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Old November 5, 2003, 08:37   #1
AK47
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The Missing Links - V2.0
All,

In this mod for PTW/Conquests, I took some of the more interesting concepts I found all over the web, mixed them together and made additional changes of my own. I tried to evenly spread the new creations over the different stages of the game. The result is (I hope) a cool but realistic increase in gameplay, while staying close to the original game concepts and rules.

Enjoy!
AK47


Edit 26/12/03: Version 2 released !
TML2 adds 2 tribes, 9 civilization advances, 8 new buildings, 11 new wonders, 4 new resources, 2 new governments and 20 new units.
The file is a self-extracting archive (35MB), including both a .bix for PTW, and a .biq for Conquests compatibility !!!


The Missing Links is available from CCJ39's homepage here:
http://www.ccj39.com/civ3modpacks.php
His page includes screenshots and a .txt description of all the features added.

Last edited by AK47; December 30, 2003 at 06:56.
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Old November 7, 2003, 04:24   #2
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this is what Assassin icon looks like:
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Old November 7, 2003, 04:25   #3
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and here's the Sabre Guard (by Kinboat) :
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Old November 7, 2003, 04:26   #4
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a famous new resource...
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Old November 7, 2003, 16:37   #5
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There was a small bug in the original version. Problem is solved in the current download.

Last edited by AK47; November 28, 2003 at 19:37.
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Old November 28, 2003, 19:44   #6
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I'm currently working on the next version, but here's something you could use already. I've made Refrigeration/Supermarket/Food Supplies.

I use it as follows:
new tech Refrigeration (prereq electricity, sanitation)
new resource Food Supplies appears, only in mountains (you could add desert and tundra)
new improvement Supermarket, gives +50% luxury output
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Old November 28, 2003, 19:46   #7
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(delete)

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Old November 28, 2003, 19:47   #8
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Refrigeration
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Old November 28, 2003, 19:48   #9
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(delete)

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Old November 28, 2003, 19:48   #10
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and the supermarket... Enjoy !
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Old November 28, 2003, 21:04   #11
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What no ice maker in the the frig?
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Old November 29, 2003, 09:00   #12
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no, it's a small, lower-middle class European kind of fridge
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Old December 17, 2003, 18:22   #13
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I played through it and found some problems. The AI really can abuse those assasins, the civ with canibis always end up beating the civs without, and also the Kelp farm doesn't seem to stay in the city after 2 turns of it being built- it just disappears, I don't know why, then you rebuild and the same thing happens again and again.......
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Old December 17, 2003, 19:22   #14
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Thanks for the feedback
Normally, there should be enough cannabis in the world so you either have it yourself or can trade it with someone else. The AI with Assassins does not need to win. My original beta-tester said it was difficult, and getting used to, but he kicked the AIs ass. It's a change in stategy: yes, assassins are strong and dangerous, but if you build enough Prophets, you can see them coming. That's why a prophet costs 0 maintenance, and you can join them to an existing city afterwards.
Now about the Kelp Farm: I have no clue. I'll try to figure it out and fix it for the next release (v2.00, around X-mas).
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Old December 17, 2003, 21:17   #15
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okay, thanks for the nice work, I liked it a lot.
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Old December 18, 2003, 03:35   #16
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could you send me a savefile of your game, with at least 1 Kelp Farm present, so I can have a look what it actually does ? kris.verhelst @ skynet.be
Thanks.
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Old December 22, 2003, 14:04   #17
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huge file, but I sent it out already. Hope that helps
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Old December 25, 2003, 18:53   #18
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you definitely have a problem somewhere on your side.
I just played with your savefile for about 15 turns, and nothing's wrong with the Kelp farms: they work just fine (food increase) and none of them "disappear". Must come from some other edit you've made somewhere...
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Old December 25, 2003, 18:58   #19
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ho ho ho, Merry X-mas !
here's a preview of TML 2, to be released tomorrow...
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Old December 25, 2003, 19:11   #20
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the wonders splash for the " 5 Year Plan":
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Old December 25, 2003, 19:51   #21
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and here's another one
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Old December 25, 2003, 20:02   #22
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and the last one for now, here are the 2 new tribes featured in TML2 (by sween32 & kindred72) :
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Old December 26, 2003, 16:29   #23
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Hi all,

Yep, yep, here is is: version 2, bigger, better and funkier !!!
Top of the thread is now updated with all correct info.

Enjoy !
AK.
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Old January 2, 2004, 19:32   #24
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BUG ALERT !
When you get to the Sailor, game crashes. Sailor directory was missing in the download. Will be fixed asap.
You can always check for patches/updates at URL]http://www.ccj39.com/civ3modpacks.php[/URL]

Last edited by AK47; February 7, 2004 at 21:28.
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Old January 3, 2004, 17:16   #25
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hmmm, error is on my side? no idea, maybe. Actually the Kelp disappear after about 2-3 turns, it doesn't just disappear immediately.......
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Old January 3, 2004, 19:32   #26
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Yep, I know - that's why I tested about 15 turns without problem
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Old January 3, 2004, 21:50   #27
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okay, well then maybe it is my problem. I did edit around a bit. I am not sure exactly why though.

Anyway, I appreciate your work, thanks for the updates. Do they work with older save files?
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Old January 4, 2004, 05:50   #28
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The best would be to start a new game all together.
TML2 is really quite "enhanced" compared to version 1.
AK.
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Old January 4, 2004, 05:51   #29
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here's another preview I haven't posted yet...
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Old January 4, 2004, 10:11   #30
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The queen of Amazons is hot..... damn

and she talks strange stuff sometimes in diplomatic window, like "=;name= xxx" or something like that.
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