The Ancient Mediterranean MOD (TAM)

Man thamis you got a pretty big file going here! Im going to test this out after downloading it. And just to tell you, I have been away helping Exsanguination and Kryten on there Alexander the Great Scenario. It is going to rock and something to let you know is that Kryten is creating some very good ships! I dont know what is going on but I know between him and Smoking mirror one of them is going to finish them. So you would have so far these water units...
-Coracle (you have)
-Rowboat (you have)
-Bireme (new)
-Galley (comes with the game)
-Trimeme (new)
-Quetireme (new)
-Merchant (new)
attachment.php
(pictures(quick))

Now you have pretty much a good naval force when their done. They all are just imitations of the Galley but there pretty good. Look forward to it. Please consider my notice.
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Your making an Important Mod/Scenario and you would want a website done for you? Ask me! realn
 
Thamis,

I misunderstood your idea about no communication trading to be no trading period. I think disabling contact trades and disallowing settlers to move over mountainous or jungle terrain are excellent ideas. Perhaps even a unique unit settler would be able to penetrate these obsticles, or would that be too unbalancing?

Regards
 
Thamis,

Well, I think it would make sense to allow the northern tribes such as the Scithians and Huns this unit. This would allow for the historical pressures that these civ's put on neighboring civs by expansion. This would make either a deadly civ though if unchallenged in the north. Again this might be to imbalancing. I'll play test it with one of those civ's and let you know if it works out.
 
Thamis,

Upon examining the map it appears that wheeled settlers wouldn't have much of an impact at all in gameplay. The only area it would affect is the Hun/Scithian border with the middle east.
 
While we are nit picking hehe

I disagree with the history of the Macedonian Greeks. I don't believe Alexander was a drunk. He may have had wine at times but no more than anyone else at the time. Most of Alexanders bad press stems from Cassander who forbade all publications which praised Alexander and Imprisoned and poisoned Alexanders wife and Alex IV.

Just my brief opinion.
Suggested reading: Alexander the Great and His Time. Savill
 
He would die in 323 BC
of a serious sickness in Babylon (this is debated, some argue he was poisoned or even relate it to his later habitual
drunkenness.

Thats copied from the Macedonian Greek civ description. I Don't believe he was a habitual drunk.
 
Is it intended that when you build a city on a resource that the city square does not benefit from that resource? For example I've built cities on wheat and cattle and have not benefitted from the extra food production. Furthermore it doesn't seem that the city square automatically irrigates as simple grassland only produces 2 food in my cities. However they produce extra shields, for example a plains will produce 2 food and 3 shields, what is going on? A grassland will produce 2 food and 2 or 3 shields depending on the bonus resource. The wheat and cattle don't seem to factor into either production of food or shields though. Anyone notice this?

On a seperate note, pollution at the later stages of the game can get out of hand. Perhaps a sewer system should be put in to reduce population pollution.

Regards
 
Seabass:

OIC. The civilopedia entry is done by Exsanguination. Feel free to rewrite it if you think you can do better. :-)

Sapon:
This is a setting that can be changed in the editor. I took the default settings from 1.21f. There it says "maximum number of food produced in a city square = 2" (or sth like that). I never noticed it to be an issue, I thought it is a standard setting.

Did you not experience it in normal civ games? I can change it, no problem.
 
Originally posted by thamis
Did you not experience it in normal civ games? I can change it, no problem.
Actually, you can't - with 1.29f, Firaxis made it so the center tile of a city always produces exactly the amount needed to support one citizen. So the only way to change it, would be to make citizens consume more/less food, I'm afraid.
 
Wow, that sucks, city tiles are real handicaps now, I'll have to watch where I place my cities from now on. Thanks for the reply btw.

Any thoughts on reducing pollution due to population fellas? I was thinking sewer system but can it just be tweaked so people don't produce as much pollution? Historically sewer systems were vital in keeping large cities clean and allowing for healthy populations.
 
Originally posted by sapon
Wow, that sucks, city tiles are real handicaps now, I'll have to watch where I place my cities from now on. Thanks for the reply btw.
Actually, it was a step forward - before 1.29f, the center tile always produced 2 food regardless of how much each citizen consumed - now that sucked :) - If you've seen cities with more than two food from the center tile before, I think the only possible explanation is that settling on a resource will affect the food produced. Not sure about that though, and too busy to test right now.
 
I started platesting the new version yesterday. It seems that some bugs are still in it. The game quites if a peltast is build by any civ. I think the graphics and the ini-file for this unit aren't included in any of your updates, thamis. Also the African Spearman has intransparent blue shadows instead of just darkening the background. But this is probably a problem with the unit graphics ...

Playing the romans on the original map is real fun. You have to get on the Etrurians quick or they will be really anoying! One tip: think of including Snoopys terrain mod. The combination of the ancient med mod and snoopys terrain is wonderful.
 
Peltast:

The Peltast Graphics are not included in any update, correct. I checked on that. :(

They are, however included in every full version of the game! :)

African Speaman:

Okay, not my fault. :-) I'm sure someone else has noticed so far and there's a new version of the unit. I'll check on that.
 
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