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!
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...

)
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! Its 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 Ive switched out of the slavery civic.
3) Ive played a number of games with this mod and its predecessor. With regard to game balance, I can report (youve probably noticed this yourself) that civs with the progressive trait are particularly tough opponents.
4) This last isnt 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. Im 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? Ive got it enabled in my .ini file, but cant 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.