose mod files, but it would be a bit of work and would need to somehow intelligently choose between conflicting data fields and...you get the idea. I'd be in the loony bin. :hammer2:
 
Sevo-

I was in the shower, and an idea came to me (as all great ideas do ;) ). Suppose that you want to create a new XML value? I can't think of an example of one, but suppose that a modder had a feature in mind that could implement this XML tag.

Would it be possible to write Python to interpret this XML value, or are all those values solely interpreted by the game engine?
 
Sevo, great compilation mod. :salute:

I love the interface mods, but I don't want any mods that change the rules of the game. For example, I don't want settlers to carry religion, nor do I want free research when I conquer a city. :cry:

Is there any way that you could maintain a "No Rule Changes" mod aswell? I realize that this would be more work for you, but I do believe that there is a demand for it. :D
 
I belive that Aleurum's Unaltered gameplaty mod is what you're looking for, Angus Khan. It should be on the front page of the modpacks forums.
 
sup said:
drogear:
I don't know much about hardware: 3Ghz, 512, pentium (r?), ati graphics card.

You may want to bump up the Ram to 1Gb. I used to have the same specs as you (3.1ghz w h/t, 512mb, 128 video 9700 ati) and it would run slow at the end -- but never crash. i upped to 2 GB and it's real smooth even at the end. :goodjob:
 
sweetpete...
I've managed to put parts of Mylons Mod into Sevo's, namely the inquisition, delete buildings pop up, and the terraforming, had no troubles when I tested it quickly via Worldbuilder.... am now part way through my first game and am having no problems with anything yet.. :p mind you i'm not up to the terraforming stage yet. I've left out Mylons modded buildings.... only because I think that trying to balance them in Sevo's mod would be difficult. Looks like i'll get to play my two favourite mods together.. :D
 
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