SevoMod 3

C44 said:
How about thomahawk cruise-missiles like in maxrigamod? :)

yes, definitely! i refuse to play again any mod that does not include this! ;)

(and ranged bombardment, too)
 
I dont play Civ4 without your mod anymore as I dont play Civ3 without TETurkhan Mod.
Your mod is really good and I won't buy Warlords till you make your mod compatible with it. Thanks a lot :goodjob:

Ps: Can't somebody tells me some Mods or maps or so(that are good of course hehe) that are compatible with that mod? I'm quite new here(only entered before to update TeTurkhan Mod in Civ3) and not that good in computers..
 
Version 3.1

SDK Changes:
* Nuke Anywhere Mod -- Sevo
* Flying Mod -- RogerBacon
* Improvements Outside Borders -- The Lopez
* City Siege SKD Modifications -- LunarMongoose
* Flood Plains Fix -- LM
* Animal Mod -- LM (Animals don't disappear when barbarians appear)
* First Strikes Fixed, Transport Upgrade Fix -- LM
* Spiritual Trait doubles the rate of spontaneous spread of religion from your cities
* Scientific Trait costs 33% less to upgrade units
* Philisophical Trait grants +1 happiness to all cities

Python/XML changes
-Included Trade Route Tech Leak add-on by AltarisGreyhawk with some modifications. Large civs trading with smaller ones will leak a small amount of tech points each turn. I've modified this so that civs that are equal in tech will trade very little, only civs falling significantly behind will benefit. You can stop trading with them and that will stop the leak...
-Changed New Forest Growth Rate, now will take about 40 turns to fully develop
-Forts can be built outside borders, as can Farms (to spread irrigation) (Note that building in enemy territory to destroy improvements there is probably cheating...)
-Increased Mobile Infantry city attack/defense to 50% (was 25%)
-Added French Texts done by Titi, fixes by ToysRUs
-Updated the Title Screen with new goodies. (Love the moon...LOVE IT!)
-Fixed the problem with SHIFT-selecting units based on unit type
-Credit to MqsTout and Impaler[WRG] for the Defensive Trait concept


Trait Changes
-Aggressive: Free Combat I promo & Conquest promo (+10% city attack) for Melee, Gun, Armor, Mounted units
-Creative: +2 culture per city, +15% Wonder production
-Defensive: Free Drill I & Defensive I promo to Archers, Gunpowder, Armored units
-Expansive: +2 health/city, Free march promo most units
-Financial: +1 gold on plots of 2+, -25% city maintenance
-Industrious: +1 hammer on plots producing 3+, Free blitz promo for mounted units
-Nationalistic: +10% combat, +10 city defense, +10% heal rate while in own territory
-Organized: -25% City Maintenance, Free Flanking Promotion almost all units
-Philisophical: +100% GP points, +1 happiness all cities
-Progressive: +1 free specialist when a city reaches size 8, Maximum 1 turn of anarchy when changing civics
-Scientific: +15% Science Output, -33% unit upgrade cost
-Seafaring: Navigation, CombatI to all ships, Amphibious to all Melee Units
-Spiritual: No anarchy when changing civics, your cities spread religion twice as fast

New Civs incorporated from CivGold-2, including Unique Units
-Peron, Argentina -- Def/Exp
-Dom Pedro II, Brazil -- Phi/Def
-Kahmehameha, Polynesia -- Def/Sea
-Salamasina, Polynesia -- Prog/Sea
-Taharqa, Nubia -- Exp/Spi
-Bhutto, Pakistan -- Def/Ind
-Musharraf, Pakistan -- Def/Org
-Menzies, Australia -- Phi/Fin
-Hammurabi, Babylon -- Sci/Phi
-Tymoshenko, Ukraine -- Prog/Def
-Ho Chi Minh, Vietnam -- Spi/Def
-Nampoina, Malagasy -- Cre/Sea
-Yunupingu, Aboriginies -- Spi/Nat

----------------------------------

The traits were upgraded a bit: more dynamic and a few have completely new characteristics that should make gameplay more interesting without unbalancing things. Plus, most now provide some sort of beneift to military units, though some benefits will be more useful than others. Still, the military is an essential part of the game, especially at higher difficult levels, so this will provide some interesting scenarios.
 
3.1 for Vanilla or Warlord ? :)
 
Woot! :)

However, 3DDownloads doesn't seem to work well as of now. My estimated waiting time oscillates between 5 and 8 minutes. Could we have a new mirror, please?
 
Sevo! ur mods cool man:)

just downloaded it, cant wait to try it out hehe:D
anyway hope u enjoy your holiday,you deserved it man:goodjob:
 
Who is the person/group doing the intro music? Wasn't this from Children of Dune? And thank you for decent intro music, I can't stand Bata Yetu or the Warlords music :p

Nevermind..It is the Children of Dune Soundtrack
 
SEVO
you have outdone your self this time
new traits :) ,new civs:) new music :)
but best of all ,.......the wonderful screen shots of old civ games in
the world builder screens:D :) :goodjob: :king:

so far i am pretty underwelmed with warlords, most of the really good new content is in the scenarios, and for me that is not why I play civ. I might play each of them once ,but I am a big long single play player
the unique buildings are interesting and should be quite a challenge
for new civ makers (like the CIV gold team) to come up with interesting usable non repetitive UB's for thier new civ's.
you will however have 10 new leader heads for reskinning for new civs however :lol:
have a good vacation : i look forward to seeing sevo mod for warlords
 
Well done, I take my hat off to you Sevo... :goodjob:
Is this version stand alone or does it need to be loaded over 3.0, and if it is stand alone does it still require the "Patch c "?
Thanks...
 
What do you mean by "first strikes fixed", how were they broken before? How are they changed?

Cham
 
Why buff financial like that? It's already overpowered and now it makes organized even more worthless.
 
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