The Ancient Mediterranean MOD

Still no starting techs in 1.93

There is also grassland\flood plain combo at Meroe giving you starting 5f 1g tile :eek:. I gather these represent stilt areas? But I don't see any in Egypt:confused:?

And hoplites should be at least armored spearmen. Phalangites, if they ever make the cut, ought to be pikemen.;)
 
Gladi said:
Still no starting techs in 1.93

There is also grassland\flood plain combo at Meroe giving you starting 5f 1g tile :eek:. I gather these represent stilt areas? But I don't see any in Egypt:confused:?

And hoplites should be at least armored spearmen. Phalangites, if they ever make the cut, ought to be pikemen.;)
Sure there are. Starting technologies will be given if you start a random game. Otherwise, if you do a scenario map, it is dependant on the information being manually put into the worldbuilder file.
 
Gladi said:
Bright day
I think he meant Aryans (or Arjas) ;) ; though to be fair several languages use I and Y.

Ah, found something new, or old, to moan about:D . Hoplites shoeld not be be represented by earliest spearmen. No sirree! They ought to be at least armored spearmen with phalangites if they ever make the cut being pikemen.

Sorry for misspelling, but yes, those are the ones.

As for other suggestions being bad game play...it's your mod :) I don't mind the occassional beating either, it keeps me honest.
 
I play on Monarch and Prince...perhaps I have not learned some of the valuable strategery needed to master the Hittites...perhaps I still have the bad habbit of building wonders...

As the Hittites though, I always take out the Lydians in no time flat, expand to cover all of Asia Minor, then focus on the Phoenecians, followed by the Babylonians.

Problem is that I over expand, and leave many coastal cities undefended, and then I get dog piled by everyone else, even AI who land march a SOD for 30 turns...

I need to be more conservative perhaps...or is it more aggressive?

Anyway, I have found another challenge...Rome...talk about speaking with Strength!
 
DL'd 1.93 playing Hittites...going to be more aggressive this time around.

3730BC Attacked Sardis with 3 Javilineers and 3 Warriors. Destroyed Sardis!
1855BC Attacked Tyre with 4 3 man chariots and 5 Javilineers...Captured Tyre! (Lost one Javilineer)
1735BC Took Byblos another fine Phoenician city (lost two outdated Javilineers)
1555BC Destroyed another Phoenician city with a stack of chariot archers and 3-man chariots...
1405BC Captured the last Phoenician strong hold, Sidon with stack of chariot archers and 3-man chariots!!! Babylon...hmmm
1130BC Raized Babylon to the ground!
1030BC Raized another Babylonian town!
970BC Army on strike had to sue for peace, lol! I wish I could have plundered some Egyptian towns...

LOL, game over, hehe, but was fun :)

Reload to around 1555BC this time not building any new cities...
 
kwarriorpoet said:
I play on Monarch and Prince...perhaps I have not learned some of the valuable strategery needed to master the Hittites...perhaps I still have the bad habbit of building wonders...

As the Hittites though, I always take out the Lydians in no time flat, expand to cover all of Asia Minor, then focus on the Phoenecians, followed by the Babylonians.

Problem is that I over expand, and leave many coastal cities undefended, and then I get dog piled by everyone else, even AI who land march a SOD for 30 turns...

I need to be more conservative perhaps...or is it more aggressive?

Anyway, I have found another challenge...Rome...talk about speaking with Strength!
The answer is don't take them out so early...take about 2-3 cities from your first two enemies; wait digest, and then build up your forces for a push against the third. This time take about 3-4 cities...wait digest. Then you can sit back and take them out at your leisure. Phoenicia is usually the easiest to swallow first, then the Lydians and then the Babylonians.
 
Ingvina Freyr said:
I've tried to make a good-looking bow for the Kushite flag, but I end up with something too similar to the Iberians. Here's a new suggestion, what do you think?
View attachment 131771
It looks good to me, if it can be done...Thamis what do you think? This one or the bow?:confused: :confused: :confused:
 
Haven't played too far into the latest version yet, but here's some quick bugs I found.

First is the starting techs missing from the Huge Mediterranean Map, and the Huge Fertile Crescent Map. This wasn't too hard to fix thanks to the wonderful guide from Thamis.

The Second is the Short Description for the Civs with the 'Skirmisher' trait. TXT_KEY_TRAIT_SKIRMISHER_SHORT is what the traitinfos file has and the traits text file has TXT_KEY_TRAIT_GREAT_SKIRMISHER_SHORT. This also wasn't hard to fix, and was only really noticed when using the 'custom scenario' option when it'd show TXT_KEY_TRAIT_...instead of Ski.

All in all a WONDERFUL mod that only gets better and better with every update. I love this mod, and would rather play it than regular Civ4 (or any other mod). Keep up the good work!:goodjob:
 
generalshake said:
Haven't played too far into the latest version yet, but here's some quick bugs I found.

First is the starting techs missing from the Huge Mediterranean Map, and the Huge Fertile Crescent Map. This wasn't too hard to fix thanks to the wonderful guide from Thamis.

The Second is the Short Description for the Civs with the 'Skirmisher' trait. TXT_KEY_TRAIT_SKIRMISHER_SHORT is what the traitinfos file has and the traits text file has TXT_KEY_TRAIT_GREAT_SKIRMISHER_SHORT. This also wasn't hard to fix, and was only really noticed when using the 'custom scenario' option when it'd show TXT_KEY_TRAIT_...instead of Ski.

All in all a WONDERFUL mod that only gets better and better with every update. I love this mod, and would rather play it than regular Civ4 (or any other mod). Keep up the good work!:goodjob:
What! You've played the latest version of TAM and you even went so far as to go into the "code" yourself and fix the bugs? ...


Now You're a MAN!
 
Shqype said:
What! You've played the latest version of TAM and you even went so far as to go into the "code" yourself and fix the bugs? ...
QUOTE]

Nah I've not finished a game yet, I'm just anal on some things and seen these minor bugs so figured I'd just go ahead and fix 'em. If it'd been anything complex (such as the brilliant work the TAM team has done) as actually writing the whole mod no way could I have done it LoL.

I've not actually fixed the starting techs for the 'fertile crescent' map yet, but I did the huge med (that's the one I'm currently playing and why I noticed it :)) I'll upload the files I tweaked, hopefully I didn't goof anything up that I just haven't noticed yet.

On the actual game playing itself, I really like the new hero units. Gives a good feeling for having a 'skillfully lead' army in one realm and a 'weaker force' off in another area. I can't wait for the expansion to come out and see what you fine folks do with the warlords. :cool:
 

Attachments

Shqype said:
Sure there are. Starting technologies will be given if you start a random game. Otherwise, if you do a scenario map, it is dependant on the information being manually put into the worldbuilder file.

Ah okay, Medditerrean Huge, then. And Fertile Crescent.

And hoplites should be at least armored spearmen. Phalangites, if they ever make the cut, ought to be pikemen.
 
generalshake said:
I've not actually fixed the starting techs for the 'fertile crescent' map yet, but I did the huge med (that's the one I'm currently playing and why I noticed it :)) I'll upload the files I tweaked, hopefully I didn't goof anything up that I just haven't noticed yet.

Thanks for the fix, but what did you change in the Techs XML?
 
I just played again as Mycenae with 1.93 and I can say it is hell a lot of fun now.

Spoiler :
Being creative, philosophical and some-sort-of-aggressive is a very powerful combination. I founded Mycenae itself on the copper which is by far the best Mycenae-location I think (2 fish, wheat, olives, copper and clay in radius and fresh water). I don't like to settle in place here at all. My next 3 cities I had to found at the east coast as Illyria very early nearly blocked Mycenae to the north (2 early fishing boats is a powerful opener but slow as well).
I then rushed Illyria with Achilles and some Hoplites which was really a war from the book. I took a strong force and it was just strong enough. With luck Illyria could have wiped out my assault on Skodra as well.

From this moment on I dominated the Mediteranean without a single war building many a wonder. Now at 50 AD (epic) I prepare for an assault on Kroisos who has wiped out the Hettithes himself.


Now with the Tartessians the western Mediterranean seems very balanced and not too powerful. Dido suffers a little bit from the new civ as she could not settle whole west Africa. Arminius was only in the middle of the list with Vercingetroix being even stronger, Caesar was fourth after Hatshepsut and Hammurapi (who both swapped there 2nd and 3rd place now and then). But as those eastern strong civs are never contested by the AI they remain strongest.
Caesar does not seem to know anything about his imperialistic attitudes. But everyone loves him. Sort of strange. He built his 5 cities early on and now seems to wait for his diplo victory :lol:

As commerce buildings and courts give not very much money early expansion often can be very expensive. For a long time after my conquests in Illyria (see the spoiler) I had to drop research rate to 30%. I could only research quicker selling some techs what really saved my good results so far. Now that I have a lot of villages etc. research is at 60%, supporting a great fleet and army that is almost ready to attack. With TAM it is even more important to early on some commerce factory cities if you want conquests.

But the way it is I think it's very balanced (on Prince) and playable.

On heros: Achilles is an Hoplite in his base values but after Bronze Working or now Iron Working he is completely useless as he cannot be upgraded. What should I do with my hero unit now?

Anyway a great job. With every little step TAM becomes more mature. It's simply fun to play and the atmosphere pulls you out of any vanilla version of civ.
 
On Heroes:

We'll make the hero units stronger (+25% strength) and let them gain XP twice as fast. The idea is that your hero unit cannot be upgraded. This is to simulate that certain civs had their high points in certain time periods. Use your hero when he's around, or he becomes nearly useless (except for his heal ability).

It's good to hear that the Tartessians are taking land in N Africa. That was our goal!
 
A good size of land. Tartessians are fifth strongest civ so far in my game. While Viriato is the weakest by far. This bothers me a little bit: Now he has not a chance at all anymore. Maybe you give him some resource more that he can at least challenge the Gauls for Spain.
Thus the Tartessians would be a little bit weaker and Gaul and Arminius would not try to settle there. If they want land there, they should conquer it.
 
Posted this one before, but got no answer, was probably overlooked ;)

In version 1.92 and in earlier versions I just can't use the poppy fields in the east of the standard map. I can only build windmills and mines, but I think I need a grove? Or do I need to research some special tech?

Thanks,

Waterloo
 
Pvblivs said:
A good size of land. Tartessians are fifth strongest civ so far in my game. While Viriato is the weakest by far. This bothers me a little bit: Now he has not a chance at all anymore. Maybe you give him some resource more that he can at least challenge the Gauls for Spain.
Thus the Tartessians would be a little bit weaker and Gaul and Arminius would not try to settle there. If they want land there, they should conquer it.
A little stronger Viriato = little less strong Gaul and Tartessia. Three medium powers that can put up a fight with Carthago and Rome sounds excellent IMO. Can you say what it is exactly that is making Viriato weak, initially poor production or slow growth?
 
No I can't as I have no map available here.

But since somebody complained that Viriato is in his top 3 very often (he was in mine as well) he must have ben weakenend that much that he's not capable of producing a settler soon enough (on prince). As Tartessia is strong it is very likely that they concur for Spain but Tartessia is victorious because it can build the second city much faster obviously. Maybe someone can try to play with Viriato and observe what are his problems.

Though I think it is much easier. Just look into the WorldBuilder and see if he has any useful resources he can use early on. I doubt that. Either he lacks the resources or he lacks the tech prerequisites to see and use them (like Pastoralism). And compare it to Tartessia. Both should be equal, maybe with Tartessia a little bit stronger as they've to build some navy to settle in Africa.
 
I was playing as Viriato in a much earlier version of TAM, and if I remember that it took a very long time to produce anything in Numantia (the capital) and that it was my second and third city that stood for the quality of the nation. Hmm...perhaps a resource in the hills to the east of Numantia would do it.
 
I just DL'ed 1.93 but only get three maps, small med. normal med and huge Greek. Do I need to DL the huge med seperately?

edit:NEVERMIND!!!! Too much coffe I guess, DL'ed into wrong folder!
 
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