The Ancient Mediterranean MOD (TAM)

2 hours later, with a save/5 min to load :crazyeye: the problem is gone. Who was the problem? Well, ISRAEL was the problem ;) The macabee!!!

I changed the parameter FORTIFY=..\Swordsman\SwordmanFortify.wav to:

FORTIFY= :wallbash:

and now the game continues. The problem may come from the fact that swordman/fortify.wav misses from macabee folder. I may be wrong also, but I am happy that I can continue the game.
 
In moving all your files around, you messed up the firaxis fix for the swordsman problem. There was a bug in the vanilla version so they added a corrected ini file to the PTW units folder. The search path goes TAM > some other scenarios > C3C > PTW > Vanilla. If you copied the vanilla files someplace earlier into the search path, it doesn't see the corrected ini file in the PTW folder.

The only problem i can see is the name *should* be swordmanfortify .wav
Note the space before the dot.
Some players may have changed the filename to remove the space. That will screw it up.

The file doesn't belong in the macabee folder.

EDIT: I sent you a PM.
EDIT: It is Leader Middle Ages.ini
not
Leader Middle Age.ini
 
Thank you for help. Of course all those errors may be due to my foreign version.
I was a little nervous after 16 hours game to crash for a wav , but wasnt a critic about mod. I enjoy it a lot.

I edited my previous post to make it clear for those who wanna try.

As for the game, I took the freedom to edit it a bit after completing it on emperor.

1)In fact, most of techs beeing untradable, I found myself never hitting F4 most of the game. It lacks terrible in trade and I dont see the purpose of that.

2)The AI will not explore when sourrounded by settled rivals; so I think that having comunications early in game will help for playability. It is hard to believe that Persia never heard of Europe by 130 AD, and this is what it happened. And early exploration is impossible, you know why :suicide:

3)At X:20, Y:110 there should be more coastal space, AI is really disturbing blocking that small square so you cant contact north civs.


4)The latest era is very dissapointing for such a great mod, unnacceptable IMHO

5)The wonder specific for Romans is really too strong, not for them but for the human player who will go for them early to get huge advantage.


6)A bit less forest in north Europe will be wellcome, the problem is that AI NEVER cut forests, whatever its done :( so they are down in population in whole game.

7) I found myself never building even one defensive unit, they suck in this mod. Never let anyone attack you because you will lose. Always be the first to strike. And AI seems to understand this also, in its stack of doom he doesnt put anymore def. units like in unmodded. If I can suggest a change, this would be raising defence by 3-4 for those units. Because of that, the player NEVER needs to build any catapult, taking the rivals is piece of cake with slingers, peltasts and light cavalry.

Thats almost all, except that it works smothly and fast, which is awesome with so many civs.

By the way, I was the first one to get to the tech which allows military alliances and managed to get Babylon destroyed by nearly rivals. He was number 1 in land, population and still got destroyed after some 100 turns of continuous war.

the joke of the day: Israel rampaging forces have destroyed Babylon (forgot to take screenshot)
Played Iberia and won before reaching Tactics, Silk road with spaceship movie :lol:

The amazing thing was done by the Gallic (pink). We had an early war where he lost or gave me ALL his cities but 2. He recovered pretty well after that, amazing :crazyeye:
 

Attachments

  • Image1.jpg
    Image1.jpg
    246.9 KB · Views: 282
Hi there,

I love you mod so far. It has a much slower feel then the regular game. I think I have found a bug though and wanted to run it by you all. My cities have stopped generating culture. I am not sure when it happed but I haven't left the fisrt tech page yet. I read that xenephobic cities don't generate culture like despotic (which I was at the time.) So I switch culture the first chance I had to Thing Law. I still stopped recieving culture. I have checked my populartion mix and they are all galien? The guys that start in modern day france. So am I missing a rule or is this a bug?

***EDIT***
I have done some further testing. After restarting from a saved point I built some new culture producing buildings. Sometimes the new culture producing building actually produces culture. Othertimes not. For example I built the civ specific wonder the Great Pallicades in a city (Not the capital) and started getting culture for it. BUT NOT from the temple that I had already built there. In the capital I built a temple and started get culture from it. BUT NOT from the palace itself. In another city, I built a temple and did not get any culture.


Jim
 
This is interesting. Nobody else has mentioned this as being a problem before now.
In the capital, how did you know you were getting culture from the temple and not the palace?

There are xenophobic goverments, but i forget which ones they are. This only applies when 1/2 or more of the citizens are foriegn nationals.
 
Salamandre said:
Thank you for help. Of course all those errors may be due to my foreign version.
I was a little nervous after 16 hours game to crash for a wav , but wasnt a critic about mod. I enjoy it a lot.

I edited my previous post to make it clear for those who wanna try.

As for the game, I took the freedom to edit it a bit after completing it on emperor.

1)In fact, most of techs beeing untradable, I found myself never hitting F4 most of the game. It lacks terrible in trade and I dont see the purpose of that.

4)The latest era is very dissapointing for such a great mod, unnacceptable IMHO

5)The wonder specific for Romans is really too strong, not for them but for the human player who will go for them early to get huge advantage.


6)A bit less forest in north Europe will be wellcome, the problem is that AI NEVER cut forests, whatever its done :( so they are down in population in whole game.

7) I found myself never building even one defensive unit, they suck in this mod. Never let anyone attack you because you will lose. Always be the first to strike. And AI seems to understand this also, in its stack of doom he doesnt put anymore def. units like in unmodded. If I can suggest a change, this would be raising defence by 3-4 for those units. Because of that, the player NEVER needs to build any catapult, taking the rivals is piece of cake with slingers, peltasts and light cavalry.

Thats almost all, except that it works smothly and fast, which is awesome with so many civs.

(I've erased some points here)

I've played the game twice to completion, so I'm no expert; but in my limited experience, I don't really agree with many of your points.

1) I haven't had trouble trading techs? Maybe it has to do with certain culture lines or the like? I haven't gone to the editor, so I guess you are right, but I've been trading around a lot.

4) Last age doesn't mean a lot unless you go for a UN victory. Can be thought of as 'flavor'. I think it is OK. This game foes slower becuase of smaller cuty sizes, the age three techs ROCK! Can win the game with them! I can see why you may wnat to keep increasing tech.

The lack of importance of the last age is especially true since you can often have the spacship victory (Silk Road) through age 3.

5) I don't think the Civ's are balanced. I played the Hittites -- I'd be surprised if there are Civ-specifics a lot better than this! Of course, Roman one is very, very good also.

6) I've seen the AI chop a lot??? I don't choip a lot -- rather have that extra shield.

7) Here I strongly disagree. I love a few phalanxes and crossbowmen to go with my offensive units. Since the offensive is so strong, you need those phalanxes to go into enemy territory.

Ironically, phalanxes are more important for attack than defense. For defense, high attack untis are great because the AI comes to you. For offense, buy a lof of Phalanxes.

This mod does a good job forcing combined arms. With the hittities, I like to mix longswords, crossbows, phalanxes, and maybe some catapults, along with some cavalry. Much more combined arms than the regular game.


At least my $0.02

Breunor
 
watorrey said:
This is interesting. Nobody else has mentioned this as being a problem before now.
In the capital, how did you know you were getting culture from the temple and not the palace?

There are xenophobic goverments, but i forget which ones they are. This only applies when 1/2 or more of the citizens are foriegn nationals.

I think the xenophobic ones are:

Monarchy
Despotism
Dioces Rule (Media Only)
Feudalism

Breunor
 
Breunor said:
1) I haven't had trouble trading techs? Maybe it has to do with certain culture lines or the like? I haven't gone to the editor, so I guess you are right, but I've been trading around a lot.

4) Last age doesn't mean a lot unless you go for a UN victory. Can be thought of as 'flavor'. I think it is OK. This game foes slower becuase of smaller cuty sizes, the age three techs ROCK! Can win the game with them! I can see why you may wnat to keep increasing tech.

The lack of importance of the last age is especially true since you can often have the spacship victory (Silk Road) through age 3.


6) I've seen the AI chop a lot??? I don't choip a lot -- rather have that extra shield.

7) Here I strongly disagree. I love a few phalanxes and crossbowmen to go with my offensive units. Since the offensive is so strong, you need those phalanxes to go into enemy territory.

Ironically, phalanxes are more important for attack than defense. For defense, high attack untis are great because the AI comes to you. For offense, buy a lof of Phalanxes.

This mod does a good job forcing combined arms. With the hittities, I like to mix longswords, crossbows, phalanxes, and maybe some catapults, along with some cavalry. Much more combined arms than the regular game.


At least my $0.02

Breunor


Well, certainly we have a different style of playing. I had to use the capacity of Peltasts (+2 move and can enter mountains) whole game. As they move 2 squares I cant follow them with defensive units.


I didnt trade because first 6 (or so) techs from each age cant be traded, so will not show. This lead to complete ignorance of the trade aspect (diplomatic also). And this was on Emperor, and I was way ahead.


You dont chop? Then you cant improve your production with railroads, as they work only on mines or irrigations, never in forest. A forest means -1food/shield(and there are at least 8 forests/town :crazyeye: ) , regarding what you choose to built(also the terrain under may hide a bonus shield)


yes, I had a silk road victory before reaching last age and thats why I am dissapointed. I had to do it because macedonians had already 7 parts build.
I never saw whats the heavy cavalry, and also I dont see the purpose of the last age. Except this, it is great.
 
Maybe some of our differences come from the Civ's we played. With the Hittities, you don't get any special 2 move units after the chariots. In the beginning, the Hittites build pretty much all 3-man chariots. But when the next group comes, the one-movers, I find the combined arms is very good. I especially like the Phalanx and crossbowman for defense, as the crossbow gets a very high chance of hitting with defensive bombard.

Maybe with the Macedonians it is different since the peltasts may be dominant.

Yes, I chop when I get railroads! Rarely before, though.

Breunor
 
Happy to see this fantastic mod. Downloaded it and installed it, but there seems to be something that begs for a question. I've fiddled around a bit with the scenario (minor tweaks, just to spice things up) and among the changes I made, was the introduction of some workers for several civs, to speed things up a tad.

But, the workers I've included do not show up in game!

I've used a map of my own, inserted it in the BIQ, didn't made any rule changes and otherwise the game runs like a charm.

Is this WAD or some sort of problem?
 
I haven't finished my Hittite game yet, but I think I'm at the point where the game is pretty much won.

Great Mod all around.

It seems to me that the Great Library (sorry if it has a differnt name in the mod that I don't remember) is very strong. Since it never goes obsolete, you can really stop worrying about research forever.

On the other hand, it may be a good idea to research. The new techs especially in the third age are powerhouses.

Also, it seems like the Hittities are really strong. I guess that is intentional? Hittite Metalworking is hard to beat.

Breunor
 
gte451f said:
Hi there,

I love you mod so far. It has a much slower feel then the regular game. I think I have found a bug though and wanted to run it by you all. My cities have stopped generating culture. I am not sure when it happed but I haven't left the fisrt tech page yet. I read that xenephobic cities don't generate culture like despotic (which I was at the time.) So I switch culture the first chance I had to Thing Law. I still stopped recieving culture. I have checked my populartion mix and they are all galien? The guys that start in modern day france. So am I missing a rule or is this a bug?

***EDIT***
I have done some further testing. After restarting from a saved point I built some new culture producing buildings. Sometimes the new culture producing building actually produces culture. Othertimes not. For example I built the civ specific wonder the Great Pallicades in a city (Not the capital) and started getting culture for it. BUT NOT from the temple that I had already built there. In the capital I built a temple and started get culture from it. BUT NOT from the palace itself. In another city, I built a temple and did not get any culture.


Jim

There are improvements such as the slave market with reduce culture. Thus, Temple (+1) and Slave Market (-1) = +0 culture.
 
Ad Hominem said:
Happy to see this fantastic mod. Downloaded it and installed it, but there seems to be something that begs for a question. I've fiddled around a bit with the scenario (minor tweaks, just to spice things up) and among the changes I made, was the introduction of some workers for several civs, to speed things up a tad.

But, the workers I've included do not show up in game!

I've used a map of my own, inserted it in the BIQ, didn't made any rule changes and otherwise the game runs like a charm.

Is this WAD or some sort of problem?

Good to see you back. Haven't seen you around for two years or so!

No clue about your problem.
 
Breunor said:
I haven't finished my Hittite game yet, but I think I'm at the point where the game is pretty much won.

Great Mod all around.

It seems to me that the Great Library (sorry if it has a differnt name in the mod that I don't remember) is very strong. Since it never goes obsolete, you can really stop worrying about research forever.

On the other hand, it may be a good idea to research. The new techs especially in the third age are powerhouses.

Also, it seems like the Hittities are really strong. I guess that is intentional? Hittite Metalworking is hard to beat.

Breunor

Hittite Metalworking isn't that strong because it's only in the capital. The hittites have pretty bad land, so the civ-specific advantage helps them to expand early. In later stages of the game, other advantages are by far better.
 
Thamis,

OK, I'm NOT going to argue with you and your expertise!

Seriously, I do get it. I think in my game I played it 'correctly'. I think I managed to get a big enough lead early in the game that the later game disadvantages didn't hurt too hard.

I agree that the starting territory for the Hittites isn't great. Its imortant to try to get the additional luxuries, especially the marble, before Troy gets it.

THANKS SO MUCH FOR THIS MOD!!!!

ITS REALLY GREAT!

Breunor
 
Sorry everyone, I'm having a problem:

I'm playing the Fertile Crescent Scenario, as the Hittites. I'm on Emperor and I have a Monarchy as government.

It looks like the harbors aren't working properly?? They aren't increasing food for the oceon squares. Do I need a tech for this to work?

Breunor
 
Back
Top Bottom