SevoMod 3

come on, release, RELEASE IT!!!! ARRRGGGGHHHH!!!!! *stares off at space*

ok, enough mental looses. When the next version coming out? you guys still testing it!? takes you a long time for this to test.
 
darkedone02 said:
come on, release, RELEASE IT!!!! ARRRGGGGHHHH!!!!! *stares off at space*

ok, enough mental looses. When the next version coming out? you guys still testing it!? takes you a long time for this to test.

You know they have only been testing this for at most 2 days. For any mod of this scale 2 days is never enough even for a proffesional level development environments QA dept. So why not quit spamming the thread with when is it going to be released posts and just be patient. If they haven't posted the new version after a week is when it could be considered good forum to ask when is it going to be released but not every day.
 
:agree: but its just cause we're all looking so much farward to it.
One question though, the next version, is it going to be working with warlords?
 
sweetpete said:
:agree: but its just cause we're all looking so much farward to it.
One question though, the next version, is it going to be working with warlords?

Sevo should put it in the front page, everybody ask it(includeing me xD)..The answer is no :P After that release he starts with warlord..
 
Arlborn said:
Sevo should put it in the front page, everybody ask it(includeing me xD)..The answer is no :P After that release he starts with warlord..

Which is great. Let's me enjoy the "old Civ" while waiting and gives Warlords time to get cheaper. :D
 
Okay guys--sorry about the delay. I had to work out some issues with balancing the tech leak. It was running out of control in the late game. Also some final civic balancing issues.

Arlborn said:
Ye, OPTIONAL would be nice :P (Stack attack)

Sorry--won't be included in this version. Regretfully, the AI wasn't setup to use the stack attack at all and would be attacking totally ineffectively. They do understand the bombardment and use it really well, so that was a no brainer.


Quetz said:
Sevo, EMERGENCY!! (well, kinda, heh.) Please read this before you patch!!

Maybe we can get one more 'feature' for the vanilla version, since from what I have heard the fix is pretty easy.

http://forums.civfanatics.com/showthread.php?t=185926


Wow. Nice catch by you guys. Unbelievable, but TGA was dead on. THe AI is miscalculating, which may explain in detail why it's ability to fight is so...uh...BAD. This will definitely be included. It's an easy patch and it won't take long to recompile the DLL.

zagaz said:
I have the same issue. Also, I have been playing as Wang Geon of the Koreans and He is Spiritual and Progressive, the little info box when you hover over the flag in the bottom right does not properly display all the benefits of Progressive, it shows, max 1 turn of anarchy and can build monasteries quicker.

The other effects are working. The problem is that the flag rollover is a widget that's computed by the C++ code and doesn't actually "look" for the changes I made, so it doesn't tell you about them. I could change it but it would require time and didn't think most people would care. The effects are working as they should and the civ screen in the civilopedia displays them correctly--thats the info you should go by. There are other examples of this type of thing in some of the other pop-ups, etc, but when in doubt go by the pedia information because I try to make sure that's displaying correctly if all else fails.

zarakand said:
Any idea what they do? I'm sorry I didn't understand what you meant by plotlist enhancement. Thanks.

I'll put a display on the first page that explains this and the workings of the other new buttons.

Arlborn said:
These buttons are right, it supposed to appear there and its a part of a feature of the mod, although I dont know how to use it right...

Btw, SEVO, it is true next version will have a codec of winamp with it? lol

YES. The next version won't actually have a "codec", but it will have winamp controls in it as well as title/track time displays. Freakin' SWEET.

Spartan117 said:
does the ai know how to use forts? in vanilla civ they dont, i was just wondering if anybody "fixed" the ai regarding fort construction:D

The AI still doesn't really utilize forts very well, if at all. It's an advantage for the player in SP games but a definite element of gameplay for MP.

I'll put it on the hitlist for future release.

Warlords: Not going to be compatible with this release. Wyz_sub10, Woodelf, and now myself are working hard over the next little bit to create all the new required buildings for all of the new civs in this mod. Once that's done and CivGold is updated I'll port the new stuff over and upgrade this baby to Warlords status.

I'm going to be working on some system to allow me to make changes in both the vanilla and the warlords versions simultaneously so I don't have to keep, in effect, two mods up-to-date and synchronized. That way I can keep working on this stuff and both Vanilla/Warlords versions will be current.

I will have a version downloadable by tomorrow morning--barring an act of God, natural disaster, or an invasion by an army of ray-gun wielding spider monkeys.

@GravEatr: Missles taking out buildings is a good idea. I'll stick it on the list.
 
Great news Sevo...and I will be on the lookout to stop the ray-gun wielding spider monkeys before they get to you ;)
 
As another who was confused by the plotlist enhancement tools, I'm glad there's going to be some explanation of them. Perhaps a beginner's guide is in order for introducing all the new features?

I'm not sure if perhaps if civ4wiki.com is the place to develop a manual for the mod, include some screenshots. Although entries to the mod's civopedia are handy, a manual that could be accessed outside of the game would be beneficial.

And thanks, Sevo, for the update and the target date.
 
Ah, so warlords for the way after this patch. Sunday mourning it's going to be released? Sweet, cause that is the day of my birthday and i have another game or updated game.

going to get half-life 2: Episode 1, Black and White, and also Warhammer 40k Dawn of War with Winter Assault.
 
Does anyone have a world map for SevoMod where you can select what civs you want to play at the start and that uses all the new resources etc...
 
Erm, I think the major problem is that the spider monkeys are wielding happy fun ball.. I'm going to go hide under the bed and keepy the boogey man company just in case
 
:banana::banana::banana:

3.2 is up!

Major changes: Civics additions, Dales Ranged Bombardment & Missles, in-game WinAmp support!

Official Changelog for version 3.2:
Version 3.2: ....................................................................
-Tech Leak now takes into account civics and open borders
-Reworked Tech Leak info: now appears in separate pop-up window when clicked
-Fixed DONK with Shift-selecting, SHIFT appears to work now.
-New Unit: Tactical Nuclear Missle
-New Unit: African American Worker by Martihno Mukanga
-Included file to disable resource ignorance
-Civic System Changes -- Modified from Aussie_Lurker's Civics mod:
Theocracy
Aristocracy
Tribal Law
Religious Law
Bondage
Guilds
Barter
Global Econ
Militant
Proselytism

**SDK Changes
-Updated Improvements outside borders: only works in neutral territory
-Added Winamp Mod by MatzeHH and Caesium (AWESOME!)
-Added Dale's Combat Mod: Ranged Bombardment and Missles: Ships & Siege weapons now ranged combat
-Correct AI's calculation of combat odds (TheGreatApple found this one) -- they were way off and would overestimate/underestimate almost always.
 
Sevo said:
@GravEatr: Missles taking out buildings is a good idea. I'll stick it on the list.



Good stuff, man! :goodjob:


Downloading the 3.2 for Vanilla Civ4 now.

Keep up the good work, dude! :king:
 
well done mighty sevo!!!!



sevo, about the ln thing,

i hope you currentley left the mod without your patch,

but i have a few suggestions to why its occurring,

one reason - might be somthing with the ini file - i had a similar problem -

a long time ago, ill have to test it to prove this once again.

another reason,
is that somthing that have to do with the added texts from patch c.

ill see what i can come up with.
 
Man, back to Vanilla :D Warlords can wait, gonna try your mod! Good work and now go go go warlords :D
 
I was reading this info page again and had a ? about this text..

-Nuclear power plants provide area power but are VERY expensive. Coal, hydro, and nat.gas plants all provide production bonuses to help with that starship, but they'll also pollute.

I know coal is a polluter, but is hydro and nat gas too? I thought they were clean energy? Did the text mis-speak or is this a SevoMod change?

I'm downloading the update now - I can't wait to play, probably on my laptop while watching the J-E-T-S. And I just HAD to install winamp just to check this new feature out. You guys rule!!!! :goodjob:
 
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