The Ancient Mediterranean MOD (TAM)

Great to hear about the progress! I'm still away, so no Civ to try it out, but I will check when I get back. Thamis, in removing the Phoenician ships, did you change the upgrade paths to account for that? Also, if the Merchant is their UU, are they supposed to get it at start? (No tech requirement?). If so, that's pretty powerful compared to curraghs. Maybe at least make it require Timber, to delay it a little while.
 
@ Justus II:
He probably wants the Phoenicians to be able to get around early to simulate thier early expansion throughout the Mediterranean. I checked the upgrade paths for the ships and see no reference to the removed ones.

@thamis:
How long do i get to work on it before you want it back? Also, if you know of specific leaderheads or units you want incorporated, let me know and i will see what i can do.

In the meantime, here's my list so far:

SCENARIO:
- Change search path to TAM 2.4a while i work on it.
- Remove snOOpys from search path. (C3C TAM comes w/ terrain)
- Changed title to TAM 2.4a


CIV SPECIFIC ABILITIES:
- removed granary requirement from Etruscan Pottery. (pedia unpdated)
(AI never builds granaries except by accident)
- Check Ziggurat traits. (exp/rel so ok... babs don't need cheaper ziggurats)


UNITS:
- Imperial Legionary now has worker strength of 100 (was 0)
- African warrior no longer amphibious (pedia updated)
- Check upgrade path for ships. (see no reference to removed Phoenician ships)


TECHS:
- Moved Architecture coordinates up a little
- Moved Espionage coordinates down a little


MAPS:
- removed remaining barbs from 'no barbs' map
- Reincluded Dire Wolves on Mediterranean Large


FILES:
- \text\civilopedia.txt


TO DO:
- Fire Galley should have bombard?
- fix game start popup text
- Tribalism (10 shields) pedia output confuses cost with Tribal Council (50 shields)
(both use same entry, perhaps a way to differentiate?)
- Look for leaderheads
- Look for cool units
 
Great Mod - very nicely done...

I was setting my science to (0%) to generate some gold, and the science setting was auto-resetting to positive science growth and minimal gold savings on the following turn. So I had to reset it EVERY turn, which is very irritating from a gameplay standpoint.

Is this normal for your Mod, or am I missing something because this does not happen in regular c3c.
 
hexagonian said:
Great Mod - very nicely done...

I was setting my science to (0%) to generate some gold, and the science setting was auto-resetting to positive science growth and minimal gold savings on the following turn. So I had to reset it EVERY turn, which is very irritating from a gameplay standpoint.

Is this normal for your Mod, or am I missing something because this does not happen in regular c3c.

It may be because the mod has been imported thru the various versions of civ. I seem to remember a real early version (vanilla maybe) doing that.
 
Yes it does that when I play also.
 
Here's the latest changes i have made. I'm posting them now for feedback if needed and because i am going to spend time adding animated leaderheads which will take me a while.

Included is a text file noting the changes, 5 biqs, civilopedia, and a new script file. Backup originals ;)

Note that some changes won't take effect unless you start a new game but the civilopedia will reflect some of the changes and thus be inaccurate.

EDIT: files removed (0 downloads) because i changed Elephants from a luxury resource to a strategic resource and it messed up the city luxury display. I will fix that and the associated pedia entries and repost.

(note to self: don't screw with luxury resources... yet)
 
I liked it, my only gripe was the speed it went at, each computer turn took quite a long time and cut down on my enjoyment of the mod :(
 
Ok I'll try that at the weekend :) One other thing though, not sure which part, but on one of the silk road wonder things (one from the market tech IIRC) the game continually crashed when it was built. Not sure why though

Other than that congratulations, an excellent piece of work :goodjob:
 
You might also want to add NoAIPatrol=1 to the conquests.ini file to keep the AI from moving too many units needlessly.

thamis is the one to thank :) He may or may not know about the crash but i'm pretty sure i built that particular part ok. I deleted that game so can't check it.

Here's the files for C3C 1.22 with the elephants put back as a luxury:
(see post #807)

EDIT: update removed. New one @ post #827
 
No it definately crashes (without explanation) on the latter parts of the silk road :(
 
The silk road caused crashes when I first tried it, but a post earlier in this thread identified the problem. When I changed that the SR worked just fine. I think it had to do with prerecquisites for building the components. I will go back and see if I can find it. It may have been in Feb or march.
 
I altered the time scale in my games to have the turns sync better with the ages. When played on Monarch the ages usually fell pretty close to reality. Maximum time for tech research is set for 40 turns.

100 turns at 50 years each brings you to 3000 BC
50 turns at 47 years each brings you to 650 BC and ~end of AA
150 turns at 4 years each brings you to 50 BC and ~end of HA
100 turns at 4 years each brings you to 350 AD and ~end of IA
100 turns at 3 years each brings you to 650 AD and ~end of MA

With good contacts and trading I could stay on track and finish each age just about when I had the last tech for the age. Isolated civs were further behind (as it should be). Fertile crescent ones often were ahead until the imperial age.

Other suggestions:
1. Make Elite Light horse the only unit that gives Macedon a golden age, not hoplite. other wise when humans play macedon, the golden age will start very very early.
2. Preference menu buttons are out of sync with the game.
 
The previous silk road bug was discussed on pages 31 & 32 of this thread. It involved a requirement to have built walls in cities in order to build the SR. It seems that thamis fixed that.
 
hexagonian said:
Great Mod - very nicely done...

I was setting my science to (0%) to generate some gold, and the science setting was auto-resetting to positive science growth and minimal gold savings on the following turn. So I had to reset it EVERY turn, which is very irritating from a gameplay standpoint.

Is this normal for your Mod, or am I missing something because this does not happen in regular c3c.

Just checking in, still away for another week and a half :( This isn't a bug, although it confused me at first, also. In the earlier governments, the maximum rate setting (i.e. Science at no more than 70%) affects all THREE possible choices (Science/Lux/Tax) although Tax isn't checked until the interturn. When it sees you have Lux and Sci at 0, that makes Tax=100%, which is too high, so it drops it back to 70%, bringing science up to 30%. It makes sense, if you think about it that way, you can't push ANY slider above the percent cap, even the tax rate.

Can't wait to get back and try it out again!
 
The civilization "Sheba" or "Saba" really should be changed to either Da'amat or Axum. The theory that the semetic peoples of Ethiopia migrated from Arabia are not as widely accepted as they once were. It's actually thought that the opposite occured. In fact, Queen Makeda is the Ethiopian name for the "Queen of Sheba."

http://www.ethiopiafirst.com/Tour/Eth_Hist2.html

If you do decide to take my advice, its capital should be Yeha. 2 possible UUs are "Yetor Merkeb" (some sort of war galley) and "Toraignya" (some sort of javelin thrower/bowman, maybe with bombard range of 0).

Edit: Another Link
 
thamis said:
I also thought of making an alternative version with animated leaderheads. I think by now all of our civs have an animated leaderhead somewhere here on CFC... That would be HUGE though and I would need to find some place to host it.

Attached is a file with jpgs of the foriegn advisor pic for proposed animated leaderheads. If you extract it to its own folder then view the folder as thumbnails you can get a good idea of which civ gets which graphic. It's easier to visualize this way instead of providing links to each leaderhead.

Any changes would keep the map of the civ in the civilopedia. That is too good to lose.

Problems:
By using animated leaderheads, you lose the art you presently have representing most civs.

Solution1: Just provide unique images of leaders for everywhere a static image is used and keep the art for the leaderhead. This can be done by only modifying the pediaicon.txt file and and not the biqs. I might even be able to do it such that no files are overwritten except pediaicons.txt.
Art for Picts are required for continuity.

Solution2: Use animated leaderheads and use the art for the static images. This requires modification of the biqs because Saba and Israel currently share the same flc (the only case i think).
Art for Picts are required for continuity.

Solution3: Scrap the art and go all out with animated leaderheads and static images to match. The loss of the art might mean some loss of historical significance but the average player probably doesn't care since nobody believes the images actually look like the historical person anyway.

No matter the final method, it can be offered as a separate download to enhance an existing TAM installation and minimize file size.

Here's the file for feedback before i take it too far. In the meantime, i'm playing TAM :)
 
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