[MOD] Sevo's CivFanatics Fusion 2.0

Drakonik said:
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?

I'm not really sure. I tried to add an XML tag once the way you're describing but couldn't make it work. It kept crashing on load. There are template XML files, so it's probably do-able. If you were able to successfuly incorporate a new XML tag then using it in Python would be a snap.


Angus Khan said:
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

Well, I think Settler Religion is getting the axe in the next version. It's too powerful. All new cities automatically start growing culture, and I haven't been required to make a missionary the whole game. So I think it's out. The tech conquest I'm going to modify a bit, but it will probably stay. I think what I'll do in the next version is add a few more customization options that allow people to turn some features off if they'd like.

GIR said:
@Sevo:
do you know (~) when will the next version came out?
i want to merge sevomod2.3 with face of god, but if you release a new version in the next two or three weeks i will wait...
sometimes i'm a really lazy guy (and dont want to do things twice)

Yeah...not positive, but probably in a couple of weeks or so. I already have another list of things to tweak; not major stuff but more cleaning up and rebalancing, etc. Stuff just seems to pop up so fast! Anyway, I'm finishing up a current game (giving Hiram the beat down) that I've been war mongering so I can play with all the units and whatnot. When that's done I'll be back at it.
 
Thanks Drakonik :D re: Aleurum's Unaltered Gameplay Mod. I'm checking it out and, of course, I like some things better in it, some things less etc, etc. Thanks

Sevo said:
I think what I'll do in the next version is add a few more customization options that allow people to turn some features off if they'd like.

Cool :dance: . Just curious... would you do this with a ".ini" file with flags? :confused:
 
Love this MOD!!!!!! I see an updated version is now available. Do I need to delete the old version and then upload or can I just upload?
 
How much work would it be to fuse the additional resources from the Green Mod with this mod?
 
Bringa said:
How much work would it be to fuse the additional resources from the Green Mod with this mod?

Its not hard to do,, but it wouldnt be worth it. Have you played a mod with all those extra resources in addition to the normal ones? I have, the games are totally out of whack and unbalanced. You can get insanely healthy and happy places very early on and strategy in the game gets crippled. Good city management becomes a worthless skill and it ruins the game.
 
Sevo,

I guess you've been asked before. Any chance of Snaitf's demolition mod. It's the only thing makes sense of the 3 gorges wonder for me.

P.
 
I apologize for asking, but I could not find the answer in the thread.

What is:
GIR's Version with UnitAid by Zuul Added:
Download Link: Sevomod_2.3.zip w/ UnitAid

What does Unitaid do and do you recommend it? Thanks

-Ryan
 
Can you make it compatible with "KREarth_217x119_v1.1." Please!?!?!?!?:wallbash: :wallbash:
 
When I try to load up this mod (doing the way described in the lead thread - changing the ini file to Mods=Mods/Sevomod) the vanilla game still loads up. When I look at the ini file again, it has reverted back to Mods=0. What am I doing wrong?
 
@ Leptomeninges

1- Close the game.
2- Open _Civ4Config.ini
3- ; Specify a Mod folder (Mods\Mesopotamia), '0' for none
Mod = Sevo

* Sevo is the name of MY folder. If yours is different, simply use the correct name.

Enjoy!
:)
 
@Sevo
I love your mod, but when I try to set it up to use a world map, the only civs available are the default ones. This despite the fact that I manually added the custom civs to replace the default ones. Any suggestions??
 
ecc said:
I apologize for asking, but I could not find the answer in the thread.
What is:
GIR's Version with UnitAid by Zuul Added:
Download Link: Sevomod_2.3.zip w/ UnitAid
What does Unitaid do and do you recommend it? Thanks
-Ryan

Unit Aid / Stack Aid is another mod created by Zuul that is included in the Perks & Promotions Mod. It allows units & promotions that grant benefits to the any other units "stacked" with it. I had considered including a "combat engineer" at one point (saw it in another thread) that would allow attacks over rivers without penalties, for example, to any units stacked with it.

The problem with these types of units / promotions is that the AI won't use them effectively, thus unbalancing things to too great a degree.


NateDawgNY said:
@Sevo
I love your mod, but when I try to set it up to use a world map, the only civs available are the default ones. This despite the fact that I manually added the custom civs to replace the default ones. Any suggestions??

I'm not sure what you mean here: 1) What do you mean by "set it up to use a world map"? Are you creating a custom map, or just trying to play a custom game with a custom map; and 2) what do you mean by "manually added the custom civs to replace the default ones"? Details would help me figure out the problem as a few folks have explained something similar. Also, are you seeing the custom load screen when you start the game (with the "sevomod" graphic? If you're not, the mod isn't loading properly).


Pilotis said:
Sevo,
I guess you've been asked before. Any chance of Snaitf's demolition mod. It's the only thing makes sense of the 3 gorges wonder for me.
P.

Sorry...every now and again I want to blast a building, but again, the AI will not use it effectively. One could attempt to "help" the AI by programming in some python to remove buildings given certain criteria, but that gets too messy.


naf4ever said:
Its not hard to do,, but it wouldnt be worth it. Have you played a mod with all those extra resources in addition to the normal ones? I have, the games are totally out of whack and unbalanced. You can get insanely healthy and happy places very early on and strategy in the game gets crippled. Good city management becomes a worthless skill and it ruins the game.


Exactly. I would love to add a whole ton of resources--they're fun, after all. But they do unbalance the game. Every new resource is another +health/happy for all your cities. One way to do it would be to add a reasource but limit it's use to say, the first three eras of the game, and adjust another to only the last couple of eras. It would re-balance things a bit, if you were really into adding more resources without mucking up the works too much.

The one resource I've added is the ancient temple, which presently only adds a little bit of commerce to the city that it's built in. In the end, it provides less than a fully developed town would with free labor and all that, only it provides all that commerce up front, essentially giving you a little economic boost in the early game. But I think I'm going to change the way they work...I like the idea that your civilization is "exploring" the temple and finding gold and loot at all that. So what I think I'll do is have the ancient temple as is in that your workers "explore" the temple to allow the city to work it. Once the city starts to work it you'll get like 20 turns worth of increased commerce out of the plot. At the end of the commerce period you'll get a goody-hut style boon: lump sump of gold, probably, maybe an ancient period technology, and maybe something else clever, and then the temple is "spent" and the plot becomes just an ordinary plot again. Kinda fun.
 
originally posted by Sevo
I'm not sure what you mean here: 1) What do you mean by "set it up to use a world map"? Are you creating a custom map, or just trying to play a custom game with a custom map; and 2) what do you mean by "manually added the custom civs to replace the default ones"? Details would help me figure out the problem as a few folks have explained something similar. Also, are you seeing the custom load screen when you start the game (with the "sevomod" graphic? If you're not, the mod isn't loading properly).
Sorry, I should have clarified things more.
I created a custom world map (based off of Rhye's) that uses some of the new civs from this mod. ie.... Israel, Portugal, Scotland. When I load your mod and choose this map, only the vanilla civs show up. And yeah, your mod loads just fine. I haven't experienced any problems with that regard. I'm currently playing it on a random map. The only thing I'd like to be able to do is play it on my world map. I know there has to be an xml file somwhere in the mod where you can change this, but I'm not entirely sure where.
 
Well, I feel since you explained what Unitaid is that is it somewhat overpowered and I'm glad you give the option of downloading it separately. Also, I agree that you should take out settler religion since it seems to unbalance the game.

Why is the mechanized infantry reduced to strength 26, doesn't that basically make end time defensive units rely on offensive units for city defense? Is there another unit that is meant to replace the mech infantry?

It seems that mech infantry should have been left alone, however with all the added units its hard to know exactly what is to be done to keep balance. I am just afraid that too many things are causing too many main game changes. It could easily get out of hand.

-Ryan
 
NateDawgNY said:
I'm currently playing it on a random map. The only thing I'd like to be able to do is play it on my world map. I know there has to be an xml file somwhere in the mod where you can change this, but I'm not entirely sure where.

Ah-ha. Gotcha. I'm not sure what files you copies / merged to replace the vanilla civs, so I'm not sure how helpful I can be. You need to replace the civ files, the art files, the leaderhead infos, and the UU infos...and copy over the artwork. If any of that is missing you'll have unpredictable results. Also, if it's another scenario map, there might be civ info included in the map as preset starting points, in which case it might mess the whole thing up.


ecc said:
It seems that mech infantry should have been left alone, however with all the added units its hard to know exactly what is to be done to keep balance. I am just afraid that too many things are causing too many main game changes. It could easily get out of hand.

I'm a huge proponent of keeping things balanced--as I've always said, my main goal here is to keep the spirit of the original game. And you're right--there have been quite a few changes to the end game units and I think they DO need to be tweaked a little bit. One problem I have right now is that bazookas become available before infantry (at least in my last game they did), and once they become available you can't build riflemen or grenadiers anymore. That's gotta change. My artillery also became available way too early. Problem is that I can't always predict exactly how a mod will impact the overall game--in this case the Lost Units mod--and so there's a period of incorporation and adjusting before it fits perfectly.

But that's why I love the feedback in this forum and why I read everything! I feel like each new release is better balanced than the one before, but still manages to incorporate new ideas that fit well with core vanilla game, and it's largely thanks to the feedback I get here with regards to what's working and what isn't.

Anyway, I'm working on another update. There will be a lot of rebalancing of units as I've alluded to, plus a few tweaks and interface changes. Not sure yet about new 'content' per se, but there are a couple of things I want to flesh out. Keep tuned.:hammer2:
 
Still having trouble getting this to startup as I load the game.

The mod folder is called Sevomod in my game.

1- Close the game.
2- Open _Civ4Config.ini
3- ; Specify a Mod folder (Mods\Mesopotamia), '0' for none
Mod = Sevo

I've tried setting Mod=Sevomod, Mod=Mods/Sevomod and several variations. Every time the vanilla game loads up and the ini file gets modified to Mod=0.
What am I doing wrong?
 
Mod = Sevomod, not Mod=Sevomod.

Try to delete your cache.
Find ----> C:\Documents and Settings\XXXXXX\My Documents\My Games\Civilization 4
Send the entire folder [Civilization 4] to the Recycle Bin (leave it there in case that you need to restore).
*Your previous settings will be lost.

Reload and configure the game again.
Good luck!
:-)
 
I had a similar problem. I realized that I was changed the Multiplayer Mods to Sevomod. Check that on Civ.ini.
 
Just a follow-up on adding additional Civilizations..
Over in Graphic Mods there is a Static Leaderhead mod that makes all the original Civ Leaders non-animated..,, why not make a a Static Leaderhead pic for all the new Civs too,..
Combined ,,it would look like a polished finished product,, instead of a work in progress.. :)
 
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