Sevomod: Feedback

ecc said:
where is everyone? i don't get it. as soon as the thread is moved to project & mod development, everyone disappears. or maybe i'm not looking in the right place :crazyeye:

It always happens..Altough its not that bad here right now, we are haveing posts here everyday..

Feedback for Sevo: Bump your thread in the main forum...
 
Inflicting collateral damage from distance - and so at relative safety- is the basic ability that catapults/cannons had. So it would not be realistic to take that ability away.

But the weakness of classical bombarding machines was that they were heavy and slow. Because of that, when close-attacked they were very vulnerable. That is why I suggested that they should have lower *defence* value in the game -I don't know if that is technically possible. That would mean also that you would have to guard them even more than now by other units.

The classical catapults/cannons were of course not used to actually storm the cities, but there were other types of units for this. Only in modern times the big gun and mobility was combined.

As an example, think of the siege of Constantinople in 1453. The Turks had very heavy metal cannons shooting huge stone balls, and they inflicted damage both on the city towers and walls and the defenders on these or near them. They were not used to storm the city and even imagining that would be humorous.

People playing in different styles and levels obviously have different game experiences. Everybody's opinion counts. Game balancing is not easy, but please do it without lowering the level of realism of the simulation. That is an important aspect of the Civ experience.

peace and prosperity (or fear my catapult)
KK :king:
 
sweetpete said:
I think the solution could be simply to lower the strength of all siege units...


Reasonable solution. It will fix a lot of the perceived problems. I'll give it a try. I also added some significant tweaks to the AI so that they attempt to use the bombardment units more effectively. We'll see.


Harrier said:
A lot of those AI tweaks are going to be included in the official Warlords patch. So will be in the Sevo warlords version of the mod.


I haven't been to 'poly in a while--I found their site a pain in the butt to navigate well and the file sharing system was non-intuitive, thus I'm sure I've missed some of the good stuff over there. I'll check out his AI tweaks--they must be good if they're being included in the official patch.
 
Sevo said:
Reasonable solution. It will fix a lot of the perceived problems. I'll give it a try. I also added some significant tweaks to the AI so that they attempt to use the bombardment units more effectively. We'll see.
Cool. I don't know what the answer is to the bombard 'problem', but something needs to be done since it's made playing on Monarch really, really easy.

All you need are some good defensive units, a healer, and a huge stack of cats. Sure, you won't be able to hold every city you take with that stack, but you will be able to take every city.
 
Yeah SoD is back ^^ I was stunned when I bombarded the first time with a huge stack o' cannons- They practically blew the defending units away and my Rifleman marched in without a single enemy unit remaining. And it doesn't even lessen the pop of a city. It lessened the war experience considerably since there's no more fighting to be done before taking a city, meaning no more promotions and it's just a matter of impatiently waiting for your stack to reach the next enemy city. I then divided it in several parts just to have a little more resistance to fight ^^

EDIT: How about limiting the damage a unit can take by artillery fire? Like the strength can only be reduced to a min of 1 or .5... after all, even in real life warfare you can weaken an enemy unit considerably with arti fire, but you can't destroy it completely...
 
Nannasin said:
F doesn't seem to work ..is it maybe shift F or something like that?

lol... only just read it... I didn't mean THE F key, but F6 or wherever diplo is binded to (can't look that up atm sry)
 
Shigga said:
Yeah SoD is back ^^ I was stunned when I bombarded the first time with a huge stack o' cannons- They practically blew the defending units away and my Rifleman marched in without a single enemy unit remaining. And it doesn't even lessen the pop of a city. It lessened the war experience considerably since there's no more fighting to be done before taking a city, meaning no more promotions and it's just a matter of impatiently waiting for your stack to reach the next enemy city. I then divided it in several parts just to have a little more resistance to fight ^^

EDIT: How about limiting the damage a unit can take by artillery fire? Like the strength can only be reduced to a min of 1 or .5... after all, even in real life warfare you can weaken an enemy unit considerably with arti fire, but you can't destroy it completely...

I like that idea as well(I prefer the retaliament idea, but prob its too hard to implement :P), just like the airplanes. You should put something like 25% or so as the minimum health a unit can be to take bombardment damage.
But then again I have to say that I dunno if its just me, but the AI uses siege units a lot against me, specially defending cities.
 
osvatha said:
Hi!

I really love Your mod!

Could You integrate some more european civs?
Hungarian (I found this: http://forums.civfanatics.com/showthread.php?t=143879)
for example..... ;)

Wow! Isn't 50 civs enough? I'm still trying to go down the list playing each one for a short game to see the advantages and disadvantages work out.

-Ryan (*ahem)
 
Knowing me, you've probably already added it... but I'm curious when the mastery victory option which I love oh-so-very-much will make it to sevomod?
 
Mastery was just added.

I'm releasing what will constitute the "final" version of vanilla Sevomod. From here on I'll be working on the Warlords upgrade. Of course, I'll patch up any major problems with the mod that are found, but I won't be adding any "new" content.)

The last release contains the Mastery Victory condition (which I'm finding it much more challenging to play--ever more than I thought it would be when I conceptualized it).

It also contains numerous civic fixes, unit changes and deletions, and a few AI tweaks.

This will hopefully be up for download shortly.


Version 3.3

-Added Mastery Victory mod

-Dropped biplane unit, bazooka, mobile sam
-Modified AI to increase probability of bombardment
-Decreased catapult, trebuchet, cannon, artillery power by 60%
-Added Byzantines Civ, beautifully done by Amra
-Theodora (traits: Seafaring, Scientific)
-Basil (Seafaring, Spiritual)
-Changed Woomera wielder: dropped combat values; worker unit is now invisible to other units instead.
-Deleted building: Raytheon defense systems
-Decreased horse archer withdrawl chance to 25% native (no more > 100% w/drawl)
-Nuclear Submarine, same
-Decreased cost of Fairchild rep., Lockheed Martin
-Decreased cost of nuclear power plant by 35%
-Mohawk archer: increased mov't to 2, strength to 7
-Increased transport capacity of Mi26 to 2
-Barter: Now +20% bread in capital and -30% gold in captial
-Religious Law: Now +1 gold per specialist (and still +1 happy in cities with state religion)
-Grocer now +10% food (in addition to commerce and health bonuses)
 
Sevo said:
Mastery was just added.

I'm releasing what will constitute the "final" version of vanilla Sevomod. From here on I'll be working on the Warlords upgrade. Of course, I'll patch up any major problems with the mod that are found, but I won't be adding any "new" content.)
Version 3.3

-Added Mastery Victory mod

-Dropped biplane unit, bazooka, mobile sam
-Modified AI to increase probability of bombardment
-Decreased catapult, trebuchet, cannon, artillery power by 60%
-Added Byzantines Civ, beautifully done by Amra
-Theodora (traits: Seafaring, Scientific)
-Basil (Seafaring, Spiritual)
-Changed Woomera wielder: dropped combat values; worker unit is now invisible to other units instead.
-Deleted building: Raytheon defense systems
-Decreased horse archer withdrawl chance to 25% native (no more > 100% w/drawl)
-Nuclear Submarine, same
-Decreased cost of Fairchild rep., Lockheed Martin
-Decreased cost of nuclear power plant by 35%
-Mohawk archer: increased mov't to 2, strength to 7
-Increased transport capacity of Mi26 to 2
-Barter: Now +20% bread in capital and -30% gold in captial
-Religious Law: Now +1 gold per specialist (and still +1 happy in cities with state religion)
-Grocer now +10% food (in addition to commerce and health bonuses)


Sounds really good!!!! But, when you say yuou dropped the power of the siege units by 60%, you mean the bombardment power or what? That is a lot 0.o, it igive more collateral dmg then if I just suicide then? But I gotta try before say something hehe. And a HAIL for Mastery victory :D Looking forward to see when you will add something in there for the UN! And lovely the change for barter and religious law! twaked a LOT, great becausee the game Im finishing now, I have a big grassland area, so I made almost all my cities as farmers cities lol, I got like 100 specialists! Now imagine the gold Im getting from religious law?? LOL, I had 30000 gold begore starting spaceship and 800 gold +- per turn 0.o, Im sabotageing mansa musa to hell :>> And also bribeing a lot of AIs into wars lol(and even then I may still lose to mansa lol)..Lovely as well the decrease cost of that military wonders! And what you mean about "dropped bazooca, biplane and mobile sam"?? You took off of the game them or decreased their power??? I think bazocca is important to the game 0.o
Ps: It is not released yet is it? xD

Gotta play to see ^^ Annd Im waitnig for WARLORDS VERSION!
 
Hello :) I just want to ask is there a possibility to play as barbarians or (when not) could U make it possible or will it be possible in new "sevolords" wersion ?:)
sorry 4 my english :)
 
Nice Sevo! :)

I hope this will work with multiplayer again :)
 
Hi Servo,

First thank you for this great mod. I have enjoyed many hours of play. I am about to start another very long game. Do you expect to have the final vanilla version available soon. Again thank for all your hard work and efforts.
 
Thanks for the great mod. If you get a chance, could you please change the name of the Turkish leader to "Ataturk" instead of "Attaturk". It's a simple typo. Also it's bit funny to see him in archaic costumes, when Ataturk was a 20th Century leader. FDR of even Nappy variations would look more right, but of course it's your artistic choice. Thanks again.
 
I just started playing the new vanilla version 3.3. Can anyone tell me what the 'Mastery Victory' is? How exactly do you win with that victory condition? I couldn't find it explained anywhere.

The only explaination I found was this:
"0) Mastery Victory -- The Mastery Victory condition has been included. Win a more complete victory and play a more challenging game than before!"
 
Has anyone thought of something for counterbattery fire( a technique used for artillery)? I just got through a war novel where a fortified position had artillery brought up against them, but they had had several weeks/days or whatever to setup and properly range test the surrounding area so that when the advancing artillery showed up, they were able to counterfire it and very quickly spank the enemy arty into the ground.. possibly rather then shutting down the strength of arty you could give arty a bonus vs say other arty when it's been stationary for a period of time to simulate this?
 
Hey Sevo,

1) Could you add the 3.3 changelog to the download thread and maybe the changelog thread
2) Could you make a thread about Sevomod ... mods? I can't find any of them.

Also, is Warlords worth getting for an average gamer? I was thinking of getting it ONLY because of the release of Sevomod Warlords version. I guess what I'm asking is Warlords good on its own. My impression was that it just added a few little improvements.

Thanks and Sevomod rules!
 
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