TETurkhan Test of Time (Map & Mod)

Hey Tet-

No need to apologize about doing something useful :)

If you will not have time to finish the mod, it's fine with everyone I'm sure, as long as you post what you have so far so we can finish it for you. What else do u you need to work on? If you want, I can help with whatever loose ends are needed before it can be released.
 
Hi TET,

I am still waiting for the Version 2.0. Don't forget the Persian Cataphtracts. :king: :goodjob:

Business is more important than a mod. I suggest that you pick up some guys to help you finishing the mod.

Teamwork is always more efficient. Otherwise the Mod could die.
:(


Greetings
Houman
 
First - once again thanks to everyone for offering their support - makes a difference when people are encouraging you!

Good News Bad News:
Bad News: Some of my business dealings have not turned out as I had wanted...
Good News: I now have more time to finish version 2.0!

My plan will be this - I will post an update every few days as work gets completed on the mod - units added etc - that way all of you can interact with me along the way - adding your own opinions etc.... once the mod is completed I will get testers to come in for some final fixes...

so then by Sunday or sooner I will have the first update posted and once again please add your ideas cause in the end it will make for a better mod ;)
 
Sorry about the business dealings Teturkhan :(

But, I can't deny that I'm glad to have you back :D

Thanks for your dedication to this project!! :goodjob:
 
Teturkan, have you ever thought of making a 'camel' rescource and using it sort of like horsemen, only for the desert peoples?

BTW, this one turn of my tibetan file keeps crashing no matter what. Any ideas why or suggestions?
 
Sorry for the english.
I've a problem with the mod, a problem that surely have anyone have italian/german/french version (all version that not are english).
When i start to play civ don't found file that u have modified because my file of ptw are in italian.
I must change ALL file???!!!
If yes....can u send me a list??
If u made a file whit ALL the units in english all the player that not have english version can play teturkan...

;)
 
Non-English Versions: I don't exactly understand the problem - could you clarify please. I would love to address this in versin 2.0

Camels: Camel resource as a strategic one like horses needed for Camel units? This is a good idea - one that I will try to implement.
 
Hey, I dled this mod and imported the rules to el mencey's 362 map, and after building a couple of cities, it said it couldn't find the civilopedia entry for the settler????
 
Pasi- this map and mod are so intertwined... trying to move everything on to another map requires many adjustments and is considerable work... at this time all my effort is to get version 2.0 out... sorry I cannot help you further:(

Good News people!
I am hard at work again on the mod - I know I must sound like a broken record player to many of you – but all I can say is I have real life issues to deal with and many times unfortunately this mod it doesn't take priority... but enough of all this... the important thing is I am hard at work - and all you testers and people who offered help - I will be counting on it and will be in touch with you soon! :)

Note: the FIRST POST in this thread will have a status update - it will detail work being done, work completed etc on version 2.0 - make sure you input any ideas you have....

IMPORTANT BUG: I was told that the 1.21 patch makes the game crash when a captured barbarian settler is added to a city - can anyone else verify this?
 
Originally posted by teturkhan
Non-English Versions: I don't exactly understand the problem - could you clarify please. I would love to address this in versin 2.0

I came about that problem with the multifigure units:

The directory- and filenames in non-english versions are different.
Instead of e.g. ...\art\Unit\Worker\Worker.Ini it is ...\art\Unit\Bautrupp\Bautrupp.ini in the German version.

I see 2 ways to solve it:

First, somebody could change the references in your mod from Worker to Bautrupp for a Germen version of your mod. I didn't found where it was, so this is beyond my capability. Somebody tell me where that reference is and how to change it, and I'll do it.
(I tried to rename the Worker to Bautrupp with the editor, didn't help. I changed the refernece to civilopedia, and I get an other error message)

Second, the user with the non-english version can copy the directory Bautrupp to Worker (don't rename them, or your game does no longer work without TETurkhan!) and in the new directory rename Bautrupp.ini to Worker.ini. That's a lot of work, but it can be done.
This way you are recreating the english filenames.
Somebody with both versions could simply copy the directories.

uthertepes asked, if you could make this original directories part of the mod. With the worker included, your mod should work with every version. But I don't think fireaxis would aprove of this.

BTW: You do know that your mod is only included in the english version because of this? There is no TETurkhan mod included in the German version of PTW.

Bye,
(\/)icha
 
sorry about this - I had not downloaded the latest patch so i didnt pick up on this right away... the mod is unplayable with the latest patch (world map and cities versions)...

This was posted by Cracker in the PTW - v1.21 Patch Bug Reports forum:

"With the change to the v1.21PTW patch that now effects the barbarian civ numbering, additional units that used to be possible to enable for Barbarian civilizations will now cause the game to crash.

In v1,14 and in Civ3v1.29 you could enable workers or settlers for the barbarians to be able to be captured by real civs on the map and used as slave workers. You can still do this in v1.21PTW but if the human or one of the AI civs attempts to join the barbarian workers to any cities the game will cash dead. This did not used to crash the game."

As many of you know barbarians play a large role in this mod however you can still play the random map version... I have brought this up with Firaxis and hoping to have it addressed for the next patch :)
 
I've just started to play this mod, and I have a couple of questions right away that have me puzzled:

1.) In the PTW (v1.24) scenario menu, there's five (5) TETurkhan/Test of Time maps, 3 of which have the cities already placed (which is what I want to play). Is there any difference between these three? None that I can tell, but the file size is slightly different...(?)

2.) In my first game, I ended up as the Arabs, and much to my surprise, in 3950BC, all the sudden 3 Great Wonders were built back-to-back by the AI. The Pyramids, Colossus, and Oracle - all done on the second AI turn! I never had a chance to build these wonders. How is this possible that the AI can do it? :confused: (It was the Cambodia, Nepal, and Korea that built them). I have no idea what happened. If it was say, Egypt that started the game with the Pyramids, I might understand, but I took a look at the file, and none of these capital cities were 'supposed' to start with great wonders.

Looks like a fantastic mod, and I really want to get into it...
I appologize if this has been addressed before, but the search function isn't available...
 
1.) In the PTW (v1.24) scenario menu, there's five (5) TETurkhan/Test of Time maps, 3 of which have the cities already placed (which is what I want to play). Is there any difference between these three? None that I can tell, but the file size is slightly different...(?)

The one you want is TETurkhan Test of Time (World Map & Cities).bix, the other ones are older versions.:)
 
Originally posted by Bobisback
The one you want is TETurkhan Test of Time (World Map & Cities).bix, the other ones are older versions.:)

Hmm, let me see... I don't seem to have that one. The ones I do have are:

1. TETurkhan Test of Time (Cities) *
2. TETurkhan Test of Time (Regular)
3. TETurkhan Test of Time (start position only)
4. TETurkhan Test of Time (with cities) *
5. TETurkhan *

I've noted that #'s 1,4, & 5 are the ones that do have the cities placed. The one I chose in my game was the last one there (#5).

Maybe there's another one I don't have? :hmm: Is there anywhere that says in the file what the version is? Surely there must be a simple way of looking at this that I'm missing somehow. :D

But I'm serious, three great wonders were completed in 3950BC in my game, by Korea, Nepal, and Cambodia. As soon as the tech is available, they can (and do!) build it... right away! :) :mad:
 
Originally posted by PantheraTigris2


Hmm, let me see... I don't seem to have that one. The ones I do have are:

1. TETurkhan Test of Time (Cities) *
2. TETurkhan Test of Time (Regular)
3. TETurkhan Test of Time (start position only)
4. TETurkhan Test of Time (with cities) *
5. TETurkhan *

I've noted that #'s 1,4, & 5 are the ones that do have the cities placed. The one I chose in my game was the last one there (#5).

Maybe there's another one I don't have? :hmm: Is there anywhere that says in the file what the version is? Surely there must be a simple way of looking at his that I'm missing somehow. :D

But I'm serious, three great wonders were completed in 3950BC in my game, by Korea, Nepal, and Cambodia. As soon as the tech is available, they can (and do!) build it... right away! :) :mad:


you don't have the right version all of the 5 maps are old versions.
To find the version go in the \Civilization III\CIV3PTW\Scenarios\TETurkhan folder and double click the TETurkhan Readme.doc and at the top of the page it will tell you the version. The latest version is 1.70 if you have any lower go to the frist page of this thread and update to 1.70. Then load the TETurkhan Test of Time (World Map & Cities).bix map. It might fix the wonder problem I'm not sure though. Dose it happen every time you start up the game.:confused:


hope that helped.;)



Edit: Man teturkhan by 110 BC there are 2839 units.(Note that 2000 of those units are barbarians.);) That explains why my computer is slow, imagine what it is going to be in 1900 AD probable some where in the range of 6000 to 7000 units
 
Hey there, I emailed you with some suggestions, so I figured I'd post them here too, along with some more I am coming up with as I continue playing. :)

PS, I just want to say that this is not criticism at all! I LOVE THIS MOD!!! I think this is the closest thing to perfect mod I have ever seen, which is why I have many suggestions to make it even closer to perfect (IMHO)! :)

1) Relics
I definately think Hinduism should be added, perhaps pagan religions across the globe as well (could just be one generic "pagan"). This could also reduce some of the huge number of altar crosses, etc., since I've noticed that every civ has at least some kind of relic... seems like they'd be more valuable if you had to fight over *both* pieces of the relics needed, rather than just one. Also, the idea of civs with multiple religions? That way, India could be both Hindu and Muslim, as the civ encompasses modern day India, Bangladesh, and Pakistan. Also, maybe relics can create happiness, or culture (is that even possible?) so that way AI might be more willing to trade for them? When I conquer an Islamic country, I can't use their relics for anything :( so maybe they could at least give me happiness? Or improve my relationship with Islamic countries?

2) Harbors in the new world?
I think it's cool that the new world doesn't get boats till later, but maybe show them a little mercy? Maybe no galleys, but at least a canoe that can transport one unit? Or in the very least let them have harbors to open up trade. I've got tanks now, but I still can't trade with the Aztecs, thus I can't give them coal for their rubber, and the only way I can trade with them is if I go to war, take a city, make peace, then build a system of roads for them.

3) More Units?
As I said above about the canoes, there are tons of extra unit packs with ancient and medieval and modern units that I'm sure you could use. Especially canoes for early ages? If you know the Ancient Mediterranean Mod, they have tons of similar units, and just dramatically increased the attack and defense of all units to make them more variable. So theres swordsman, longswordsman, copper swordsman, etc. This could make ancient age battles more flexible and really fun. All ages, in fact! :) I like how you increased the modern units like destroyer -- but you could do that to all the units to make them all more diverse and challenging to play.

4) Barbarians dont seem to attack me...
Pirates do, they're great! :) But the land barbarians have never attacked me. They just sit there, harmless, building up units (and making the game slower :-p) until I eventually can kill them all. They don't even go after my workers! :-\ Hmm...

5) Reinstate some of the old civs?
I was sad that Babylonians were replaced. :( They're not the same as Persia. Even if they use the same leaderhead as Israel, I miss them.

6) Technology
This is one of my saddest things about all Civ games... has anyone else had this problem? I always end up with tanks in the 1400's, and spaceship before 1600. I wish there were some more techs. To fill those gaps. More governments would be cool, and a good way to fill this gap. Actually, one way I think this might be fixed is if the game went back to starting at 4000 BC instead of 5000 BC.

7) Wonders
More Wonders! :-D Hehehe! Even if they only give extra culture and nothing more! Stonehenge and Sphynx and Chichen Itza and Eiffel Tower and Statue of Liberty and Notredame and Haggia Sophia to name a few. I like the idea of having extra "Forbidden Palace" type wonders too. Especially on such a big world map, it would be quite useful.

8) Buildings
Like the units, there are many buildings that can be inserted. Of course this does upset gameplay quite a bit if they start increasing science and production, so I can see that this could be a *very* hard thing to implement. But it would be cool.

9) AI...
I don't even know if AI is possible to edit... but I'd like to see Civ's *much* more willing to trade resources, and much less willing to trade contacts so early in the game. Contacts are very valuable resources, and seem to be traded fastest of all. It's disturbing to me in 4000 BC when China has an embassy in Spain. I also think, if possible, it would be nice to lower chance of AI declaring war on far away countries. When Indonesia declares war on the Scandinavians in 1 AD, it really is disturbing. And it ruins both countries, who could be fighting their neighbors and doing a good job, but they invest so much money sending troops one by one across Russia that they never get anything done. I don't know if this is a possible thing to edit, but it has always disturbed me in Civ games.

Ok, that's all for now. Thank you so much for making this mod! I in no way mean to criticize your mod. This is the best mod I have ever played! I can't wait for 2.0! :-)
 
6) Technology

This is one of my saddest things about all Civ games... has anyone else had this problem? I always end up with tanks in the 1400's, and spaceship before 1600. I wish there were some more techs. To fill those gaps. More governments would be cool, and a good way to fill this gap. Actually, one way I think this might be fixed is if the game went back to starting at 4000 BC instead of 5000 BC.


If you play on a real easy level then this is going to happen, I play on medium and everythink is right on time.;) in my games I don't have tanks intell about 1900 to 1950.

8) Buildings
Like the units, there are many buildings that can be inserted. Of course this does upset gameplay quite a bit if they start increasing science and production, so I can see that this could be a *very* hard thing to implement. But it would be cool.

I have no comment :mischief:

7) Wonders
More Wonders! :-D Hehehe! Even if they only give extra culture and nothing more! Stonehenge and Sphynx and Chichen Itza and Eiffel Tower and Statue of Liberty and Notredame and Haggia Sophia to name a few. I like the idea of having extra "Forbidden Palace" type wonders too. Especially on such a big world map, it would be quite useful.

no comment again :mischief:

4) Barbarians dont seem to attack me...
Pirates do, they're great! But the land barbarians have never attacked me. They just sit there, harmless, building up units (and making the game slower :-p) until I eventually can kill them all. They don't even go after my workers! :-\ Hmm...


Again play on a harder level, and wait tell a barbarian uprising. Then you'll wish they could not attack. In my game I just had a barbarian uprising and over 100 barbarians started to attack my cities and about 150 more were coming to my cities.;)

btw the barbarian chiefs are not able to attack.

3) More Units?
As I said above about the canoes, there are tons of extra unit packs with ancient and medieval and modern units that I'm sure you could use. Especially canoes for early ages? If you know the Ancient Mediterranean Mod, they have tons of similar units, and just dramatically increased the attack and defense of all units to make them more variable. So theres swordsman, longswordsman, copper swordsman, etc. This could make ancient age battles more flexible and really fun. All ages, in fact! I like how you increased the modern units like destroyer -- but you could do that to all the units to make them all more diverse and challenging to play.

no comment :mischief:

2) Harbors in the new world?
I think it's cool that the new world doesn't get boats till later, but maybe show them a little mercy? Maybe no galleys, but at least a canoe that can transport one unit? Or in the very least let them have harbors to open up trade. I've got tanks now, but I still can't trade with the Aztecs, thus I can't give them coal for their rubber, and the only way I can trade with them is if I go to war, take a city, make peace, then build a system of roads for them.

I don't get what you mean:confused:
 
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