TETurkhan Test of Time (Map & Mod)

I'm not sure if you're still accepting feedback but im so bored waiting for 1.9 (hint!) ill post what happened in my last game.

Settings

Full mod (inc cities etc)
Deity
1.2 Althlon
512MB Ram
English

Rather than go through a year-by-year account of my game ill just go over the highlights and what i noticed.

Firstly, regarding the american civs, I just love the way when they are finally discovered (even on diety) they are not technologically advanced (to say the least!). I think that is a great feature of the mod and makes the game feel so historically accurate in that respect. Although in fairness thosse who wish to go any of those civs may find it a little difficult (i.e. impossible!) I do think its vital it stays in the mod. :)

Also I went along the route which you suggested in this mod's strategy thread which is to beeline for Writing if you start with Alphabet (e.g. English). Even at a 40 turn tech rate (10%), when you eventually get it, usually only the 'big 3' (India, China and Turkistan (I think)) have it and I end up making the trade of a lifetime that turn! I know some people have made a fuss out of India and China being too large (and having too many luxuries) thus making the game unfair I would have to disagree. Given that they are both rather non-agressive they make good use of the land. I'd rather have China owning all those Silks than Russia. Besides they usually declare war on each other and spend history in a tug-of-war that gets neither of them anywhere!

Also I did get extremely frustrated after spending hours (yes, did I mention my puny 1.2Ghz Athlon) constructing the army of Britain! (we're talking 50 Knights here) and an armada to carry them to Paris, only to find the buggers wouldnt get on the Galleys! At the time I never knew it was an issue that could be fixed in the editor so I just disbanded half of them (half to stay behind for protection) and made swordsmen instead. Other than setting me back a few turns and a day of my life, it was no problem.

Finally a critism, those fu$"_*£& Holy Ghazhi Warriors!!!! Somehow Arabia obtained the relics to get them (pretty easy if you go arabia I should add). We're talking 4,2,3 at a time when pikemen were just coming into fashion! But in addition to their rediculously low price of 30 shields (less than half that of a knight and faster (ok 1 less attack but that doesnt matter when you can have 2 of them for every knight)) is their outragious HP!! Elite has 10 yes TEN!! Im not being funny but just 1 of them is unkillable (given the new terrain bonuses) let alone a force consisting of dozens of them!! Id rather take on 2 knights than 1 of those! Half of the world turned pink towards 200AD as arabia began oblitarating every nation. Picking up great leaders in the process.

Think of this, I spent time reserving my elite knights to form my new 7 man army of elites and then, when I got 7 I made my army. 49 Strenght. It was a beast, I thought nothing is even gonna sniff it!! That was until it was comfronted by a partial elite,veteran,regular army of 6 units of Holy Ghazy Warriors with a strenght of something around 55!! (they made it with ease!). This might not seem such a big issue but play diety, the AI churns out 100's of them!! let me see you defend yourself with 4HP pikemen.

I appreciate the fact that you want these units to be 'special' and that they played an important role in history, but unless their modified in some way, if any civ gets them, then its game over!

TETurkhan Test of Time will be known as
TETurkhan Race for the Relics!!!

In addition to that I also echo what Moulton said with regards to the Templar Knights. Although however diffucult you might make these relics/grail etc to obtain, IF you do get them, you've won!?

The above illustrates how the minest of changes can have profound effects in a game.

Things I would suggest doing would be (Im only speaking for the Ghazi warriors here since i havent seen a Templar Knight, Arabia just build the warriors!, why not they're better!) reducing the HP. Make them normal (i.e. killable!!) Although I feel it will still be a huge advantage (almost guaranteeing the game to the owners) its a start. The bonus has to be minute on a unit to unit scale but considered on a civ wide scale to keep it in comparison with the game (over a period of turns with a number of warriors) so that the bonus does not kill the game.

I was thinking a benfit as minute as make them similarly priced as Knights (70ish ok maybe less 50ish) but keep its extra pace 4,2,3 but make its maintenance zilch. So in other words its not that much of a bonus to make them (still takes time, but you can build dozens of them and it wont put a strain on your economy (a free army).

Ive got alot more to add on terrain and pirate ships but i need to watch england. Ill add the rest later :)

PS thanks for a great mod, i dont even play on the game rules anymore!

Kosh
 
Hey Scrooge Slayer

Im not 100% sure but i think you cant build cities on various terrian (hills tundra etc) but hopefully someone who knows what they are talking about can correct this.

By they way how do you have settlers at 2500BC. At 300shields a go thats impressive!!

Kosh
 
thanks for the feedback!

I am going to make the special relic units upgradeable... but until that time you will have your hands full...

Tech rate is what I am adjusting right now... also I am creating city improvements for certain Civs to give them a tech, production, trade etc boost… especially the European Civs during the age of exploration and industrial age… One thing I should mention, I found a bug with London… seems I forgot to place a key resource there – thus the City doesn’t grow to its right amount during the industrial age…

I like over emphasizing certain units and periods in history. I love the idea of facing hordes of Mongols, Ghazi Warriors or Templar Knights… the idea is Civs that get these special units, become so powerful and remain that way until the coming of the next tech when the unit becomes obsolete... the key is to survive until then... you are right though - they do become powerful even and though for a brief time they can bring a quick end to you game if you happen to be their enemy… have you ever tried to appease them? Nothing like some good old fashion b*tt kissing to hold you over until you can do some b*tt kicking! :) I will however double check to see if these special units are all upgradeable, to ensure you don’t have to face them for too long…

Keep the input coming!
 
TET, with your 5 minutes between turns, were you playing regidide or normal?? Is the game requiring just as long as 1.7, or is it even longer now, or is it faster than 17.??? Good luck getting it out, I can't wait! :)
 
Actually though the wait is 5 mins its not that bad... just takes too long if you are testing instead of playing ;) (I am playing normal, bloody lost though - cultural victory for the AI - I wish I could set this point higher)

I welcome input on random maps :)
 
Well here's some quick input on random maps-

First off the Random Map Generator tries to give equal land to all. So instead of some civs (like Europe) having few cities, all civs will get usually 5-6 core cities and some colonies. I try to balance this by making more ocean-percentage but it still seems to want huge landmasses on continent settings. I've tried archeopelego on the least land setting, but that ends up with you on an island with from 2-4 civs on it. I tried to do it on medium water % and that seems to be ok, but it ends up with civs streaked across the map. My suggestion to people who want to do this is to either put it on medium water on archeoplelego or small water continents.

Question-can you limit amount of rescources generated? In one game I had about 4 Ark of the Covenants and I couldn't tel which is which.
 
Yesterday was supposed to be the release date of 1.9 The day is almost over, am i seeing another broken promise here? Don't mean to be so blunt but when I hear over and over that this will happpen by this date and then it doesn't..........well it bugs me.

But I do appreciate all the work, just wish you wouldn't make promises if you can't keep them. Please don't take this in a personal or bad way at all. Just a little constructive criticism.

TET RULEZ!!!
 
"I'm late."
Words you don't want to hear from Tet, or your girlfriend.

I've postponed my whole life waiting for this mod. I hope it comes soon! :-D But I know it will be worth it, and Tet must be exhausted from all this hard work. Let me buy you a drink! :)
 
As many of you know I had been working very hard on the proposal to Firaxis and Atari... it didn't go through :(

I have one computer on all the time working on the mod - while the other I work my business etc...

I know no excuse and I apologize for giving yet another date and not delivering - really im sorry..

I will though give you guys day by day updates though, so at least you know what I am working on - sound ok? :rolleyes:
 
Originally posted by D. Minky
Proposal didn't go through?! Does that mean no Best of the Net CD? :-(

What are they thinking! Well maybe you mod guys can still get to gether and publish "Better Than Civ." :-p We'll still pay ya!

The proposal should have been to just put them on the regular expansion CD just like they did in the last expansion.....
 
You are so right Kanaric and I fear that I may have contributed to this... I didn't mean for this to happen, it would have been ideal for fan based mods and scenarios to go on the actual Conquests CD rather than a disk that only can be obtained through pre-order...

the proposal I put together was aimed at the top mod makers coming together to create the best work they possibly can... everything in the proposal was aimed to this end...

Mind you it is still too early to know the final decision on things...

PS. OMG, this last test game is still going on believe it or not... I have 2 computers on my desk, one with the game working all the time... every time my turn is up I play and then another 7-9 minutes before the next one... this is waaaay too long... I have to figure out a way to increase speed more...
 
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More feedback.

The Pirate Ships, Man they are brilliant, there's nothing better than seeing MaryBeard (or whatever shes called) sail into the Meditarreanean and clean it out!!

Moving onto terrain.

Firstly with regards to the roads, although took some getting to used to, its a nice change, thank you!. For example in spain, I had to mobilize my forces to defend against the dreaded Holy Ghazi Warriors (HGW). Rather than drag my units to where they where needed, it was necessary to plan the best route for them so they would 'land' on the required square and be able to attack on the same turn etc etc. A good thing to add. It adds emphasis to units (such as HGW and Cavalry) with a 3 move, whereas in the old rules units with 2 or 3 move moving along roads was more than enough and little difference with 3 movement units.

Onto the defence values of the terrrains. This which i appreiciate isnt the most straight forward to alter, having modern age units (tanks etc) balanced with the terrain values, altering them because in the ancient era values make the game out of balance would be catastrophic but my views are as follows.

Spearman on anything other than grassland or plains have a defensive value of 4 (100% in forrest/hills & 200% in mountains). Now with swordsmen this is particularly difficult to deal with (given the cost difference of spearman to swordsman). Now imagine you dont have iron. Trying to take out that single spearman pillaging all your land can be almost impossible. All you would do is just aid in it becoming elite and an elite spearman on a forest is almost unkillable unless you sacrifice around 4 units. Now in my last game I got around this with the use of catapults. Thanks for the lethal bombardment!!!! Man I had about 50 catapults in a stack, it was known as the stack of death!

Now with these HGW the problem gets worse. If your spearman/pikeman manages to survive an attack (due to the HGW retreating), its almost impossible to finish off the HGW since it'll be sitting on a hill/forest (defence value of 4) even if it only has 2/3 life left.. :( unless of course you want to sacrifice 2 or 3 swordsmen. Either that or wait till it recharges and comes back at ya for another 'round'. Its a lose lose situtation.

I appreciate that you want to over emphasize certain units and periods in history however your only argument is that i should try to appease the particular civ. Well unfortunately, the AI civs dont value their life as much as i would (as I mentioned earlier I chose to go to war with Arabia, so in another game I would chose not to!) but the AI is not so smart and 7 of the 31 civs were massacred by the Arabians in a record breaking time (basically as fast as the HGW can move). Germany was destroyed in 5 turns. We're talking about 9 cities here. I personally dont think they even killed 1 unit! I reckon they musta got about 5 GL's in the process. I saw about 8 HGW armies heading into Germany.

A nation that spans from Western Europe to the middle east (including africa) made up of some 100 cities (almost half the 256x256 map!) is not going to be 'return to normal' merely because it has no HGWs. And this would just for starters once they obtain means to get to america, god help those indians, it would be a bloodbath. At which point HGW or not, its game over.

In short, hiding away for now means you're merely postponing the inevitable.
It seems evident you're not gonna change their values which is your choice but afterall this is feedback.

Im woffling on a bit now so ill revert to some more general points.

As you now know I didnt get into modern warfare (tanks, infantry etc but I was browsing the civlopedia at all those new units and I must say, when I get to WWII styled warfare, it will be damn fine. I especially like the infantry units of all the civs (having their unique infantry, French Infantry etc etc) and having different values to represent their respective strengths. I noticed the Germans have a strong military for that time with the Tiger II and their Infantry for which I cant wait to get to in my next game on 1.9!

Also ships, man (even tho i didnt get to build any besides the galleys that dont even carry knights!) I LOVE THEM!! Battleships, Carriors, the cost to build them and their strength really gives that sense of pride and value when upon construction of HMS Endevour, you see it sail out of its port in London for the first time a sence of real achievement :). Yes im actually gonna name them (I mean it, since i wont have more than 1 in service at any time!!). But compare that to normal rules where you just churn out a Battleship every 2 turns and the loss of a Battleship is no concern.

Ill add some more stuff later

PS I take it now that since we're gonna get a day-by-date update on the mod means we're not gonna get it anytime soon (like today?). Im waiting to start a new game but if we're talking weeks rather than days for the update then I'll start one now under the old rules, however most of the feedback I will be giving wont be relevant.

Peace

Kosh
 
Originally posted by Kosheen
Hey Scrooge Slayer

Im not 100% sure but i think you cant build cities on various terrian (hills tundra etc) but hopefully someone who knows what they are talking about can correct this.

By they way how do you have settlers at 2500BC. At 300shields a go thats impressive!!

Kosh

Hi Kosh,

Thank´s for your reply. I have already noticed that it is not possible to build new cities on certain terrain types. But I wasn´t able to biuld new city on any terrain.

I happen have fixed it up! I have reinstalled both PTW and TETurkhan mod. I don´t know where the bug was but it has been working now! You know Windows are still unreliable system that likes bothering its users with many stupid bugs.

I don´t consider having settlers 2500 B.C. as something impressive. Chinese have really good conditions for boosting their economics. Rice fields on grasslands provides rich food resources that cause fast city growth. China is also one of the countries that have larger number of cities. And when you smart exchange technologies there is no reason to be able to have settlers even much sooner.

I have already wiped out Mongols from Asia. Cambogia has it´s days counted and will follow Mongols destiny soon!
 
Originally posted by TETurkhan
PS. OMG, this last test game is still going on believe it or not... I have 2 computers on my desk, one with the game working all the time... every time my turn is up I play and then another 7-9 minutes before the next one... this is waaaay too long... I have to figure out a way to increase speed more...


What spec machine are you running? I found it was taking that length of time between turns in the middle ages! One thing tho, it wouldnt be such an issue for me since I could do other things whilst waiting if it wasnt for all the pop ups (Germany declares war on Celts and so on). Theres around 10 of them each turn and ya have to sit around to get through them all. Is there anyway to turn them off?
 
I agree with Kosheen that the pirate ships are cool, but if there was any way to make them appear later in the game that would be much better. In one of my files as the Greeks I wanted to colonise Africa so I loaded up 5 galleys with settlers etc. The ships chased me and even though I left some as bait they still chased me and killed all of my ships.

I know I've said this before but is there any way to make China less powerful? I know it was/is a powerful civ and all, but in my file China was crazy. Crazy as in: Conquered Mongols, Kmers, Persia, Turkistan, Celts, Spain, Egypt, Korea, Germany, parts of France Russia and Rome. That is just crazy! Chinese riders all the way in Spain!! In industrial times its just crazy, they have hundreds and hundreds of units, its only a matter of time... Maybe this is just me, or specifically in my game. I wonder if anyone else has this problem or if my China just got lucky.

@ Kosheen- One reason (probably) that teturkan has the defense raised is this: Think of Europe, with only 2-3 cities. If one city falls, then that civ loses about half of his total power! And the other civ gets his power increased by 1/3! So a Germany with only one city left trying to battle a France with three cities left is highly unbalanced. So in order to try and prevent this, he raised the values to make it harder for this to happen. I understand though what you mean about hard-to-kill units in defensive terrain.

Teturkan, is there any way to prevent a civ from building cities for a while? Sort of like what you were considering to do for America, to have it trapped on an island for a while. I'm talking about Europe/Africa/middle east/asia. Have civs like Hebrews/Egyptians/Africans able to found their cities first. Then 20-30 turns later, Arabs/Carthage/Rome/Greece build their capitol. Then later have Germany/France/Spain build their cities etc etc. I know this would be very hard but it would reflect history. I know you can't do this for 1.9 but with the new Conquests editor you might be able to. This might be a cool feature for random maps too. In random maps it would be harder though but if there was a create object trigger then it could be possible.

Ok, enough for now.
 
I don't think its the power of civs thats a real problem here. It's something that was just brought up -- the AI doesn't value its own life.

I think I've discovered that more important than maknig the AI value maps and contacts a lot more, is to teach them how to surrender! The AI never surrenders unless you offer it to them. I think this is *very* bad. Sometimes they wont even surrender when you have their last city surrounded!

If the AI learned to surrender more readily, then there would be much less massive destruction like is being described here. It wouls still happen of course, but less dramatic (China controlling the whole world, HGW obliterating everything).

I also agree with perhaps bringing pirates in at a later date. (If this is possible...) I LOVE the idea of pirates! I think it's wonderful. But I'd like to see the renaissance pirates appear during the renaissance. I hate being attacked by Captain Kid in 500 BC when I'm just trying to explore. The pirates are way too powerful at that young age -- perhaps some much weaker pirates that have a lot of hitpoints would be appropriate? Or give them less movement so as to make it possible to squeeze by?\

One more thing (I know! I'm sorry!)... Tet, is 1.9 much slower than 1.7? I've had the long turns you describe now in the middle ages on my comp... is it always this slow for you, or only in the new version? :-S
 
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