November 5, 2003, 08:37
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#1
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Chieftain
Local Time: 12:55
Local Date: November 2, 2010
Join Date: Nov 2003
Location: Tervuren - Belgium
Posts: 71
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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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November 7, 2003, 04:24
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#2
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Chieftain
Local Time: 12:55
Local Date: November 2, 2010
Join Date: Nov 2003
Location: Tervuren - Belgium
Posts: 71
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this is what Assassin icon looks like:
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November 7, 2003, 04:25
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#3
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Chieftain
Local Time: 12:55
Local Date: November 2, 2010
Join Date: Nov 2003
Location: Tervuren - Belgium
Posts: 71
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and here's the Sabre Guard (by Kinboat) :
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November 7, 2003, 04:26
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#4
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Chieftain
Local Time: 12:55
Local Date: November 2, 2010
Join Date: Nov 2003
Location: Tervuren - Belgium
Posts: 71
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a famous new resource...
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November 7, 2003, 16:37
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#5
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Chieftain
Local Time: 12:55
Local Date: November 2, 2010
Join Date: Nov 2003
Location: Tervuren - Belgium
Posts: 71
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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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November 28, 2003, 19:44
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#6
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Chieftain
Local Time: 12:55
Local Date: November 2, 2010
Join Date: Nov 2003
Location: Tervuren - Belgium
Posts: 71
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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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November 28, 2003, 19:46
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#7
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Chieftain
Local Time: 12:55
Local Date: November 2, 2010
Join Date: Nov 2003
Location: Tervuren - Belgium
Posts: 71
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(delete)
Last edited by AK47; February 7, 2004 at 21:27.
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November 28, 2003, 19:47
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#8
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Chieftain
Local Time: 12:55
Local Date: November 2, 2010
Join Date: Nov 2003
Location: Tervuren - Belgium
Posts: 71
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Refrigeration
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November 28, 2003, 19:48
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#9
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Chieftain
Local Time: 12:55
Local Date: November 2, 2010
Join Date: Nov 2003
Location: Tervuren - Belgium
Posts: 71
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(delete)
Last edited by AK47; December 25, 2003 at 18:55.
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November 28, 2003, 19:48
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#10
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Chieftain
Local Time: 12:55
Local Date: November 2, 2010
Join Date: Nov 2003
Location: Tervuren - Belgium
Posts: 71
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and the supermarket... Enjoy !
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November 28, 2003, 21:04
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#11
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Deity
Local Time: 07:55
Local Date: November 2, 2010
Join Date: Nov 2001
Location: Oviedo, Fl
Posts: 14,103
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What no ice maker in the the frig?
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November 29, 2003, 09:00
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#12
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Chieftain
Local Time: 12:55
Local Date: November 2, 2010
Join Date: Nov 2003
Location: Tervuren - Belgium
Posts: 71
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no, it's a small, lower-middle class European kind of fridge
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December 17, 2003, 18:22
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#13
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Settler
Local Time: 11:55
Local Date: November 2, 2010
Join Date: Dec 2003
Posts: 12
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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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December 17, 2003, 19:22
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#14
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Chieftain
Local Time: 12:55
Local Date: November 2, 2010
Join Date: Nov 2003
Location: Tervuren - Belgium
Posts: 71
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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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December 17, 2003, 21:17
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#15
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Settler
Local Time: 11:55
Local Date: November 2, 2010
Join Date: Dec 2003
Posts: 12
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okay, thanks for the nice work, I liked it a lot.
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December 18, 2003, 03:35
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#16
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Chieftain
Local Time: 12:55
Local Date: November 2, 2010
Join Date: Nov 2003
Location: Tervuren - Belgium
Posts: 71
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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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December 22, 2003, 14:04
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#17
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Settler
Local Time: 11:55
Local Date: November 2, 2010
Join Date: Dec 2003
Posts: 12
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huge file, but I sent it out already. Hope that helps
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December 25, 2003, 18:53
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#18
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Chieftain
Local Time: 12:55
Local Date: November 2, 2010
Join Date: Nov 2003
Location: Tervuren - Belgium
Posts: 71
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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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December 25, 2003, 18:58
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#19
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Chieftain
Local Time: 12:55
Local Date: November 2, 2010
Join Date: Nov 2003
Location: Tervuren - Belgium
Posts: 71
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ho ho ho, Merry X-mas !
here's a preview of TML 2, to be released tomorrow...
Last edited by AK47; December 25, 2003 at 19:19.
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December 25, 2003, 19:11
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#20
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Chieftain
Local Time: 12:55
Local Date: November 2, 2010
Join Date: Nov 2003
Location: Tervuren - Belgium
Posts: 71
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the wonders splash for the " 5 Year Plan":
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December 25, 2003, 19:51
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#21
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Chieftain
Local Time: 12:55
Local Date: November 2, 2010
Join Date: Nov 2003
Location: Tervuren - Belgium
Posts: 71
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and here's another one
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December 25, 2003, 20:02
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#22
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Chieftain
Local Time: 12:55
Local Date: November 2, 2010
Join Date: Nov 2003
Location: Tervuren - Belgium
Posts: 71
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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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December 26, 2003, 16:29
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#23
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Chieftain
Local Time: 12:55
Local Date: November 2, 2010
Join Date: Nov 2003
Location: Tervuren - Belgium
Posts: 71
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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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January 2, 2004, 19:32
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#24
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Chieftain
Local Time: 12:55
Local Date: November 2, 2010
Join Date: Nov 2003
Location: Tervuren - Belgium
Posts: 71
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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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January 3, 2004, 17:16
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#25
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Settler
Local Time: 11:55
Local Date: November 2, 2010
Join Date: Dec 2003
Posts: 12
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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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January 3, 2004, 19:32
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#26
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Chieftain
Local Time: 12:55
Local Date: November 2, 2010
Join Date: Nov 2003
Location: Tervuren - Belgium
Posts: 71
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Yep, I know - that's why I tested about 15 turns without problem
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January 3, 2004, 21:50
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#27
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Settler
Local Time: 11:55
Local Date: November 2, 2010
Join Date: Dec 2003
Posts: 12
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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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January 4, 2004, 05:50
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#28
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Chieftain
Local Time: 12:55
Local Date: November 2, 2010
Join Date: Nov 2003
Location: Tervuren - Belgium
Posts: 71
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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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January 4, 2004, 05:51
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#29
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Chieftain
Local Time: 12:55
Local Date: November 2, 2010
Join Date: Nov 2003
Location: Tervuren - Belgium
Posts: 71
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here's another preview I haven't posted yet...
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January 4, 2004, 10:11
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#30
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Settler
Local Time: 11:55
Local Date: November 2, 2010
Join Date: Dec 2003
Posts: 12
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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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