View Full Version : The Missing Links
AK47 Nov 05, 2003, 08:26 AM 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 a bunch of 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 and balanced 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.
CCJ39 Nov 05, 2003, 09:46 AM nice mod :goodjob:
I like it :D :D :D
for those who don't like the green-version of my homepage can go here (http://www.world-of-civ.com/civ3modpacks.php)
Oruc Nov 05, 2003, 01:04 PM Nope!
AK47 Nov 06, 2003, 08:09 AM OK, I'll try to put you in the game when I do an update:p
Oruc Nov 06, 2003, 09:17 AM Nope!
AK47 Nov 06, 2003, 03:19 PM here's what the assassin icon looks like:
AK47 Nov 06, 2003, 03:20 PM And this is the Sabre Guard (by Kinboat) :
AK47 Nov 06, 2003, 03:20 PM A famous new resource...
CCJ39 Nov 06, 2003, 11:18 PM Originally posted by emu
YAY
Edit* that website is pretty good
thanks :king:
here are 2 screenshots of the mod (actual V2.0)
http://www.ccj39.com/download/civ3/modpacks/the_missing_links_v2_1.jpg
http://www.ccj39.com/download/civ3/modpacks/the_missing_links_v2_2a.jpg
CCJ39 Nov 07, 2003, 01:18 PM maybe some people already get a small error in industrial time with this mod, but today I get this error first time and patched it
the new version and a small patch-file are now available from www.world-of-civ.com/civ3modpacks.php
AK47 Nov 24, 2003, 05:02 AM for those who don't like .rar files, TML 2 will come as a self-extracting archive !;)
AK47 Dec 01, 2003, 05:04 AM I'm currently working on new version v2.00. Should be done in about 3-4 weeks. Here are some previews of stuff I've been working on for TML:
Refrigeration/Supermarket (http://forums.civfanatics.com/showthread.php?s=&threadid=69580)
Area 51 (http://forums.civfanatics.com/showthread.php?s=&threadid=70367)
Ciao.
AK.
AK47 Dec 25, 2003, 03:42 PM Ho ho ho... Merry X-mas
here's a preview of TML2, to be released tomorrow !!!;)
AK47 Dec 25, 2003, 03:46 PM the wonder splash for the "5 Year Plan":
CCJ39 Dec 25, 2003, 03:48 PM hehe, yes tomorrow but I try the release-version of TML2 in a few minutes befor I make an update to the blue-interface :D
AK47 Dec 25, 2003, 04:23 PM here's another one:
AK47 Dec 25, 2003, 04:36 PM and the last one for now...
Here's the 2 new tribes in TML 2 :
(by sween32 & kindred72)
CCJ39 Dec 26, 2003, 12:21 PM hehe I'm first AK47 :p
The Missing Links V2 is now available
downloadpage (http://www.world-of-civ.com/civ3modpacks.php)
AK47 Dec 26, 2003, 12:35 PM that's so unfair, CCJ !:mad:
:D
AK47 Dec 26, 2003, 12:39 PM Hi all,
Yep, here it is: version 2, bigger, better and funkier ;)
Top of the thread is now updated with all correct info.
Enjoy !
AK.
AK47 Dec 28, 2003, 10:31 AM woohaa... 80+ downloads in the first 48hrs
Kewl !!!
:crazyeye:
CCJ39 Dec 28, 2003, 10:32 AM yes and 294 views of the txt-file :D
AK47 Jan 02, 2004, 01:45 PM Hey, if anyone's got any cool suggestions for development in TML3, pleaze post here, and I'll see what I can do with it. Don't expect anything soon though. I think Version 3 will only be for March-April or so...
Anrky Jan 02, 2004, 02:32 PM Love the mod, plays real nice...
AK47 Jan 02, 2004, 04:19 PM 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 latest update here:
http://www.ccj39.com/civ3modpacks.php
CCJ39 Jan 02, 2004, 04:29 PM I've heard about about this bug too and currently try to research Communism in my current game (only a few turns), so I can try it myself
---
I was getting the patch now from Ak47 and will update my page in a few minutes so the patch is also available from my site, the full updated TML2-archives needs some more time (because it need much time to upload 35MB :rolleyes: )
CCJ39 Jan 02, 2004, 05:25 PM EDIT: -> removed (not important any longer)
AK47 Jan 07, 2004, 02:56 PM Hi,
Patch 2.2 is available now. You can find a fix description and download here:
CCJ's world of wonders !! (http://www.ccj39.com/civ3modpacks.php)
Thanks to everyone who took the time to report the bugs !
:goodjob:
AK.
Sword_Of_Geddon Jan 07, 2004, 10:33 PM Pretty decent mod I'd say, ranks up their with another easyly downloaded mod I once played(Expanding the Age of Sail greatly pleased me, since I like Sailing ships better than modern warships.)
Heres a few suggestions for the next conquests version
1. Enable the C3C civs(Netherlands, Incans etc) If possible, add the "bonus" conquests civ, the Austrians to your mod's next version as well.
2. Make some of the units (The Fascist Waffen S.S comes to mind) only buildable when your under that particular government(If possible)
3. Possibly create a missing link unit that comes between the Triume and the Frigate. Suggested name: Clipper
Good job by the way(Did I say that earlier?)
AK47 Jan 08, 2004, 12:37 AM Sword,
I have indeed started on TML3 for Conquests (March - April ?), and I will take this into account.
2/ however is impossible; it works for buildings but not for units
Ciao.
AK.
Sword_Of_Geddon Jan 08, 2004, 01:03 AM So, Units cannot be attached to Government types. To be honest perhaps a more generic name for the SS.Waffen unit is needed.
I recommend Black Guard as a possible name.
Any new government types planed for 3rd edition?
If so, Constitutional Monarchy is a must.
Also, you may want to broaden Islamic Republic into Fundamentalism, or Theocracy(Whichever name you prefer) since their have(believe it or not) been non-Islamic religious states in the past(Calvin's Calvinistic city government is one.) Perhaps make a unique/flavour unit for each civ.
Example: Arabs: Terrorist
England/France/Spain: Inquisitor
Azteks/Mayans/Incans: War Priest
AK47 Jan 08, 2004, 02:18 AM Come to think of it, actually, with Conquests, there is a way to make the Waffen SS fascism-specific:
1/add a new small wonder that can be built/used under fascism only
2/ have it put out 1 Waffen SS every X turns.
Thanks for the suggestion; I'll do something like that.
AK.
AK47 Jan 08, 2004, 03:44 AM Converting a foreign Worker:
Accompany your Prophet/Monk with a standard combat unit: that way the AI won't see it coming...
Converting a foreign Settler:
Accompany your Prophet/Monk with a Assassin or Terrorist: that way you can first eliminate the protecting unit, then take the Settler... All of this without causing war.
:D
Sword_Of_Geddon Jan 08, 2004, 02:01 PM I was actually just about to mention the Statue of Zeus and Knights Templar as examples of how to do unique to government units! AK47 you beat me to the punch!
Heres some possible unique to government units
Communism
Unit Producing Building: Secret Police HQ(already in game)
Unit Produced: Secret Police
Produced every five turns by the Secret Police HQ Small Wonder unique to Communist governments.
Secret Police have the ability to turn one citizen content in the city they are garrizoned at and are invisible until they strike.
Theocracy(Not Islamic Rupublic, this is the government type practiced by Medival Europe and the Modern-Day Vatican)-
Unit producing building: Knights Templar(already in game)
Unit: Crusader(already in game
Fascism
Unit Producing Building: Work Camp?
Unit Produced: Black Guard
Monarchy
Unique Building: None, instead, your Palace produces units every five turns as long as your government is Monarchy
Unit Produced: Royal Guard
A special unit with un-surpassed defense for the purpose of defending the Royal family.
Anarchy: Under Anarchy, every turn, a Rioter unit is produced. These are like Barbarians in that they are owned by no Civilization, and like barbarians, can cause alot of havok inside your territory.
Democracy
Unit Producing Building: Intelligence Agency(Already in Game
Unit Produced: Secret Agent
These units are "Counter Terrorists" they can see all invisible units and have a descent attack rating just strong enough to deal with all those Terrorist cowards out there.
AK47 Jan 09, 2004, 07:55 AM Protecting your nation against hostile Assassins/Terrorists/Special Ops:
Guard your borders with Prophets/Monks/Special Ops to prevent sneak attacks.
In Modern Times, patrol your skies with Stealth Fighter reconaissance flights.
;)
AK47 Jan 13, 2004, 06:06 AM By the way, if anyone has a bug in a current savegame, you can mail me. If it can be fixed, I'll tell you how.
kris.verhelst @ skynet.be
AK.
AK47 Jan 18, 2004, 06:08 AM Hi all,
The v2.3 patch is ready.
It should be the final update, and takes care of these:
1/ Missing unit folder for Sailor
2/ Industrial era brothel crash
3/ Mines of Potosi & 5 Year Plan Wondersplash crashes
4/ The blank diplomacy screens for Amazons/Ethiopians
5/ Mass Tourism now really requires Flight
6/ 5 Yr plan, Mines of Potosi are cheaper to build
7/ Ka'ba is no longer government specific
8/ Cannabis & Silver icons visible in city screen
9/ Apache has "fortify/go to/explore" functions
10/ Science advisor text for new techs
11/ Trojan Horse upgrades to APC
You can get v2.3 patch or full version here:
http://www.ccj39.com/civ3modpacks.php
Ta!
AK.
:cool:
dreiche2 Jan 18, 2004, 07:14 AM hi!
:o
i know this is just a mod supposed to be fun so i dont want to be hypercritic, but isn't it a little bit western stereotype how "islam" is included in the mod?
i mean, there is already a tech monotheism, which includes all big religions, so why make islam a special case (and it seems like islam stands for terrorism and fundamentalism only...)
so, like others said, why not change the islamic repuplic to theocracy, and make fundamentalism more general?
on the other hand it would be nice to include *all* religions in a mod, so that you could choose your religion like your government... but thats probably not possible...
nice mod anyway
AK47 Jan 18, 2004, 09:29 AM I think your observations are at the best only half correct, as in my mod, Islam also brings the great Ka'ba happiness wonder, and Terrorist and Suicide Bomber are not linked to Islam whatsoever, nore do they look arabic.
And secondly, I do not want to go into the 542nd discussion about islam/terrorist/fundamentalism on this forum. So no more of that in this thread please.
Thanks.
AK.
:scan:
AK47 Jan 21, 2004, 02:25 AM any ideas for gamestats for a Constitutional Monarchy to make it a useful addition to the game ?
Right now, I have it at this, but I'm not sure:
Worker: 150%
Hurry: pay
Corruption: minimal
War weariness: low
Draft: 1
Military police: 2
acceptance: 3
unit support cost: 2
unit support 2/3/4
for comparison, here's Democracy:
Worker: 150%
Hurry: pay
Corruption: minimal
War weariness: high
Draft: 1
Military police: 0
acceptance: 4
unit support cost: 1
unit support: 0/0/0
Immune to propaganda
AK47 Jan 21, 2004, 02:30 AM are the 2 different enough ?
AK.
Sword_Of_Geddon Jan 23, 2004, 11:58 AM I'd say they are, but thats just me.
Nullafy Jan 28, 2004, 06:03 AM Wow, this mod is actually one of the only ones that I've read on these forums that DOESNT sound like it will completely overrun the game with ****! :D Going to download very soon! I'm interested in its development further!
AK47 Jan 28, 2004, 06:49 AM hmm, not sure what you mean with ****!,
but thanks anyway... I think
:D
Nullafy Jan 28, 2004, 07:00 AM s. h . i . t is what was blocked.
What i meant was that this mod seems like it is well balanced, and doesnt change EVERYTHING in the game to an extreme point of being rediclious.
I have been reading through modding forums and there are lots of mods that are extreme, Im VERY new to Civ mod world :D
What else are you going to be adding to this mod?
AK47 Jan 28, 2004, 07:16 AM Thanks.
That was basically the idea: only trying to add stuff to the game if I could give it a real functionality. Of course, I didn't get it completely right, but I'm still improving for TML3.
AK.;)
AK47 Jan 28, 2004, 07:20 AM Originally posted by Sword_Of_Geddon
1. Enable the C3C civs(Netherlands, Incans etc) If possible, add the "bonus" conquests civ, the Austrians to your mod's next version as well.
3. Possibly create a missing link unit that comes between the Triume and the Frigate. Suggested name: Clipper
Good job by the way(Did I say that earlier?)
1/TML3 will have the Dutch enabled, but with a NAVAL UU instead (the Schooner). Other than that, there will be Amazons, Ethiopia, Flanders, Canada, Vietnam, Poland, each with a UU.
3/TML3 will add the Galleas in the middle ages for this purpose.
AK.
Nullafy Jan 28, 2004, 06:54 PM Do you have a messenger program ? MSN? AIM ?
AK47 Jan 29, 2004, 12:18 AM Nope, sorry.
PM (private message) via this forum ?
Nullafy Jan 29, 2004, 01:23 AM Just wondering about how to add units the general game of C3C, not just the scenario? Know how?
Sword_Of_Geddon Feb 04, 2004, 10:38 AM Good ideas Ak47, that way, people can play either the mod or the Conquest epic games, depending on which civ they want to be
Who will be the leaders for each of the new civs?
Flanders? Never heard of them.
the mormegil Feb 04, 2004, 11:50 AM Very nice mod, I've played a few and this is probably my favourite so far. Are you going to release a version that includes the new stuff in Conquests?
AK47 Feb 04, 2004, 12:39 PM Yep. TML3 (that I'm working on now) will be a Conquests version and all the new stuff will be in it. (should be out in March)
@ Sword: I'm from Flanders, hence... :D
It's currently the northern half of Belgium, but used to be much bigger (large parts now belong to France and Holland), prosperous and powerfull during the Middle Ages (850-1350AD). Several of the Counts of Flanders played important roles during the Crusades. We even ruled Constantinopel for a couple of decades back then.
Best known Flemish cities are Bruges, Ghent and Antwerp, where many medieval buildings remain.
You might also have heard of "Flanders Fields", where tens of thousands of soldiers died during WWI. Well, that was here too. We still got some of the trenches.
AK.
AK47 Feb 04, 2004, 01:05 PM here's what Bruges looks like, and I also put the Flemish flag in there. :p
AK47 Feb 18, 2004, 08:02 AM Hello All,
I'm about 90% done with "Conquests: The Missing Links". Test version should be ready by Friday 20/2. Because of the 'buggy' release of TML2, I want to do some serious testing on this one. The idea is to test during about 4 weeks, getting out most of the bugs and evaluating/improving gameplay and balance. A seperate, locked thread has been set up on a forum for this.
I'm still looking for about 3-4 testers. There are some criteria:
- You need to have Conquests installed in English
- You must have enough time to finish minimum 1 complete game in 4 weeks
- You should report to the forum at least 2 - 3 times per week
- I will inform everyone which civ to play with and which opponents to choose (Canada, Ethiopia, Poland, Vietnam etc.)
If you are interested, and you have enough free time, send me back a personal reply.
Thanks!
AK.
:cool:
AK47 Mar 11, 2004, 06:35 AM Yep, TML3 (for Conquests) is nearly finished now.
ETA: 26/03/04
:cool:
AK.
the mormegil Mar 11, 2004, 09:40 AM Nice pic! :cool:
Looking forward to the 26th.
Sword_Of_Geddon Mar 16, 2004, 10:26 AM Great job Ak47!
Your Country looks like a beutiful, fairy tale kingdom like. Sorry for my ignorance. There are alot of smaller countries in Europe that get ignored because of their size, Andora for example. I've probaly heard of it before actually, its just I got confused with Florence, which was a nation in Italy where some of my ancestors lived.
Sounds like France has yet another skeleton in their closet....
Love that titlescreen, its really something. Do all the new civs have new leaderheads to along with them?
PS: And about your sig, we probably won't find any WMD in Iraq, because they were probably given to Syria, Iran, or Al-Quida. Saddam had 12 years to hide them afterall, and I doubt he'd just destroy them.
But I digress that I think the entire WMD arguement for war in Iraq was stupid. A better reason would have been to argue for regime change based upon the fact that Saddam funded Hamas and Islamic Jihad, two of the worlds biggest terrorist organizations.
AK47 Mar 16, 2004, 10:45 AM well, thanks for the first part :D
Yep, all nations will come with their own leaderheads and UUs.
But PLEASE don't bring a political discussions into these threads. I happen to disagree strongly, but will refrain from reacting.
AK.
:scan:
Sword_Of_Geddon Mar 16, 2004, 11:59 AM Dont worry I wont bring any political discussions if you dont want me too.
Could you post a preview picture of one of the new leaderheads(other than the Ethiopean and Amazon one, since, I've seen them already).
PS: Does Flanders have a monarchy? I love Monarchys for some reason.
AK47 Mar 17, 2004, 04:56 PM Belgium (of which Flanders is nowadays the northern half) has a Monarchy. But the King mainly has a ceremonial function etc, pretty much like Spain.
Here's the preview of TML3 civs
Sword_Of_Geddon Mar 17, 2004, 07:02 PM Thats to bad, I guess its the sign of the times. Everyone wants politicians to rule them, instead of royalty. Great new civs by the way. Are they era-pacific?
AK47 Mar 18, 2004, 12:31 AM Nope, they're not, but it's not "weird" or "annoying" while playing.
Mainly a size thing.
As it is now, the mod will already be about 48MB to download ;)
AK.
Sword_Of_Geddon Mar 19, 2004, 05:59 AM Cool! I hope everyone downloads this mod!
AK47 Mar 26, 2004, 06:26 AM TML3 available now.
Because of all the significant changes, I posted a new thread:
HERE (http://forums.civfanatics.com/showthread.php?s=&threadid=83078)
AK.
:cool:
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