The Ancient Mediterranean MOD

On religion spread:

all religions spread fast. The reason is simple: the map is crowded and the distances are short >> religions spread faster.

This considered, maybe the programmers will want to slow down the spread rate of all religion ?
 
Its seems that either you TAM guys are too busy to answer or you are ignoring my posts about updating your documentation. Though your MOD is very good, it would be decidedly better if it was accompanied with up to date reference/documentation for any newcomers.

First page updates:

Units, Unique Units, Buildings and Technologies!

Thanks
 
Great mod. Great work guys. Played as the Illyrians on Monarch, and found their UU (improved Spearman) with Strength of 6 and more importantly the Retreat capability as toooo much powerfull, but than again I am in the middle of the game, so maybe the remaining half of the game would be more difficult. Oh, and building the Mesopotomian Shrine alone was enough for maintenance, this religion spread too fast. Oh, and since I found the map toooooooooo big for me, I changed it a little bit putting mountains to deny access to the Sahara, Arabia, half of Gaul, half of Iberia and half of Germania.
Are you sure you have the newest version? Perhaps you didn't delete your previous version?

The Illyrian Kambsor was balanced such that it had 5 strength (not 6) and 25% retreat (not 50%). That's how it should be (with the 1st strike and higher cost).
 
Caldwell said:
[...]either you TAM guys are too busy to answer [...]

Indeed. AFAIK our leading developer (i.e. thamis) is quite busy with RL atm.
So first page update may take a bit time.
We ask for some understanding.
 
Methos said:
Haven't had a chance to play yet, or read through 60-odd pages, but what are the victory options for this mod? It seems most age based mods are typically nothing but conquest/domination games. Are there other options?


Different victory options are planned, but there's nothin but conquest or domination available at the moment... of course, there's also score victories......
 
Do you guys want someone without the Druidism state religion able to build Stonehenge? I know it's not the special building for the Druids in TAM, but it seems odd that I built it as Egypt. ;)

It's odd that opium, olives, ect that need plantations don't say Calendar needed under the resource in game. They do need plantations, correct?

edit - It should be noted that as Egypt I had not founded Druidism and had none in my lands. On Prince I've never founded anything, the AI must beeline...
 
I'm just install your mod and faced with 2 problems:

1. During initialize of mod occurs crash, so I launched game through PublicMaps\The Ancient Mediterranean_1.6. Now launches with advanced game menu proceeds soft and normal :rolleyes:

2. I already have long before installed C3PTW 2.1 version of mod and now find, that in the Windows uninstall list that item has indicated size of about 1 306 Mb. :rolleyes: Is this normal?


hmm, when i tried to load save from mod just after those posting, launch again crashed with the same message about "Initialize renderer failed" :( I never faced this problem before your mod.
 
onedreamer said:
On religion spread:

all religions spread fast. The reason is simple: the map is crowded and the distances are short >> religions spread faster.

This considered, maybe the programmers will want to slow down the spread rate of all religion ?
This fast religion spread makes religious shrines way to powerful in the mod. Religion founding AIs almost always end up with the hightest score. IMO this needs to be toned down a bit.
 
Any progress on 1.7? sorry for the inpatience but 1.6 was very fun to play but some issues realy took the edge off it...

Is bigger maps on the recent agenda?
 
Yes, there is progress being made on v1.7 , but there is still work to do before it gets released.

There are no longer 4 smithies, but rather 1 smithy which gives promotions based on the resources a city has available. Thanks to help from theLopez, this has been implemented without lag and eliminates the previous exploit of a unit having more than 1 weapons promotion.

I appreciate your enthusiasm Drogear. However, I personally would rather wait a little longer for a good quality update than get a new version twice a week with bugs and errors, etc.
 
having only 1 smithy the way you describe sound a very good solution. Im not to fond of smithy idé, but reducing it to one singel buildning might be agood solution.

Didnt want to rush on the project, better having quality realises.
 
I was thinking that we might incorporate the plague in into the game...Have it randomly spring up in unhealthy cities. It was obviously a big problem in the ancient Mediterranean especially during the middle-late Roman Empire into the Middle Ages and beyond.

It would be an incentive to keep your cities healthy (other than population growth) and make improvements like wells and cemeteries more important.

I’m not entirely sure how you would implement this since I have no programming skills…

Just a thought! Not that you guys already have enough to do…;)

P.S. My offer to help still stands if you guys need help with the historical side of things (i.e. civilopedia entries etc.):) .
 
1) A plague can occur for 1 to 20 turns in a city.
2) Impact: The citys base health is reduced by (city size/4)^2. The health through resources is reduced by resource health/2.
3) Spreading
a) The plage is "created" only in unhealthy, very big cities.
b) The plague spreads like religions with a very low chance if the target city is very healthy (25% bonus health should be enough to be safe), the chance is growing if the target is unhealthy.
c) The plague is spread by military units with a much higher chance and the same conditions as above.
4) Military units that were pausing in an infected city for at least one turn are infected themselves as long as the city is and every turn get some damage.
5) The impact and the duration of the plague in an infected city are reduced by 50% if a special building is present (Hospital?) that is available with a late technology.
 
Pvblivs said:
1) A plague can occur for 1 to 20 turns in a city.
2) Impact: The citys base health is reduced by (city size/4)^2. The health through resources is reduced by resource health/2.
3) Spreading
a) The plage is "created" only in unhealthy, very big cities.
b) The plague spreads like religions with a very low chance if the target city is very healthy (25% bonus health should be enough to be safe), the chance is growing if the target is unhealthy.
c) The plague is spread by military units with a much higher chance and the same conditions as above.
4) Military units that were pausing in an infected city for at least one turn are infected themselves as long as the city is and every turn get some damage.
5) The impact and the duration of the plague in an infected city are reduced by 50% if a special building is present (Hospital?) that is available with a late technology.

1) 20 turns are too much in Civ4. Besides a plague lasting 20 turns should mean that the city is completely dead.
2) I'd rather increase unhealth and remove the esponent at least. Also why would the plague reduce the health through resources ?
3) c) that's a nightmare from a programming point of view, not to mention it would probably cripple the performances of the game on most PCs.
4) there should be at least some chances that units are not infected.

don't know, honestly I think the Plague doesn't belong to the Ancient / Classical Age but to the Dark Age...
 
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