[MOD] Sevo's CivFanatics Fusion 2.0

Rabbit_Alex said:
Hey Sevo, could you add the Great Person Mod v1.6 by Patricius?

I was going to ask the very same thing! I haven't tried the Great Person Mod myself because I don't play Vanilla any more and couldn't combine it with your mod, but it looks wayyyyy cool!
 
Drakonik said:
What file is that in? I've always been miffed by the 10% increments.

Drakonik..
I don't think Sevo has it in his mod, but if you go to Programme files\firaxis\SidMeirscivilisation4\Assets\XML\ ....it should be there..Global Defines..around 36 kb... you can copy it from there into Sevo's XML folder and alter things from there..(even global warming)
Cheers :goodjob:
 
lordroy said:
@all

Has anyone noticed that, you can get access to some units without things that are usually needed.

Such as, I have been playing Celtic with the special UU axemen. I research bronze working, and without any access to copper (have not even seen one on the map) I can still build my new unit.

Same thing happened later with War Elephants. I researched Construction and was able to build them without any Elephant/Ivory bonus terrain in my nation.

any ideas?

-=R=-

Lordroy..
Looks like no bonuses are needed...I'm not sure but maybe its because it's the UU of the Celts.. I notice the the other axemen need bonuses... same for the UU War elephants for the Carthiginians..


<UnitInfo>
<Class>UNITCLASS_AXEMAN</Class>
<Type>UNIT_CELT_GAELIC_WARRIOR</Type>
<UniqueNames/>
<Special>NONE</Special>
<Capture>NONE</Capture>
.........................
........................
<PrereqReligion>NONE</PrereqReligion>
<PrereqBuilding>NONE</PrereqBuilding>
<PrereqTech>TECH_BRONZE_WORKING</PrereqTech>
<TechTypes/>
<BonusType>NONE</BonusType>
<PrereqBonuses/>
<ProductionTraits/>
<Flavors/>
<iAIWeight>0</iAIWeight>

Cheers...Pine
 
pine said:
Lordroy..
Looks like no bonuses are needed...I'm not sure but maybe its because it's the UU of the Celts.. I notice the the other axemen need bonuses... same for the UU War elephants for the Carthiginians..


<UnitInfo>
<Class>UNITCLASS_AXEMAN</Class>
<Type>UNIT_CELT_GAELIC_WARRIOR</Type>
<UniqueNames/>
<Special>NONE</Special>
<Capture>NONE</Capture>
.........................
........................
<PrereqReligion>NONE</PrereqReligion>
<PrereqBuilding>NONE</PrereqBuilding>
<PrereqTech>TECH_BRONZE_WORKING</PrereqTech>
<TechTypes/>
<BonusType>NONE</BonusType>
<PrereqBonuses/>
<ProductionTraits/>
<Flavors/>
<iAIWeight>0</iAIWeight>

Cheers...Pine


I was able to build both the UU Axemen AND the (Normal) War Elephants without having EITHER bonus (copper / elephant) in my nation's borders.

Something just seems amiss.

-=R=-
 
I really like the idea of adding together a bunch of great mods/art/concepts that are on the forums. With that said, I have attempted to fuse together some of my favorites (Which I will list below) and I failed.

So, I figured I could add them here as suggestions to be added to your great fusion mod. (Or if not perhaps someone can contact me to help me fuse together the ones I have listed.)

So here is what I suggest adding (And a couple I believe you have listed already as possibles to add.):

Random events Mod(Already listed as possible)
Caravans and Frieght and Entertainer By Hastur
Military Bases By TheLopez
Enhanced military advisor By SupremeOverlord
Mercenaries Mod Special Edition Integrated with Zuul's Promotions and Perks Mod By TheLopez and Zuul
Sevo -- Raw Commerce City Display By Sevo
Kill List Mod By RogerBacon
Great Specialist By TheLopez



If you could add these to your mod, that would be great. (Based on my personnal oppinion.) I also believe these would be great additions for not just myself, but for most people.

However, if you do not want to, or do not have the time, let me know. Perhaps I could learn how to add them. As I said above, I tried to add them all together but I failed. Perhaps I could send you what I have and you (Or anyone else reading this) can show me what I did wrong. (For those curious It loads all the python files just finee, well no errors in log file, but I have no interface screen, can't go to city, just the map with units on it.)

Thanks.
 
Its possible to make this mod work wih a world map, but takes a real long time.:cry:
 
GeneralGrievous said:
Its possible to make this mod work wih a world map, but takes a real long time.:cry:

What did you end up having to do?
 
Yo, cheers for the mod... looking good so far. I've not managed to read all 25 pages of this (sorry ;)) but here's a couple of issues I've had so far...

1) Some of the new icons appear as half-sized squares in lists of new improvments.

2) Fort bonuses appear in the lists of benefits of a technology.

and most importantly...

3) Selecting groups of units and attacking with them is screwed. You can't seem to attack multiple times with a stack, choose to heal units and get options to bombard even when the appropriate units don't have MPs left. This makes it seriously hard to deal with attacking...

Overall very good though, cheers.
 
Do the other civs' attitudes display from the start? If so, I am having issues, because the attitudes are not showing for me.

Any ideas or tips? Thanks again. :D

Dave
 
GeneralGrievous said:
Its possible to make this mod work wih a world map, but takes a real long time.:cry:
Yes, please tell us what you did to make it work! :confused:
 
re: Fair Start mod of this mod. I'm not so sure it's actually MORE fair; the fact that you DON'T see resources at start-time makes choosing your capital's location even more of a gamble, doesn't it? Those who'll happen to have settled next to five resources will surely have a huge advantage against those who had no resources next to their capital?
 
The TechConquest portion of the mod seems to be somewhat bugged in multiplayer games where both human players are in a permanent alliance. The amount of tech stolen is always vanishingly small, around 10%, even for size 20 cities, and upon capturing multiple cities, it doesn't add to the amount of points toward that same tech, but simply replaces the amount, sometimes with a smaller number of points.
 
:banana: New release underway! This is going to be another big one.

First I'm going through each and every unit, civilization, promotion, etc., and fixing little things and rebalancing the whole shebang. The upgrade path has been fixed and many units tech prereqs have been changed in the late game. I'm also going to slow down the late game eras even more...seems like I just get to start playing with infantry and suddenly there are modern armor rolling around. I've got a few new unit models to work in, too.

There will be a couple of new mods incorporated that people have liked and I think will compliment the whole framework. Also, I'm working on some new wonders for the early game. These will be shorter lived wonders and provide different benefits than the existing wonders--the goal is to add more wonders (which, come on, we all love to have more of) without upsetting the gameplay. Ex: Classical wonder that grants +4 xp/unit that expires in the renassance...it'll be easier to build, expires quickly, and shouldn't upset the balance much. Just fun stuff.

Doing a lot of graphics work on this update as well. I plan to have all animated wonder movies with this release. If all goes according to plan we'll have almost all (perhaps all?) animated leaderheads. I'm limited to the existing 3D models until someone starts creating new ones, but it's working thus far. Here's a teaser: The new king Solomon:

solomon4ar.png


Anyway, it'll be a little while until this one is ready for obvious reasons, but I'll try to keep the teasers coming. :p



arthurtuxedo said:
The TechConquest portion of the mod seems to be somewhat bugged in multiplayer games where both human players are in a permanent alliance. The amount of tech stolen is always vanishingly small, around 10%, even for size 20 cities, and upon capturing multiple cities, it doesn't add to the amount of points toward that same tech, but simply replaces the amount, sometimes with a smaller number of points.

Interesting. I noted in my last game that I also received very small tech points. I'll go over the code again.

Also, I've taken note of the other bugs/problems listed above and I'm working on many of them with this release.
 
Hi,

Firstly Sevo, this is far and away the best mod for CivIV period. Love it.

I recently hosted a Multiplayer direct IP game with my brother utilizing SevoMod 2.3.

Starting and playing a new game was not a problem. After 5 hours of playing, we decided to save the game and revisit it later. This is where we started to have difficulty.

After loading the saved version of the game on my computer, and waiting for my brother to connect, his computer said that it needed to restart CivIV even though he already had booted the SevoMod 2.3. Upon CivIV's reboot his computer attempted to upload saved game data from my computer to his, this apparently caused his computer to crash. He also tried the Direct IP connection without loading SevoMod first and again during the CivIV reboot the transfer of saved game data from my computer to his would cause his system to crash.

We attempted the same thing with the unmodded original CivIV and saved files and it did not give us any problems.

Any ideas?
 
thewison said:
Hi,

Firstly Sevo, this is far and away the best mod for CivIV period. Love it.

I recently hosted a Multiplayer direct IP game with my brother utilizing SevoMod 2.3.

Starting and playing a new game was not a problem. After 5 hours of playing, we decided to save the game and revisit it later. This is where we started to have difficulty.

After loading the saved version of the game on my computer, and waiting for my brother to connect, his computer said that it needed to restart CivIV even though he already had booted the SevoMod 2.3. Upon CivIV's reboot his computer attempted to upload saved game data from my computer to his, this apparently caused his computer to crash. He also tried the Direct IP connection without loading SevoMod first and again during the CivIV reboot the transfer of saved game data from my computer to his would cause his system to crash.

We attempted the same thing with the unmodded original CivIV and saved files and it did not give us any problems.

Any ideas?

I am playing this mod with my sister,but we merely start over again when we meet up weeks later...

I wonder if he a) saved the game (put a file name on it) too, and b) have him start it up, and you join via direct IP if that would make any difference.

If no help, I'll bet I will run into this too with my sister if we took a game up where we left off... Good Luck TheWison. John
 
thewison said:
Firstly Sevo, this is far and away the best mod for CivIV period. Love it.
I recently hosted a Multiplayer direct IP game with my brother utilizing SevoMod 2.3...Any ideas?

Previous versions were apparently MP compatible, but this version seems to have troubled some people.

Let me start by asking the forum: Do any of you play multiplayer? If so, have any of you managed to load a saved game using this version of the mod?

@Rabbit--Great People mod--thinking about it...thinking about it...:)
 
lordroy said:
@Fujisan--
I have been testing this on Noble, Small and Standard maps. First time I played I got: 1 Warrior, 2 Settlers, 2 Scouts, and 1 Worker. The 2nd-7th times I have started this (same settings, only changing sizes back and forth)... I get: 2 Settlers, 1 Scout, 1 Worker. Is there a reason that it changes he amount of units?
-=R=-
This is strange, but I'll check this.

2 manooly
I haven't tested multiplayer. I think it should be Ok.
 
Bringa said:
re: Fair Start mod of this mod. I'm not so sure it's actually MORE fair; the fact that you DON'T see resources at start-time makes choosing your capital's location even more of a gamble, doesn't it? Those who'll happen to have settled next to five resources will surely have a huge advantage against those who had no resources next to their capital?
This is good question!

Actually I've played many many test games to make the start as equal as possible. There are several points to be paid an attention.

1) Most resources are distributed on the map uniformly. It is unlikely that you miss some widely spread resource.

2) The resources, which being revealed by early techs, either don't give much yield or appear in "difficult" terrain (jungle, tundra, snow).

3) The first strong resources (Cow, Wheat) are distributed uniformly and with a little bit higher density than other resources.

4) No change in revealing of the strategic resources (iron, copper, horse).

5) It is difficult to decide where to build a city when no resources are visible. Follow the computer recommendation (blue circle) even if you don't think this is a good place for a city. It seems that the computer "see" even invisible resources when recommending a place for your city.

6) Discovering resources during the game is very exciting!
 
Sevo said:
Previous versions were apparently MP compatible, but this version seems to have troubled some people.

Let me start by asking the forum: Do any of you play multiplayer? If so, have any of you managed to load a saved game using this version of the mod?
I play multiplayer exclusively, and have not noticed a problem with loading savegames.
 
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