TAM v2.00 Beta (for Civ4 Vanilla v1.74)

Is there a chance that you could load a file that will replace the animated leaderheads with static ones?
 
Animated LHs download is ready!
(see post #1)

Enjoy it!
:)
 
Is there a chance that you could load a file that will replace the animated leaderheads with static ones?

Static LHs are the default LHs. Animated LHs are an optional download.

You can turn back (or switching between LH types) replacing the file:

Firaxis Games\Sid Meier's Civilization 4\Mods\The Ancient Mediterranean\Assets\XML\Art\CIV4ArtDefines_Leaderhead.xml

You may re-extract it from 7z archives as single file, or save a copy during the installation process
;)
 
Van der Crabben is Thamis, the mod creator since Civ3.
 
subscribed and downloading :)

I'm glad for the animated LHs, as the old ones are a little icky.


EDIT: So where to submit bug / playtest reports?


noted:

Pedia is not clear that lumbermill is for Timber resource, and not just any woods.
(why not allow lumbermills to go anywhere, if the main benefit would be +1 commerce on
a river-side forest? Sounds reasonable for an terrain improvement to me).
Woodworking pedia has a typo, a "_".
Faces for happy, angry, sick in the city view look a little primitive, especially given the
improvements in other areas.
 
1) Pedia is not clear that lumbermill is for Timber resource, and not just any woods.
2) (why not allow lumbermills to go anywhere, if the main benefit would be +1 commerce on a river-side forest? Sounds reasonable for an terrain improvement to me).
3) Woodworking pedia has a typo, a "_".
4) Faces for happy, angry, sick in the city view look a little primitive, especially given the improvements in other areas.

Hurra to the first feedback! :goodjob:

We'll fix 1) and 3) in next XML patch.
As note, Lumbermill is for timber AND amber resources

2) We'll evaluate your suggestion

4) Graphic improvement will be in TAM-BTS
 
I'm at 740BC as Iberia in a Standard,Normal,Noble game.

I like the trend in the changes to the tech tree and buildings so far, particularly the tavern and harbour. I always did think the tavern's artist was too powerful and the harbour too weak. I'm not sure about Republic and Empire being the only governments that allow foreign trade routes - or have I missed something?

I haven't noticed any bugs yet, except no civilopedea description for Minoans.

My biremes have just reached the far end of The Med and I am curious about AI tech research. Only Egypt is ahead of me, Greece is comparable, Dacia close and Gaul doesn't even have Tools or The Wheel yet. Is this just the effect of harbour trade routes or have you introduced some other bias?

Keep up the excellent work.
 
I'm at 740BC as Iberia in a Standard,Normal,Noble game.

a) I'm not sure about Republic and Empire being the only governments that allow foreign trade routes - or have I missed something?

b) Gaul doesn't even have Tools or The Wheel yet.

Useful and detailed feedback, thanks.

a) You didn't miss anything. It's a WAD to do Rep/Emp civics more appeal

b) No intentional bias here. Sometimes civs go well, sometimes wrong. Pheraps a quick German or Barbaric expansion limited Gaul's start. Look at Gauls performance in our next games! :)

Did you conquer Tartesso in the early start? Palace +25% defence bonus was introduced to avoid easy and quick initial conquer of rival neighbour civs. It may become a 50% or be removed at all, depending on feedback. (although Iberian slinger is a power unit at the beginning)

Do any AI civs choose Organized religion civic/(any)Religion or stay with a cult in your game?
 
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