SevoMod 3

after installing the z version my load tie ( when you start the game with the mod) got very long about a minute or two
this wasnt true with e pack
i think its a bug or something
 
2 BUGGGGGGGSSSS

not sure if it has been reported already, im missing some of the forum here, but anyway.
I'm playing the dutch(as always) and while contacting the sumerian it happen 2times already that I MUST make some agreement with him. if I just say goodbey, the chat window keeps popping. untill i tell him:"give me 2gold for fish" or something similar..this can be a problem if there's nothing left to trade!

another thing.
while i was capturing a city of the mongols, my last selected unit was a catapult, when i was moving through my empire, on the left side the catapults stats remained, even while switcing into my cities(double stats on the left, catapult + city stats) only moving back to the catapult and RESELECT it changed the left stats so i could normally play the game.

Just happened again with another unit..this time screenshot at
unit_stats_remain.jpg
 
another bug..the % of my cities are flipping. defence % or whatever is shown on the map lower right corner near the city, is not a static %. rotterdam has been bombed by catapult of an enemy, 70% left, i destroy the catapult, move my knight back, fortify, and suddenly % drops to 42%, not to mention that a catapult can impossible bomb from 70to42% in 1 turn. what is VERY wierd, my other city, the hague, shows 100%, the moment i fortify my knight in rotterdam, also here % drops suddenly from 100% to 60%??
I have no idea if this is meant to be, but it looks very wierd!
 
I dont know if this is a bug or anything but it was pretty weird. Its about the units that cant capture cities. I like sevos new system, i think its very realistic. But the thing is that i dont know if the AI understand it. I was at war with cathy and i was loosing big time. Her main units were horse archers and catapults. She killed all my units in my nearest city to her. But she didnt seem to understand that she had to send an axeman or something to take the city. So she keept pillaging and bombarding the empty city, and when i managed to end the war i still had all my cities... Pretty strange...
 
I didn't have any slaves when I switched civics from slavery to sefdom, but I'm assuming all my slaves would have been deleted at that point. But after I switched to serfdom I captured some slaves in a war. This seems to be inconsistent. Especially so since the slave I captured was created a turn earlier when one of my units was killed.

I don't have a good idea for how to make this seem more logical, and I definitely don't know how to implement it if I did have an idea, but this just bugged me.
 
ADD to my post about strange % behaviour. ( I'm now for sure it is definatly a bug)
I added a screenshot this time about the % after a bombardment. bombard from 60% down to 48% but on the left it says down to 80%. I assume there is a bigger problem with the %.

My guess, after one of my cities reached 100%, it was bombarded down to 60%. now, on the map it never grew higher anymore!!! it stayed at 60% for always, yet before sevo 2.9z it regained strenght to 100% again. I assume with the computer the same thing happened. this city never was 60% but 100% before i bombarded it. but somehow the map/screen or whatever doesnt update it after the first bombardment.

strange-percentages_01.jpg
 
oh and with the catapults attack movement is something wrong. not a serious bug but, i don't see my units win over the catapult, they are fighting, 2catapults visible, and suddenly my unit has won over the catapult..normally you'd expect first 1 catapult brake down, then the 2nd. but they don't they just dissapear after they lost the battle.
 
sweetpete said:
I dont know if this is a bug or anything but it was pretty weird. Its about the units that cant capture cities. I like sevos new system, i think its very realistic. But the thing is that i dont know if the AI understand it. I was at war with cathy and i was loosing big time. Her main units were horse archers and catapults. She killed all my units in my nearest city to her. But she didnt seem to understand that she had to send an axeman or something to take the city. So she keept pillaging and bombarding the empty city, and when i managed to end the war i still had all my cities... Pretty strange...

I can second this. added a screenshot:
capture_ai_problem.jpg

no defences left, but the AI cannot capture the city, I had 3defences in that city, he attacked me where i was vulnerable with 8units, should be able to take the city..but, since he cannot capture because the AI doesn't understand to capture with only Normal units, i now have more then enough time to send my reserves to the front. I think this new combat system is very good, but the AI MUST be able to use it effectively else the whole strategic Idea of this is gone.
 
I always have a terrible problem with the use of Tundra and especially ICE! there are great areas filled with just ice, and I have no clue what to use them for? now the computer always build unproductive cities there, ok, maybe they are productive to the AI, i don't know that!


BUT, when i get into war, I must destroy those cities because I cannot use them, and i cannot leave them there, since any stationed enemy troops force me to spread my forces, and I don't like battling on many fronts. But, if I destroy them, within several turns some other computer player claims the lands with founding a new city! now there are three options to disable this crazy behaviour:

1) forbid building cities(then there must something like an outpost included to be able to substract resources)
2) allow cities, but some terrain enhancement specially for tundra-ice (glass-houses ie) which allow you to produce food on an ice square since below glass it's warm enough, I'd say +2 food for 1 improvement or +1food and +1 production for artificial subterreanean food/industry)
3) make something similar to a city(garrisoned outpost) which can spread culture so you can prevent computers for building new cities. I wouldn't make such outpost a +x culture growth modifier, but instead say:1unit garrisoned +1 distance cultivated, 3units garrisoned +2distance claimed to be my land, +6 units garrisoned +3 distance claimed to be my land.

maybe someone else comes up with a better solution then one of those, but, anyway..I'd love to see something changed because now all those icy fields are just annoying me till death :)

I'd favor option 3, and include upgrades for such an outpost. like with imperia galactica, you can send some special engineering unit to upgrade it. 1 unit can build the outpost, if you sacrifice another unit, you can choose abilites of all kind of ranks ++defence ++sight ++airfield ++1gold(taxes of stationed troops) such things..of course such a unit should be expensive to build :)

such an outpost would also boost up abilities for non-religion-founded nations. now I always try to found at least 1 religion asap. because i can build this special building that gives me +1 extra gold for every city where my religion is spread..if i spread my religion widely across the globe, i have an enormous advantage over other civs. I do not think this is wisely, there are several religions only, and if you play against 18computer opponents, most of them will not have this advantage. howeever, if they could build outposts and upgrade such including collection money upgrades at least they be able to counter the enormous money boost of the religion founding countries.
 
hi mrgenie
about the catapults. i dont think its a big bug, i think its just a little issue that has to be solved : let me explain.
for instance your city gives a bonus of 60pct. and it gets bombarded by the catapults you see it and you see 80pct. (u didnt notice 60 before the attack) that 80 pct is 100 minus 20pct from catapult bombardment of total city defense. and your city defence is 60 so it will drop to 48 (similar with your 70 to 42 : 70/100 of 60pct citybonus will become 42. so the only thing that occurs that shouldnt happen is that you see the game doing his mathematics. i also think this occurs in vanilla game but im not sure.
hope this is an answer that will satisfy you.
 
druade said:
hi mrgenie
about the catapults. i dont think its a big bug, i think its just a little issue that has to be solved : let me explain.
for instance your city gives a bonus of 60pct. and it gets bombarded by the catapults you see it and you see 80pct. (u didnt notice 60 before the attack) that 80 pct is 100 minus 20pct from catapult bombardment of total city defense. and your city defence is 60 so it will drop to 48 (similar with your 70 to 42 : 70/100 of 60pct citybonus will become 42. so the only thing that occurs that shouldnt happen is that you see the game doing his mathematics. i also think this occurs in vanilla game but im not sure.
hope this is an answer that will satisfy you.

well, it would, if it were always this. but I have also some cities which are attacked from 60 down to 48, where on the left exactly this number is also shown. your logic makes sence to me, but, sometimes i bomb from 60 to 48 and i see on the left % down to 80..and sometimes i see indeed the number 48 on the left..i did not notice if the messages where the same, maybe there are two different messages..I'll watch out more carefully :)
 
200 mb is way to large for me to download, my internet is crap so i get cut off and have to re-download the whole file.
Could you maybe try to split up the file in 10mb each?
 
saint1979 said:
200 mb is way to large for me to download, my internet is crap so i get cut off and have to re-download the whole file.
Could you maybe try to split up the file in 10mb each?

hint for all users with crappy internetconnections: " use a freedownloadmanager!"
 
@Sevo great mod!
but I have one bug to report. After my first gmae i lose the interface for the units.
 
Great mod, finally someone is giving infantry and forts their due respect (been waiting for this since CIV II )

i hope u can improve sevomod in these 2 aspects the following way:

I- be able to build MAP defences like the great wall of China and Hadrian wall

A- Ancient Era:
all we need to do is build a series of "wall" improvements with good "graphics" next to each other and make movement on them similar to road, unit healing is slightly faster, and make additional upgraded fortification improvements such as Moats that would act as rivers in terms of defence/attack scenarios etc....

But, attacking from behind ure own walls with infantry should have a penalty, and PLEASE reuse the Archer Ranged ability that was in CIV III.

B- Modern fortifications:
i.e. Siegfried line, Barleff, Magino, 37o line in Korea: a series of forts, pilboxes, bunkers, hospitals, underground tunnels, military airports, Radars.
it can heal soldiers a bit slower than cities, planes can land and take off in military ariports eliminating this way the need to overcrowd the map with uneccessary cities near the borders, Radars reveal 3 or 4 squares ahead and give advantage to air defences, units travelling on underground tunnels are not affected by standard airstrikes, lay mines.

by this, we open new opportunities for new units:
water Buoy, Minesweepers, Military engineers, Cruise missiles, Transport Planes, siege towers(why no one ever created a siege tower unit for Civ:confused: ) etc....

1-Water Buoy: layed by special planes or destroyers, last for a few turns, detects subs.
2-minesweepers: no need to explain
Military Engineers: expensive to build, just like settlers but, they can Sapp fortifications, build forts, towers, outposts and all military tile improvements.
3-Siege Towers: any unit using a siege tower while crossing a wall would not loose its turn.

PS: Distance between forts should be 3 or 4 squares but can be connected with walls, In addition, Cultural borders can be maintained using special buildings or the forts themselves because for god sakes, popping up cities next to the borders steals the fun from the game as it advances, and playing my favorite era (Modern Era) would not be so fun. let cities do what they do best, and forts do what they do best, no overlapping

II-Infantry role:

1-Infantry have increased defence bonus especially vs armor units, in Cottages, Hamlets and Towns not just cities in an increased manner.
2-Infantry and guns are the only units that can garrison fortifications described in part "I".
3-PARATROOOOOPPPSSSS. who thought it was a good idea to eliminate those.

Thanks in Advance
Keep up the great work guys!
 
here 2 screenshot of what I call, betrayel(bug):

defensive_pact.jpg
defensive_pact_2.jpg

here's what happens
1) I have defence pacts with 3 computers(all friendly)
2)napoleon attacks me
3) all others cancel their alliance with me(they suddenly not like me anymore)
I did NOT attack napoleon!!!
4) others declare war on napoleon, however, they are not my friends anymore.

what kind of friendship is this? this should not be this way!

ADD

defensive_pact_3.jpg

on this screenshot you can see on the left, the alliance is still active, on the right, the icon of protection pact has vanished..something is terrible wrong here. it seems the pact itself is still intact..however..info on screen is not accurate about the current status nor are the messages which tell me the deals are cancelled.
 
Grev_michal said:
Hope someone has a solution for this one:

I keep getting this error in the game ;-(


Traceback (most recent call last):

File "CvEventInterface", line 27, in onEvent

File "CvEventManager", line 164, in handleEvent

File "CvSevoEventManager", line 92, in onEndPlayerTurn

File "SevoMod", line 424, in onEndPlayerTurn

AttributeError: RealSlavery instance has no attribute 'playerSlaves'
ERR: Python function onEvent failed, module CvEventInterface


Tried complete uninstall and reinstall but it still pops up


This is a problem with RealSlavery, it's an easy fix (I left some testing code in there on accident). It's creating all those wacky pop-ups and slaves not dissappearing and all that. My bad.

I'm going to have some time this week, hopefully I can release the final 3.0 this week sometime and have all these various bugs fixed. I appreciate all the feedback in the thread. (There are a few things described that I don't have any fixes for; mainly because the problems seem to be specific to certain users and I can't reproduce them.)

Some of the issues brought up are a result of the 12m plot list enhancer. I'll be following his thread for fixes he makes, and I'll make fixes here when needed, but that's a low priority at present as it works for the most part and most of the issues can be overcome with a click or two.

With most mods, the work never seems to end. That's a good thing: anytime I finish something there's another something I want to do. So I'll probably be releasing patches off and on to add features, fix bugs, so on. One of the benefits of not releasing in packaged boxes with CD's and manuals--I can always update!

@Uri_torngat: Are you using the original CD and un-modified exe file?

sweetpete said:
I dont know if this is a bug or anything but it was pretty weird. Its about the units that cant capture cities. I like sevos new system, i think its very realistic. But the thing is that i dont know if the AI understand it. I was at war with cathy and i was loosing big time. Her main units were horse archers and catapults. She killed all my units in my nearest city to her. But she didnt seem to understand that she had to send an axeman or something to take the city. So she keept pillaging and bombarding the empty city, and when i managed to end the war i still had all my cities... Pretty strange...

Anyone else seeing this? You know what the problem may be: CITY_ATTACK AI tags. They may need some chaning. The cavalry may need to lose them--must be confusing the AI.

On the other hand, I've finally got my hands into the SDK, so I can approach AI tactics from there as well. That will be another project unto itself, but I'll get to them eventually.

For the time being I've changed nuclear weapons so that you can nuke ANYWHERE you want to, even your own territory. I'm also working on ranged nukes and I think I've got it but haven't been able to fully test it yet. Anyway, all that is on the agenda.
 
I'm sorry if there has already been a post on this somewhere between here and the first two pages, but I lack time to read all 44.

What do the new interface buttons do? I've clicked them, but nothing seems to change. I couldn't find any help in the mod read-me(s). Any help would be appreciated.
 
I think that the K.u.K Infantrie should either get an added bonus versus mounted or gunpowder. As it is currently it's the same as a Redcoat except it has 2 less strength. Plus Progressive isn't really stronger than Philosophical if you trying to balance it out.
 
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