SevoMod 3

It is strange that on the same era (ie Middle Age),
pikers and knights needs iron, while massmen (soldier with mass, i do not know the name in english) needs iron OR copper...
IMO, he would needs only iron, and should not be made with only copper, or maybe it is to not reduce too much the power of civ without iron ?
 
MisterBenn said:
Hi all,

First off: love the mod - in my opinion the definitive mod for Civ 4 and an improvement over vanilla (already great) in pretty much every conceivable way! I've played Sevomod since version 1 and I am still completing my 2.9Z game, but I believe this comment remains true for version 3.

It's around the fact that bombers can only reduce ground units down to 50% damage. Bearing in mind the firepower of a unit is the average of current health and max in the newest patches, this means that after the devastation provided by my CLOUDS of bombers and A-10s, I pile in with my land armies to find a full army defending itself with still three quarters of its original attack!

I totally agree units should not get wiped out by bombers in order to preserve the need to use combined tactics, but it seems it should be tweaked downwards a bit. What do you all think?
i think if bomber would make more than 50% damage it would make the game even more lame because you wouldn't need different units. but you can try it - change the xml file, thats no problem at all.
 
I noticed that I haven't installed any of the patches, but also, I can't download the patch. Says "server not found". Plz create a mirror or get that link working!!!!!! I really want to play without all the stinking glitches.
 
Just a quick question: what is the use of CIV4GameText_Civilopedia_toys.xml? It seems to me to be only a set of units pedia, which are already included in the other files...
 
What are the really small buttons for. Sorry if this has been asked but 72 pages, come on.
 
Elrikk said:
Not sure what you need in the way of graphics (poor visual arts talent here) But a quick Google turned up this site -

http://www.coolantarctica.com/Antarctica fact file/ships/icebreaker.htm

Downloaded another pic but don't know how to get it here.

Elrikk

Just noticed that there already is an icebreaker mod. (Currently at the bottom of the 1st page of the 'modpacks' forum.

Elrikk

edit: Not sure how hard it would be to get into sevomod though.
 
With the risk of being repetitious, This MOD is the best, no doubt about it. It does remind me of the Rise and Rule Mod for CIV III. I remember one thing in that MOD that I really liked. Once a great wonder became obsolete, after a time, it would start generating gold for that city because of increased tourism. If you think about it, it makes perfect sense. Many people visit Egypt to see the Pyramids and many people visit Rome to see the Pantheon, the Forum, the Vatican and many other things.
 
Remulak said:
With the risk of being repetitious, This MOD is the best, no doubt about it. It does remind me of the Rise and Rule Mod for CIV III. I remember one thing in that MOD that I really liked. Once a great wonder became obsolete, after a time, it would start generating gold for that city because of increased tourism. If you think about it, it makes perfect sense. Many people visit Egypt to see the Pyramids and many people visit Rome to see the Pantheon, the Forum, the Vatican and many other things.

I enjoyed the RaR mod too my only concern with the tourism idea is build early and get an advantage throughout the entire game.I also felt they went to far in RaR and added too much it is something Sevo has avoided well so far.

Been playing Titan Quest the last few days feels odd to go beneath the Partheon and to meet Imhotep.Good laugh for anyone who enjoyed Diablo 2 it is basically a straight rippoff but with tons better graphics and a larger quest area.
 
Okay, cool. I've been having a problem with another mod and if this one was going to start acting up, I was going to go crazy.
 
Lord_of_War said:
Okay, cool. I've been having a problem with another mod and if this one was going to start acting up, I was going to go crazy.


@#($*&! Oops. Forgot to change the patch label in the pedia! Haha. So much for consistency.
 
No worries Sevo. As long as I have a working patch, I don't care what it says. A working mod/patch is a working mod/patch.
 
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