HephMod: a mod combo-pack emphasizing balance, realism, and historical flavor

@ Hephaistion : simply the fact as leaders of civs have not same traits from mod to other mod and even basic civ BTS...

That is surely the problem :goodjob:
 
Graphic-wise, the cavalry graphic should be changed to represent a motorized/armored reconnaissance unit at some point AFTER Assembly Line or Industrialism (similar to how you change musketman).

I'd like to change this, too, but the era art definition tags are only for early (ancient and classical), middle (medieval and renaissance) and late (industrial and modern). I can make graphics change renaissance to industrial units, like I do with musketmen, but I can't make cavalry change since they first appear in the "late" era already.
 
Please ignore - I was playing a completely different mod. The heat is definatly getting to me - 4 days over the old 100 degrees with at least a week more comming :)
 
Please ignore - I was playing a completely different mod. The heat is definatly getting to me - 4 days over the old 100 degrees with at least a week more comming :)

No problem. You did have me wondering there for a moment ... in a brain-addled late night modding sprint, had I added things to my mod that I didn't remember ... :crazyeye: ... yeah, if only.

Stay cool!

In other news, .9c is almost ready for release. I've been working on it most of the day. It will include a full line of new Native American unit graphics, the promised industrial age doctrines and the first of a new line of guild wonders inspired by the Crossroads of the World scenario (these are wonders that are built by a great merchant and provide substantial commercial benefits, but can only be built if you have the required combination of resources).
 
I cant run BTS premade maps with your mod, even Antarctica Map by -SR- which is however without any setted or preplaced civs, i dont know :blush:

But you can run Earth3.py however...

The mapscripts .py function marvellously well ;)

You can take a standard Earth Map and adapt this to your mod...

EDITED : i just terminated a game with hephmod beyond last version, i love it...

At Noble Level i lost two once, first i was conquered by barbarians, second i was beat by the Great Viking Kingdom...
If after i was beat by losting my capital to barbarians, i had the choice to continue or stop it, the second once i have not the choice, a sound was played and it stay one lion or two lions on the polar belts... A bug ? I would prefered to choose a third civ for continuing to the real end of History of Civs... 2050-2100, not ?

Playing for fun i would prefer, to be roleplay ;)

Can you correct that Hephaistion ?
 
Little bump : i would like if others than me play this mod...

My two preferd mods are "Extra" of Chiyu and "Hephmod Beyond" of Hephaistion...

One adds tons of things, other one reworks things to add fun and realism...
 
I'd like to change this, too, but the era art definition tags are only for early (ancient and classical), middle (medieval and renaissance) and late (industrial and modern). I can make graphics change renaissance to industrial units, like I do with musketmen, but I can't make cavalry change since they first appear in the "late" era already.
If not able to just change the graphics, I suppose one COULD just add a new reconnaissance unit with different graphics. Similar cost to cavalry, so nominal upgrade cost.

Stats could be similar, or different, as different recon units have emphasized different traits (defense, surprise attacks, or ... sentry promotions).
 
If not able to just change the graphics, I suppose one COULD just add a new reconnaissance unit with different graphics. Similar cost to cavalry, so nominal upgrade cost.

Stats could be similar, or different, as different recon units have emphasized different traits (defense, surprise attacks, or ... sentry promotions).

This is a good idea, I think. A "Motorized Infantry" unit could also be the modern upgrade for the "Mounted Infanry" unit that I intend to add eventually (mounted units that get defensive bonuses like infantry).
 
Update to .9c!

I did a lot more graphics modding than originally planned, hence the delay. Industrial era doctrine wonders, some changes in industrial era unit stats, new graphics for native american and asian civs, and a new wonder type (a guild that can be built with a Great Merchant and access to the right resources).

http://forums.civfanatics.com/downloads.php?do=file&id=11547

Why not increase the difference of strenght for unit of different ages ?
 
Why not increase the difference of strenght for unit of different ages ?

Which units did you have in mind?

I don't currently find this to be an issue -- I've tweaked the few places where I did have problems (Cavalry now have a penalty vs. tanks and machine guns: it was too successful a tactic in vanilla to spam tanks with cavalry attacks).
 
Ok, that is well thinked...

Yes, i meant that unit of an era should be significatively beat more easily units from previous era, and caetera....

I'm playing the last version in marathon, warlord level difficulty...

On perfect world.py, with no razing, not flipping cities, no brokering nor exchange tech but with the 4 options of révolutions mod...
 
Shouldn't barracks give experiance points to spearmen, axemen and swordsmen? Mine are only giving it to archers! And yes I am playing your mod this time :) .9c in fact.
 
What about including assimilation mod ?
 
Shouldn't barracks give experiance points to spearmen, axemen and swordsmen? Mine are only giving it to archers! And yes I am playing your mod this time :) .9c in fact.

Barracks should give experience points to all land units. This is just plain weird -- is anyone else having this issue? Are you playing a civilization that replaces barracks with a unique building?

What about including assimilation mod ?

I haven't played this mod before, but I know from forum discussions that there have been issues trying to merge it with Revolutions. Revolutions is one of the core mods that HephMod includes, so I can really only include mods that can be merged with it.
 
No slower than Epic or Normal Speed in v0.9c. THIS is going to take some adjusting to!

OMG, I am sure unit maintenance costs are going to be the main limiting factor in limiting the military establishment! :lol:
 
No slower than Epic or Normal Speed in v0.9c. THIS is going to take some adjusting to!

OMG, I am sure unit maintenance costs are going to be the main limiting factor in limiting the military establishment! :lol:

I wondered when you might notice :D

Let me know how it goes. In Epic HephMod, you build units no slower than normal speed -- that's part of the design to make for more substantial armies earlier in the game and more time to play with new unit types. If it's out of hand, just increase it to half the normal Marathon speed [150] (to get the full HephMod experience, it really shouldn't be vanilla Marathon speed!).
 
I wondered when you might notice :D
Scrap, I noticed within 30 turns or so! I just finished my last (90+hour) version 0.82 game 2 days ago. I had taken a break somewhere to modify v0.9b, and then 2 days later you released the "c" version.

Spent a couple hours yesterday doing my mods to v0.9c.
Same as I listed before, with the addition of:
  • Nilling your arty/mobile-arty bonus vs. MGs (it was a silly bonus even when they were siege units, bleep it!).
  • Cancelled the Mech Inf 3-movement (why DID you do that in 0.9b?).
  • Bomber total kill capability (I changed it to 99% ... now if only that also did similar damage to land units loaded on transports and the AI would realize the "oh, sh**" situation, OR better yet, iAirCombatLimit was separated into iAirCombatLimitLand and iAirCombatLimitNaval ... that was a real game design flaw by Soren (and perpetuated in Warlords & BtS)).
  • Reduced Medic2 & 3 to just 10% healing (from 20 & 30), and Medic3 to 15 in adjacent tiles (I've always considered healing way too powerful in this game).

As I always play Rome, I appreciate your taking mobility from Imperialists and replacing it with March ... I think. :crazyeye:
 
What about an Standard Earth Map ?

Since the mod has standard ressources, maps should be have not problems but it does : on my pc Earth maps crash to desktop... :(
 
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