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

:sad:

Hephaistion i have placed your mod in beyond the sword/ mods folder.. however when i go to the advanced section to load a mod it aint there...???

:confused:

Do i need to extract the file.. i dont have winrar... it costs $$ to dload winrar... is it possible for you to put it in a folder form... or is there something else i have to do

Cheers
 
I still suggest 7zip, its completly free and won't hassle you saying "I'm a trail, remember that" or something.
 
Trail versions of a program usually ask for things with annoying screens that tell you that you might have to register/buy the program to keep going and have a time limit/use limit.
 
ACK!! Neighborhood barb city becomes Persian minor civ, then 3 turns later comes knocking on my borders with 3 champs & 2 chariots. My new iron city (my first) survives, but not without a severe fright.
I manage to take Persopolis before the Carthags do.

What you trying to do, Heph, make me be militarily paranoid and neglect buildings? Make difficult choices? ;) :D
 
The basic issue I have with the high ship speeds is the lack of interception opportunity. All of a sudden the opposing naval unit(s) is there and the potential invasion force is already on the beach.

The stated objection of a ship taking years/decades of getting somewhere is as facetious (no more, no less) than the same argument regarding land forces. It's an ABSTRACTION, bleep it!

In the classical era, naval forces should be able to move faster than soldiers do on foot, though that occurred only if the winds were right, or there were multiple shifts of rowers on board.

With sailing ships, voyages could be delayed weeks or months if the prevailing winds (or storms) were contrary. When steamships became available, ships were no longer at the mercy of the winds.

Engineering could grant an extra naval movement (like refrigeration), representing better sailing technologies. Matches greater movement for land units.

Railroads grant an extra naval movement (instead of refrigeration), representing steam power. If there were separate steamship units then coal would be required, but it could be abstracted to apply to all ships.

Frigates get greater movement than galleons: galleons are loaded with cargo/troops and go about as fast as caravels. Ships of the Line go just as slow as the galleons. Transports don't go much faster than upgraded-as-steamship galleons (convoys from the US east coast to Britain often traveled at 12-15 knots, the speed of the slowest ship in the convoy). Battleships fared better, with top speeds at 25 knots or higher; same with carriers.
 
Hello
is it possible by you to export from your mod only part which is responsible for Realistic Religions? your mod seems to change very lots of statistics but I just wanted to diversify my game in religion changes...
 
Just to be clear:
Other than my objections to (1) the high naval movement, (2) the lack of documentation on how some of the elements of the mod work (e.g., religion, and revolution modules), and (3) poor AI handling of some of those aspects (civs imploding, or having to have very high taxes to stay afloat (causing its own problems due to the revolution module)) ...
this mod is exciting, dynamic & great fun.
 
Some thoughts (ramblings, actually) on my first (unaborted) game of Hephmod Beyond. I am into a simmering transcontinental war, about turn 950 (huge/marathon), 90 hours of play/ponder/study time.

Cavalry moves 3, but doesn't upgrade to anything at all! Instead, grenadiers upgrade to marines -- NICE (I've always thought cav -> tanks was possibly exploitive)! Cavalry in mechanized era represents reconnaissance, and only lacks a sleek armored-car graphic.

Modern ship strengths are totally ... DIFFERENT!! :goodjob: Destroyers easily represent EARLY successors to the wooden frigates & coastal ironclads. This is an elegant solution, avoiding adding numerous generations of naval units to the game. I DO have a slight issue (reality wise) with the guided missile cruiser strength (8 Harpoon missiles, 2 5-inch guns) vs. the battleship: a cruise missile wouldn't hold a candle to the sheer POWER of a single 16 inch (40 cm) round, considering the defending armor involved (7 to 20 inches on the USS Iowa, vs. very little (almost none) on a guided missile cruiser). A battleship however, due to the present cost of oil, would be extremely expensive to operate, unless it was nuclear powered.

I was quite surprised as I was exploiting my privateers, then found that naval units are not eligible for the blitz promotion. Puzzled that a submarine is stronger than a destroyer by 4.

Oh NOoo! Back to the old (high) inflation rates.

In BtS 3.17, the worker command to Preserve Forest is 'SHIFT-F'. HB has it as just 'F', and I found myself accidently converting lumbermills to forest preserves while I was supposed to be just sitting there on standby. Had to make sure I fortified them on non-forest tiles.

Free Religion: is the only advantage supposed to be +10% science, with even less happiness than having a state religion?

When I am conquering another's territory (HEY, he attacked me FIRST! :) ) I am finding their unhappiness is mainly based on excessive drafting. Could the drafting unhappiness be reduced (and/or cost less population) and somehow be coupled with causing greater war weariness effects? Unhappiness caused by drafting for FOREIGN (ala Vietnam) wars sounds good.
 
I've hit a CTD "crash to desktop" with this mod as well. I can post the save game if it helps.

This was a lot of fun ... a little disappointed I crash out.
 
Thanks for all the feedback, everyone.

@Sir 37mm: Thanks for posting the game; I'll look at it.
@Jatta Pake: Please post your game as well: I can't seem to track down this persistent CTD (I've had it in my own games, too), so anyone who's having one, please post your game so I can figure it out (very frustrating, as past versions of HephMod have always been pretty stable!).

@Jaybe: Thanks for all your comments. Let me see if I can address some of them:

Naval interception is best accomplished by having ships out in the open sea as spotters -- I usually try to build a web of such ships around key areas of coastline so that you can keep watch on the open seas. I may scale back the naval movement increases, as several people seem to be frustrated with this, but they will remain at least x1.5 vanilla movement rates. Facetiously or not, I feel that vanilla speeds nerf the utility of naval forces until quite late.

The AI LOVES to draft and draft and draft -- this has been a problem that I've noticed as well. I may reduce the unhappiness caused by drafting to 2 rather than 3, though at the moment, sadly, Inquisition unhappiness uses the conscript unhappiness function (and -3 is where I want it for Inquisitions, because it makes you choose more short term unhappiness over more long term unhappiness).

Free Religion: yes and no. Free Religion gives you +10% science, +1 happiness per non-state religion, and, though no tooltip or civilopedia entry will tell you this, when you have no state religion you get the global commerce benefits of EACH religion in the city. Considering that in HephMod these benefits are substantial, Free Religion is a lot more powerful than it appears on the surface (this is probably one of those things you'd like to see better documented ;)). In terms of happiness, it depends on how pluralistic your society is: a city with organized religion will get +1 happiness for having its state religion and -2 unhappiness for each non-state religion, while a city with free religion will essentially get -1 happiness per religion in the city, so a city with organized religion with the state religion and two non-state religions would have -3 unhappiness, while the same city under free religion would have the same unhappiness, but get the science bonus and the global commerce benefits of all three religions. Under organized religion, a city without the state religion but with a non-state religion would get -2 unhappiness, while the same city under free religion would get -1. So it very much depends on your circumstances.

Inflation rates: this was an oversight, now fixed (well, now fixed for me, will be fixed for you in the next update, in which I hope also to address the emergent civ Champion issue); forest preserve keystroke will be updated as well. I missed a few things in the transition to 3.17.

Civs imploding: this is part of the revolution mod's functionality, and finding the right balance so that you will see new civs emerge from computer players but so the AI isn't a pushover because of constant internal dissent is a consistent challenge. I nerfed the revolution index (the accumulation of points that determines the likelihood of a revolution) for the computer by 2/3, and I think the balance is pretty good at the moment. If you'd like to nerf it more, go to the config file and find the numbers for RevIndex and change where it says .33 to whatever percent you feel would work better.

Um ... I think that covers the major issues. Oh, yes, relative naval strengths will be changed, too -- thank you for your educated suggestions in this area.
 
I seem to be unable to continue this game past the next end turn... I thought i'd post the save file, in case it was due to the mod

I did find the trouble. The Ottoman Sultanate was in anarchy the turn of the crash, so I eliminated them altogether in the worldbuilder and, lo and behold ... no more crash. This makes me think there may be something screwy with the Revolution mod or the way that mod is interacting with my mod.

I've seen this kind of crash in games where the Choose Religion option is used, but in your game all of the religions have already been founded, so I can't see how that would be the problem.

Well, the bug elimination quest continues ...

Here's your saved game sans the Ottoman Sultanate if you'd like to continue it:
 

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Heph, concerning documentation:
Just referencing an online source would be adequate. For instance, I just discovered the Civ4 - Revolution Modpack forum, and as long as you haven't dramatically changed things from those parameters, it works for me.
 
Unique religious shrines: each religion's shrine has unique local and global effects, both positive and negative (based on Sevo's old Faces of God mod, but toned down quite a bit -- still, each shrine is a powerful wonder); shrines are tagged "nevercapture," so conquering a city with a shrine will destroy that shrine and you will have to rebuild it yourself if you want its benefits (and can deal with its penalties!); shrines can only be built if your state religion matches the shrine's religion; inquisitor persecutions likewise destroy the shrine when they destroy the holy city (or they ought to, anyway, let me know of they don't!).
... or is it just TANSTAAFL*

I took the Jewish Holy City, and I had noticed a few dozen turns before that the Temple of Solomon had been built. I had converted to the great (financially & scientifically beneficial) Jewish religion some time ago. The bleepin' Inca must have been a bunch of schiz's, because they destroyed the shrine rather than let me take it.

"Oh well, have to get a great priest to rebuild it," I say to myself. So I do. So I do NOT! S'NOT available to build (I have become SO psychologically dependent on having my profitable shrine :( ). Does it require a different great person? Or am I just SOL?
:lightbulb: Could I just look in the pedia to find out???

--
While usually going the Confucian route, these last couple (HB) games have had me accidentally founding the religion of the golden Buddha (gheez, could that be Buddhism?) :) , which I have just found to have changed tech requirements ... no WONDER why I get it. Of course, if there is another religion already available the Buddhism gets quite neglected, as I have converted to that other religion, and I will have few Buddhist monasteries by the time Free Religion rolls around. Will probably never get that Buddhist shrine (I presume I need to have Buddhist state religion to build it).


ADDENDUM: Just looked through the CIV4BuildingInfos file: Need an engineer for Solomon's shrine (pedia says prophet), artist for the Buddhist one.


* TANSTAAFL: (read Heinlein's The Moon is a Harsh Mistress). There ain't no such thing as a free lunch.
 
Here is another game that CTD after a specific turn. I hope it helps you find the cause because I really enjoy your mod. And if possible could you also fix my game?
 

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