The Ancient Mediterranean MOD

Chilango said:
Wow awsome Scene. Love it though i find it really hard. Usually i play on Monarch but this game got me allready twice. I play noble now. Its somehow wired but in my games the AI only moves around with stacks of 20 units and 20 Units in every City. Somehow they manage to be scientificaly equal as well.

Is that just normal? :)

Noble: Start by beelining to alphabet, while trying to contact as many civs as possible. The tech lead should help you until late.

Moving "open borders" further away was a good move to weaken this strategy a bit. Belated open borders allow another exploit, however. Found a religion and rush to Exploration (allows OB). Chances are that a LOT of civs will adapt your religion, because you'll be the only civ to OB with them. Build shrine and enjoy 100 % science with cash surplus.
 
I just had a strange bug : game ended 700 bc ( !!! ) in marathon mode using 1.7 version with scenario, not just mod. I must figure i use french version of the game. I had nothing strange when i just used 1.6 version.
 
crunch said:
Noble: Start by beelining to alphabet, while trying to contact as many civs as possible. The tech lead should help you until late.

Moving "open borders" further away was a good move to weaken this strategy a bit. Belated open borders allow another exploit, however. Found a religion and rush to Exploration (allows OB). Chances are that a LOT of civs will adapt your religion, because you'll be the only civ to OB with them. Build shrine and enjoy 100 % science with cash surplus.

You're on to something here. I played v 1.7 and founded a religion early. Better than 80% of the world was my religion and my shrine was pumping out buku gold. This did not replicate in every game though...only happened this successfully this one time so far. The only player who was not converted to my religion was my nearest neighbor Egypt). I had the entire map opened up as cities were converted and other countries switched their state religion.
 
Don't know if that's reported yet. If so just ignore it.

Lumbermills if not built on lumber disappear from screen as soon a city works the tile and reappear ifs not worked again.

There seems to be no improvement for tin?

ressources show strange on cityscreen(fish for deer i.e.), some don't show at all, don't know if it's made yet but well copper should show shouldn't it?

platos academy is buildable twice. The second with the effects of worldproject internet.

Otherwise very nice version again! Just stopped frustrated cause the phoenicians captured my capital, think I have to change my tactics for the next game:blush:
Keep up the good work:goodjob:
 
baptiste said:
I just had a strange bug : game ended 700 bc ( !!! ) in marathon mode using 1.7 version with scenario, not just mod. I must figure i use french version of the game. I had nothing strange when i just used 1.6 version.

how did it end ?
 
onedreamer said:
how did it end ?
I tried epic and normal speed and had the same bug. I can see it even while starting the game, since the number of turns is low (around 300 instead of 1100, i'll give exact numbers tonight) in the victory conditions pannel.

I went until end of the game as to see if it would really end, and it did (was searching bronze !).

How did it end ? I installed 1.6 back and it's working fine... as to try a science/culture challenge (but i really preferred 1.7 with so many really nice improvements !).
 
I meant how did the game end, there are several ways a game can end, but I seem to understand it ended with a time victory, am I right ?

I don't know why would that happen, since the timing works correctly. Maybe you have some other mod isntalled or changed some configuration ?
 
onedreamer said:
I meant how did the game end, there are several ways a game can end, but I seem to understand it ended with a time victory, am I right ?
Yes.

I don't know why would that happen, since the timing works correctly. Maybe you have some other mod isntalled or changed some configuration ?
I don't remember having installed any mod in the main folder on this computer (only in /my games), except TAM (1.6 and 1.7). But just in case i would be wrong, i'll try a global re-intsallation of both game and mods (hope i'll be able to save hof :p). What seems really weird to me is the difference between 1.6 and 1.7, since i played again 1.6 and it works fine. Without any other modification, neither on civ nor on all the computer (except tam 1.7 instalaltion).
 
Having a tough time as the Greeks. First I moved my intial settler over one space before founding my capital to leave room for Sparta at the end of the peninsula then moved quickly north along the Black sea. I even managed to get two cities in southern Italy but that was pretty much the end of my expansion because by then my neighbors all had better units than my hoplite. I wasn't able to expand far enough to get horses and no stone resources in Greece? Seems like with all those mountains there would be some stone. Marble is great for temples but not roads! Either add more resources or maybe eliminate one of the Bulkan civs. Just my thoughts
 
Playing TAM map, v1.7, on Marathon speed, Prince difficulty, Babylonians.

Opium on hills - I currently have two Opium resources and both are on hills. I can't work either as i can't build a farm on either site. This may be due to not being able to spread irrigation or it may be due to them being on hills or it may be a bug, i'm not sure. In v1.6 i was able to put a farm on Opium (plains tile) and get the +1 happiness. Also, what about renaming opium poppies?

Papyrus - what does it do? It is a tradeable resource but i don't know what it does. It would be cool if it cut library build time in half.

Tin - found one in the desert southeast of Babylon that wouldn't let me build a mine on it. Doesn't appear to do anything.

Lumbermills - I agree they come too early and don't appear on map.

Sappers - I thought i remembered reading the AI didn't utilize sappers. In my game the AI did effectively use a sapper against one of my cities. However they didn't defend it well and i squashed it.

I am hopelessly losing on Prince level but loving the mod. Keep up the great work and thank you!

- feydras
 
Great mod, thanks for all the hard work.

I played one game of v1.7 as the Carthaginians and discovered all the technology advances well before I reached the turn limit ending the game. To prevent this, I would suggest increasing the tech research cost, particularly later in the tech tree (or else add more techs, but that is probably asking too much).

It is quite difficult to build a large empire since foot units move only 2 spaces on roads and transport ships (galleys) move only 3 spaces on the water. Maybe the tile movement rate per turn on roads and railroads and sea could be doubled so that it is easier to mass troops for an attack or respond to threats on one's borders. I assume this can be modded in CivIV since it was pretty easy to do in CivIII Conquests.
 
baptiste said:
Yes.

I don't remember having installed any mod in the main folder on this computer (only in /my games), except TAM (1.6 and 1.7). But just in case i would be wrong, i'll try a global re-intsallation of both game and mods (hope i'll be able to save hof :p). What seems really weird to me is the difference between 1.6 and 1.7, since i played again 1.6 and it works fine. Without any other modification, neither on civ nor on all the computer (except tam 1.7 instalaltion).

did you delete (or rename) the folder of 1.6 before installing 1.7 ?
Also, once extracted 1.7 copy the worldbuilder save that you find in the mod root inside the Public Maps folder. Load the game, load the mod, and start a game as scenario loading that map.
 
I guess it should be tested. The patch wasn't just released "today", but a few minutes before your post LOL.
 
Version 1.61 (French) an Tam : got a major problem, since no character can be seen as soon as you load sceanrio. Even in the game creation menus, i just can see some symbols instead of hero description, no text is visible, including difficulty level, game speed, the "ok" and so on. You can "guess" but since inside a created game, no text can be seen, even from menus.

Is english version working fine ?
 
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