[FULL] Putmalk's Ancient World Discussion Thread

Catapult should get a penalty against units to balance things out

Are catapults currently unbalanced in that regard? Are they too strong? I didn't get that feeling when I was using them.
 
Hi Putmalk,

Excellent work. Your Ancient World Mod is brilliant. I like what you've done with the tech tree and social policies and the thought you have put into each new civs units as well as the art work and general package of the mod. I'm loving those Celtic Headhunters (well sort of as I'm playing against them). My favourite way of playing Civ is to remain in the Ancient/Classical era so this is right up my street. I play on a Mac, so this might be the reason, but when I select one of your maps I don't get the 'load scenario' option. So I have not played any of the scenarios. Instead I played as the Romans on an Inland Sea map and everything seemed to work fine (no crashes:goodjob:). I was using Version 8. (I had tried version 7 but then it wouldn't reload which was something I think you have dealt with). One thought I did have was there seems to be a lack of culture buildings/policies later on in the game. Plenty for gold and happiness but not so much for culture but I need to keep playing as I have not yet finished the game so that might all change. I just wanted to say good work and keep it going. Thank you.
 
Hi Putmalk,

Excellent work. Your Ancient World Mod is brilliant. I like what you've done with the tech tree and social policies and the thought you have put into each new civs units as well as the art work and general package of the mod. I'm loving those Celtic Headhunters (well sort of as I'm playing against them). My favourite way of playing Civ is to remain in the Ancient/Classical era so this is right up my street. I play on a Mac, so this might be the reason, but when I select one of your maps I don't get the 'load scenario' option. So I have not played any of the scenarios. Instead I played as the Romans on an Inland Sea map and everything seemed to work fine (no crashes:goodjob:). I was using Version 8. (I had tried version 7 but then it wouldn't reload which was something I think you have dealt with). One thought I did have was there seems to be a lack of culture buildings/policies later on in the game. Plenty for gold and happiness but not so much for culture but I need to keep playing as I have not yet finished the game so that might all change. I just wanted to say good work and keep it going. Thank you.

There are no scenarios attached to the Variety map packs...they're for random games. The only scenario is Putmalk's Mesopotamia which does not need you to "Load Scenario".

I am aware of the culture problem. I haven't been actively modding since the Version 8 release but Version 9 will contain massive changes to the culture game that will make Culture game possible.

Thank you for your feedback and I'm glad you are enjoying. :D
 
Work is about to begin on a new patch. I look forward to sharing the details with you guys soon.

Most likely I will host this mod on another website (I guess not megaupload :P) but the issue may remain with them taking down my stuff. We'll see if that continues, if it does, ModBuddy would be my own escape out of that. XD

I can confirm that the new patch will reintroduce Stonehenge (albeit a different effect) and include tons of culture changes.

Here are the patch notes for the new patch. I would include more but I need feedback from you guys on what changes you'd like to see in the mod.

Putmalk's Ancient World Version 9 said:
Balance
  • Platonic Academy now increases tech boost granted by Research Agreements by 10%
  • Sphinx cost reduced to 185
  • Pythagorean Theorem also increases Research Agreement tech boost by 50%
Bugfixes
  • Philosophy branch now correctly provides bonuses to the Academy
  • Great Lighthouse now correctly increases Culture by 2
Crash fixes
  • Hannibal's trait has been changed. Naval unit movement increased by 2 (including embarked units). Embarked units can defend themselves.
Gameplay
  • Culture has received a heavy balance pass and now completely different in almost all aspects
  • Monument now grants +2 Culture
  • New building: Sculpture: +3 Culture, 2 Maintenance
  • Temple now grants +4 Culture, Maintenance increased to 3
  • Church removed from the game.
  • Stonehenge has returned and now requires Mysticism. +2 Culture, Social Policies cost 10% less.
  • Temple of Artemis moved to Polytheism. Cost reduced to 300, now increases Culture in all cities by 25% and awards an Artist Point
  • Parthenon moved to Aesthetics. Cost increased to 450, now increases Great People generation rate in all cities by 25%, and a free Great Artist appears in the city in which it was built. Awards an Engineer Point.
  • Priesthood now grants +2 Culture for the Temple of the Gods
  • Polytheism Opener now gives +2 Culture for every World Wonder, and increases build time of culture buildings by 25%, up from 15%.
 
Enjoying your work Putmalk...:goodjob:
So far no bugs or anomalies to report, but if indeed I come across any you'll know soon enough :scan:

Cheers, good continued luck!
 
Enjoying your work Putmalk...:goodjob:
So far no bugs or anomalies to report, but if indeed I come across any you'll know soon enough :scan:

Cheers, good continued luck!

Thank you, and I'm glad you're enjoying it. :D
 
Another update.

I have been working on the blueprint of the Assyrian civilization. Here's what I got so far, feedback welcome:

Assyria
Leader: Tiglath-Pileser III
Trait: +1 Sight for Mounted Units, Double Quantity of Horse resource

Unique Unit: Heavy Chariot
Combat: 4
Ranged Combat: 7
Move: 4
+25% vs. Melee Units

Unique Unit: Paired Horse Archer
Combat: 8 (+3)
Ranged Combat: 10 (+2)
Move: 4
Range: 2

The Assyrian's most powerful combat tool was their cavalry force. Thus, their unique units and trait focus on their mounted capability, like the Mongols.

In addition, I've been working with scripting lately (nothing civ related), but I think I have a grasp on how it all works. With that in mind, I'm going to try my hand at LUA again, and see if I have a second scenario in me (Rise of Assyria) to accompany this scenario. Most likely this scenario will also be DLC exclusive, but it's completely optional. We'll see, this is not set in stone yet.
 
One thing that could be changed is that lumbermils come verry late and usally you don't have that much mountains on some maps
 
I like what you've done with the Assyrians so far, but was wondering if the trait needed something extra? If so, how about all mounted units being unimpeded by terrain?

One other thing; don't know if you're aware of this thread in the Civ III C&C forum. The download contains a lot of city lists - including Assyria - and is useful to have. I've found that when converting stuff from Civ III to Civ V, one thing that doesn't change is historical information :mischief:!
 
Thanks for the information, Rob. I was gonna use the city lists from Ancient Mediterranean Civ Pack but we'll see. Appreciate any help.

Also, in the next patch lumbermills will now come at Metal Casting.
 
I would include more but I need feedback from you guys on what changes you'd like to see in the mod.

Then how about a longer lasting first age, meaning something like this: :lol: You know me. ;)

Improved chariot warface.
Not sure how exactly it should/can be done, but a chariot with double attack (or - better - a chariot wich is able to move away after attack) jumps into my mind. This could be some kind of promotion, given to new built chariots by a building/nat. wonder (chariot workshop?) or a new *improved* chariot between chariot and horse(men).

A generic Caravan unit would be nice as well. Could use the donkey unit from single units settler set. Maybe it should be a unique unit so only one unit per Civ at the time will be possible. Working like Great Merchant, but it is not able to build tile improvement nor starting GA of cource.

And... I would love, if Generals becoming better after some battles. For example with adding a medic promotion or giving better attack% to surrounded units then. Since generals dont fight themself, its probably hard to do? No idea how to do, one possible workaround meight be a free promotion, given like the optics promotion to all generals that move ... hm... into the city with Heroic Epic/Palace(!) or Training Ground/Military Academy/... or with whichever building.
 
I love your mod so far, it seems really cool :)

I am eagerly waiting for a Mediterranean scenario, though! :D
 
Hi guys, I'm still slogging along with the Assyrians. :P

A lot of new units have been coming out recently, and I want to import them into the mod. My first one will probably be the recently-made Assassin. I'll include a new technology like Stealth or something. I'll do some research just to make sure that spies and stuff were actually used in the ancient world combat.
 
Sorry if this is a dead issue (or if I'm putting this in the wrong place). Playing as Sumerians with No DLC version, newest patch, and have a CTD. Deleted the Embark line in Carthage (not sure if that was the issue), but still have a CTD. I believe I read that I need to start a new game, but figured I'd see if someone could take a look.

Not a big deal, just really enjoying this mod.

Thanks
 

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Sorry if this is a dead issue (or if I'm putting this in the wrong place). Playing as Sumerians with No DLC version, newest patch, and have a CTD. Deleted the Embark line in Carthage (not sure if that was the issue), but still have a CTD. I believe I read that I need to start a new game, but figured I'd see if someone could take a look.

Not a big deal, just really enjoying this mod.

Thanks

I believe you have to reset in order for the changes to take effect.

No point in me looking at that file, because I have the Denmark DLC which fixes the error. Sorry. :(

AFAIK, nothing else should be causing a CTD.
 
Thanks for the heads up. Just to show the scale of my stupidity, by reset you mean start a new game w/ the Embark line removed (or replaced)?
 
Just finished a game on standard speed, Mediterranean map, playing Hittites. I had no crashes and it ran smooth. I liked the tech tree and the wonders. I thought it was a lot of fun and will probably start another game tonight. Thanks Dude :goodjob:
 
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