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.