Sevomod: Feedback

Sevo

Leaf on the Wind
Joined
Nov 26, 2005
Messages
511
Location
Chicago, IL
In addition to the bug report thread, I'll be following this feedback thread regularly. Feel free to post any suggestions, critiques, comments, and whatever may come to mind.

Welcome to the new development forum! :yeah:
 
just curious when will warlords version come out
 
hey,
congrats on getting your own forum (sorta)

just a thought:
isn't it possible to put the introduction screen on the main forum page,so that it s the first thing you see when you enter the sevo-mod section. I think the page is a pretty good introduction to the mod and tell's you wich is the current version. ( sometimes hard keeping up with you Sevo :goodjob: )

anyway, keep up the good work
 
May I suggest to add separate forums for the addons (Gir, Keldath's 3UU, KelGir, ...). Might even make a separate Vanilla and Warlords thread.

Would make life easy for these add-on modders and for the users of those mods.
 
Hope you did good in makeing a new part in the forum for your mod! I saw some mods kinda sink because of it and some other that has it but dont use much it, a lot is still posted in the old thread lol..
Time will see, good luck and great mod, keep it working :)

Ah, and I saw Zuul in t6he old thread saying that would be a good idea if the addons threads would move for here as well, and I agree with him! nice idea ^^
 
Hello All,
I first have to say that Sevomod kicks ARSE! I just recently (last night) loaded GIR's add-on on top of Sevomod 3.2D. I can't believe I have been missing out on this. What a combo! I alomst feel like it can't get any better. I was just curious if there are any other good MODs that people use with Sevomod. Please list a few that I am missing out on with a short description and a link (if possible).

Enlighten me!!!

Thank you for your time!
 
Hi Sevo.
May I suggest to add some new units like terrorist(he may destroy one building for cash)and Inquisitor unit(he may kill players non-state religion in rivals city)..Maybe nuclear submarines can take cargo(one CRUISENUKE)..maybe some chemical/biological weapons...What do You think about creating some new future techs building and units???Maybe bombers and all siege weapons may destroy some building while bombarding city defence.
 
Someone posted this in the old forum, I found it useful for downloading an older,
cleaner version of WinAmp (I had stopped using WinAmp when they went to ~v3?).

Thought maybe it would be useful here...: Old WinAmps
 
How about that nuclear plant cost? I think it is far too high for that level in tech tree. Can't the plant yield no bonususes, be MUCH cheaper and have some limitations in area power (a few cities perhaps?). Dang it, we all want to build our utopia of Chornobyl nuclear village, leading a mile after a mile of power lines keeping our factories running! And not to use three to four great engineers to achieve such a trivial goal! :nuke: :coffee:

And by the way, should the Russian/Ukrainean special building be something else than that useless top-tech tree research lab... How about a RBMK reactor?! Cheaper nukes, easier to build... and of course an increased chance of a turbine test with incompetent plant crew. :badcomp:

:beer:
 
Hey Sevo congrats for finally getting your own thread/forum thingy, it is well desereved.

Wee suggestion though, IMHO I think that the transport chopper (can't remember the name off hand sorry) should have it's cargo capacity increased. Having a capacity of 1 doesn't seem worthwhile considering it is a transport unit afterall, even just to a capacity of 2 would be a significant improvement.

Anyone else agree? Disagree?
 
AljayBoy said:
Hey Sevo congrats for finally getting your own thread/forum thingy, it is well desereved.

Wee suggestion though, IMHO I think that the transport chopper (can't remember the name off hand sorry) should have it's cargo capacity increased. Having a capacity of 1 doesn't seem worthwhile considering it is a transport unit afterall, even just to a capacity of 2 would be a significant improvement.

Anyone else agree? Disagree?

Yes, the MI-26 i think. Its cargo space is too little to make it worth building. I would suggest 3-4 cargo space. And make it able to fly over coastal tiles (unless it does that already, I dont remember).
 
I'm not sure if this is something you could change with your mod Sevo, I noticed the AI reacts in a pretty weird fashion in regards to how it feels about you in relation to their worst enemy thing.

Let me explain...lol

I've noticed this often during a game, I'll use my last game as example, I'll just drop the names as who's the AI isn't related to how things work.

I'm at war with a nation A and on very friendly terms with nation B (around +14). during that war time I trade with B for technologies and get out of it that B declares war on A.

Up to now all is fine, my friendliness points even go up to +17 and this stays for some time, then B signs peace with A, I loose the +4 points for a common military struggle, but still all is good.

Several turns later I sign peace with A and since I had already noticed the problem, I tried something to see if the AI would react differently. So instead of accepting, lets say 10 gold per turn for peace from them or anything else for that matter, I just accepted peace itself.

A turn or two later I notice nation B's friendliness points are down to +7 and I have -4 points for trading with their worst enemy. This shouldn't be, especially not after they signed peace, I could understand if I had dropped them with the war on their hands, but in that case there shouldn't be a penalty.

So my question is, can you fix that AI with your mod.....and if so thanks:)


Oh and ...amazing mod BTW, thanks for all the hard work.
 
sweetpete said:
Yes, the MI-26 i think. Its cargo space is too little to make it worth building. I would suggest 3-4 cargo space. And make it able to fly over coastal tiles (unless it does that already, I dont remember).

The MI-26 does indeed fly over coastal tiles. You can send it to small islands/continents that are connected by coastal tiles.:)
 
rabber said:
The MI-26 does indeed fly over coastal tiles. You can send it to small islands/continents that are connected by coastal tiles.:)

Ah.. i see. Cheers;) Then only the cargo space issue.
 
LeperColony said:
Maybe it could be set to carry only foot units, then have its capacity increased.

While that would be an improvement, I really only build them to load Artillery on, that way I have a stack of tanks etc and with my Artillery in the Mi-26's, my army can move at twice the speed, as the 1 move Artillery doesn't hold it back. The only pain being having to build an Mi-26 for each and every Artillery unit.

Another thing, I think the Religous Law civic is overpowered, in my current game I'm running in 100% research and still getting over 250 gold a turn, this is due to the +3gold for every specialist. I didn't realise this until I switched civics and my gold per turn went down to approx 10. I now run Religous Law regardless of the others for the extra gold. Maybe reduce it even to 2 incase my game is a one off for loadsa specialists, anyone else getting a huge bonus from this civic?
 
AljayBoy said:
While that would be an improvement, I really only build them to load Artillery on, that way I have a stack of tanks etc and with my Artillery in the Mi-26's, my army can move at twice the speed, as the 1 move Artillery doesn't hold it back. The only pain being having to build an Mi-26 for each and every Artillery unit.

Another thing, I think the Religous Law civic is overpowered, in my current game I'm running in 100% research and still getting over 250 gold a turn, this is due to the +3gold for every specialist. I didn't realise this until I switched civics and my gold per turn went down to approx 10. I now run Religous Law regardless of the others for the extra gold. Maybe reduce it even to 2 incase my game is a one off for loadsa specialists, anyone else getting a huge bonus from this civic?

That is so true lol :p
 
May i suggest a few topics here: Changelog for next version/balance recommendations/what would you change if anything?/current version here/resources/promotions/building designs/screenshots/new civs/maps , just to name a few.
 
Top Bottom