The Ancient Mediterranean MOD (TAM)

Is 2.3/2.4 only for MAC users? If so, any update for the rest of us? Like new units, etc?

I could be reading this wrong but not sure!
 
Gotcha! Besides New Terrain and a few other changes(Granary and Etruscan Pottery) were there any Unit changes/additions?

Such as the Falx Swordsman becoming the Dacian UU
The Celtic Chariot becoming the Britain's UU
The Roman Units designed by BEBRO

Another question I have is a two parter:
1. Bebro whose Roman Units are featured in the MOD have been updated, is that included? If no to all, can I cut and paste the files onto the existing files to get the newer graphics for the units(Aux Cavalry/Imperial Legion/Republican Legion).

2. If you can cut and paste, could you also do that with BEBRO's units? Or would these cut and paste files mess everything up?
 
I'm not sure which version you are comparing it to. There are no major changes from 2.3... mostly tweaks. I got involved by going thru the civilopedia to make sure it accurately reflected the mod rules, so don't know about changes made before that.

As for cut and paste unit graphics... it should work fine if the file names are identical to those being replaced. You might have to do some renaming. Just back up the originals just in case.

Edit: The unitname.ini file controls the animation & sound files to use. It all has to matchup.

If you find the unit graphics have a newer version, give me a link and i will include them in an animated leaderhead version i am working on.
 
Back home, glad to see all the activity, and the effort by Watorrey! :goodjob: I will work on updating the excel files to make sure all 2.4 changes (and the update) are included, and then list anything I see for the next update, but it may be a couple days, as I'm still getting caught up on RL for the moment! ;)
 
Welcome back Justus II.

I found what appears to be a major bug.

Custom maps are not tagged with a world size. Whenever you start a game on a custom map, C3C (not sure about PTW) uses the world size from the map settings you last used in a random game. Thus... if you play a tiny random game, then start a TAM Med Lg game, the world size settings will be for the tiny map. This includes tech rate & OCN.

I did find a way around this. For the biqs with a custom map, all the world size settings need to be set the same as you want the map to have. That way it doesn't matter what size map was played prior to the custom map.

This means extra care must be used when importing maps and rules between various biqs.

Was anyone aware of this previously?
 
I didn't know that, but it does explain a few things. In my Roman game, corruption seemed horrible, even after getting Pantheon and Forum Romanum. Maybe I had recently played a small-map game, giving me an artificially low OCN. I remember fairly normal corruption in my Macedonian game.

EDIT: Have to check on the map sizes and figure out what they should be set for, I guess just set them for the closest equivalent size.
 
I recommend using the settings that are set in the biqs, which are quite a bit different from the standard game settings. For now at least until we see what difference it makes.

Fertile cresent maps (2) should have all world sizes w/ the standard map settings for ocn and tech rate.

Med Lg maps (2) should be set with the lrg map settings for ocn and tech rate.

The random map biq should be left alone.
 
OK, I'm a little confused. At first, I thought you said that C3C isn't reading the settings from the biq file, but then you say to leave the biq settings as they are. Do the settings in the biq file take effect? How do we adjust the settings to play correctly? Is it something that must be changed each time you load a scenario, or can it be fixed in the biq file?
 
watorrey said:
It sounds like you may not have had lumber hooked up. Galleys require it, coracles do not.

AFAIK, there is no problem with ports. Check the biq with the editor to see if ports have the veteran sea units flag set. If it is not, let us know which download you used.

I looked up in the editor and the upgrade unit for the coracle is the early coracle and ports have the veteran air units flag on.
This is refering to the 2.4 Large Mediterranean Map with on Barbs that comes with your new update.

btw. I don't know if you deliberately used the colosseum icons of the amphitheatre or not but there is actually a Greek style looking Amphitheatre icon included in C3C. The civilopedia icon is located in Civ3\conquests\art\civolopedia\icon\building, and the city sceen artwork is found in the mesopotamia folder in civ3\conquests\conquests
There are also other ancient medditeranean style buildings in the folders above if you are interested in adding them in.

Keep up the good work :goodjob:
 
To anyone who wants to set the OCN & corruption settings in the biqs. You may want to do this so you can compare one TAM game against another. Note that TAM uses different settings than the 'normal' game.

Open the TAM biqs using the editor. On the edit rules page, open the world sizes tab. Set the OCN & Tech rate for all 5 world sizes the same.

Fertile Cresent.biq & Test.biq: OCN = 16 , Tech Rate = 150
Mediterranean Large.biq & Mediterranean Large no barbs.biq: OCN = 22 , Tech Rate = 180
The Ancient Mediterranean.biq = the random game rules and should not be changed

@Justus II: The last played world size is stored in the ini file. When you start a scenario that does not generate a random map it looks here to see which size world settings to use and then uses the settings in the biq you choose for that size world. All current used rules are stored in the .sav so that passing around a .sav doesn't matter (such as a PBEM.) Comparative gaming where different ppl start the scenario on different computers at different times *may* cause each game to have different settings.

@ carlo46: If you look further, the early coracle upgrades to the galley, which is as it should be. I'm playing a game now and almost to where i can upgarade a coracle and will pay special attn to this.

TAM was made for vanilla civ3 when not alot of custom graphics were available and added to over the years. I am compiling a new version with animated leaderheads and plan on making some additional graphical improvements. Thanks for the heads up :) I'll put it on my todo list.
 
carlo46 said:
I played your mod with the new update yesterday and i find it to be very good. The edited graphics are great, especially the new reasources. I played in the large medi map with no barbs and i noticed that the coracles do not upgrade to galleies and the ports do not build veteren sea units.

I just double-checked the upgrade paths for ships, and Coracles should upgrade fine to galleys (early coracles is a step in the path, but shouldn't matter for those civs that can't build them anyway). Are you sure you were in a port and not a harbor? Ports do have the vet sea tag, so can upgrade, but harbors do not.
 
Justus II said:
I just double-checked the upgrade paths for ships, and Coracles should upgrade fine to galleys (early coracles is a step in the path, but shouldn't matter for those civs that can't build them anyway). Are you sure you were in a port and not a harbor? Ports do have the vet sea tag, so can upgrade, but harbors do not.

I may have mistaken a port with a harbour because there are many city inprovements in the game with simular graphics and have names that are simular in meaning.

Thanks for pointing that out :goodjob:
 
I am new to this mod and i do not know for sure who is responsible for the development of this mod. It was thamis at the start but watorey seems to be the one editing it. But anyway, i would like to know what will be new in the next release. Is it just graphical changes and minor fixes or will there be extra maps.

I am a great fan of Carthage and your mod, i would love to know if you are interested in making a scenario for the punic wars using this mod or simply include a map that concentrates more on the conflict between Carthage and Rome.

Keep up the good work :goodjob: and thanks for helping me out earlier.

@Rhye I don't speak Russian or Italian or any other European language apart from english
 
You are very welcome :)

This is thamis' mod and any major changes are being done with his approval. He claims to be done working on it and i have sorta taken over because i have the time and inclination.

There will be animated leaderheads in the next version along with many other graphical improvements including Rhye's new team colors. Mostly polishing up what is already there. We are currently trying to figure out what, if anything, needs to be adjusted because of the previously unknown world size bug. There may or may not be adjustments that affect gameplay noticably.

If you have specific ideas about additional maps. PM me with details.

All suggestions are welcome and will be given consideration. Time isn't an issue at the moment because i haven't figured out where to store it yet. It's gonna be huge.
 
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