SevoMod 3

rflagg said:
Quick question -

I noticed the Great Statesmen doesn't have all the features of TheLopez's Great Statesmen (no cancelling war, improving relations, inciting revolt) - is this just an oversight, or was it planned to keep those out, or were those not features when you released the latest version? Just an observation and I'm curious, thanks!

-m.

Well, Lopez hadn't introduced all of these yet, but my concern would have been how the AI would use them. I'll have to look at his latest version to see. In order to use these the AI would have to have some parameters set in the SDK as far as how to decide what the most efficient use of a statesman would be.


@Keldath/GraveEatr/GIR/et.al.: I'm keeping a running list of changes--very specific file-line-change stuff--for the next mod update in the hopes that it will be easier for you guys to update to the latest version. Just trying to help!
 
Sevo said:
@Keldath/GraveEatr/GIR/et.al.: I'm keeping a running list of changes--very specific file-line-change stuff--for the next mod update in the hopes that it will be easier for you guys to update to the latest version. Just trying to help!

You da man... I appreciate that! :thumbsup:

I got some ideas for the next Sevomod... I'll shoot you a PM on it...
 
Err, I didn't notice this in a previous post or reply here but... well I was happily in the middle of a nice 4 way war noble game, something to while away the time, when I saw something moving across the screen, imagine my surprise when a galleon unloaded 4 units from one of my enemies.. right next to my landlocked capital that was no closer then 13 spaces from any water at all... *grins* Now I'm wondering, how do I get my ships to do that.. I've seen this happen with wooden ships(ie: galleons,caravels, etc ) but not with any oil/nuclear based ships.. any thoughts?
 
Sevo i liked your mod alot until you made some changes that seemed to break the gameplay.

I do not like the fact that tanks or mounted units cannot capture cities.

I can understand it for realism balance (except for cavalry), but i think it is neccesary for game play to at least let mounted units capture cities.

And if you wont change this thats ok, but can you tell me how to change it myself? I really hate it that mounted units cant capture cities.

And if you want to be even MORE realistic against gameplay balance, you might as well make it so archers cant capture cities.

I think its pretty bland that only melee, gunpowder, and archery units can capture cities.

Please think about this. I want to try your mod again but this isnt a very fun thing you did.
 
And in the next version can you add some new civics? If you did both of my requests i would be very pleased. :)
 
I can't use this Mod. The start page has no text in the menu entries, so I have to guess where to klick -- impossible. :(
 
Xanikk if you look back a couple of pages I posted the changed unitxml file just replace the old one.
 
Anyone else seeing Runtime errors when trying to load older Sevomod save game files with the new 2.9z version? I simply cannot open any of my previous saved games anymore...

am I missing something here, should I be able to open games saved on previous versions of sevomod? :rolleyes:
 
I'm kinda dissapointed that there is no new civics... but i have to admin, its a great mod!
 
Xanikk999 said:
Sevo i liked your mod alot until you made some changes that seemed to break the gameplay.

I do not like the fact that tanks or mounted units cannot capture cities.

I can understand it for realism balance (except for cavalry), but i think it is neccesary for game play to at least let mounted units capture cities.

And if you wont change this thats ok, but can you tell me how to change it myself? I really hate it that mounted units cant capture cities.

And if you want to be even MORE realistic against gameplay balance, you might as well make it so archers cant capture cities.

I think its pretty bland that only melee, gunpowder, and archery units can capture cities.

Please think about this. I want to try your mod again but this isnt a very fun thing you did.


I was thinking about that too. I felt that its annoying that tanks for example cant RAZE cities. Tanks should be able to do that i think, the same with artillery and canons.
 
Warning--long & rambling game post ahead!

discolando27 said:
Err, I didn't notice this in a previous post or reply here but... well I was happily in the middle of a nice 4 way war noble game, something to while away the time, when I saw something moving across the screen, imagine my surprise when a galleon unloaded 4 units from one of my enemies.. right next to my landlocked capital that was no closer then 13 spaces from any water at all... *grins* Now I'm wondering, how do I get my ships to do that.. I've seen this happen with wooden ships(ie: galleons,caravels, etc ) but not with any oil/nuclear based ships.. any thoughts?

Wow! Where can I get me some of those?? That's freakish. I don't think it's anything I've done--but who knows; this beast is pretty complex. If I had to guess I'd say it was probably a "ghost in the machine"; i.e., a strange and novel outcome resulting from complex and unanticipated interactions between various components of the system.

I'm intrigued, though: you imply you've seen this kind of thing more than once. Anyone else out there have wooden hovercraft unloading in the great plains?

Xanikk999 said:
Sevo i liked your mod alot until you made some changes that seemed to break the gameplay...I do not like the fact that tanks or mounted units cannot capture cities...Please think about this. I want to try your mod again but this isnt a very fun thing you did.

I just finished my first full game with 2.9z (yes, I do play the game--that's the only reason I mod the thing! ;) ) and the no-capture rule stays.

:mischief: Some of you are happy, some of you are sad. :)) vs :cry:)

I like smilies. :crazyeye:

Anyway, I played my game on Prince and at this point Prince is more or less a certain victory for me. It might take me until the Industrial era to catch up if I have a bad start location or aggressive neighbors, but at some point my insane production capacity outstrips everyone else and--regardless of the victory type I'm attempting--I can start attacking other leaders and by the mid-game I'm solidly in front. (By 1850 my score was 3200+; Mansa Musa, in second place, had another continent completely to himself and had 2100, everyone else was behind b/c I had reduced their empires to pairs of cities or less). I scored an Augustus Ceasar in the HOF.

Here's the game at the end. I won by domination (I usually decide the type of victory I want at game outset to make it more interesting. This was a domination game from the get go). I had originally shared my continent with Teuta in the south, Kublai Khan in the north-east and Napoleon in the Southeast with Asoka in-between them, and myself in the northwest. Mansa Musa and Huyana Capac were on the other continent before Musa wiped out Capac.



Here's the Manf. Goods: I always lead in manufacturing, usually by a lot:



Here's GNP: Typically I fall behind. It's a result of choosing production over cottages/Towns, which the AI love. I catch up in the end and outstrip everyone else out of shear size of my empire, but for most of the game I'm mid-lower in GNP. (you can see right before 1340 where I pretty much bottom-out: that's when Teuta and Khan ganged up on me--read below)



Finally, Power. Again, I typically start mid-range in power, b/c I tend to build my cities up as quickly as possible, keeping military just strong enough to defend myself if attacked (which was good: read on). Once I've built a strong production base I turn up the military and the power climbs quickly.



Anyway, so what the heck's the point? Two observations from this latest game.

1) Teuta and Kublai Khan are both progressive, and they damn near wiped me out early. They were undenyably the most difficult AI opponents on the map I was minding my own business and Teuta declared war on me; the next turn Kublai Khan did the same. Honestly, it was a combination of being Nationalistic and having those Ethiopian Archers with their city defense that saved my butt. For a while I was holding on with negative cash flow, but I managed to keep all my cities save one before finally getting a peace deal out of them. Anyway, progressive is undenyably an overpowered trait in comparison to others. I expect that kind of trouble on Diety, but not Prince.

2) (Here's the point to all this): I really like the no-capture rule. It made my game much more challenging. Honestly, it's not that hard in the late game once the mobile infantry are around. The hardest period is the cavalry period, since the horses are so much faster, but even then after a quick adjustment it worked fine. I like it--I'm going to keep it. For those of you who totally hate it I'll put the link on the front page with the removal, but I think you're robbing yourself of a more interesting game experience.:D

Xanikk999 said:
And in the next version can you add some new civics?

I haven't seen any civics additions that were really necessary or interesting enough yet to add...

saint1979 said:
I was thinking about that too. I felt that its annoying that tanks for example cant RAZE cities. Tanks should be able to do that i think, the same with artillery and canons.

I agree, but I wanted to see how things worked out from the no-capture standpoint first. I'm still thinking about how I'll continue with this.
 
Sevo said:
Warning--long & rambling game post ahead!

Wow! Where can I get me some of those?? That's freakish. I don't think it's anything I've done--but who knows; this beast is pretty complex. If I had to guess I'd say it was probably a "ghost in the machine"; i.e., a strange and novel outcome resulting from complex and unanticipated interactions between various components of the system.

I'm intrigued, though: you imply you've seen this kind of thing more than once. Anyone else out there have wooden hovercraft unloading in the great plains?
Hum. Don't know if this will sound solid, but...... I've seen this kind of behaviour before and think it's to do with how the AI represents (badly) a combination of moves - some of which you haven't seen 'cause you couldn't - resulting in the (legitimate) appearance of units within your field of view. I think it's related to a common phenomenon whereby e.g. 'cargo units' appear on their target coastal square a few seconds before the ship that delivered them. Not Sevo-related but Civ4-poor-design-related. I HATE it !

Sevo said:
Warning--long & rambling game post ahead!
I just finished my first full game with 2.9z (yes, I do play the game--that's the only reason I mod the thing! ;) ) and the no-capture rule stays.

:mischief: Some of you are happy, some of you are sad. :)) vs :cry:)

I like smilies. :crazyeye:

Anyway, I played my game on Prince

(blah blah blah)


Anyway, so what the heck's the point? Two observations from this latest game.

(Here's the point to all this): I really like the no-capture rule. It made my game much more challenging. Honestly, it's not that hard in the late game once the mobile infantry are around. The hardest period is the cavalry period, since the horses are so much faster, but even then after a quick adjustment it worked fine. I like it--I'm going to keep it. For those of you who totally hate it I'll put the link on the front page with the removal, but I think you're robbing yourself of a more interesting game experience.:D

I haven't seen any civics additions that were really necessary or interesting enough yet to add...

I agree, but I wanted to see how things worked out from the no-capture standpoint first. I'm still thinking about how I'll continue with this.

Draw the line in the sand, Sevo!

I definitely step over. In fact we should take it further and underline the need for different types of arms to work together to achieve maximum effect. e.g. Armour (or cavalry) ALONE, attacking infantry fortified within a city is Kerrrrrazy and should be penalised. Unless you have absolutely overwhelming force of arms, the armour will fail!

Armour + infantry in close support attacking fortified infantry - comperrrletely different proposition.

Whereas - armour ALONE vs infantry caught IN THE OPEN (in Civ terms - outside the city or fort) - very nasty! The armour (or Cav) unit will pretty well run right over Joe Soldier!

Of course there are modifiers that will affect the outcome - e.g. units from very different era/ inherent unit strengths.......

Enough for now, but I'm right with Sevo on this approach !
 
Sevo,

Any luck in looking at my CTD issue (post #882) ? I've never had CTD issues in C4 before even with your previous versions. This one game though has something conflicting in it at that moment that causes CTD on the next turn.

thanks again for all your hard work and fielding questions/issues from us all!
 
This is becoming my mod of choice, although I'd love to have The Regiments included if I ever find out how to mod Civ4 myself.:crazyeye:
 
ravenone said:
Sevo,

Any luck in looking at my CTD issue (post #882) ? I've never had CTD issues in C4 before even with your previous versions. This one game though has something conflicting in it at that moment that causes CTD on the next turn.

thanks again for all your hard work and fielding questions/issues from us all!

No idea. I couldn't even load it! It would crash before bringing up the game--I don't suppose you have any autosaves you could try from? Have you started a new game? It might just be a fluke thing...

The Thracian said:
Does this overwrite the original civ 4. sorry If I sound a Noob


You DO sound like a noob! ;)

Anyway, no it doesn't overwrite the original. You should place it in your /ProgramFiles/Firaxis/Civ4/mods/ directory under the subdirectory /Sevomod/. There will be some other mods in there already that shipped with the game. If you d/l the installer to /mods/ it will unpack everything for you. Once there you can load the mod from the in game Advanced menu, or you can edit you /ProgramFiles/Firaxis/Civ4/Civilization.ini to show mods=/mods/sevomod and it will load at startup, which I of course highly recommend.

Sid said:
This is becoming my mod of choice, although I'd love to have The Regiments included if I ever find out how to mod Civ4 myself.:crazyeye:

Whoa...for just a second there I saw "Sid" and thought, WHAT!?!?

Anyway, your appreciation is not depricated by your not being Sid Meier, as you are nonetheless "Sid". Thanks! As to the regiments, I was afraid it would simply kill any 'puters out there that were already being pushed to the limits to play this mod. Mine is a horse and as it is I get some slowdown in the late game...can't imagine what others are playing through.
 
I know you are thinking of nerfing progressive to citys of 5 pop but I have a feeling this is still too low I would say at least pop 6 or maybe even as high as 8.
After all you can spread like nobodys business and run a merchant to fund it.
 
Hi all

After installing 2.9z with Keldath's 2uu add-on, all the leaderheads are shining as if they've been waxed! This didn't happen in 2.9e. I am not sure if it is 2.9z or 2uu or the combination of both, but they look like the terminator without skin - just shining all over. Kublai Khan even has pink glares. Sorry I don't have a screenshot (will try to get one later).

Not that this is much of a problem, but it used to be fine in previous version, so I am wondering if this could be changed back easily.

Vit
 
Sobsob said:
I know you are thinking of nerfing progressive to citys of 5 pop but I have a feeling this is still too low I would say at least pop 6 or maybe even as high as 8.
After all you can spread like nobodys business and run a merchant to fund it.


I agree. I'm actually thinking 8-10. On most maps you can easily get most of your cities up to size 10 with a little time and work. I had no idea how strong a single specialist per city would be!
 
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