The Ancient Mediterranean MOD (TAM)

I love the mod, but keep getting a crash when I try to create a fire catapult. It can't find one of the relevant files. Is there a patch out there for this?
 
In my game here is where the files are:

Fire catapult units folder
C:\Program Files\Infogrames Interactive\Civilization III\Conquests\Conquests\Rise of Rome\Art\Units\Fire Catapult

Fire catapult pediaicons
C:\Program Files\Infogrames Interactive\Civilization III\Conquests\Conquests\TAM 2.2\Text

Hope this helps
 
Thanks for the replies. I'll check that when I get home from work tonight.

Kudos again on your scenario. I've enjoyed it very much. Been playing a close Monarch game as Rome. I'll probably try again on Emperor when I'm done.
 
Another quick question:

I reinstalled into the conquests/conquests folder and started a new game. It seems buggier somehow. The setup screen has text scattered in strage places. Victory conditions like "reverse capture the flag" are set on by default. When I play the text:
"Week 50000" appears in front of the date in the lower right hand corner of the screen. Having said all that, I've had no obvious broken gameplay within the first twenty turns or so.

Have I made another obvious error or should I expext this to work?

Thanks for the help.
 
I am not quite sure what to do with the LABELS.TXT clicking on the link just opens a new window but does not give an option to download like the main part of this mod which i have installed i am probably doing something wrong as i know very little about computers, i would be very gratefull for any advice.

Thankyou Mark
 
Thamis, how did you create the geographic areas (italy, persis agean sea etc. and not have the labels show in the game? It seems that each square was tagged but only one of the tags appears.
 
Yes, but how did you designate it a resource and not have it show up on the map? then, am I correct that you used the geographic resource to determine placement of other resources lke diamonds, papyrus etc?
 
Hi,

I just started using TAM 2.2 with C3C. I noticed that there are a lot of terrain graphics included with TAM and the only thing I can find about it in the docs and forums is that it "uses Sn00py's terrain by default." Now I like Sn00py's terrain, but I also want to use a few modifications, specifically Niessuh's bonus grasslands, irrigations, and mines. Does anyone know which files in TAM's terrain directory are TAM-specific and which are copies of Sn00py's files? Are they all TAM-specific?
 
Thamis willhave to give you a difinitive answer, but I know that an entry in the scenario properties in the editor points to snoopys terrain; I suspect that this will have to be changed.
 
The labels are normal resources, they just look differently (text) and they have no boni.

Not all are TAM-specific, but some are. It's a mix of various graphics sets. If you want to have any other modifications, just copy these files into the TAM 2.2 folder in the appropriate position and overwrite existing files.
 
I'm still confused, I will go back to the game and reformulate my question to make it clearer. I will re post it later. Thanks.
 
Just wanted to say thankyou to thamis appreciate the clear answer, i am looking forward to start this mod which looks very interesting i have become a little tired of the standard game.

thankyou Mark
 
I start playing on the Mediteranian map and for some reason it stays dec. no year is showed. Apart from that it seems a very promissing mod.
 
I'm just finishing my emperor game as Rome. First off, I just want to say how much I enjoyed your mod. The attention to historical and geographic detail as well as the unique feel of the various civilizations made it a real pleasure to play. I also appreciated your help troubleshooting my installation. After I got everything installed properly, it worked very well.

I'm going to make a few suggestions. Feel free to ignore them. I am admittedly a computer idiot. You may even be done with tweaking the mod for all I know. I am also writing this from work, so excuse my mistakes if I get some of the terminology wrong.

My biggest concern is that the silk road seems broken. Neither my civ nor any other was able to finish it, although several came within one or two waypoints. I lingered for a while in the last era to see if any of the AI civs would build it. None did. I was unable to build the waypoint requiring masonry/wall (Sardis, I think), even after I created a size four city specifically to build walls. It is also confusing that some of the waypoints have no description as to what is required to build them in the civilopedia.

My second category of concern is that the last era feels unfinished. There are very few techs, almost no new units, and (if memory serves) no city improvements. Probably most games are done by this point anyway, but I found it a bit disappointing. Possible ideas for adding to this era might include:
1. Any corruption reducing building. On a map this big it's obviously a problem, even with careful placement of palace/pantheon/and forum romanum.
2. An analog to the civil defense. If you're concerned about this slowing down conquest strategies, make it really expensive, or even a small wonder so you have to choose your fortress town. This could go under united defense.
3. The "barricade fortress" function for workers. This could be an extra tech or part of united defense.
4. Another "palace" type small wonder for religous-type governments under theology.
5. Some kind of religous military unit under theology that "converts" like the Roman legionaries. Inquisators come to mind, but it's hard to justify them given the time scope of the game. (We don't even get to the reformation, let alone counter-reformation.)

As a previous poster mentioned, I was also a little disappointed at the performance of some of the historically dominant civilizations, particularly Egypt. Could you possibly make their starting point more resource-rich to encourage their development? In my game Babylon was the 800 pound gorilla. I'm not sure how often that is repeated.

Once again, I loved the mod. Feel free to ignore these suggestions. I may be missing some of the "big picture" aspects of your design. Thanks for all your work.

EDIT: I messed around with one of my saved games tonight and think I figured out my problem with the silk road. For some reason it would only let me start building that waypoint if my city was both walled AND size four or smaller. I discovered this by building colonists to reduce my city size to three. I then was able to rush it with a leader.
 
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