TAM 1.99B released

Can you remove the limit on how many XP points a unit can receive from Barbs?


I've got a whole slew of ideas in process that incorporates gaining more XP from Barbs.... personally I think that the civs that have to face the endless hordes deserve a far greater reward than at present.

I'm actually hoping to see the early part of the game become more about survival than expansion.
 
It's better to start small, then go big. I would hate to see a barb-heavy Carthage become impossible to crack by Rome.
 
That's about balancing though..... and Carthage has to survive it first. Rome might not get the extra experienced troops early on, but it still has the Legionary to rely on.

Anyway, that's the Med map scenario you are talking about (I tend to use it as a reference point too) ..... however, the primary idea is to balance it as a mod first, and then deal with the scenarios accordingly.
 
I dunno, when the title is "The Ancient Mediterranean", the scenario you're modding is rather specific.

EDIT: Granaries should give +1:health: for Flax.
 
I'm not sure that you understood what I meant. :)

"The Ancient Mediterranean" is being designed as a frame. Thus, as many people do, you can play it on a random map. The kind of balancing you need to achieve needs to work on random maps. The frame can then be used to "hang" scenarios from it.

For scenarios, you can balance things to specifically adhere to the constraints of that scenario. The Ancient Mediterranean Small/Normal/Huge maps are all scenarios, just as the Fertile Crescent and Magna Graecia are. The constraints of the Ancient Med scenario is, for example, the safe inner and dangerous outer med and the relative risk v reward of civ locations.

Thus, the removal of the xp cap would be for the mod frame itself and balanced accordingly, then you could further balance the current Ancient Med scenarios to ensure that while Carthage and Egypt, Persian and Media get a significant reward from their barb killing centuries, it doesn't overpower them against the other civs.
 
"The Ancient Mediterranean" is being designed as a frame mod.

Really? Because every post I've seen by Thamis and Laurino indicates that this mod is restricted to the 3000BC-400AD time frame centered around the Mediterranean Ocean. However, if you could show me where they have said otherwise, I would stand corrected. :p
 
You'll just have to trust me.... I have direct replies from Laurino in MSN and on the Tam Dev board to "support" what I am saying! ;)

Just look at the other 2 scenarios to get my drift..... and also the new thread regarding potential scenarios..... once the mod is "done" we are looking to evolve scenarios from it.... obviously it is going to be associated with the ancient world - I was not disputing that.... but I was trying to impress upon you the idea that it is not simply constrained to the current ancient med map... that is, by definition, a scenario.
 
@whitefire

Nice knowing that you are a TAM fan.

I sure agree with you about the Babylonian archer, though I am actually the kind of guy who goes up to bronze working to get spearmen quite early. In TAM I am not in haste for improvement specific techs. They take too long and barbs would already be at door so early.

One thing you brought about is mentioning the great wall. Hopefully we won’t have it in TAM. This is something that I was actually going to suggest on tamdev board as we prepare for BTS version.

Other things that we will need to deal with when working for BTS are great generals, and the corporations system. I like the idea of implementing heroes as special great generals. I also would like heroes to be acquired through a different process maybe as a result for building a shrine as defenders of the faith, or by building a special national wonder for each civ.

About implementing the RFC settlers’ maps idea in a scenario for TAM, this is actually one thing that I discussed with Laurino. In fact we were talking about more of RFC than just settlers’ maps. Including starting dates, stability system, and the plague. So of course any help you offer (even if little as I know you are quite loaded) will be much appreciated.
 
Ahhh I finally grasped what you meant by the RFC Settlers map.... slow today I'm afraid.... and I am very glad that is a step closer to being implemented.... it would really help with authenticity. When balancing between fun and history.... fun must come first, but if there's a nice little guiding hand to make it historical too, then I am all for it. It's going to be a bugger to research though! :D

Still, I guess the mod comes first before working on the scenarios! :)
 
@ Whitefire:
I played with your Bab Archer strategy once, and decided to leave Babylon to the AI. I was too tempted to grab a huge chunk of land too quickly.

@Spearthrower:
Regarding the Bab Archer, I'd like to suggest that they act like a protective civ in terms of their UU as per vanilla civ 4. Meaning, ok, give them the +1 str, but rather than the +15 vs. cities, give them the city garrison and drill 1 promo. This makes them a strong city defender, but also a potential conquest unit, but just less effective then as built now. Is this doable?

Regarding England and Stonehenge:
I agree, but only in the context of the Huge Med map scenario. (I think that's the instance you were discussing anyway.)

Personally, it's hard for me to consider playing this mod outside of the pre-made maps. I never get a random game that approaches the fun factor associated with the pre-made maps.

Concerning BtS:
I agree with doing away with the Great Wall when this moves to BtS. However, I would love to keep the espionage and corporate elements (if possible-Rome, Greece, and the Phonecians all used some early form of corporations in managing their economic empires...and we all know that spies and assassins were running around in the classical era.)

Concerning the AI:
On Monarch level, the AI does indeed rush for Spearmen for city defense in my games. I have even seen some civs go for Chariots as an active defense approach. I believe that some civs tend to make better choices than other civs, regarding their military. Phonecia, for example is like 9/10 times likely to play itself like a builder, and hence usually is slow going on defensive units. All that keeps me from taking them out early is the impact to my economy. Hittites love their chariots, but on the flip side, they don't put spearmen in their stacks to protect them. Greece seems to act appropriately.

I wonder if the AI isn't too focused on their hero unit? I also wonder whether BtS will fix some of the above issues.
 
I would eliminate the XP max for barbs. Its silly to me to have a cap since they still can kill your units and in some cases pose a huge risk to your civ.
 
I would eliminate the XP max for barbs. Its silly to me to have a cap since they still can kill your units and in some cases pose a huge risk to your civ.

I have brought this point up already - as far as I know, there will be some kind of change on this subject in the next version. Exactly how far has not been discussed, but the cap certainly needs to be raised. It makes very little sense to gain exp for killing 1 ai soldier and not another.

However, as I said already - Barbs need more troops and ones that become tougher. Killing tribal warriors becomes way too easy.

I've got a lot of ideas for terrain and barbs that I hope to see start being implemented in the future (for BtS version) that should make the early survival game a lot more interesting, challenging and realistic.
 
TAM needs a settlers map like RFC has. I am willing to help out with the creation of one. However, I will not take responsibility for the entire project.
i would be glad to donate the names of any major or minor ancient cities and their approximate location. i would edit the scenario in worldbuilder to include a couple starting cities per civ, but i'm so lame i cant even figure out how to do that
 
The RFC settlers' maps that whitefire referred to actually causes cities when built to assume historically accurate names according to their location. So if your settler built a map at the head of the Nile delta it will be named Memphis, while if it was built up the river it will be named Thebes.

For this to work however it would need a separate scenario for TAM that can't go within the main release for it doesn't work with random maps.
 
The RFC settlers' maps that whitefire referred to actually causes cities when built to assume historically accurate names according to their location. So if your settler built a map at the head of the Nile delta it will be named Memphis, while if it was built up the river it will be named Thebes.

For this to work however it would need a separate scenario for TAM that can't go within the main release for it doesn't work with random maps.

Actually, the settler's map governs the AI's preference on where to build cities. There is a separate city names map.
 
Hi all,

new to this forum but been playing CIV for a long time.
Since starting to play TAM (from 1.97 version) vanilla and warlords
doesn't have a chance. TAM is just great :rockon:
Thanks to all of you who made this mod :goodjob:

Q: Why does the game end at 330BC in the new 1.99B version ??
(Played Agamemnon, huge map, marathon game)
I looked forward to play until 500AD(something) as in 1.97 :cry:
 
Back
Top Bottom