The Ancient Mediterranean MOD

Oh, and how did this whole Parthian discussion start? They're not part of the MOD.

Regarding the Persian UU: The Sassanids and the Parthians had Cataphracts, but not the early Persians. They were good riders though, and in TAM-3 I gave them a fast light cavalry as 2nd UU. We could do that again.
 
Is 1.3 fixed now thamis? I've seen people post that they know what's wrong, but did you upload a fixed version?
 
woodelf said:
Is 1.3 fixed now thamis? I've seen people post that they know what's wrong, but did you upload a fixed version?

I just downloaded it and it always crashes after a bit of playing. I haven't even managed to get a settler built before it happens...
 
thamis said:
@Eras:

Please keep the original naming of Stone Age, Bronze Age, Classical Age, Imperial Age. The Classical Age ends with the fall of Greece, and TAM ends with the onset of the Migration Age.

No problem

As symbols I would use:

- A stone hammer

There isn't any screen for the starting age.

- The vase is cool for bronze
- Column for Classical

Okay. So I can leave them as they are.

- A Roman SPQR-Eagle for Imperial

Will be done. Updating soon.
 
As this is a multilingual mod, I'd like to have the era names in the ancient/medieval lingua franca latin.
As i finished latin with a 4 (D in american school system) i could use a litte help.

Bronze age:
AETAS AERIS ?

Classical age:
AETAS CLASSICA?
very difficult... haven't found any translation of classic

Imperial age:
AETAS IMPERIORUM?

Any latin-gurus in this thread? :D
 
The fix is being worked on, but please be patient and keep in mind that XML doesn't produce the error log that python does, so debugging is harder.
 
I think people are being patient, but you might want to remove the link to 1.3 for anyone new.

Trust me, after the debacle we went through with the first release of the Song of the Moon I feel your pain. :(
 
Shqype said:
The fix is being worked on, but please be patient and keep in mind that XML doesn't produce the error log that python does, so debugging is harder.

yes.ja.
im patient

keep your good work.thnks for this mod.
 
Dragonlord said:
Finally installed TAM and it's great! I have just one problem: I can't change to a religion, in the Religious Advisor it always says: Can't change to ... (religion)
This was playing as the Egyptians,BTW.

Anyone else have that problem? Or is it some feature of the Mod I'm not aware of?

Help?

BTW, DLed 1.3 and it crashed... like everyone elses.. but I'll wait patiently for the fix :-)
 
Dragonlord, you probably have the civics Path to the Mystics selected.
 
Done with civilopedia entries for buildings and UUs. Moving on to civics/religion. Is the current list of civics final? I don't want to kill myself off trying to come up with a historical backing for something that is going to change. ;)
 
hehe, Leptomeninges, can you send me those civilopedia entries so I can implement them?

As for Civics, nothing is written in stone, we have to ask Thamis about that... but they aren't loose, from what I know.

EDIT: Thanks to Kael, which directed me to the proper Python file, I was able to fix the glitch that gives the popup for a worker/settler being the first Mounted, Melee, Armor, Helicopter, etj. unit. Still looking for the crash causing bug, though.
 
Leptomeninges said:
Done with civilopedia entries for buildings and UUs. Moving on to civics/religion. Is the current list of civics final? I don't want to kill myself off trying to come up with a historical backing for something that is going to change. ;)

The current civics are there and there to stay. We could add other ones in the future, but for now, let's keep them as they are (at least their names).

If you have any questions regarding that I mean by certain weird civic names, feel free to email me.
 
From experience crash causing bugs are from ART_DEFINE tags leading to things that aren't defined. That has been the case in our mod and several others. So when you or the AI build a building that is improperly defined the entire game CTDs. It's also why it happens at different times. Maybe that's it....
 
Let me just say a word or two about the civilopedia entries as they begin to be implemented.

First of all, I grew up in California, and my background is medicine, not history, so obviously I did a good bit of research to put these together. Having said that, it is entirely possible (if not likely) that there will be errors. Just let me know :goodjob: I have no doubt but that some of you European history buffs will notice a few things that don't seem quite right to you. We'll discuss it, and if people agree we'll make changes.

Edit: And, yes, I'll send them to you Shqype. Give me an email address! I sent them to Laurino this am.
 
Yea Woodelf, I've had that same problem before. Thanks for the suggestion. I have a savegame file the turn before the game crashes, so I will analyze that first and see what I can come up with :)

I found the issue. The game crashes on the turn that Sardeis is to have built an Ionian Hoplite. It is not defined. I'll fix it. In addition to this, the game will have extra features, such as civilopedia entries.

So, for waiting, you guys will be rewarded for your patience. Within the next day (I hope), a new and improved WORKING version should be available :)
 
onedreamer said:
.... there isn't a Parthian civ in TAM, there is a Persian civ. Check the first page.


Actually I was responding with to The history of Mithradates. As far as Ms. McCollough, I took that from the glossary in the back of the Grass Crown. Her fiction is definitaly creative with historical background, but she is usually right on with her bibliographys and her glossary.

Anyway it is like TAM, It increases an interest in history, and a desire to research and learn.
 
If Laurino implements my newest graphical modification, there will be a little surprise for all of you with the next working version. :D

So stay tuned!
 
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