SevoMod 3

Zorn said:
Same here.

Also, I noted that it takes a scout several millions of turns to expore a temple.


Ugh. Mebbe I forgot to change that file. I'll check the scouts, too...I probably forgot to update the build times in the unique units.


discolando27 said:
About weird ai things, since I started keeping a record, the last 27 games of(sevo mod) one thing that's always been consistant, is Willam Van Oranje or however his name's spelled, he's ALWAYS there *grin* and usually one of the top performing nations, there are a few others that receive honorable mention as being frequent appearances but he takes the cake so to speak, anyone else noticed certain civs always being there when randomly selecting opponents?

Titi said:
Even in Civ IV 1.52 or 1.61, I always end up being Spain, Mali or Inca, and play against Germany, America, India, often France too (although everything is "random"). So I'm not sure it's a Sevomod related "bug", rather a not-so-random random generator! :crazyeye:

I have noticed this myself. I tend to be the same civ far too statistially often. Very odd, and I suspect a problem with the random number generator.

I haven't tried changing them, but there are two values in your Civilization4.ini file that will adjust the random number generator:

; Random seed for map generation, or '0' for default
MapRandSeed = 0

; Random seed for game sync, or '0' for default
SyncRandSeed = 0

change the zeros to something else and see if it mixes it up for you.

I'll take a look at the random number thing in the SDK, but generating truly random numbers is pretty hard...but maybe I can find a better way to re-seed it or something. We'll see.


I'm happy(?) so say in my latest game that the AI is kicking my butt. It's 180 turns into the game and I'm gaining ground, but right now I'm third from the bottom in a list of ten civs. I'm playing a large map and I started in the desert, which really didn't help, but I've never been this far behind at this point.
 
First, enjoying the mod, thanks for the time and effort.

Any plans to integrate TheLopez's immigration mod? Or do you know if the 2 mods can live peacefully togethor?

Thanks.
 
Sevo, I guess you already know, but some units and leaders don't show when you browse the Sevopedia (for instance, the vikings boat or Franz-Josef I of the Austrian Empire). Both are translated, that's how I found out (yep, I wanted to make sure there was no "forgotten" typo!).
Of course, they aren't listed in the corresponding civilization details either.
 
could someone make the GIR / 3UU / Megalopolis mods in 1 package to add to the sevomod? I'm afraid if i install those mods seperatly i get incompatible troubles while playing.

thanks
 
Tank strength and abilities, a topic that reappears
now and then.

I don't think the tank is too strong, perhaps the bazooka
needs an upgrade to heavy anti tank weapon like TOW Anti-Tank Missile, or the armored version LAV-AT Anti-tank vehicle which is equipped with the M-901 TOW heavy anti-tank missile.

I don't think it's true that tanks are handicapped in urban
warfare, a tank can cause damage like artillery to buildings,
raze machine guns and sniper posts all from a safe distance.

....../

I think it's very relevant to introduce the city attack/defense penalty for armour - the primary weapon is the main gun and if your line of sight is not equal to your effective range then you are not in an ideal position. This will most often be the case in build-up areas so it makes it more realistic to give a penalty IMO.

I would probably include a +100% attack bonus vs. modern armour for the Bazooka unit and rename it to "Anti-Tank Infantry" - this would symbolise a Bazooka/Piat/PanzerFaust armed infantry unit from WW2 and a crew-served medium anti-tank weapon like Milan or Dragon in modern era - which are both very potent weapon systems against main battle tanks.

A heavy anti-tank weapon like TOW could be included by giving the IFV a small bonus against armour - the current IFV model looks like the M2 Bradley in the "Linebacker" version (armed with Stinger surface-to-air missiles), but the most common version of the Bradley is actually armed with TOW, so it would make sense to change the intercept to +25% vs. armour.

To maintain a fast-moving air-defense capability I would probably include a new unit like the M-1097 Avenger (HMMWV armed with Stinger II) and make the Patriot unit ("Advanced Mobile SAM") less mobile and more potent against nuclear weapons. If this is possible we could reduce the SDI effect further to make it more realistic.
 
Hey Sevo, thanks for releasing patch C so quickly - I haven't had a chance to try it out yet since I had to finish another game, but I was pleased to notice that you included some of the tweaks discussed earlier e.g. attack/defense bonuses and penalties and the early spearman.

Just a few other suggestions to consider:
1) include a few late game cultural buildings so you have something to build (boost culture and GP) if you are not aiming for Space Race.
2) I'm not sure if it's possible to mod the Victory Conditions, but it would be good if the "Domination" condition was a percentage of the "known" world (cultural) instead of the total land mass. It seems like an aweful lot of land to hold and hence makes the victory condition obsolete IMO.
3) Perhaps also reduce Conquest to 75% of all opponents?
4) The Statue of Liberty seems insignificant compared to the high hammer costs (a free sepcialist in all cities doesn't make much difference in late game)
5) With the increase in production yields (from Industrious traits and Natural Gas) it would make sense to increase unit costs significantly (perhaps even a 100%)

btw - the hidden resources are great, makes it much more interesting.
 
Had something strange happen...

I was playing as Portugal, I never did get the Caraval unit, but I did eventually get the Carrack and Privateer, but then I lost the ability to make Privateers... any ideas why I never got the Caraval and lost the ability to make Privateers?
 
aegisx said:
Had something strange happen...

I was playing as Portugal, I never did get the Caraval unit, but I did eventually get the Carrack and Privateer, but then I lost the ability to make Privateers... any ideas why I never got the Caraval and lost the ability to make Privateers?
According to Sevopedia, it requires gold, silver, spices or gems (as well as optics).
I'm pretty sure you didn't lose optics, but maybe your gold, silver, spices and gems supplies have been cut?
 
Sevo said:
I've gotten mixed feedback on the AI behavior; problem is that it's so complex it's difficult to say. Even in the Vanilla game it was unpredictable (seemingly), and in my mod I've occasionally been surprised by what the AI concocted. In my last game Shaka went nuts and declared war on me early and then Montezuma sneak attacked 3 turns later...

Anyway, I'm now around 50% finished with a complete analysis of the game AI. I've been going through the SDK and documenting the way the AI thinks. My impression thus far is that it's very well done -- no shock. In a game like Civ4 the AI would have to be well designed to have a chance at all--just think about the myriad choices and plans you have to make to keep your empire together and defended.

Just for your info, I play on Deity and I find the AI very passive. They have no problem equalling, even surpassing, my score and techs. But militarily, they just don't cut it. I've never been declared war on, and I rarely feel pressured to sue for peace once war has broken out (always declared by me in the first place).
 
been playing this only just today with world map and loving it



truely impeccable mod, tried Babylon awesome and nguni but i fancy Mayan for my real game

what i wonder is how can i change marathon turns, at the moment 1200
 
Jovianus said:
Hey Sevo, thanks for releasing patch C so quickly - I haven't had a chance to try it out yet since I had to finish another game, but I was pleased to notice that you included some of the tweaks discussed earlier e.g. attack/defense bonuses and penalties and the early spearman.

2) I'm not sure if it's possible to mod the Victory Conditions, but it would be good if the "Domination" condition was a percentage of the "known" world (cultural) instead of the total land mass. It seems like an aweful lot of land to hold and hence makes the victory condition obsolete IMO.

4) The Statue of Liberty seems insignificant compared to the high hammer costs (a free sepcialist in all cities doesn't make much difference in late game)

btw - the hidden resources are great, makes it much more interesting.

I really like point #2 ... domination victories shouldn't be more difficult merely because a 1/3 of the world is on an uninhabited Antartica. However, is the trigger for domination set to X number of turns before victory? Otherwise, it's entirely possible that if you beat all your opponents to your starting city, you could win outright as you control 100 % of the cultural borders in the world :-)

I totally disagree with your take on the statue of liberty, though. Consider a civilization with 15 cities ... one extra specialist will give those cities each roughly a 5 to 15 % production bonus, great people bonus, 45 research points bonus (you'll be in representation by that time) plus any other random affects. Bonus specialists are huge ... put it this way: Sevo tweaked progressive to size 8 cities instead of size 3 because a specialist is so powerful in every city. Yet statue of liberty gives you a free specialist in every city, a huge advantage to the smaller cities.
 
Something weird has been happening since I installed patch C: the modern ships are now as small as fishing boats, while the sail ships continue in their normal size. Has anyone else had this problem too?
 
Titi said:
Sevo, I guess you already know, but some units and leaders don't show when you browse the Sevopedia (for instance, the vikings boat or Franz-Joseph I of the Austrian Empire). Both are translated, that's how I found out (yep, I wanted to make sure there was no "forgotten" typo!).
Of course, they aren't listed in the corresponding civilization details either.
The "missing" leaders need to be added in the Civ4LeaderHeadInfos.xml file, right?
Otherwise, the French version is now ready.
 
dont know if i am dreaming but most factions i have played with have not had their advertised starting tecs?????
 
Happydaz said:
I really like point #2 ... domination victories shouldn't be more difficult merely because a 1/3 of the world is on an uninhabited Antartica. However, is the trigger for domination set to X number of turns before victory? Otherwise, it's entirely possible that if you beat all your opponents to your starting city, you could win outright as you control 100 % of the cultural borders in the world :-) .

good point - this would need to be countered if it's possible to mod this at all.

Happydaz said:
I totally disagree with your take on the statue of liberty, though. Consider a civilization with 15 cities ... one extra specialist will give those cities each roughly a 5 to 15 % production bonus, great people bonus, 45 research points bonus (you'll be in representation by that time) plus any other random affects. Bonus specialists are huge ... put it this way: Sevo tweaked progressive to size 8 cities instead of size 3 because a specialist is so powerful in every city. Yet statue of liberty gives you a free specialist in every city, a huge advantage to the smaller cities.

you're right - when counting up the potential beakers/hammers (which I normally do to a pathetic degree) then it does make quite an impact.
 
Forbidden Palace on very early game

Around 650BC-700BC without having any pre requisites for the Forbidden Palace, I got it on the bulding list, grayed out though, for several turns and then it disappeared.

Played Sevo 3.0 and patch c.
 
Back
Top Bottom