GOTM PTW alternative mod.

What (if anything) should we do with the Classic PTW Mod?

  • Change to the Beta Testers Mod

    Votes: 0 0.0%

  • Total voters
    6
  • Poll closed .

mad-bax

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GOTM Staff
Joined
Jan 24, 2003
Messages
5,242
Since taking over map building duties from the inimitable civ_steve I have noticed through playtesting and from feedback from the community that the standard Mod may not be completely bug free. This is not surprising since this mod has been modded and re-modded many times by different people. The reason that we play a modified version of the game is that the luminaries of the game reached the conclusion that the base game did not provide a fair environment for a competitive event. There have been many discussions; I won't bore you with them.

I am considering switching the PTW game to a different Mod, developed by the Firaxis Beta testing team, which had the same goals in mind. The mod requires no downloads or modifications to your current software installation. I won't act without the support of the community, so I have attached the release notes for the suggested mod, and a poll.

Let me know what you think.





Note: This is a public poll. People can see who voted for what.

View attachment BetaTesters Mod.txt
 
I don't oppose the idea of experimenting with new mods, but IMO some of the actual rules are worth keeping. Why not starting from this mod and adding on top of it some of said rules?

These are the old rules that i see worth keeping:

- The Great Wall Wonder: gives free walls in all your towns/cities on the continent
- Explorers and equivalent unique units have been moved from Navigation to Astronomy.
- Space Race - SS Stasis Chamber Has been moved from Synthetic Fibers to Robotics.
- Republic Government Unit maintenance cost is 2 gpt/unit with free unit support of 1/3/4 for town/city/metropolis.
- Radar Artillery Movement increased to 2 and rate of fire increased to 3.

Moreover, i would leave longbows as they are and keep the defensive free shot for all the bow units:

- Archer/Bowmen added defensive freeshot at 1/0/1.
- Longbowmen added defensive freeshot at 2/0/1.

The longbow as it is isn't much useful for the human player, but it is for the AS. As they usually suck at connecting resources, it often happens that the longbow is the only unit at attack 4 they can build. Add on top of it the defensive free shot and the longbow does clearly have a purpose without the need of a power up.
 
Since there appears to by almost no interest in changing, we will keep the current mod.

If I get time I'll try to get to the bottom of some of the weird crashes which may or may not be mod related.
 
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