The Ancient Mediterranean MOD

One other thing: why regular spearmen (kambsors in my case) dont upgrade to armored spearmen? I have many kambsors with very nice promotions from a previous war that now are pretty useless against armored spearmen, would be nice if i could upgrade them (even with little money i have :D ).

About spearmen and chariots: maybe chariots should be cheaper?

Btw, I've noticed one pervert way of making some cash (in current game i'm always on negative balance if i increase research over 40-50%): being late through the tech tree, i miss most of wonders, but i get cash for building half of wonder until the evil AI finishes it :)

Eugen
 
Sorry if this is a stupid question but is there a map for this mod? I downloaded it and i didnt see a map file in the files anywhere.
 
Oh and by the way i love your mod! :goodjob:

I especially like the new civics. I really wish there were more mods for vanilla civ4 that added new civics. So far i dont know of any.
 
First of all, great job on the mod.
Secondly, two things I detected that might have been pointed out before:

- The text for the iberian civ still has the same references to the spanish ruler, Isabella.
- The civilopedia entry for Council of Elders is missing
- The civilopedia image for Alarich is missing
- The civilopedia text for Viriato is missing
- The civilopedia text for Nature Cult is missing
and last (but most importantly) I think the choice to use movie images (but with that photoshop filter... ghastly... :P ) was a good creative choice though I think that if the images were clearer (that ghastly filter again... :P) they would make the mod look even better. As it is it's easy to see their movie source (Troy, Atilla, to name two) so there is no need to "disguise" that. Anyway, just my two cents.

Cheers and keep up the amazing work ;)
 
EugenB said:
One other thing: why regular spearmen (kambsors in my case) dont upgrade to armored spearmen? I have many kambsors with very nice promotions from a previous war that now are pretty useless against armored spearmen, would be nice if i could upgrade them (even with little money i have :D ).

About spearmen and chariots: maybe chariots should be cheaper?

Btw, I've noticed one pervert way of making some cash (in current game i'm always on negative balance if i increase research over 40-50%): being late through the tech tree, i miss most of wonders, but i get cash for building half of wonder until the evil AI finishes it :)

Eugen
Spearmen do upgrade to Armored Spearmen; the Kambsor purposely doesn't upgrade. A Kambsor is not really a Spearman, and he doesn't get the Spearman defensive bonuses (and bonuses vs. units); instead he gets a first strike.

I made it this way so that the player had the choice of using Kambsors AND Armored Spearmen at the same time. Although the Armored Spearman is stronger than the Kambsor, the latter still looks much cooler and is a much more flavorful unit.

If it were up to me, I'de keep it how it is (this is the only Spearman replacement that doesn't upgrade), but in the end it's up to Thamis.


Connery, thanks for reporting those text issues. They shall be fixed for the next version.
 
I can see your point, Shqype. I'm wondering if its possible to be able to:
- upgrade Kambsors to Armored Spearmen
- build Kambsors or Armored Spearmen

I have a feeling that if Kambsors are upgradable to Armored Spearmen, you wont be able to build them once you can build Armored Spearmen right? (that would be the reason not to make Kambsors not upgradable i guess :D)

OTOH, Armored Spearmen upgrade to Pikemen, which is very nice and usefull also :).

Anyway, it was just a suggestion, not something very important, Just some frustration that units with good upgrades are totally obsolete after a while.

Also, i must confess that i almost never use Javelineers, i didnt found any utility for them, and i am happy when i encounter enemy Javelineers, as i take them out easily. Maybe i'm missing something, or their role is not yet implemented completely... I always use spearmen,swordsmen and light/heavy cavalry to atack and archers/bowmen in defence. Javelineers (on foot or mounted), chariots and horse archers are just enemy cannon fodder to me :)


Eugen
 
I think Kambsors should upgrade. If they're a spearman replacement they need to upgrade to heavy spear, even though they might not really be spearmen. It's confusing otherwise. ;)

And Javelineers... yes, we're working on that. They will cause collateral damage when attacking stacks in the next version, so they're good to soften up a stack.
 
If it is of any interest for this mod, i have just incorporated an extra attack value for different terrains and features.

I managed to insert two new values into the XML schema called <TerrainAttack> and <FeatureAttack> and they do exactly what they are suppose to do, give a unit an attackvalue when they attack another unit occupying a certain type of terrain or feature plot.

Of course this did entail some minor addition to the SDK, but I will have everything documented and ready for use if it is of any use.


I have attached some picture to show this change...

attachment.php


http://forums.civfanatics.com/attachment.php?attachmentid=125391&d=1146489356


Right now, units will not gain any defensive bonus from a tile unless they have bin stationary for at least one turn, I will incorporate a value called Light_Unit or some such to neglect this (in different terrain also, called Forrester_Unit and Hillmen_Unit and DesertRaider_Unit). Any special bonuses from Terrain or Features will not be affected by this.

All this may be used in Python as Functions and also used as Promosion values, haven't testet everything yet but it should work.
 
Hi, I like this mod, but there is a problem with hot seat. I and my brother want play this awesome mod together, but when we start the game(via menu->hot seat->new scenario) it crashes.:mad:

Note: Vanila civ4 scenarios(planet, earth, etc.) run with no problem.:crazyeye:


To gameplay:
I noticed vice royalty is too strong, first when tech is deicovered it give huge food bonuses and next when civic is adapted it is too much strong(together: +2 food from windmils, workshops and watermils:crazyeye: ), I think it can be only bonus food for civic, not for tech.
 
Jorgen_CAB said:
If it is of any interest for this mod, i have just incorporated an extra attack value for different terrains and features.

I managed to insert two new values into the XML schema called <TerrainAttack> and <FeatureAttack> and they do exactly what they are suppose to do, give a unit an attackvalue when they attack another unit occupying a certain type of terrain or feature plot.

Of course this did entail some minor addition to the SDK, but I will have everything documented and ready for use if it is of any use.


I have attached some picture to show this change...

attachment.php


http://forums.civfanatics.com/attachment.php?attachmentid=125391&d=1146489356


Right now, units will not gain any defensive bonus from a tile unless they have bin stationary for at least one turn, I will incorporate a value called Light_Unit or some such to neglect this (in different terrain also, called Forrester_Unit and Hillmen_Unit and DesertRaider_Unit). Any special bonuses from Terrain or Features will not be affected by this.

All this may be used in Python as Functions and also used as Promosion values, haven't testet everything yet but it should work.

Hey this looks amazing! Please send me your email address through the CFC mailing system and I will add you to the TAM development group!

This opens up quite a few new possibilities which we've been looking for!

:goodjob:
 
Heav said:
Hi, I like this mod, but there is a problem with hot seat. I and my brother want play this awesome mod together, but when we start the game(via menu->hot seat->new scenario) it crashes.:mad:

Note: Vanila civ4 scenarios(planet, earth, etc.) run with no problem.:crazyeye:


To gameplay:
I noticed vice royalty is too strong, first when tech is deicovered it give huge food bonuses and next when civic is adapted it is too much strong(together: +2 food from windmils, workshops and watermils:crazyeye: ), I think it can be only bonus food for civic, not for tech.

Best way to launch it is by double-clicking the MAP. Otherwise I don't know what might be wrong...

Gameplay: We have a civic that gives +1 food on farms... Also, there usually aren't that many windmills and watermills and especially workshops in the game.
 
I actually made most of this because I felt I wanted it when I played your Mod... so I have edited all the XML files necessary for TAM and are playing it right now to test how things work and if there is any bug, haven't found any so far.

As you may see in the pictures below we have a roman army on the march for the Greek settlement Thebai on the southern part of the Latin peninsular.
Since they are on the march my elite Hoplite can do an ambush even though the are moving in the hills, ending their miserable lives... ;-)

If there is any other similar tasks you want me to consider then by all means ask me.
 

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Some of my other ideas is to add different withdrawal chance modifiers to different terrain, maybe even make units able to withdraw when attacked, but at a slightly reduced capacity.

This would be done to simply add a value typically called <iTerrainWithdrawlModifier> and <iFeatureWithdrawlModifier> the same as for TerrainDefense and FeatureDefense.

This way you can have a forest fighting unit with better fighting abilities in the forest and even able to Withdraw from a fight, but if caught in the open will be hacked to pieces by heavy units in an instant.

Maybe introduce a secondary class that can have impact in combat and other things, this is mainly an idea for fantasy mods where the second class could be things like Rase with certain abilities. But this is not anything I would consider for the moment.


There might be some reasons to modify the AI, but these modifications should not hinder the AI at all.
 
Jorgen_CAB said:
I actually made most of this because I felt I wanted it when I played your Mod... so I have edited all the XML files necessary for TAM and are playing it right now to test how things work and if there is any bug, haven't found any so far.

As you may see in the pictures below we have a roman army on the march for the Greek settlement Thebai on the southern part of the Latin peninsular.
Since they are on the march my elite Hoplite can do an ambush even though the are moving in the hills, ending their miserable lives... ;-)

If there is any other similar tasks you want me to consider then by all means ask me.
Hint, Hint: respond to my PM!
 
Yeah, that looks awesome Jorgen and even cooler that you made it work for this mod already.
 
The Masks Of God , Occidental Mythology , by Joseph Campbell is my reference. Sumerian: The Goddess of the Tree c. 2500 B.C. The Serpent Lord c. 2025 B.C. , The Moon-Bull and Lion-Bird c. 2500 B.C.. Cretan: The Serpent Goddess c.1700 B.C., The Goddess of the World Mountain c. 1400 B.C.. Mycenaean: The Tree of Eternal Life c.1500 B.C. , The Goddess of the Double Ax c. 1550 B.C.. While these are not the names of religions per se they may aid you , somehow.
 
Bright day
The mod has progressed quite far, though there are quite some disrepencies in starting locations (but not much can be done about that).

Question: is it intentional that tavern requires winery? People drank beer long before wine. (and let us not forget mead...)
 
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