SevoMod 3

Like "Quiet Man" (above) the military advisor only has frames....everything else is great!!!
 
Sevo said:
Maybe I'm missing it, but I'm not sure what you mean here..."10 turns"?

Ok I guess my pst wasn't so clear or should i say may sound odd, but yea the problem is as simple as described.

When I start a new game, it start with only 10 turns left to play, just like if you choose the time option and the game stops at I think it's 2050 if I remember right. You can still finish your game but the points or result is counted anymore.

So basically, I can keep playing the game, but only if I had passed the timeframe and in this case what ever attempt I've tried to change this I still get only 10 turns.

Alright hope this is explained a little better and again thanks.
 
Sevo, you know you hit the jackpot when people are making add-ons, remixes and mods to your mod! :D
 
Love 2.9z but have a couple questions/issues:

1. As has been already reported, my military advisor screen is blank with just the "EXIT" in the bottom corner

2. When I switch civics away from slavery, my slaves are not freed like in 2.9e. I still have them to use (not sure if this is a bug or an intentional change)
 
At one point we were talking about the option of including/creating some sort of building that encourages colonization on other continents. For example, if I have a civ in north america and I want to colonize in australia, I should be able to do so without significant coruption. After all, the courthouses arent strong enough to offset this effect, and the forbidden palace isnt strong enough IMHO.
Any interest in pursuing this?
 
Sevo:

I owe you an apology, really. You deserve more feedback than I’ve given you, because I’m too busy playing your mod to take a pause and post my observations! However, I just won my first “Sevo game”: Austrians, Prince level, fractal map, normal speed, cultural victory in 1957 with 10687 points (Nelson Mandela).

So, for what it’s worth, a few quick observations:

1) I really like the idea of not allowing mounted units to occupy cities! It’s creative and it adds a function for ground troops that makes them a necessary compliment to an effective invasion force. I vote you leave it in!

:)

2) My military screen now works just fine, but I can also report that my slaves continue to hang around even after I’ve switched out of the slavery civic.

3) I’ve played a number of games with this mod and its predecessor. With regard to game balance, I can report (you’ve probably noticed this yourself) that civs with the progressive trait are particularly tough opponents. I’m not all that great a tactician, myself, but I really did dominate this last game as the Austrians (progressive and financial). In addition, the Austrians have kicked my butt every time I’ve played against them. It may be the synergetic combination of the two traits, or just that the AI is really good at playing that combination. Anyway, I won this last match at Prince level without firing a single shot, and usually I have conquer at least one opponent to have a chance at that level. Perhaps the free specialist comes too early?

4) This last isn’t an observation re: your mod per se, but just an idea I had. I like playing Monty but find it very difficult to warmonger as time goes on due to war weariness. It seems to me that aggressive civs, due to their war-like nature, ought to have some sort of war-weariness reduction automatically. I’m thinking maybe somewhere between -10% and -20% war weariness for aggressive civs. Whadya think?

Finally, does anyone out there know how “camera flying” works, and if it works in Sevomod? I’ve got it enabled in my .ini file, but can’t see any difference in perspective when I play the game.
 
Just a few points on 2.9z

Slaves arn't freed anymore (not sure if this is intended or not) also i'd like to be able to sacrifice a slave for a small hurry bonus as this seems fairly realistic and often i end up with too many slaves.

The AI seems to have a lot of trouble taking cities at the Cavalary stage of the game, might need to add a city atk flag to a ground unit for them.

The ethinicaly diverse units are great but kinda racist :)
i'm sure its not intended but you can't upgrade the scouts or explore temples with them.

Progressive does seem overpowered, a free specialist at pop 3 for every city is pretty good, maybe knock it back to pop 5? Creative could use a small boost to, for our MP games we've added a 5% culture bonus to each city as well. (on that note we've given expansive a small boost with recon units getting combat one)

A big prob with the AI esp seafaring ones is the amount of ships they stack inside thier cities, i can happly pilage all fishing boats and blast all cities fortifications while they have 5x the navy siting at the docks, this mostly occurs if your ship has a higher str then the individual ships.

I'm not a 100% sure if you had religious victory in last version or not but either way i'd like it in. The ai does attempt it (as much as they do anything bar space race) and it adds a definate element to the game. (the only thing really needed is a unit (ai friendly) that can remove religions but religious vic is still good without this.)
 
I would love to see jdog5000's Barbarian Civ modcomp implemented. The idea of new civs spawning in the wild is really flavorful
 
vegetius said:
Like "Quiet Man" (above) the military advisor only has frames....everything else is great!!!
anisotropy said:
1. As has been already reported, my military advisor screen is blank with just the "EXIT" in the bottom corner


Not sure what's going on with you guys--military advisor works just fine on my end, so I can't really debug it...Could you play for a bit and then send me a copy of your pythonErr.log (make sure error logging is "on" in your civ4.ini file). There must be some issue that only you guys are experiencing.

Does ANYONE else's military advisor work? Or did I just change something here that didn't get out in the mod?

Uri Torngat said:
When I start a new game, it start with only 10 turns left to play, just like if you choose the time option and the game stops at I think it's 2050 if I remember right. You can still finish your game but the points or result is counted anymore.

Okay...now I understand, but I'm at a loss. That's just...freakish, really. Are you using any other mods or anything? Anything in custom assets? If all else fails I'd uninstall Civ4 and start from scratch, b/c it's almost certainly something in your setup somewhere.

Rabbit said:
Sevo, you know you hit the jackpot when people are making add-ons, remixes and mods to your mod! :D

Thanks Rabbit! You've got a hand in this baby, too--after all, I'm using a bunch of your units and your tutorials on the Nif Editing were a huge help to me in the new leaderheads for CivGold! (Wait 'till CivGold 2.0...:crazyeye:)

I defer to Sir Newton: "if I have seen further [than others] it is by standing on the shoulders of giants..."

anisotropy said:
2. When I switch civics away from slavery, my slaves are not freed like in 2.9e. I still have them to use (not sure if this is a bug or an intentional change)

This is a buggeroo. Until I fix it, enjoy the bonus slaves...


sup said:
At one point we were talking about the option of including/creating some sort of building that encourages colonization on other continents. For example, if I have a civ in north america and I want to colonize in australia, I should be able to do so without significant coruption. After all, the courthouses arent strong enough to offset this effect, and the forbidden palace isnt strong enough IMHO.
Any interest in pursuing this?

Potentially. It would be interesting, but is perhaps better suited for a colonization scenario. But on the other hand, most colonies are, in point of fact, pretty hard to keep corruption-free...

Sabertooth said:
1) I really like the idea of not allowing mounted units to occupy cities! It’s creative and it adds a function for ground troops that makes them a necessary compliment to an effective invasion force. I vote you leave it in!

2) My military screen now works just fine, but I can also report that my slaves continue to hang around even after I’ve switched out of the slavery civic.

3) I’ve played a number of games with this mod and its predecessor. With regard to game balance, I can report (you’ve probably noticed this yourself) that civs with the progressive trait are particularly tough opponents.

4) This last isn’t an observation re: your mod per se, but just an idea I had. I like playing Monty but find it very difficult to warmonger as time goes on due to war weariness. It seems to me that aggressive civs, due to their war-like nature, ought to have some sort of war-weariness reduction automatically. I’m thinking maybe somewhere between -10% and -20% war weariness for aggressive civs. Whadya think?

Finally, does anyone out there know how “camera flying” works, and if it works in Sevomod? I’ve got it enabled in my .ini file, but can’t see any difference in perspective when I play the game.

1) I'm debating on the capture issue, but definitely going to keep it for the later units (armored units, specifically). I'm leaning towards keeping it across the board--as you said, it does make the game more interesting in my opinion, and that's what modding should be about!

2) Okay--1 vote for working military advisor. The plot thickens once again.

3) Progressive is definitely too strong. I'm open to suggestions on how to tone it down a few notches...it might be as easy as requiring, say, a city reach size 5 or greater? something like that.

4) Decreasing war weariness: not sure-- maybe down the road--it's supposed to be tough to war-monger forever, but you can do it if you're willing to sacrifice.


saltbush said:
... also i'd like to be able to sacrifice a slave for a small hurry bonus as this seems fairly realistic and often i end up with too many slaves.

The AI seems to have a lot of trouble taking cities at the Cavalary stage of the game, might need to add a city atk flag to a ground unit for them.

The ethinicaly diverse units are great but kinda racist :)
i'm sure its not intended but you can't upgrade the scouts or explore temples with them.

Progressive does seem overpowered, a free specialist at pop 3 for every city is pretty good, maybe knock it back to pop 5? Creative could use a small boost to, for our MP games we've added a 5% culture bonus to each city as well. (on that note we've given expansive a small boost with recon units getting combat one)

A big prob with the AI esp seafaring ones is the amount of ships they stack inside thier cities, i can happly pilage all fishing boats and blast all cities fortifications while they have 5x the navy siting at the docks, this mostly occurs if your ship has a higher str then the individual ships.

I'm not a 100% sure if you had religious victory in last version or not but either way i'd like it in. The ai does attempt it (as much as they do anything bar space race) and it adds a definate element to the game. (the only thing really needed is a unit (ai friendly) that can remove religions but religious vic is still good without this.)

I considered slave rushing work: maybe a small but tangible amount, like 10 hammers or something. My only concern is that right before you switch away from slavery, you'll sacrifice your entire slave population since you're going to lose them anyway. I'm open to suggestions on this one.

Your creative civs get +2 culture and +5% culture? Probably not unreasonable, but does it really help much? Expansive I think is now +3 health, isn't it? Which definitely makes a big difference in city growth, but giving recon units combat one is no huge thing either. Maybe they should get discounted settlers, but that could throw things off a bit.

The AI is not great with ships, but they're usually better than that. I'll go through and check my AI tags in the new units; maybe they're confused a bit.

And I've considered religious victory, but it's not yet added.

Good Sauce said:
I would love to see jdog5000's Barbarian Civ modcomp implemented. The idea of new civs spawning in the wild is really flavorful

I like the idea as well...but I'd also like to see the civ get some rapid advancement perks...you know, they ought to get all the techs from previous eras for free right away, get a small army and maybe another settler...

Anyway, I'll probably look at this down the road for a future expansion.
 
Sevo said:
I like the idea as well...but I'd also like to see the civ get some rapid advancement perks...you know, they ought to get all the techs from previous eras for free right away, get a small army and maybe another settler...

Anyway, I'll probably look at this down the road for a future expansion.

I havent gotten a chance to play it yet, but according to his post this is what it does. link.
In short, delay a civs load at the beggining, and instead have it replace a barbarian civ that has a certain population/culture. it also gives them all the techs that a majority of the already established civs have.
 
First off, great job with this mod, it is by far the best out there.:D As for my suggestion, I like the fact that infantry must now play a more important part but I was wondering if instead of requiring infantry to capture a city it was possible to use them in order to quell dissent in a city. That way in order to enjoy the fruits of your conquest you would need to station infantry since the other units won't lower the resistance. I believe it is more realistic that any unit can capture a city but to suppress the population you would need to have a large number of people which in this case are represented as infantry units. For example, a tank could capture a city but you would then need GI's in order to lower the resistance percentage and finally make the city productive again. Well, I thought this might be a better way of getting around the problem of needing infantry but with my limited modding skills I have no idea if this is possible.
 
Sevo said:
3) Progressive is definitely too strong. I'm open to suggestions on how to tone it down a few notches...it might be as easy as requiring, say, a city reach size 5 or greater? something like that.
I think 5 would work wonders really, by the time a city gets to 5 its developed enough to be 'progressive'.



Sevo said:
I considered slave rushing work: maybe a small but tangible amount, like 10 hammers or something. My only concern is that right before you switch away from slavery, you'll sacrifice your entire slave population since you're going to lose them anyway. I'm open to suggestions on this one.
This is true, a few possible ideas here,
1st is using a slave to hurry production causes +1 unhappy in the city the rush was made in. (not sure how to code this though)
2nd When slaves are freed due to a civic change a small % of them become workers (representing freed slaves willingly working thier former jobs for cash)
3rd Freed slaves have a % to become a free citizen in the nearest town
4th Freed slaves give a + happy to the nearest town for a set time
5th Slaves are not all 'freed' instantly but rather each slave has a chance to be freed every turn (representing the long and painful process of releasing all the slaves) so there would be a benfit to keeping your slaves working but you never know when they might disapear (say 10% a turn?)

Sevo said:
Your creative civs get +2 culture and +5% culture? Probably not unreasonable, but does it really help much?
Expansive I think is now +3 health, isn't it? Which definitely makes a big difference in city growth, but giving recon units combat one is no huge thing either. Maybe they should get discounted settlers, but that could throw things off a bit.
At least from my MP we have these thoughts expansive is great late game for bigger cities and creative is great early game or for lots of small cities, +2 culture almost does nothing to help win a culture victory (although it is a help), if a city is earning 500 culture or so then its an extra 27 a turn from creative which is definately useful while not OP'ed you could raise the % beyond 5 but we've found 5% to be a good tweak (we've also added in another level of culture but anyway). Expansive we've found giving your early explorers combat 1 means a few more survive the animal waves allowing more goody huts and early diplomatic contacts, a small boost to help offset the empire esp when the +3 health isn't doing much due to good resources.

Sevo said:
The AI is not great with ships, but they're usually better than that. I'll go through and check my AI tags in the new units; maybe they're confused a bit.
It almost always happens if my 1 ship is bigger than thier ships, eg i have an ironclad and they have frigates, still as a player i'd send my 20 frigates at the ironclad to stop it reducing my defences when an army is coming. It may be more to do with the difference in str values rather than the tags, as ship strs are now so far apart. My basic assesment is the AI is afraid of using its ships much like how workers hide in cities for safety
 
I've had seriously little time to play :cry:

Few things though...

Wanted to say thanks again for the great mod.

I like the idea of making the infantry more important as long as it doesn't cause the computer oponents any serious problems.

Military advisor is working perfect for me but I'm still in early game. I don't know how modding works but is it possible that when a certain unit is produced (modded unique unit maybe?) that it somehow breaks the military advisor? Maybe those having troubles should see if they start a fresh game if it works.

Good luck on the bug hunting.
 
Hey, Sevo, I say stick to your guns, man, and give the infantry their due. Ever read James Dunnigan's book "How to Make War"? It's been a few years for me, but if I recall correctly in it he clearly states that it takes infantry to take and hold objectives like cities even in this day and age. Well, that's my 2 cents.
 
saltbush said:
This is true, a few possible ideas here,
1st is using a slave to hurry production causes +1 unhappy in the city the rush was made in. (not sure how to code this though)
2nd When slaves are freed due to a civic change a small % of them become workers (representing freed slaves willingly working thier former jobs for cash)
3rd Freed slaves have a % to become a free citizen in the nearest town
4th Freed slaves give a + happy to the nearest town for a set time
5th Slaves are not all 'freed' instantly but rather each slave has a chance to be freed every turn (representing the long and painful process of releasing all the slaves) so there would be a benfit to keeping your slaves working but you never know when they might disapear (say 10% a turn?)

I had considered #1 and #3, but not #2. Having a small chance to convert slaves to workers would actually be a boon big enough to make you think twice about a massive slave sacrifice. Maybe a 3:1 conversion or something...As to the AI, well, it doesn't "know" the slaves will be freed, so it will switch civics without consideration of this fact. It should not be penalized in any way that the player won't be b/c he "knows" better.

Thus, this might be a good solution. The unhappy penalty in the city would hurt the AI (they don't "know" that work boost will cause this); so slaves should be freely sacrificeable without penalties the AI can't predict. Changing it to a small chance to convert to workers is perfect as they will benefit the same way a human player would.

I'm also going to limit the slave population--I think a ratio of slaves:cities, maybe 1:1, just to keep the slave populations in control.
 
Sevo that 10 turn problem isn't your mods' fault. 1.61 made it so if you're using a no-cd crack that you only get to play 10 turns.
 
Sevo said:
Not sure what's going on with you guys--military advisor works just fine on my end, so I can't really debug it...Could you play for a bit and then send me a copy of your pythonErr.log (make sure error logging is "on" in your civ4.ini file). There must be some issue that only you guys are experiencing.

Does ANYONE else's military advisor work? Or did I just change something here that didn't get out in the mod?
on my comp it all works fine. no problems! my installation:Civ4, patch 1.61, first sevo v2.9 release, patch A, B..thought E, then copied the sevo2.9z over the sevomod folder. no other mods installed on my system,..plain civ3 with latest patch and only sevomod installed. no problem!
 
Originally Posted by sup
At one point we were talking about the option of including/creating some sort of building that encourages colonization on other continents. For example, if I have a civ in north america and I want to colonize in australia, I should be able to do so without significant coruption. After all, the courthouses arent strong enough to offset this effect, and the forbidden palace isnt strong enough IMHO.
Any interest in pursuing this?


Sevo: Potentially. It would be interesting, but is perhaps better suited for a colonization scenario. But on the other hand, most colonies are, in point of fact, pretty hard to keep corruption-free...

I agree this potentially could be interesting, however, civ is not meant for this. generally, can you name me 1 colony which is still alive today? except for siberia which is 100% a russian colony. If im correct, russia is the only country which still has colonies(everything eastern of Cheboksary is literally nothing more then a colony, although it is so much integrated into the russian federation it's hard to call it a colony. so are the falklands or dutch carribean colonies, they have wide freedom of self managing that's its not a real colony any more. (i know this is disputable) But I think you get my point? I agree totally with Sevo's opinion colonies are damn hard to keep and civ is not meant nor programmed to handle the complexity of politics and economics to reflect colonization. Civ is meant to handle civilisations, not colonisations. you're talking about a whole new game dimensioning of handling colonies. and as a matter of fact, colonies cost the owners alot also in real life, mostly, small colonies where kept as trading post for aquiring resources, but due to the high cost those resources where mostly used for critical parts of industry(war industry) or only for the elite. I really don't think civ4 can handle a true colonization of the world like ie, brittain, france, spain, NL have done. and it destracts to much from the main focus of the game, building up a civilization! IMHO
 
Originally Posted by Good Sauce
I would love to see jdog5000's Barbarian Civ modcomp implemented. The idea of new civs spawning in the wild is really flavorful


Sevo: I like the idea as well...but I'd also like to see the civ get some rapid advancement perks...you know, they ought to get all the techs from previous eras for free right away, get a small army and maybe another settler...

Anyway, I'll probably look at this down the road for a future expansion.
__________________

Many Civs have conquered other civs during wars, or merging of kingdoms..like Netherlands and England were 1 country for some short time of history, or Netherlands and Belgium were 1 country once..or Eritrea and Etheopia were 1 country once. Already feeling what i wanted to say? :) even if you conquer a complete nation, there should be some array, storing what cities you have conquered during the game, and what their original civ was, and giving it a VERY VERY tiny chance of widespread rioting across those cities forming a new empire once again. that would be cool, and give you some reason not just to conquer everything, but think wether you conquer, or destroy(massacre all the citizens) and build a complete new city(high costs and loosing all the cities improvements, but no risk of widespread rioting) I'd like such a routine included in civ :)
 
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