TAM v0.91 released

I had the same problem installing but I resolved unzipping in my download folder and then copying and pasting in BTS/Mods folder. Everything works but combat, because units cant do more than 10% damage and the fights are almost infinite :-)
Someone has some idea how to resolve this problem? I've searched in almost all xml files to get a solution, but I cant see what to do.

Hey, I managed to play TAM by simply doing as you suggested. Plus I'm lucky enough not to have any problem so far with the game (I checked fights).

The mod looks great, I hope I'll be able to complete a game soon. Thanks for all the advice !
 
I've played a number of games (0.91 only, I was late to discover this mod) and had lots of fun. Some comments below; all my games were Noble difficulty, marathon speed, with Blue Marble installed and randomly generated, mostly landlocked maps.

First, the bugs:

- Researching techs enabling new civics usually displays a popup explaining specifics of said civic; this information is often incorrect (at least it's different from data aviable at the civics screen). Seems an old version leftover;

- Several times I got a quest asking me to build specific building in a number of cities. (In one case, the building was "colosseum", which AFAIK doesn't exist in TAM, at least for Goth civ). On at least two cases the quest ended with success on the following turn, even though requirements for victory were obviously not met (I won "build seven smithies" with only two of them and just five cities on the map...). Either the quest popup or victory conditions seem off.

- With Empire running, my cities celebrate "we love the Emporer day" (yeah, hooray for nitpicking).

- In one case, founding Judaism when discovering Christianity ("choose religion" for time paradox...) led to CTD right before the movie. This was certainly related to discovery (dropping research on Christianity allowed me to play further with no issue). Had no time to reproduce this, so it could be a one time thing.
BTW, the aforementioned case was the only crash I ever had while playing TAM. :)

- I can build fire galleys before "Greek Fire Depository" project is even started.

- Maintaining relations is borderline impossible, as negatives for "refused to help during war time" stick almost forever. As fighting civs demand joining their cause every 20 turns or so, this alone is usually enough to bring relations down to "cautious" or "annoyed" in later parts of the game. Maybe just my luck.

Is it even possible to turn off "time" victory? Anything but domination/conquest seems difficult to pull off.

Completely removing flanking strikes IMO severly limits tactical options, especially when defending against a powerful invasion force.

Finally, I think late game warfare could use an improvement. Thing is, Armored Infantry is just too good; it totally breaks Civ4's rock-paper-scissors mechanic, as it has no weak points and is the "best" unit in about any circumstances. Even heavy cavalry (later in the tech tree) cannot beat them reliably, even attacking on open field. OTOH, "medium" units disappear completely, and regular (non-armored) infantry is ephemeral (just what, two techs away from vastly superior armored one?). I think armored infantry should be seriously toned down (S10 plus bonuses really is overkill), and made an upgrade to "heavy" unit class, with regular infantry moved to "medium" class - an upgrade to swordsmen, with access to "city raider" promotion line. This would be a simple way of restoring earlier period dynamic and balance.
Obviously, this is just my take on things.
 
I've played a number of games (0.91 only, I was late to discover this mod) and had lots of fun. Some comments below; all my games were Noble difficulty, marathon speed, with Blue Marble installed and randomly generated, mostly landlocked maps.

First, the bugs:

- Researching techs enabling new civics usually displays a popup explaining specifics of said civic; this information is often incorrect (at least it's different from data aviable at the civics screen). Seems an old version leftover;

- Several times I got a quest asking me to build specific building in a number of cities. (In one case, the building was "colosseum", which AFAIK doesn't exist in TAM, at least for Goth civ). On at least two cases the quest ended with success on the following turn, even though requirements for victory were obviously not met (I won "build seven smithies" with only two of them and just five cities on the map...). Either the quest popup or victory conditions seem off.

- With Empire running, my cities celebrate "we love the Emporer day" (yeah, hooray for nitpicking).

- In one case, founding Judaism when discovering Christianity ("choose religion" for time paradox...) led to CTD right before the movie. This was certainly related to discovery (dropping research on Christianity allowed me to play further with no issue). Had no time to reproduce this, so it could be a one time thing.
BTW, the aforementioned case was the only crash I ever had while playing TAM. :)

- I can build fire galleys before "Greek Fire Depository" project is even started.

- Maintaining relations is borderline impossible, as negatives for "refused to help during war time" stick almost forever. As fighting civs demand joining their cause every 20 turns or so, this alone is usually enough to bring relations down to "cautious" or "annoyed" in later parts of the game. Maybe just my luck.

Is it even possible to turn off "time" victory? Anything but domination/conquest seems difficult to pull off.

Completely removing flanking strikes IMO severly limits tactical options, especially when defending against a powerful invasion force.

Finally, I think late game warfare could use an improvement. Thing is, Armored Infantry is just too good; it totally breaks Civ4's rock-paper-scissors mechanic, as it has no weak points and is the "best" unit in about any circumstances. Even heavy cavalry (later in the tech tree) cannot beat them reliably, even attacking on open field. OTOH, "medium" units disappear completely, and regular (non-armored) infantry is ephemeral (just what, two techs away from vastly superior armored one?). I think armored infantry should be seriously toned down (S10 plus bonuses really is overkill), and made an upgrade to "heavy" unit class, with regular infantry moved to "medium" class - an upgrade to swordsmen, with access to "city raider" promotion line. This would be a simple way of restoring earlier period dynamic and balance.
Obviously, this is just my take on things.

1) you are correct there are lots of leftovers from previous versions

2) ditto

3) i am unclear as to the issue here with "emporer's day" was this a text bug? or are you trying to indicate something else here?

4) CTDs are generally rare, usually an anamoly. Reload to an older save game (i put autosave on every turn for testing) and see if it reproduces itself. A good part of the time a reboot, and a reload will allow a game to continue. (not always but usually)

5) TAM is a war game in disguise....... haha.... you have to come out of the gate swinging.

6) Probably the biggest problem I see is that you are not loading the game scenarios. TAM is not intended for random maps. Start a new game, Load Custom Scenario, choose one of the 4 TAM maps which loads the scenarios. Then choose your civ you want to play.

I test on Noble Setting, Huge 24 Mediterranean Map (24 Civs), for me this is what TAM is all about. Its not easy by any stretch, I am about a third of the way through the Civ List (of 24), and am just now starting to feel like Im starting to get a handle on it again.

7) Armored Spearmen in the last version were available a lot sooner, and were the best all around att/def unit until the very late game. Its better balance now, this does not mean there isnt more balancing needed though.

The bottom line is this, TAM has been only two people for the past year or so, Ambrox and I. He has done the bulk of the Graphics upgrades and the XML coding. Ive done the bulk of the testing and assisted with XMLs. This version is a big step from when TAM converted to BTS about two and a half years ago. When I joined the TAM development team there was three times as many contributors, so be patient with us as we move forward....

Thanks for the report and glad you enjoy the MOD. :)
 
I love TAM - I'm so happy its been updated :D

One problem though - constant MAF's after 300 turns on a huge map. Tried the 3gb switch and so on, is there anything else I can do? I was really enjoying my stomp around the med as rome.
 
hello all, i played a version of tam before, but i dont know if its this one. In the one i played, there wasn t exist vassal states. I would like to know if in this version there are vassal states, because if not, this mod is a pain to finish. Thanks
 
I think he know that. If not he would not have repoted it as a text bug.

the spelling has been corrected, i didnt catch that was the intention of the mention... haha

@ambrox

i have updated the minor fixes on the server in my folder, whenever you decide to update..... let me know you saw this message if you can...... thanks
 
hello all, i played a version of tam before, but i dont know if its this one. In the one i played, there wasn t exist vassal states. I would like to know if in this version there are vassal states, because if not, this mod is a pain to finish. Thanks

DogasCIV,

MAFs are extremely rare in TAM, I have never experienced one myself. I have experienced them in FFH Wild Mana modmod, which I also test for.

http://forums.civfanatics.com/showthread.php?t=359248

check out the forum thread regarding MAFs,

there is also some information on the main download thread

http://forums.civfanatics.com/showpost.php?p=8718494&postcount=1

hope this helps, and hopefully its not a crapped out video card, which would be my guess at this point. I would make sure you have the latest drivers updated for it.
 
well, i believe that quote wasnt for me. I only want to know if in this version of TAM is it possible to enable Vassal States... Thanks
 
well, i believe that quote wasnt for me. I only want to know if in this version of TAM is it possible to enable Vassal States... Thanks

DogasCIV,

sorry, i must have had another post on my brain, and responded to yours.

the Vassal States is not yet fully implemented, I think it needs some tweaking, and hope Ambrox is working on that for the next version.
 
Thanks for the quotes too greywarden. Do you know any other modpack in civ4 like TAM, without gunpowder and tanks etc... only with sword knights and catapults? but with vassal states...
 
DogasCIV, depending on what era/theme you are looking for. If you want something similar to TAM (ancient europe), try Pie's Ancient Europe mod. If you enjoy the middle ages, this new mod, Middle Ages Mod may suit you; though be aware that it's new and still in development. If you are into ancient Chinese era, try The History of Three Kingdoms.

They allow you to make your neighbor as your vassal, and they don't get into the gun and tank era :) I've played all of them, and I can say those three are all excellent mods, though the Middle Ages Mod is pretty new, but if the modder is serious, it has a lot of potential. There may be other mods with similar theme that I have missed or never tried, so I'll let someone else to chime in a suggestion.

PS: hope the TAM team doesn't mind me answering his questions about mod suggestion :)
 
i hope they dont mind. Thank you very much for your quote, i will take a look on those mods, but i hope TAM gets vassal states faast, because it is one of the best mods ever made for civ4.
 
PS: hope the TAM team doesn't mind me answering his questions about mod suggestion :)

No not at all, the more ideas and discussions that are tossed about, the more activity all the mods receive, and that is a good thing!!!! ;)
 
I was just wondering what was up with the expansive trait. It says it offers food from trade, but I'm not seeing any increase. I'm glad you guys were able to update the mod, keep up the good work.
 
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