As for getting a fresh install to work, I would not know, but the .team files are zipped archives and seem to end up in [windows user directory]\.tome\3.0\modules directory. But given that I still don't know how to tell windows seven to let me access my entire hard drive I wouldn't really know how much about meddling with that sort of thing...
Some slight help perhaps?
I can't find the file that runs the game
Ok, so far as I can tell the files RAM supplied do contain the final version of Bubblegum Crisis. I tested it with alpha 18 and it worked on the first try, though the high ascii tiles are beign displayed incorrectly.
So...all you need to do is:
Step 1:Download the appropriate alpha for your operating system:
http://www.zaimoni.com/zaiband/Angband.ref/ToME/If you're running windows, you probably want this one:
http://www.zaimoni.com/zaiband/Angband.ref/ToME/tome-300alpha18-win.zipI haven't tested it with alpha 19, but if you have difficulty, it might be worth trying that instead of alpha 18.
Once youj've downloaded, decompress the zip file somewhere.
Step 2:Download and install Bubblegum Crisis.
There are two ways to do this.
1) Download the team file:
https://dl.dropbox.com/u/9056455/63__bgc.teamThen simply put it in the game/modules directory of your T3 installation.
2) Download the zip file:
https://dl.dropbox.com/u/9056455/bgc057.zipThen create a directory in the game/modules directory of your T3 installation, and unzip the zip file into it. It shouldn't matter what you call the directory.
Misc notes:
* Like RAM mentions above, .team files are just .zip files with the extension changed. If you have the team file and want to do a full manual install so you can
* T3 was not very friendly with windows. If you have the choice of both linux and windows, it's possible you might get better results with linux, but I can't confirm that.
* If you do run the windows version, there should be two different executables in your T3 install directory: tome3.exe and tome3-sdl.exe. Try them both. One may work better than the other. Personally testing now on my machine running Vista, walls are invisible if I run with the tome.exe version, but all high ascii is reduced to little boxes if I run the tome3-sdl.exe version. See the spoilered screenshots in the first few posts of this thread to see what the game is supposed to look like.
* Once you get started, press ? then a to see the quickie immersion guide. The help files are thorough.
* The game is remarkably complex, and was occasionally compared to Dwarf Fortress in terms of the early game learning curve: You have four different characters that you can swap among at any time. Purchases are made via delayed shipping purchase order rather than "walk into store buy X you now have X in your inventory." Missions are dynamically generated rather than being fixed. The map is three dimensional with line-of-sight visibility but transitions in the z-axis are
not handled up going straight up or down. For example, from your starting position near the Silk'n Doll, if you go straight north through junction 4, then immediately turn right and go onto the highway onramp, you'll notice that you pass directly
over the junction you just passed through. This would be totally intuitive in real life, but some people were having
nightmares about how lost they were getting in the game. Many missions involve timed events and before you learn how to get around it can be difficult to complete missions in time. When in doubt, you can take the subway. Note that the subways are designed after real life Tokyo subways, and even they involve a certain learning curve.
* For all the awesomeness that might have been...it's a .57 alpha release. There's some great stuff...but there's just not very much of it, and the game is woefully incomplete. There's really not much do to. You can wander around, do basic missions, get lost, buy upgrades, modify hardsuits, kill stuff...and that's about it. There's no real story implemented and nothing even remotely approaching a game finish. A lot of locations are just empty rooms and even the hardsuit design interface was never completed.