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

Thanks so much! I haven't gotten around to the religion portion of the modding yet, but it's very likely that I will take you up on your offer ...

EDIT: Good news ... the python coding you did for the Warlords version of this mod ports right over with no problem! Well, no problem I've discovered yet ... I haven't actually playtested, just tested religion founding with shrine building using the worldbuilder. I'm going over to your thread now to see if you're planning on converting EWR and if there are any new features you have planned that I can shamelessly pirate!;)

@Eusebius: Well, of course, I spoke too soon. Founding religions by building shrines with great prophets works without a hitch, though the AI does not seem to use great prophets to build the shrines. Obsolescence of pagan temples is now working (can't build pagan temple if religion is present in city) and the Oracle does now seem to provide a great prophet. Conversion of temples is NOT working, however.

I spent several hours today staring at the Python files and playing with them to see if I could do a quick fix (kind of like a monkey trying to rebuild an internal combustion engine ... what if I put *this* over *here* ... hmmm, no effect). I thought it might have something to do with the fact that CvGameUtils now uses eBuilding = argslist [1] rather than iBuilding as your files do. Then I saw that your pagan temple bit of code depends on ewr.countreligions and I got in over my head at that point! If you'd like to take a whack at it, see the following post for the link to the latest version.

EDIT: The AI refuses to build shrines with great prophets, so computer players never found religions. I don't know why, perhaps the new DLL builds UNITAI_PROPHET settings? I tried it in the worldbuilder again and again, tweaking various other factors each time, even removing the ability of prophets to join cities to become specialists (in that case, the prophet just sat there in the same city turn after turn, doing nothing).
 
I've just uploaded HephMod v1.4, which is the final release for Warlords. It includes a number of tweaks inspired by NyoMod, update of Revolution Mod components to .9 and a return to using RevAI (which does seem more stable in this version). See first post for download link.

Next release will be of HephMod Beyond, which is now available in a beta version for those who either just can't wait to see what's in store for HephMod (yeah, right) or for anyone who would like to playtest and help with design suggestions and Python debugging.

Please understand that this version does not contain a detailed read me on implemented features, just an incomplete "game plan." Not all of the Python is working correctly, either -- some of the features from Eusebius' EWR code did not port over. Also, a note to everyone who deserves credit: the beta read me also does not yet contain a credits section, but be assured that it will!

EDIT: For would-be playtesters, there is a game-killing bug in this beta version that I am presently trying to hunt down. Expect your game to crash around turn 50 or so! Sooo, unless you want to help find the bug, I wouldn't bother downloading this version! Sorry!

Here's the link: http://forums.civfanatics.com/downloads.php?do=file&id=6432
 
I wanted to mention that I played a recent game where I wound up on an island full of jungles. Having to wait for biology to get to the rice was really hard, so I changed things so that you could build FARMS on Jungle with Iron Working. I figured that this would represent slash and burn agriculture which doesn't take a lot of scientific knowledge. It seemed to work out pretty well.

Eusebius
 
I wanted to mention that I played a recent game where I wound up on an island full of jungles. Having to wait for biology to get to the rice was really hard, so I changed things so that you could build FARMS on Jungle with Iron Working. I figured that this would represent slash and burn agriculture which doesn't take a lot of scientific knowledge. It seemed to work out pretty well.

Eusebius

Yes, I got very annoyed with this very quickly as well when there were resources underneath jungles. This is changed in version 1.4: you can chop forests and jungles with Agriculture, but the chopping times were increased quite a bit (at least tripled; I don't remember now exactly how much). My reasoning was similar -- it doesn't take a lot of knowledge to clear land, just a LOT of hard work.

I was pleased to see that BtS allows camps to be built in forest/jungles without chopping (and thus before the needed technology).

I haven't played with features/improvements at all yet for HephMod Beyond, but will likely use this same line of thinking.
 
I've uploaded the first non-beta release of HephMod Beyond (see first post for link), v .4.

Through very tedious trial and error, I finally tracked down the bug that was crashing the game. It was a tag pointing to a non-existent artdefines entry, of all things. Anyway, since then I've added a handful of new units, activated some additional flavor units, and playtested, playtested, playtested. I very much enjoy where the mod is at right now, but it is still a work-in-progress, as more features are planned. Happy downloading and, as always, please let me know your suggestions as to how to improve the mod.

One note for commentators: the Legal civic category now incorporates the theme of military organization into each of its elements, so you may see some features that would not make sense without this piece of information. I'm still debating whether to add in a separate civic category for this (as in NyoMod, whence I got the idea) or not. You may notice, for instance, that Free Speech gives military units +4 xp and adds extra gold for military support. This is to represent a professional, volunteer army rather than the largely conscript army represented by Nationhood.
 
Hey Hephaistion, thanks for the great mod!
This mod has two basic elements what makes Civ4 BtS enjoyable: low waiting time between turns & excellent gameplay balance :goodjob:

There was some kind of bug - game hangs late period of game when hit the end the turn button. Globe icon stays as mouse cursor but i can use mouse (e.g. open the load/save/exit game) and use keyboard shortcut's (e.g. press insert button to enter the city screen). It happened few time in current game. I was able continue game if I cleared my civ_cache dir & reloaded earlier save game. I attached my save game with latest hang up.

I liked New Balance and Nyomod too. A suggestions: in Nyomod mod there was some cool features - example you can build swordsman even you don't have iron but it will cost a lot more (there was some kind of bonus if you have iron) and so on. This was outstanding idea, cause you are able build strong men to defence your cities/territory; but not enough to conquer. Why not use this idea?!

And of course - "More is not always better" ;) game speed & game play are more important!

edit: Seems that the new BtS patch v3.13 do not work with HephMod v.4 :( the Civ didn't start-up
& CtD).
 

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I have updated HephMod Beyond for Patch 3.13 (see first post for download).

This is a quick and dirty update -- all I did was delete CivGameCoreDLL and Solver's Events (since this is included in the patch), so those of you who already have the mod could just do this yourself if you didn't want to d/l the new version.

I booted up the game and it works fine, though I didn't playtest a whole game. I'm hoping that the reported ctd was being caused by the DLL file, and that this clears up the problem. Please post any problems and I'll try to fix them.

I haven't added any new features so far, as MTW II and work distractions have brought progress on this mod to a halt. I don't think the mod is seriously lacking anything at this point, but sooner or later I'll add in some of the planned features and perhaps some new ones.

@Dafy: I've seriously considered implementing being able to build more units without the required strategic resources (like in NyoMod), and then giving a bonus for civs with the proper strategic resource. I'm not sure whether I want to do that or not, but it's worth experimenting with.
 
Hi everyone:

I just wanted to drop a note to say that I've integrated HephMod Beyond with the latest version of Revolution mod and have made a number of other changes, mostly in the area of civics. It has also been brought to my attention that the link for the warlords version was no good, so I re-uploaded the final warlords release and it seems to work fine now.

I'm still playtesting the merged version and optimizing Revolution mod config settings, but I should be uploading a new version very soon. Some big plans for the mod, though some of them may not see fruition in the short term.

Thanks again for all your support, and please, as always, post feedback!
 
I've just uploaded v .6 of HephMod Beyond (see first post for link)!

Updates include:
Lots of changes to civics
Strength-related promotions increased in potency, terrain promotions now give attack as well as defense bonuses from the get-go
More unit tweaking: mounted unit withdrawal chances rebalanced for promotion changes (decreased a little), knights less powerful (since they appear much earlier now), more grenadier tweaking
Revolution mod 1.25 merged and configured!

Happy d/l!
 
Is it possible turn on regenerate map function (when starting a new game)?
 
@Zuul:

No, HephMod continues to develop, though in the past month that development has been sporadic and purely on the mental and imaginary level!

The next version will probably be just minor updates like stat tweaking, adding in a few units to continue the light/heavy cavalry and defensive archer/skirmishing archer distinctions introduced in the ancient period, and continuing to wrestle with making Revolution mod more fun and playable. Oh, yes, and more ethnically diverse units.

Major changes are on hold for a while. I have two jobs and am working on a career as a fiction writer, so I don't have all that much time to work on the mod these days. Mostly I work on it to divert myself from everything else in my life!

As always, any input you have as to what works/what doesn't, or what features you would like to see in future versions is welcome and appreciated.
 
As I write this I'm downloading the 3.17 patch and jdog's Revolution update for same, so I should be able to post an updated HephMod with these changes soon.

I'll leave the older version (.6) up for d/l, however, for those who don't want to update to the new patch. I'm getting the new patch mostly to play updated versions of Fall from Heaven II! :)

Anyway, I'll have much more time this summer for hobbies (I'm a teacher), so I hope to actually implement some of the changes that are in the thoughtwork stage at this point over the summer.

EDIT: HephMod Beyond .7a has been uploaded! This is an alpha release just to ensure compatibility with the new patch. Playtesting remains to be done, but for those of you who've updated to the patch, now you can play HephMod again.
 
I'm very pleased and proud to announce version .75 of HephMod Beyond is now available for download. A lot of work went into this version and many hours were spent in debugging, so I truly hope that it provides an enhanced and enjoyable Civ experience.

New features:
Inquisitor mod (bmarnz and OrionVeteran) merged, with some changes
StackAid (including the "hero" promotions from Zuul's Promotions&Perks) merged and made more efficient (thanks Teg Navanis!) and more potent
A new Civics category (Military) and one new Civic in each category
Revolution mod updated to 1.6; DynamicCivNames enhanced to include new government civic (CityStates)
As usual, tons of small tweaks and adjustments for better gameplay
abbamouse's realistic religions is back (without Zoroastrianism for the time being, however)

For d/l see first post! Special thanks to OrionVeteran and jdog5000 for helping me tweak and incorporate their mods. You guys rock! :goodjob:
 
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