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Old January 5, 2004, 06:32   #31
AK47
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Cool !
Over 500 downloads in the first 10 days...
Me happy.
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Old January 6, 2004, 00:55   #32
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Think they download for the hot Amazon queen

But the attack chopper and the hover tanks are great, so are the terrorists and special ops. I like attacking without having a real war.

There are a few bugs in the C:\Program Files\CIV3\Civ3PTW\Scenarios\The Missing Links\Text\PediaIcons.txt

Try building 5 Year Plan or Potosi mine, and they cannot be found, because Potosi mine is not in the PediaIcons.txt, and 5 Year Plan is miss typed.

Cheers
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Old January 6, 2004, 03:55   #33
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OK, thanks. Found it and working on it.

Last edited by AK47; January 6, 2004 at 16:36.
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Old January 7, 2004, 12:46   #34
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Actually the pearl resource don't seem to do anything at all.....


I played it through, very good mod, love the terrorists and the special ops.

Can you make it so the Apache attack choppers can fortify and use the "go" command on maps with roads and rails? It's a bit annoying that there's no way to heal them once they're damaged. also very annoying when you can't fortify them over an area for survaliance.

anyway, I love this mod, thanks~
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Old January 7, 2004, 18:08   #35
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Patch 2.2 is out.
Hi,

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

http://www.ccj39.com/civ3modpacks.php

Thanks to everyone who took the time to report the bugs !
AK.
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Old January 7, 2004, 20:28   #36
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Great work and keep it up!

I'll report any bugs when I see them.
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Old January 7, 2004, 23:43   #37
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I need a fix for these Apache helicopters so that they don't die immediately whenever somebody attacke them (even the weakest units kills it in one shot). I also need it so Apaches can fortify, as well as use the "go" command. Otherwise it's too annoying to use them.

Can you make this patch so I can still play the old save?? Thanks.
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Old January 8, 2004, 03:36   #38
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1/ all AIR units die immediately when attacked by a ground force in Civ; that's part of the core programming, and nothing I can do about it.

2/Because of this, I think that having them fortify or go to, would make them very vulnerable to unexpected enemy attacks. Now, you kind of have to keep paying attention to them. They do have the ability to sentry on enemy, making them guard an area, and they will wake up when an enemy approaches.

Anyway, you can change 2/ yourself if you really need it, by opening TML2.bix.
Go to Rules, Edit Rules, Units, Apache, and you will see those options top right. However, any changes made in this file only take effect for a new game (also part of civ core-programming).

AK.

Last edited by AK47; January 8, 2004 at 04:23.
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Old January 8, 2004, 06:56   #39
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Stategy Hint
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.

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Old January 8, 2004, 07:03   #40
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AK47 you are a marvel...

More power to you mate.. and thanks
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Old January 8, 2004, 12:41   #41
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you can't just make it so land units cannot attack the Apache at all? I mean, it seems very odd to me that a spearman or a horseman just takes down my Apache like it's an ant. In reality, it's not even possible to touch the Apache on the ground.
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Old January 8, 2004, 12:52   #42
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Nope, to my own regret, that doesn't work in Civ3. That's why all the Air units in civ actually can not move around on the map, but can only carry out certain missions from inside a city
The only other option is to make it a land unit, but then it can not fly over water, for instance, and it will be veteran from barracks instead of airport, it will take advantage of railways etc.
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Old January 8, 2004, 13:01   #43
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You could also consider that, if a helicopter is stationary and not on the move, that it becomes indeed more vulnerable to attacks from the ground. So that's somewhat realistic.
Also, if the helicopter did not have a bit of a negative balance, it would be way too strong compared to other units.
In civ2, this was done by giving it 1 damage hit for every turn it did not end in a city. Unfortunately, this is not available within civ3.
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Old January 9, 2004, 06:09   #44
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Strategy Hint
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.


Last edited by AK47; January 9, 2004 at 06:16.
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Old January 13, 2004, 09:13   #45
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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
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Old January 18, 2004, 09:10   #46
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v2.3 ready
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.
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Old February 5, 2004, 06:12   #47
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somebody reported that in his PTW game, Assassins, Trojan Horse, Terrorist are NOT invisible to other civs. I tried his savegame and it seems correct. No idea why though.
Has anyone else had something similar ? After 1200 downloads, this is the first such report, so it seems very strange to me

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Old February 6, 2004, 13:55   #48
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It's true. My terrorists always gets attacked by the AI. I thought they were not invisible after a while.
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Old February 6, 2004, 15:48   #49
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Damned...
But doesn't the same thing happen with Assassins then ??
Someone suggested "invisible" and "hidden nationality" might be incompatible. Can anyone 100 % confirm or deny this ??

AK.
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Old February 6, 2004, 20:25   #50
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AK47, how did you do this?

//quote//8/ Cannabis & Silver icons visible in city screen//unquote//

Additionally, I am suspicious that 'invisible' and 'hidden nationality', from my modding experience are incompatible. Anyway I am convinced enough that all units with both settings are now with one or the other. Too bad, it made for a seeming nice dynamics, if it only worked thereto.
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Old February 7, 2004, 08:49   #51
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@ Antrine; I edited the file called "luxuryicons_small.pcx" in the "city screen" folder.
Both now appear in the luxuries overview in the city screen.
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Old February 7, 2004, 11:10   #52
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OK - I did a few tests, and it is DEFINITELY NOT so that "invisible" and "hidden nationality" are incompatible.
I started with a Terrorist instead of Scout in the beginning of the game, and I can assure that it was both at the same time to the AI.
Which still doesn't solve the problem as to why the Assassins in that savegame are not invisible anymore to the AI.

Now, I can only come up with these possibilities:

1/ if there are too many, the AI can't cope ans starts considering them as visible ?
2/ as soon as you enter a certain age, they become visible ?
3/ they become visible with a certain tech ?
4/ it's a completely random game bug ?
5/ it has something to do with right of passage ?


HELP !!!!!
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Old February 7, 2004, 18:28   #53
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Thanks, AK47!!

Am mending my files now. I added and subtracted luxuries, what a mess.

On the other issue, I would check if that 'savegame' had some settings altered after the fact by game defaults.

Anyway just an idea.
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Old February 14, 2004, 07:48   #54
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Hello All,

I'm about 90% done with "Conquests: The Missing Links". Test version
should be ready by next 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 looking for about 7 testers. There are some criteria though:
- You need to have Conquests installed in English
- You must be able to play at Regent or Monarch level
- You must have enough time to finish minimum 1 complete game in 4
weeks
- You must be willing to 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.

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Old February 18, 2004, 15:00   #55
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I have some thoughts regarding the AI seeing invisble new units: Maybe it's a part of the submarine bug that was fixed (?) a long time ago. Subs were attacked by enemy AI's costal fortresses.

Anyway, I must try this mod...

Would love to be a tester, but I'm very unstable on time. Let you know if I'll get any chance....
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Old February 27, 2004, 14:20   #56
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hey hi u doing
look dude i'm looking for this file in the missing links
za_a01.flc
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Old March 11, 2004, 09:39   #57
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Coming Soon...
Yep, TML3 (for Conquests) is nearly finished !

ETA: 26/03/04

AK.
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Old March 11, 2004, 13:03   #58
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the amazon queen look's like nicole kidman isn't
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Old March 27, 2004, 14:20   #59
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TML3 (for Conquests) is out !!!
new thread, because of the many, many changes :
*** The Missing Links 3 ***


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Old March 27, 2004, 17:39   #60
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This should be sold to Firaxis and used as the basis for another addon.
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