[MOD] Sevo's CivFanatics Fusion 2.0

This is the dream mod! Such great work and I am glad that you added the MOD - FexFX: Extended GameSpeeds, I love that mod!

Again great work!!:goodjob:
 
Sevo:
Dying to play the mod but.....the mod files look like there loading and the screen says I'm playing your mod but the results are still Civ IV vanilla version.
I noticed your comments about editing the 'civilization.ini' but I can't find one. There is no 'civilization.ini' on my disk.
Also, I deleted the cache but still am stuck in Civ IV vanilla. I also uninstalled and reinstalled, flushed cache but no luck. Any suggestions??
 
Sevo:
I think I see the problem...I should be looking for 'civilizationIV.ini' not 'civilization.ini'. You might want to edit your installation instructions for us newbies.
 
Thanks for the Mod. Finally was able to get it working. Realized that I was screwing up on the Civ.ini. I was changing the multiplayer, not the single player.
 
You dont really need to change the .ini files to play this.

Just load Vanilla Civ4 and then go advanced>load a mod. thats what I ahve been doing.

-=R=-
 
vegetius said:
Sevo:
I think I see the problem...I should be looking for 'civilizationIV.ini' not 'civilization.ini'. You might want to edit your installation instructions for us newbies.

That is NOT the problem, you don’t have to change the .ini files at all if you only want to play the mod.
I don’t know it for certain, but I think you only make a common newbe mistake :)
-->
The reason why you can’t play the Mod is that you unzipped the SevoMod in an extra folder (for example Sevomod-2.21) and you copied THIS folder in your Mods folder.
The path of the Assets folder in the Sevomod should look like this:
…\Civilization 4\Mods\Sevomod\Assets…
(I think yours is like this: …\Civilization 4\Mods\SevoMod-2.21\Sevomod\Assets…
change it (copy the Sevomod folder in the Mods folder and delete the Sevomod-2.21 folder) and you can play the mod…)


edit:
ps: if you have installed an older version of sevomod and you want to finish the old savegames you have to rename the newer version for example from Sevomod into Sevomod_2.21. else you overwrite the old one and can’t play the old savegames.

@Sevo:
it would make things easier (especially for newbies) if you add the version number like the green mod does (not only Sevomod for all versions…).
 
This mod looks great,
I was just wondering if it requires a better system to run.
I've got some lag issues in late game and i was wondering if this mod effects that at all?
 
I can't download it

Speed limited to 60 Ko/sec

Can you make an alternate mirror download Sevo ?
 
GIR: I think you're right. The folder does say SevoMod-2.21. I'm on the road now and can't confirm your fix until this weekend. I could be asking for some more hand-holding. Thanks for the help.
 
Like Lachlan,i have some problem downloading your mod from filefront,Sevo.
I really liked the previous version and i would like to try this.
I've already posted this request some day ago.I hope somebody will listen me this time :cry:
 
Bah. I've tried removing the mod and reinstalling it, and held down SHIFT while loading the game. Still can't get any of the new civs when I start a customized game. The editor reveals that they haven't been added to the world itself, either. Any ideas what I could be doing wrong?

In advance, thanks.
 
Axlwolf said:
Like Lachlan,i have some problem downloading your mod from filefront,Sevo.
I really liked the previous version and i would like to try this.
I've already posted this request some day ago.I hope somebody will listen me this time :cry:

--> http://rapidshare.de/files/13263991/Sevomod-2.21.zip.html

Glinka said:
Bah. I've tried removing the mod and reinstalling it, and held down SHIFT while loading the game. Still can't get any of the new civs when I start a customized game. The editor reveals that they haven't been added to the world itself, either. Any ideas what I could be doing wrong?

In advance, thanks.

hmm, it works very well.
do you really load the mod - can you use the new world wonders??
if yes, do you have the 1.52 patch?
 
GIR said:
do you really load the mod - can you use the new world wonders?? if yes, do you have the 1.52 patch?

Yes to both questions. I've been using an earlier Sevomod build before this; not sure which, since I had the foresight to delete the zipfile before installing the new version. :rolleyes: If by new world wonders you mean the ones Sevo introduced long before the 2.2 version--well, I've had those for some time. But the extra civs aren't there when choosing under Custom, and they don't show up as opponent AIs in the game.
 
@Sevo:
ok, now i'm playing a testgame with your new mod.

first thing i have noticed:
New Wonder: Magellan's Voyage: +1 trade route all costal cities, +1 commerce sea/coast squares, and a +1 movement range bonus to ships built in this city. Pretty big wonder, so it's relatively expensive. GREAT artwork from C. Roland on this one.​
--> maybe it is only my opinion, but i think the +1 commerce for all sea and coast squares for all cities is a little overpowerd (i don't like this effekt with the colossus as well, but it is in the vanilla game)
maybe only give the city which build the wonder the +1 commerce bonus (and add an extra trade route for that city)

second thing:
-Changed Fish Market, Gutenberg's to global wonders
-Changed Steel mill to national wonder​
that was a great idea - i also changed these wonders in my own "sevomod mix" :)
do you plan to make movies / or pics for the new world wonders (= magelan + gutenberg)?
(i'm not a fan of wonder movies but i think a wonder picture is better than the blue empty popup thing... i could make such a picture for the magelan wonder and for the gutenberg wonder if you want...you only have to say someting ;))

so, i have to go and finish my game and rule the world... :D
 
Great generals? I've yet to see one, although if there Great Persons mod was merged in in 2.2, then I wouldn't be surpised. And, the AI would use them just like anyother Great unit, assumign that the AIflavor tag was filled in correctly in the XML.
 
Drakonik said:
Great generals? I've yet to see one, although if there Great Persons mod was merged in in 2.2, then I wouldn't be surpised. And, the AI would use them just like anyother Great unit, assumign that the AIflavor tag was filled in correctly in the XML.


UPS! A was mistaken. Sorry! I thought it was TOTAL EXPERIENCE MOD - :lol:
 
Not sure if this is a bug or a feature from one of the many excellent mods that are part of this collection, but last night using the latest build I wiped out a civilization very early in the game and after the usual insurrection period the city borders never expanded past the single town tile. What am I doing wrong?

Correction: not the latest mod but the one from just before the last update. Now I'm torn between losing all the goodies in the previous recent version and the latest mod which may be stable. Ugh.
 
There's no such thing as bugs. Only features. ;)
 
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