The Ancient Mediterranean MOD (TAM)

TAM 2.5i is available for testing by going to http://civ3.watorrey.net

CHANGES FROM TAM 2.4:

- ANIMATED LEADERHEADS!!!
- New civ for a total of 31 playable: Massagetae
- Will work from either ..\Conquests\Conquests OR ..\Conquests\Scenarios\ folder
- Includes additional Conquests difficulty levels
- Removed building prerequisites and maintenance from civ specific wonders
- Redistributed starting techs according to civ abilities
- 1st tier techs above Ancient Age cannot be traded
- Random maps do not show place names
- Random maps deal with marsh/swamp better
- Macedonia & Persia have unit producing wonders
- Completely rebalanced goverments
- Most buildings and techs now have unique civilopedia & city screen images
- Tech rate bug workaround for premade maps
- Enslaved worker graphics
- Settlers, Gothic Settlers, Scouts no longer require support.
- Build both chariot & horseman class units (no forced upgrade to horseman)
- Many new flavor units
- More accurate civilopedia
- No pink civs!
 
my .flc files ( at least egypt 02 from what i kno) wont work when im copying and pasting it into the conquests/conquests folder???
 
What exactly was the problem with the fire catapult? We need details if we are going to help others with the same problem.

After you unpack the exe file, you have 4 biq files and a TAM 2.5 folder. You can copy and paste these into the conquests/conquests folder OR conquests/scenarios folder. You must then start a new game by choosing one of the 2.5i biq files.

This does not replace or overwrite any of the 2.4 files. As a matter of fact, you can have both 2.4 and 2.5 installed if you wish. You may also continue playing a 2.4 game already in progress, but you will not notice any of the 2.5 features until you start a new game.

I hope this helps.
 
From the pics in the first post of this thread it seems that this is a very nice mod :) due to its size i havent yet found time to dl it... but i will in the future ;)

I read some of the pages, but they are too many to read completely, so i am not sure if the time of suggestions has ended, however i could suggest some stuff, although i dont think that they are too important.

Judging from the uu names i gather that the policy is to have everything in english, this is probably the best thing to do, although in most cases double names (ie on in the original, and one in english) can be good too. I am thinking of the latter for my peloponnesian war scen.

On the uu front for example it seems that hoplite, ionian hoplite etc are a bit too generic (although they may fit the scale of this mod perfectly, if it was a scen they wouldnt). True, the macedonian army consisted of hoplites just like any other greek-type army, but those hoplites were holding a considerably larger spear, called the sarissa, and were called either sarissophoroi (from the greek sarissa + phero, the latter meaning to hold) or ground heteroi (the famous hetairoi were the horse units, but the land phalanxes, or at least one of them, the center piece that is, was called the ground hetairoi, which is greek for 'companions'). Phalangites and (plural) Phalangitai is another frequently used in computer games name, but ultimately it is as generic as hoplites is, since a phalangites is just a member of a phalanx, which is a group of hoplites, or more loosely any group of troops.

As for the greek civs i have too comments, first a boring one:
- although none of us today are direct descendants of them (not even the english of today are direct descendants of the elizabethans, much less a nation that has went from antiquity to roman control, and then transformed itself to byzantine, stayed under ottoman control for 4 aeons like everyone else in southeastern europe, and then ressurected itself) it is always human to at least feel that a connection exists, and at least through the language that connection is utterly real.
-as for the names they are cool, achaeans (achaioi) is a smart generic name for all ancient greeks, as is danaoi.

:goodjob:
 
Thanks for the comments. Regarding the names I would have preferred to have them all in their native language, but there's a problem: For the majority of the civs featured here we can't find anyone who could tell us how to name the stuff. Thus, in order to be consistent, our spelling is usually in line with the English translation of Herodotus' histories. For the Greek & Trojan names the spelling is in line with the German translation of Iliad & Oddyssey by Voss (18th century).
 
I've updated the TAM-Stats Excel file with all the changes through TAM 2.5i, and posted it at Civ Design Group. For those who want to look at a copy, which is a quick-reference on all the stats of the various Civs, Improvements/Wonders, Terrain, and Units, here's a link:

TAM-Stats Thread

Hope it helps your enjoyment of this GREAT mod!! :)
 
Am I missing an extraction tool? Normally I open these files and WinRAR does the work for me. This time I get a 7-zip error box that says :"Archive is not supported".

Can someone please lead me to the tool needed to play this MOD.

Thanks
 
It's a self extracting .exe file. You should be able to just double click it and it will ask you where to extract it to. I suspect you are doing some right click action and thus getting the error.
 
Unfortunately, it's the double click that's getting me the error. Right clicking and selecting "open" gives the same error. Bizarre.
 
I've been playing ver 2.5i and it so far it plays very well. The only lthng I've noticed is that under theocracy, I built the pyramids and got granaries in all my cities. When I switched to monarchy, not only did the granaries disappear, but the pyramids did also.
 
That seems to be how the game deals with existing wonders not working due to lack of requirements. If you check the wonder screen (F7), all inactive wonders will show as being in one of the AI cities.
 
If I go back to theocracy, will I get the pyramids back?
 
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