The Ancient Mediterranean MOD (TAM)

I dont feel like reading throu all this thread, so I will just ask
Does this mod work? I have tried alot of mods and they almost always crash my game...and that my friends is not fun at all, so before I download are there any problems.
 
Mind you, this is on a completelt unmodded version 1.29 Civ 3

As of now, you must

a) Install 0.3.5
b) Install the 0.3.6 update
c) Install the 1.29 patch

An ancient mediterranean folder should be created in your Civ 3 folder for the 0.3.5 version, and then subseuqnet patches/updates go into this folder and overwrite files already there. You start the game by double clicking on the play.bat file in this subfolder. It takes care of backing up and restirong files so your Civ 3 is unmodded after finishing a game.

I'll issue a disclaimer though by stating I haven't played more than a few turns of the game because I can't stand to look at the as of yet (but very soon finished) incomplete tech screens.

Tom
 
Questions for the next update:

Should I use more generic unit names (i.e. "Elite Cavalry" instead of "Hetairoi Cavalry")? This way the unit can be used as a UU for more than one civilization (in this example it would be Macedonia, Lydia and Iberia).

Mac users out there: Is there anyone who could write the play.bat to work with the Mac? Can anyone make an Installer for the Mac?
 
This may already have been discussed elsewhere, but I noticed a problem with my own scenario that I also had with this mod before, and I think I have found a solution. While playing this mod, when I first got a great leader, I had an error showing a missing file, and it dropped me out of Civ. I thought it was a graphics glitch and never thought much about it. However, I have had people playing my scenario get the same error, and I did not include any graphics files. I think I have figured out the problem, and it may help you as well. Civ has seperate unit art folders for leaders (and armies) of each era. When you rename the eras, it doesn't know where to find the leader graphics. However, it then defaults to a "generic" LEADER folder and .ini file. I copied the middle ages Leader and Army folders, renamed the .ini files without the era, and it seems to work fine. If you have noticed this problem, I have uploaded these folders as a zip file to the server, if you want to include them with your release version. You could do the same, or even create new ones for each era if you want, but make sure if you do you have one named exactly the same as each era. Here is the link to the zip file:
http://www.civfanatics.net/uploads/Leader_Army.zip
 
BTW:
Isak, did you create the tech arrows yourself, or did you find a way for the program to recognize the links? I couldn't find a way to have them created automatically, those look great.
 
Justus: Thanks, I created them myself - if you look in the Art/Advisor folder there are some files called "Science_Ancient.pcx", "Science_Middle.pcx", etc.. - those are the ones I have modified and then I have to set the coordinates for each tech-box in the BIC.

If you want to try it yourself, check out this guide by Kal-El. That's what got me started.

And thanks for the Leaderhead tip btw. That is very good to know :goodjob:

Edit: I mean Leader - not Leaderhead. :crazyeye:
 
Originally posted by thamis
Questions for the next update:

Should I use more generic unit names (i.e. "Elite Cavalry" instead of "Hetairoi Cavalry")? This way the unit can be used as a UU for more than one civilization (in this example it would be Macedonia, Lydia and Iberia).

I would use the more generic names, but in the civilopedia entries, if and when you have a chance to do them, you can make reference to the unit they are based on. This will also help us more "historically correct name" challanged individuals to know what the heck the unit is before we build it :crazyeye:

Thanks,

Vivo

PS Great mod!
 
Great MOD. I can't wait for the next patch.
Now for my bug submission:
I have noticed that when I try and retire my game I get an error about the pediaicons.txt file having errors. To test this just start a new game as the iberians or whomever and go thru one turn and then retire. This is the only real bug I have noticed.
Most MODs are so screwy they crash all the time.

Keep up the good work.
 
@Seabass: Yeah, that's right - if you need any help fixing this Thamis, let me know, I'm already knee-deep in the Pediaicons.txt :)

And now for something completely different - the preview of the Imperial Age:

Again, give me your icon suggestions, and I will swap those ugly looking Alphabet icons for anything you like.
 

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Isak:

You cannot work on two mods at once. It is against some rule not made yet, but will be :p

Actually, the two mods you are working on are the two I want to see completely finished.

Keep up the good work.

GIDustin
 
Isak:

Why are there two catapults in "Greek Fire"?

Icons:
You could take the Monotheism Icon for Religious Code.
Republic Icon for Imperialism.
Espionage has an Icon in the real game.
Map Making Icon for Exploration.

I'm not sure how much of a hassle it will be to add more icons to the tech tree, but I'm thinking about changing and adding some units:

- Kryten's Macedonian Phalanx as the "Phalanx" unit. This would not affect the science advisor.
- Change the current Phalanx (by JimmyH) to "Praetorian Guard", new Roman UU (take away the support troops), available with Republic or Imperialism (imperialism is better, but kinda late, don't you think?). This would affect the science advisor.
- JimmyH's Woad Rider as new graphic for Raider. (no sa change)
- Add Nahuixtelotzin's African Spearman as Spearman flavour unit for Carthage, Egypt and Kush. (no sa change)
- Add Ballista as Roman flavour units, comes with Ballistics. (might be a sa change)

I'm sure I can find more... but how the heck can you set the Icons in the 1.29f editor?!?

Seabass:
I think I know what the error in Pediaicons.txt is, but I'm not the person with much time at the moment. :-(
Still, this isn't a very bad bug I think (it's just when you want to end the game anyway <g>). Thus, Isak, finish the tech tree first, then work on it if nobody else (like me) has.
 
Thamis:

All the Icons for the units and improvements are handled by the program, so if there are two catapult icons, it's because there are two units made available by "Greek Fire" that use this icon.

If you think there shouldn't be, I'll check out what the extra unit is - I'm not at home now, but once I get back from work, I'll take a look.

And no need to worry about adding or changing stuff - I'm already prepared for that, so just throw in or change whatever you like - I'll redo the Advisor screens if necessary. And I'll look into the Retire bug too, no problem.

GIDustin: Oh no! You caught me :D
 
Originally posted by thamis
Isak:

I'm sure I can find more... but how the heck can you set the Icons in the 1.29f editor?!?
Sorry - forgot to answer this.

For units you should still set the icons in the Editor, with the Icon selector, which reads from Units_32.pcx

Improvements and Governments need to have paths in the Pediaicons.txt.

Edit:Doh! - of course you mean the icons in the Tech Advisor screens - those are all taken from the Pediaicons.txt, including the ones for units.
 
Figured out the 2xCatapult icon thing - the other one is the "Greek Fire" Unit, for which I couldn't find a civilopedia icon when I made the 1.29f patch, so I just used the Catapult icon to fill in.

I'm no great big graphics artist, but I'll try and convert a few of the units that are in the Units_32 and see if they can also be used for the Civilopedia (and thus for the Tech Screens) - if not, it's a good thing that GIDustin is hot on this mod too, isn't it :D

Here's the last age - the Migration Age. Please note that I have an arrow going from Nationalism to United Defense even though the BIC doesn't indicate any requirement - I just went by the Era Preview's you posted earlier, Thamis. Let me know if I should correct the Tech Screen or the BIC.

Now will someone please answer this or I will soon earn myself a 3-day ban for vertical spamming ;)
 
I just seem to keep forgetting that previewing a message will remove the attachment....

Well, see y'all in 3 days... :rolleyes:
 

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I'm looking forward to being able to playing this one again and assuming a complete hegemony over the Mediterranean.


thanks *MUCHLY* to everyone involved .

Tom
 
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