Beschreibung
The Missing Links
Dieser Mod beinhaltet 6 neue Nationen, 10 neue Technologien, +20 neue Einheiten, 2 neue Regierungsformen, 4 neue Resourcen, 6 neue Gebäude, 17 neue Wunder und modifiziert einige Einheiten. Der Download besteht aus einem WinRar-Archiv, in dem die Vollversion 3.0, sowie ein Update von 3.0 auf 3.2 und ein alternatives blaues Interface von CCJ39 enthalten sind.
Sprache: englisch System: C3C Hinweis: TML3 auf deutsch? Schaut hier einmal vorbei.
Beschreibung des Autors:
The Missing Links by AK47 ** v3.2 **
Important: you must have CIV3 Conquests installed (in english) for this mod to work.
INSTALL INSTRUCTIONS: Run the .exe file directly into your MAIN Conquests directory (..\Civilization III\Conquests). Make sure you type the correct address. When starting a Conquests-game, choose "civ-content" and select "TML3.biq" (or "TML3noplague.biq").
Should you encouter any problems with either installing or playing, please check the website for patches or updates: http://www.ccj39.com/ You can also contact me at kris.verhelst@skynet.be
This mod uses ideas and/or creations from: Ukas, GIDustin, Kryten, MazterJo, Pesoloco, nonnob3, Dark Sheer, ripptide, Smoking Mirror, aaglo, Yoda Power, Rufus T.Firefly, Drift, embryodead, Kinboat, Piernik, Bebro, UtahJazz7, Balou, sween32, kindred72, TheMorpheus, kathy@visionized.com, CornMaster and Stainz. Title screen by decadentsoul@hotmail.com. If I forgot anyone, let me know.
Special thanks to CCJ39 for hosting the download of this mod !!!
··· 10 New Civilization Advances: _Ancient Tactics Ancient Times; requires Map Making and Horseback Riding. Allows the Triumphal Arch wonder and 2 new units: Trojan Horse, Trireme. _Games Ancient Times; requires Philosophy and Horseback Riding. Allows the Arena improvement and the Circus Maximus wonder. _Islam Middle Ages; requires Monotheism. Allows Islamic Republic, the Assassin unit, and building of the Ka'ba wonder. _Capital Punishment Middle Ages; requires Feudalism. Allows the Gallows improvement and the Holy Inquisition wonder. _The Guild Middle Ages; requires Invention. Allows the Crossbowman unit and the Guild Hall improvement. _Constitutional Monarchy Middle Ages; requires Printing Press and Banking. _Refrigeration Industrial Ages; requires Electricity and Sanitation. New resource Food Supplies will appear on the map in Mountains, Desert and Tundra. _Mass Tourism Industrial Ages; requires Flight. Allows building of the Tourist Site wonder. _Zero Gravity Modern Times; requires Synthetic Fibers and Superconductor. Allows the Hover Tank unit. _Cybernetics Modern Times; requires Genetics and Robotics. Allows the T-800 unit.
··· 20 New Units: _Trojan Horse (0/1/1) Requires Ancient Tactics. This wooden transport can carry up to 4 foot units and move them unnoticed towards your opponents' cities, giving you the advantage of a surprise attack. Cost 40. Upgrades to APC. _Prophet (1/1/2) Requires Polytheism. A Prophet can convert foreign workers or settlers to your Religion. He will also spot "hidden" dangers like the Trojan Horse or Assassin. Cost 35, 1 pop. Upgrades to Monk. _Assassin (5/1/2) Requires Islam. Medieval "invisible" unit, good for sneak-attacks. Cost 80, cannabis, 1 pop. Upgrades to Terrorist. _Monk (1/1/2) Requires Theology. A Monk can convert foreign workers or settlers to your One True Faith. He can also join an existing city. A Monk will identify "hidden" dangers like the Trojan Horse, Assassin or Terrorist. Cost 50, 1 pop. _Terrorist (9/3/2) Requires Electronics. Invisible hit-and-run unit. Cost 140, 1 pop. _Suicide Bomber (0/1/1, bombard 12/1/4) Requires Fission. Has all worker abilities and looks like a modern worker. On attack (bombard), runs like a worker, explodes and dies. Cost 30 shields, 1 pop. +++ All 6 of these units have hidden nationality. Meaning you can attack them (or attack with them) without actually declaring war on the other nation. However, foreign cities can only be conquered through conventional warfare; you will need to declare war first.
_Gladiator (3/3/1) The Gladiator is a cheap slave unit with intense combat training. Available thru enslavement (Legionnaires) or the Circus Maximus. _Siege Tower (0/3/1, bombard 5/1/1) Requires Construction. An ancient artillery tool with a high defensive value. Cost 35. Upgrades to Cannon. _Trireme (2/1/4) Requires Ancient Tactics. The Trireme is a war version of the regular galley. Ideal to hunt and sink enemy ships. Can not transport any troops. Cost 30. Upgrades to Galleas. _Galleas (2/2/4). Requires Gunpowder. A medieval battle ship between the earlier Trireme and later Frigate. Cost 50. Upgrades to Frigate. _Crossbowman (3/2/1) Requires The Guild. Zone of control. Cost 40. Upgrades to Guerilla. _Sabre Guard (5/3/1) Requires Metallurgy. Late medieval/early industrial swordsman, armed with a lighter, more efficient sabre. Cost 60. Upgrades to Guerilla. _Continental Marine (6/3/1) Requires Magnetism. These are the 1st (musket-armed) naval troops that can attack targets ashore. Cost 70, saltpeter. Upgrades to Marine. _Shock Trooper (10/8/2) Elite infantry unit that is more attack oriented. Enslavement ability. Available thru the Elite Training Camp wonder. _Attack Chopper (10/3/4, air bombard 8/3/2) Requires Rocketry. The Attack helicopter is the allround "air cavalry" unit. Cost 110, oil, aluminum, rubber. _Special Ops (10/6/2, airdrop 8) Requires Advanced Flight. Invisible unit for special missions. Has Paradrop and Stealth attack. Can also identify "hidden" dangers like Assassin, Terrorist or foreign Special Ops. Cost 130, oil, rubber. _RPG Soldier (6/6/1, bombard 10/2/2, air defense 3) Requires Rocketry. Rocket-propelled Grenades can be used to take out enemy tanks and air units. Cost 100. _APC (6/18/3) Requires Computers. The Armored Personnel Carrier can transport up to 4 foot units and move them around quickly wherever they are needed. Special 'Transfer Troops' ability. Radar, Zone of Control. Cost 120, oil, rubber. _Hover Tank (24/20/4) Requires Zero Gravity. Can move 4 squares, regardless of terrain type. Radar, Zone of Control. Cost 165, uranium, aluminum, rubber. _T-800 (20/20/1) Requires Cybernetics. Cost 150, uranium, aluminum.
··· 2 New Governments: Islamic Republic +: no war weariness, immune to propaganda -: forced labor Can be a good alternative to Feudalism, Monarchy or Republic. Constitutional Monarchy +: low war weariness, good production -: unit support cost 2, corruption nuisance Can be a good alternative to Communism, Fascism or Democracy.
··· 4 New Resources: Silver, Pearls, Cannabis, Food Supplies.
... 6 New Tribes: THE AMAZONS. Queen Thalestris. uu: Amazon Berserk (6/2/1). Replaces Longbowman. Cost 50, upgrades to Guerilla. ETHIOPIA. Empress Zawditu. uu: Derg Soldier (8/6/1). Replaces Guerilla. Cost 60. No support cost. VIETNAM. Honorable Ho Chi Minh. uu: Vietcong (8/6/2). Stealth attack. Replaces Guerilla. Cost 100. FLANDERS. Count Charles the Good. uu: Resistor (4/2/2). Stealth attack. Replaces Medieval Infantry. Cost 50, upgrades to Guerilla. POLAND. King Casimir the Great. uu: Hussar (6/3/3). Can attack multiple times. Replaces Cavalry. Cost 80. CANADA. Sir John A. Macdonald. uu: Mountie (5/5/3). No movement cost hills & mountains. Replaces Cavalry. Cost 90.
··· 6 New Improvements: _Brothel Requires Republic. Reduces war weariness. _Arena Requires Games. Makes 1 unhappy citizen content. _Gallows Requires Capital Punishment. Reduces corruption, but makes 1 content citizen unhappy. _Guild Hall Requires The Guild. Increases the city's luxury output by 50%. _Work Camp. Requires Nationalism. Increases production by 25% in the city, but it makes 2 content citizens unhappy. It does not cause any additional pollution. _Kelp Farm Requires Ecology. Gives +1 food from coast, sea and ocean squares,
··· 17 New Wonders: _Triumphal Arch Requires Ancient Tactics. Gives an Army every 25 turns. Obsolete with Gunpowder. _Circus Maximus Requires Games. Produces a Gladiator every 5 turns. Obsolete with Printing Press. _Petra Requires Engineering. Gives +1 commerce in any square already producing commerce in that city, and provides a 50% defensive bonus to units defending the city. Obsolete with Steam Power. _Ka'ba Requires Islam. Makes 3 unhappy citizens content, +1 commerce in any square already producing commerce in that city (from the pilgrims). _Holy Inquisition Requires Capital Punishment. Acts as Gallows in all your cities, but makes 2 additional citizens unhappy. Obsolete with Industrialization. _The Silver Mines. Requires Navigation. Doubles shield output of city, but makes 3 content citizens unhappy. _The Leaning Tower Requires Physics. Makes 5 unhappy citizens content in the city. _Olympic Games Requires Nationalism. Doubles the happiness effect of arenas. _The National Railway Requires Steam Engine. Makes 1 unhappy citizen content in all your cities. _Trans-Siberian Express. Requires Steam Engine. +1 commerce in any square already producing commerce in that city. _The Time Machine Requires Electricity. Produces a Terminator every 20 turns. Obsolete with Motorized Transportation. _5 Year Plan Requires Communist Government. Doubles shield output of city, but makes 2 content citizens unhappy. Small wonder. _Elite Training Camp Requires Fascist Government. Produces a Shock Trooper every 5 turns. Small wonder. _The Assembly Line Requires Steel. Upgrade cost of military units is halved. You must have 5 factories in cities you control and iron in the city. Small wonder. _Area 51 Requires Radio. Doubles science output in the city, but makes 2 citizens unhappy. _a Tourist Site Requires Mass Tourism. +1 commerce in any square already producing commerce in that city. Small wonder. _The Atocha Shipwreck Requires Robotics. +1 commerce in any square already producing commerce in the city.
+++ Changed concepts: Barbarians color is now black. Clearing Jungle/Wetlands goes about 10% faster. Medieval Infantry upgrades to Sabre Guard. Guerilla units are stronger in attack than defense (8/6/1). Marines have a zone of control. Legionnaires and Ansar Warrior have enslavement. Cruise Missiles can be airlifted. With the introduction of APC, Modern Infantry (10/16/1) replaces Mech Inf, keeping infantry strictly foot units. Tank, Panzer and Modern Armor are wheeled units (they can still not cross mountains, unless there is a road). Stealth Fighters can now detect invisible units like Submarine, Terrorist, Special Ops. Bombard strength increased to 8. Frigate and Privateer have 1 extra attack strength (from 2 to 3). The Dutch now have a naval UU: the Schooner. TOW Infantry is no longer in the game. The Manhattan Project now makes 2 citizens unhappy, but is cheaper to build. Leonardo's Workshop is now made obsolete by Steel, but is cheaper to build. The Pentagon now requires Atomic Theory. A city must have Gallows to build a Police Station. Extra city names for France, Germany, India, Netherlands.
PS. If you want the original title screen back, go to ..\Civilization III\Conquests\Art and rename the file "x_titleA.PCX" to "x_title.PCX".
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