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An dieser Stelle werden vollständige Modpacks angeboten, die ähnlich wie ein Scenario funktionieren. Diese Modpacks verändern die Regeldatei und fügen Dinge wie Einheiten, Nationen, Regierungsformen, Wunder, Gebäude, Ressourcen, ... hinzu. Zur Installation einfach den Inhalt des WinRAR-Archives nach '\Scenarios' (im Civ3 bzw. Civ3PtW/C3C-Ordner) entpacken und dann im Spiel beim Scenario starten die entsprechende Scenario-Datei auswählen.


The Missing Links

The Missing Links

Vorschaubild
Vorschaubild
Vorschaubild
Vorschaubild
Vorschaubild
Vorschaubild
Autor: AK47, CCJ39

Download

Version: 3.2
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".



Download



Global Domination

Global Domination
Autor: Murkel

Download

Version: 1.7
Beschreibung

Global Domination

 

Dieser Mod beinhaltet 32 neue Ressourcen, 26 neue Einheiten, 7 neue Techs, 2 neue Regierungsformen, 19 neue Gebäude & Wunder und modifiezierte Grafiken. Der Download besteht aus einem WinRar-Archiv, in dem die Vollversion 1.7, sowie ein englischer Sprachpatch enthalten sind.

 

Sprache: deutsch, englisch (mit Sprachpatch)
System: Civ3PtW

Dieser Mod beinhaltet 32 neue Ressourcen, 26 neue Einheiten, 7 neue Techs, 2 neue Regierungsformen, 19 neue Gebäude & Wunder und modifiezierte Grafiken. Der Download besteht aus einem WinRar-Archiv, in dem die Vollversion 1.7, sowie ein englischer Sprachpatch enthalten sind. Dieser Mod beinhaltet 32 neue Ressourcen, 26 neue Einheiten, 7 neue Techs, 2 neue Regierungsformen, 19 neue Gebäude & Wunder und modifiezierte Grafiken. Der Download besteht aus einem WinRar-Archiv, in dem die Vollversion 1.7, sowie ein englischer Sprachpatch enthalten sind.

 

 

Beschreibung des Autors:

 

Global Domination by Murkel  v 1.7
--------------------------------

Wichtig: für diesen Mod muss Civ3 PtW installiert sein
Important: you must have Civ3 PtW installed for this mod to work

 

32 neue Ressourcen
-------------------

Strategische Ressourcen
~~~~~~~~~~~~~~~
- Kupfer
- Blei

Luxusressourcen
~~~~~~~~~~
- Bernstein
- Kaffee
- Edelsteine
- Jade
- Marmor
- Papyrus
- Tabak

Bonusressourcen
~~~~~~~~~~
- Keramik
- Mais
- Baumwolle
- Meeresfrüchte
- Tropische Früchte
- Hanf
- Leinen
- Oase
- Ölplattform
- Olivenöl
- Perlen
- Porzellan
- Kartoffeln
- Reis
- Salz
- Seehunde
- Silber
- Zucker
- Tee
- Tropenholz
- Zinn
- Walross
- Wolle

26 Neue Einheiten
-----------------

- Armbrustschütze
- B-1B Lancer
- Bandit
- E-3 Sentry
- Fregatte der Perry Klasse
- Harpoon
- Helikopter
- Hind
- Junk
- Kampfpanzer II
- Kriegsschiff Yamato
- Landmine
- Me-109
- Me-110
- Ninja
- P-51 Mustang
- Phalanx
- Pinguin
- Popeye
- Revolverheld
- Satellit
- Scharfschütze
- Spezial Kommando
- Spitfire
- Sturmtrupp
- Lufttransporter

 

7 Neue Technologien
--------------------

Antike
~~~~
- Kriminelle Gerechtigkeit
- Militärische Marine

Mittelalter
~~~~~~
- Fundamentalismus

Industrialisierung
~~~~~~~~~~
- Faschismus
- Versteckte Operationen
- Moderne Gesetzgebung

Moderne
~~~~~
- Fortgeschrittene Raketentechnik

- 2 Neue Regierungsformen:

- Fundamentalismus
- Faschismus

- 19 Neue Einrichtungen

 

Weltwunder
-----------
- Chichen Itza
- Babalon Hotel
- Nationaler Zeitungsverlag
- Ankunft des Messias

Kult. Einrichtungen
------------------
- Starbucks
- Nationalmuseum
- Ölraffinierie
- Bewässerte Gärten
- Jadestube

Gebäude
--------
- Aquakultur
- Ölkraftwerk
- Fusionskraftwerk
- Badehaus
- Ställe
- Zeitungsverlag
- Glaubensstätte
- Hotel
- Schule
- Flottenstützpunkt

Neue Geländegrafiken
--------------------
- Gelände
- Hütten (Goody Huts)
- Barbarencamps



Download





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