Ancient Mediterranean Map (for TAM)

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please for the love of Tanit and Ba`al Hammon

Qart-Hadasht Qart-Hadasht Qart-Hadasht Qart-Hadasht
 
So i was thinking if i should make a new thread for this and i probably will. still i think your mod would be the first mod that could benefit from this idea.

i would strongly argue that the mode of research as it is handles in Civ 4 is not aplicable to "Era" spanning mods. like yours.

A limited era project, similar to the "Greek World" mod that shipped with the game really really does not do well in terms of technology. Sure you can see something like "Nuclear Fission" somewhere in the tech tree, yet it will take a million turns to research and you only have soo much of land to conquer

The "American Revolution" mod is even worse.

You can not even access the research screen in that scenario.
It is limited to 100 turns total, and there was no drastic change in technology there.

However taking out research completely makes the replayaility of the mod virtually null

So here is my proposal

A number of technologies and appropriate buildings would need to be disigned to simulate era appropriate buildings that add incremental functionality to the cities. Similar to what medieval total war and Rome total war do with their research/building cues.

in there both are combined. which in not required for the concept to work

Technologies / Buildings

-Spearmaking (tech) Allows to build the building ("Spearmaker ) which allows to train spear troops.
-Horse domestication - allows Stables allows to train better horses suitable for warfare.

if both buildings are built you can build either spear cavalry or chariots. Chariots might require Smihy

-Axe Smith (Allows to build Axemen)

Also building upgrades would allow to use promitions creatively as they coudl be tied to a building

Build "College of Medicine" and all troops could either get the healing promotion or you could build specialized medical units. although this is for late eras. this promotion would be free and not require experience to be spent

Muster field woudl allow to train basic troops and would be a prerequisite for barracks which allow to build better troops and would be a prerequisiste for royal barracks.
 
TAM was (and still is) my favorite mod. I would be happy to help out. I've spent the last days exploring the XML structure of Civ4 by working on an Israeli mod which im kinda using to gain some experience with moding in Civ4. Next step is phyton which doesn't look to bad either. So if there is any way I can help out with TAM let me know. I'm already bored with tanks and airplanes - I need TAM :).
 
Hey Thamis,
Where did you get your map? Can I get a copy of the whole world?
 
Could someone explain to me how to add the starting locations for specific civs? I try to do it in the worldbuilder but I never get the right civs, like I have 8 civs on the map and they are not always the right ones. How can I get all 18 on the map? Or how can I switch civs in the worldbuilder?
 
Map and Mod are working great! Thanks! Can't wait for it to get more "TAM-ish" Once I start to get the hang of modding Civ4, I'll probably use this map for a game of Napoleonic era civs. I've seen a Turksh mod, it would be cool if someone did an Austian mod using George Washington.
 
Actually I will start out by converting the old TAM mod for CIV3 to CIV4. There are 4 eras, all of which are in the ancient times, only ancient techs, buildings, and units. Each CIV also has a specific advantage.

I will then add in things that use the new possibilities of CIV4, such as religions. Don't worry, it won't be a boring no-research mod. :-)

userqwerty said:
So i was thinking if i should make a new thread for this and i probably will. still i think your mod would be the first mod that could benefit from this idea.

i would strongly argue that the mode of research as it is handles in Civ 4 is not aplicable to "Era" spanning mods. like yours.

A limited era project, similar to the "Greek World" mod that shipped with the game really really does not do well in terms of technology. Sure you can see something like "Nuclear Fission" somewhere in the tech tree, yet it will take a million turns to research and you only have soo much of land to conquer

The "American Revolution" mod is even worse.

You can not even access the research screen in that scenario.
It is limited to 100 turns total, and there was no drastic change in technology there.

However taking out research completely makes the replayaility of the mod virtually null

So here is my proposal

A number of technologies and appropriate buildings would need to be disigned to simulate era appropriate buildings that add incremental functionality to the cities. Similar to what medieval total war and Rome total war do with their research/building cues.

in there both are combined. which in not required for the concept to work

Technologies / Buildings

-Spearmaking (tech) Allows to build the building ("Spearmaker ) which allows to train spear troops.
-Horse domestication - allows Stables allows to train better horses suitable for warfare.

if both buildings are built you can build either spear cavalry or chariots. Chariots might require Smihy

-Axe Smith (Allows to build Axemen)

Also building upgrades would allow to use promitions creatively as they coudl be tied to a building

Build "College of Medicine" and all troops could either get the healing promotion or you could build specialized medical units. although this is for late eras. this promotion would be free and not require experience to be spent

Muster field woudl allow to train basic troops and would be a prerequisite for barracks which allow to build better troops and would be a prerequisiste for royal barracks.
 
Ariks said:
TAM was (and still is) my favorite mod. I would be happy to help out. I've spent the last days exploring the XML structure of Civ4 by working on an Israeli mod which im kinda using to gain some experience with moding in Civ4. Next step is phyton which doesn't look to bad either. So if there is any way I can help out with TAM let me know. I'm already bored with tanks and airplanes - I need TAM :).

Since I don't have the final version of the game yet (waiting for Firaxis to ship it to me), you are free to work on whatever you want.

I think the easiest thing to do is to take the TAM-C3C civilizations and implement them in TAM-CIV4. That's probably the easiest part of the process, and it doesn't really require us to think about any unit values or tech costs, etc.

Oh, and the best thing you could do immediately is to just fix the starting locations on this map in WorldBuilder. ;)

Thanks for offering help!!!
 
thamis said:
Would it be possible for you to send me your version of this map with Carthage in and the correct starting locations?

email: write (AT) jan (DOT) vandercrabben (DOT) name

You can download them at:

Map: http://forums.civfanatics.com/showthread.php?t=138404
Mod: http://forums.civfanatics.com/showthread.php?t=139107

I can't send over 500kb (for the mod) at a time, and I rarely check my personal e-mail. PM, if you have more questions. I'm compiling a sort of guide at the moment, and will post it here on civfanatics and on that new wiki page.
 
One more request. Could you please use all 2-D leaderheads for us old timers with slower graphics cards? My system is really starting to bog down around 1800AD. I'm thinking about going in and taking out the English, Arabs, and Spanish to improve turn speed. I guess what I'm asking is to please keep this in mind add playable ancient civs to your mod.
 
Just curious, why not include the Brittish isles in your map? After all, Rome did conquer them up to Hadrian's wall and a little north of that! Bath and other places in England are good reminders of the fact that Britannia was at least until the Vth century part of the Empire!
 
Here's a vote of encouragement. I loved the last version of TAM. Good luck with this next one. I'll be waiting eagerly.
 
I had a look at the map you have posted in the start of the thread and played my way through the opening stages of one game (while editing the map to start as Rome in the correct geographical position). So much of your last mod was the gameplay as dictated by starting positions and rules changes that it is, of course, difficult to compare. A few thoughts that you can consider or disregard as you like.

1. Both of those wheat resources on the Po river are exactly where I liked to settle on your last map. I am relatively new to civ 4 and may not understand the game mechanics well enough yet, but to the best of my knowledge settling on a resource effectively prevents you from utilizing it. From a gameplay perspective I'd prefer those shifted, but you may want to maintain them if you feel their current locations are more "realistic."

2. The map feels smaller than your last by maybe 15 or 20%. I particularly noticed this in the Alps which feel relatively diminished. Perhaps you just chose to resize them.

I'm a computer idiot, so I can't help much with anything technical, but I'd be happy to help in other ways (testing, etc) if you have a need. I sunk a lot of hours into TAM for Civ 3.
 
I can move the resources, no problem.

I chose to make this map smaller (it is actually MUCH smaller than the Civ3 maps), because, having played CIV4 extensively the last 18 months or so, the game can get REALLY slow very quickly. I'm playing on a laptop (1 year old) and I want to be able to play the game myself. But, as in the old TAM, we'll be adding other maps soon.

Oh, and I'm gonna meet up with Soren and Sid for an interview tomorrow (and will finally get my CIV copy), any questions you always wanted to ask them?
 
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