[FULL] Putmalk's Ancient World Discussion Thread

I can post a savegame if that helps. Do you know how to find out what they really are? Some Lua code that loops through all the civs/minors and dumps unit + hex perhaps?

What is so wrong with a unit with a range of only 1? A non-ranged unit will always take damage from combat, so even a range of 1 is worth something. Besides, crossbows hadn't been invented yet!

This rolls into my overall impression, which is that right now this is too similar to a regular game of civ5. Shouldn't archers be weak, chariots very strong, and bronze weapons be most common? I know there is no copper (or tin), so maybe just rename aluminum to copper and oil to tin, and require both to build strong melee units (eg heavy spearman). It's always expectations, and I'm expecting something more along the lines of TAM (The Ancient Mediterranean mod, for civ4) in terms of techs, units, and resources from an ancient era mod.

I hadn't realized they fixed the problems that were keeping total conversions from working, so I'm very impressed at all that has been done :goodjob: It just seems to be missing some of the bronze era specific things, and cavalry (http://en.wikipedia.org/wiki/Cavalry#Origins) are too powerful, whereas it should be chariots during this time.

Good ideas about the cavalry and copper. I'll do some extra reading and make some changes for V7 (probably not the hotfix). Thanks for the feedback!

I've been playing the base version of the mod (not the scenario) and it's very stable with the hotfix changes! I'm just tweaking a few things (like placement on the tech tree) and other stuff.

The notification stuff happens because Science victory is enabled. I'm going to see if I can disable Science and Diplomatic victories by default).
 
Also figured I'd announce this since I just mentioned it in another thread.

Non-DLC version of Putmalk's Ancient World coming soon!

I understand that the DLC requirement limits potential players, and I don't want this to happen any longer. So, in order to make the mod more accessible to more players, I am going to create a non-DLC version.

Babylon will have to be removed from the non-DLC version, unless I get some skeleton artwork and template.

The non-DLC version will be released alongside the Version 6 hotfix.

I'll post more details about the non-DLC version soon. (as in, when I start making them. XD)
 
When I try to download your mod, it wont let me copy it or move it around. Says "windows cannot open this file" because it doesn't know what program it uses... Any ideas on what I need to do?
 
When I try to download your mod, it wont let me copy it or move it around. Says "windows cannot open this file" because it doesn't know what program it uses... Any ideas on what I need to do?

Windows should not be trying to open the file.

Try selecting "Save the file" and saving to somewhere you'll find it.

Then you should be able to copy the file from there.

Slightly clarified installation instructions to specify that you need to move the "Putmalk's Ancient World.civ5mod" file into the MODS folder.
 
When I try to download your mod, it wont let me copy it or move it around. Says "windows cannot open this file" because it doesn't know what program it uses... Any ideas on what I need to do?
Download it to: users/(your name)/documents/my games/sid meier's civilization 5/MODS. Then start up civ 5, browse mods and click on install.

EDIT : Sorry about the cross-post!
 
I am looking for one test member who does not have any installed DLCs on their computer. If anyone is interested in helping, PM me.

The non-DLC and hotfix are almost ready for release. However, I am going to give myself a day or two to playtest extensively and make sure everything works before releasing (to prevent this from happening again).
 
Got it working! Now to conquer Mesopotamia.

Enjoy. :) May your chariots and spearman sweep across the deserts and lay waste to your foes. :lol:

Jotting down a few thoughts for future versions here. Thoughts?

- Since Stirrup got replaced with Saddle, I was thinking of reintroducing Stirrup as a late late Classical tech (or Medieval tech?) and including a new unit: Cataphract, the strongest cavalry unit in the game.

- Using primordial stew's suggestion, I actually like Copper. I think it'll balance some of the more powerful units like Axeman, but I also will have to implement into a random map setting (to maintain playability). I also think I'll put Iron back to Iron Working - been doing some research, makes sense...

- There seems to be a reference to ancient longbows. I'll delve into this further and see if I can include them as a "heavy archer".

That's it for now. Maybe I'll post some more ideas and see if you guys like them.
 
Version 6 hotfix and non-DLC versions now released! Happy playing.

Quick hotfix for Mesopotamia available on the Mesopotamia page.

I made the decision to hold off on the Punic Wars scenario. Instead, I'll be focusing on developing some historically accurate ancient Mediterranean maps for you guys to play the game on (should you choose). Examples include: Mediterranean (full), Greece and Rome, Iberia, Western Europe, Asia Minor, Mesopotamia enlarged (this will be akin to my old map of Mesopotamia, from Beta).

By the way, if you'd like to submit a map to be included in Ancient World, you are more than welcome to.
 
The stirrup should be a Medieval tech if it's included. They weren't widely used anywhere until the late 400's AD, and didn't reach Europe/the Middle East until the 7th and 8th century.
 
The stirrup should be a Medieval tech if it's included. They weren't widely used anywhere until the late 400's AD, and didn't reach Europe/the Middle East until the 7th and 8th century.

Yup. We'll see about the Medieval Tree. I want to do something like Vanilla and have "future" Medieval techs. But I don't want to grant you Longswordsman/Knights since the time period ends at 1000 A.D. (even then, the last 500 years are just "filler years" like 2050 A.D. in vanilla). Cataphracts are still ancient era units, so their might be a new tech in Classical called "Heavy Armor" or something.
 
I liked the Idea of bronze or iron weapon upgrades (promotions) in cIV Fall From Heaven II. If you got access to iron and your old units entered your cities, they automatically received these promotions (bronze + ~10% strength, iron + ~20% strength).

The problem is obvious though: you only have certain amounts of strategic resources in ciV. However, maybe this helps to inspire you to some revolu - wait for it - tionary idea. ;)
 
nice to see the no dlc versin bassicaly not because i cant afford the dlc but they are bought only online so i dont have much trust in such deals.thank u very much.also for mesopotamia scenario why is uncomoatible?u have just to change the civ for babylon(put another not used) and the problems will be just visual
 
Preview of Mediterranean Sea, coming soon!

No scenario, playable on either version, random starts.

Few questions for those who have played the mod:

1. Are Axeman balanced?

2. Is the tech speed too slow/fast?

3. Do Axeman/Spearman obsolete too quickly?

4. Does the late game flow well?

5. Are some civs underperforming?

6. What would you like to see included in future releases?
 

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In the Civilopedia I don't see a description of the new leaders and the vanilla ones that are modified, so I can't know what is their bonus. Is the attached download just the hotfix or the whole mod including hotfix?
 
i have at last tried ur mod and it is very good.
i played the greeks and the japanese and everything is very nice.
but what if u made the hoplite come to the last era but make him the best but expensiver unit?(this is tottaly accurate.the armor was so expensive that in most times the people had to pay for their equipment and not the city) but by moving the hoplite so far it wont be accurate too.the greeks didnt changed their type of units until the byzantine empire so i think the best idea is too make two hoplites.one will be the standart in first era which can be like it is and one in the latest era more powerfull but more expensive.or u can put something like spartan hoplites.

also for the trait of city state influence i dont think it is good and accurate especialy for the ancient times because as we know every greek city was indepented they knew that they were all greeks(they were united in common goal many times ex. greecopersian wars,alexaner the great...)but most of the time they were in war with each other.
and as i saw the map this trait will make the game very unbalanced for them and because of the types of victory the trait will be uselless.so i have two opinions.
1) give greeks war bonus(hellenic honor, or something) something like +30% in friendly territory and +20% in sea combat.(historial base:the greeks fought for ther land many times and lived from the creation of first civs till today.they were a peacefull nation but if someone declared war on them they would fight to the last.the greeks said"when in peace prepere for war")also the greeks were always ready for war because they had all the time wars with each other so when a big enemy come they had an army of veterans with the best generals besst equipment best tactics and knowlege of land.the only disadvantage was that they were few.the combat bonus is because the greeks had colonies from spain to cafkasus and ukrania.from africa to france.(many said that they have gone to america because they found greek architecture and think that atlantis mentioned by greeks was america in reality)and the greeks had the best ships trieme(in vanillia every civ has trieme but this is false because till roman times it was used by greeks only)also greeks won in battles with their fleets when they were 100 vs 500 ships.
2)the second idea is to put the japanese trait because the greeks fought till the end(thermopilae....)

this is just some ideas to make the game more balanced for the greeks because in the mediterenian scenario we can see that they are surrounded by many civs from 3/4 sides so they have to have at least their real traits.
i gave ideas only for the greeks because it is the civ i have a lot more knowlege than the others

thanks for the great mod and i will be waiting for the scenario(i think it need some islands in the central agean)
 
ondreamer said:
In the Civilopedia I don't see a description of the new leaders and the vanilla ones that are modified, so I can't know what is their bonus. Is the attached download just the hotfix or the whole mod including hotfix?

Check the leader civilopedia. For example, the Lydian trait of +1 Gold for every Trading Post and Trade Route is listed under Gyges in the civilopedia.

PAVLOS_GR300 said:
i have at last tried ur mod and it is very good.
i played the greeks and the japanese and everything is very nice.
but what if u made the hoplite come to the last era but make him the best but expensiver unit?(this is tottaly accurate.the armor was so expensive that in most times the people had to pay for their equipment and not the city) but by moving the hoplite so far it wont be accurate too.the greeks didnt changed their type of units until the byzantine empire so i think the best idea is too make two hoplites.one will be the standart in first era which can be like it is and one in the latest era more powerfull but more expensive.or u can put something like spartan hoplites.

also for the trait of city state influence i dont think it is good and accurate especialy for the ancient times because as we know every greek city was indepented they knew that they were all greeks(they were united in common goal many times ex. greecopersian wars,alexaner the great...)but most of the time they were in war with each other.
and as i saw the map this trait will make the game very unbalanced for them and because of the types of victory the trait will be uselless.so i have two opinions.
1) give greeks war bonus(hellenic honor, or something) something like +30% in friendly territory and +20% in sea combat.(historial base:the greeks fought for ther land many times and lived from the creation of first civs till today.they were a peacefull nation but if someone declared war on them they would fight to the last.the greeks said"when in peace prepere for war")also the greeks were always ready for war because they had all the time wars with each other so when a big enemy come they had an army of veterans with the best generals besst equipment best tactics and knowlege of land.the only disadvantage was that they were few.the combat bonus is because the greeks had colonies from spain to cafkasus and ukrania.from africa to france.(many said that they have gone to america because they found greek architecture and think that atlantis mentioned by greeks was america in reality)and the greeks had the best ships trieme(in vanillia every civ has trieme but this is false because till roman times it was used by greeks only)also greeks won in battles with their fleets when they were 100 vs 500 ships.
2)the second idea is to put the japanese trait because the greeks fought till the end(thermopilae....)

this is just some ideas to make the game more balanced for the greeks because in the mediterenian scenario we can see that they are surrounded by many civs from 3/4 sides so they have to have at least their real traits.
i gave ideas only for the greeks because it is the civ i have a lot more knowlege than the others

thanks for the great mod and i will be waiting for the scenario(i think it need some islands in the central agean)

Thank for the feedback. :)

A few things:

1. Japanese don't exist in my mod. Are you referring to another civilization here?

2. Trait/leader rebalancing coming soon. The Greek trait was a leftover from Ancient Mesopotamia's Beta, and it looks like the Medians are underpowered. I will be changing a few things around. I do think the Phoenician trait, Babylonian trait, and Hittite traits are quite nicely balanced, however. I would like more feedback on this.

3. I could move the Hoplite to something like Heavy Spearman, but I'll have to see.
 
Preview of Mediterranean Sea, coming soon!

No scenario, playable on either version, random starts.

Few questions for those who have played the mod:

1. Are Axeman balanced?

2. Is the tech speed too slow/fast?

3. Do Axeman/Spearman obsolete too quickly?

4. Does the late game flow well?

5. Are some civs underperforming?

6. What would you like to see included in future releases?

1) Yes. I find Spearmen kinda underwhelming though. I haven't had any AI throw many horses at me, and that makes them just become a crappier version of the axemen.

2) It seems pretty good too me.

3) No.

4) Can't answer, haven't had time to get to late game yet.

5) Phoenicia's trait isn't that great, since (at least in the game I played) I was the only civ that even built a ship, and was one of like, 3 that had naval cities. Also, I've yet to see the Mede's build more than 1 city. They usually wind up as someone's puppet pretty quick.

6) Mostly more civs and maps. Maybe a few eastern maps, like India, SE Asia, China, Japan, etc.
 
1) Yes. I find Spearmen kinda underwhelming though. I haven't had any AI throw many horses at me, and that makes them just become a crappier version of the axemen.

2) It seems pretty good too me.

3) No.

4) Can't answer, haven't had time to get to late game yet.

5) Phoenicia's trait isn't that great, since (at least in the game I played) I was the only civ that even built a ship, and was one of like, 3 that had naval cities. Also, I've yet to see the Mede's build more than 1 city. They usually wind up as someone's puppet pretty quick.

6) Mostly more civs and maps. Maybe a few eastern maps, like India, SE Asia, China, Japan, etc.

Excellent feedback as always.

Stick around soon, I'll be releasing something big and special that will improve the mod's playing experience tenfold.

The Mediterranean map is an example of one.

As for the rest?

Well, you're just going to have to keep your head on and pray to the gods for me to release it quickly. :lol:
 
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