TETurkhan Test of Time (Map & Mod)

timerover51, a couple of points for you to consider:

The Barbarian pirate ship may have 6 Attack and 6 Defense, but the human player has a combat advantage against the barbarians depending on difficulty level. By default, on the easiest level this is 800% (IIRC), so that 3A3D frigate is more like a 24A24D Frigate when attacking an AI Pirate on that level.

Also, the barbarian pirates can't heal, your sea units can because barbarians don't have any cities. And barbarian units don't recieve promotion. So when their naval units lose a hitpoint, it's hitpoint is gone for life.

Finally, no pirates and unhindered naval travel for the Asians? Maybe the fix could be more pirates, not none :p
 
Finally, no pirates and unhindered naval travel for the Asians? Maybe the fix could be more pirates, not none :p

I will take your last point first. Basically, it is a matter of how many civilizations and Barbarians my laptop can handle before becoming very unhappy. If I keep it down to about 6 or so civilizations, I can add a fair number of additional Barbarian units. I am looking at that, just a case of balancing CPU verses game speed.

timerover51, a couple of points for you to consider:

The Barbarian pirate ship may have 6 Attack and 6 Defense, but the human player has a combat advantage against the barbarians depending on difficulty level. By default, on the easiest level this is 800% (IIRC), so that 3A3D frigate is more like a 24A24D Frigate when attacking an AI Pirate on that level.

First, for my own mod of the game, I have reset the combat advantage from starting at 800% to 200% and going down from there. For the higher levels, I would love to have a negative bonus, meaning that the Barbarians then would have a combat advantage. I am going to experiment with that to see if it is possible.

Also, the barbarian pirates can't heal, your sea units can because barbarians don't have any cities. And barbarian units don't recieve promotion. So when their naval units lose a hitpoint, it's hitpoint is gone for life.

At one time, I was working on a scenario where I had the Barbarians actually have cities, and more advanced units, up to Tanks, Infantry, Artillery, and Destroyers. I am experimenting with Barbarian cities, and seeing if the AI will make use of them for healing units.

Lastly, I have reworked the Combat Experience system so that Elite and Veteran units have a much bigger edge over Conscript and Regular units. If I add those bonus hit points to the existing 20, I am looking at units with 28 or 32 hit points. That takes a lot of hitting to kill. I am not against tough Barbarians per se, it is more a matter of achieving the right balance.

The other option would be to convert one of the game civilizations to basically a Pirate civilization, with a limited number of high quality units, all preset cities, with no Settlers or Workers. I am not sure if that would work or not, but it would get around the problem of not having unit promotion and healing, along with giving steadily more effective units to the Pirates. I assume that the AI would do enough tech trading with the Piratical power to improve its units adequately.

More ideas to test and work on.
 
At one time, I was working on a scenario where I had the Barbarians actually have cities, and more advanced units, up to Tanks, Infantry, Artillery, and Destroyers. I am experimenting with Barbarian cities, and seeing if the AI will make use of them for healing units.

How did you manage to do this? The "Barbarian Patch" done by Skyer2 doesn´t work.
 
Originally Posted by timerover51
At one time, I was working on a scenario where I had the Barbarians actually have cities, and more advanced units, up to Tanks, Infantry, Artillery, and Destroyers. I am experimenting with Barbarian cities, and seeing if the AI will make use of them for healing units.

How did you manage to do this? The "Barbarian Patch" done by Skyer2 doesn´t work.

I will see if I can recreate what I was doing. The relevant .biq file is on my laptop with a questionable hard drive, I think. I might have to try it first in Play the World, as I am having major problems with seeing the editor overlays under Windows 7. I remember that I had it working, as I had a frigate blasted to bits by one of my Barbarian destroyers, and an Ironclad zapped by a submarine. While an Explorer of mine was watching from a mountain, the Indian AI civilization had a War Elephant trashed by one of the tanks. I sort of loaded up this one group.
 
Civinator, I have not been able to find the relevant .biq file, nor remembered what I may have named it. I will see if I can recreate what I did and post at least some of the work here.
 
I would like to play this, but the instructions on the first page were kind of confusing. I have Civ III Complete so which file should I download first? I'm new to playing mods. Also how do you know which version of this mod you currently have?
 
Cryptic Snow, there's a link to the the v1.66 full download + 1.93 update on the page 1.
You need to extract archives to the ..(your Civ3 folder)\PTW\Scenarios, .bix files should be stored there as well.
 
Hello Everyone!

I first started playing Civilization back in the 90's. Decades ago! (I am getting old!)
Good to see people are still enjoying the map and mod.

Finally, a chance to thank you directly for such a terrific mod. I have gotten an enormous number of ideas from it for modding the game.

Thanks so much for all of your efforts.
 
TET really is a legend... Thanks for coming back to address my question, but I've actually worked out an alternative which is even better for me.
 
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