The Ancient Mediterranean MOD

Ingvinr Frey said:
In Rome - Total War, each religion have three different types of temples. Only one can be built in each city, giving that city a specific bonus, for example higher valour for soldiers if it's a wargod being worshiped or a healthbonus to the city if it's a fertilitygod.
In this case only three different effects needs to be set, perhaps a good idea for TAM?

Two unanswered questions:
-Any plans for the Assyrians?
-Greek religion earlier or later than Egyptian?

Assyrians are in, but not on this map. The data is all there, though. I think...

You're right that Greek and Egyptian Pantheons should be inverted. We could just swap their positions. :)
 
I have now played through this mod as twice. The first time I played the Illyrians, the second time I played the Iberians (I like civs that start with the letter "I"). I really like all of the new techs and resources that have been added to make the game more detailed for the early era.

I have noticed that some parts of the map are more crowded than others. The Egyptian and Carthagian civs especially seem to have a lot of area to expand early in the game and were the top two civs both times I played. I was wondering if this was intentional or just a product of the limited number of civs that can be placed on the map. Adding the Nubians or another civ to North Africa might help to balance this out a little better.

Congrates on a job well done. I hope there is more content being worked on for this scenario. I look forward to seeing any advances that are to come.

I have to take a few days off from Civ IV now as I am hopelessly behind in all of my college classes. I have four term papers to write over the next three days...so wish me luck. I will be playing through the Ancient Med scenario again very soon (probably sooner than I should).
 
Just finished playing V1.6 as the Romans on warlord setting. I won but not by much. I and most of the other civ's finished the tech tree by 400AD which might not happen if I'd played on a harder setting. I did have a hard time spreading Roman culture. I was able to switch my culture setting to 90% after discovering all the techs but still had newly conquered cities riot on a regular basis. Any advise on strategies for converting cites would be helpful. Also didn't really understand the smithy buildings. What exactly does the bonus do? After building the Steel Smith the other buildings disappeared so I had to build them all over again. Is that nessesary? Never used the merchant unit. Build Christianity wonder. What does it do? Great Mod!!! I'l play again as the Carthaginians on a harder setting.
 
Mesix, thanks for your input. We're actually making a bigger map and will include more of the civilization in (like Nubia).

davbenbak, the smithy issue has been fixed. There is now 1 smithy that gives Medium, Heavy, and Cavalry units a "Weapons" promotion based on the resource linked to the smithy. If a city has a smithy and copper, the units get a "Copper Weapons" promotion, if it has iron, they get "Iron Weapons", etc.

There are more wonders added and they will be balanced. Christianity Project will have a purpose as well in future releases.
 
Hi, i played your mod for civilization 3 and i loved it. I want to know , if you are planning to add another great person to this mod. I have a little suggestion for great general.
Great general actions:
- discover military advance
- build military academy which can provide new experience and promotions for units built in city or city can create special units or something else
- create 8 new unique units for civilizations (e.g. for romans - roman legionary) or if player can't build unique units at that moment then create 8 another units (mod fall from heaven has this ability - great commander can create 3 units)
- create an army ? (like army in civilization 3)
 
Mitko there are 2 UUs for civ already.
Instead of Army or Great General (which could be a nice idea btw) there are plans to add Heroic units. A very powerful unit that each civ can build once.
 
mitko said:
Hi, i played your mod for civilization 3 and i loved it. I want to know , if you are planning to add another great person to this mod. I have a little suggestion for great general.
Great general actions:
- discover military advance
- build military academy which can provide new experience and promotions for units built in city or city can create special units or something else
- create 8 new unique units for civilizations (e.g. for romans - roman legionary) or if player can't build unique units at that moment then create 8 another units (mod fall from heaven has this ability - great commander can create 3 units)
- create an army ? (like army in civilization 3)

The expansion pack will include Great Generals, so we'll just use those later this year. :)

And yes, we're working on heroes for v1.8.
 
Shqype said:
Mesix, thanks for your input. We're actually making a bigger map and will include more of the civilization in (like Nubia).

davbenbak, the smithy issue has been fixed. There is now 1 smithy that gives Medium, Heavy, and Cavalry units a "Weapons" promotion based on the resource linked to the smithy. If a city has a smithy and copper, the units get a "Copper Weapons" promotion, if it has iron, they get "Iron Weapons", etc.

There are more wonders added and they will be balanced. Christianity Project will have a purpose as well in future releases.


I played through this scenario again (and I still havn't started my homework) as Gaul. This was my most successful venture to date. I dominated the Iberians and the other civilizations were afraid of my mighty military.

You answered two of the questions I had. The smithy upgrades seem to be broke. I was able to build multiple smithy buildings in one city and the bonuses stacked!!! I don't think this is what was intended. The christainity project doesn't do anything (as you mentioned).

One other wuestion I had relates to the Germans. They never wanted to trade any techs with me (they were always red). They were my best ally in the game and the second highest score after me, but still would not trade techs. Other civs that were annoyed with me or generally not very friendly were willing to trade, but not the Germans who were pleased with me. Is this writen into the scrypt that they don't trade, or is it just one of those random things that happened in my game.

I still have 38 turns left to go, but decided to take a break. The Iberaians are gone...perhaps I'll turn my forces loose on the Romans now :)
 
thamis said:
@Smithies: They'll be fixed in the next update.
@Germans: That's the AI, not the MOD. Nothing is pre-scripted.

Is the German AI always opposed to tech trading...or is this just something that happened in this game? This is the first time that I had noticed it because in earlier games the Germans were not so advanced.
 
Mesix said:
One other wuestion I had relates to the Germans. They never wanted to trade any techs with me (they were always red). They were my best ally in the game and the second highest score after me, but still would not trade techs. Other civs that were annoyed with me or generally not very friendly were willing to trade, but not the Germans who were pleased with me.
Funny (or actually not very funny), a similar thing happened to me when playing as the romans. My two best friends (pleased with me and sometimes even friendly, same religion) declared war on me for reasons only Jupiter knows. :crazyeye: All the other civs left me alone throughout the entire game, even though I started some wars that I thought would pi** them off.
 
Ingvinr Frey said:
Funny (or actually not very funny), a similar thing happened to me when playing as the romans. My two best friends (pleased with me and sometimes even friendly, same religion) declared war on me for reasons only Jupiter knows. :crazyeye: All the other civs left me alone throughout the entire game, even though I started some wars that I thought would pi** them off.

the reasons are very simple: the AI plays to win not to help you to win :lol:
If you are the first in the list and the AI second, from a certain stage of the game (depends also on victory conditions) they won't trade with you, even if you are their best friend.

This is not something built in TAM btw, it's Civ4.
 
onedreamer said:
the reasons are very simple: the AI plays to win not to help you to win :lol:
If you are the first in the list and the AI second, from a certain stage of the game (depends also on victory conditions) they won't trade with you, even if you are their best friend.

This is not something built in TAM btw, it's Civ4.

Yes, I just thought the other Civs would attack first.
I always go for my worst enemies first and only by the end, my "friends" get their share of beating. Perhaps the AI has learned my tactics and started a preemptive war to counter my plans.;)
 
Ingvinr Frey said:
Yes, I just thought the other Civs would attack first.
I always go for my worst enemies first and only by the end, my "friends" get their share of beating. Perhaps the AI has learned my tactics and started a preemptive war to counter my plans.;)

for the AI, the worst enemies are
1) those with poor army and poor relationships
and
2) those on the top of the scoreboard ...

;)
 
Mesix said:
Is the German AI always opposed to tech trading...or is this just something that happened in this game? This is the first time that I had noticed it because in earlier games the Germans were not so advanced.

The civs behave according to their "chief"!;) And there is actually more than 75 entries related to the leaders, mostly in CIV4LeaderHeadInfos, that define both their construction behavior, and their diplomatic attitude (traiding techs or money, asking to change civics, etc) depending on the relation of a particular AI with another, or with a human. The case is the same with leader traits, to a lesser extent. Of course, many things are hard-coded, but not the precise caracteristics, just the way to handle them, so the amount of things that can be tweaked certainly enables some adjustments. That's what makes Montezuma a maniac back-stabber in Vanilla...
 
One more thing that I noticed is that the courthouse seems pretty pointless. It reduces war weariness (by 25% or 50% I don't remember), but by the time I have researched the tech for it I already have Empire and Free Religion civics that eliminate war wearienss. There really is no benefit to building it (but the AI will still build it).
 
A quick question. Why don't the civs have techs in the scenario? Niether the Phoenicians, Egyptians, or Getians had any starting techs. Is this on purpose? I know they have the techs in a random map game...

Definitely detracts from the 'feel' of AM.

Can't wait for that new map!
 
Is it okay with you if we use some of your units(that siege weapon stuff is awesome) and building art(greatstuff this holy site and caravan house) for our WH Mod? Very likely we'll reskin those at a later stage of the mod so it will differ still in the future from the looks of yours but some like they are now already are really nice placeholders for ours.:)
 
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