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

... and then convert the whole thing to 3.19 RevDCM for the big 1.0!

I assume DCM refers to Dale's Combat Mod. I tried it a couple years back and could NOT get a handle on effective force mixes. Hope there will be some type of tutorial or my learning curve could be stiff!
 
I assume DCM refers to Dale's Combat Mod. I tried it a couple years back and could NOT get a handle on effective force mixes. Hope there will be some type of tutorial or my learning curve could be stiff!

Well, I'm not familiar with much of DCM's functionality, either, so there will of course be a prolonged period of playtesting and winnowing of options down to a Heph-recommended default base. The nice thing about DCM, though, is that you can turn on and off a lot of components, IIRC, so you can try them out as you see fit.

Since I'll be playtesting it myself, though, I hope to be able to include a brief strategy guide (also including little pieces of advice I've accrued over the many many games I've played).

Re:Blitzkrieg promos for air units: bombers (not fighters) SHOULD be able to upgrade their promotions to Blitzkrieg I only (+collateral damage).

Re:National Doctrine Wonders: I can see why you would want to do this; worth giving some thought.

@Stevenpfo: Influence Driven War is a component of RevDCM and one that I've wanted to include for some time now, so it will be included in HephMod Beyond 1.0 release.
 
Re:National Doctrine Wonders: I can see why you would want to do this; worth giving some thought.

I doubt that I mentioned it before, but something I did was ...
Great General: Remove from GreatPeoples, Specialist_Great_General. Just Warlords, Doctrines, and Military Academies.
To provide a greater variety of troop quality. I don't care for the AI stockpiling all their generals into one city as instructors to the exclusion of anything else (which I've frequently seen), especially if you take the city.

What's the scoop on Influence Driven War? I couldn't find any meaningful info on it.
 
What's the scoop on Influence Driven War? I couldn't find any meaningful info on it.

:) Never mind. I SourceForged the RevolutionDCM (3.17) and in the Docs folder there is a README.doc which is really an Influence Driven War readme. Veddy Inteddesting!
 
I've uploaded HephMod Beyond .91, which includes ALL doctrine wonders and promotions.

A little patchwork still needs to be done on the modern era promotions, including alternate promotion trees for air units in some doctrines. This version isn't fully playtested, as I wanted to get it out before I start work converting HephMod to the new 3.19 RevDCM build. (Yes, you heard me!)
 
I've uploaded HephMod Beyond .91, which includes ALL doctrine wonders and promotions.

:bounce:

A little patchwork still needs to be done on the modern era promotions, including alternate promotion trees for air units in some doctrines. This version isn't fully playtested,

:(

as I wanted to get it out before I start work converting HephMod to the new 3.19 RevDCM build. (Yes, you heard me!)

:bounce:
 
I'm putting the finishing touches on Heph 1.0 (including RevDCM for 3.19). The bulk of the work is done: the conversion was easier than I thought in some ways, and harder in ways I didn't expect (isn't that always the way, though?). A lot of little Python bits and sneaky things here and there needed to be adjusted for the new RevDCM build.

At this point the game plays very well, though not all options in RevDCM are supported or recommended. StackAid required some extra tweaking to get working, but that's now done and it's up and running. The conversion has also given me the chance to fix/improve a few things I'd been meaning to do along the way.

I expect to upload a high-functioning beta release by the end of the week!
 
One of my favorite features of Hephmod is when a destroyed civ has a resurgence manifesting as a rebellion in its original cities. I fear that will become a thing of the past, since v3.19 doesn't allow resurrecting old civs anymore. Now Edo may have Spaniards uprising instead of Japanese.
 
One of my favorite features of Hephmod is when a destroyed civ has a resurgence manifesting as a rebellion in its original cities. I fear that will become a thing of the past, since v3.19 doesn't allow resurrecting old civs anymore. Now Edo may have Spaniards uprising instead of Japanese.

That's really unfortunate ... it may be, however, that the RevDCM people are on top of this one in their SDK programming. Fingers crossed! At least with the RevDCM code in place, resurgent civs will, if possible, be of the same group as the dead one (Japanese are destroyed, revolution in their cities will create another civ from the Asian group).

In other news, I'm still hammering out some issues with HephMod 1.0, though progress is quick and I'm almost there. I'm doing some playtesting to observe AI behavior handling new civics I've introduced (1 new civic in each category) and the impact of the new civics on the overall pace/strategy/economy of the game. I'd also like to get alternate doctrine promotions for Blitzkrieg and Power Projection for air units into the beta build, then ya'll can help me playtest them!
 
One of my favorite features of Hephmod is when a destroyed civ has a resurgence manifesting as a rebellion in its original cities. I fear that will become a thing of the past, since v3.19 doesn't allow resurrecting old civs anymore. Now Edo may have Spaniards uprising instead of Japanese.

This is taken care of by Revolution mod. In my playtest game today I witnessed the Zulus arise as a rebel faction, be destroyed completely and then arise again from their old capital city in a revolution. :goodjob:
 
Thanks for the update, Heph! I'm really enjoying it. I'm enjoying all the little tweaks i've noticed so far. It seems i'm able to not have to worry about a revolution so much anymore as soon as I see an unhappy face.

My only real problem, however, is an error I can not get rid of. It happens when I hit Ctrl+Alt+O and change anything. A string of errors appear in my dialog box mid screen and do not go away unless I fully restart the game.
 
Thanks for the update, Heph! I'm really enjoying it. I'm enjoying all the little tweaks i've noticed so far. It seems i'm able to not have to worry about a revolution so much anymore as soon as I see an unhappy face.

My only real problem, however, is an error I can not get rid of. It happens when I hit Ctrl+Alt+O and change anything. A string of errors appear in my dialog box mid screen and do not go away unless I fully restart the game.

Yes, Revolution mod in its current incarnation is rather more forgiving of small amounts of unhappiness in a city. You really have to hit three unhappy people before Revolution Index points start to build up for real. The AI does a much better job now of handling revolutions, too. Props to jdog and glider!

Yeech, that's not a good error. I'm not sure how to go about fixing that, but try changing RevDCM options manually in the RevDCM.ini file in the main mod folder, then either loading a saved game or starting a new one. For some options, you may have to start a new game. Note also that "Battlefield effects" is turned off because it is currently bugged (I may fix it in the next update, but it's a mostly cosmetic minimod), as is Archery bombardment.
 
Re:Blitzkrieg promos for air units: bombers (not fighters) SHOULD be able to upgrade their promotions to Blitzkrieg I only (+collateral damage).

Finally confirmed that bombers are NOT able to upgrade their promotions to Blitzkrieg I (in version 9c) with Blitzkrieg or with Blitzkrieg and Combat 1.

Got to finish this game before starting a v1.0 beta (house rule: never quit a game, at least if I'm not about to be destroyed).
 
Finally confirmed that bombers are NOT able to upgrade their promotions to Blitzkrieg I (in version 9c) with Blitzkrieg or with Blitzkrieg and Combat 1.

Got to finish this game before starting a v1.0 beta (house rule: never quit a game, at least if I'm not about to be destroyed).

Thanks for this. I'm about to hit the WWII era in my current test game of 1.0 Beta, so I'll see whether my new air promotions fixed this issue. If a promotion has bonus tags that a unit cannot use (such as regular movement for an air unit), then the unit cannot select that promotion. Bombers SHOULD be able to select a promotion that increases collateral damage.
 
Here is the mod that I use for RoM. But when I tried to install it to HephMod module, nothing happens. So can you adapt this one for HephMod so I can use this because I tend to play marathon speed and this mod helps to save on gold while waiting for next tech or whenever I care ot build new units.
Thanks!

Go to this post, I have attachment there.
Go here...
 
Here is the mod that I use for RoM. But when I tried to install it to HephMod module, nothing happens. So can you adapt this one for HephMod so I can use this because I tend to play marathon speed and this mod helps to save on gold while waiting for next tech or whenever I care ot build new units.
Thanks!

Go to this post, I have attachment there.
Go here...

Modules in RevDCM are currently somewhat problematic, so I'm not surprised that it won't load. HephMod is designed for Epic speed, and I rarely run into the problem of having nothing to build at that speed. Also, in HephMod you get a lot more free units than in vanilla, so don't be afraid to build large armies early in the game.

In other news, the Blitzkrieg doctrine is currently bugged due to an XML error: you get Guerilla war camps instead of the correct Blitzkrieg effect building. I'm attaching the fixed BuildingInfos file to go into Assets/XML/Buildings. This fix is NOT save-game compatible.
 

Attachments

Modules in RevDCM are currently somewhat problematic, so I'm not surprised that it won't load. HephMod is designed for Epic speed, and I rarely run into the problem of having nothing to build at that speed. Also, in HephMod you get a lot more free units than in vanilla, so don't be afraid to build large armies early in the game.

Don't worry, I used Avain's adaptation and it works in your mod! Personally, I just prefer to make settler army or regular army after I have 7 or better gold/turn because I like to keep my research at 70%.

Thank you for a great and interesting mod!
 
I played the earlier version of this mod, the one before you updated to 3.19. So far I do like it, but you ruin the religions by making it ridiculously hard to balance happiness. It's almost impossible to research anything without coming across something that causes unhappiness.

It needs more balance. Don't ruin religion just to punish people who want to play with it. Really, it's very broken at the moment, and free religion doesn't do anything. :(

Any other issues I should know about?
 
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