[MOD] Sevo's CivFanatics Fusion 2.0

In regards to the bridge building:

I think that workers should be able to build bridges, but as a separate option. Instead of bridges being a part of roads, they would be a separate tile improvement altogether. I do like the idea of some kind of portable bridge for making excursions into enemy territory. Armies would build temporary pontoon bridges to cross rivers, or at least with foot soldiers. Perhaps there could be an amphibious tanks that can cross rivers? And while we're at it, why not amphibious troop transports? That seems better than pontoon bridges.
 
Drakonik said:
In regards to the bridge building:

I think that workers should be able to build bridges, but as a separate option. Instead of bridges being a part of roads, they would be a separate tile improvement altogether. I do like the idea of some kind of portable bridge for making excursions into enemy territory. Armies would build temporary pontoon bridges to cross rivers, or at least with foot soldiers. Perhaps there could be an amphibious tanks that can cross rivers? And while we're at it, why not amphibious troop transports? That seems better than pontoon bridges.

You might certainly be right about that workers should be able to do only that job. it might cause to many units to organize. Thank you for your comment on it, I'd love to hear more comments about how such a modification could be make well balanced! :goodjob: It's just, i can't live psychologically with the idea of 1 unit(worker) have the knowledge and strenght and education to build nearly everything.. read my new proposal down in this article, I've changed the idea because of your postive critisim :cool:

I will try to ply along with the python language to get this job done, as sevo told to start reading those info pages, but before i get startet I want to know what people would like..I mean, i can make something for myself of course, but it's more valuable to invest the time into something we all agree on as a strategical improvement to the game :)

new Idea:
Workers should just be able to build all kind of un-strategical improvements to a city, mines, farms, mills, huts, etc..the other unit might not be just a bridge building only unit. Maybe we just try and make a all-strategic improvements unit. capable of building roads, railroads, bridges, forts..make this unit alot more xpensive then the standard workers at least +20% more expensive to start with? because really in MP games sometime people just make 100workers and you have to fight an all fortress border LOL..well it's sometimes really funny to see what people do with ALOT of workers, but, this suppose to be a strategy game, not a clown game..even hitler couldn't make a fortress out of europe, and he had millions of people enslaved to try to make it happen.

oh about the fortresses..does civ have a bonuss against airial attacks also?? I never watched out if it does, because I think fortresses should have some bonuss against bombing..bombing infanterie on the open field causes normally more damage then bombing a 3meter thick wall!! (and I don't like that fortresses also give extra strenght to tanks) really, how will you put 30tanks in a fortress?? if you place 2of them in most european fortresses they're full!!! :)

and, regarding the fortress, I miss the parachute unit in civ4, it should have +50% attack bonuss against fortresses.. in WWII the belgiums had fort eben-emaiel(dunno how it's written correctly) at liege. it was a huge(on of the 3 that time on the globe) defensive fortresses and even with few units hard to conquer by the germans..nearly impossible without big losses..therefore the germans used fallschirmjaegers to conquer the fort..they were very succesfully, mostly because the belgians had no idea of this tactic and were completely taken out by suprise..so there should be some beneficial paradropping unit with bonusses against forts I'd say...it would at least help against the fortress-border-building MP's :) hahaha

so here's my list of requests so far:
1) Forts modifications with a special anti-fort unit(paradropping)
2) Auto recon ability for units
3) Special unit for strategic improvements(specially regarding changing the rules of battling over river-tiles)

I'd like to contact people here who'd like to help my working out the realisation of these mods or by helping me improve the idea! I think my ideas might add a whole new dimension of playing to the game, but I need some feedback before I blindly start to make something without thinking about the consequences, and you folks out there might look at things which I didn't thought about, so please, all feedback is welcome.
Regarding this forum getting pretty many replies already, so instead of putting it all in this forum, you can email me at mrgenie@gmx.de or MSN duiveldoder@hotmail.com or ICQ 299150964 and please..contact me if you wish to help getting this mods up and running and if you also have something to contribute! Some comment like:"bad idea" doesn't help me much :lol:
 
On top of all this, I'd like a transport chopper. I needn't say that there are tons of real-life helicopter transports. While I'm at it, might I suggest something like a Hercules to carry around mrgenie's paratroopers?
 
Drakonik said:
On top of all this, I'd like a transport chopper. I needn't say that there are tons of real-life helicopter transports. While I'm at it, might I suggest something like a Hercules to carry around mrgenie's paratroopers?

good Idea..im reading the python tutorials now all day already..since noone is willing to help me..I figured out I just have to leanr and do it myself. im still awaiting anyone to contact me for aid!! But I'll put the hercules and chinook helicopted to my to-wish list :)

maybe some special forces unit for the chinook transport helicopter be fine too? giving them abilities like:"capturing units of the enemy" or "stealing resources" i.e. sending special forces not just like bombarding planes can do to destroy oil fields of the enemie..but claiming the resource for myself :))) hehehe..and make them invis to all other units except spies and other special ops-units. this won't be very good in a AI game...but human human games this could be very funny to just get someones head turn to the boiling point hahaha :)
 
Edit - call off the dogs...I somehow had my assets folder in the wrong place. Everything appears to be working just fine now. WOOOOOOOOOO!

Dave
 
Drakonik said:
On top of all this, I'd like a transport chopper. I needn't say that there are tons of real-life helicopter transports. While I'm at it, might I suggest something like a Hercules to carry around mrgenie's paratroopers?

:eek: Good mindreading. There will be a transport chopper in the next release! (Assuming the AI figures it out when I playtest...)
 
Oh hell tell us Sevo...You're killing me and my MP buddies: When are you releasing the CivGold edition?

lol,

John
 
I was also thinking that chopper should be able to travel over water. Since letting them do so unlimitedly wouldn't be fair, they should be limited to a certain "fuel range" like the planes are. Actually, I think that the SMAC way of handling airplanes is good. For thoe who don't know:

In SMAC, a plane isn't stationed in a base, it's just refueling there. The plane moves around like a normal unit, except there's no terrain penalty, and eventually, the plane either crashes or has to return to a friendly city or a tile with an airbase improvement.

I know that some of the features would go against stuff that's hard-wired into the game, so don't break anything trying. I'm just saying it'd be nice.
 
JohnYoga said:
Oh hell tell us Sevo...You're killing me and my MP buddies: When are you releasing the CivGold edition?

lol,

John

An announcement for the release of CivGold will be made tomorrow (*crosses fingers*).
 
Wyz_sub10 said:
An announcement for the release of CivGold will be made tomorrow (*crosses fingers*).

Once CivGold is released I'll need around a week to incorporate it into SevoMod and finish the upgrades for SevoMod 3.0
 
Forgive my ignorance, but what's CivGold?
 
Drakonik said:
Forgive my ignorance, but what's CivGold?
you're not the only one with that question!! :))
common sevo...give us some more ..a small feature list, some history behind it? :) we're all anxious about the next release of either civgold or sevo3 !!! :)
 
mrgenie said:
you're not the only one with that question!! :))
common sevo...give us some more ..a small feature list, some history behind it? :) we're all anxious about the next release of either civgold or sevo3 !!! :)

One more day, then you'll have all the info you need. :)
 
ACEofHeart said:
CivGold vs Sevo 3.0

Okay I'll bite,, whats the difference ???:mischief:

Sevo is outsourcing the mod to the North Pole. Everyone know's Santa's evles are hardcore modders. How else could they turn piles of snow into toys?
 
Wyz_sub10 said:
One more day, then you'll have all the info you need. :)

Ok the next day has arrived, (atleast here in norway). Now where is the CivGold we're all duying to get out hands on? Atleast find out what its all about... Where? please?, Pretty please with sugar ontop?:groucho:
 
ecc said:
Originally Posted by nine inch chale
i keep getting "Failed to load Phyton Module CvEventInterface"
any suggestions?




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

I am also getting this now. I did not get this with the first Sevomod I used.I just downloaded 2.3 yesterday and have continued to get this error every time. It seems to load vanilla after I close the error message. I have uninstalled/reinstalled both Civ and the mod, and I have followed Ryan's advice, but to no avail! Any other suggestions?

-Steve
 
cp30 said:
I am also getting this now. I did not get this with the first Sevomod I used.I just downloaded 2.3 yesterday and have continued to get this error every time. It seems to load vanilla after I close the error message. I have uninstalled/reinstalled both Civ and the mod, and I have followed Ryan's advice, but to no avail! Any other suggestions?

-Steve

Have you upgraded to Civ IV version 1.52?
 
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