The Missing Links

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...
 
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
 
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: )
 
Hi,

Patch 2.2 is available now. You can find a fix description and download here:

CCJ's world of wonders !!

Thanks to everyone who took the time to report the bugs !
:goodjob:

AK.
 
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?)
 
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.
 
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
 
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.
 
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
 
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.
 
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.

;)
 
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.
 
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:
 
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
 
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:
 
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
 
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