The Ancient Mediterranean MOD (TAM)

Yeah, the territory names are cool too. :cool: Nice idea :goodjob:

Are they new to this version BTW? Haven't noticed them before.

This mod badly needs scenarios BTW ;)
 
I just downloaded TAMv2.0 and I have PTWv1.21. I made sure I used the appropriate label.txt that was included in the download file and all the messages are still jumbled up in game. I thought maybe someone had mixed up the names of the files so I tried the label.txt which was for v1.14 and that didn't work. I also tried the thrid label vc3c and that didn't help either. What should I do? This MOD looks awesome and I can't wait to play it...
 
No it is the english version alright...maybe there are more .txt files I aught to update in the MOD? All I know is what I have read from the forums and I think I have followed the steps correctly...
 
thamis, I've updated the City List database. Lots of your ancient civs have increased great leader lists and the Picts have something resembling a civilopedia entry ;)
 
/Reposted from official TAM mod forum/

Hail to all civfanatics!

After reading around the forum for a while, I decided to post some of my observations, since I didn't manage to find these discussed anywhere.

I'm playing as Rome
[TAM 2.0 on 1.27f PTW The Ancient Mediterranean map]

So here it goes ...

The Rome has the Military Training wonder, which definetly is a great idea. Giving The Romans possibility to build veteran units much more earlier than other civs (except in capital cities of course) balances the game very good, IMO. But what's really interesting - i've noticed that this wonder places barracks only in continental cities... hmm ....why?

Legionary unit has all the worker options. I can use them as workers! Just imagine :) Maybe it's some kind of a bug or maybe this one just slipped by you.

Walls and Palasides give same defensive bonus, so why should i build the walls at higher costs?

Galleys and ather boat-like units don't upgrade as stated in civpedia

And finally it would be nice to add more explanations of units/buildings in civpedia, like it is on governments. I understand that means a lot of typing, but maybe i can help with this one.

Wishin all the best to all the people who helped to make this mod such a great mod as it definetly is.
 
I just played this MOD as Egyptian. Everything was smooth at first. But I had problems with building Arab Horseman. I couldn't build this unit (no such option in build list) after the corresponding tech was discovered and necessary resources were supplied. I wonder why. BTW, same problem with Cavalry unit. Any suggestions? thx
(CivIII, v1.29 plus MOD)
 
Well, now that we all have probably pre-ordered Conquests, we have to start thinking about TAM again...

Even though I decided that TAM was finished, the options in C3C do kinda spark my imagination... But more importantly, they have probably sparked yours as well... Got any ideas? Post them! :love:
 
Well :

- slavery : obviously, and a special mercenary recruiter that could actually create mercenary units by "enslavement" too. I know it is not the best solution for mercenaries but it could represent some kind of recruiting ?
- workers tasks to units : Roman legions,...
- some new units, leadereheads or wonders (at least the ones in C3C)
- new terrains such as volcanoes and swamps would be cool aditions too.
- ships destroyed in harbors could be used too
- Heroes (Greeks for instance) could use the Daimyo rules
- maybe merchant states could pay (create) assassins
- use of different tech trees
- sacrifices (Baal in Carthage and maybe Phoenicia and Etruria)
 
Originally posted by thamis
Good ideas! How do the heroes work? I never played the Japan campaign in the beta.

Actually never have I :o ! These were more random ideas based on what info I got about Conquests.
 
Back
Top Bottom