The "official" TAM is usually installed in the My Documents => Mods directory, where the animated LH version is usually installed in the Program Files => Mods directory.
I "usually" install TAM in
Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods
folder. What My Documents => Mods directory means?
Nevertheless Animated LHs is an addon not related to TAM BTS version.
It simply replaces TAM\Assets\XML\Art\CIV4ArtDefines_Leaderhead.xml and adds a single packed art file under TAM\Assets folder.
I deleted TAM, reinstalled the main TAM into BTS/Mods, and it still crashes as soon as I click ok past the game speed screen (right when the game should start loading).
I did not install the animated LHs nor the public maps.
The Last of the Mohicans theme is great tho! I really enjoy it up till the crash : [
I deleted TAM, reinstalled the main TAM into BTS/Mods, and it still crashes as soon as I click ok past the game speed screen (right when the game should start loading).
I did not install the animated LHs nor the public maps.
The Last of the Mohicans theme is great tho! I really enjoy it up till the crash : [
Enjoying BTS V.74. Playing on the standard map with 16 civs. I down loaded the map and extracted to the civ4/BTS/public map folder only to find that the map was in an assets sub-folder. I just moved the map file into the public map folder and played it as a scenario once the mod was loaded. I assume there will be other size maps in the future. Is there a preferred path for the map file(s)?
Only bug I've seen so far is that there are no city names for Kolcheans.
Thanks for the bug report. I will look into it. Sometimes the text doesnt recognize the non alphabet figures as text. Ive run into that with a couple of the other civs as well.
Just a note to let you know, I had fixed that bug, but it didnt make it to the version you downloaded. It should be on the next. Thanks again for the notice.
This is a VERY early version of TAM BTS. In reality it is only a working engine of TAM Vanilla exported to BTS. It took us three versions to get the CTDs to stop. Be patient, getting a working engine was just the first step in the MANY things that are on the planning board.
We have already made note of the massive amounts of units being created by the AI, which is a big change from TAM Vanilla. The game mechanics are very, very different from BTS to Vanilla so we have a lot of work tweaking things back inline with original MOD design (in that regard).
As we go along with these early versions, do what I had to do and play at an easier setting to help balance things, until we get things back inline.
After a whole game it works fine, just a few points
- is it normal to have timeline with monthes ?
- siege tower graphic is an axeman
- few buildings allowing artists. Cultural victory becomes really trash (was too easy a few versions ago)
- i appreciated a lot to have various roaming barbarian units (including war elephants and so on !), even if barb units stationed in cities stays weak.
thanks for the input, and as i mentioned in my last post (see below-this thread), this is just the first version without major crash issues after importing TAM vanilla into BTS.
There are a number of graphic button bugs, that will be fixed next version.
Currently TAMDEV is having a major discussion on altering the Civics Structure as you see it now. Expect changes there.
Various Win Paths are also being discussed, expect those to be better as well.
Wonders/Effects/Great People will have some alterations too.
Again think of this as the foundation stone of what TAM BTS will be, not is at this point
we have the worker graphic unit bug on the list, you will also notice in the imperial age, that the workers will be "modern/industrial" workers. these will be fixed next version.
Played to within 40 turns to go as Rome on Warlord setting. I had researched all techs by 400ad. I'll play a more challenging civ at a harder level next. A few things to point out as well as a few thoughts:
1) Quinremes are still pretty big scale wise. Triremes won't upgrade to Quins?
2) Espionage tech gives a TXT_KEY_TECH_ESPIONAGE_QUOTE when researched.
3) Heavy Cav has no bonus against cavalry promotion?
4) Would it be possible to make roads brown, like dirt roads, to better distinguish them from Imperial roads?
5) Add Theocracy to government type. Get rid of Oligarcy as it is just a shade away from being either Plutocracy or Aristocracy.
Loving the mod, it was one of those I never got around to trying and finally have now with the BTS version. So far only bugs i've seen aside from the unit icon ones are some TXT_KEY stuff, with city celebrations and a civs greeting in diplomacy. Also thanks for making a standard sized map, its nice to have something playable on my comp.
Thanks for all the hard work and I look forward to future versions, for now i'll just get back to preparing for war with Rome. With me as Dacia we carved up Germany between us, and are now waiting to see who makes the first move.
The Ancient Mediterranean has finally been updated and released for BTS 3.13 compatibility!
TAM BTS v0.74:
Thanks to Kael, the Imperial Era show-stopper has finally been put to rest. The purpose of this release was to fix that infinite loop bug, and it has finally been done. Thanks Kael!
-The Sapper unit has been removed from the game.
TAM BTS v0.73:
The oversized buildings have been remedied so that they're not so huge (you won't see that monstrous henge anymore). A few of the buildings still aren't quite to scale, but at least the game is playable.
The GameFont files have been updated, so that now religious icons, corporation icons, and all other icons will display properly.
Some more unique buildings have been added, and a few civilopedia entries have been completed. The following changes have been made to Siege Units:
-Ram has -5% city bombard
---Assyrian Ram has -10% city bombard
-Catapult has 50% withdrawal and a -15% city bombard
---Roman Siege has 60% withdrawal and -20% city bombard, plus free Accuracy promotion
-Fire Catapult has 50% withdrawal, +50% City Attack, causes more collateral damage, but cannot bombard city defenses
-Sapper has -8% city bombard, no longer invisible
Additionally, an infinite loop bug which would stop the game in its tracks has been singled out and fixed. The game would go into an infinite loop whenever a sapper got stuck in the same tile as an enemy unit. Now that the sapper is visible, it will just die, and that infinite loop won't happen.
The Imperial Age infinite loop still occurs, however. It is very difficult to identify exactly what is causing it, and thus hard to track down. We are working hard to eliminate, though, and hopefully will do so in the coming versions.
Enjoy this bugfix release and give us your ideas on how to improve TAM.
TAM BTS v0.70:
Spoiler:
While it's far from perfect, and still needs work, this is an initial release of a working product. I worked especially hard to deliver it by Christmas, and I finished with this deadline, although I'm a little late in posting (I got carried away for a few hours "testing" ).
A few things to consider about TAM for BTS:
1) All BTS additions have been included in TAM. This means: Great Generals and Great Spies are now included, Improved Forts are included, Forest Preserves are made available with the Civil Service technology, colonies and blockading is also present. Events are in, and while they may be basic now, they will be expanded for the ancient Mediterranean.
2) Corporations have been included in the form of stops on the Silk Road trade route. Now they are only placeholders, but they will be expanded into full functionality.
3) Currently only the BTS civilizations that appear in TAM have unique buildings (Carthage, Rome, etc). All factions will have unique buildings pending agreement and creation from the TAM development team.
A few more new things:
-Levee with Bridge Building
-Maoi Statues with Boat Building
-National Security Bureau with Empire
-Intelligence Agency with Espionage
-Lapis Lazuli bonus added (to be used especially for corporations)
I've also compiled a DLL from Bhruic's patch as a base for allowing up to 30 civs in TAM (currently fitting our 24 CIVS + room left over for 6 colonies), and I've tweaked Jorgen_CAB's better city-founding AI to place more emphasis on rivers. Multiple natural religion spread has also been included.
This release only comes with the TAM standard size map with 16 civs, but you can be sure that the other maps will be converted, and I'll personally deliver a scenario or two along the way.
In any case, it's here, so please download and enjoy!
Ok, I'm pretty sure this is a bug. I had a bad relationship (technically, annoyed) with Crete. I went into the diplo screen. He had 2 irons. I said, 'OK, what the bleep.' So I asked what he wanted for it. Nothing showed up on my side of the table -- and he said ' I'm sure you think this is a fair trade.'! I got iron from someone who doesn't like me for NOTHING. To be fair, I gave him 2 resources anyway, but I could have gotten the iron free.
yes that was a bug. I believe I had that occurence as well, and should be on our To-Do list. Thanks for all the input, hopefully the next build will be out soon and some of these things will be corrected.
are you sure you have v.074? The super huge buildings have been corrected, though a couple of buildings still appear big, they are not as they were in v.070-v.073.
Davbenbak,
I will be looking into the Espionage Text Quote bug, thanks for the report
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