The Ancient Mediterranean MOD

O.O. Howard said:
i finally got TAM up and running after first failing at it one week ago. i am not patient with computer stuff, so each time it didnt work i walked away from it and did something else. Some of you gave encouragement and i do appreciate that.
the problem was i was using old or maybe only a partial 7zip, and then I wasnt using it correctly. After downloading several 7zip versions, one(or maybe it was two pieces you need to have together?) of them seemed to click and it was working. My next problem was that TAM works differently than previous mods. Although the first problem was getting 7zip to work, a second problem was i was not opening to the right place, despite thamis' clear instructions to load into civ 4 and not into mods.
It occurs to me the reason it worked today could have been that 1.6 TAM had something different in it that made it work. (shrug), its all voodoo to me.
you may imagine that i am computer illiterate and you would be right, although in real life stuff i am not so dumb. I am an old country doctor who simply distrusts computers. Soon i will have to use computer to document and to access medical records. Can you imagine how lost I am gonna be?
I might post a review of 1.6 after I play it a bit hopefully soon. Is there any aspect of the game that especially needs testing?

Good that you got it to work.

For 1.7, we're going to look mainly at balance / accuracy and at wonders.
 
thamis said:
Check the first post, it says it all.

The only problem we have is some missing text links.

Some key items that I did not notice directly are:

When does the game stop? (or is it open ended?)

Has R&D been slowed down? Or has it been "stretched" out in the ancient period by the addition of ancient techs?

Does the tech tree truncate with ancient techs, allowing the game to go on with only ancient techs?

Odds and ends like that are of interest. Anyway, it looks interesting.
 
Great mod. I've played several games and found that Iberia, the Gauls, and Egypt almost always end up leading in score instead of Mycenae, Rome, and Carthage like it was historically(well, it depends on your opinion...). A major reason this happens i think is because the sea doesn't become useful until very late in the game. To solve this I recommend adding some mid game coastal buildings to increase water tile output, like a trading dock for a commerce boost or a ancient industrial dock for a hammer boost in water tiles.
Another problem seems to come from maintenance costs. In my games as Babylon and Lydia, I found i could only build 4 cities before my economy crumbled into ruin(only prince difficulty). I was forced to abandon my game as Lydia (they are way underpowered anyways) and in my babylon game I only survived by founding greek pantheon and building the greek shrine. However, the AI continues to build cities until they run out of room. Because of high maintenance costs, Carthage and Phoenicia kill their economy and end up 5-10 techs behind for the whole game. Egypt and Iberia dominate the game because they always found a religion, so they can use a shrine of that religion to keep their tech rate up at 80-90%. One way to stop this would be to add in some civs in mesopotamia and north arfica to stop the ai from expanding. Another obvious way would be to make some kind of cheap building available early on(within 40 turns of the start) that lowers maintenance. When you re did the tech tree Code of laws was moved way down the tech tree, which means courthouses aren't available til much later. I think this is one of the reasons maintenance gets so high.
I hope this helps.
 
Just got home from a party :) was lucky tonight .... i love your mod but the onager unit and the new boat need some better finishing texture touches they dont blend in that well in the game, other than that its a great mod and the new buildings are also very nice :goodjob:
 
I like the map, but I think an Urartu civilization should be added in Asia Minor to fill up the empty space in the Lake Van area.
 
solops said:
Some key items that I did not notice directly are:

When does the game stop? (or is it open ended?)

Has R&D been slowed down? Or has it been "stretched" out in the ancient period by the addition of ancient techs?

Does the tech tree truncate with ancient techs, allowing the game to go on with only ancient techs?

Odds and ends like that are of interest. Anyway, it looks interesting.

Uhm... to answer all your questions, check the first post. The tech tree is there. It ends 550 AD.
 
Laurino said:
The Smythies will obsolete in next versions hopefully... Units will also be unable to have 2 kind of weapons promotions, as it is now, once the Python stuff is done.

Nubia: It's in there, as are Goths, Persia, and Etruria, but not on the map. there's not enough place on thet one for these anyways. Many other Civs are left to be added...
Thanks for the info.:)
 
I must say this MOD is excellent! Pre-Roman Europe is very interesting to me (especially in regards to Britain, France (Gaul), Spain, and the Germanic areas.

I also love the Asian influences of the Lydians and Hittites you have in there.

Just wondering if there is a possibility of adding the Estruscans?
 
Have you seen the information pertaining to the new expansion pack? There will be a new type of great people - warlords - which corresponds nicely with the 'heroes' you have planned.
(I don't know if this was mentioned in an earlier post but I thought it might be a good idea to pass it along regardless.)

I haven't played the mod since one of the earlier versions, so I can't give an update on what I think, but I was pleasantly surprised with what you had finished already.

Will you have Thunderfall post the mod on the main civfanatics site whenever all the critical elements are in place, (ie: all leaderheads, art, civilopedia, etc...)?

Great job so far. :goodjob:
 
Is there any chance of updating the unit section and also highlighting the unique Civ units and their bonuses?????
 
Played on 1.6, Hamurabi, Monarchy Diff.

The caravane unit has to be redone, the all-move abilitie makes it for a spy unit which me and the AI exploites. The trade bonus from this unit isnt great enuff to actually build it if it wasnt for the spy abilites (reveals the map)

The forest areas in the gual, germanic areas needs to be uncoppable for historical issues.

Why no pre deteermied thechs for 1.6? This would make for better historical accurace, for ex religion founing an such.

Bigger maps are needed, and pre-set barbarian towns would be nice (as I mentioned 2-3 weeks ago)

Rome seems way underpowered btw.
 
I downloaded ver 1.6, and everything seems to be in place, but when I try to start the mod a windows error pops up saying that Civ 4 has encountered a probelm and needs to close.

the error signature was
AppName:civilization4.exe AppVer:1.5.2.1736 ModName:ntdll.dll
ModVer:5.1.2600.2180 Offset:00011e58

don't know if that will help
 
Mr Bojangles, if you had installed a previous version of TAM, did you delete its folders inside the Mods one ?
 
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