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MOD: The Missing Links

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  • MOD: The Missing Links

    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:

    His page includes screenshots and a .txt description of all the features added.
    Last edited by AK47; December 30, 2003, 06:56.

  • #2
    this is what Assassin icon looks like:
    Attached Files

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    • #3
      and here's the Sabre Guard (by Kinboat) :
      Attached Files

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      • #4
        a famous new resource...
        Attached Files

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        • #5
          There was a small bug in the original version. Problem is solved in the current download.
          Last edited by AK47; November 28, 2003, 19:37.

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          • #6
            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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            • #7
              (delete)
              Last edited by AK47; February 7, 2004, 21:27.

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              • #8
                Refrigeration
                Attached Files

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                • #9
                  (delete)
                  Last edited by AK47; December 25, 2003, 18:55.

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                  • #10
                    and the supermarket... Enjoy !
                    Attached Files

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                    • #11
                      What no ice maker in the the frig?

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                      • #12
                        no, it's a small, lower-middle class European kind of fridge

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                        • #13
                          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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                          • #14
                            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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                            • #15
                              okay, thanks for the nice work, I liked it a lot.

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