The Ancient Mediterranean MOD

Gladi said:
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...)
Next version is set for release very soon. It does the job of better balancing the mod.
 
Shqype said:
Next version is set for release very soon. It does the job of better balancing the mod.

Ah good to hear that! I just hope you use your "buff wand" and not "nerf axe" ;)
 
hey there :-)

i love this mod too,
anyway ...i found a few bugs...

the "kolchis swordman" strength 9 upgrades to infantry strength 8...
i always hate this upgrade ^^

AI has "super triere" which is able to move through ocean fields...i tested it on maps with only one "1 field" coastal stripe from one continent to another...declared war and put my fleet in the way...my ships have not been able to move through enemy ships...i needed to fight through...AI always used the field beside the coast to pass...same shiptype than mine...
 
FRaGGaNOiA said:
AI has "super triere" which is able to move through ocean fields...i tested it on maps with only one "1 field" coastal stripe from one continent to another...declared war and put my fleet in the way...my ships have not been able to move through enemy ships...i needed to fight through...AI always used the field beside the coast to pass...same shiptype than mine...

The trireremes do move freely, but they are avaible only to Greeks and Phoenecians and I took it is intentional- as these guys have it TOUGH. I seen Greeks several times bottled in Peloponnese, and myself had to fight Illyrians to get- and I prioritized the settler. Phoenician can get some nice cities but... they are surrounded by four civs each stronger than them.

Now if you are talking about biremes...:confused:
 
They'll be fixed guys, in one way or another. You should expect v1.8 by tomorrow night!
 
Gladi said:
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...)

Discrepancies between starting locations are historical and also intentional. All historical empires have a better start than the "barbarians".

You are probably right that tavern should not require winery. We've had long discussions about that in our development group and it seems to me that now with many other changes we've implemented, we need the tavern for everyone.
 
thamis said:
Discrepancies between starting locations are historical and also intentional. All historical empires have a better start than the "barbarians".

:mischief: Greeks. I will play them again, but last time I had to fight hard from year one.
I also had serious problems as Phoenecians... BTW wasn't ther Guard of Tyr or something like that?
 
to many barbs, granted I'm sure its historically accurate but it didn't make playing very fun :(
 
is there an easy way to put the unit flags back to their original size? i don't know why, but those big flags just annoy the hell out of me.
 
Good Sauce said:
is there an easy way to put the unit flags back to their original size? i don't know why, but those big flags just annoy the hell out of me.
Uh, what are you talking about? Maybe I can fix the problem...
 
I know thoose big flags are annoying.... you need to open Ancient Mediterrean\Assets\Xml\Art. There you will find CIV4ArtDefines_Misc, open it with notepad, scroll down then you will find the "size modifier" to the flags and set them to 1.0 or if you want them smaller ...
 
Gladi said:
:mischief: Greeks. I will play them again, but last time I had to fight hard from year one.

Well played those guys and it seems to be heavy dependent on getting that city between Skodra and Mycenae. Lumbermills helped a lot too. So it is playable by human.
 
Gladi said:
Well played those guys and it seems to be heavy dependent on getting that city between Skodra and Mycenae. Lumbermills helped a lot too. So it is playable by human.
If you play as Illyrians it is the city of Dyrrahu (Durres), but the map is a little too small for that city to be in a perfectly accurate position (although it isn't far).

But, that region is what is today the disputed region of Epirus, so given today's politics it seems natural that Illyria and Mycenae fight over it ;)

Drogear said:
Great, will be fun to playtest the new version, it feels a long time since I played the 1.7 version
I don't want to give too much away, but I will say a few things:

1) In regards to the situation above, the Greek starting position has been given clay (which doubles production speed of granary), and some other changes have been made which gives them a much better chance. In my test game, Agamemnon was actually one of the leading players!

2) Many changes have been made for balance, from health, to buildings, to the map, and especially to the units. Now those "useless" units have a purpose!

3) The naval base has expanded, so you can expect to see 4 new ships in v1.8 :) [Thanks for some ideas, Belizan!]

The heroes have been pushed back (they will not be present in this version), but I hope the many changes that went into this upcoming release will make up for it!
 
Shqype said:
1) In regards to the situation above, the Greek starting position has been given clay (which doubles production speed of granary), and some other changes have been made which gives them a much better chance. In my test game, Agamemnon was actually one of the leading players!

Are sea transports available earlier? IMHO the best way to improve the Greek position.
 
does TAM now only work with patch 1.61 ?
tried TAM 1.72 with patch 1.52 but I didn't saw any buttons or text :(
 
Some suggests:

Spearman: this unit is very strong, in firsts ages I always see spearman wars, I build only spearmans(+some bowmans with windrawal to soft enemies) and it rulez, so give to some units (for example: axemen/swordman) bonus vs. heavy units(this bonus have only heavy infantry and it is too late)

Navy: this need mooore ships(I know it is not easy), it is annoying when I fight against more tech weaker(i.e. I am in classical age and he/she is in bronze age) naval enemy and both have same ships.

Romans: when I played with them I was superpower(i had only Italy + south france) without ANY war, whole game I was in peace(maybe because i had big army and i did not need to go into war). So make in north Italy new civ(Etruscan?), and make south italy more stronger because my whole power was in northern cities(+ Rome).
Ai plays as Roman quite interesting, in 1 game it is average nation, in other game it is strongest nation, it lots depends on it if they settle first and second city on north or on south.
 
Bright day
Axeman get +15 on city attack making them almost as good as spearmen for it. Plus I usually need two/three skirmisher with high retreat per every "hitter" to take cities.

oh and Maniac- exploration is avaible quite soon if you go after it. This is one strength and weakness at once of the mod, you can have Iron Working w/o researching some basic techs. And it seems to me AI does not prioritizes all that well (though I play just on noble).
 
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