TAM BTS v0.82 Released!

I got the event that tin is found in my mine (adds two production...or was t commerce to the tile). Since Tin is an actual resource in TAM, this event should probably be eliminated or the text should be changed to something else (quartz maybe).
 
I got the event that tin is found in my mine (adds two production...or was t commerce to the tile). Since Tin is an actual resource in TAM, this event should probably be eliminated or the text should be changed to something else (quartz maybe).

What if you did not have TIN and needed TIN to make BRONZE??
You do realize that building a Smithy upgrades your weapons based on what metals you have??

Did you recieve the message but not the TIN, then that would be a bug.
Ive had the event occur, and received the TIN in one of my mines, and actually needed it.

Im not sure if this random event does the same with other metals/gems that can be mined, but i would think so. I will keep an eye out now that it is brung up.
 
The event does not give you a tin resource. It gives you additional production (or commerce, I can't remember which) to the tile with the mine that was affected by the event. This is a standard BTS event.

I was recommending a change for TAM since tin is a strategic resource in the mod. I think that it may be a bit unbalancing to give the player a tin resource with an event since the maps seem to be balanced to make strategic resources and hapiness resources rare. It is probably best to keep the effects of the event the same, but reword the text to say "quartz" or "nickle" or something else that makes sense for the bonus but is not a resource type.
 
Mesix,

Thanks for the clarification. I can tell you this much, the Random Events portion has not been crunched through to this point, other then fixing the Religion/Event Text Bugs (that Im aware of).

Version .082 introduced the building blocks of the "Silk Road" (Space Race), and using Specialized Trade Posts as Corporations. The various Trade Posts act as both parts of the Silk Road as well as Corporations. I got my first taste of this last evening.

A lot of work yet to do. Thanks for the input.
 
I'd say it's the other way around. "Trade posts" (instead Outposts) are used as the "stops" along the Silk Road. For corporations we instead have something like trade with Merchants, and "unions" of like-crafted people to produce something for the greater good (engineers pooling together for extra production, etc).

@Mesix:
You're right. The events are only the vanilla BTS events ported over to be compatible with TAM. The text should be changed to be more consistent with the mod, but that's minor and secondary. The important thing was bringing events to TAM. Now that they're here, we can work on them, both adding new events that apply and editing existing events to TAM's flavor.
 
Shqype,

Thanks for clarifying my clarification...... haha..... to be honest I have played BTS vanilla so little, that I had not even played to the point of building a corporation yet. Sorry but its true, I have a serious TAM addiction.... haha

One of the things that will be in my next test report to you will be the suggestion of modifying the text referring to corporations to guilds or something similar, to get away from the "modern" terminology. Im sure you have already thought of this, or would have, but this is a good illustration of where TAMDEV is with the MOD. Building the mechanics first, applying the finish touches after
 
Dancing Hoskuld,

Tell me more about this, was this a Text Bug?

"Events - spread of religion due to miracle at city walls"

Sorry to be not explicit enough explicit enough. I am getting the text strings "TXT_KEY_RELIGION_DRUIDISM_ADJECTIVE" and "TXT_KEY_RELIGION_MESOPOTHAMIAN_ADJECTIVE" when I get the event where enthusiastic pilgrims want to spread the religion to other cities.

"AI_DIPLO_FIRST_CONTACT_LEADER_TEUTA_1" appears in the diplomatic text the first time I meet TEUTA.

Basically the constants have not been defined. It is only a minor "bug".
 
Dancing Hoskuld,

Ok great. All those text bugs are fixed now, and will be in the next patch.

If you come across any others let me know. All the Religion Name Text bugs are created by a missing file, so if you see other religions in similar text bugs, they will all be fixed with that missing file.

appreciate the help
 
I am playing a game as the Hittites right now. I am playing at normal speed and difficulty on the Eastern Med map. I found a couple of problems.

The special building (Iron Forge) does not give weapons promotions as advertised.

I could not build a quarry on the hill near my capitol. At first I thought that the tile improvement might be restricted from hills (even though that is where the marble is placed on the map), but later I was able to build a quarry on a different hill. I have attached a screenshot of the hill where I cannot build.
 

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Weapons promotion should work with Iron Forge. It's a clear bug.

About quarry: did you get masonry tech when you took the screenshot?
 
The only thing I can think of as to why Weapons promotions don't work with the Iron Forge is that the Python clearly defines the necessary building as "Smithy" instead of the buildingclass.

In any case it's just a minor fix that needs to be adjusted :)
 
Just got this error, when one of my cities decided to celebrate a "we love the despot day":

errorng2.jpg
 
Is the leaderhead pack same as the one before (no need to download it again)?
 
Weapons promotion should work with Iron Forge. It's a clear bug.

About quarry: did you get masonry tech when you took the screenshot?

If I didn't have masonry tech, the mouseover info in the lower left would read "marble: research masonry" instead of "marble: requires quarry" so yes, I did have the required tech.
 
If I didn't have masonry tech, the mouseover info in the lower left would read "marble: research masonry" instead of "marble: requires quarry" so yes, I did have the required tech.

Good point! :rolleyes:
 
I played a couple more games and noticed a few things:

The Minoans have no special building. They are already weak due to their island start, with no special building, they are very tough to play. I would recommend a harbor replacement that gives them some additional bonus from costal tiles or seafood resources.

The Jewish and Christian religions have no buildings. This might be intentional, but I thought it was worth mentioning. Churches and synogogues seem appropriate.

I think I may have mentioned this earlier, but it happened again: there is no way to build the Temple of Soloman.

I noticed quite a few text errors, but they were all related to ones already mentioned (religious adjective, city celebration, etc.). I think these have all been identified already.

Thank you for a great mod. I am looking forward to the next patch. If you keep updating it, I'll keep playing and providing you with feedback.
 
Mesix,

Thanks for the additional input. I think there a couple of civs that dont have their special buildings yet. I know that Ambrox is working on a number of graphical projects and will improve the next patch a good bit.

I hope to have 99% text bugs fixed by next patch, you are moving quite a bit faster through the games then I am. Are you playing full games? I generally work about 4 or 5 hours a night on them, and a lot on some weekends. Maybe its my game play style, in the late game, my turns can take awhile, especially if Im in a big war.

Keep us posted on your findings, Shqype wants to start reworking the Hero aspect of the game, so give us your thoughts on that as well. I had suggested we make the Triumph, the special building for Rome, maybe being made by a great general. I thought that would be pretty cool.

TAM is just beginning to be the MOD it will be, hang around, more to come.

Happy TAMing
 
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