The Navy Seal
Emperor
I'll post some feedback after I finish my current game 'cause I don't wanna mess it up and it's using 3.13 so I can't install 3.17 yet!
Hello, I cranked up a game of Hephmod but found I had no interface.
I think it's a simple mistake on my part but can't remember what the error is.
Can anyone give me a clue as to what might be wrong ?
thanks,
Hm, no luck. I'm playing .761 - that's what the readme says. Cleared the cache out,started a brand new game .
I play other mods for 3.17 OK so I'm sure I'm patched up correctly.
I'll keep trawling around the files. Thanks for getting back ,
.8 did the trick . No problem .
I'm lookng forward to getting a chance to play it now. I like the sound of the shrines as I play a religion/AP/Spiral/Sangkore based game - also the religion related promotions will add to this.
Better AI with religious wars ... sounds like a big game.
My game's getting interesting. A lot to think about.
Notes; my Great generals can join the city. I can't see how to build the doctirne wonder to get the special units. ( was that inthe planned features ? )
There is a high success rate for purging holy cities. I like this though ...
Archers can be deadly ... catapults can be devastating. Again I like these features.
Studying unit stats and promotions makes the game fresh for me.
Also good is that pyramids doesn't grant access to Representation, as this is a Revolutionsmod exploit really. Better this way.
Further feedback ahead
I actually decreased the chance of successful inquisition from Orion Veteran's version, but it's still usually around 75% (80% base minus 5% per non-state religion in the city, unless it's a holy city, in which case MUCH lower chance).
All I have to say is that I hate scouts. To me, it doesn't make sense that scouts can capture cities, and then raze them. I got screwed over because of that. Here's what happen.
I had the Great Wall, so I felt pretty good, however, there was a Barbarian Tribe to my north (with Earth 2 map, they're a little south of the center of Africa).
They can't do nothing, however, the tribe settles down to become the Russians. He sends a scout to a city south of his capital, and captures my city, with a scout.
I get it back using an Axeman, and I'm scrambling to get more troops to my two new cities, but I lose one when some scouts razed the city.
At that point, he sends a stack with a Champion and some Archers at me. I manage to take that day after a while, and get a Great Spy inside Moscow.
I love this mod though =P
Oh, and Naval units move far too =P. I had a Galley that was able to move 8 tiles per turn, the problem is that the promotions would allow it to move farther have been double.
Maybe limit the tech a new Civ gets? I don't know if its possible, but if a Barbarian Civ becomes a full fledged empire, maybe give it all the tech of the least advanced Civ in the world. I'm playing Earth3, and this sounds like a good idea because the civs in the "New World" are usually farther behind in tech. After all, we're battling Rebels and Barbarians, how many "Rebels" do you see that have access to weaponary that the military just got?