SevoMod 3

Sevo please tell me you are working on making the leader heads so that I can look at them with out getting FREAKED OUT.

The Cheshire Cats as you called them are FREAKY!... I cant do diplomacy with out sh!tting myself every time the screen comes up >.> ewwwww
 
Thyphon said:
- I get this message on Civ-startup / Modload: "your movies are not installed correctly". When i've finished one of the new wonders I only get a blue box without the wonder-video.

Hi to all (my first post here and second overall)

Great work Sevo (as if it's a news ;) )

I would like to report the problem with custom movies - I only see the empty blue box with the "OK" button every time a wonder is built. I still see the original vanilla movies (although they sometimes choke on my GeForce4 (64MB) and 512MB RAM). Is there a way to fix this? I have no other problems with graphics or any error messages about movies/graphics. The search only gave me Thyphon's bug report and two irrelevant posts, so I assume the solution hasn't been posted (I did read the whole thread, took me a week :crazyeye: )

I was looking forward to seeing the custom movies and I can't :sad:

Thanks
Vit
 
I don't know if these have been covered, or are issues that you are aware of, but here are some quick ones:

I can't get my upgraded "Ship of the Line" units to bombard cities or improvements.

I cannot see the border for Portugal - It's like it is invisible.

When a temple is explored, a "Forested" icon is shown instead of a "Temple" icon.

You can hurry production of some wonders with population - I don't know if you meant to allow this or not.

Only the city with “Art of Artillery” Wonder can build Bronze Cannon units - I don't know if you wanted to restrict production to this city, or meant this wonder to enable Bronze Cannon production for all cities.

A few "TXT_KEY_ETC" text messages with science discoveries / wonder production / unit production.

Game play issues - Right now the "Military Tradition" scientific advance allows production of Cavalry units (that use rifles) before rifling is discovered... If Riflemen units require Rifling, so should Cavalry units. Also, Pikemen cannot upgrade into Riflemen, only to Grenadiers - which seems odd, as they CAN upgrade into Machine Gunners. This is the way it is in the vanilla CIV IV, but maybe should be changed.

NOT ONE CRASH WITH THIS MOD!!! SEVO IS THE MOD MAN!!! :goodjob:
 
First of all this is a great MOD ! :D

Now, I'm personnaly not satisfied with the Abyssinians, so I would like to suggest a new button and flag, that reflect the flavor of the empire better, and maybe consider adding a new leader, namely His Imperial Majesty Haile Selassie I, who is definitely one of the greatest men in general, but especially for Ethiopia.

I think this would be a valuable little improvement in this fabulous mod.

Another thing - the Egyptian order and select sounds are a way better match to Amharic than the Malinese ones! :yup:

So, i attached the new flag and buttons for the civ and the proposed leader.
Hope you find it useful.
 

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Pilotis said:
Destroyer vs Aegis.

Sevo. Minor (very very minor) gripe. Once Aegis crusier is available I can't build destoyer any more. I likem; fast and cheap. Excellent for setting up a screening force at sea. Can we have 'em back please.....

Vanilla is dead, long live SevoMod!

I'm with you. I'm going to specialize the Aegis a bit more and leave destroyers build-able.

vitalie said:
I was looking forward to seeing the custom movies and I can't :sad:

Thanks
Vit

The only wonder that has a custom movie is Magellan's...the others I'm working on.

GIR said:

I did not know this! But it explains a helluva lot. Gotta re-vamp all the promos now. Thanks for the FYI, GIR.

dim_iz_dimnjaka said:
First of all this is a great MOD ! :D

Now, I'm personnaly not satisfied with the Abyssinians, so I would like to suggest a new button and flag, that reflect the flavor of the empire better, and maybe consider adding a new leader, namely His Imperial Majesty Haile Selassie I, who is definitely one of the greatest men in general, but especially for Ethiopia.

I think this would be a valuable little improvement in this fabulous mod.

Another thing - the Egyptian order and select sounds are a way better match to Amharic than the Malinese ones! :yup:

So, i attached the new flag and buttons for the civ and the proposed leader.
Hope you find it useful.

It shall be done. I'll have to see about adding in Selassie.

keldath said:
hi sevo -

im about to complete my merging of your mod,
i added 2 uu for all civs - plus a few of my own.
i doing the best i can to do it without a flaw in text.
id be happy to give it to you. :)

If you'd like to post it I'll place a link on the main page. You can post a link here or create another thread--whatever you want.
 
It's great except I think it makes the game too geared toward early warfare because cottage spamming becomes useless without forest chopping and the Tech Conquest basically gives you alot of tech points for razing a city.
 
GIR, lol your sig...:lol: :lol:
Actual quote, or a misqoute by the San Antonio Express-News?
That guy just keep hittin' homeruns...:mischief:
 
hey sevo great mod... played pretty much an entire game through.. in first too :D. Anyway um.. one thing that i did notice, and i'm pretty sure its just with this one building however i could be wrong, the lockhead martin wonder.. i built it in one of my cities but only THAT city can build the unit associated with that wonder. Shouldn't it be all cities?

Also i was playing as the americans and i noticed the special unit, which i believe is the special ops unit, appears twice in the build queue (i can't build more than 3 of them though... which means they're linked somehow) and the tech to research it says can build : " special ops unit" and "special ops unit" so somehow its in there twice.

Also some techs that you added don't have decriptions either that or its an error and comes up with something looking like DESCIPTION_TXT and theres more _ and words but thats basically how it looks.

some wonders movies don't show anything.. most do.. the later ones don't.... meaning the wonders that you added in.

can't think of much more right now.. it runs pretty flawlessly overall though and i think you did a good job with this mod. It really is like an expansion pack for civ4... or maybe its how the game should've been when it shipped. Either way its fing awesome... can't wait until its fully polished. keep up the good work.
 
just thought of something: CRUISE MISSLES

pleasee.... add them.. and allow subs to carry them.. that'd be great... its something that i know alot of people have been missing.
 
Sorry, but I have totally lost track of this thread after being away from it for about a week (while the Wings were getting their hats handed to them by the Oilers), so if the answers to my questions have already been posted, could someone please post the links?

Now, about my problems with Patch-E.

(1) On load, I get a message about Utopia text being missing for the Civilopedia. I thought I read something about this early on in the v2.9 posts, but I can't find the post that gave the fix.

(2) On opening a city screen, processing speed slows way down while the world map shifts focus and zooms to the city locale within the city interface. Has anyone else had this problem and, if so, what's the fix? (Just to be sure that it wasn't something related to the 1.61 patch, I tried playing a vanilla game and did not have the same problem.)

Thanks in advance.

Quiet Man
 
Hey Servo i was wondering are u going to put the religion research in your mod i included it in yours but when u come with a new patch i have to merge it with the new patch. Plus i think it would work out great in your mod i been using your mod and that merge with religion research and i have a choice what religion i want not given to me when i get the vanilla research
 
Quiet Man said:
Sorry, but I have totally lost track of this thread after being away from it for about a week (while the Wings were getting their hats handed to them by the Oilers), so if the answers to my questions have already been posted, could someone please post the links?

Now, about my problems with Patch-E.

(1) On load, I get a message about Utopia text being missing for the Civilopedia. I thought I read something about this early on in the v2.9 posts, but I can't find the post that gave the fix.

(2) On opening a city screen, processing speed slows way down while the world map shifts focus and zooms to the city locale within the city interface. Has anyone else had this problem and, if so, what's the fix? (Just to be sure that it wasn't something related to the 1.61 patch, I tried playing a vanilla game and did not have the same problem.)

Thanks in advance.

Quiet Man


I had same issue, so I had to completely remove the custom assets, then reinstall CIV, Sevomod, patch E. The 1.61 patch creates big problems between custom assets and any mod. Not kinda good patch for modders.
 
I had an idea for your mod how about trying to add trait wonders for example aggrresive one might be free barracks in every city.But these could only be built by leaders with the aggressive trait.

As for G.Bush my fave quote has to be "These days more and more of our imports are coming from abroad" :stupid:

Gotta hand it to the man he really sees the big picture.
 
Ran into a serious bug... playing as Kublai Khan on noble, marathon game, I conquered a barbarian city in about 1600 BC and got given some unknown millions of RP from the tech conquest that it only would've taken me 1300 turns to reach future tech. Something really wrong with that, ruined the game for me. I tried to spend the points by researching a tech, going into world builder and removing it, then researching again... but for some reason my RPs seemed to keep going up, because the turns it took to reach future tech dropped to about 1000 turns by the time I gave up.
 
Thanks for this great mod Sevo. I have a few questions :

Can I use the map generator with this mod? How will it affect gameplay? Will all the ressources be available?

I found a few maps specifically designed for your mod, but i would like to disable tech trading and make the computer more aggressive. Can you explain how to do that?

Thanks
 
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