The Ancient Mediterranean MOD (TAM)

onedreamer said:
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

Have you submitted this as Screenshot of the Day? You should.
 
TAM requires 6 cities to support an army.

Not sure why you couldn't rush a building. You could look over the editor and see if something is amiss there.

Edit: I just looked and the army isn't flagged for finishing improvements. Don't know if this is my mistake or if it has always been that way. Checking and older version will tell.
 
Aaahh... thank you watorrey! Then it's only a matter of time :D

As for hurrying production, I found that it IS possible, but only before any shields have been put into the project it seems..
 
Oh, am I happy to have found this site.

I made the "mistake" to play Conquests until boredom before looking at the mods made already for the original Civ3 and PTW.

With both Civ3 Gold and PTW a lot of stuff - mods etc., was included with the game. Among those a version of TAM. I played it for around a week before I got so completely frustrated with alle the errors that I was about to break my PTW CD into tiny, little pieces.

The main reason for my frustration was that I immediately saw that this mod had the ability to completely restore my interest in the game and give a whole new game experience..... if it would just work right!

So thank you, thank you, THANK YOU for having made the required improvements of the mod and CURSE the people publishing Civ3 for having put a not-quite-working edition on (I think) the Civ3 Gold and NOT having put an updated version on any later publishings!!! :-)

(Guess I really should be thanking them instead. I they hadn't put it on I would never have looked for this site and found all the amazing additions to the game offered here.)
 
watorrey said:
thamis must be updating the links and made a mistake or something. Go to http://civ3.watorrey.net/pages/tam.html and get the 2 part 2.5i and the 2.5j update ;)


Hm Sir,
I must be stupid, but
I have the 2.4 bigger upload since before. Then I need the upgrade to get the latest 2.5j.

Is it necessary to dl both the 45meg files or the huge 88megs file to get to that state OR
is the smaller TAM_25i_to_25j.zip (400 KB) enough.

Sorry but I'm lost in the upgrades..
 
By the way, I have a suggestion. After playing a couple games with a couple Civilization that have the "Expansionist" Civ trait, I was starting to feel that that Civ trait was worthless. The Scout can't defend itself at all, so it gets run over by the early Wolves in the first 5 turns. Any other Scouts that you make early in the game are also killed pretty quickly. Also, there's no goody huts, thus making the "more friendly passive barbarian tribes" thing worthless as well. So, I did the following:
- Gave the Scout a defense of 1 (to represent the early Scout's ability to defend itself if threatened) and gave it a hp penalty of -1 (to represent their poor to no military training).
- Went into the editor and did the "Redistribute Goody Huts" command. This put some goody huts around the map to help out those Expansionist civs get a little advantage from the start.

No major changes, and I've yet to test themm. But I'm pretty sure it'll make the Expansionist Civ trait actually useful now. :D
 
IXIRandyIXI said:
After playing a couple games with a couple Civilization that have the "Expansionist" Civ trait, I was starting to feel that that Civ trait was worthless.

The scout isn't the main draw for expansionists in TAM, if I understand correctly. Its the half price granaries, bath houses, and sewers. Also, expansionist functions normally on random maps. Half price granaries are a civ trait unto themselves :)
 
GRM7584 said:
The scout isn't the main draw for expansionists in TAM, if I understand correctly. Its the half price granaries, bath houses, and sewers. Also, expansionist functions normally on random maps. Half price granaries are a civ trait unto themselves :)

I think it is hardcoded that expansionist civs do not get 1/2 priced buildings. AFAIK, no civs get 1/2 priced granaries.
 
Eh, I'm pretty sure Expansionist civs take just as long to make Granaries and normal ones do. ;) So far, testing my changes, things have gone pretty well. The Scouts are actually useful now and (usually) manage to Scout a little bit of land before something attacks and kills it. Sometimes the Scouts even manage to fight off the Dire Wolves. :D The only real problem that I'm finding is that none of the civs around me (I'm playing Dacia) seem to be getting any goody huts. This is probably because the AI is dumb and is too busy fighting off the Barbarians to go get something (possibly) good from the goody huts. :p
 
Thanks for the scout and goodie hut suggestion. I haven't played this mod in a while. The turn just run too long. I remember a much earlier post about how to speed up the game play but am not sure if I want to read though all the post again. I made a few quick changes myself like giving the major civ's (Rome, Greece, Carthage, Persia, Eygpt, Phoenica) three civ traits. I also remove horses as a needed resource for chariots. Just a philosohical thing with me. They really had a great impact on the battle field when used by the Eygptians and Hittites in their early expansion that I think most games fail to reproduce. I mean the whole reason people used chariots was because the horses they had available were too small to effectively mount an armed warrior. (remember the americans just used them for food untill they were reintreduced by Europeans)
 
Just a lil question:
I'm about to finish off the Etrurians, but noticed through my embassy that they are 3 turns away from completing their civ-specific wonder (Granaries in all towns). If I wait a few turns and capture the wonder, will it "work" for me aswell - or is it worthless without the "Etrurian knowledge" tech?
 
davbenbak said:
Just a philosohical thing with me. They really had a great impact on the battle field when used by the Eygptians and Hittites in their early expansion that I think most games fail to reproduce. I mean the whole reason people used chariots was because the horses they had available were too small to effectively mount an armed warrior. (remember the americans just used them for food untill they were reintreduced by Europeans)

Good thinking on that one, IMO. :) I don't think I've ever even thought about making Chariots in TAM nor have I really seen the AI make Chariots over other units (even early-game), likely because of the Horse resource requirement. Normally by the time you have all your roads connecting your cities to your resources, you have better highly mobile units available.

I'm not so sure about giving the "main" civilizations extra civ traits. The whole idea of the scenario is to start out the civilizations at the start and see who becomes the "main" civilization(s) through history. Who knows, maybe Carthage could have defeated the mighty Romans and became a great empire; or Troy could have repulsed the Greek invasion and then counter-attacked, conquering all of Greece. :D You never know.
 
watorrey said:
I think it is hardcoded that expansionist civs do not get 1/2 priced buildings. AFAIK, no civs get 1/2 priced granaries.

That would be odd, since every other civ trait improvement flag works like that, and all three improvements I mentioned are flagged expansionist. Unless the designers didn't know that the flag wouldn't work for expansionist civs, but as far as I know, it does. I don't see why it wouldn't be, that is; Firaxis made it possible to mod a lot more into the game than they actually used for the epic game, and thus no improvements are flagged expansionist in the editor if you open up conquests.biq. I thought the flag still worked though. Maybe I'm wrong.
 
Just did a quick little test with the Grainaries. I started a game as the Trojans w/ Accelerated Production checked on. With a city with 2 production and no shields into its project, it would've taken 13 turns to make the Granary. I quit the game, started up another as the Im-something (the African people :p), who has the Expansionist civ trait, with the exact same rules. With a 2 production city and no shields into its project, it would've taken the city 13 turns to make the Granary. Thus, no cheap "Expansionist" in TAM for Expansionist civs.
 
I think the only civ traits that can get cheap buildings are Religious, Scientific, Agricultural, and Seafaring. No doubt i am forgetting one but the point is that it is hardcoded which civ traits get 1/2 price buildings.

The commercial trait flags buildings to have expenses paid for by the Smith's equivelant wonder. The other flags are just there for AI building preferences.
 
watorrey said:
I think the only civ traits that can get cheap buildings are Religious, Scientific, Agricultural, and Seafaring. No doubt i am forgetting one but the point is that it is hardcoded which civ traits get 1/2 price buildings.

The commercial trait flags buildings to have expenses paid for by the Smith's equivelant wonder. The other flags are just there for AI building preferences.

Militaristic also gets cheap barracks/airports/harbors/walls in the epic game; or, at least it did in vanilla civ. I had no idea the other flags didn't count towards half price buildings, that seems a little inconsistent. Oh well.
 
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