SevoMod 3

Ahah, so someone else has noticed the wooden hovercraft phenomenon... least I know I"m not imagining things..
 
Hey Sevo, leave my Teuta alone :mad:
 
really incredible mod, much thanks to the sevo team, its just what I was looking for...perfect...

1 question - what exactly do the blue icons do on the main screen, ive worked out a few of them. is there some kind of info on them somewhere. they look like formation icons.

help
 
I played Kael's Fall from Heaven mod for a bit before I found your mod Sevo and one of the things I really liked about it was the fact that his settlers had an increased visibilty.I found this to be much better I hate the fact that my first settler can't even see the full fat cross nevermind the surrounding area,I always felt being expected to guess the best location went against the grain for a strategy game.
 
The Thracian said:
Ok The mod installed fine however when I select a civ and leader the leaders look something like this..

http://img462.imageshack.us/my.php?image=gcs00031dl.jpg

Is that normal?

Nope. It's a problem with my forced shaders (from the first post ;) )

(2) Leaderheads: In the default mode of this mod I have "forced" shaded leaderhead graphics, as they are generally better quality than their non-shaded counterparts. However, some graphics cards don't handle the shaders and will display "ghosts" with only eyes and/or experience poor performance. If you would like to switch over to the lower-quality but safer non-shaders, go to the /Sevomod/assets/xml/art/ directory and replace the file CIV4ArtDefines_Leaderheads.xml with Civ4ArtDefines_Leaderheads.xml.SafeGraphics

That should fix it.


leo crumb said:
really incredible mod, much thanks to the sevo team, its just what I was looking for...perfect...

1 question - what exactly do the blue icons do on the main screen, ive worked out a few of them. is there some kind of info on them somewhere. they look like formation icons.

help

There's documentation in 12Monkey's Plot List Enhancement mod, but just click them and you'll figure 'em out eventually.

Shqype said:
Hey Sevo, leave my Teuta alone :mad:

She did you proud, Shqype. Tough opponent, that Teuta. :lol:
 
I agree. I've always had problems with helicopters being landlocked. I'm not saying that they should be able to fly accross the pacific, mind you. I think that if choppers were limited to coastal waters only (to simulate limited fuel range), that would be good. That would also create an opportunity for anti-naval choppers like the Sea King, which might not be real, but whatever.
 
notice the great person message
shangian is a barbarian city ?!?!?!?!? :eek:
also reguarding progressive being overpowered : pop three is to low but 8-10 seems over correction maybe 5-6 pop for free specialist
picture from sevo 2.9 -E
 

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Sevo,

great mod, makes civ4 much more fun, but i was wondering if you were gonna add any more resources in v 3.0, or if you could tell me how. ive played amra's mod and enjoy being able to trade hemp, salt, coffee etc. as well as the normal resources
 
sach said:
Sevo,

great mod, makes civ4 much more fun, but i was wondering if you were gonna add any more resources in v 3.0, or if you could tell me how. ive played amra's mod and enjoy being able to trade hemp, salt, coffee etc. as well as the normal resources


Yeah...I think I will. We all like resources, after all. I'm going to try for some unique stuff, though...don't want to just copy the gang! Though I will certainly include coffeee...'cause it's the fuel that powers my unnatural and unwholesome existence.

Brave Sir Robin said:
notice the great person message
shangian is a barbarian city ?!?!?!?!? :eek:

Good for them! I often feel bad for our disorderly, misunderstood barbarian neighbors. They deserve great people, too!

And, btw, no idea how that happened. I wonder if they somehow built a building that's giving them GP points, or maybe they can produce statesmen? I'll have to look.


Oh--also, I realized in my latest game that the AI does use "New Forest", primarily on tundra. That's actually a pretty reasonable use for the forests, so I'm happier. They obviously can't plan ahead and replant a piece of their capital, but by the time new forests are available the other improvements are equivilant to them anyway.
 
Sevo, Have you thought about making national wonders of the world wonders that allow the building of sertain units. This would make the possibillity of building the units a little more accessable. Just an idea..

Also, have you seen the Mobile artillery unit in Trips battle for east asia scenario? It would fit great in sevomod.
Infact after browsing the unit forum awhile i found several units i found very impressive..
 
Problem: there are no words on the start screen (as in the screen that you first see when you stat the game). The buttons are there and they respond to the mouse moving over them and clicking on them, but I have no clue what they are for. (I havent played before trying to today for 1-3 months, so I cant quite remember them)
Is this because theres a new patch out, or is it something thats already been addressed that i cant find through the multitude of pages for this Mod?
ty

edit: clicked my way to the civ selection screen. It seems that all of the lables are off, including the names, traits and descriptions of the leaders. From there to the actual game, still lables missing. I am curious though to the function of the small buttons. Ill find those out later
 
You know what I've discovered make for an interesting game? give the barbarians all the ancient and perhaps classical techs 30 minutes or so into a game with raging barbarians on a terra map.. by the time you get over there they're usually developed enough to actually be a problem(to the other open continent that is), of course this can backfire as well if you don't notice barbarians left on your own side of the continent... nothing like seeing 30+ barb swordsmen tear through your cities..
 
Apologies for just wading into this thread, but I have some requests for the next version of the mod.


Few! I know that that's a lot, but most are pretty small and (apparently) esy to incorporate (such as those by TheLopez). Additionally, have you thought about incroporating your own Faces of God mod?
 
the_keyboard said:
Problem: there are no words on the start screen (as in the screen that you first see when you stat the game). The buttons are there and they respond to the mouse moving over them and clicking on them, but I have no clue what they are for. (I havent played before trying to today for 1-3 months, so I cant quite remember them)
Is this because theres a new patch out, or is it something thats already been addressed that i cant find through the multitude of pages for this Mod?
ty

edit: clicked my way to the civ selection screen. It seems that all of the lables are off, including the names, traits and descriptions of the leaders. From there to the actual game, still lables missing. I am curious though to the function of the small buttons. Ill find those out later

That's my problem too.
Is it language dependend? (I'm playing the german version)
 
Titule said:
That's my problem too.
Is it language dependend? (I'm playing the german version)

Apparently it is. It has been discussed in great detail somehwere in this thread. I didn't have this problem so I didn't look into it. Try searching the thread, I don't remember the post # but it's definitely there.

VIt
 
discolando27 said:
You know what I've discovered make for an interesting game? give the barbarians all the ancient and perhaps classical techs 30 minutes or so into a game with raging barbarians on a terra map.. by the time you get over there they're usually developed enough to actually be a problem(to the other open continent that is), of course this can backfire as well if you don't notice barbarians left on your own side of the continent... nothing like seeing 30+ barb swordsmen tear through your cities..


Hehe...that's actually pretty cool. I like it. Only I'd be meaner about it...which means you all might be in trouble...

What might work would be to check the status of each tech at the end of each turn. Once say...80% of the civs have researched it give it to the barbarians. Hehe. Hehe he. something like that.

Poor little misunderstood rowdy neighbors.

zulu9812 said:
Apologies for just wading into this thread, but I have some requests for the next version of the mod.


Few! I know that that's a lot, but most are pretty small and (apparently) esy to incorporate (such as those by TheLopez). Additionally, have you thought about incroporating your own Faces of God mod?

I'm working in his flying mod in as much as I want helicopter units to be able to fly over coastal waters. Including the new transport chopper. The mod already includes my own variant of cultural decay. I've done something different with the starting techs in this version, but I like his idea and might consider it after this version plays out a while. The raze city mod will also be added in it's own variant, since I've modified the city capture process. (In other words, good ideas!)

Mercenaries won't be added b/c the AI doesn't get it, and while I think it's a cool idea it doesn't seem to play out that well. I don't want to add it just to have it. And Faces of God was a lot of fun (and a lot of work), but I don't think it'll fit well in this mod. It was more a test run kind of thing for a potential approach to the religion expansion process.


Titule said:
That's my problem too.
Is it language dependend? (I'm playing the german version)

The language issues have been resolved in this version. If you're not seeing text it's because you haven't updated to the latest civ version (1.61). Worst case scenario, uninstall civ4, reinstall it, upgrade it to the latest version via the in-game updater, then install my mod and you should have no problems.


New Resources: Okay, well, I always like Master Lexx's greenmod, but he doesn't seem to be updating anymore. Anyway, I've pulled in five resources from there 'cause they're appropriate, fun, and seem to be missing: sulphur, salt, cotton, coffee, and pearls. I've also created a new resource froms scratch that I really wanted: Natural Gas.

A) Here's the plan: Coffee and Pearls are obviously luxury and provide +:).
Cotton and Salt provide +:health:
Sulphur and Natural Gas are strategic resources.

B) Limiting the game effects of two more happies and two more healthies: Salt will be obsoleted by steam power. By the industrial era it was pretty much ubiquitous, though before that it was one of the most coveted substances on earth. I've already decreased the starting city happies by one, so that'll balance a happy. And I think the remaining +1/+1 won't play out much in the long run, but we'll see.

C) Sulphur is now a required resource to build only two units: Musketmen and Grenadiers. (Again, it's more or less ubiquitous by later eras) Won't be an issue for much of the game, but being that Muskets and Grenadiers define an entire era of warfare (plus grenadiers are the only help against riflemen), if you don't have any sulphur you better make friends during that age and hustle your butt to riflemen.

D) Natural gas becomes available in the late game with Combustion. With the tech Refining you can build...you guessed it...a natural gas refinery to harvest the gas. (It's a new improvement I created...I'm getting quicker with 3DS and the .nif editors...mwahahah). Anyway, I don't have specifics for it yet, but I'm thinking it will provide clean power for your factories without the chance of a nuclear meltdown. I think I might boost factory production in general with it outside of power requirements, since I've made it so hard to get a spaceship victory.

Anyway, here's some preview shots of the new stuff. From left to right: The natural gas resource, the resource with a refinery on it, the new pearls resources (clams with some pearls I added), and salt.

 
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