The Ancient Mediterranean MOD

Notarzt said:
If Laurino implements my newest graphical modification, there will be a little surprise for all of you with the next working version. :D

So stay tuned!
Well, Laurino has been busy since yesterday; I've fixed the bug and have implemented the new civilopedia entries, so if you send me the file and tell me for what unit it is for then I will implement it into this version (v1.4) :)
 
I'll have the religion civilopedia entries done later tonight so perhaps they can be included also. I'll send them to you as soon as they're done. Not sure how long the civics entries may take. I suspect they'll require abit more work.

And yes, I'm a physician. I do enjoy history as a hobby although I can't claim any particular expertise in the ancient Mediterranean. ;)
 
other bugs:
-some temple is called templel
-roman legionary has 1% city attack... isn't it supposed to be 10% ? just wondering...
 
Eh, I have the religion entries mostly done, but as I was testing them, I noticed a little discrepancy. The XML (which I was working from) refers to druidism as the sixth religion. However, the game itself shows Aesir and not druidism. Interestingly the druidism entries point to the Aesir religion though. Which is in? Druidism or Aesir?
 
Thanks for your bug reports cider. I have fixed them. The "templel" was only for the Greek Temple in the German language.
 
Christianity, Druidism, Egyptian Pantheon, Greek Pantheon, Judaism, Mesopotamian Pantheon, and Zoroastrism are the game's religions.
 
Shqype said:
so if you send me the file and tell me for what unit it is for then I will implement it into this version (v1.4) :)

The file ist on the FTP, a .rar-file that begins with "sta..." :D

the appropriate directories are given, thanks for implementing it.
 
Expect to get the pedia file in your email soon then :) Be aware that the civilopedia lists Aesir and not Druidism though. The Druidism entries point to the Aesir title.
 
Also, don't know if this has been mentioned, but I can't choose to play the Illyrian Civ... is there an error with the game, or is the update log wrong where it says Illyria was added with v 1.3?
 
One more thought:

Would anyone object if we put some copper on Cyprus? I just got through writing all these civilopedia entries about how hugely important the copper mines of Cyprus were to the Aegean bronze age and I realized we didn't put any copper resource there ;)
 
Xanthippus said:
Also, don't know if this has been mentioned, but I can't choose to play the Illyrian Civ... is there an error with the game, or is the update log wrong where it says Illyria was added with v 1.3?
No, it hasn't been mentioned by anyone else, but I know that Illyria wasn't playable. It is now, though.

When Thamis awakes, he will probably post the new version of the mod, with includes the Illyrians as a playable civilization, and has many bug fixes :)

Leptomeninges, there already is a copper resource by the Mycenaean starting position...
 
TAM 1,3a will be released ASAP...
I hope to have it done by monday afternoon, or early tuesday.
This version will be way more tested than the other ones, as I totaly hate to have released a disgustingly horsehockey version... Tabarnak... As I am the main coder, I gotta say I take this failure totally on my shoulders. YES I should have checked it... YES I should have made backup versions... I'm sorry for the deceptions...
 
Don't worry Laurino, we all make mistakes. I'm happy to say I've fixed the bugs and TAM is fully working. I've been playing the last 2 hours and I'm past 1300 AD... it's so fun! :D

I'll provide this for the team to run through before Thamis releases it, but there aren't any problems that crash the game... there are still missing text entries and whatnot, and the tech tree needs to be redone, but that will come in later versions :)
 
Laurino said:
TAM 1,3a will be released ASAP...
I hope to have it done by monday afternoon, or early tuesday.
This version will be way more tested than the other ones, as I totaly hate to have released a disgustingly horsehockey version... Tabarnak... As I am the main coder, I gotta say I take this failure totally on my shoulders. YES I should have checked it... YES I should have made backup versions... I'm sorry for the deceptions...

No Worries, bugs are a part of life. We all jump the gun at times. I think I can speak for everyone who loves TAM, you guys who put this thing together are wonderful and have provided me, beginning with Civ III Tam many hours of enjoyment and entertainment. Some people hunt, some fish, some tennis. Me? TAM all the way my friend...

Thanks again for all your hard work
 
Part of the team (me) also testplayed the mod. I think its ready to be released. Encounterd no CTDs. Gampeplay/graphics-stuff is part of upcoming versions.
 
Bug report :) (i have the german version):
- it takes millions of rounds for a roman legionary to build a street or a fortress
- the ship "bireme" has no skin
- you can build two kinds of ships, the "triere" (2 strenght, 2 moves) and the "bireme" (3 strength, 3 moves), but both cost 50 shields. so, the bireme should be more expensive
- the time scale should be changed - maybe you can change it to a seasons-system. after 4 rounds 1 year passes or something like that, just to be in the right century (i'm now in 1600 AD and don't even have architecture ;) )
 
I'll stop skinning a bit (or at least reduce the speed), as I also want to play 1.3 :)
Working on a sword for the berserk, and probably it will be implemented in 1.4

Next skin will be "spearman", as spearman and heavy spearman come very quickly
and need some graphical diversion.
 
Bug report (i have the german version):
- it takes millions of rounds for a roman legionary to build a street or a fortress
- the ship "bireme" has no skin
- you can build two kinds of ships, the "triere" (2 strenght, 2 moves) and the "bireme" (3 strength, 3 moves), but both cost 50 shields. so, the bireme should be more expensive
- the time scale should be changed - maybe you can change it to a seasons-system. after 4 rounds 1 year passes or something like that, just to be in the right century (i'm now in 1600 AD and don't even have architecture )

The bireme has a very wierd colored skin, and that needs to be fixed.

The trireme and galley both appear with the same tech; galley would normally be replaced with bireme, but both are available in order to give the Phoenicians 2 naval UUs.

About the time scale, yes, we did speak about changing it. And it will be fixed in the next version :)

And the Roman Legionary will be able to build roads/forts half as fast as a worker (for now).
 
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