TETurkhan Test of Time (Map & Mod)

just cut it off wherever you're at right now.. otherwise u'll keep working on it forever - for things like this, you could aaalways find SOMEthing that can be improved.

Remember TET, we're still using 1.7 that we've had for months and months... LONG turns and all civs having contact within a few turns... ur working on all these new things, so i bet it's easy to forget what we're playing with... ao any fixes would be helpful at this point, seriously. Thanks!
 
Originally posted by teturkhan
working on it right now actually :)
trying my best guys... whats proving to me difficult is determining the cut off point between 2.0 and 1.9... almost feel as if I should of just kept working on 2.0 instead ;)


Can't wiat

btw Awsome Avatar teturkhan :saiyan: dbz is the best:D
 
Bravo Teturkhan for a valiant effort (as usual).

A few points:

1) I disagree with releasing an untested version. Most of the things that annoy you - you guys can fix on your own; for example, go in the editor and move "trade contacts" from writing to something later down the line, like currency, and move ability to form military alliances to nationalism.

2) Most of the stuff Tet is doing now (i think), is trying to balance the new units and changes he has made. The worst thing to do is to release the mod with all these new units that make certain civilizations "make their mark" on history, later to find that the AI doesn't even build those units.

3) Tet- why differentiate 1.9 from 2.0? Just take your time and finish it up. We can wait another week or two. Guys, trust me, you rather have it that way rather than find out that in 1940 the Japanese dont build the Zero or the Japanese special infantry and instead build.. something silly.

4) I LOVE D.Minky's guerilla idea - having hidden nationality. I think if they are the same cost as infantry, but slightly weaker, they would be balanced. The only thing Tet would have to do is make sure the AI builds them. The AI already HARDLY EVER builds Privateers. So as you see, it would take time to implement because you'd have to playtest it out.

--Rasputin
 
One thing I remember from Call to Power was that there were multiple types of AI.

There were seafaring civs, like portugal, who preferred large navies and built lots of ships.

Slaving civs, who built slavers.

Religious civs, who built clerics.

You get the idea.

That would be a cool way to implement different Civ traits in Test of Time. :-)
 
Rasputin, I see your point. However, some of us do not know how to edit the mods. Also, if people don't want to play the untested versions, they can keep playing 1.7 until 2.0 is out. But whatever TET decides to do is great. Thanks again for all the hard work TET!

I still like the guerrilla units idea too. In addition to not being able to capture cities, they should be like barbarian units - consiript hitpoints, don't you think? Oh and another idea, maybe they could get ransom gold for pillaging lands (aren't most guerilla groups out for money anyway?)? Just some thoughts...
 
Your right Rasputin :)

1.9 was to give people something but its so close to 2.0 that it maybe just better to wait... I want something that is tested 100%

sorry folks - I really hate to open my mouth get people excited then only to say wait longer but thats what I am going to do... on the positive side there are some new very exciting developments that I will let you people in on in the near future :eek:

late night here up at 1:00AM still working on the mod - throwing in the towel... 1.9 won't happen but 2.0 will and it will make up for the long wait everyone has been put through - I promise!

PS. I am going to try to put guerrillas in the game - great idea guys - just have to test it and see how the AI makes use of it...
 
I have a solution for the guerilla!

Make him 0/8 with LETHAL bombard of only 6 or 8 (ROF 1).

That will make him be able to infiltrate enemy territory, bust up roads and other improvements. He will be able to hold his own if attacked. And he will have the opportunity (albeit at low probability) to kill a wounded enemy unit at range i.e. hit-and-run tactics (lethal bombard). Of course he will have hidden nationality. The strength of 0 is necessary for him to be UNABLE to take cities. When in history do u recall guerillas taking a city for their LOYAL government (for themselves maybe... but that's not implementable given the current editor).

The only thing is Tet will have to see if the AI knows what to do with it. All this work for poor Tet to do. But hey he has more time now :)

--Rasputin

PS: The Shofar Warrior is WAYYYY too powerful. You gotta make him UN-UPGRADEABLE. As a matter of fact, all of the religious relic units should be un-upgradeable. I've won too many games overrunng the world with religious units and then when I get the tech, upgrading to something horrific. The effect of religion wanes over time, as should their power.
 
Hmm I wouldn't say that the power of religion wanes over time. Look a t the wars we're fighting now! :-p

But maybe a ways to solve the religious warriors being to powerful would be to make separate stone-age, medieval, industrial, modern religious units. That way they could upgrade to their own special type of modern unit. For instance, maybe the stone-age christian could be the Praetorian Guard (since Rome did make Christianity what it is today, and the Praetorians were the official defendors of the state/church in Christian Rome). They could upgrade to Crusader Knights when Chivalry is discovered. Then they could upgrade to... I don't know, something else? At least they could maybe get better attack and defense through the ages so they don't become completely obsolete? I dunno, this was just something that hit me right now.

Also, Tet, I was wondering do you think there is a way to make a Dark Age as an antithesis of the Golden Age? I think that might be a cool concept to fit into the game, and maybe it could give an excuse to add the possibility for a second Golden Age? Eh, just another thought.
 
OK everyone, let's stop throwing out new ideas for TET to implement so he can get it done! :) Let's hold our ideas for after 2.0 , maybe they could go in a following version.
 
D. Minky, I have CTP so I know what you mean. The only problem is that you begin to realize what "type" of civ they are and that almost takes some fun out of the game; every time you see a slaver you are reminded of the fact that they will often build slavers, etc.

EDIT not to create a new post I'll say just say this here. I like your idea about the religions having a unit for each age. As you said it stops you from building Templar Knights in the Modern Age and instead build Templar Tanks. ;)
 
The reason religious units upgrade eventually to something less powerful is because I wanted to limit the window of opportunity for such units... Yes they make a huge impact but within a given time - after that the opportunity is lost...

That would make religious relics obsolete in a sense too after a certain time but maybe later in the game I can make them prerequisites for museums etc...
 
Prerequisites for buildings don't work very well. Most of the time, you can build the building without even having the right resource. I think the game code doesn't deal with prerequisites for buildings too well, even though it lets you specify one.

--Rasputin
 
Could someone please tell me, can I load a saved game into the Editor? I'd like to adjust the mod to allow knights to board ships. Or do changes have to be made before the game begins?

Thanks!
 
TET, did you intentionally make it so Scientific civs do NOT get the bonus tech when beginning a new era? I'm the Greeks and learned currency, advanced to the next era but did not get a tech bonus.
 
tet, are we supposed to use accelerated production in this mod? i know that you left it available, but im finding that things get a little off... like the timeline for instance... did you intend for normal game production? just wondering
 
Originally posted by iamliberal
Could someone please tell me, can I load a saved game into the Editor? I'd like to adjust the mod to allow knights to board ships. Or do changes have to be made before the game begins?

Thanks!

Sorry to say that no you can't do this.

If you change anything in the bix file you have to start a new game. (In other words all the scenario data is stored in the savegame once the game starts.)
 
I have a small issue with this mod - it's just too easy.

Because... while I'm building military... and more military, for thousands of years, (since due to slow techs, you have nothing ELSE to build)... meanwhile the AI's are just busy building settlers, that cost a huge amount of shields. Naturally, the AI is not going to abandon it's settler diarrhea ways, and this extreme cost of building new settlers - is crippling the AI.

And yes, I've tried the hardest difficulty level, and played a variety of 'weak' civs. On Diety, playing as the Germans, I conquered all of Europe, and some surrounding areas, by 2700 BC. The AI had been building settlers, and had weak armies, while I had been building gargantuan numbers of swordsmen, horsemen, archers, and some spearmen - for many centuries. Once I started conquering, one civ after another fell - like dominos. All too easy. I conquered Poland in 2 turns. France in 3. Then the Celts fell quick and easy, then the English, and Scandinavians, etc. None of these AI's had bothered to build any significant military power, whilst I, on the other hand - had a ridiculously large number of swordsmen.

I'm thinking about taking settlers out of the game completely - for this mod. That would solve this problem, yes? What do you guys think?
 
I noticed this a while back. The AI has set objectives and pursues the building of settlers regardless of how expensive they are. The new version however eliminates this as a problem. I simply do not let them build settlers until a given time - in accordance with developments in history.

In the final stage I will set up testing of the mod with the various people that have volunteered. The objective being to play as each Civilization and finding out their strengths & weaknesses. Any imbalances contrary to history will be eliminated for version 2.0

BTW- I played as Israel and found it to be a very challenging game, but then again I may not be as good as some of you :)
 
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