The Ancient Mediterranean MOD

Drogear said:
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.
Thank you for your report. We like feedback like this.

The Travelling Merchant will be changed so that it cannot explore enemy territory. The idea of that unit is to provide a source of income for those civilizations that don't have the advantage of port cities and are instead land-locked. In history, the civilizations with port cities on the Mediterranean thrived, and that is what we are trying to emulate. Because it would be unfair if a land-locked city expanded and then had its economy destroyed because it had no gold, we provided a land merchant to try and counter that. It is supposed to be expensive and give less gold than one can get for building wealth, but you cannot build wealth until later on in the game, so for some this will be a unit that can "make or break" a game!

As Thamis stated, a new forest type will appear, especially around Gaul, to represent thicker and unchoppable forests until later on in the game. This will also halt their expansion and prevent them from being overpowered.

Pre-determined techs will be given as well.

More maps are coming. The same map of different sizes, and a different, larger map which will include more civilizations.

Rome is not way underpowered (in my opinion). Why do you think that it is? What suggestions do you have to improve it?

By the way, are you sure you are using the proper map? Onedreamer added more plots to Italy and improved some of the resources to make it better. Horses will also be added to the map in Italy...
 
this mod is good, but though the game lags like hell in the Senario map. Try to reduce the lag and try to add some custom music in the game. Also try to add some animated leaders instead of artwork, BTW... the leader's artwork is crappy. Good job on the skins of the units also.
 
Shqype said:
Rome is not way underpowered (in my opinion). Why do you think that it is? What suggestions do you have to improve it?QUOTE]

I feel it is underpowered based on the AIs abilities to play it. I admit not having played enuff games to state this for a fact but it was a suspecion I had.
 
I saw that many of the new resources don´t have an improvement to harvest them...
 
darkedone02 said:
this mod is good, but though the game lags like hell in the Senario map.

You're using C64, right? My computer is from the year 2000 with 1,3 GHz and I don't have performance problems...

Also try to add some animated leaders instead of artwork, BTW... the leader's artwork is crappy.

Oh, thanks a lot! Well, I know they aren't perfect and are meant as a placeholder for future 3d leaderheads, but crappy? :thumbdown

Again for everyone: we want 3d leaderheads but it will be hard work. (I don't know if any other mod already has them). I think they will be one of the last things to be implemented.
 
@ darkedone02

Having seen through all of your posts and considering your joining date I assume that you are someone who got bored of the vanilla game (as most of us).
You came to this forum and found a few mods, all obiously not custom enough for you.

Please consider: creating a mod is not something you can do overnight. It takes months. Most of the creators do this in their spare time and have jobs and family. Of course you are right, that more custom aspects in the mods would be wonderful.
So, as we still need someone for the music: why don't you take this part and provide ancient music we can implement. Your help will be very much appreciated as all team members are already at maximum capacity.
 
elhoim said:
I saw that many of the new resources don´t have an improvement to harvest them...

That's a known issue. But thanks for your feedback. We'll attend the problem as soon as possible.
 
k we are planing to have more than 50 ressources (compared to the 35 vanilla has), with all of them having precise purposes... Charcoal will be there, along with tin, cloth, and beer...

For the merchant, they're out... the land merchant that is... it proved to have too much downside compared to the good it brings to the game. especially when more money-making buildings are in there.... On my comp, wich has the next version planned, they're not even there...;)

And for graphics and stuff, well we plan to have a shi()t load of them, but there are always copyrigh problems (especially for music) and that kind of freaking crap considerations... So hopefully, when the FINAL version is out, it will be full of goody stuff... in the meantime, be patient...
 
@Leptomeninges

Did you get all the tech quotes that you needed or are there still more that you need?

Also if you need help with civilopedia entries, I offer my services....
 
I've managed to squeeze in a couple of games of this mod, and I think it's excellent. I just have some feedback/observations. Sorry if I've repeated anything already said.

The scale of years: I think you should start at about 500 BC, then go one turn per year until 500 AD. The long number of years between early turns is something that bothered me from vanilla civ, and it affects the historical accuracy of this mod. I played a game as the Romans, and decided to wage war on the Iberians. It took over 100 years (about 20 turns) to get my army into position to fight the battle- they'd all be dead by the time they got there. Once you get the imperial (rail)road, and the time between turns drops to a year towards the end, the situation becomes a bit more tolerable- it only takes 3-4 years to get from one side of my Empire to the other, which was then about half as big as the real one, which took about 3 months to traverse, so it only takes 24 times as long to get around as it should. Repeating the expansion of the Romans just seems impossible, I have the army to do it ( almost 400 units), but it just takes decades to get them anywhere.

Same thing goes for ship speed, it shouldn't take decades to get from one side of the Mediterranean to the other. CIV messed up ship speeds badly, making them slower than land units in many cases. I think they should be at least 100% faster, if not more.

I think that Armored Infantry should not obsolete Legionaries. It would have been nice to be able to create Legionaries, then pay to upgrade them to Armored Infantry and keep the commando promotion. It felt that I actually got a bit weaker once I could make Armored infantry.

Dido was very dominant in both my games. Being Financial wth a long stretch of empty coast to expand upon made for a powerhouse.

Strangely, in my first game as Hammurabi, Arminius was the weakest civ, and was wiped out by his neighbors about halfway through. In my second game as Caesar, they were the second most powerfull civilization for a long time until I decided that wiping them out with my army that was already in Gaul would be easier than going for more historically accurate targets decades of travel away.

Egypt and Kolchis were also both leaders, with Kolchis having a tech lead even though I was running 100% science until there was nothing left to research. (paid for with the Greek shrine and an almost 50% greek worship rate in both games, perhaps it spreads too easy? but then again I made alot of missionaries and signed open borders with everyone ASAP.)

Viriato's Armored Slingers are wicked powerfull on City defense. I'm not saying change them, but they did make we wait a while before invading them again ( until legionaries)after my first invasion only managed to barely take one city.

I'm torn between recommending a larger map or keeping the current one. A larger map that allows Egypt to expand down the nile, and fits a bit more of Persia and Europe would be nice, but so many civs and units starts to get a bit slow towards the end.

When the new food bonuses were working, it seemed odd that Calendar was soo far into the tech tree, yet it was required to harvest simple things like fruits. Perhaps it should be moved up in the tech tree, or Fruits and Olives and other such food staples should only require agriculture?
 
More observations on 1.6

Does the AI ever conquer other AIs? I saw massive units in defensive mode/cities and only a handful of enemy AIs attacking in AI vs AI wars. This makes the AI unable to gain offensive victories. When I wage war the AI always masses huge units in the cities and uses very few for offensive actions on my attackers unlike in vanilla civIV games.

But this makes for very hard offensive mission for me = good thing! And the very high military maintenance is a thing I like, making war preparation and war itself very expensive and only a project to be done after careful considerations.

Could you make old siege craft obsolete? No reason having them when Im only using the most advance ones.
 
Drogear said:
Could you make old siege craft obsolete? No reason having them when Im only using the most advance ones.

Siege machines won't stay as they are. They will all have different abilities with no need to obsolete them.
 
Great mod. Great work guys. Played as the Illyrians on Monarch, and found their UU (improved Spearman) with Strength of 6 and more importantly the Retreat capability as toooo much powerfull, but than again I am in the middle of the game, so maybe the remaining half of the game would be more difficult. Oh, and building the Mesopotomian Shrine alone was enough for maintenance, this religion spread too fast. Oh, and since I found the map toooooooooo big for me, I changed it a little bit putting mountains to deny access to the Sahara, Arabia, half of Gaul, half of Iberia and half of Germania.
 
I agree with Lunargent on the topic speeds.

Compared to the world the TAM world is very small, whereas the time scale is very much the same.

Though in ancient times at least ships and roads make units not fast enough. It should be possible to cross through the Mediterranean faster. Europe in fact is one of the very small continents. The Mediterranean is only three times the size than the Carribean.

Maybe something can be tweaked concerning speeds...
 
I agree with Lunargent about harvesting of Olives or other fruits. You might not perfect the process of harvesting them until Calendar, but I doubt people wouldn't make use of them before then. Maybe give the +health ASAP, but not allow it to be traded until the plantation is built ensuring a tradable amount?
 
HannibalBarka said:
Great mod. Great work guys. Played as the Illyrians on Monarch, and found their UU (improved Spearman) with Strength of 6 and more importantly the Retreat capability as toooo much powerfull, but than again I am in the middle of the game, so maybe the remaining half of the game would be more difficult. Oh, and building the Mesopotomian Shrine alone was enough for maintenance, this religion spread too fast. Oh, and since I found the map toooooooooo big for me, I changed it a little bit putting mountains to deny access to the Sahara, Arabia, half of Gaul, half of Iberia and half of Germania.

The Illyrian UU is being rebalanced in the next version AFAIK.
 
Back
Top Bottom