The Ancient Mediterranean MOD (TAM)

Thanks Thamis, I got the Mod working again!

On the Conquests version, can you give us any clue what new stuff you are adding?? Perhaps the Falx swordsman I saw on the units for the Dacians?
 
Here's a sneak preview of what's coming:

2.2c beta:
- GOVT: Merchant Oligarchy has worker rate of 200%
- GOVT: Thing Law supports a few more units and is not xenophobic
- WON: Pyramids now a small wonder, much cheaper and Theocracy only

2.2b beta:
- FIX: Mispositioning of seafaring nations fixed - all seafaring nations now start at the sea
- ART: New animations for Fire Catapult and Fire Galley
- UNIT: Spy A.D.M 2.2.2*, better explorer, can recon as air mission
- UNIT: Ballista added, Roman flavour Catapult
- UNIT: Chariot/Horseman upgrade line fixed, slight strength modifications
- ART: Silk Road graphics halfway fixed thanks to Kull
- BLDG: Dock slightly more expensive

2.2a beta:
- MUSIC: Various new musics added (some good stuff coming with C3C)
- PEDIA: Dyes pedia error fixed
- TERRAIN: New ruin graphic added
- CITY: Dock symbol is now a grey harbour, no longer an airplane
- BDLG: Cult Site is obsolete with Monotheism
- RULE: Sacrifice. Comes with Mysticism, available for all CIVs. Workers and enslaved units (Barbarian Archer, Barbarian Swordsman) can be sacrificed.
- FIX: Dock now works correctly
- Elite Archer units now have a defensive rate of fire of 2, making them slightly more useful as UUs

2.2 beta:
- UNIT: Longswordsman and all flavours and UUs replacing it can enslave which results in a warrior
- UNIT: Republican Legionary can enslave which results in a Barbarian Archer
- UNIT: Heavy Infantry and Imperial Legionary can enslave which results in a Barbarian Swordsman
- UNIT: Three Man Chariot (Hittite UU) A.D.M 5.3.2
- UNIT: (Elite) Composite Bowman has new ani: Greek Archer
- UNIT: Fire Catapult does collateral damage
- UNIT: Dire Wolves (as barbs that can be placed on the map in the beginning but will not reappear; to simulate human dominance over wolves)
- UNIT: Slinger (Iberia, Brittons UU) A.D.M 4.1.1 (40% cheaper than Archer)
- BLDG: Dock - Phoenician Special Ability, allows "sealift" from coast to coast.
- TERRAIN: Sahara (landmark desert): +10% defence
- TERRAIN: Cedar (landmark forest): +1 commerce, +1 shield
- TERRAIN: Apls (landmark mountains): +1 shield
- RULE: Civ traits reworked
 
Sounds great. Thanks for the preview. A few questions however:

1. Does the "Ruin" give you anything or is it just for show.
2. Did you add a Volcano - Vesuvius near where Neapolis would be?
3. Adding the Falx Swordsman for Dacia?
4. The Balearic Isles were famous for their Slingers. Is there anyway to make slingers raised from there be more powerful?

Just ended a campaign as Rome where I got bogged down in a war with Iberia for ever with only 1 city taken. Just an endless stream of units attacking eachother. Ouch! Lost to a diplomatic victory by Macedonia.
 
Does anyone know if the Units can be tweaked? I want to make a couple subtle changes but mostly to tone down the Naval Bombardment. Egads man! I was fighting the Carthaginians and they were knocking down city walls, destroying buildings, and killing units on the march! It was highly annoying, especially the last one!!!

Another question is: Does the computer suffer from attrition or disbandment of units? The Iberians have absolute tons of military units(More than me and I have more cities)and keeps pumping them out! I cannot fathom how they are doing it without running out of money as I am fighting the same problem. Any ideas?
 
This may be a really stupid question, but I'm going to ask it anyway.

I bought Civ3 and Conquests. I didn't buy PTW. I don't know if that matters or not.

Anyway, my question is how do I use the editor to edit this (and other) mod. The Conquests editor doesn't seem to work with this, and the regular Civ editor doesn't either.
Am I missing something??
Any ideas what I am doing wrong??
 
It did not work for me either. I opened the Conquest editor then clicked on the yellow folder which gave me the PTW mods, chose Tam but all I could do is view files and stuff. The other conquest Mods I just clicked on and it let me change. As I really have no idea what I am doing I decided to abort so as not to screw up things and make the mod unplayable.
 
That sounds like the same problem that I was having.

Anyway, here's another question: How/when do I get to do Military Alliances?

I'm playing with the Huns, it's like 300 BC, I've built embassies a long time ago, I've been able to do Right of Passages for a long time, I'm into the second era, but I still can't sign Military Alliances.

What's the trick?? I checked the Civilopedia, but all I could find said once I established embassies, then I could sign Military Alliances.
 
I have Civ III Gold Edition, which supposedly contains Civ III and PTW.
The install included an early bugged version of the Ancient Mediterranian scenario as a .bix file, and I was able to play the scenario, but the Civilopedia doesn't have information for most of the alterations and I can't load any units onto my ships.
I tried to install the current version that's supposed to work for Civ III, but now I can't run the scenario or the saved game.
I unzipped the files into the PTW Scenarios folder as instructed.
Can someone help me figure out which version to download, where to find the correct file, and where to unzip the files to?

Note: I do not have Conquests.
 
Thanks for that. I'm downloading tam_ptw_2.1_fullZIP right now. Only 3Hrs 45min to go.:rolleyes:
I'll edit this post to let you know how it went.
I suppose I should get the latest updates for Civ III and PTW as well, before I ask more questions.

Edit: That seems to have done the trick. At least for the first few turns.

Edit: Err...is the Archer supposed to have a bombard range of zero? If so, what's the point of having bombard?

I tried playing The Ancient Mediterranean, but gave it up after I found that the game wouldn't count river or lake towns as having an aqueduct and wouldn't let me build one either. Even though the towns off the rivers and lakes allowed aqueducts.

There doesn't seem to be any way to distinguish between units that'll cross swamps and mountains from the ones that do without building them and trying to cross the terrain.
 
Denarr: Can you please explain the thing with the aqueducts? because Aqueducts come later in the game, you know?

The Archer is supposed to have a bombard range of zero in order to give it a defensive bombard. It'll shoot when being attacked. Very useful as an additional defender in a stack of units or in a city.

All heavy units cannot cross swamps and mountains, all light units (bascially only Archer units) can cross mountains.

Calgacus:
Sorry about the delay... it's almost done. I'm just too busy right now.
 
Thamis! Cannot wait for the finished Conquests version but I certaintly can wait if you add those new Roman units made by Kinboat! They are just too good!
 
thamis: The mod titled The Ancient Mediterranean wouldn't give me the benefits of a town with an aqueduct for towns built next to rivers, nor would it let me build an aqueduct in those towns next to rivers, but it would let me build aqueducts in towns if they weren't built on rivers.
That same mod wouldn't let me put units of any sort onto any of the first three naval units.

I'm now playing the premade mod for the big Med map, but I'd rather play random maps.

How do I tell a heavy unit from a light unit? Is it based on attack/defense ratio? I noticed that settlers seem to be classified as heavy units for locomotive considerations.

Another question: Is the flag that allows cities to defect enabled for this mod? I have the second city of my opponent next to my capitol, and it hasn't converted even though I've been ahead in culture since the town was established.
I've got about 15 cities right now, the year is 360 BC, and I've got about 4 or 5 techs from the second age, and my score and culture is about twice that of the second known civ on the planet. (I haven't discovered all the rival civs yet, but I have discovered 17 of them.)

Off topic Q: What is Vanilla Civ? Is that the original, basic, unenhanced version of Civ III?
 
DENARR,

I will attempt to answer but these are my guesses in most cases and not confirmed by fact.

On Aqueducts, It was my assumption that you do not need Aqueducts in cities built next to Rivers as the water source is right there. In cities where Water is not nearby Aqueducts were needed.

Vanilla Civ is indeed just plain CIV III, not Play the World or Conquests...
 
Well I just don't get this then.
I have Civ3Gold. Apparently that comes with Vanilla Civ and PTW.

The PTW version of your mod seems to work, but there haven't been any culture caused conversions of opponent cities.
The city improvement images are not what I expected though.
The Colossus looks like a spy school, The Olympic Games looks like the United Nations, and the Harbor looks like a Recycle Center.

The Vanilla Civ version didn't work very well at all, couldn't board the boats, cities next to rivers stopped growing as if they didn't have aqueducts and wouldn't allow aqueducts to be built while other cities that were off river allowed the aqueducts to be built and would grow after they were.

The terrain, resources, luxuries, and unit graphics seem to work properly, and the diplomat pics only have minor transparency problems.
The new wonder flashes look great, but some of the wonders have the wrong pics, or the pics just haven't been updated and have been shuffled instead.

There is no warning that switching to City States before the Pyramids are built will result in building a useless pile of rubble.

This isn't intended to be a complaint. It is more of a report (which is what I'm used to doing) on things I've observed.

Hopefully I've only misinstalled, and can fix what seems to be a few errors. Either that or some of it is only things you haven't altered yet (such as mis-assigned city improvement graphics) like the silent axemen.

I'm only used to the methods needed for the Civ 2 mods, so I may have misinterpreted the instructions for installing TAMPTW, but considering how well the install does work, I think maybe it's just a matter of waiting for the rest of the patches.

I am[i/] still playing the mod and plan on playing it at least a couple more times, so I figure I like it.;)
I'm just trying to clarify my interpretation of the situation.

I'll end by asking one of my questions again: Does the mod allow culture conversions of opponent cities, or am I supposed to obliterate the enemy, to take his city?
I prefer conversions, but I don't have any problems with destroying a town or nation that ticks me off.
 
Back
Top Bottom