[MOD] Sevo's CivFanatics Fusion 2.0

as far as the ai not understanding trade of wonder units:
would it work to have the onder provide a resource that the unit needs
ie. fairchilod corp provides x number of "tank killer plans"
 
Arkaeyn said:
re: leaderheads

The Genghiz Khan Canute is just plain scary. Also, the Menelik head doesn't look much like him. His features were quite "Semetic". I would almost try tinting Bismarck.

Yeah...we've got pretty limited tools here, folks. I've got a crappy first generation .nif editor that crashes anytime you try anything complex and I had to create 34 leaderheads from a small stock of existing meshes...whaddya gonna do. Delete him if he bugs you!
 
I might just do that with Canute, since there's another Viking, but I'm a big fan of Menelik, which is why I'm being picky.

By the way, how does a light-skinned Hatepshut model look? Isabella's really getting a workout.
 
While I appreciate effort,,personally I don't see why so much time was invested into reskinning the Leaderheads... Shame that the tools were not given to you nice mod-makers..
I would rather see a realistic looking static portrait of a leader as oppose to a re-colored Ghandi-lookalike. It so startling and obvious that it almost takes away from the game.. :)
Besides seeing a Leaderhead just bobbing his/her head back and forth has nothing to do with the essence of Civ.. its just eye candy and resource using..
This Mod does however add a wonderful array of great touches as well as enhancing actual gameplay.. very thankful for those..
 
ACEofHeart said:
Besides seeing a Leaderhead just bobbing his/her head back and forth has nothing to do with the essence of Civ.. its just eye candy and resource using..
This Mod does however add a wonderful array of great touches as well as enhancing actual gameplay.. very thankful for those..

While I agree with you, we are definitely in the minority. Of the 30+ leaders I've made for different civs, the most frequent comment I get is not about the traits or the pedia entires or anything like that - it's "I wish these were animated because static pictures take away from the flow."
 
I'm not in the loop, but I beleive "word on the street" is the worst kind there is. I wouldn't recommend taking it to heart.
 
I agree Wyz ,,even I'm included with having animated Leaderheads over Static ones but until there is the tools to 'create' them ,,..reskinning or recoloring Ghandi ,, well,, it's still Ghandi :) I don't think most people meant they would rather have that did they ?..
But in any case the hard effort you guys put in is still always appreciated..is there any word on those additional tools needed from Firaxis ?..
 
Drakonik said:
I'm not in the loop, but I beleive "word on the street" is the worst kind there is. I wouldn't recommend taking it to heart.

I think I heard the the project is dropped. :(

I guess it is alright.
 
I've played a couple of games with SevoMod. It's a whole lot of fun, and quite polished overall. But I had a couple of issues with it that I felt interfered with gameplay.

The Hypaspist is too powerful, too soon. Since I rush to Bronze Working to be able to chop things, I end up getting Hypaspists before Archers. And they make the rush for copper/iron pretty useless, because the hypaspist is almost as good as an axeman. I put back the requirement for copper or iron, and it worked fine - after all, hypaspists are still good for defense. You don't need to make them completely dominate the first 2000 years for them to play a role in the game.

Riflemen shouldn't upgrade to bazookas, since bazookas perform worse than riflemen against some units. In one game, I was stuck with no good land units I could build, since I was missing horses, and the upgrade path didn't allow me to build riflemen. I essentially had a choice of Grenadiers and Bazookas. Wonderful.

I made those changes in my copy of the mod, and I've played some very enjoyable games with it. Good work!
 
yexusbeliever said:
I think I heard the the project is dropped. :(

I guess it is alright.

Well, I'm not sure where you heard that, but Sevo spent hours and hours over the last two weeks on CIV Gold, one of the objectives being to integrate in into Fusion.

What I do know is that, like many of us, he's a busy man in real life. I suggest that if you didn't hear it from him, you shouldn't give it too much weight.
 
Much like pimping, modding aint easy. I suggest you hooligans chill out, maybe play another game of 2.3 on my map and tell me how awesome you think it is ;)
Sevo will get it done eventually.
 
I have to say If the Sevo mod ended here it would have been a great exprience that improved on vanilla civ in a lot of subtle ways but with new versions on the way it's just awesome.I really think a little patience is called for.As for people who feel animated leaderheads are so important I would much rather see other content taken on first.Tbh I couldnt care less if every leader had the same portrait it hardly impacts on gameplay.
 
Does Sevo do this all on his own or does he get some help?

I love the game and am very impressed that anybody can build a whole mod and still live a normal life. I made my first Civ and unit the other week and my girlfirend was getting a bit pissed that I spent all my time on it.

I would be willing to offer any help that I might be able to give but my abilities are limited. I would have to be like have like the most mindless job on this assembly line. However I would be happy to do it!
 
yexusbeliever said:
I think I heard the the project is dropped. :(

I guess it is alright.

The project is dropped? I wish someone had sent me that memo. Here I've been wasting all my free time on it...sheesh. Who cancelled it? Friggin jerk. I really liked Sevomod...


BFD8656 said:
Does Sevo do this all on his own or does he get some help?

I love the game and am very impressed that anybody can build a whole mod and still live a normal life. I made my first Civ and unit the other week and my girlfirend was getting a bit pissed that I spent all my time on it.

I get lots of help in the form of ideas and snippets from all over the forum. But I do a lot of creative work on my own, and all of the mod integration and tweaking is done by myself. I'm sort of a micromanager when I really feel close to a project and I like the "work", if you can call tweaking a game "work", so I tend to work alone on this one.

Actually, the Civ Gold mod was my first team project and I found it easier to work in a group than I thought it would be; plus Wyz_sub10 and Shqype were easy to get along with, hard-working, and had great ideas, so I couldn't have asked for better co-modders.

And my girlfriend LOVES how much time I spend working on cIV. Right baby? Baby? Hello...? Actually, she tolerates it rather well. She thinks it's cool in a very nerdy, semi-depressing way.


rspeer said:
I've played a couple of games with SevoMod. It's a whole lot of fun, and quite polished overall. But I had a couple of issues with it that I felt interfered with gameplay.

The Hypaspist is too powerful, too soon. Since I rush to Bronze Working to be able to chop things, I end up getting Hypaspists before Archers. And they make the rush for copper/iron pretty useless, because the hypaspist is almost as good as an axeman. I put back the requirement for copper or iron, and it worked fine - after all, hypaspists are still good for defense. You don't need to make them completely dominate the first 2000 years for them to play a role in the game.

Riflemen shouldn't upgrade to bazookas, since bazookas perform worse than riflemen against some units. In one game, I was stuck with no good land units I could build, since I was missing horses, and the upgrade path didn't allow me to build riflemen. I essentially had a choice of Grenadiers and Bazookas. Wonderful.

I made those changes in my copy of the mod, and I've played some very enjoyable games with it. Good work!

I totally agree. Version 3.0 has Hyapists strength reduced to 4 with an increased city defense. Basically they'll serve as a city defense unit for civs without iron/bronze against civs with axemen and swordmen. They won't be perfect, but better than archers alone. The unit upgrades in the late-game, and the units themselves, were kind of a mess; all of that has been cleaned up and the units re-thought for better balance (I think/hope).


Good Sauce said:
Much like pimping, modding aint easy. I suggest you hooligans chill out, maybe play another game of 2.3 on my map and tell me how awesome you think it is ;)
Sevo will get it done eventually.

Thanks for the vote of confidence, Sauce! I work on the mod every day, sometimes all I have is an hour or two, but if I can tick off one more checkmark I'm that much closer! It's worth the wait, I swear it!

But, just to assuage the fears out there, I'm posting a work-meter on the main page so you can all look and see what I've been up to and how close I'm getting to the next release.
 
Actually, the Civ Gold mod was my first team project and I found it easier to work in a group than I thought it would be; plus Wyz_sub10 and Shqype were easy to get along with, hard-working, and had great ideas, so I couldn't have asked for better co-modders.
That's nice of you to give us those compliments. Thanks :) I must say I (and I think I speak for Wyz_sub10 too) could not have asked for a better "co-modder" either. You not only did a large amount of work, but you kept asking for more. You did what was needed, you went above and beyond, and we were all able to work together. The project went together nicely and quickly, and we were able to understand each other and get along and be effective with our work. I had a blast working with Sevo and Wyz_sub10, and would not deny working with either of them again in the future should they ask me.

Thankfully spring break starts for me in a few days, so I'll be able to resume work on my own mod, and I should even have some time to finally play the loved SevoMod! I can't wait to test out all the new features and offer some feedback. Perhaps I'll start on v3.0 as a clean slate :)
 
I would like to see a worldmap included into the sevomod...with the starting locations historically accurate :)

and I found out programming this automated-route-patrol thing, which I requested somewhat back in this thread, is not really going to work...some advanced python programmers told me to wait for the SDK because it's wether impossible in python or needs more programming codes then a human mind can handle..
I thought it'll not be so difficult..my idea whas to get just user-mouseclick input..put the X Y coordinates in a list, and let the unit walk through the list automatically, and at the end of the list move back upwards.. I know in C how to make this happen..but python??
the auto recon for airplanes be probably impossible too..I found out due to the airintercept mod, that you need to check on the current mission, but at the end of every turn you did the recon mission, it is deleted that the unit used this mission..you somehow have to make a trigger in the original unit mission to let him store some variable (BOOL) be appropriate to make it say 1=unit did recon and 0 unit did not recon, and just write a small mod to say, if 1 then do recon.. you also again need user input about the X Y coordinates in the original unit mission python file..
i got this recommendation of the advanced modders:"don't try to mod originals if you don't knwo what you're doing" since im just testing i consider myself not knowing what im doing..os i kinda on a dead track here either...I hope it'll be easier with this SDK, but I hardly doubt this will help unadvanced people like me..sorry
 
mrgenie said:
I would like to see a worldmap included into the sevomod...with the starting locations historically accurate :)

I'll do so as soon as 3.0 hits. however, we're still imited to only 18 civs per map. who gets the cut? what is a good size to fit everyone in, w/o being too big?
also, we're limited to one leader, what leader do you all prefer for certain civs?
 
Just read the progress on Sevo 3.0 I like the changes you have made to the slavery civic I really like the fact that slaves are freed when the civic is dropped thats really cool.Do they get returned to their former civs?If not maybe a nice change to make in a later version.
 
I am more than willing to wait and enjoy playing the current Sevomod. Thanks again to Sevo and the other modders for their hard work.
 
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