SevoMod 3

From http://www.abc.net.au/rn/science/earth/stories/s336357.htm

Nancy Kete: Well for example, Indonesia exports natural gas; they could use some of that natural gas for their own power plants. Natural gas fired combined cycle power plants are close to twice as efficient as coal-fired power plants, and natural gas has three times less Co2 emissions as coal, so it's a perfectly viable alternative to a lot of these large coal-fired stations. There's geo-thermal in a lot of countries that's pretty close to cost competitive with gas; there's wind. In the United States right now you could build a new wind-fired power plant for less than it would cost to build a new natural gas fired power plant. There's been more wind than nuclear built in most places around the world. So you have alternatives, but it is really tough to compete with coal, because coal is so cheap.
 
Can someone please explain winamp and what it does? also, how to check if I have it and if I need it, how to get it?

Thanks.

And big thanks to Sevo.
 
Isod said:
Can someone please explain winamp and what it does? also, how to check if I have it and if I need it, how to get it?

Thanks.

And big thanks to Sevo.

Ehm..winamp is a music player just like media player of the windows..But for me it is way better :P

You dont need that to play the mod, only if you are a music freak like me :>
 
It's stated in the version info that slavery gets you slaves, and that Bondage does not free slaves. However, today, as soon as I switched to bondage, my slaves were freed :rolleyes:

Otherwise, thank you for another great mod!

Lu
 
is there any chance of getting extended epic/marathon eras? The only other thing I could want for Sevomod fun after 3.2... Not normal and quick, mind you, just the two longer ones. I don't really care if the years match up, I just want a chance to use the techs I develop before they are obsolete :)
 
Quetz said:
is there any chance of getting extended epic/marathon eras? The only other thing I could want for Sevomod fun after 3.2... Not normal and quick, mind you, just the two longer ones. I don't really care if the years match up, I just want a chance to use the techs I develop before they are obsolete :)


Yes - I agree. I have just become a fan of Marathon games. More time to fight AI units from the same Era. :)
 
Well Sevo, thanks for the new release, I've been playing it, and I must say, it certainly has kept up with my expectations. You seem to consistently have the best overall mod out there, congrats.

Now, if you don't mind, I have some constructive thoughts for you, feel free to add them or ignore tham, at your leisure.

First off, I've been trying out some other mods on these forums, and while most of them don't seem to be a good as this one overall, there are some that add some really interesting features that, having used them, I really notice the absence of.

First off, and most importantly, I think, is the addition of 3 radius cities over the standard 2 radius ones. This is a laughably easy mod to do, and adds all sorts of new dimensions to the game. In addition to adding more importance to culture (for the second expansion) it allows for much morer reasonable city placements, and just seems to be an overall better way of playing this game, go ahead and try it out, if you don't believe me.

Another important addition, which I know I've advocated in the past, and still really want to see implimented is the Revolution mod by jdog5000. It adds all sorts of new and spectacular elements to the game, really adding to the overall depth of gameplay, and greatly increases both the realism and fun of managing an empire. Among other things, if you allow unhappiness or hunger to run rampant for too long, you have to answer to the consequences. Not to mention having to worry about being replaced temporarily should you mismanage things too bad, or worry about the "reality check" effects of civics (oh wait, people don't like despotism and slavery? Who knew...) Seriously, makes it a whole new game, especially when used with the 3 city radius.

There is another really old mod that I saw a while back, and honestly, I don't know where it went off to, but it added in a really neat concept that I'd like to at least be looked at, if not implimented. What it did was instead of having GPP be generated in each city with an empire wide counter that resets and increases, it would have city specific counters, so each time a city produces a GP, that cities counter would reset and increase, but the other would still take the initial amount. This makes it much more viable to create wonders and the like in multiple cities, instead of having to focus as much as possible to create a "GP farm". An interesting alternative would be having an empire wide GPP counter, instead of by city, with the person dumped somewhere inside the borders.

Another good addition, I think, would be a second (and perhaps third?) unique unit for each civ. At first I thought this might be overkill, and not add much, but after trying a few mods with it, I've found that having another UU really makes the game much more interesting, especially if they are spread out across eras, so that you civ is more distinct and less "cookie cutter" and has many more options, also, one suggestion, should you decide to do this, always have at least one of the units be a standard ground unit, and the second one be either a second ground unit, or a ship or plane or something slightly different.

Then there are also a few other mods out there that would be easily implimented, and add a fair amount to your mod, they are, in no particular order:

Unit Allegiance Mod v0.4 by Snaitf & The Lopez

5-man formations by anhu (although even better would be something more akin to the regiments mod, although I fear that one might be defunct now...)

Great Person Mod with Renamer Mod v1.0 by Patricius

Enhanced Tech Conquest v0.4.2 by Bhruic & TheLopez

Enhanced Culture Conquest by TheLopez

TechWindow v1.g1 and 1.g by Roamty

And more as I think of them, I'm sure...
And thanks again for such a spectacular mod!
Silver

PS: I love the addition of the music from the Children of Dune soundtrack. I've had and very much enjoyed it for years now, and it's a great addition. I got quite a chuckle when it came on (having just listened to it yesterday) and I had a very similar experience with the music from your last version, having just played halo the day previously. Bravo!
 
Second the call for the revolution mod to be added (or at least for someone with more skills than I to make it compatible with sevomod). I know the original remit of the mod was to not drastically change vanillia civ4 but to enhance it but i'd like to suggest that your mod makes vanillia civ4 so much better that to play the game without this mod feels like playing an entirely different game (so much so that I can't play civ4 without sevomod!). With this in mind revolution is the only other mod around that really adds a new, sensible game dynamic which makes so much sense in the civ world that it would be a great addition, especially for us who havent got warlords...

Is this a possibility?

p.s. I'd hate to see 3-city radius... it just makes the game different not better. If the game shipped with 3-city radius after a while I'm sure someone would say why don't we make 4 ad-infintum just to vary things up not make the expereince more complete.
 
civ4ludo said:
It's stated in the version info that slavery gets you slaves, and that Bondage does not free slaves. However, today, as soon as I switched to bondage, my slaves were freed :rolleyes:

Otherwise, thank you for another great mod!

Lu


Erp! I knew that and forgot to fix it.

Seems like there's always a patch needed within 3 or 4 days of any release, no matter how many times I make a checklist and clear it out. Kinda makes me sympathize with the Firaxis guys! At least I don't release my versions on CD's!

DrewTate said:


Interesting. I think the idea is great, but implementation might be a bear. I'll have to look at it a bit an mull it over.

Quetz said:
is there any chance of getting extended epic/marathon eras? The only other thing I could want for Sevomod fun after 3.2... Not normal and quick, mind you, just the two longer ones. I don't really care if the years match up, I just want a chance to use the techs I develop before they are obsolete :)

Yes. I wanted to do that with this release but figured it could wait for a patch. The late game is still too fast and I like playing with my hard-forged armies, so I'll be addressing this issue.

Silver said:

Lots of ideas! I'll check out the revolution mod; sounds interesting. I'm not sure about the 3-square cities--I like the 2 radius ones precisely because they're challenging to place well. Tech Window and 5-formations are already in. And I love the Children of Dune sountrack as well--It's on my jogging tracklist.

(For any of the Halo players out there: I'm not on often these days but PM me your handle and I'll stick you on a friends list. Me and some friends play CTF in the gulch and are always looking for a few more.
 
Maybe it only makes sense to have your original city have a 3 radius size, but only after it reaches a certain size. It doesn't seem to make sense to me that later 'peripheral' cities have that capability, but for early cities it seems feasible...
 
I really like jdoggs revolution mod, if you're considering putting it in you've got my vote that it'd be worth the work. When it first came out there was some talka bout it but I don't remember you ever deciding anything I assumed your silence was a 'no' but i think it makes a great addition to the game.

as for the 3 city radius, I don't want to see it in. it's a cool idea, and i really like how kael implemented it for FFH. but it just doesnt feel right to me, maybe i've just too indoctrinated with the'fat cross' of inumerable years, but it just doesnt feel like civ.
 
First time poster, long time sevomod user. First of all much thanks for putting this together, I am a big fan. I updated to 3.2 and civ has crashed with no warning very early in the game - I didnt have the problem previously. Could it have something to do with using the Guillaume's 18 civ Earth Map? That is the scenario I was running when it crashed.

Also how do I make use of the winamp addition?

Thanks in advance.
 
Sevo said:
I'm a leaf on the wind

I take it you're a fan of Serenity or the Firefly series? :D

I agree that you should incorporate the revolution mod, but please whatever you do DO NOT ADD 3 CITY SQUARES! It only makes sence that the density of cities should have an absolute minimum -it's a strategy element I really like.

Think you could add tea, tobacco and chocolate/cocoa as resources? Not for the sake of adding more resources, but because these exotic commodities could be planted on a really large world map for realism. You might use some skins and graphics from the Warlords scenarios (e.g., chinese unification) to better and more easily implement them...

Just a little thing that annoys me; in the late game it seems that cities just stop growing. It seems unlikely that a city developing fast 2000 years BC has the same size city size in 2000 AD. Just some suggestions that allows for a little deeper strategic city-management:

* Cities can share food (create traderoutes between cities) -alternatively production, but this is besides the point. (btw, would it be possible to bring back the old caravan units and trade routes system?)

* Cities with high elements of health (more than just a margin of 1 or 2) will benefit from a bonus of food production (for example, having a margin of 3-5 gives +1 food, a margin of 8-10 gives +2 food, etc.). It makes only sense that healthy cities grow faster than normal, and then it could really matter if you actually were Expansive, or built that aqueduct you would otherwise never bother with.

* Coastal cities should gain +1 health because sanitation is easier to handle, waste is easier to dispose of.

* Medieval building: Pharmacist (+1 health) -required to train healer/leech and build hospital. Healer/leech: Spend unit to heal 3 turns worth healing of 1 (or more) unit (cost gold?). Increases unit healing rate (10%?)

* Hostpital - as Pharmacist only better; can train doctors. Doctors are better than their earlier counterparts -cannot heal mechanical units.

Just a thought on your warlords version; will you remove things from warlords to maintain your mod, or the other way around? You've put a lot of work into this mod, and the decision is of course yours (I was just curious). Anyways, keep up the good work sevo.

Oh, and just one more -last -thing. Since buildings cannot be demolished or sold, could you make it so that clean power plants obsoletes polluting ones such as coal plant? Unless you plan on adding the effects together, that is. Being able to sell building in times of need is a better alternative than obsoleting them though.

Regards from Black Rose :king:
 
Wonderful job, especially the new civics.
I am not really sure if I like it that there are two that greatly reduce city maintainance availyble so early. But I haven`t played enough to make a sound judgement here.
Since everyone and his grandmother is requesting new features, I would kindly ask for Lopez route pillage mod to be included. No gameplay change, just the possibility to selectively destroy roads.

As for all the rest, the mod is just awesome. Especially early unit balance is great!

You really should get your own forum for it.
 
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