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Go Back   Civilization Fanatics' Forums > CIVILIZATION IV > Civ4 - Creation & Customization > Civ4 - Project & Mod Development > Civ4 - The Ancient Mediterranean MOD

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Old Oct 12, 2006, 12:27 PM   #1
Laurino
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Post SOON TAM Warlords v1.0

As work is going well, I decided to ask about the features you'd want to be in v1.0 of TAM Warlords. Of course, all that will be in TAM 1.97 will be in there too. The new religion system, revamped civics, etc.

Keep it to "adjustments" in here, as other threads will be open for "bigger" changes in TAM (ie.: Civics).

As for now, I'll try to have TAM Warlords ready next week, unless there's some major problem.
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Old Oct 13, 2006, 08:05 PM   #2
Sisonpyh
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Quote:
Originally Posted by Laurino
As work is going well, I decided to ask about the features you'd want to be in v1.0 of TAM Warlords. Of course, all that will be in TAM 1.97 will be in there too. The new religion system, revamped civics, etc.
Will vassals and great generals be in?
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Old Oct 13, 2006, 09:12 PM   #3
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Of course they'l be in! Vassals and Great Generals were very important in the Ancient Mediterranean.
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Old Oct 13, 2006, 10:59 PM   #4
Quantumf8
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great news laurino! good work getting tam to warlords!!


whoop, talk about embarrasing, i had rembered drtad saying that he was working on getting TAM to warlords, my greatest apologies Laurino, I did not mean to offend!
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Old Oct 14, 2006, 01:32 PM   #5
Hypnotoad
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I noticed that 1.97 has a couple of changes with the Javalineers. Probably best to play test those. But I thought I would note that there were a number of ideas posted in the Javalineer rush thread a while ago. For example:

Palaces provide +25% defensive bonus
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Old Oct 14, 2006, 07:11 PM   #6
Avahz Darkwood
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Could y ou tweak the vassle code? For example the issues being raised about vasslization bringing you into a war with a friendly nation without the option to make a cease fire first, etc.
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Old Oct 14, 2006, 10:22 PM   #7
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whoop, talk about embarrasing, i had rembered drtad saying that he was working on getting TAM to warlords, my greatest apologies Laurino, I did not mean to offend!
I did say that I was going to help, but Laurino finished with the XML even before he released 1.97! I'll have to wait for the next version to help out.
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Old Oct 15, 2006, 01:16 AM   #8
Laurino
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Quote:
Originally Posted by Quantumf8
great news laurino! good work getting tam to warlords!!


whoop, talk about embarrasing, i had rembered drtad saying that he was working on getting TAM to warlords, my greatest apologies Laurino, I did not mean to offend!
It's good, no problem
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Old Oct 15, 2006, 01:50 AM   #9
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Since you are going to use great generals, have you removed the dumb and gimmicky hero units?
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Old Oct 15, 2006, 09:17 AM   #10
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I think Heroes and Great Generals are going to get along very well together. Heroes are great flavor units, one of many that help differentiate TAM from the boxed Warlords scenarios.
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Old Oct 15, 2006, 09:55 PM   #11
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Its just stupid using one supertough guy for over a thousand years.
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Old Oct 16, 2006, 12:07 AM   #12
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Its just stupid using one supertough guy for over a thousand years.
It's stupid that it takes a thousand years for a warrior to explore from Egypt to Persia, but just this can happen in the early game. And why do lions pose such a problem to what must be a fairly large band of warriors? There are lots of things in Civ that don't make sense like that.

I like the heros -- the give more flavor. However, I don't think their special abilities are good enough. I generally end up not attacking with them so I can use their healing -- that doesn't feel right. The heroes in Fall from Heaven are great, but more evokative of fantasy than history (they gain one XP a turn for the first hundred turns).

Perhaps they should heal just the square they are in and gain XP twice as fast as everyone else?
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Old Oct 16, 2006, 02:18 AM   #13
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I like the idea behind Army promotion for military units.

If possible, I suggest to implement a similar idea ("determination" promotion?) for civs having gems/gold/silver in their resources pool.
In ancient times, soldiers fought better if they were well payed and motivated, and several wars started to control rich mines, more then iron/copper/tin ones.

It should add more intrigue to gameplay.
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Old Oct 17, 2006, 11:58 AM   #14
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There are lots of things in Civ that don't make sense like that.
QFT. Civ simply doesn't have the capacity to be a realistic sim, and probably wouldn't be as fun if it did. Keep the heroes! In fact, add more!
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Old Oct 17, 2006, 01:06 PM   #15
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Heroes are there to stay

But the way they are now, they don't have hero stats... They merely look as field marshals, as it was written in previous posts. They will "stand out" in next versions.
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Old Oct 17, 2006, 04:13 PM   #16
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Quote:
Originally Posted by ambrox62
If possible, I suggest to implement a similar idea ("determination" promotion?) for civs having gems/gold/silver in their resources pool. In ancient times, soldiers fought better if they were well payed and motivated, and several wars started to control rich mines, more then iron/copper/tin ones.
IIRC one thing like that is in the Chinese Unification scenario in Warlords, the Standing Army civic which is something like +2 EXP for all new units, but cost 2 per military unit.
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Old Oct 19, 2006, 01:43 PM   #17
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Short question:

Is it possible to have Civ Warlord installed and still play TAM Non-Warlord version?
Since i only play TAM when it comes for Civ4 i did not test Warlords yet, i will when TAM Warlord will be released though :P
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Old Oct 19, 2006, 03:18 PM   #18
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Yes it's possible, when TAM is loaded, Civ4 will start instead of Warlords.
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Old Oct 20, 2006, 12:07 AM   #19
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Laurino, let me know if you need help with the next version of TAM. I have some Python code to convert to WL, and I should also fix the Merchant Vessel issue once and for all.

PM me, or email me, and let me know your plans and how I can help out.
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Old Oct 21, 2006, 05:07 PM   #20
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Any update?
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