The Ancient Mediterranean MOD

so are all the units supposed to have the ability for amphibious warfare?
100 bc and archers and armered spearman and such are attacking my city right off the boat. I thought that was a tech benifit that you get somewhere in the modern era with marines?
 
Drogear - I like the idea of making worker's actions more expensive.

Bheleu21 - Yes, you can play multiplayer. In fact, Thamis and I tested v1.7 just the other day :)
We did a direct IP connection with him as the host. He chose to play the scenario, and I just connected to him, chose my faction (Illyria :D), then we played a game and proceeded to destroy the super-powerful Arminius of Germanic Tribes.

Moonrunner - Anyone can launch an amphibious assault with units and a navy capable of transporting ... however there is a penalty of -50% strength when attacking a city from a boat, UNLESS the unit has the Amphibious promotion.
 
Alright...I gave version 1.7 a try and here is what I noticed so far.

I played as the Iberians and there were three barbarian cities on the Iberian penninsula that I took with relative ease. This allowed me to rocket to the top of the points list quickly without having to build too many settlers. I think I built two settlers so with my initial city and the three barbarian cities I had six cities and controlled the entire penninsula early on. I'm not sure if these barbarian cities were random or part of the modifications that you made...I remember someone suggesting more barbarian cities in the forums.

The two timber resources in the northwest of the Iberian penninsula were nice. The city I built there was cranking out a boat every turn with a population of 5! This might be a bit unbalancing, but I wasn't complaining as my Iberian fleet bacame the envy of the ancient world!!!

The unhealthy modifiers seem a bit harsh. There are not many buildings that offset this and I'm not sure that there is a need for so much unhealthiness. Realistically pollusion did not become an issue in society until the industrial revolution. I also don't believe that people in ancient times were too worried about the environment concerns of a carpenter or a smithy to become unhappy by their existence in their town or city. I would recommend reducing the effects of the buildings if you think they are unbalancing in some way. Personally I do not think that the +25% production provided by a carpenter is unbalancing. Perhaps you could make a forge building that becomes available with the furnace tech. It could cause unhealthiness and give any existing smithy increased effectiveness (or perhaps boost the production of military units).

The lack of structures to improve healthiness was already aparent in version 1.6 and the alchemy lab often caused my cities to become unhealthy with no way to fix. The unhealthiness of the alchemy lab is hard enough to offset and I found that I don't need the alchemy labs in my cities because once I have the required tech their benefit is minimal seeing as I am close to the end of the tech tree. Adding additional ways to make a city unhelathy does not add to the fun of the scenario.

I really like the new wonders. It is nice that a lot of them are available early on so that one civ cannot easily build all of them in succession and dominate the culture and score of the game. It would be nice to have a few more wonders (I can probably come up with some ideas if you are interested) in version 1.8. Having two oracles is a bit confusing...perhaps one of them could be renamed.

I went back and read the first post again, and I like the idea of hero units for each culture. Will this feature be added soon, or is it just there as a teaser?
 
in my games the grocer building is severly oversized how do i change this?

nevermind the question found the problem and fixed it, but is anyone else having the same problem
 
Shqype said:
EugenB, you're welcome, but it's Shqype.

Oops, sorry, Shqype.

I have a question, what is the purpose of "fire catapult"? Or its not yet totally implemented, as i see it has the same cost as normal catapult, but it does less 'bombarding' damage. Also, its not very clear to me what 'clay', 'papirus' and charcoal resources do...

One odd thing that i've noticed in some games (from different versions of TAM, currently included) is that Vercingetorix seems to be 'mentally crippled' :D. It reaches a certain level in the tech tree (not very far) and after that seems to stagnate for the rest of the game, or until a powerfull neighbour (usually Caesar, but Arminius also) kills him (this can happen pretty late, the Gaul having plenty of time to develop). Its very very strange, as he has several cities, and i dont see a clear reason for him to be so 'undeveloped' comparing with all other AI's. It may need a certain resource, but i dont think so, because i've played once with the Gauls and won the game, and on other occasions it behaves normally. Eh, i guess its the game's AI that in that particular situation fails sometimes to work properly.

Anyway, the new wonders and buildings are fine, good work :goodjob:

Minor glitch: there is a wonder that gives a tech known by 3 civs (or something) that doesnt have a correct name, but i guess you know that.

Eugen
 
I think there should be more uniqe units, take rome for example, the legionares(str9) get outmatched later on my heavy inf (str12)at a period where the roman inf should still have atleast a decent chance of winning.

I know I can just build those inf my self but I would give mor historical flavour if there where to be more uniqe units.
 
Drogear, what you are talking about would be "flavour units" - identic units with different skins, eye-candy for mods that are about done already. :)

however, i agree that there should be more UU. there's no lack in historical examples, right? ^^

and those peltasts... i wonder why they are weaker than standard skirmishers.
 
Hello, i played a game with 1.6 and just checked out 1.7. This mod is really promising, however there's a few things i noticed.

- I can't start a hotseat game with this mod. Not even with a standart map. I know i can't play the scenario, but i tryed a normal pangea map and the game crashed. The same normal map started as custom single player started normally. Weird :confused:

- Some UU replacing swordmen have 9 strenght :eek: I don't know if it's a bug, but i guess it is, as they upgrade as infantry with only 8 strenght. 9 strenght when your rivals only have 6 seems really overpowered.

- I think the health penalities are really high, and not very realistic btw.

- As for the suggestion of more UUs, i can live without them. Sure they would be nice but i don't think this should become a priority. There are still a some fetures not fully implemented (clay, this weird useless christinism project ...).

- Oh, i have the game in french, a few things does not work in french, maybe they do in english. There is an early tech allowing to build burrial sites named "entrainement cérémonial" in french, this would translate as "ceremonial training". I guess it would rather be "enterrement cérémonial" (ceremonial burrial). One UU does not have a name in french, but i d'ont remember which. The Fire Depot has a wrong text as is allows something like TXT_FIRE_GALLEYS. If i catch any more, i'll tell you.

Great work anyway :goodjob:
 
Anyone use the javeliners or other skirmisher? I never really use them and the collateral damage seems broken, is it?

Could the use of this unit be boosted perhaps by adding more evation chance?
 
@Multiplayer:
Launch the MOD by double-clicking the map file. Go back to the main menu, select multiplayer. When you are the host, you can click "Load Scenario" to play on the TAM map.

@Clay & other resources:
Yea, we're working on it. That's what can happen if you have several people working on the mod.

@Fire Catapult:
It does more collateral damage but is worse at weakening walls.

@Unhealthiness:
TAM has more health resources than the normal game, so it works out fine. We'd like to see how it goes in v1.7, so let us know whether you all find it too much or too little.
 
Ick of the East said:
Me neither. I really don't like this aspect of the Mod.

I haven't thought of a solution though...

the solution is calling religions with different names.
No Greek or Egyptian polytheism but with different names like Olympian Pantheon, Cult of Amon-Ra or whatever ... something more focused on those cults and less on the civs that invented them. For example druidism (which dates before the celts who just inherited it), judaism, christianism and names like this are ok.
 
Bheleu21 said:
Hi Ppl

two questions to this mod (sorry 72 pages are to much to read ^^)

I´d like to play this game via Web with friends, does multiplayer work ?
and does the 1.7 Version exist or is it in planning ? (when yes, where can we dl it ?)

Thx and best regards Bheleu

yes it is playable in multiplayer. Remember to start as new scenario though.

you should copy the worldbuilder save from the Mod folder into the Public Maps folder and load that map as scenario when you start a game, be it single or multiplayer
 
Mesix said:
The unhealthy modifiers seem a bit harsh. There are not many buildings that offset this and I'm not sure that there is a need for so much unhealthiness. Realistically pollusion did not become an issue in society until the industrial revolution. I also don't believe that people in ancient times were too worried about the environment concerns of a carpenter or a smithy to become unhappy by their existence in their town or city. I would recommend reducing the effects of the buildings if you think they are unbalancing in some way. Personally I do not think that the +25% production provided by a carpenter is unbalancing.

- Unhealth is currently not a problem, health is (too much of it).
- Unhealth does not mean pollution, although it includes it, it's not just that.
- Unhealth is not unhappyness...
- it is not the effects of a building that are unbalancing but the effects of many forests and healthy resources.

Timber is way overpowered but that is a design error, I'm sure it will get corrected soon. For example a lumbermill on timber gives +2 food bonus (among others) which is of course an error.
 
onedreamer said:
- Unhealth is currently not a problem, health is (too much of it).
- Unhealth does not mean pollution, although it includes it, it's not just that.
- Unhealth is not unhappyness...
- it is not the effects of a building that are unbalancing but the effects of many forests and healthy resources.

Timber is way overpowered but that is a design error, I'm sure it will get corrected soon. For example a lumbermill on timber gives +2 food bonus (among others) which is of course an error.

...but if a city is unhealthy it will become unhappy. I understand that a lot of resources give a healthy modifier, but not all cities have access to these resources. If a city becomes unhealthy there really is no way to correct the problem. In the vinilla game, higher techs allowed buildings and wonders (i.e. hospital, red cross. etc.), but in TAM there are no equilivent buildings. Maybe the healthy bonusues need to be scaled back instead of arbitrarily putting in healthy penalties.

Another thing that I noticed is that it is impossible to attain a cultural victory. My highest city is getting around 10K to 15K culture by the end of the time limit and that is with ALL of the wonders (in version 1.6).
 
onedreamer said:
the solution is calling religions with different names.
No Greek or Egyptian polytheism but with different names like Olympian Pantheon, Cult of Amon-Ra or whatever

Instead of Cult of Amon-Ra why not Cult of the Sun God? That way it would fit smoothly with any discoverer.
Others could be:
Cult of the Moon God
Cult of the Mountain Gods (instead of the Olymic Pantheon)
Ancestor Worship (very early)
Cult of the Earth Goddess (Early)
Cult of the Bull (Minoan, or Mithraism)
Fire Worship (Zoroastrianism)
Animism (Druism) (Very Early)
Monotheism (Judaism)
The Trinity?

There should be some others.

I know this takes out some historic religion names, but whenever I see the Germans discovering Judaism, I just have to cringe!
That is just so wrong. Whereas if they discover Monotheism, it is no problem.
 
k we tried it now. (Version 1.7)
When we start the game in multiplyer setting, it crashes to desktop. we delted the old Mod (plus map) and installed the 1.7 one (including the map in the public Map folder). We startet it either via Multiplayergame or the worldbuildersave and then it crashes.

Even we try to open a multiplyer game allone, it crahes after clicking "launch" to the desktop.

any suggestions ?
thx.
regards Bheleu
 
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