TETurkhan Test of Time (Map & Mod)

The ancient era goes by slow in all three mods. Having a standing army is a must. The difference in being able to build archers vs warriors can make you or break you. Technology hardly even plays a factor in the ancient era, I usually set it at 10% and wage war and nothing but. This is great when playing 31 Civs cause a few usually get knocked off. However as time progresses, it will play a larger factor.

I am debating to make tech research easier but haven't quite decided. As a matter of fact i am testing a game now, and based on it I will decide what to do.
 
Actually Lonewolf made a good point about the Pyrenees, but I think it's not that important on the scale of this map. ;)

By the way, Teturkhan, do you know when the update will be available for download?

I'm getting impatient to play the mod, but I don't want to start a game before I get the update.
 
Hey, no offense intended. I didn't mean to compare your's to Marla's, only to give you an example.
Still, with all due respect, you are the one who has advertised this as the best map ever. It's only fair, therefore, to compare it to other maps. I don't see how you can object to adding a geological feature that is clearly there. It does affect gameplay greatly, since the Pyrenees are a great place to create a defensive line.
But hey, its your map, do what you like. I can add them myself; no big deal. As I said, I think the rest of your work on this is excellent (I'm playing it right now and its great), and I don't mean to be difficult.:)
 
Hey, no offense intended. I didn't mean to compare your's to Marla's, only to give you an example

- you pointed out an error on my map, then used Marla's as reference... by doing so you intentionally or not are implying Marla’s map is accurate and mine isn't... and that I should refer to hers as if hers is the standard. This in itself is revealing and indicates you have bias for her map.

Still, with all due respect, you are the one who has advertised this as the best map ever. It's only fair, therefore, to compare it to other maps.

-So basically you are here to make me eat my words is what you’re saying? Go for it and compare, but what exactly is your criteria? Do you base it on correct size, shape, terrain or a balance of each? Marla's map may have mountains where you like them, but I think my Spain and France look more accurate shape and size wise. Does this mean my map is better than hers or hers is better than mine? No, not at all, it comes down to people’s preference. However to state my map is inaccurate in comparison to hers is very misleading and not appreciated.

I don't see how you can object to adding a geological feature that is clearly there. It does affect gameplay greatly, since the Pyrenees are a great place to create a defensive line.

-I don't object LoneWolf, not at all. I do want to put the mountains in there,but when I tried months ago when first making the map, Spain became distorted. Thus I left them out, and besides when designing a world map how much time can you possibly spend on one area? If you can place mountains in the Pyrenees and not distort the shape, then I will be more than willing to add the changes. As for the mountains greatly affect game play. It is a nice defensive line as you said but my winning the game has more to do with many other things than just a few mountains.
 
Hello,
Please excuse my ignorance. I just wanted to clarify that this forum is indeed the only place to get the update for "TETurkhan Test of Time (Map & Mod)"? Thank you for your time.
Andrew
 
Oh no! I got upto 92% of the download, but then it just stopped and wouldn't go any further! :mad:

EDIT: The download finally finished!
 
TET, excellent job on your map. :goodjob: It looks like you poured a great deal of effort into it, and I'm glad they put it on the PTW disk. After posting, I'll download your latest version and try it out.

Ok, after the compliments...any chance you will make a new version that's 362 X 362?

(Yes, we ARE a demanding lot... ;) )
 
You should post the additions and changes in the first post when you create a new patch. I for one would love to know what has changed from 1.6 to 1.65.
 
Originally posted by sgrig
You say in your readme that the maximum unit cost is 1000 shields - but actually the number you put into the editor for the shield cost is multiplied by 10 in the game, so actually the maximum cost is 10000. But it seems that you made battleships, aircraft carriers, etc cost 1000 and 900 respectively, in the editor. This means that in the game they are going to cost 10000 and 9000 shields respectively. Which means that even if you have a very high production city, it will take at least 70-100 turns to build these units! Of course it is possible to rush production, but who would be able to pay 40,000 gold for a single battleship? Maybe the human player would be able to save up, but the AI is doomed - it will keep building these units for hundreds of turns...

I agree those numbers are extremely high. If it is done to limit the amount of the unit in the game it should not make it near impossible to build. It would keep the AI in a deadlock of production in its sea cities. I would definately like to see a version of this mod without that.
 
Ok, after the compliments...any chance you will make a new version that's 362 X 362? -bartdanr

Thanks, I am glad you like the map. As for coming up with a larger one, that is highly unlikely at this point, especially a world map. The wait time between turns is already the single most problematic issue with maps this size. Anything larger, unless the map was mainly ocean would render the map unplayable (unless you got an insane amount of patience and time).



You should post the additions and changes in the first post when you create a new patch. I for one would love to know what has changed from 1.6 to 1.65.-Kanaric

Good point, the reason I didn't put it up was because version 1.6 was up for only a day. I did not want to confuse people with more text, and I figured only a handful downloaded this version anyway; and to be honest, I just don't have the time - trying to get the download ready, updating the readme, editing the map and so much more. I am a one man show, and at times it gets difficult to keep up. I only posted 1.65 last night, this is the next morning – so give me some slack please.


You say in your readme that the maximum unit cost is 1000 shields - but actually the number you put into the editor for the shield cost is multiplied by 10 in the game, so actually the maximum cost is 10000. But it seems that you made battleships, aircraft carriers, etc cost 1000 and 900 respectively, in the editor. This means that in the game they are going to cost 10000 and 9000 shields respectively. Which means that even if you have a very high production city, it will take at least 70-100 turns to build these units! Of course it is possible to rush production, but who would be able to pay 40,000 gold for a single battleship? Maybe the human player would be able to save up, but the AI is doomed - it will keep building these units for hundreds of turns... - sgrig

I agree those numbers are extremely high. If it is done to limit the amount of the unit in the game it should not make it near impossible to build. It would keep the AI in a deadlock of production in its sea cities. I would definately like to see a version of this mod without that. - Kanaric

Thanks for you input. This raises some good points, however as I have already stated on a few occasions, resources have been adjusted accordingly to help facilitate such large purchases. There are many checks and balances that I implemented to maintain game play integrity. Wanting a new version of the mod just based on a quick look of some stats is premature. This very issue might not even be a problem; only with actual playing or a very in-depth review of the mod would you be able to come to such a final & correct conclusion.
 
Might be just me, but if teturkhan says it works better to bring up the reality, then I for one wont argue. As I said before, To me the Civ game went way to fast. Besides, all these new resources, by having one near a city, you would think that cities production would cut it down to say, half, Im not sure, but by making the initial price bigger, you have more room to 'cut away' for certain cities, just put 'this' resource by here, and 'that' one here well lets say ‘this’ one gives the civ a shield bonus of ---- and ‘that’ one gives -----.

EDIT - Damn! Foiled again!!! Well on the bright side, I was right.

Btw, Teturkhan, I got a new disk today (about an hour ago) and The game works fine, I will start a new game soon, but if you want to play an online game, im all for it ;). Just name the time. Also, I should I skip ahead and play the update, or the mod that comes with the city version on the disk? In game, You say certain civs get a head start? Well, when we play online I think I will be <cough> <cough> China <cough>.

Is it just me, or is the new forums not registering my posts quick as usual?
 
Teturkhan- PM me if you want to play a game, should be interesting
Interesting, eh? No fair you made the mod! I change my mind, whatever civ I choose It will be faaaaaar away from yours:p. I will Pm you, but be on the look out, I have a strange suspicion my other PM's didn’t get through.
 
Hey, your map looks great!

However, I just downloaded the .EXE file, and it won't work. When I click on it, it says it has performed an illegal operation and quits. Any ideas?
 
the server that the downloads are on is a bit unstable... ensure you have the full download (53.9MB for the update and 88.5MB for the full version), some people have told me their downloads were cut short so this could be the problem.

if not however, let me know
 
I think it's me, not the file. For whatever reason, it won't launch. I tried it with another file.
 
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