Hephaistion
Warlord
Beta B has been uploaded (see first post for link)
@Jaybe: Thanks for the input. I hadn't considered the problem of scale in number of units allowed (I always play standard size maps, so I always think of balance in the same terms). I would LOVE to see the proportional system you mentioned implemented -- I can't see how one would do that without some really original Pythoning that is beyond my capabilities (if you see anything out there in civworld that does something LIKE THAT, please let me know, as I might be able to work it out if I had a good starting point and some advice from the codeheads). I wouldn't have a problem starting national units with doctrine promo level 1, but since the doctrine system is already in place, I wouldn't want to give those units any additional abilities (though I would like to shop around for some cool graphics to represent elite units).
I'll be out of commission for a while now (away from computer, busy with personal stuff), but I wanted to get out the current version out to you folks for more playtesting. I haven't seen a crash in many moons, and this update is mostly tweaking and balancing and minor bug hunting, though I've added in all the guild wonders that I want in there (more would be unbalanced, I think) and a handful of modular resources (just take them out if you don't want them). This is a stable build that is well-balanced, I think ... not long now before the full release.
Spoiler :
HephMod Beyond Changelog
January 6, 2010
***** BETA B *****
Updated RevDCM to version 2.61
Civics RevIndex changes
Added 3 more guild wonders (for a total of five)
Added Coffee, Clay and Timber (+25% production bonus to age of sail naval units) resources
Fixed Blitzkrieg and Power Projection Promo Trees; nerfed Imperial Glory, Holy Fervor, Trained Archers and Trench Warfare a bit; Power Proj changed to incorporate strength bonuses because AI doesn't use them
Reduced chances of top three hero promotions occurring (same chance for getting a hero promo, but more likely to be Exceptional or Extraordinary)
Drill promotions now reduce upgrade cost [thanks Winston]
Interception promos now give a bonus vs. Helicopter units
Reduce Napalm promo bonus vs. Gun units to +50% from +100%
Fixed Ranged Bombardment
Ancient, Medieval and Renaissance doctrine promos each increase upgrade cost +10% [thanks Winston]
Trench warfare now obsoletes with Industrialism
Macemen require Iron (not Iron OR Copper), signifying late Antique/Medieval advances in armor
Aggressive trait now gives Combat I to melee and ARMOR units
Cannon strength increased to 9 and Gun+ adjusted to 30%
IDW Emergency Draft only affects cities of 6 or more population
Professional Army now gives +4 xp; standing army and nationhood now give +25% GG each; Mercantilism -50% distance maintenance
Helicopters now start with Amphibious (they were getting penalties for attacking across a river)
NEW NEGATIVE TRAIT FEATURES: each trait comes with a corresponding negative effect, generally half as potent as its positive counterpart
January 6, 2010
***** BETA B *****
Updated RevDCM to version 2.61
Civics RevIndex changes
Added 3 more guild wonders (for a total of five)
Added Coffee, Clay and Timber (+25% production bonus to age of sail naval units) resources
Fixed Blitzkrieg and Power Projection Promo Trees; nerfed Imperial Glory, Holy Fervor, Trained Archers and Trench Warfare a bit; Power Proj changed to incorporate strength bonuses because AI doesn't use them
Reduced chances of top three hero promotions occurring (same chance for getting a hero promo, but more likely to be Exceptional or Extraordinary)
Drill promotions now reduce upgrade cost [thanks Winston]
Interception promos now give a bonus vs. Helicopter units
Reduce Napalm promo bonus vs. Gun units to +50% from +100%
Fixed Ranged Bombardment
Ancient, Medieval and Renaissance doctrine promos each increase upgrade cost +10% [thanks Winston]
Trench warfare now obsoletes with Industrialism
Macemen require Iron (not Iron OR Copper), signifying late Antique/Medieval advances in armor
Aggressive trait now gives Combat I to melee and ARMOR units
Cannon strength increased to 9 and Gun+ adjusted to 30%
IDW Emergency Draft only affects cities of 6 or more population
Professional Army now gives +4 xp; standing army and nationhood now give +25% GG each; Mercantilism -50% distance maintenance
Helicopters now start with Amphibious (they were getting penalties for attacking across a river)
NEW NEGATIVE TRAIT FEATURES: each trait comes with a corresponding negative effect, generally half as potent as its positive counterpart
@Jaybe: Thanks for the input. I hadn't considered the problem of scale in number of units allowed (I always play standard size maps, so I always think of balance in the same terms). I would LOVE to see the proportional system you mentioned implemented -- I can't see how one would do that without some really original Pythoning that is beyond my capabilities (if you see anything out there in civworld that does something LIKE THAT, please let me know, as I might be able to work it out if I had a good starting point and some advice from the codeheads). I wouldn't have a problem starting national units with doctrine promo level 1, but since the doctrine system is already in place, I wouldn't want to give those units any additional abilities (though I would like to shop around for some cool graphics to represent elite units).
I'll be out of commission for a while now (away from computer, busy with personal stuff), but I wanted to get out the current version out to you folks for more playtesting. I haven't seen a crash in many moons, and this update is mostly tweaking and balancing and minor bug hunting, though I've added in all the guild wonders that I want in there (more would be unbalanced, I think) and a handful of modular resources (just take them out if you don't want them). This is a stable build that is well-balanced, I think ... not long now before the full release.