[MOD] Sevo's CivFanatics Fusion 2.0

Now when civGOLD is out can we expect sevos 3.0? It has been very long since an update and there has been hinted of great changes in the next sevo mod version.
 
Next Sevo will come out with the patch.

Which will come out with Duke Nukem Forever.


(no part of this post is based on facts)
 
phuw, almost got me there! :)

The next official patch is done and ready a long time ago but take2 will nopt realise it, ever... guess they r saving it to futher promote people to buy civ warlords.
 
So last night, before going to bed, I had a great idea for how to limit early-game religion rushing, and I think I've remembered it. I call it Revival.
-Arkaeyn

I like this Idea, would deffinitly need some tweaking, and seeing as how i am just dabbling my toes in modding, I can not do it...yet :)

The mod I'd like to see done to religion isn't a replacement for any (though I think that Taoism is kind of irrelevant, and maybe Eastern Orthodox or Protestantism should be included), or a realism addition (bleh, religions have historically been interchangable) but rather a religion purge.
-Arkaeyn

AGREE!!!! This game soooo needs an inquisition!! I look at it not as trying to persecute any particular religion, but i wish to drive out the "non state" religions from the cities that i have conquered. When you figure that every city that has a religion other than your own is supplying money to your enemies...it just makes sense to root out the "heathens and the spies". Doesn't it????
 
SEVO
I spent the past two days at work reading your thread (after all, what is work for if not to fund your Civ habit?) and I think I have a pretty good idea of where you have been with your mods, which I use exclusively with my multiplayer games, and where you are going with it. I understand that your basically making vanillia Civ 4, just better vanillia...great, keep it up!!

I am not sure about others, but I have a problem with the game "ending" where it does. It seems in all our multiplayer games that we conquer 3 or 4 civs, and everything kind of balances out in the endgame with the technology cap.

Have you ever given any thought to extending the technology, and/or, the end game? Thanks for your time.
 
Good Sauce said:
could just be because you're so late in the game, even on the best of computers CIV will chug a bit in the late modern era, just because you and the AI have so many units, building etc. if it gets to be enough i could easily see it locking up a computer. 'specially if it's a big map and/or your if computer is not hoss

Could be, but at the time of crashing I was on my way to destroying my Comp opponents. 1st time was when I was barely taking out Russia, last night I did that and was taking out Greece/Persia. I have quite a few IFVs so that may be the case.
 
xprment626 said:
SEVO
I spent the past two days at work reading your thread (after all, what is work for if not to fund your Civ habit?) and I think I have a pretty good idea of where you have been with your mods, which I use exclusively with my multiplayer games, and where you are going with it. I understand that your basically making vanillia Civ 4, just better vanillia...great, keep it up!!

I am not sure about others, but I have a problem with the game "ending" where it does. It seems in all our multiplayer games that we conquer 3 or 4 civs, and everything kind of balances out in the endgame with the technology cap.

Have you ever given any thought to extending the technology, and/or, the end game? Thanks for your time.


I have actually...but I don't want to head "into the future..." so to speak. In the next version I'm expanding the industrial and modern tech trees a bit and will probably continue to expand depeding on how it goes.

@Rabbit_Alex: I won't incorporate the wagons yet simply because they aren't animated and I don't want them "sliding" around the map!

And I'm not incorporating the animated leaderheads pack; I'm incorporating the Civ Gold leaderheads! After all--why build a civilization package if you aren't going to use it! Wyz_sub10, Shqype, and I built a solid group of civs here and they will find their way into SevoMod promptly! Here's the full civ leaderhead pic:

33newleaderheads7hj.png
 
Just a repost from CIV GOLD thread SEVO, i want to get your thoughts on it as well and i am too lazy to retype it here LOL

Shqype, and Sevo for that matter.

In order to do it justice we will have to play it for awhile. To be honest we were waiting for SEVO's ver 3.0 to come out and just do a mass incorporation of the two mods. We have been playing his ver 1.0 for some time now and i just recently discovered that ver 3.0 is coming!!! After we get some time in with the civs i will let you know, but my vid card is down (an incident with a hair dryer, cheese, and an obnoxious ATI 9800...messy, very mesy!)

On a side note, i would like to state again my enthusiasm for 2 UUs, and for spreading them over the ages.

A thought occured and i'm not sure if it is feasible, but what about a UU tied to a technology advance rather than a Civ? Say for example, the first to discover Fission, is granted the UU Atomic Bomb. The discoverer then would have sole possesion of that UU type, unless someone stole it with a spy (the plans), or traded it away.
And while we are on the subject of trading, how about the ability to trade construction rights to said specific UU. It happens all the time with allies in the real world. We "license" another country (ally) to construct F-16s for their own use. I am thinking we would need to tie the UU prerequisit (technology) to some sort of resource variable (plans). Heck, then we could license the construction of said F-16 for 10 turns and renegotiate their construction again later, it would be a hell of a barganing chip.
I license M1-Tank (American UU) to England for 10 turns!! (Crank out as many as you can!!)
 
xprment626 said:
A thought occured and i'm not sure if it is feasible, but what about a UU tied to a technology advance rather than a Civ? Say for example, the first to discover Fission, is granted the UU Atomic Bomb. The discoverer then would have sole possesion of that UU type, unless someone stole it with a spy (the plans), or traded it away.
And while we are on the subject of trading, how about the ability to trade construction rights to said specific UU. It happens all the time with allies in the real world. We "license" another country (ally) to construct F-16s

I'm doing exactly that in version 3.0! My approach was a little different; again because I want the AI to benefit without a need to "understand" a new game element.

Here's the idea: I'm adding a handful of new Wonders througout the gamespan. Construction of the wonder will allow construction of a Wonder Unit, or "WU". For example: Modern age: you build the "Fairchild Republic Corp" and you can now build A-10 Tank-Killers, which will be UU's with strong anti-tank airstrikes. I haven't decided yet about trading, 'cause I think the AI won't get it, but the wonders and Units they certainly will get.

So...yeah, good idea!
 
Damn, already ahead of me and i thought i got the jump LOL. Sorry if i forced you into spoiling the surprise.

I would be interested in that particular piece of coding, not now but in the future when i can better understand it. Or maybe what you think was the key bit of code that let's you tie it to the Wonder (excellent idea!! can't wait for some warthogs), i would like to see if i could tie it a tech, and possibly a resource...i'm still brainstorming it in my head.

I noticed in some other posts that this "enemy not getting it" thing is a problem. Since you have already delved into that mess, can you tell me if the AI ishard coded? or is it something that we might be able to manipulate...
 
xprment626 said:
[…] A thought occured and i'm not sure if it is feasible, but what about a UU tied to a technology advance rather than a Civ? Say for example, the first to discover Fission, is granted the UU Atomic Bomb. The discoverer then would have sole possesion of that UU type, unless someone stole it with a spy (the plans), or traded it away.
And while we are on the subject of trading, how about the ability to trade construction rights to said specific UU. It happens all the time with allies in the real world. We "license" another country (ally) to construct F-16s for their own use. I am thinking we would need to tie the UU prerequisit (technology) to some sort of resource variable (plans). Heck, then we could license the construction of said F-16 for 10 turns and renegotiate their construction again later, it would be a hell of a barganing chip.
I license M1-Tank (American UU) to England for 10 turns!! (Crank out as many as you can!!)
Yes, I also was thinking about some kind of units tied to a technology advance (not the ability to build, only as present). For example the first who discover rocketry get a V1, V2 or a Mi 24 (<--Helicopter) – (or the first with flight get some Biplanes or Zeppelins and the second some other stuff …).
Another cool thing would be some “gratification” if you kill an UU. For example if you kill the first Praetorian you are able to “build” this unit, but only three of them. That needs some Python code which checks the onUnitBuild event: If you build a Swordsman the code has to check if you have killed a Pretorian -> if yes, do you have less than three Pretorians -> if yes, create a Pretorian and delete the Swordsman… (or something like that)
 
Now you got me thinking GIR...a dangerous thing.

Let us say we have an ARMY general unit...similiar to the old hero general in civ 3 ok?
He grants bonus to the army group he is with or his stack(sphere of influence) or what have you...
This general unit is killed, beaten, given a stern talking to...whatever, could we then have his troops(the ones that were previously "under the colors" of said general...DEFECT to your army? Kind of like a privateer could "capture" ships.. you could beat the general in the field and the rest of the army would dissolve or turn coat or something....just thinking out loud now...:)
 
i dont want to "capture" the unit – i only want to capture the limited ability to build the uu – for example if you kill a german panzer you can “investigate the technology” and build (limited) this unit.this means the next time you build an tank in your city this tank would be a panzer (instead of the normal tank).
 
My only reservation about that is, once your able to build it (three turns, three units or whatever) why do you suddenly loose the ability? If I reverse engineered the tank I killed and now can produce my own, can't I always produce it?

I would like to figure out the code for that "gratification" either way. Secretly I have dreams of coding a scenario. A "war of the worlds" so to speak. Should it come to pass that some Mech. Infantry unit is able to bring down the alien war machine...I need to code the "gratification" as to bestow on the conquering civ the technology to produce they're own alien war machines or some facsimile there of. Have you given any thoughts to the code? And if so i would love to work it out, but we should probably take the discussion to a different thread so we don't hog Sevo's bandwidth :)
 
Sevo, et al.

It may have passed my eyes going over the thread line here: What are the differences between Sevo Mod 3 and Civ Gold?

I am sorry if it has been mentioned before, I haven't seen the explanation.

Regards to all,

John:crazyeye:
 
JohnYoga said:
Sevo, et al.

It may have passed my eyes going over the thread line here: What are the differences between Sevo Mod 3 and Civ Gold?

Sevo's Mod makes changes to the default gameplay and adds new civilizations, Unique Units and wonders, while the Civ Gold mod only adds new civilizations and UUs.
 
Hopefully the Inquisitor Mod and the Shinto mod at least make it in this version...
 
Rabbit_Alex said:
Sevo's Mod makes changes to the default gameplay and adds new civilizations, Unique Units and wonders, while the Civ Gold mod only adds new civilizations and UUs.

Thank you Rabbit Alex!

John
 
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