The Ancient Mediterranean MOD

For those who can't wait on an official update, I've readded missionaries in the attached file btw. Unzip it in TAM/Assets/XML/Units.
 
CIVILIZATION4 caused an invalid page fault in
module MSVCR71.DLL at 017f:7c3428fa.
Registers:
EAX=012bf369 CS=017f EIP=7c3428fa EFLGS=00010206
EBX=83234000 SS=0187 ESP=012bf2d0 EBP=00cb4ecc
ECX=00bea380 DS=0187 ESI=8323a000 FS=10d7
EDX=81e62d78 ES=0187 EDI=83234000 GS=0000
Bytes at CS:EIP:
8a 06 83 c6 01 3a c2 74 0a 84 c0 75 f3 5e 5b 5f
Stack dump:
012bf304 83234000 00000000 006a62cb 83234000 00bea380 05e0f010 067f00c0 00cb4ecc 00bbe934 819bfd3c 067f51e0 7c34214f 0109d384 00000000 7c3479ad

The above error seems to occur during the xml part of the mod load process...

I have never played this mod before, but other mods have worked ok for me... I have tried installing this in both the my games folder path and actual game install path.

any ideas?

Also, how large is the map?
 
Craterus22 said:
The above error seems to occur during the xml part of the mod load process...

I have never played this mod before, but other mods have worked ok for me... I have tried installing this in both the my games folder path and actual game install path.

any ideas?

Also, how large is the map?

No clue what that is. Make sure you have Civilization 1.61 installed, and the latest version of TAM.

The map size is roughly standard size.
 
I finally got a chance to try out version 1.8. I was holding off on downloading the update until I finished my final exams. It is becoming more refined with each version. Nice work guys.
 
I noticed that in the latest version you made the Kambsor upgradeable to the heavy spearman. While it is nice to be able to upgrade the UU, it creates another problem. Once you have the required tech for heavy spearman (bronze working I think) you are no longer able to build the Kambsor unit. This is really too bad, because the Kambsor and the heavy spearman complement each other nicely. They do not serve the same purpose and I usually had (at least) one city pumping out each of them. I liked it better the old way. If you want to make UU upgradeable, perhaps you could just have an upgraded version of the UU that becomes available later on. This could be done for all of the civs.
 
Mesix said:
I noticed that in the latest version you made the Kambsor upgradeable to the heavy spearman. While it is nice to be able to upgrade the UU, it creates another problem. Once you have the required tech for heavy spearman (bronze working I think) you are no longer able to build the Kambsor unit. This is really too bad, because the Kambsor and the heavy spearman complement each other nicely. They do not serve the same purpose and I usually had (at least) one city pumping out each of them. I liked it better the old way. If you want to make UU upgradeable, perhaps you could just have an upgraded version of the UU that becomes available later on. This could be done for all of the civs.
I prefer to have it the old way as well, and will gladly change it. Just convice Thamis to give the okay, ;)
 
Mesix said:
I noticed that in the latest version you made the Kambsor upgradeable to the heavy spearman. While it is nice to be able to upgrade the UU, it creates another problem. Once you have the required tech for heavy spearman (bronze working I think) you are no longer able to build the Kambsor unit. This is really too bad, because the Kambsor and the heavy spearman complement each other nicely. They do not serve the same purpose and I usually had (at least) one city pumping out each of them. I liked it better the old way. If you want to make UU upgradeable, perhaps you could just have an upgraded version of the UU that becomes available later on. This could be done for all of the civs.

I read in the "Sir Not Appearing In This Mod" civilopedia entry in Fall from Heaven that if there is a unit B to which unit A can upgrade, but that unit B can't be built yet, then unit A will stay buildable. So if you want to be able to upgrade the Kambsor to Armored Spearmen yet at the same time also keep the Kambsor buildable, what you could do is make the Kambsor upgradeable to both the Armored Spearman and a much more advanced unit in the late game that overclasses the Kambsor in every aspect (or like FfH create an unbuildable dummy unit to which the unit can upgrade).

How's that for a compromise? :D
 
M@ni@c said:
I read in the "Sir Not Appearing In This Mod" civilopedia entry in Fall from Heaven that if there is a unit B to which unit A can upgrade, but that unit B can't be built yet, then unit A will stay buildable. So if you want to be able to upgrade the Kambsor to Armored Spearmen yet at the same time also keep the Kambsor buildable, what you could do is make the Kambsor upgradeable to both the Armored Spearman and a much more advanced unit in the late game that overclasses the Kambsor in every aspect (or like FfH create an unbuildable dummy unit to which the unit can upgrade).

How's that for a compromise? :D

Hey that sounds really good, M@ni@c! I like the idea.
 
Hi there! I have a suggestion for the game, make more religions available earlyer in the game. There would be more conflicts and wars in the game if religions would be founded earlier and it would be great if only one religion could be found by one civilization. For example Sun worship could be placed in the tech Dynasticism and so on, I really believe many problems would be solved by this.
 
M@ni@c said:
Then civs who trade for their metals won't be able to build a smith and thus won't get the weapon promotions.

not true... you would only need one of the metals to build the smithy. Once built, if you trade for the other metals you will get the promotions. I find it hard to believe that a civ can have access to no metal whatsoever, unless it lost the majority of its territory, in which case it's rightful that it stays with an inferior army.
 
M@ni@c said:
For those who can't wait on an official update, I've readded missionaries in the attached file btw. Unzip it in TAM/Assets/XML/Units.

Actually I found the elimination of missionaries one of the best improvements in the unbalanced religion system of TAM. Re-adding them would not be a good idea IMO. What should have been looked upon instead would have been allowing religions to spread into cities that already have one.
 
thamis said:
Hey that sounds really good, M@ni@c! I like the idea.

Always glad to help. :)

onedreamer said:
not true... you would only need one of the metals to build the smithy. Once built, if you trade for the other metals you will get the promotions. I find it hard to believe that a civ can have access to no metal whatsoever, unless it lost the majority of its territory, in which case it's rightful that it stays with an inferior army.

I'm sure that every civ has some metal in their immediate neighbourhood. But do they also all have copper in their vicinity? (If they do, ignore what follows ;)) If they don't, the reassurance that you only need one metal won't help you much if you haven't researched bronze working yet, only copper working, and another civ starts an early war against you.

onedreamer said:
Actually I found the elimination of missionaries one of the best improvements in the unbalanced religion system of TAM. Re-adding them would not be a good idea IMO. What should have been looked upon instead would have been allowing religions to spread into cities that already have one.

Multiple religions being able to spread to the same city would definitely be great. :goodjob: It would also help the AI who hardly builds any missionaries.
But until that happens, personally I consider missionaries the next best thing. For instance, I'm currently playing as Egypt. Being spritual and thus having halved temple costs, and having a religious starting tech, it would be logical for me to follow a heavy religion strategy. However without missionaries you can currently only have one religion per city. So researching a tech that founds a religion while you already have one makes no sense anymore. I don't understand how you can consider that an improvement. Without missionaries the whole Civ4 religion system and the strategies that derive from it fall apart.

Actually personally I think the religion system Civ4 introduced where the more religions you have in a city, the happier your people are is rather ridiculous, but since you've taken over that idea in this mod, I'm reasoning within that framework of what would IMO maintain the strategical balance of TAM. Unfortunately I don't have the time or python/SDK skills to improve Civ4 by myself. :(
 
I've tried to done a little modding of my own.

Currently ships defending in coast get a 10% defense bonus. I don't really see the logic behind this, especially as enemy ships also get this bonus in your OWN territory. How would you feel about removing this bonus? I've attached my modified file in case you're interested.

I've also tried to change the tech that enables coastal trading from Astronomy to Boat Building, and give Astronomy Ocean Trading (not that that would have any effect on the Mediterranean map, but whatever ;)). However when I try to load TAM, there's an XML error. :( Does anyone know what could be the problem?
 
M@ni@c said:
Currently ships defending in coast get a 10% defense bonus. I don't really see the logic behind this, especially as enemy ships also get this bonus in your OWN territory. How would you feel about removing this bonus? I've attached my modified file in case you're interested.

I totally agree. What makes sense for defenders on land makes no sense at sea. There are no ships in foxholes.
 
I'm playing as Illyria at the moment, and I must say I find them way overpowered. :eek: Creating an empire in no-time is fun to a certain degree, but it's not a challenge, it's like stealing candy from a kid. :mischief:

I rushed my first settler south to the area between Skodra and Mycaene and founded Dyrrahu and immediatly started working on Oracle of Dodona. I then rushed a second settler straight east to the area where the river meets the sea. Voila! - The Greeks are locked from expansion! There are a lot of good resources near all the new cities and having built the first wonder, I also completed The Oracle, The Colossus and The Sphinx and founded Sun worship while I kept producing settlers and invaded and conquered the Getae. :lol:

In the vicinity of Skodra are two timber-resources, one fish and one copper, all of wich are revealed early in the game. Add the expansive trait and you have all you need to produce a great number of settlers fast and build all the early wonders, found a religion etc. I suggest that at least one of the timber resources should be removed and, when Warlord-expansion is released, change Teutas traits to Protective/Agressive instead of Expansive/Agressive.

I would very much like to play as the Illyrians then and take on the challenge of being situated between the Greeks and the Romans. :)
 
Whn you have the game open, shift-over the resources that you find are too much or the terrain types that need to be changed and post removal and change suggestions. This applies to ALL civs.

With the new resources we have to edit the map by hand in the text editor, so it's easy to lose overview what resources are where.

This applies to all civs! Call to action everyone!

Example post:
15,35: Remove timber.
18,60: Add sheep.
 
thamis said:
Whn you have the game open, shift-over the resources that you find are too much or the terrain types that need to be changed and post removal and change suggestions. This applies to ALL civs.

With the new resources we have to edit the map by hand in the text editor, so it's easy to lose overview what resources are where.

This applies to all civs! Call to action everyone!

Example post:
15,35: Remove timber.
18,60: Add sheep.

Will do! :)

Question: Is it possible to script so that a city founded within certain coordinates automatically get a certain name regardless of what civ is founding the city?
 
Ingvina Freyr said:
Will do! :)

Question: Is it possible to script so that a city founded within certain coordinates automatically get a certain name regardless of what civ is founding the city?

Theoretically yes.

BUT: It's a helluva lot of work. We would need to have a python script that basically lists every single plot of land on the map and the associated city name...
 
thamis said:
Theoretically yes.

BUT: It's a helluva lot of work. We would need to have a python script that basically lists every single plot of land on the map and the associated city name...

Yes, I'm not even sure it would be a good idea, just letting my mind wander off :crazyeye:

Thanks for the info anyway.
 
thamis said:
Theoretically yes.

BUT: It's a helluva lot of work. We would need to have a python script that basically lists every single plot of land on the map and the associated city name...

Basically it would be "enough" to associate one of nine tile with a city. Reducing the required amount of work by factor 9 :-) But when then someone comes and asks if "native names" for the same cities could be used as well if the founde is the native civ, then the hell of work will even be more hell-likeish :)
 
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