The Ancient Mediterranean MOD (TAM)

Justus II and myself have been working on an updated version under thamis' guidance to make sure we maintain the original TAM vision. Our changes are much more subtle than yours although they attempt to address some of the issues you mentioned.

Initially, it sounds like some of the changes you made would qualify it as a separate mod based on the TAM ruleset. By limiting the playable civs and changing resources, abilities, etc, you have essentially made your own mod.

I may or may not be able to help you with the graphics stuff. I know the files well enough and have modified quite a few of them for the new TAM.
 
the mods mentioned farer above, I think I need Conquests to play them. I asked for vanilla mods, I wouldn't if there were loads of them, but as they aren't I'm asking if you knoe some. And if you have the links, that would be great.
 
Since this mod was created, there have been many great additions to the unit selection, I think I said this before, but other than DPII's great African units and the Maccabee, and Kinboat's Egyptian Units, theres Bebro's Roman Units, Bebro's Chariots, and Riptide's Arab Spearman and Swordsman. Plus theres Kinboat's Achilles unit, can't forget that.
 
Can you download the Vanilla one on a Mac?
 
I mean i saw a vanilla one and it was only avaible in exe fromt and i would apperciate it if someone made it in a zip.
 
Hello,

please dont understand my efforts to rework my version of TAM as a lack of respect.
I really appreciate the great piece of work that TAM is. There are marvelous ideas : The Silk Road (really genious), Tech Tree, the Civilzations, the Civilization Pictures, the 'Area-resources', the new Wonders and the already finished parts of the Civilopedia.

I did not know that there is already a team working on Advanced TAM. I was thinking that the project is finished.

Originally I just wanted to do some minor changes (it is the first modding that I do). But then it became an obsession.
I just remembered that I spent hours e.g. in balancing the starting Civs abilities and starting techs to make sure that every every ability and tech is equally in numbers (every 'major' ability Rel, Scien, Mil, Ind, 7 times and every minor ability Com, Sea, Exp, Agric 6 times and the same with the starting techs).
Then I took care that every combination is unique and that every 'circle of cultures' (that are civilizations that are nearby each other) like e.g. the Lydia, Hittites, Troy- area have alltogether 3 different starting techs. So every civ can trade one tech with every other civ in their area, but has to import other of the 7 possible starting techs from other cultural circles. So no area should have a to fast start, to keep up the necessity of trading and exchanging knowlegde.
After I finished that I also had to check the resources on the starting positions to make sure, that a civ with Domestication has not only wheat on their starting place, but cattle.
I added lots of flavors like Egypt, Hellas and Steppe to make sure that e.g. Egypt is building the Pyramides. Therefore I also changed Theocracy because no AI-civ never used it (it was too worse, even with flavor and with Favorite government - maybe now I make it unique to Egypt)
and so on and so on

Btw. I also used the map of Rise of Rome. But just because I personally liked the historical book perspective better, than your more innovative global based view.

So if you think it is a new mod based on your ruleset than i would see this as a honor. But I think it still feels like TAM and I still think we can share some work. Unfortunately you are right. Units, civs, all the changes in the .biq are not intertradeable.

But I could really need assistance with following :

I could need luxury versions of the ambersmall.pcx, amberlarge.pcx, silver (small, large), wool (small, large) and fruits (small, large).

In history Lydia was incrediably rich because of vast gold and silver deposits, on the other hand, Carthage was the biggest exporter of wool and amber was carried on long ways from baltic sea to the mediteranean world. So I wanted all this resources to be tradeable and so I made them luxury. The Gold I could change on my own, but all the others failed and really look awful.

I also would need strategic versions of marble (large, small) and maybe elephants (small), but there is one from ptw that is fitting, too.

I changed elephants and marble to strategic to make sure, that there is not too much, luxury. Already now there are 9 luxuries, but I hope that furs will be very unique on my map (the deposits are far away from any starting locations since I cutted the Goths)
I also added camels , but just because I wanted to see some camel riders in africa and I thought prerequesite horses is not really fitting ;)

But my special interest (and long term project when I ever finished the map and the biq) is the Civilopedia. There is so much flavor possible to add. So I really would like if we could later exchange the civilopedias and the pediaicons (and maybe also the buildingssmall, large and unit32)
I doubt that I can make the buildings on my own. I would like to use your ones.

Last but not least I would like to keep the old leaderheads. At the beginning I was think about replacing them with all the great animated leaderheads floating around (I am also asking R8xft for a pericles head). But at the actual state I get used to the existing ones and only later I will maybe change it.

So I would need a .flc of pericles (you already started to make one as I saw in the advisor files). And also small versions of the existing leaderheads (I dunno whether you have some more files, but there are a lots missing,especially for the civilopedia)

I really would enjoy if we could work together.

best regards
Ruediger
 
It seems you've got some great ideas. Instead of making YET ANOTHER ancient MOD, why don't you just join the TAM team that's currently working on the new version? Your input sounds very valuable.

Go to www.tam.info.ms and register there. Tell me what your username is and I'll give you access to the TAM development forums.

Currently, I'm still in charge of TAM (passively though), while watorrey and Justus II are working on it. Join in.
 
The images can be made by cutting and pasting from different files to get what you need.

We are working on the following (but not necessarily limited to these):
- adding animated leaderheads, missing graphics, new flavor units
- reworking goverments so the AI uses them all
- adding a 31st civ
- working around some bugs inherent to C3C
- increasing the tech rate to give it a more 'epic' feel
- redistributing the starting techs
- some minor map tweaks to help/hinder certain AI civs
- changed Elephants to strategic and fix city luxury display
- generally giving it a finished, polished feel

All our work is subject to thamis' aproval since it is his mod and his name will be forever associated with it. You are welcome to join us as thamis pointed out.
 
watorrey said:
The images can be made by cutting and pasting from different files to get what you need.

Unfortunately it is not so easy. You know it starts with cutting the images from e.g. the originally bonus-images. I couldnt find in Adope the option to cut just around the graphic. Only the select layer-function, but this is not really function, too.

watorrey said:
We are working on the following (but not necessarily limited to these):
- adding animated leaderheads, missing graphics, new flavor units
- reworking goverments so the AI uses them all
- adding a 31st civ
- working around some bugs inherent to C3C
- increasing the tech rate to give it a more 'epic' feel
- redistributing the starting techs
- some minor map tweaks to help/hinder certain AI civs
- changed Elephants to strategic and fix city luxury display
- generally giving it a finished, polished feel

All our work is subject to thamis' aproval since it is his mod and his name will be forever associated with it. You are welcome to join us as thamis pointed out.

In general , I will visit your side now, because I think that we dont have to have this discussion on the public board. We will certainly find some way of cooperation that is fitting to both side needs.At least Thamis fantastic work is always and will be always the base of any Ancient mod, I think.
 
Hello Everybody!
I´m new at the forum and in general quite a newcomer to CIV3, so please be patient if I have stupid questions, but you have to start somewhere, don´t you?
As far as I can see (by the size of this threat on TAM), creating this fantastic Mod must have been a lot of work for all involved.
I´ve downloaded Version 2.4. (for Windows User) and installed (following your instructions) it on my computer.
When I started a game yesterday I faced some problems:
1. I don´t have a worker unit at the start (I tried different Civs but alsways had this problem, instead I had a warrior) is this a bug or intendet to be that way?
2. I ran out of money due to research and lost the warrior although I put the research slider to only 10%. Everytime I created a Unit I lost it because of my treasury being empty.
3. I can not see the game time. I start the game with the announcement that "it´s Nov." Even after playing some turns this didn´t change. I only says: Etruscan Despotism Nov.

Please help me, because I´d like to play this incredible Mod.
I thank you for your help in advance.
Otryggson
 
1) This is intended.
2) If you've got research problems, you need to build less units and build more roads and commerce improvements, as in all normal CIV games.
3) Make sure that you've got the latest version of CIV3 and PTW or C3C installed. Downlad the upgrades from the CivFanatics main page under "Patches".
 
Thank you.
Well, the research problem is there right from the beginning. In the first round, I chose to research "Tools" and lost 6 Gold per round. Immediately (in the very same round) I set back the research to 10% but was still losing 5 gold per turn. In the end having played five rounds or so, I lost the warrior without having created another unit yet.
I played with the "regicide" modus, so it is possible that I also had to pay the leaders and therefore lost that much money. I will hve a look at it, when I return home tonight.
I´m looking forward to get this Mod working, cause it really sounds cool to me.
 
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