SevoMod 3

Hello Sevo, been playing your mods for some time now.

I want to confirm a few bugs I noticed.

*No gain from choping.

*Slow FPS when opening a city screen. I suspect (not sure) this has to do with the cultural decay mod. When I played Xaviers mod I had that same problem with the last version I played. But the FPS went to sub zero it seemed. I mean I couldnt even open up a city screen with that mod.

*The color of a tech does not change when I go into the tech window and switch techs. But like somone else said if I go back into the window after closing the tech will be in fact selected.

*When I am done researching a tech I don't get the tech window popup for the tech I just finished researching. I just get the window that allows me to select the next tech.


I love Sevomod, good luck!
 
I played a game now, as the Polish leader. After capturing an Israeli town, I got Calendar, then the next turn my current research objective was finished, and I got (1) turn for next, after that finished my next tech again was 1 turn to finish, so apparently there is a BIG bug with the tech captures.
 
:crazyeye: Okay--I've got a long list of buggies. Thank you all so far for the help and patience.

It really didn't' help me that Firaxis released their patch right before I was ready to do this thing. A number of the reported bugs to date are a result of upgrades that weren't as smoothly incorporated as I had first hoped (forest chopping was modded, e.g., and now it doesn't work in my mod...)

Another thing that's hurt me is that they made some kind of change to the way that Radeon 9000 cards and the graphics engine work, and as luck would have it, that's the card I have in my primary CPU, so I'm finding now that sometimes my graphics do not = other peoples graphics, which is obviously frustrating. If this continues I'm going to scrap this card and buy a new one (might be a good excuse to upgrade...lol)

The city screen is obviously having issues of it's own.

Thank you to all who have posted. Also, I REALLY appreciate the screenies when possible, and Python error descriptors. They save me a lot of time in hunting down evil.

Finally, with regards to the game crash issue: I'm going to have to work on this one, but I suspect it's a unit graphic. Please continue to provide as much info as possible when this occurs!





ecc said:
Well, I am super impressed now with all the work. But now like my fears before are game balance issues. With all the new additions of units along with Lost Units, how in the world will there be enough play testing to be able to compare to vanilla civ and its original balance? It will be hard to know which units are under powered and which units are over powered when too many are going in at one given time, along with making some units redundant..

-Ryan

Well, you know balance is always my number one issue. We'll just see. I did my best to balance things out as much as possible without personally playing 1000 games, but if it becomes obvious through play that a unit out there is either useless, or capable of destroying empires single-handed then we'll adjust.

I think with the help of all the game feedback last time around the mod ended up pretty well-balanced and very playable. We'll get there. :goodjob:
 
The same happened too me after I razed/captured two of the barb. cities, in the earlie stage of the game. I don't know how many (one turn techs) i really got, but it was many. I finally ended the game, it was too easy, even fore me :crazyeye:
 
I wanted to see if I could help on the CTD issue, because i'm having it every game so far about 50-60 turns in.
i opened up the world editor and gave myself every one of the new units... no crash. so i moved each of them to see if that would do it. nothing.
i dont know how the animations work, is it worth it to test the attack and defend animations?
{shrug} at a loss
 
Good Sauce said:
I wanted to see if I could help on the CTD issue, because i'm having it every game so far about 50-60 turns in.
i opened up the world editor and gave myself every one of the new units... no crash. so i moved each of them to see if that would do it. nothing.
i dont know how the animations work, is it worth it to test the attack and defend animations?
{shrug} at a loss

Sauce: I tried the same thing with the same result. But I think you're right that it's a graphics issue of some kind. I've identified one thing: The Nabuchadrezzar leaderhead was jacked up on my end and wasn't showing up; any game that had nabuch as a leaderhead could have potentially CTD'd. Does he appear on your versions or did he get lost on all of them? (I'm still trying to figure out how my graphics are working differently now).

Has anyone played past 50-60 turns or so?
 
I have played 159 turns. 18 civs without Nabuchadrezzar....FexFx's Endurance speed. No ctd so fare.
 
I was playing the Poles and managed to get out 300 turns into game when it froze with a spinning cursor and 'Waiting for Other Civs' message which never went away.

Otherwise fine so far but I also noticed the 119 display bug.

This is on an Athlon 3800+ x2 with 2.0 Gigs and Win XP Pro SP2, with the latest CIV 4 1.62 patch.
 
I was reading through the mod forum, after stopping by here first of course...lol, and I saw where Amra said he was updating his mod to 1.61, and when he went to test it, it was very slow in the city screen. Just a thought, but it crossed my mind that there could be a common mod that was gumming up the works. I've played over 300 turns with one CTD so far.
 
Teg_Navanis said:
I also had a look at your modifications of the KillList, namely how you check if a unit is upgraded. You seem to have only two preconditions: the owner and the creation date of the unit. If you create a unit and lose one on the same turn, the created one is assumed to be an upgrade of the lost one.

It is true that most units are created at the end of your turn, but there are many cases where your two conditions are met without an actual upgrade taking place...

Interesting...that's a bummer. I was going to check to be sure that the unit--> unit was a "viable" upgrade as another safety layer. Looks like I'll have to, but as you point out that still won't stop some inappropriate transfers from sneaking through.

I'll have to ponder on this one and see if I can come up with another angle. I don't really like the random naming, but I may just incorporate your approach with a numerical system. Would save me some headache.
 
Merum said:
Bugs and glitches definitely happen... maybe it has something to do with me having my graphics settings set to low detail?

Anyway, I found something else, and I think this one really does affect gameplay. It seems to be related to tech conquest. After taking a barb city, My beakers went to a maxed out number (28610720) and stayed there. I was then able to research a good number of techs at one turn each. This happened for multiple turns, and then the research pace seemed to go back to normal...

I think I nailed this one down. Due to a math mistake (curse you basic multiplication!) TC was granting 100 times the tech points it was supposed to and these were overflowing into other techs. I never noticed it before, maybe a 1.61 upgrade that fixed something that was hiding my sloppiness before. I dunno. Anyway, it's fixed. Oddly, a scroll-over still shows like 87723123412/0 beakers and it's like that from the beginning of the game, but the points work right. Some problem with the python display of the current values--it's on the list to fix. (that list is always growing...)

I also took care of the "119" bug (it was a message I had alerting me the appropriate building was being placed in the Progressive Civ's cities on creation), a few color issues, and some graphics issues wich MAY have been responsible for the crash to disk.

Please download the patch on the front page and let me know if the Crash to Disk problem continues! The problem with Nabuch would certainly cause a CTD, but I don't know if there are more CTD's out there.

A lot of work to do yet: the city screen problems are numerous--something about the new upgrade, I'm sure. It'll take me a while to rectify the new MainScreen with the mod's, so I'll do that in the next day or so. Gotta figure out what's making it so choppy, too, but I suspect it's all related. Also have to fix the tech screen.

Many thanks to Alancsilver who has once again provided a faster download location for the mod file, saving countless gamers from the horrors of filefront. :goodjob:

The Patch is on the first page.



Merum said:
Still a great mod. Soon you'll be mentioned with the same reverence as Rhye in the civ3 area. Keep up the good work!

:blush: Civ III was my introduction to the Civ series. I never played I or II. When I found Civ Fanatics and all the mods I was blown away by Rhye's work--I played almost exclusively with his terrain graphics pack and his mod. I initially assumed he was associated with the company somehow, then I just assumed he was some insane programmer, but I always wondered how he did it. Anyway, to be held in the same esteem as Rhye is the best any civ modder could hope for. :D

Oh, and not losing your fiance. That's good, too. (She just bought Myst Revelation for herself, so hopefully that will keep her distracted...:lol: )
 
Re: potential bugs

I think the "119 added" occurs as a result of the progressive trait, when each city population reaches 3 the bonus specialist is applied along with this message. This is mildly annoying, but otherwise insignificant. Chopping forests does not appear to produce shields. Map exploration via caravel does not reveal on the global map in the corner. I concur that the city screen is overlaid with the rivals' list, making the specialists window inoperable, and the city screen is slowed. I can confirm that after defeating an enemy city and stealing a technology, the next four or so technologies were reasearched at a turn apiece. The enslaved opponent also appears as a pink dot on my screen. My machine is low-end; prior to the initial patches, all of the vanilla leaders appeared as cheshire cats; now, all the vanilla leaders appear okay, but all the added civgold leaders are back to just eyes and teeth.

I report these not to complain, but in hope of aiding you in future corrections. I registered on these forums solely in order to thank you for the immense work that you've put into this. Even with bugs, it is far better than any of the other mods I've tried and far superior to the vanilla game itself. Bravo.

edit: didn't see previous post; thanks for the quick updates
 
aghast said:
Re: potential bugs

I think the "119 added" occurs as a result of the progressive trait, when each city population reaches 3 the bonus specialist is applied along with this message. This is mildly annoying, but otherwise insignificant. Chopping forests does not appear to produce shields. Map exploration via caravel does not reveal on the global map in the corner. I concur that the city screen is overlaid with the rivals' list, making the specialists window inoperable, and the city screen is slowed. I can confirm that after defeating an enemy city and stealing a technology, the next four or so technologies were reasearched at a turn apiece. The enslaved opponent also appears as a pink dot on my screen. My machine is low-end; prior to the initial patches, all of the vanilla leaders appeared as cheshire cats; now, all the vanilla leaders appear okay, but all the added civgold leaders are back to just eyes and teeth.

I report these not to complain, but in hope of aiding you in future corrections. I registered on these forums solely in order to thank you for the immense work that you've put into this. Even with bugs, it is far better than any of the other mods I've tried and far superior to the vanilla game itself. Bravo.


Chesire cats? That's...disturbing. You state that in my mod on your machine the vanilla leaders are still fine, but there are no CivGold leaders? I want to be sure I have that right because I might be able to fix it.

Anyway, you reminded me that I've also fixed the slave graphics issue in the patch! Thanks.
 
Hot patch action... yummy! I'll do some more "testing" tomorrow! Thanks for the quick response!

Update on the CTD thing... I had one CTD, and it was in a game without Nebuchadrezzar. Only the one though... reloaded and played another 250 or so turns with no problem.
 
That's what I call service! My complaints are answered two minutes before I even make them. I'm not sure that all the added leader animations are corrupted on my machine, but while playing through the one test I've made, as the Poles, at a glance many of the added leaders appeared with only eyes, teeth, ears/distinguishing baubles, etc, and the vanilla ones appeared allright. (Again, my machine couldn't handle the original leader animations on the vanilla game before Firaxis released its patches; could be just my machine. If it is my end, I can gladly live with eyes and teeth.) I will download your patch and will report back to you to see what difference it made.

Edit: On second thought, I downloaded civgold and the leaders appeared normally with patch 1.52, so perhaps something has changed with the move to 1.61?
 
Sevo - again thank you very much for your work.

Just reading the Patch information on the first page. I have been holding off making the 160MB download due to the averageness of my d/l speeds. I am glad to hear that the bugfixes are going to be released as patches.

When you are able to finish v3.0 with all its updated mods and polish - will this also be patched as a smaller file or is it unworkable? And I hate to sound like an ungrateful child when I ask that too.
 
I must say, Robert the Bruces (Shouldn't it be Robert or something? It's odd seeing Robert the Bruce the Great or etc in scores) first greetings are certainly touching.

Who would of known "AI_DIPLO_FIRST_CONTACT_ROBERT_THE_BRUCE_1" would have such an...amazing impact.

Edit: I got a crash to desktop again, sadly.

Edit II: Wew, I made a pretty basic scenario that uses this mod.
 
MJH said:
Sevo,

Great mod! But I am crashing around 70 turns or so. Has happen twice so far. I'm also getting the "119 added to ........" It wasn't one of my cities (was playing the Iroquois and the city was Istanbul).

Keep up the good work!

istanbul is getting the 119 almost every 5th turn in my game :))

and I agree above, Sevo should get money for all the work :) At least I would pay for it. It's a mega mod pack, if we all just focus on the bugs he can work everything out the next few weeks and we have a totally different (Better, new) civ4 :)
 
drat it all mrdie, I wanted to be the first with a sevomap. grr
i'm going to start one tomorrow and it should be done within a few days max. (i was waiting for the more major bugs to get worked out) what do we want? a world map (approx: 200x100) or a smaller map of a different area? any ideas or should i just go with whatever suits my fancy.
 
When it comes to the Babylonian CTD, it's possible that is what caused mine.

I like playing Mediterranean/Middle East style games with all of the relevant parties, which would (in this mod) include Babylon.

However, since others are saying they occasionally get a CTD even though they aren't in their game, there could still be another issue (obviously).

One big difference though! ---- When I tried to reload my game with a save, it wouldn't work, another person without Babylon claimed that they reloaded and it worked fine. That suggests that maybe with the new patch, a crash won't prevent you from playing onward, which is a good thing!
 
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