[MOD] Sevo's CivFanatics Fusion 2.0

Perfect_Blue said:
Anyway.........So, maybe I can get one response :rolleyes: I hope.

Civscale no longer seems to function with this latest version. I can no longer change the unit size to scale them down. Maybe it's just me, but I would appreciate any advice.

I don't know why it doesn't work...then again, I'm not really sure what it is...:D What is Civscale? That will help me fix the problem...

Samael said:
Would it be possible to make it:
a) The full eight square slash & burn applicable to only the first city? (Thus allowing for a relatively fair start)
b) In the interests of variety, making it only destroy between 25%-75% of the surrounding eight jungles in either the next few cities or all later cities? (Thus preserving both challenge and interest whilst giving the city some room to grow at least a little)

Yes, and yes. I suppose I'd find it reasonable to have a "burn down" for the very first city, just so if you're playing MP or something you don't get totally hosed by starting in the middle of the rainforest.

Shichiaikan said:
My idea here: have you thought about working with one (or more) of the other compiled mod creators?

You've done a great job, but so have some of the other guys... cip: gekko (total experience mod). I've been switching back and forth between TE, Comp. Mod v16, and this one, because all of them rock, but all of them have a few things that I wish the other had.

Thanks for the compliments. Some of us have corroborated on projects, most of us borrow from one another. Some of the followers in this forum have done work I've pulled into the mod. It's just hard for us to get together and "work together" in the sense you're alluding to, since most of us work in our spare time and whatnot. Plus we all have our own little visions...mine are more hallucinations, I think, but I digress.

homersheineken said:
Sevo,
Quick question...
Are you planning on adding the Random events mod? If this has been asked, i apologize for my laziness to look through the 12 pages :)
grazie

I go back and forth on Random events. It started to bug me, so I unmerged it, but I think I may re-merge it with some changes eventually.

Bursk said:
is there any way that I can disable the additional civs? I'm not a big fan of things that stick out as being clearly modded, and I find the new leaders a bit jarring to say the least. Is there anything I can change in e.g. an ini, to stop the new civs appearing?

Regretfully, no. Not easily, anyway. I waited for a long time to merge SuperCiv, and I have to say, I somewhat agree with you. There's just too much variability in style and quality in that mod for my liking (and now my mod...)

@ Keldath -- I wasn't sold on SuperCiv either, for the reasons you document and the ones pointed out by Bursk.

Well, I'll be fixing it up. I'm going to pull a lot of the civs, and the ones I keep I'm going to clean up a bit. Willowmound did such a great job with the "realquotes" diplomacy text and I really liked getting that 'character' from the other civ leaders. Now my leaders don't say anything when I meet them.

I wanted to fix it before merging it, but I'm going on vacation next week so I rushed it a bit. Suffice to say it bugs me too and I'll be changing it ASAP.
 
Truly outstanding compilation Sevo. Best by a mile.

At least from my point of view, you have a great grasp on what makes a good game. Thanks for all your work so far ironing out bugs and adding your own contributions in addition to all those clever little civvers who made the components.
 
Anyone else not seeing the "unhappy indikator" next to their cities? This must come back so people could spot those.

A speed q: I might have been dreamning but isnt marathon speed 5000 turns and not 1200 as in this mod? 1200 feelt kinda low, feels like I have to rush trougout the game... :)
 
Drogear said:
Anyone else not seeing the "unhappy indikator" next to their cities? This must come back so people could spot those.

A speed q: I might have been dreamning but isnt marathon speed 5000 turns and not 1200 as in this mod? 1200 feelt kinda low, feels like I have to rush trougout the game... :)

Regarding the one with the unhappy indicator, I can't see it too. This also goes the same with the unhealthy indicator. I dunno if it's with everybody, but mine does that.

Thanks for this MOD Sevo, it really is good. More power to you!:goodjob:
 
oh I missed that the unhealty indicator is missing to. Well I hope these are easy to fix and can be done so without having save game probems!

Playing a Emperor/Marathon on earth_realism 1.3 map as China. As this is a huge map and a great time consuming quest Ill hate to restart it. Spec since I got an great start and actually am having an early lead which is hard in this diff level.
 
Yeah, I can completely understand the separate visions thing... I've done a lot of publishing (web, paper, and otherwise) over the years, and I know how that can work... Hell, maybe I'll just quit my job and make a modpack, heh...

riiiight...

You guys rock.
 
Sevo said:
I go back and forth on Random events. It started to bug me, so I unmerged it, but I think I may re-merge it with some changes eventually.

Sevo, TheLopez did an awesome job for my mod in fixing all the problems the Random Events used to give. if you want to add them in the future, just tell me and I'll send you my python files so that you can use those instead of the original ones ;)
 
three things:
1) I agree about the SuperCiv, I like more choices, and hope many of them will stay. some of them are just silly though. I mean come on, a Georgian Empire? I'm from Savannah GA myself and even I think thats rediculous.
2) Is anyone else having the white flag problem with the new civs? my unit flags are all plain white squares sometimes, but not always, it's weird how random it is.
3) did you change any of the map generation scripts? pangea especially seems to be making coastlines that I like more
 
Hi Sevo

Great mod, having fun playing it.

However, i have a pretty annoying bug (or i think its a bug) to report, from the first game i played with your new version:
Some of the cities i have conquered do not increase culture, remaining to 0 and with no chance to grow (0 tiles occupied other than own tile). It behaves like a "forever rebel" city, without being rebel realy.
In the game i play i'm William Wallace (loved the movie ;) ) and first cities conquered from barbs and Shaka Zulu, were ok, but after i while, i noticed the new cities conquered (even with Pyramids in it) were behaving like described above. It might be something about my culture inside enemy territory, but the nasty part is that some of the conquered cities behave normally...
I attached a save from the game.
Details:
- city Zimbabwe - Shaka Zulu capital, Pyramids, size 8-9 when conquered, now its bugged
- city Bapedi - Shaka Zulu big city, size 8-9 when conquered, works ok

Hope it helps.

Eugen
 
Hey there Sevo!

Long time lurker and follower of your work here. I finally decided to try and contribute instead of just glomming your work. :D

As some others have pointed out, the Happy and Yuck faces are not appearing over the city names. Additionally, the "Connected to Capital" symbol isn't showing. Was this intentional or a result of mixing together so many different mods? I didn't realize how much I relied on those little symbols until they were gone.

Otherwise, the game is running great for me. Thanks for all your hard work!

~Neb
 
Had hoped you would use some newer version of my Promotion mod, and maybe add my new animals.
 
Did something alter the AI of the new civs you put in cause they are crazy now. In a multiplayer game an AI declared war on one of my friends for very trivial reasons (more so than usual) and then proceeded to take over and RAZE everyone of his cities even his capital! Ive never seen the AI take such a destructive path.
 
I know most of you guys are busy playing this mod..however I am having a difficult time extracting it over into Civ 4....I'm pretty inept when it comes to d/l and extracting and chaos and what not....If anyone could take some time out from their fun lives to give me a little guide on how to run Sevo's mod...I would greatly appreciate it...I am using the WinAce program and have completely downloaded the mod...I'm stuck at that...help.
 
Acesuper said:
I know most of you guys are busy playing this mod..however I am having a difficult time extracting it over into Civ 4....I'm pretty inept when it comes to d/l and extracting and chaos and what not....If anyone could take some time out from their fun lives to give me a little guide on how to run Sevo's mod...I would greatly appreciate it...I am using the WinAce program and have completely downloaded the mod...I'm stuck at that...help.


Assuming you installed to civ 4's default path:

extract it to your c:\program files\firaxis\civilization 4\mods directory so it should then look like this: c:\program files\firaxis\civilization 4\mods\sevomod .

Then start civ 4 and at the main menu choose "advanced" then choose load a mod and choose sevomod.. Thats it.
 
Hmm, ok, having a major problem here... downloaded the mod, everything looks fine. Loaded it in Civ 4, seems fine... start a game, and there is no mod... like the mod loaded, but the game has remained completely the base Civ 4 game...

I'm redownloading, but other than that, any ideas?
 
naf4ever said:
Did something alter the AI of the new civs you put in cause they are crazy now. In a multiplayer game an AI declared war on one of my friends for very trivial reasons (more so than usual) and then proceeded to take over and RAZE everyone of his cities even his capital! Ive never seen the AI take such a destructive path.

Most likely, whoever hosted the game selected one of two options (accidentally or otherwise):

Random Personalities
Aggressive AI

Both of those could explain that, but most likely it's aggressive AI, as that makes all of the AI players pretty much want to war about everything.
 
naf4ever said:
Assuming you installed to civ 4's default path:

extract it to your c:\program files\firaxis\civilization 4\mods directory so it should then look like this: c:\program files\firaxis\civilization 4\mods\sevomod .

Then start civ 4 and at the main menu choose "advanced" then choose load a mod and choose sevomod.. Thats it.


Or...

There is a folder within My Documents/Mygames/Sid Meier's Civilization 4/Mods you can load it into, if you are using XP or Win2k


-=R=-
 
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