The Ancient Mediterranean MOD (TAM)

Nuts, this mod is at its best when you play with a world full of AI civs, a hard limit of 8 civs stinks. Teams would work, but since we have enough networked machines, we'll just start 2 games up. Everyone was really looking forward to playing with the full slate of AI opposition...

Thanks for your reply
 
Hm,
I can't dl the 2.4 zipfile on the first post. Since it's 20mb less then the exe-file it's a sure bet for me on a dialup.

Couldn't these big files be cut down like in Rhyes Mod and some others.

Cemo
 
I managed to make peace with barbarians... :lol:
did this happen to anyone else ? I double clicked on a wrong spot and the trade window with the Barbarian Chiefdom showed up :eek:


lol1.JPG
 
Well, it happened before x-mas and let's see if I remember well:
I wanted to double click somewhere on the map, nearby there was a barbarian unit, but I didn't have it visible, it was in the fog of war. The map moved for some reason, I'm not sure (maybe I centered on the unit or something like that, or my mouse went crazy for a second), while I was double-clicking... and then the trade screen showed up.
My guess was that I double clicked in the fog of war square where there was the barbarian unit and this brought up the trade screen. But I really don't know, I don't think it's repeatable :lol:
 
Hello, long-time listener first-time caller and so forth. Huge fan of this scenario, as I have an interest in ancient history, and it offers so many possibilities. I simply can't play regular civ3 anymore, it's filled with so many annoyances, and I don't care for the random maps. Also, it's an excellent naval map, something I rarely find in regular civ.

However, I have found one issue: quays for the Minoans seem more expensive then they should be. I frequently play the Minoans as I like being a naval power, and the quay, a 30-shield building, costs more then the harbour, a 40-shield building. I suspect that harbour is flagged as a seafaring building, while the quay is not, which would account for the disparity in price. I assume this is a bug, and thought it should be mentioned. Also, I weep for the loss of major ports, but I accept that as gone forever.

Out of curiosity, is there a way of using the old leaderheads? Not that I don't like the new ones, but I really liked the old ones, and found the archaic art more immersive.

Thanks for the mod, best thing to come out of a Firaxis product in years.
 
Welcome :)

The easiest way to use the old leaderhead art would be:
a) make a copy of the old art\flics folder
b) rename the files *exactly* as they are named in the new art\flics folder
c) overwrite the new art\flics folder with the renamed files

note: this will onlt replace the animated leaderheads, the foriegn advisor images will still be the new ones but you can do the same procedure to the art\advisors folder making sure you are replacing the proper files (there are a lot of them)

Since i don't forsee any more versions being released, we're gonna be stuck with the more expensive quay. We just need to find a way to rationalize it ;)

What major ports are you referring to?
 
Well, the Quay is available at start, while harbors are at least 2 techs into the tree (if you went straight for them, which most people won't), so the higher cost to get them earlier seems reasonable. Once Harbors are available, you can build them instead, there's nothing preventing it. In fact, you can probably build both, giving you an additional food per water tile, I haven't tried it, but I know that Harbor and Port are cumulative in food bonus.
 
Eep. Seems a bit of clicking to switch all the new ones to old ones, I'll have to get cracking. The major port was the improvement that duplicated the effects of an aqueduct, but was cheaper, and could be used by any city that was on a coastline. I think that was the name, anyway...

In regards to the quay, while one can certainly rationalize it that way, I think it would make more sense to have it flagged seafaring and the shield cost increased. Seeing as patches are unlikely to be introduced in the near future, I'll just flag it manually in the editor (the editor shows that in fact, it is not flagged seafaring). On a side note, the Mycenaean building, island harbour, is also not flagged seafaring. I flagged that as well, although I wonder if the bonus will result in Mycenae kicking my posterior the next time I invade. In any case, I now always have an excuse for losing to them. The bonuses from quay and harbour do in fact stack. by the way,

Am I the only one who has trouble finding good naval maps? I find the random map generator rarely produces satisfactory archipelagoes, and inland seas, gulfs and bays are rare in my experience. So far Rhye's and TAM have been the best that I've found. Nothing like real world terrain for exciting maps.
 
The Quay and Island Harbor didn't get flagged because it seemed pointless. They are civ specific so the cost can just be set.

Major port sounds like the improvement from the middle ages conquest. Perhaps they stole the idea from a previous version of TAM?

I personally find naval features just add more frustration and tedium to Civ in general. Therefore I haven't looked for good naval maps.

This discussion brings up a question i'll probably never find a proper answer for... How many players modify thier TAM and in which way?
 
WATORREY
“How many players modify their TAM and in which way?” I just thought I would use that question as chance to thank you and Thamis ‘et al’ for your wonderful MOD. As for modifying TAM, I sympathize with JHVH-1 because I find the static leaderheads do give a much better feel to the game and it is a pain to change them. But I add units, my own map of Europe, terrain and resources, sounds, movie intro, race descriptions, in fact tweak or revise everything. TAM however is the best base model for Civ I have ever found and isn’t that the point of Moding? Thank you again.
Ajax029
 
Nice! This has got to be one of the best ancient times mods I have ever seen...
 
Quick question: Does the presence of a Bath House or Sewer system help in preventing outbreaks of Black Death?
 
Thanks -- I was wondering if there was a way to 'mod' the mod in that fashion. Guess not.. :(
 
I'm not sure if this is a bug, or if I've missed some crucial info.. anyway:

I'm playing v2.5j as the Macedonians (c3c), and to my pleasant surprise I got a great military leader in one of mye first attacks on the mycaens (sp?) around 5500 b.c. As a not-so-pleasant surprise this leader couldn't do _anything_ when returning to my capital. Iirc you need at least 4 cities per army, so at first I figured that this was the problem, as I only had 2 cities at the time. But it did seem strange that I couldn't even rush a building! So I had the guy standing around in my capital for a few centuries until I had 4 cities, but still nothing :cry:

I've tried searching through both the cfc & tam forums without luck, so hopefully someone here can give me a clue as to WTH is going on? It's sad enough that I couldn't create the Army I desperatly wanted in my war against the puny "greeks", but since I obviously can't stop playing, every time one of my heroic units wins a battle I feel cheated out of another army...

So, what gives?
 
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