TETurkhan Test of Time (Map & Mod)

In reply to D. Minky's comments:

It seems that you want Teturkhan's mod to be the DyP mod.

It's not meant to be the DyP mod with tons of extra buildings and wonders and resources and units.

The point of Teturkhan's 2.0 version will be to have different civilizations prosper at the appropriate time in history with careful inclusion (and exclusion) of key military units with certain advances.

Despite this, the one thing I do agree with is more varied forms of government.

--Rasputin
 
About the Barbarians, how do you say they are not attacking. :eek: ;) Well they are attacking me.(a little to much so I brought in some help) To the middle right then you will find out what I am talking about :D NOTE I already killed half of the barbarians.


Barbarianattack.jpg
 
bob tree of your spearmen are fortified in a other direction than SE, I have only seen that with the AI before.
 
many great ideas and I have implemented most of them...
I am trying hard to make version 2.0 as complete as possible - sure there will be more units, more techs, more wonders, more city improvements, multi-figure units, relics, BUT the part I am mostly focusing on is balance...

TETurkhan Mod (the City especially) is about recreation of history and how you can change it through your actions... the balance comes between the game and the direction it wants to go and the player action in changing it...

Many people though I notice never comment on the random map version which is free of most limits... the game takes place on a random map and anything really goes...

Update:
- Hindu & Pagan relics added...
- more units
- canoes will be added to Native americans only and will be limited to the Americas... the way the map works there is no way for them to ever get to the Old World with it...
 
Actually I am playing on second highest difficulty (I think that's Emporer?) and the barbarians still stack up and wait. Not just barbarian cheifs either... they build huge stacks of 20+ barbarians and just sit on my land. I've built roads right past them. And even on this level I am conqurering with tanks at 1500 AD. I'm just about to build the UN too.
Maybe I am just having a lucky game.

Anyway, I think maybe RasputinXXX has a good point. This mod is not for super city planning. Those suggestions for extra buildings and techs were more actually so I could keep building things instead of having so many cities producing wealth.

I'm so glad to hear that Native Americans can get canoes! :-D Will they be able to build harbors too so they can trade with the Old World when they are finally discovered?

Hey teturkhan, cna you comment on whether or not is possible to limit or slow the amount that the AI trades contacts? Maybe just increase their value a whole lot? Cause it feels so wrong to have Civs on the other side of the world declaring war on eachother in 3000 BC.
 
@Bobisback:

Thanks for the tips, I'm up and running now, this time as the Germans (right in the middle of crowded Europe... good for fighting! :goodjob: ) So far, no great wonders have been built right off the bat by the AI, which is good.

I'm wondering about bonus resources though. I have never seen a mod where some cattle show up in the beginning, but other cattle isn't there (yet?). According to the .bix file, there should be another cattle north of Berlin, but in my game, it isn't there. I don't want to get ripped off for any cattle! :mad:
I'm still trying to understand why some fish gives tons of food, and others don't , where's my wheat?, etc.etc.

Hopefully they will show up with later techs, but I don't know how you can have one cattle, but not another. Usually, these things stick together. Never seen anything quite like this before, where the tiles are... not consistent, it seems.
 
Hey teturkhan, cna you comment on whether or not is possible to limit or slow the amount that the AI trades contacts? Maybe just increase their value a whole lot? Cause it feels so wrong to have Civs on the other side of the world declaring war on eachother in 3000 BC.

-Yes this was one aspect of the mod and the game itself I did not care for... I have implemented some significant changes on this front... and personally I love the way it works now... trade, contact exchanging, mutual protection etc make so much more sense and feel way more realistic... no more of this nonsense of civs who never met declaring war on each other half way across the world - not until the modern era anyway ;)

but I love the feedback - keep it coming cause almost anything and everything people have mentioned I have addressed in version 2.0...

PS. Bobisback - Where is Elvis??? I don't see the :king:

and I have to say this is one of the funniest complaints I have recieved :lol:

Hopefully they will show up with later techs, but I don't know how you can have one cattle, but not another. Usually, these things stick together. Never seen anything quite like this before, where the tiles are... not consistent, it seems.
- remember cities in the city version and world map version reflect how they grew in actual history... Rome, Babylon and a few others are early risers in population... London is becomes huge during the Industrial Age at which time you will notice many more cows popping up :)
 
PS. Bobisback - Where is Elvis??? I don't see the

and I have to say this is one of the funniest complaints I have recieved

Elvis is to the far left. I just killed him with my Gundam, he had no chance.my Gundam had A/D/M of 115/52/8


edit: D. Minky if you PM me your sav I can try to figure out what is up with the barbarians. Do you have the lastest version.

btw how about 60+ new units, 10 to 15 new buildings, 3 new wonders, and 30+ new Resources.:D
 
TEturkhan wrote:
- remember cities in the city version and world map version reflect how they grew in actual history... Rome, Babylon and a few others are early risers in population... London is becomes huge during the Industrial Age at which time you will notice many more cows popping up :)

You know, I had thought that might be the case, but then I made the mistake of under-estimating the amount of time you'd put into that map & cities scenario! Alright! That's pretty impressive, I'm not sure how exactly you did that... well, maybe I do...

I guess I'll just keep playing, trust in the effort that was put into the mod, and do my best. :goodjob:
 
Hi TET,

I can't promise to make deadlines, but I'm willing to play test version 2, if that is still needed. :)
 
Civs are absolutely unwilling to trade resources if they have (0) to spare, but this is unrealistic when the item is usless to them. For instance, if Persia gets some Buddhist relics, they should be willing to trade them for price, or for material they need. But even if they are offered tons of money, techs, etc., nothing will make them give up their only Buddhist relic. This seems silly to me.
 
Originally posted by D. Minky
Civs are absolutely unwilling to trade resources if they have (0) to spare, but this is unrealistic when the item is usless to them. For instance, if Persia gets some Buddhist relics, they should be willing to trade them for price, or for material they need. But even if they are offered tons of money, techs, etc., nothing will make them give up their only Buddhist relic. This seems silly to me.

Yes, but the AI is programmed only to recognize resources as Strategic -- all of which are useful to every Civ, at some point, in the game as originally conceived.

*sigh* Yet another Mod-Maker's Woe ...

-Oz
 
I have always wanted to add some element of religion to the game. The Relics idea was the best I could come up with to that end. There are however limitations, all mod-makers have to work within the confines of the games programming. We can come up with excellent ideas but many times they fail to work because the AI doesn’t recognize them. For example, in a single player game on the TETurkhan mod you will find AI/Civ who cannot even use a certain relic and yet will demand any extra you have – the AI simply doesn’t understand this. I have though been able to get around this to an extent for Version 2.0 by bringing in a city improvement – Museums. Museums can be built if two different strategic resources “relics” are obtained by a Civ. There are different kinds of Museums, Asian, Middle Eastern etc and each can be built depending on which relics are acquired. Each Museum has its benefits, happiness etc.

I cannot fix the AI thinking but by doing this I am able to make it appear that has purpose. Think of it this way – the AI Civs want to build Museums to gain the benefits of such city improvements – and thus the reason they are unwilling to share. ;)

That’s the best I could come up with – hope that will suffice :)
 
Originally posted by teturkhan
Many people though I notice never comment on the random map version which is free of most limits... the game takes place on a random map and anything really goes...

Actually, since my Tibetan game keeps crashing, I have tried quite a few random maps. I tired Continents on mostly ocean, and still ended up with a two supercontinents. Archeopelego on medium water coverage I find works best and I currently have a game running on one. It is interesting, how there are several Ark of the Covenents, and Rice growing all over the place. But all in all, I like the random map version as much as the world map, if not more so because you don't know what to expect.

EDIT: About AI not understanding the value of a rescource. In my game I offered Buddhist relics to the Greeks. They offered NOTHING for them at all. I offered them to the Chinese, and they were willing to ghive me a tech for both of them(steam power!) It is true though how they won't give away the last of a rescource. That museum idea of yours is a good one, teturkan.

EDIT EDIT: Just thought of this. If the AI would trade away the last of a rescource, then Israel could just trade for Ark of The Covenent, and Arabia could trade for Islam relics. That would be unrealistic, I think.
 
EDIT: About AI not understanding the value of a rescource. In my game I offered Buddhist relics to the Greeks. They offered NOTHING for them at all. I offered them to the Chinese, and they were willing to ghive me a tech for both of them(steam power!) It is true though how they won't give away the last of a rescource. That museum idea of yours is a good one, teturkan.

Interesting... so your saying that other Civs are inclined to trade relics only relevant to them? by that meaning that they understand these specific relics for their particular Civ enables them to build a unique unit?
 
Tet, that museum idea is excellent!

I was reading about comparison between this mod and the DYP mod. I like that you've thought ahead to plan for different civs to advance in different ages. I think that's an incredibly great way to plan the world map, and I must say I love your world map! :)

I am sitting here playing the DYP mod as I write this and I'm just wishing that there could be a combination of the two. I think your game philosophy is better than any I've seen, and I especially like that you're adding religion to the game, which was a part that I missed moving from CTP2 to Civ3. I think it would be cool if you could somehow implement the DYP tech tree (obviously not for 2.0 hehe, but for a future version). DYP's techs are quick to research, yet there are tons of them, and with all those extra gov'ts! Extra units aren't such a big deal to me, but I like the way DYP editted the units to make many different forms of settlers, too. I doubt it would be OK for you to just borrow these from him, but it would be cool if you could adopt the good parts (tech tree, gov'ts especially) of the DYP mod into Test of Time.
 
What exactly is the DyP mod I've been heareing so much about?

@ teturkan: Yes, I was suprised that they actually understood the use of a rescource. I'll look for a save to upload to prove it.
 
Here's the save (sorry I don't know how to zip files) Once you load the game, contact China. Offer them Budda relics. They will pay refined wines and Silks(Would be more but apparently I broke a gpt deal somewhere) Don't trade though. Then contact Greece. Offer them both Budda relics, and the wont give anything. Ask for 1 pgt and it says they will be insulted by the deal.

This gets me thinking about museums. Civs would declare war just to get rescources to build a museum. That could get wierd.

EDIT Grr, too big. Can anyone tell me how to zip? PS file size is 769 KB. Even zipped, is that too big?
 
I posted that the mod wouldn't work with Patch 1.21F cause of the barbarian worker problem (post 592)... I tested it today with the new patch and it worked fine? I am working to recreate the problem if there is... if not well all good then right? :)

DyP meets TETurkhan
Interesting idea Kalel and I have kicked around in the past... maybe at a point we will do a mod together or merge them... who knows... everyone is so busy... and besides what would we call it? TETurkhan: DyP? That makes me sound like a Perv!!! :lol:
How about "The Annals of History"?
 
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