The Ancient Mediterranean MOD (TAM)

I was thinking about replaceing the phoencians(SP?) and makeing it a Spartan Civ, will these effect anything? Any of the great wonders or anything?
 
One small change can affect everything else in the mod if you are not careful. Make sure you understand the civ specific abilities and how they are applied thru the free tech. Hopefully you understand the enormity of replacing a civ. Have fun :)
 
I really don't understand the enormity of replacing a civ. Thats why i was asking you all. So how much will if effect the game? I won't remove anything i am just going to rename the Pocheians to Sparta and just rename the Cities will it affect game? Cause if so i don't want to mess up this mod.
 
Blood,

Take a look at some of the early posts --- the designers here have done an amazing job of trying to balance things and making it 'realistic' in some sense. It is tremendously hard to do this. When you start realizing how hard it is to do, you will simply marvel at the job that Thamis and the others have done.

Breunor
 
bloodofages said:
I really don't understand the enormity of replacing a civ. Thats why i was asking you all. So how much will if effect the game? I won't remove anything i am just going to rename the Pocheians to Sparta and just rename the Cities will it affect game? Cause if so i don't want to mess up this mod.

Make a copy of the .biq file you want to modify and rename it to something else and practice with that. That way if you screw it up you will still have TAM.

I don't really consider changing a civ a good idea unless you understand the pediaicons.txt and civilopedia.txt files as well as have a good understanding of how the editor works.

The simple way you describe will only change the game display of the civ. The civilopedia entries for anything referencing the Phoenecians will still do so unless you change every reference to Sparta or Spartan.

As soon as you change the pediaicons.txt and/or the civilopedia.txt files, you have esentially screwed up TAM. Best to make a complete copy of TAM and it's files, calling them something else. Of course you will have to edit the search path in the scenario properties to find the new folder for your new biqs.

etc... etc... etc...
 
I am learning all the editor and other stuff better now. I don't plan on changing anything that has to be rechanged in the civilopedia or the pediacons. The only thing that wil be diffreant is the Phoenecians will be called Sparta but the Phoencians knowledge and stuff will be kept in so not to mess with the mod. I made a back up file and will let you know how it goes.
 
Have recently installed TAM 2.5i and am downoading the 2.5j patch but when i try to play I am told that pedialcon entries for rise of Rome are missing and the game will shut down.
Is this a bug or am i doing something wrong? i will download the self installer to try that as well as the patch.
 
I got this before. My problem went away when i put the TAM 2.5 files into the conquest files without useing the self install so i could the files were i wanted them to be. Are you useing Conquest v1.22?
 
Went into TAM 2.5j with great anticipation but confess I was disppointed.
When playedwith barbarians it was so slow that I tossed out the .biq [on 900mhz ibm].
Now have been playing no barbarians and speed is OK but the black death spoils a good game.
Apart from this it promised to be the best of all mods. :mad:
 
You can also play the Fertile Crescent scenario. It has the same game, but fewer Civ's, a smaller map, and is faster. This mod is worth playing!

Breunor
 
bloodofages said:
I am learning all the editor and other stuff better now. I don't plan on changing anything that has to be rechanged in the civilopedia or the pediacons. The only thing that wil be diffreant is the Phoenecians will be called Sparta but the Phoencians knowledge and stuff will be kept in so not to mess with the mod. I made a back up file and will let you know how it goes.
But the civ-specific abilities would be totally different for realism. Sparta would be militaristic and religious instead of commercial and seafaring. They'd probably have a elite hoplite unit or something. Oh, and you're talking about making one nation out of a single city.
 
Emporer said:
But the civ-specific abilities would be totally different for realism. Sparta would be militaristic and religious instead of commercial and seafaring. They'd probably have a elite hoplite unit or something. Oh, and you're talking about making one nation out of a single city.
Well Rome was one City along time ago and look at what they did.
 
Salamandre said:
Try to reduce the number of civs to about 16 for the speed. It is not related to this mod, but to Civ game consuming CPU.


If you could disable the barbarians, then you can disable also the black death. Its just personal taste. Uncheck it in scenario properties.

Thanks, i have reduced the number of civs but where do i find the scenario properties?
 
im using tam unit graphics in my mod. sorry, i forgot to ask. but i just wanted to give you the heads up before you found out and sued me or something. i gave credit to thamis and watorrey. is this correct? should i give credit to someone else?
 
TAM uses Rhyes Terrain mod. The olive green swamp you see is made by thamis. I don't have anything to do with the terrain graphics except for fixing a few minor visual glitches.

I don't remember where the imperial roads came from.
 
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