The Ancient Mediterranean MOD

BenGee171 said:
Hey Notarzt what programm for 3D models do you use? i am currently downloading "blender", if i would know how to do that stuff i could give you some assistence. but there are some tutorials about that programm. i think i will learn it :)

I'm using 3dsmax 7.0
And it's not that I have problems with animation. I just haven't made the implemented tutorials yet. Still increasing my static 3D modelling skill.
 
I just successfully reduced the polygons of the berserk-sword from
4981 to 313 (6,2%)
That means the weapons of an healty berserk unit (3) won't have
about 15000 polys but only about 900.
Sorry for my early skill polygon-orgies.
 
After playing nearly one and a half games of TAM 1.5:

I find it problematic in the early game that you MUST build something,
I mean units...
What if I don't want to have them but I cannot set the city to nothing else?

I build an archer, only to delete it when ready...

It was the case especially in my Germanic game...


Otherwise it is GREAT! :)
And keeps getting better...
 
haha Notarzt, wow is all I can say! :)
 
V. Soma said:
After playing nearly one and a half games of TAM 1.5:

I find it problematic in the early game that you MUST build something,
I mean units...
What if I don't want to have them but I cannot set the city to nothing else?

I build an archer, only to delete it when ready...

It was the case especially in my Germanic game...


Otherwise it is GREAT! :)
And keeps getting better...
I'm sorry, but I don't really understand what the problem is... Why do you have to delete the archer? When you're "ready" for what?
 
I think he's saying that there are too few building projects in the early game. So he uses the production on units he doesn't need and then deletes them.
 
Alright, I understand.

Suggestions would be nice :) I know that we are working on more ancient wonders.

Also, V. Soma, if you have too many units, why don't you wage war on someone? ;)
 
I think V.Soma is a builder. He doesn't like huge armies cause they reduce his income he rather spends for science.
He would like to be able to let his cities build "research" "wealth" or "culture".

But, V.Soma: That's the same with vanilla games. You wont be able to switch to anything unless you have discovered alphabet (or was it writing?).

Use your archers to get a greater power score so other nations won't attack you that easy. Or attack the next city. Archers aren't that bad at attacking cities in TAM.
 
Hey, folks! :)

Yes, I try to balance my way building and warring at the same time.
I wish to keep science at 80-90% and be up-to-date in tech.

Yes, it is good to keep 5-6 units per city for defend,
but then?
OK, I see that AI is rather agressive, so maybe it is OK to have
that large number of units...

...but still, I would welcome an option to have something like
"governing", or "public work" - this would give the city something,
like one extra health, for instance
 
V.Soma: this income problem is a thing that we really want to settle in 1.6... I had games when one of the players was on strike with 0% research and could'nt do nothing about it, but build units and kill them, until he got some kind of income. Thats one of the main reason that the merchant ship was made available to all instead of only the Phoenicians. i played a couple of game with these both available, and man... it just eases everything... But then, if your empire has no acces to water, then the problem is still there... I'll check that out and try to come up with a solution that won't make you rich, but will still enable you to have more than 4 cities without having to get your research down to 20%
 
Leptomeninges said:
I think he's saying that there are too few building projects in the early game. So he uses the production on units he doesn't need and then deletes them.


I got that way my first game out.. I over expanded a bit, and then started running out of gold, and had nothing to build but units. So I built and deleted so my guys wouldn't go on strike. It was mismanagement on my part. I think with the Tech tree if you don't pay attention and make sure you balance your research (IE make sure you research something that lets you build buildings along with units). You might jam yourself.. It took the one game to learn that. LOL
 
Shqype said:
Suggestions would be nice :) I know that we are working on more ancient wonders.

I'm working on an ancient scenario myself and might want to reuse some of TAM's resources (mostly graphics), so I guess I better make sure I'm on a good footing with you guys :)

For a full-game mod, TAM doesn't exactly seem to have too many buildings (though granted I haven't really played it so I don't know how it works out in practice). Only 20 or so as opposed to 40ish for the default game -- and that's counting all those Smithies seperately which arguably should only count as one. My scenario only covers 150ish turns and I have more buildings than you guys (though admittedly I am deliberately aiming at great diversity). So here are some suggestions that I either have in my scenario or considered but rejected. It's free advice, do with it (or ignore it) as you wish :) (I'm afraid Wonders is the one area of my mod I haven't really looked into yet so I can't be of much help there yet)

Garden/Zoo
Parks and Ornamental (zoological) gardens and the like were as common in the old days (as early as 1500 BC) as they are today. The Mesopotamians, Egyptians Persians, Greeks and Romans all loved them. The Hanging Gardens are of course the most famous but by no means the only example. Suggested effect: primarily Happiness, maybe culture.

Beer Hall
Main source of entertainment for the Egyptians. They met friends here, feasted, drank, played games and music, told stories, etc. Suggested effect: Happiness, Culture.

Police Barracks
Police is not a modern concept, it is as old as crime itself. In some societies and regions the military acted as police force, but especially in large cities and 'civilized' areas it was often a seperate organisation, in many ways very similar to modern police forces. Suggested effect: reduced War Weariness, Anarchy or Unhappiness.

Public Well
Clean water was a rarity in the Ancient world, even near rivers or lakes, since these were used for washing, bathing and sometimes as sewer. Wells are the one source of natural clean, high-quality drinking watter. Suggested effect: Health.

Brewery
Because clean water was so rare, and other drinks like milk and wine were luxuries usually reserved for the rich, beer was in most ancient (and medieval) societies the staple drink, with large-scale brewing being often a government monopoly. Suggested Effect: Health.

House of Life
A bit Egypt-specific, but for what it's worth: Ancient Egypt was very advanced in the field of medicine, especially compared to its neighbours, Egyptian physicians were highly regarded and oft-requested by other empires. The institution behind these physicians was the House of Life (Per Ankh), a mixture between a hospital, library and temple where the secret knowledge of medicine, magic and religious ceremonies was stored, and cures, spells, ceremonies and dream-interpretations where administered to laymen. Suggested effect: Health, Science, maybe Culture and/or Religion.

Work Camp
You have a whole bunch of smithies in your mod, but nothing to boost production. Work Camps or Workers' Villages were often erected at the sites of large building projects. Suggested Effect: Production.

Carpentry Workshop
Not very original, but effective as production booster. High-quality wood was rare in much of the Fertile Crescent (most of it was in Lebanon), high-quality carpentry even rarer. Suggested effect: Production.

Gymnasium
Originally a school and training grounds for sports in ancient Greece (used for military training in Sparta), they later also developed into educational institutes, hospitals, and gathering places for philosophers and sophists. The most famous examples are the Academy, the Lyceum and the Cynosarges, all from Athens (one or more of these might be suitable as Wonders). Suggested Effect: Culture, Science, Happiness, possibly Experience (but you seem to have that covered).

Festival (Grounds)
Festivals and processions were a common activity to unwind, celebrate life and honour the gods all at the same time. Suggested Effect: primarily Culture, maybe Happiness.

Arena and/or Circus
Chiefly Roman forms of entertainment, one for fights and one for races. I'm sure you've all seen movies like Ben Hur and Gladiator, so these don't need much further explanation ;) Suggested effect: Happiness.

Forum/Agora
Centres of commerce, politics, justice and cultural activities for the Romans and Greeks respectively. Suggested effect: Maintenance, Gold, Culture.

Aquaduct
We often think of them as Roman, but they were already built by the Assyrians as early as the 7th century BC (if not earlier). Suggested effect: Health.

Stoa
Ancient Greek version of our modern malls. Covered, often two stories high centre of commerce in which many shops and offices where located (also used for art displays and religious events). Suggested effect: Gold/Trade.

Odeon
Musical theatre. Ancient Greek/Roman version of our modern concert buildings. Suggested effect: Culture.
 
Thanks alot for your suggestions! Those are some really good ideas!

I think a few of them will definitely go into the mod. As soon as Thamis approves those buildings, I'll implement them :D
 
Hi, I've been following this mod from the start (also played TAM for civ 3) and have been loving the most recent version. I read a few post back that you need help with civilopedia entries, etc. If you still need help with that I am more then willing to help.

I would have pitched in earlier, but I have no graphics or programming skills.
 
Hey BenG, thanks for your continued interest and support. I don't have a task to assign you right now, but if there is one to be given, I'm sure the proper figure will read your post and let you know.

PS - If you loved the most recent version, just wait until the next one that is coming up ;)
 
1.5c

Hello. This mod looks excellent and I am eager to play it.

When I load this mod i get the "Initialize Renderer failed." error.

I don't get this error with the vanilla game or with the other mods I have tried. I am hoping someone might be able to clue me in. I can't wait to play this mod!

Thanks


------nevermind. i guess i just needed to clear the cache.
 
@financial problems:

Probably my skill level is too low (monarch), but I like the buildings/units balance. It gives me the ability to build nice armies without having to neglect my buildings.
It's true that with my 4th and 5th town I have to reduce tech to 40-60% but only unitl my cottages (go for pottery) come up and my cities grow to produce more income. Then I'm back on about 80% and can begin my first expansion war filling my treasury as I conquer their cities.
And I don't even have to pick a financial civ for that.
 
Locutus said:
I'm working on an ancient scenario myself and might want to reuse some of TAM's resources (mostly graphics)

As I designed them I can give you an "pre-okay" for using them.
Final decision is up to thamis, as I designed them for him.
If he wants TAM to be very exclusive .... let's see.
 
Good Morning everyone!

Over night i made 3 Models (+1 but it isn't working very well)

I made:
Persian Immortal (swordsman with scimitar)
Swordsman - Ironage (Swordsman with chainmale)
Celtic Swordsman (swordsman with celtic skin)
 

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