The Ancient Mediterranean MOD (TAM)

Here's the finished? civilopedia for TAM 2.3 under C3C 1.22
It assumes an OEM civilopedia.txt file for C3C so if you changed it, you might get strange results.

Please let me know about any errors or ommisions.
 
It is based on the TAM civilopedia. I removed the entries it can pull from the C3C civilopedia since it looks there if the entry isn't found. The only thing 'required' in the TAM civilopdia.txt are those things that vary from the main game. This cut down on the size of the file makes working with it alot easier. It still includes all the descriptive and educational text you included.

The included TAM23Notes.txt file gives an overview of the changes that were made to the file. I did not note every single modification though.
 
I figured it out when i noticed some c3c DESC_ in the civilopedia in game. So i played with it a bit to figure it out. The only thing that needs to be complete to be included is the concept list at the beginning, but the actual entry doesn't need to be there. So, for example, i deleted the GCON_Air_Missions from the concept list so it won't even be in the TAM civilopedia.

Because you have a couple of the conquests in the search path, it looks in those civilopedias too. I think there is a description or two that it is using but forget offhand which ones. Bonus resources i think.
 
thamis: are you actually working on a new update? The reason i ask is because i do not work and have all kinds of time on my hands and am willing to start making changes to the BIQ for v2.4.

If you are not working on it at present, i propose the following:
I will start making changes in the editor, keeping a detailed log of what gets changed (and why), and post/email (your preference) the change log for review at regular intervals. This way, if i make a change you do not approve of, you can let me know and i can undo it.

If you are working on it at present, perhaps you could specify a mission for me to undertake that will keep me involved in the process so that i may learn more.
email = wat1 'at' frontiernet.net
 
I'm a little confused also, you mentioned you updated the XLS file, what did you change? I thought at first you were refering to an updated version of the Mod, but I haven't seen a new Version 2.4 yet.
 
Great! Thanks for the update. I'm leaving this morning for Military training, but when I get back, I'm really looking forward to trying this out some more. I've been wanting to play a game as the Phoenicians, give Merchant Oligarchy a spin. It should enable them to have a far-flung trading empire (historical) which is what I want to try.
 
thamis said:
I've incorporated all of Justus II's changed to the BIQs as well as to his XLS. I will post the update later today. Then watorrey can work on it!

Do you have a log of the changes so i can try and keep the civilopedia up to date as we go along? It takes forever to check all the editor settings and compare it to what the civilopedia says.
 
I downloaded the zip from the 1st post for the 2.4 update. It includes biq files with 2.3 in the name and when i open one in the editor, there are spies where the dire wolves are suppose to be.

Edit: i just fired it up as the picts and moved my warrior out of the city and was ransacked by 2 spies.
 
Is it just me with spies? If not:

I tried importing the old map into the new rules and also importing the new rules into the old map. The dire wolves get changed to spies either way.

I redownloaded the update to make sure something didn't get corrupted that way. The dire wolves can be placed on the map = probably nothing wrong with them.

I've come to the conclusion there is either something wrong with the updated BIQ or my installation so i did a reinstall of TAM but still get the same results.
 
I think I know the solution: I deleted the unwanted Phoenician ships (all except Phoenician Merchant, which is Phoenicia's UU, BTW). Apparently, the units placed on the map are placed by their index number. By removing those ships, the unit index numbers have changed. Thus, I'll just have to remove all those wolves and place them again.
 
Cool... i had a feeling it was something like that.

Here's some updates/fixes for you:
- Add sound the Imperial Legionary (centurion.ini)
- Change fidget sound from knightdeath to knightfidget for roman auxiliary cavalry (auxilia.ini)
- Updated civilopedia using justus II's fixlist as a guide and double checking editor.
- Fix for 3rd science age background - file must be named science_industrial_new.pcx to be used in post radio removal C3C - just add it to the art\advisors folder. It is the same as science_industrial.pcx
 
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