TETurkhan Test of Time (Map & Mod)

Its a mistake and has now been now corrected. You can expect to see this fix in the next version.

Thanks for picking that out and I would say keep playing your game cause even without the swordsman the Japs still rock!

Don't you love those Ninja BTW?
 
no, i installed it in this correct directory....
but do i need to upgrade to v1.04?
cuz i haven't done so yet...since there seems to be some problem when i patch it...

maybe its just that? if not...then :cry:
i really want this to be fixed...i cant patch AND i cant play this mod...its a double :cry: :cry:
 
Install Checklist:

1. Civ3 is installed into the default location
2. PTW is installed into the default location
3. Version 1.66 UPDATE OR FULL is installed
4. 1.70 BIX UPDATE files are places in the PTW scenario folder

NOTE: If you are using an operating system other than XP, you will most likely need to download Winrar, use it to open the Install file and extract the folders manually into their correct places.
 
Tet, I love this mod. I'm currently playing as the persians and have run into a small problem with gameplay balance. Have you considered the possiblity that warrior monks are a little too strong? I'm using flamethrowers against the beotches and they still lose 50% of the time.

Is this intentional?
 
Analysis of the Incan Civ in Tet's Mod

Ok finally here's my report from playing the Incans. I've just hit the modern era, I wanted to wait until I was finished, but I'm going to be busy all weekend and then its thanksgiving, so it won't be finished for a while. Also this game was played on Monarch, default rules, and used the citymod version 1.70.

Before I got started I thought this would be one hell of a tough game, so I did a strategic analysis on paper first and this is what I came up with:

Strengths
1. Isolated from the rest of the world. I won't have to worry about being conquered like in real life since the AI is horrible at long distance warfare.
2. Jaguar warrior. Man this thing is awesome, just as powerful as a swordsman, but much cheaper. It keeps its usefullness for nearly half the game if used in the right quantities, preferaby mass quantities :)
3. Cities surrounded by mountains. Later in the game, especially with offshore platforms I should get some cities with very high production and commerce.
4. No competition for all the games strategic resources on one continent.

Weaknesses
1. Isolated from the rest of the world. Research is based a lot on how many other people you know that have what you are researching, so my research was going to be very slow in the beginning until I met some other civs.
2. Long distances to the rest of the world mean its going to be impossible to wage war outside the americas until the modern era.
3. Empire is very spread out. Corruption was going to be a big problem because of this and would hold me back some.

Threats
1. Militarily none realistically.
2. Other victory conditions would be a problem. Someone beating me to the space race is a very real possibility. Diplomatic not so much since the AI tends to hate one another on this map, and I could even take that since I will be peacefull with most civs. Only problem is making sure I am large enough for the vote. Cultural could be a big threat too.

Opportunities
1. Large abundance of various resources. Possibly trading them later on in the game for techs, etc could help me.
2. The southern tip of S. America looks like a good spot to expand with all the sheep down there.
3. Aztecs :sniper:
4. Iroquois :rocket:



How it all played out
After making contact with the Aztecs I traded them for a few techs, then later with the Iroquois for a few more. After this initial exchange that was it for the game. I spent the start building up infrastructure, roads, irigation, etc. During this period I left research at like 10%, since even at 100% it would still take 35 turns per tech, at least at 10% I get some money.

Pretty soon after I had the basic structures in my main cities I started cranking out jaguar warriors left and right. As soon as I had about 3-4 together I sent them out barbarian hunting. Now, I knew that there were some dinosaurs in the mod, so I wasn't surprised when I found my first one. He was a pushover and didn't last against me. I must have done something, because once I crossed a river like 500 swordsmen came out of nowhere. Luckily just by defending my 10 or so jaguars killed almost all of them.

A little while later I was sending a settler and two jaguars across the continent to establish a city on the eastern side and I thought, gee, that grassland in the middle of the continent might be a nice place for a base...OH ****. Turns out that grassland had a Mr. T-rex in it. Bye bye settler.

I had set up a few new cities in various places around S. America when I made my first contact with the Songhai. Not sure what date it was, but I'm pretty sure it was close to just after 0AD. I had just gotten done researching literature when they landed. Once they landed I traded contact with aztecs and iroquois for contact with all the other civs in the world. My researching time went down by about 400% after doing that.

From here for the next 1000 or so years I set my slider to 100% money and just stole a technology every 4-5 turns. After that I would trade the tech to 2-3 other civs for an additional 2-3 techs. This continued all the way up until about 1250 when I was finally all caught up. During those 1000 years I fought a couple of inconclusive wars against the aztecs, each time takes a city or two.

Around 1250 I put a lot of funding into research and got scientific method ahead of everyone else. Then I built darwins and was another two techs ahead. The two techs I got from that lead me to build hoovers dam, again putting me a bit more ahead.

Right now it is 1450 and I have just entered the modern era. The lead AI civ just spent the past few years researching the mass production line of techs(which I promtly stole from them), while I researched the radio line of techs. They just got scientific method while I'm in the modern era.

Despite what I thought, a space race victory could happen if I keep up this lead in techs, although it will almost certainly stop. Diplomatic victory has a good shot at working too since I'll be the first to get the UN wonder built, along with a few of the other modern era wonders. Acording to the histograph I'm seriously behind in points, and I know my total production is much less than the larger civs, but I'm still 3rd overall. Of course I could always start a 600 year war and see what happens. I've got a base at midway, not hawaii yet, damn barbarians. My b-17's can only reach some islands close to japan, which is very close to historical acuracy. If I had them based in hawaii I estimate they could hit san diego, and maybe los angeles at best.

Right now besides me the big powers are Persia, India, and China. Turkistan for the longest time was #2, but I think they pissed off the wrong person and ended up getting ganged up upon. The persians are the only democracy of the bunch, so their research far outpaces the competition. China on the other hand is a behemoth far outproducing everyone else. India is a close second to china though.

Some suggestions
As I've said earlier communications advance needs pushed back. I'm not sure but I think only one nation needs to have to for both to trade communications. If this is true I would say move it back to the early industrial era. This should slow down things, but not too terribly much. What it will stop is certain native american civs from skyrocketing to the top quickly. Also, there is a huge disparity between civs. Simply increasing the research time won't work because it will only hurt the ones who are already way behind. There are some who are close to the modern era, and some, fairly good-sized civs who are still in the middle ages. I think the best solution would be to weaken the larger of the civs somewhat. China needs to be broken in two at minimum, 3 would be even better. Same for the Indians.

This is going to require shifting some of the civs around and eliminating some, but I think its something that would help the game a lot. Personally I think eliminating the Celts would be a good starting point since they are fairly innefectual being so spread out in different places. The celts would be good for dividing up India, and if the Koreans were expanded to control the northern half of China that would be a good starting spot.

Turn length: For most of the game it wasn't too bad. 2-3 minutes on my machine. I noticed when world war broke out turns came to a screaching halt. After peace resumed turns went a bit faster, but oddly enough now the period after the AI moves are made takes the longest. I get the messages saying such and such a city has built something, build something new, after I do that for all my cities it pauses for a long while, longer than the AI part even. I'm not sure what its doing here though. Moving to a smaller map would help a lot, on the other hand the game would lose a lot of its epic appeal. It would be much harder to cram 32 civs on a smaller map. Also you run into the problem of Europe being large enough for 3-4 cities, whereas now you can fit a lot of civs in it.

The more I think about it the harder its going to be to recreate a historical scenario for all of humanity. At best you can set it up for a fun game and see what happens, but a historical outcome will be damned tough. On the other hand your idea for an american revolution scenario sounds very promissing. I think rewriting the tech tree, starting it around the revolutionary war, and going into the near-future would be much cooler. You could have an entire era just devoted to WWI-WWII, instead of now how its really only about 4 techs, two of which are optional. I'm going to be busy most of this weekend so I might not get back to you soon.
 
Originally posted by teturkhan
Install Checklist:

1. Civ3 is installed into the default location
2. PTW is installed into the default location
3. Version 1.66 UPDATE OR FULL is installed
4. 1.70 BIX UPDATE files are places in the PTW scenario folder

NOTE: If you are using an operating system other than XP, you will most likely need to download Winrar, use it to open the Install file and extract the folders manually into their correct places.

ok, i got XP, i installed everything in the right place...but...still....
y is it only me?
is there something wrong with me???
 
Tet, I love this mod. I'm currently playing as the persians and have run into a small problem with gameplay balance. Have you considered the possiblity that warrior monks are a little too strong? I'm using flamethrowers against the beotches and they still lose 50% of the time. Is this intentional? -ruiner

Yes, Tibetans are tough SOBs to eliminate, however they are not expansionist which should prevent them from expanding too much ;)

Reply to Kormer
Kormer thanks for your feedback. I have done considerable changes to the city version of the mod giving it a more historical feel.

Reply to BadAndy
you seem to be the only person that has this problem... all i can recommend is you check the downloads and ensure that you have the full file... I have tested both downloads and they are working fine...

things that might cause problems:
-ensure to let the download overwrite existings files
-check size of download, make it isn't missing anything
 
TET, I'm so happy you are working on a new version for slower PC's!!! Is there an estimated release date?

I'd really love to max the features of the mod. Regicide isn't as interesting as a full-length game.
 
teturkhan well done but...

Are all those new units added (ptw) because I looked to units folder but there are no every new units folders (you know what I mean) but when I look with editor the unit data there are new units added... so are those in game or not and if they are how did you added those without adding a unit folder to units folder :confused:
 
Hello TeTurkhan,

I'm still playing ver 1.66. There is something I've to complain, since you want to make your mode much more realistic. :egypt:

I'm playing as Persians and I am in alliance with the Israelis in the late ancient. As soon the Turkish and Arabs felt in war with us, I could discover Chivalry. So I hoped the new Persian Cataphtracts (Persian Chivalry in third Persian Dynasty) could help us from the invasion. Instead of a Knight, I could only build an Arabian horseman.

It is somehow confusing, since Persia in that time had the Zarahustrian Religion, which was much closer to the Indian than the Islamic Arabs. So building Islamic knights was very unrealistic. Since you have made the Israelis history very detailed, I thought you may wish to do it also with the Persians.

I know this is just important for the late ancient and Middle Ages, but I love to play in these times and not in modern times. :)

What do you think about it?
 
TET, I'm so happy you are working on a new version for slower PC's!!! Is there an estimated release date? - Tammi
I have just finished the historical city version of the mod. However it is still on the same world map with considerable less wait time between turns. Regicide is something I no longer recommend, since it can cause huge delays when a Civ is eliminated. I am currently testing this version and I have to tell you, it is amazing how close the city version mimics history. Hopefully will have the post ready by the end of the week.



Are all those new units added (ptw) because I looked to units folder but there are no every new units folders (you know what I mean) but when I look with editor the unit data there are new units added... so are those in game or not and if they are how did you added those without adding a unit folder to units folder - Nakkis
Most units were obtained from the extra folders.



I'm playing as Persians and I am in alliance with the Israelis in the late ancient. As soon the Turkish and Arabs felt in war with us, I could discover Chivalry. So I hoped the new Persian Cataphtracts (Persian Chivalry in third Persian Dynasty) could help us from the invasion. Instead of a Knight, I could only build an Arabian horseman. It is somehow confusing, since Persia in that time had the Zarahustrian Religion, which was much closer to the Indian than the Islamic Arabs. So building Islamic knights was very unrealistic. Since you have made the Israelis history very detailed, I thought you may wish to do it also with the Persians - Houman
Chivalry is a code of behavior that medieval knights from Western Europe followed and was a feature of the High and later Middle Ages (9th & 10th Centuries). The system of chivalry flourished in the 12th and 13th centuries as Europe waged Crusades against the Muslims. During that time Persia was Islamic and ruled by the Arabs, Seljuks, Mongols and finally the Timurids. Zoroastrianism you mention was replaced by Islam back in the 7th Century, well before Chivalry. Arabian Horseman is actually more accurate than the Cataphrtacts you suggested for that time period.
 
Chivalry is a code of behavior that medieval knights from Western Europe followed and was a feature of the High and later Middle Ages (9th & 10th Centuries). The system of chivalry flourished in the 12th and 13th centuries as Europe waged Crusades against the Muslims. During that time Persia was Islamic and ruled by the Seljuks, Mongols and finally the Timurids. Zoroastrianism you mention was replaced by Islam back in the 7th Century, well before Chivalry. Arabian Horseman is actually more accurate than the Cataphrtacts you suggested for that time period.

You are right. The sassanid Empire was from 224 - 651 a.d.
But the Persians had the first cataphtract, which was used in war against the East Rome or also called Byzantine. The Roman had also own Cataphtracts. The Persian Cataphract was a very heavy protected men and horse with lance, sword, axe ,mace and bow.

source 1:
Rome's Enemies (3)

Q6886AS.JPG

http://www.ospreypublishing.com/title_detail.php?title=Q6886&ser=MAA


source 2:
take a look specially at point (3.0 - Cavalry)

http://www.throneworld.com/oathofempire/en/sassanids.htm

If you like to see pictures from the Osprey, I can scan them and send them to you.

regards
 
Currently the Persians have Horseman, chariots and war elephants (w/poly). To include the Cata. you need to figure out where to place them.

Provide me with your suggestion and the stats you would give and I will consider putting it in the next version - that is of course if I can find some unit animation :)
 
wow Thanks. Give me some time to think about it. On Monday I will give you an detailed description about the Unit. :king:

The replacement would be realistic in this way...

Since the very heavy armored Persian cataphtract were good in offense, they were bad in defense since the leighter Arabian horsemen were faster than them.
Persian:
put Out --> Arabian Horsemen
put Out --> Islamic Chiv (This Immortal sprite mounted on horse, which needs the two Islamic relics to build.)

Put in --> Persian Cataphtract

Islamic Chiv: 4/3/2 (right?)
Persian Cat: 5/2/2 (But costs more than Islamic Chiv)

What do you think? It's more accurate to history and the game balance wouldn't lost. :love:

P.S. Besides If I can help you with animating or sprites, so i will help you. I dont have any experience with modding, but I have almost my Bachelor in computer science and can programming. ;)

regards
 
Hi TET !

First of all: your mod is great; i´m happy to bought the US vers. so I can play it :D

But I had some trouble choosing the germans and start a game on monarch level (just starting locations). I was not able to build any knights or chivalry :cry:
I had 3 sources of Iron and about 4 sources of horses every source was connected via roads and harbors. So perhaps you can tell what´s wrong. Is it a bug or am I :crazyeye:

THX !
 
Hi Tet !

I had already discovered chivalry ! That is the problem !
Now, that I´ve discovered Military Tradition I couldn´t build any Cavalry either !
I´m just at the beginning of the Third Age and have NO offensive Units to get rid off all these stupid AIs :cry:

I just checked your Mod in the Editor and everything seemed alright, too.


BTW: I play PTW and missed the "Medival Infantry" ! It would by nice to have a txt-file with all the changes you made...no further suprises ;)


Justarius
 
I haven't encountered this problem to date.
Why don't you send me the save file and I can take a look at it. I did however notice that you refer to the "just starting locations" version. That BIX file is obsolete and has been replaced. Best to update the mod first. Just go to the first post in this thread and follow that instructions there.

if you version is the latest then send me the save file teturkhan@hotmail.com
 
Hi Teturkhan,

The description is repeated in the writings of Ammianus Marcellinus, who lived during the 4th century AD: '...Moreover all the companies were clad in iron, and all parts of their bodies were covered with thick plates, so fitted that the stiff joints conformed with those of their limbs: and the forms of human faces were so skilfully fitted to their head that, since their entire bodies were covered in metal, arrows that fell upon them could lodge only where they could see a little through tiny openings opposite the pupil of the eye, or where through the tips of their noses they were able to get a little breath'; and 'The Persians opposed to us serried bands of mail -clad horsemen in such close order that the gleam of moving bodies covered with closely fitting plates of iron dazzled the eyes of those who looked upon them, while the whole throng of horses was protected by covering of leather'. [Ospery s. 33-34]

Sassanian Cataphract 5th Ad.

a Clibanarius 6th Ad.

a Clibanarius 7th Ad.

Attention:
All Rights reserved by Osprey (The book has more pictures, if you like)

P.S. TeTurkhan, What do you think? :king:

regards
Houman
 
In this save game it´s still the situation with the missing knights and chivalry... - Taken from email sent by Justarius
I looked over the save game, and it seems to be working fine. You have conquered Jerusalem, this has given you both the two resources, altar cross and the holy grail with which you can now build Templar Knights. Templar Knights are an upgrade for regular knights - thus the reason you cannot build knights. Chivalry is a tech and can be found in the tech tree by pressing F6. Its there and functional.

P.S. TeTurkhan, What do you think? - Houman
I think adding the cata. is a good idea, the main problem is animation. I do not have anything that would work for this unit at the moment. The stats and everything else you have listed seems fine so thats a good start.
 
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