[MOD] Sevo's CivFanatics Fusion 2.0

Is Merchant Gold not supposed to be relative to city size and distance? I'm using the latest Sevo Mod (2-point-something) but have edited some of the XML. Problem is, my Merchants seem always to generate the same amount of gold regardless of how far away they travel.

Is the game broken or have I broken something?

Where is the calculation performed to generate this gold? Can I edit it or check to see if it is broken?
 
nine inch chale said:
i keep getting "Failed to load Phyton Module CvEventInterface"
any suggestions?


I am getting this error message too. Also, I can't get the interface to show.
 
ditb said:
OOoooooh boy, I cant't wait for the next release. I am torn between getting some hints as to what will be included, but I would also like to be surprised.

Anywho, I am playing version 2.3, and the civs' attitudes are not showing. Any idea what the problem is, or how to correct it?

Thanks in advance!

Dave

Are you playing in French? (Seriously) The french version doesn't have the attitude showing either--it's a problem with the <TEXT> entries that were changed.


strategyonly said:
I was playing this in the Play Now mode (playing the Continents, with high sea's), and after getting some of the basic techs, went directly to get the Galleon to see about getting to other continents, there was 128 turns till i get to that tech left.
I had 138 Swordsman, 15 Axeman and alot more units, and only six towns. Could not build much in improvements. Was only wanting to get more continents conquerd.
This is a good mod but in the continents mode not much fun.

Huh? What difficulty were you playing on?!? That's the weirdest game I've ever heard of.


@GIR -- I don't know what the problem with the diplomacy mode. It works fine for me in the editor.
 
Wow - sounds like the new release will be a killer!

I'll be happy to PayPal $10 for it! :-)
 
strategyonly said:
SEVO: Huh? What difficulty were you playing on?!? That's the weirdest game I've ever heard of.


I was playing in NOBLE mode.
im playing in the 3rd highest mode..everything perfect there..tech is slower then the original game(as it should be) ...regarding you have 6towns and so many units..how much % did you put on tech?
 
Hey,

I've been lurking around the forums for a while and I've tried most of the MODs, but this one is the most realistic and enjoyable one that I've played. So, my kudos not only to Sevo but to all of the members who contributed to this MOD. I'm greatly appreciative of your efforts.

Andrew.
 
Hello Sevo.

My family and I MP in the SevoMod...

I get vanishing units from time to time:

I had six Mark V tanks, and then one turn, five of the six vanished...never to be seen again.

I was fighting the Japanese at one point, and their troups invaded one of my cities without ever a red note about approaching enemy troups, or about them fighting my units along the way to the town, and the ones I had in the town.

Sorry to bring this up.

Regards,

John
 
mrgenie said:
im playing in the 3rd highest mode..everything perfect there..tech is slower then the original game(as it should be) ...regarding you have 6towns and so many units..how much % did you put on tech?



I was playing at 90% minimum and sometimes 100. But after so many units, it went to 50%.
 
I am playing the English version, and if I remember tonight, I&#8217;ll post a save.

First I want to triple check that I am actually loading the mod, and not just hallucinating. :)
 
shammy94: I kept getting that error too, I updated my Civ4 to latest version and it fixed it, that may help you too
 
Found a text error while playing. Doesnt cause any problems except for display. Sid Tips for Tsukiji fish market read TXT_KEY_TSUKIJI_HOLLYWOOD_STRATEGY. Also in the Sevopedia there is a Civilization listed as Minor Nation with around 6 starting techs and has a description of TXT_KEY_CIV_MINOR_PEDIA

Dunno if those have been pointed out. They dont cause crashes or what not just a test annoyance
 
JohnYoga said:
My family and I MP in the SevoMod...

I get vanishing units from time to time:

I had six Mark V tanks, and then one turn, five of the six vanished...never to be seen again.

I was fighting the Japanese at one point, and their troups invaded one of my cities without ever a red note about approaching enemy troups, or about them fighting my units along the way to the town, and the ones I had in the town.

Sorry to bring this up.

Don't be sorry--working out the bugs is part of a great mod. You're the first person I've heard mention anything like this happening to. It's hard to think of anything in the mod that might cause that to happen...but who knows. Any additional info you can offer would be helpful, and in the future, a save game from right before (the last autosave) and right after would REALLY be helpful!


Also, yes, to those of you getting event interface errors, be sure you're playing with Civ-4 version 1.52
 
Originally Posted by nine inch chale
i keep getting "Failed to load Phyton Module CvEventInterface"
any suggestions?

shammy94 said:
I am getting this error message too. Also, I can't get the interface to show.


I hope this helps.
Quoted from Apolyton Website (should fix your problem)

Clear your game cache every time you change something about the game. The cache stores several files from game to game, and it's possible an old problem could crop up again from these files. Delete the cache folder, and that should help. The cache folder is found in \%username%\Application Data\My Games\Sid Meier's Civilization 4\ directory. Application Data is a hidden folder and you must have view hidden folders turned on (Tools - Folder Options) to see it. Delete the Cache folder entirely (but only when not currently running civ4) and it will re-set the cache.

-Ryan
 
Sevo said:
Don't be sorry--working out the bugs is part of a great mod. You're the first person I've heard mention anything like this happening to. It's hard to think of anything in the mod that might cause that to happen...but who knows. Any additional info you can offer would be helpful, and in the future, a save game from right before (the last autosave) and right after would REALLY be helpful!


Also, yes, to those of you getting event interface errors, be sure you're playing with Civ-4 version 1.52

ehm..this happened to me too 2 months ago..without the sevomod!! i send it to take2 as a bug, but they said since I was the only one this won't be a bug but probably an error of my comp or software installed on it. I send them a savegame, but thing is..it's not happening in the savegame anymore. a friend of mine noticed it once too, again, not reproducable. I might assume not all people always counting all the units all around the globe, so it's not easy to notice such events from happening, but, as far as I know, it's not a sevo-mod problem but something general..just not reproducable and therefore extremely hard to keep track of. I might be wrong though...I'm just very very sure I saw those units to dissapear..but..maybe i'm just halucinating :) but im 100% sure if it's really happening, its not because of the sevomod.
 
I asked before about the automatic patrolling of units(not just air-recon missions) but so far noone replied..so I ask again if there's someone out there who can program such a thing or at least explain me how to do it..or giving me the links where i can find info about how to chance the xml, or python ro make such a option in the game

new request (yes I know it doesnt belong to this mod, but this is far the best mod out there and I like to see such options included in this mod, since this is the only mod im playing right now anyway, therefore im posting it here, sorry if someone feels disturberd my my request posts in the sevomod forum)

:

since you know how to make units, I assume you can work with the python and xml languages?
I have an idea, but im not familiar with those languages and therefore not sure if my idea can be realised, but if so, would you, or anyone else like to help me on the way with it? or maybe you do the programming while I do the images?

here's the idea:

In civ 4 there's still a lack of tactical using the various landscapes. there shouldnt be as much as in real life of course, it'll be to complex and annoying for gameplay, but just mountains not allowing units to cross as the only tactical enhancement of the landscape is not enough i'd say(ok, there are still the oceans :) more important in strategy are rivers. You cannot just cross them, and main battles, and movies of them, are about bridges and their importance in great battles and wars..therefor units just crossing rivers seems very unlogic to me.

First I want to disable the moving ability of units on rivertiles. only workers can access it, but not building roads! they can irrgate or anything but not just building roads railroads on them, and definitly not as easy as in civ4!! there should be a special unit:"bridge-chariot->horse/wagon-bridgebuilder->armored bridgebuilder(as it is used in most modern armies these days)"
only this unit then can build bridges, in 30turns in old ages(chariot), 20turns middle ages(horsewagon), 15turns modern area(armored bridgebuilder), after which the normal workers can build roads to connect them to the rest of the empire. that way, in wartime the rivers can make huge differences in defending or attacking a country..i.e. when I have a huge airfleet but my armored devisions are all destroyed by the enemy, at least i can destroy the bridges and focus my defences on smaller areas(with the advantage of healing bonusses I might take a change against bigger armies), if the enemy tries to fix bridges, like in reality, it is very hard to rebuild bridges when he's under attack by bombers..it would be very interesting in game since you can achieve a status qou where in standard civ4 you are forced to spread 60units in 10cities.assume the enemy attacks with 40units..I cannot know exactly where he strikes, but, i'll loose some cities anyway, after pillaging them i lost a whole part of my empire....now with destroyed bridges i'd could try to defence just one spot with 30units..where the enemy of course has much more problems as when i'd spread them..30in defence might stand quite well against a 40units attacking force..I hope i wrote it understandable.

I'm not sure if the terraintype(river) can be edited this way, and im not sure if the (worker) can be modified this way, and i don't know if theres the abilty of making those 3units(bridgebuilders for different areas of the gametimeline) to fullfill this aspect..but if you think it is possible..would you care and like to help me on it?

at least explaining me, or sending me links about, the xml python what i need to know to try out this?

kind regards,
vincent Veldman
 
Hello again!

Here is my savegame with the civs’ attitudes not showing. I don’t know if it will help or not, but who knows?

I hoped that I was being an idiot and started the game unmodded, but it had to restart with Sevomod 2-3 before loading.

Any help would be appreciated, of course. Thanks in advance! :)

Dave
 
mrgenie said:
ehm..this happened to me too 2 months ago..without the sevomod!! i send it to take2 as a bug, but they said since I was the only one this won't be a bug but probably an error of my comp or software installed on it. I send them a savegame, but thing is..it's not happening in the savegame anymore. a friend of mine noticed it once too, again, not reproducable. I might assume not all people always counting all the units all around the globe, so it's not easy to notice such events from happening, but, as far as I know, it's not a sevo-mod problem but something general..just not reproducable and therefore extremely hard to keep track of. I might be wrong though...I'm just very very sure I saw those units to dissapear..but..maybe i'm just halucinating :) but im 100% sure if it's really happening, its not because of the sevomod.

Interesting. That helps a lot, actually, to know that it has happened in the vanilla version as well. The fact that the savegame doesn't even reproduce it would make it exremely hard to track, as it probably has to do with in-game variables and memory...ugh. Still, keep your collective eyes peeled for patterns.
 
mrgenie said:
I asked before about the automatic patrolling of units(not just air-recon missions) but so far noone replied..so I ask again if there's someone out there who can program such a thing or at least explain me how to do it..or giving me the links where i can find info about how to chance the xml, or python ro make such a option in the game...


First I want to disable the moving ability of units on rivertiles...

Automatic patrolling could certainly be done, but would require a little python work to implement correctly. Your second idea regarding the bridges is actually rather good...it would add a totally new dimension to combat, invasion, and even how you founded your cities. It would also take quite a bit of work in terms of programming!

Still, just look at the forums and you can see what a little motivation can do for modders. There's plenty of information available in the forums about how to start learning XML and Python and how to play with mods to learn how to make them...that's where I'd recommend starting.
 
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