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AK47
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Tervuren - Belgium
Nov 2003 time: 06:35
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meet the civs 
(BTW - The Amazon Queen goes topless; don't download if you think this might offend you)
Attachment: newcivs.jpg
This has been downloaded 389 time(s).
Last edited by AK47 on 06-04-2004 at 14:04
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lomay
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this is awesome nice job let's get it on
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Antrine
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Are using CSC with Beta update, 1.15?
And when you say you 'installed it' could you detail that. As well, is it now running from it's own folder?
The first question is the most important.
Hope I can help, I beta tested it and never had any 'run' problems.
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wndrngpoet
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As for the first question, no: I haven't updated yet to 1.15...suppose I'll have to.
The folder "Conquests" that shows up after you've opened the tml1 file exe was moved to my Conquests folder...nothign was overwritten, but all the new files are now in that folder...
the file that the game says is missing is under text/pediaicons.txt - .icon_bldg_Ka'ba
If that helps at all....
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wndrngpoet
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I also can't figure out how to get the new title screen up to replace the old...
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Antrine
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1.15 is critical. And is worth it, it is a great MOD!
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Antrine
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Yes I think so, however AK47 is on the other side of planet and he would know in detail. Try it.
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wndrngpoet
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Thanks AK47...
I figured it was me in the first place...I'm never too good at installing things such as this into programs. I'll give it a shot, thanks! Looking forward to it!
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lomay
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i gave a look is really good but i've a question when u start trading for maps the plague nice touch
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wndrngpoet
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A quick question...any way to play an Earth map with this at all? One with correct starting positions?
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Antrine
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Well yes. In the Game editor pull the tml mod file. Rename, save to same File folder (tml). Now import the World Map desired (needs to be already somewhere on your computor). Import 'map only'. In the game editor 'reset' the resource distribution so the Modded resource scheme is locked in. By hand in the Scenario (Player) Tab, set the number of CIVs. Now go through the map and place all CIV in there historical positions. Save again, all within the tml folder. Close out. Start CIV, go to CIV Content and locate this saved mod and start up as usual.
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lomay
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ok i got it after navigation u start traidingfor maps
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Phoenix
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Indiana
Dec 1999 time: 23:35
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Okay, just downloaded, I chose not to ovveride the main graphic and it worked out just fine. Hopefully it hasn't messed with my normal files (i.e. hopefully I installed it right, I haven't checked yet)
Anyway I just played a few turns and checked out all the new stuff and my first impression is - great job! Really stellar work! Some key points are -
* The Gallows Improvement - I really like it. Reduces corruption but lowers happiness. Adds a level of strategy to the game.
* Most of the early wonders are well thought out and seem to fit in great, taking advantage of the new stuff to full extent
* Islamic government is awesome! But I wonder why you would make it only 70% research limit? There were many historical Islamic governments that seem to have spent their money on nothing else. Of course they didn't last all that long, but still.....
* Amazon leader pic - I don't think it's quite necessary. Or at least put a warning somewhere. Think of the children!
* Flanders. Dutch and Flanders? Too much Dutch for me! However I love the Ethiopian Civ! I always wondered why civ crammed in every european civ they could think of but didn't include any of the major african ones except the Zulus. Also props on including Vietnamese!
* The Time Machine is sort of broken. While the terminator concept is cool, I propose maybe the Time Machine randomly teleports in a terminator unit within the first 20 turns of it's existance, and that is the only terminator unit you can get from it. It is also my opinion that the Time Machine should be a Great Wonder, but that is just my opinion.
* Same with the T-800 unit. Once you get them, why would you build any other land unit? Cool idea but maybe a 'SkyTech Lab' or whatever the name of it small wonder that produces one every ten turns would be a better way to balance it out.
*Assasains/Terrorists should add a lot to the game! Depending on whether or not the AI will build them it should add a whole new element. I haven't played to that point yet. I always thought that the 'hidden nationality' feature could be used to greater extent.
*Prophets/Monks converting - I don't understand how that works, but I can't wait to find out!
*Maybe in the pedia under the Canabis entry it should note that it is required for Assassains?
Overall I am very impressed and can't wait to play more thoroughly so I can give more detailed feedback! Thank you for putting in the time and the work to make such a detailed and well made scenario!
By the way, this is my first post on Aplyton for about twp years, if that tells you anything about how much I wanted to give my impression of this mod! 
edit - checked the log -- two years not three. Back before conquests I hated civ3.
Last edited by Phoenix on 05-04-2004 at 06:38
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AK47
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Tervuren - Belgium
Nov 2003 time: 06:35
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Thanks for the extensive feedback. Just some comments:
Islamic: Because hurry production is forced labor, money reserve rises quickly under this government. As that money is not usefull for anything else, the government could affort to be constantly at 80-90% tech research. That would give some serious tech advances, so I put a max on it. I think in civ2, it was also limited to 60 or 70%.
Amazon was in TML2 already. 2000 dwnlds, no negative comments. It's a cultural thing I suppose. In Europe, I don't think anyone would consider this 'nudity', not even towards children. (primetime shower gel commercials show real breasts, for instance, and we have topless bathing on every beach)
I'm Flemish, so I just had to put that in there. I kept the Dutch mainly because I thought it was unfair and incorrect that they didn't get a naval UU, so I wanted to set that straight. I know most of the Dutch agree with me.
Time Machine: the way it's setup now, you only get 2,3 or 4 Terminators by the time it's obsolete. In our testing, this seemed balanced enough. Small wonder so every civ can build one, otherwise it would've been a bit "unfair" I think.
Think with the T-800, the game's already more or less decided by then, so they won't be the "sole omnipowerful super unit" for many turns. They can only move 1, which is a backdrop compared to some units. I'm sure Hover Tank will be built at least as often as T-800.
Don't worry, the AI knows damn well how to use Assassins, Terrorits and Suicide Bombers. You'll find out soon enough...
Same with Prophets: the AI will be going after your workers in no time.
Cannabis: it does. The game puts it automatically. At the bottom, it says: Allows: Assassin.
Anyway, thanks for taking the time and checking it out.

Last edited by AK47 on 05-04-2004 at 12:35
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