The Ancient Mediterranean MOD

Genius!!!

I´m still looking to get a decent computer to play Civ4 (I wonder if it runs in Windows 3.1 :cry:) but ASAP, I´m planing to get the mod and playing it. Also am looking to do European Medieval-Rennacence Mod, basicly were TAM stops chronologicaly.
 
wolfman1234 said:
I think its more becouse Rome as the capitol of the "civilized world" became to be considered in ancient times as The New Babylon.

Hehe, no the "bad reputation" of Babylon is due to Hebrews that described it as a city of sinners and worshippers of Satana and the like. Aaah, jealousy is an ugly beast.
 
Karhgath said:
@Polietileno

The units are divided into Light units(archers, skirmishers), Medium (Swordsman, Axeman), Heavy(Spearman, Pikeman), Light Cavalry (Horse Archer), Heavy Cavalry (Cataphract).

So yeah, we did just that =)

shouldn't Light Cav. also include a horseman wielding a spear (lancer ?) ? Like the horseman in Civ3. It was a common mounted unit back in those ages.
 
A small update on the progress:

I have implemented all the technologies of the Ancient Age, at least tech-tree wise. Artwork is messed up, so is sound. All pedia entries and mouse-over hints are either incorrect or placeholders.

There won't be an update for a while, because, in order for this to work, we have to complete or update all XMLs related to:

- tech tree
- eras
- units
- buildings
- improvements
- worker jobs
- resources

I NEED HELP HERE! ;)
 
thamis said:
What I always wondered is: Shouldn't horse archers be in the ranged category? I mean, for you as fighter it doesn't matter whether the arrow is coming from horseback or from a hill, right?
Not much. :)


You might want to have them in a separate category from foot archers if you have any horse-spooking effects, however. Elephants, frex, could merit a bonus against any horse units, but hardly against foot archers.
 
thamis said:
A small update on the progress:

I have implemented all the technologies of the Ancient Age, at least tech-tree wise. Artwork is messed up, so is sound. All pedia entries and mouse-over hints are either incorrect or placeholders.

There won't be an update for a while, because, in order for this to work, we have to complete or update all XMLs related to:

- tech tree
- eras
- units
- buildings
- improvements
- worker jobs
- resources

I NEED HELP HERE! ;)

What sort of help exactly thamis. I can easily copy/paste, retype xml files. I've been altering these CFC mods since they started coming out to tailor them to my liking. :) Let me know what grunt work needs doing and I'll see what I can do.
 
Be well
:goodjob:

Q: Ancient lancers... were there such units? AFAIK until stirrup came along it would prove inefective.

Q: Are there any plans to increase improvements yields with ancient technology?
 
Ineffective against good solid iron or steel armour, yes. Against no armour, leather or exposed points of a bronze cuireass, it would be devastating. In reality, the early lancer was a man on horseback with a spear who could ride close and stab from a distance.
 
woodelf said:
What sort of help exactly thamis. I can easily copy/paste, retype xml files. I've been altering these CFC mods since they started coming out to tailor them to my liking. :) Let me know what grunt work needs doing and I'll see what I can do.

Once I'm done with the tech tree (within a few days), each of us can start working on a different XML file, as the TechInfos is the one that ties them all together.
 
thamis said:
Once I'm done with the tech tree (within a few days), each of us can start working on a different XML file, as the TechInfos is the one that ties them all together.

PM me if you need help. I have over a week off for the Holidays. :D
 
Gladi said:
Be well
:goodjob:

Q: Ancient lancers... were there such units? AFAIK until stirrup came along it would prove inefective.
The Macedonian companion cavalry famously used lances, and by all accounts was pretty effective. Now, they won't have used them to skewer opponents like a medieval knight, but rather for stabbing, as Sword Dancer says.
 
I made some small changes to the tech tree and made the first draft of the unit chart. Right now, only land units are done, and I've followed more or less the standard civ progression for the unit's power. If you have any suggestions, let me know. The big difference will be the Promotions, and that's the hard part I've been working on.

Units are divided into 7 categories:
SKI - Skirmisher
MED - Medium
HEA - Heavy
MSK - Mounted Skirmisher
CAV - Cavalry
ELE - Elephant
SIE - Siege Engine

I still need to include non-regular units, like scouts and mercenaries, and also unique units.

Also, since units in Civ4 can now take more than 1 tech as a prereq, maybe revising the tech tree a bit? For example, to reach Military Tradition from Cavalry requires 14 techs and only 10 from Iron Working.

Maybe Mounted Combat shouldn't require Composite Bow, but Horse Archer would need Mounted Combat AND Composite bow as a prereq?? Same for Armored Infantry, because I don't want to add Mil. Training as a prereq to Heavy Armor.

Oh Yeah, I changed Recurve Bow to Composite Bow(includes both composite and recurved), removed fishing(will be rolled back in boat building, it was too deep) and made 1 or 2 minor changes to the tree.

Tech Tree
Unit Chart

I'll post the promotion chart today or friday.
 
The image “http://www.3s-studios.com/Karhgath/TAM - Unit Chart.gif” cannot be displayed, because it contains errors.

Hum?

Aargh... Please let this be the last change to the tech tree until it's done. I've started working on it, and constant changes will be the cause of MAJOR confusion.

Word from the gods: "Tech tree frozen at this latest point until, in their infinite wisdom, the gods say otherwise." ;)

Regarding the unit categories:
Do you want these to have any gameplay-effect (such as the current 5 types of melee, archery, mounted, gunpowder, and armoured)?
 
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