The Ancient Mediterranean MOD

woodelf said:
I like the LHs Notartz. The stills from the net work well in EE3 so I think they'd work well here too, much better than the cartoonish Vanilla ones IMO.

well the cartoonish pics of Civ4 are not so bad IMO... some are really funny and good for a laugh, and I think they are supposed to do so. Remember that a animated pic, cartoonish or not, is more immediate than a still pic.
However, seen that they are single era and that the interface states clearly what is their attitude, still pictures are also ok.
 
Pvblivs said:
:sad: The main problem about this whole smithy thing (in defense as in offense) is: It's too much! We put them all together and receive 6 free promotions. I don't like being promoted that much for nothing. Though I understand that we have to give benefits for an available resource./QUOTE]

What about making the smithys national wonders to prevent them from been build all in the same city?
 
thamis said:
@Smithies:
Ok, good idea about the fixed promotions. Let's do that. This leads to additional ideas.

- Leather Workshop (req. Hunting): Leather Armour, +10% defense vs melee
- Copper Smithy (req. Copper Working): Copper Weapons, +10% vs melee
- Bronze Smithy (req. Bronze Working): Bronze Armour, +10% defense
- Iron Smithy (req. Iron Working): Iron Weapons, +15% vs melee
- Steel Smithy (req. Steel): Steel Gear, +15% strength
- Shieldcrafter (req. Wood Working): Wooden Shield, +10% defense vs skirmishers, mounted skirmishers, medium infantry, heavy infantry

Thamis if you sum these bonuses you get too strong units. Btw... what do you mean with +x% defense ? Civ4 only has Strength, no more attack/defense.

Pvblivs said:
How about this?

We have classes of "power plants". Like stables, workshops, armories and smithies.

A stable (with horses) gives you better horses and thus a bonus (like +10% retreat).

A workshop (with forest in city radius) gives you a free artillery bonus (like +10% bombard) and a bonus to the city wall (+20%).

Armories are available with leather (hunting (and forests in city radius?)), bronze (copper (and tin?)) or iron (iron (and forests?)) providing armor for melee units with:
leather (+5% defense), bronze (+10% defense), iron (+10% defense, +20% collateral damage protection).
Only the strongest armory (with available resource) built is working.

Smithies are available with wood (wood working (and forests?)), bronze (copper (and tin?)) or iron (iron (and forests?)) providing stronger weapons for melee, cavalry and archers with:
wood (+5% offense), bronze (+10% offense), iron (+10% offense, +15% against melee)
Only the stronges smithy (with available resource) built is working.

I am against a production bonus. Why? You can always choose between more and better. And in a game I'd rather take better because managing better is easier than simply more.

Well of course the idea of smithies obsoleting each other is the best one but is this possible ? I haven't seen it in Civ4.
Also, speaking of buildings obsoleting each other, walls should obsolete palisades.

This idea is nice... I liked more the concept of available promotions if you held a certain resource, than free promotions, but probably the AI will handle the free promotions better (since it has nothing to handle :lol: ).

You prefer better to more ? I'm not sure I do since Civ4. While this was true in Civ3, in Civ4 the numbers have stronger power than the quality, for what I could see. In Civ3, a unit with 1 health point of 5 with defense 5, would still have defense 5. In Civ4 such a unit will have strength (thus defense) reduced. It's probably more realistic. Also, units are produced much faster than in Civ3, so overall the prod. bonuses will give you a higher % of "bonus" produced units than Civ3.

Notarzt said:
Decebal (Dacian E.) < was Getian E. - Decebal was ruler of Dacia, which would fit the starting position. Geta is south of Rome)>

???
Do you mean Gaeta, the greek colony in Sicily ?
You have to look for Getia/Getian, not Geta/Gaeta. Getians were a people to which Dacians also belong, I believe.
 
Sounds like you guys might need more UNITCOMBAT types. I haven't looked into your files to see what you've done, but if you had UNITCOMBAT_HEAVY, _LIGHT, _ect then you could have Leather Armor only usuable by Light and then they would get a bonus vs Heavy. Same thing with new weapons from different resources.
 
Btw... what do you mean with +x% defense ? Civ4 only has Strength, no more attack/defense.

Now, what I can do with the XMLs is this..
I can put an attack bonus against Melee or Mounted units... (different types are in the mod, but you get the point)
I cannot put a defense bonus against these types...
What I can do though, is to put a defence bonus against UNITCLASS, so instead of having 10% defense against Melee, I can only make it 10% against Armored Infantry, or Mounted Skirmishers...

Obsolete buildings:

This can only be achieved with techs... With the XMLs, no building can obsolete another one... Of course, Python could be the answer to that...

@Notarzt:

I got message... Sid's faces will be gone soon...

Sounds like you guys might need more UNITCOMBAT types.

We have 7 UNITCOMBAT for now, but they are real easy to implement, so if more are needed, it shouldn't that much of a hassle...
 
are you sure you can use defense bonus vs unit type ? In vanilla I have only seen strength bonus vs unit type (and this applies to both defense and attack...) and defense bonus depending on the defended tile.
 
Would those be here:

<UnitClassAttackMods/>
<UnitClassDefenseMods/>
<UnitCombatMods/>

I don't think I've seen them used much. Might be under utilized.
 
Laurino said:
Obsolete buildings:

This can only be achieved with techs... With the XMLs, no building can obsolete another one... Of course, Python could be the answer to that...

Then... let's say you can only build a general Smithy. Is it possible via XML to make it give a different bonus if it has a certain resource or another ?
 
Onedreamer said:
???
Do you mean Gaeta, the greek colony in Sicily ?
You have to look for Getia/Getian, not Geta/Gaeta. Getians were a people to which Dacians also belong, I believe.

Yes. It seems I mean Gaeta.
And i found the solution:
Getia is the greek name for Dacia, as the romans called it.
It is absolutely the same.
 
My two cents on UU:

For the Romans, I think it should be like this:

- Rome: Republican Legionary (Builds Road, Forts, Starts with Turtle and Shuffle Formation Promos) and Imperial Legionary (Same as Republican, but Stroger)
- Egypt: War Chariot (Chariot with Desert Bonuses), Egypcian Axeman
- Carthage: War Elephant, Libyan Mercenary (Better attack, but expensive)
- Iberia: Slinger (Archer), ?
- Gallia: Gallic Swordsman (Armoured Swordsman with 2 moves), Knight (Heavy Calvary with Promos)
- Germanic: Woodsman (Axeman), Berserk (bonus vs med and hea)
- Babylon: Bowman (Archer), ?
- Mycenae: Hoplite (Spearman), Trieme (Galley)
- Scythia: Amazon Horse Archer (horse archer), ?
- Lydia: Elite Light Cavalry (Horseman), Inoan Hoplite (Spearman)
- Phoenicia: Merchant Ship (Galley), ?
- Getae: Falxman (Swordsman), Peltast (Javelineer)
- Persia: Immortal (Spearman), Calvary
- Medes: Elite Light Calvary
- Britons: Slinger (Archer), Swift Chariot Archer (Chariot Archer)
- Kolchis: Maraudige Swordsman
- Goths: Huskarl, Knight
 
Okay, and as promised, the first fully (ahem, only high-res-texture :D ) reskinned SKI-unit (a bit better than my first two tries).

ARCHER

Removed Torso armour and green cap. Replaced cap with brown hair and a linen headband. Added a beard and ears. Complete archer is vested in some sort of linen tunic with a dark brown leater belt. The quiver is replaced by a more simple one, dark leather with two feathers attached to it. The bow is now from ash-wood. The knife/dagger has been replaced by a, in my opinion, better looking one. The bracer doesn't sourround the whole left forearm any more.
Team colours unchanged.

Three standing archers
archer-standing.jpg

Archers fighting each other
archer-fighting.jpg

Redesigned button
archer-button.jpg


Next one on my ToDo-List:
Composite Archer. I hope to manage a completely different look to make it easily distinguishable.
 
Hi there! Nice job! I don't speak (write) english very well, so i'll try to make myself as comprensible as i can.
I've heard about a unit for the iberians. They were almost undressed and had a kind of weird sword. I think they also had a shield. they were called something like "Bull Warriors".

On the other hand there was a different unit, one that could be, in my opinion, the best to add as it has a lot of history: They fought with swords, arrows, axes... doesn't matter. But they were very well known by the romans as they were almost impossible to beat.
History says that as the Romans could'nt conquer the Iberian Penninsula as fast as they wanted, the leader of the iberians was assasinated at night by his generals. Those generals had the promise that Rome would grant them with lands and properties. When they murdered the leader, Rome said the famous sentence "Rome doesn't pay traitors".
Anyway, those warriors used their knowledge of the land they were defending to win. Those "Guerrilleros" aplied their war of "guerrillas", it consists of knowing perfectly the war scenary and making the enemy to go were they wanted so they could smash them no matter how many the enemy were. Rome didn't really have many chances. In fact it passed some centuries until Iberia was conquered.
That war of "guerrillas" is very well-known as the spanish people used it again against the frenchs in the early 19th century when France invaded Spain.
So the most important times the guerrillas have been used are during the Roman Empire and in the 18th century. I think that as this mod goes about the Ancient Mediterranean and the Iberian Tribes play a full role, this unit would fit.

Don't know if i've done myself understandable, anyway, as 'ive said in other mods and works, if you are planning to translate your mod to other languages, i would be pleased to help you with the spanish.
 
There is UNITCOMBAT, wich refers to the unit type of combat, such as archer or mounted in vanilla, or Skirmisher and Cavalry in TAM. It's identified with the <UnitCombatMods/> TAG

Then there is:

<UnitClassAttackMods/>
<UnitClassDefenseMods/>


For UNITCOMBAT, whenever I give it a value, it gives a bonus to the unit against tha UNITCOMBAT type for attack AND defense.

To apply a defense only bonus, then it has to go in the <UnitClassDefenseMods/> TAG, wich results in the unit being able to defend better against the UNITCLASS identified by the <UnitClassDefenseMods/> TAG...

I can still achieve the same results, only I can't have a unit have a defense only bonus against Skirmishers (UNITCOMBAT in TAM, not a UNITCLASS)... It would need to have a defense bonus against ALL or some units included in that UNITCOMBAT type (ie: Archer, Bowman, Javelineer, etc. )


Then... let's say you can only build a general Smithy. Is it possible via XML to make it give a different bonus if it has a certain resource or another ?

Yes, just like Market or IronWorks, but theonly Tags I've seen are these ones, wich quite obviously shows the limitations of it...

<BonusHealthChanges/>
<BonusHappinessChanges/>
<BonusProductionModifiers/>
 
And as I finally found the file that enabels modifying the arrows...

...here the skin with rekinned arrows.
Old: White arrow with golden head and red feathers (you remember?)
New: Wooden arrow with iron head and white feathers.

Arrows in the quiver
archer-new-arrow.jpg

While shooting
archer-shooting.jpg

This skin replaces all arrows (archer, longbowman), but not the bolts.
And that's enough for today. My eyes hurt.
 
I've read the posts on free promotions being overpowered as the AI won't utilize them properly and I think some good points are made. Having said that, I still like the plan.

If we were to remove every feature that the AI fails to strategically understand and exploit, we'd be dismantling half the game, starting with the diplomacy screen. That would also limit us to essentially playing a reskinned version of vanilla Civ 4.

Right now I personally think the best idea I've heard is for forges to generate free promotions that are small enough to avoid being unbalanced, but not so small as to be meaningless.

Anyway, thats my two cents :)

Keep up the good modding work!
 
@Laurino

I got what is a unitcombat but then what is a unit class ?
Example, is unitclass javelineer and unitcombat skirmisher ? If so, you can just give multiple bonuses...

About the smithy I don't think you understood me:
I meant a building (smithy) which gives free promotion X if you have steel, else it gives free promotion Y (only !!) if you have iron, else it gives free promotion Z (only) if you have bronze, etc.. else it gives nothing. Is it possible to script a building in this way using XML only ? I know nothing of xml :mischief:

@Notartz

very nice reskinning IMO. Keep it up :)
 
Your typed English is a considerable improvment over most of the native born Americans typing here. You did not use the word "Kewl" once.
 
onedreamer said:
Example, is unitclass javelineer and unitcombat skirmisher ? If so, you can just give multiple bonuses...

Yes, that's correct. Unitclass is the unit, unitcombat is the type of unit. And yes, you can give multiple boni. That's what I was aiming for in a few of my UU ideas.

About the smithy I don't think you understood me:
I meant a building (smithy) which gives free promotion X if you have steel, else it gives free promotion Y (only !!) if you have iron, else it gives free promotion Z (only) if you have bronze, etc.. else it gives nothing. Is it possible to script a building in this way using XML only ? I know nothing of xml :mischief:

Not possible without Python.

...

Awesome skins and leaderheads btw!
 
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