The Ancient Mediterranean MOD

Jet said:
While you're at it, maybe the charcoal resource should be removed from the mod since timber has replaced it for steel?

Heros -
- if your hero dies, can you rebuild it?
- can anyone ever build the default strength 10 hero?
- how about heroic epic requires level X hero instead of level 4 unit?
- no love for Gilgamesh? tribal warrior! :king:

You can rebuild your hero.

What do you mean by default strength 10 hero?

Doing Heroic Epic like that is pretty hard. Rather, we could make the hero require heroic epic. But that again would be pretty harsh on heroes.

Gilgamesh would be cool, but a tribal warrior hero? Hmm... not sure about that.
 
kwarriorpoet said:
My changes were to the Normal Map.

May I please ask a noobish question?

How do I get coordinates? I tried being visually discriptive, because I haven't gotten into some of the ancelary tools available via other modders. Do I need to install a kit?

You exit worldbuilder and move the mouse over the changed plot, while holding the shift key.

Alternatively, you can get MapView, which is located in the utility programs forum here on CivFanatics.
 
Shqype said:
-Currently, yes. Why don't you try it out? ;)
-Barbarians can. Good luck against Barbarian heroes ;)
-Some civs don't get their heroes until way later in the game, so it might not be fair to do this to them.
-Nope, no love for Gilgamesh.
Hate Gilgamesh! All I can remember is being forced to read that man on man love story 25 years ago. Gilgamesh and Enkidu - A darling couple, and one of the most boring pieces of mythology that I have ever read. Maybe the translations are poor; but hey live and let live, maybe there are some Gilgamesh fans out there. This criticism is all in good fun, :lol: :lol: :lol: .
 
@generalshake

I extracted your file to TAM's XML/Civilizations folder. Do I need to rename it now to get it to work? I can live without starting techs but would really like to see the unique traits Thamis developed in action.
 
The CIV traits do work... He just fixed a small error in the text which you probably won't even see.

You put the map file in PublicMaps and the XML file in Mods/The Ancient Mediterranean/Assets/XML/Text.

davbenbak said:
@generalshake

I extracted your file to TAM's XML/Civilizations folder. Do I need to rename it now to get it to work? I can live without starting techs but would really like to see the unique traits Thamis developed in action.
 
Yeah, I only added in the starting techs. I'm not quite up to the task of anything really larger atm, but with the guide adding in the techs wasn't too bad. I haven't went through yet and loaded up every civ and checked to be sure I gave the right techs, but I'm hoping it's right.

The other file is like Thamis says, it's a really really minor thing that only is seen when loading the scenario in multiplayer or the 'custom scenario'. I'm just anal and fixed it as it wasn't too bad.
 
This may sound noobish but I don't understand the golden age thing (even tho I havn't used 1 yet). When I start a golden age with my Hero couldn't I just have him killed and start another golden age?
 
kwarriorpoet said:
For Mycenae, I went into the world builder...noticed just about every other power civ in their sweet spot, so to speak, and removed the Mycenaean settler and warrior, and moved the copper to the plains hill one square east of current location, and put the settler where the copper used to be and the warrior on the hill where the copper is now.

If Rome and Illyria start in their regional sweet spot, why not Mycenae? Should make for a much better game when controlled by AI.

I too have been changing the starting position of Mycenae. However I wanted more than one city in the Greek mainland so I move Mycenae one tile east and north to position X:45 Y:17. I also move the clay one tile north to the hills (position X: 44 Y:17). I add one sheep to the east of Mycenae (X:46 Y:17). Move olives to grassland (X:44 Y:18) and add a grassland at X:44 Y:19. I also improve western Greece a bit by adding one grassland in the west of Greece (X:41 Y:16), move the fish one tile east (X:40 Y:16), change grassland to hill (X:42 Y:16), and add a river at X:42 Y:17 & X:41 Y:17. This significantly improves the power of Greece and makes it a regional power for many years.

Seperate note, I always move Romes starting copper to the city radius (X:32 Y:23). Without it Rome has very little production and wastes the copper.

Cheers
 
Wouldn't the time be ripe for a TAM forum area already, now that Rhye had one too? :goodjob:

Anyway, regarding the Fertile Crescent map: I was playing Persia and noticed some things. First, the distances are crushing. I'm not a too expansionist player so I'm still quite happily stuck in my peaceful corner of the map, without knowing a damn thing about the world outside because my warrior scouts got killed off by lions :king: I'm yet to see how things will turn out later on, but I'm expecting to peacefully build a quite huge empire before border clashes with Babylon become reality. It's 1000BC now and playing marathon the default setting this map seems to be quite the perfectionist freak's dream with so much time and so much to try out. But even if the map is wide open for me, seems like Phoenicia was killed off by some of their neighbour civs or even barbarians?! Destroyed anyhow. I just killed off Medes and am now casually fighting off barbarians while securing my empire's borders. I like the amount of barbarians fighting me at the moment, but when they get swordsmen and horse archers beating them will be a *****. But I think it's a good thing, Persia would be unstoppable without some barbarian threat.

Good work with the map anyway, I'll report if I notice something insane. :goodjob:
 
The new Maps aren't showing up when I've loaded the Mod... they're currrently in the public maps folder in the main civ 4 directory... other maps show up, but none of the TAM ones...

any suggestions?
-rhuntar
 
A quick note, on the huge mediterranean map, playing as Hittites, it's really hard to get to an Horse resource. Since your UU is a chariot, it's pretty hard to build some before they are obsolete because of that. Kolchis seems to get to the one East of you first, and Lydia to the one south... if you do rush for them, you take a huge hit because those areas are hardly good settling spot for you first few cities and doesn't put you in a very good strategic position, as you get stucked right in the middle and need to expand East instead of consolidating a good position.

I'd put the southern one more in the middle between you and Lydia, so that you have to compete for it, and as a bonus the area between both civs is a decent settling spot with grass, forest and hills, with few desert here and there.
 
Karhgath said:
A quick note, on the huge mediterranean map, playing as Hittites, it's really hard to get to an Horse resource. Since your UU is a chariot, it's pretty hard to build some before they are obsolete because of that. Kolchis seems to get to the one East of you first, and Lydia to the one south... if you do rush for them, you take a huge hit because those areas are hardly good settling spot for you first few cities and doesn't put you in a very good strategic position, as you get stucked right in the middle and need to expand East instead of consolidating a good position.

I'd put the southern one more in the middle between you and Lydia, so that you have to compete for it, and as a bonus the area between both civs is a decent settling spot with grass, forest and hills, with few desert here and there.
I agree with your suggestion. At the moment the Hittites are too weak compared to their historical position. As it stands now I as Egypt only have to worry about the Babylonians as their other neighbors do not have the inclination to enter into a war against me.
 
sapon said:
I too have been changing the starting position of Mycenae. However I wanted more than one city in the Greek mainland so I move Mycenae one tile east and north to position X:45 Y:17. I also move the clay one tile north to the hills (position X: 44 Y:17). I add one sheep to the east of Mycenae (X:46 Y:17). Move olives to grassland (X:44 Y:18) and add a grassland at X:44 Y:19. I also improve western Greece a bit by adding one grassland in the west of Greece (X:41 Y:16), move the fish one tile east (X:40 Y:16), change grassland to hill (X:42 Y:16), and add a river at X:42 Y:17 & X:41 Y:17. This significantly improves the power of Greece and makes it a regional power for many years.

Seperate note, I always move Romes starting copper to the city radius (X:32 Y:23). Without it Rome has very little production and wastes the copper.

Cheers

Is that on the huge map or the normal map?
 
rhuntar said:
The new Maps aren't showing up when I've loaded the Mod... they're currrently in the public maps folder in the main civ 4 directory... other maps show up, but none of the TAM ones...

any suggestions?
-rhuntar

You're probably just missing them. They all start with TAM..., so look under "T". Also, the maps will not show up if you haven't loaded the mod. Simply double-click one of the maps in Windows Explorer and it will launch it with the mod.
 
Ok, just finished the game with the Illyrians, won with diplo and all I can say is, fantastic work! Well done guys :thumbsup: and although i didnt try many mods, i find this the best! Keep up the good work! :)
 
Finally had the chance to take 1.93 for a MP run and the combined changes work very well in MP. The commerce changes were very interesting, playing as the Greeks with my firend playing as the Romans I was able to gain and maintain a substantial tech lead over him and all of the AI players. His growth spurt almost collapsed his empire whereas my slower expansion by conquest (I didn't try to kill all my neighbors by 1000BC this time) allowed me to keep running a profit at 100% research. The recent changes have at least slowed down expansion by conquest, even if the AI doesn't do a better job overall the individual battles are a bit tougher when you're the attacker, especially early in the game. And you've finally managed to break my "one unit for everything" stretegy. :)

We had some interesting discussions about siege weapons during our game. The sappers could really use a new unit graphic, or at least something other than two workers since we both got them mixed up with works on a couple of occasions. I was also wondering if it would be possible to use some temporary promotions like other mods are (real fort for example). This would allow us to have siege towers that didn't do any damage to the cities but instead gave all of the units in the same tile some sort of added city attack bonus. That would help make them useful even when you have catapults and other later siege weapons. The sappers come so early that rams are typically never used.
 
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