TETurkhan Test of Time (Map & Mod)

Could I ask someone to send to my email a default roads.pcx picture, please? I have overwritten it with some new version having buildings by the roads. But I don´t like it anymore and don´t want to reinstall PTW because of it. Thanks a lot.
 
And man Tet, I have to say whatever you did with Contacts is GREAT! Everyone may still have the whole world map by 2000 BC, but I have'nt heard from East Asia yet, and wars are only being fought by neighbors, and mutual defense pacts too. Wonderful!

(I also like the wonders in their historic spots!)
 
Tet, your scenario is the best! I have one question though.

I used you scenario straight from the PTW disk, made a few changes, and am ready play it with some friends. There's one thing I've noticed, however, in the game. I can't rename my units at all, even though I can in other PTW games. I was just wondering if there is a way to fix this in the editor or if I'm stuck with not allowing my creative juices to flow :) . Thanks in advance.

Oh, before I forget, any chance of adding tea, sugar, or opium with all the other spectacular new resources? I think they're pretty significant as well, but i like the one you have now too.
 
I love this map/mod! It is by far my favorite. Thank you soooo much for stopping expansion in your cities version. It is a lot more fun without having to yell at my neighbors every turn to get out of my territory. I like how you slowed down the tech rate to follow real history. This is the best EVER. Can't wait for version 2.0!
 
I spent a considerable amount of time working on version 1.90 since it's posting. As many of you know, I accidentally installed (partially – thank god!) over top the new files I had been working on just before I posted– still can't believe I did that still! :crazyeye: That is the main reason you are seeing a number of updates in such a short span of time - just correcting some over written files.

Anyhow I am sorry to those of you that have already downloaded 1.90 & 1.91 but rest assured that 1.92 should be the final one until 2.0 :p

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Benderino - I will look into adding more resources for version 2.0 :) As for your problem renaming the units there is a bit more to it than just the name change in the editor. You will also need to make necessary changes in the Pediaicons.txt file. I am quite certain there are threads that give details on how to do this.

Scrooge Slayer - The mod now uses default road graphics :)
 
I think by rename he means in the game, the special feature in PTW where you rename just one unit.

Anyway I have to give you my extreme thanks. What's this with wonders in historical cities? Anyway, I started an game as the Russians in random map mode. I am up at the top of the continent. I made contact with my neibors and a few others but my scout got killed by barbarians. So I decided to wait for writing to get contact with the lower civs. Writing came in, but no cantact trades. That's great! Tank you thank you thank you! I had to build some scouts and send them through treacherous territory to get contacts. The cool part was, up in my neck of the woods, we only had secondhand maps. None of us had knowledge of what lies below. It was great! Another thing in general is that I like how you had changed barbarian unit to swordsman at the beginning of this mod.

One more thing: The relics idea for random maps might not be great. In the game I have the hebrews have one Ark of the Covenant but the other is on another island deep in Indonesian territory. By the time the Hebrews get the technology to cross, they will have no need pf Shofar warriors. Do ya think you can make upgraded units for relics, and put them in 1.92? (uless you've already done that) I know its a lot to ask but its a long wait till 2.0.

Thanks again for making this beautiful gorgeous mod. Civ will never be the same! :thumbsup: :goodjob: :thumbsup: :goodjob:
 
I'm sorry, one more thing, I don't feel like editoing my post above: For getting turn times to line up with history, did you ever think of lengthening the turn time instead of the tech time?
 
Quick question TET

In the bug report for 1.91 you have Revised Tech rate (major flaw found)
What do you mean by major flaw


Also on a different note I don't know if this is a problem in 1.92, but in the 2000s of 1.7 (or what ever version before 1.9) I've had mass starvation in my civilization. So for 2.0 whould it be possible to have expanstion in to the oceans with under water cities.

Just a thought for the future
 
Shadows - There was a flaw in the formula used to ensure tech rate and time in history are in sync. I spent the better part of yesterday working on it - it maybe a little off still since no testing has been done on it. Most recommendations after this point will be carried out on version 2.0 - please do as much testing and do not limit this to the city version only.

Also - everyone should know that this mod should be played at a difficulty setting of Deity & you should have Respawn Civ option turned off. All my testing was done with these options.
 
If I started a game using 1.91, can I continue on 1.92 or do I have to start over. Not a big deal, but I'm hving fun colonizing North America in 1000 BC;)
 
I know the download is quite large - and most of 1.92 is the same as 1.90 except for some text & BIX files. I recommend you play version 1.92 because I really need the feedback in designing 2.0.

As for colonizing North America in BC you might not be so lucky with the new version unless of course you get by those Pirates ;)
 
Originally posted by TETurkhan

Benderino - I will look into adding more resources for version 2.0 :) As for your problem renaming the units there is a bit more to it than just the name change in the editor. You will also need to make necessary changes in the Pediaicons.txt file. I am quite certain there are threads that give details on how to do this.

I think I may have mispoken, or I just don't understand :confused:

In PTW games, while playing, you are able to click on, say, a rifleman, and rename him to Benderino. Then you can click on another one and rename him to Benderstein. And another to Benderavic, or Benderas ;) etc. You get the point. However, in your game, there is no option to. There is not button to click on the screen when a unit is selected. Normally it would be near all the commands at the bottom, however, it isn't here. If this is still what you are referring to, then its purely my ignorance. :o

This will be the last time that I ask, because I don't want to take up any more of your time with silly questions as this. Keep doing a wonderful job.
 
Tet, for 2.0 --

is there a possible way to elimate those "X signs military agreement with Y." "X delcared war on Z." Every turn? I know I could sidestep this by not building embassies, but I like ot have embassies, and sooner or later, embassies will be built in my land.

The thing is that I like to hit End Turn and then go do some work while it cycles, but this is impossible with the constant alliances every turn. Would you be able to lump them all into one announcement that you get right before your turn?
 
don't know if you tried to set it up so you can't trade contacts early on with the new version, but I still managed to be in contact with everyone by about the 4th turn
 
Help Test the TETurkhan Mod
Choose from anyone of these three:

1. World Map w/Cities – over 250 cities in their correct locations.
2. World Map – only start positions.
3. Just Mod – random map of your choosing (make sure to specify details of your customized map).


As you are playing a game please fill in the following form and when finished send it to me at teturkhan@hotmail.com, Subject Line: TESTER

1. Your Name & Age
2. Skill level – beginner, intermediate or expert
3. Details of your game (preferences you have chosen etc)
4. IMPORTANT: As you play log the year of each tech you discover.
5. IMPORTANT: Log any points you want to make, things you like, things you don’t like – remember the key of the mod is to recreate history while still allowing a player some flexibility in changing it.

That’s it!
I know its time consuming but I assure you that I will give each and every detail you log my attention. It will really be a great way for you to have input on the making of Version 2.0)

I thank you in advance and look forward to you assistance.

TETurkhan
 
don't know if you tried to set it up so you can't trade contacts early on with the new version, but I still managed to be in contact with everyone by about the 4th turn - Mungman

4th turn!? :confused:

What Civ are you playing? You should only be able to make contact with Civs bordering yours or through direct contact. let me know...
 
Mungman, are you sure you're playing 1.92 because you shouldn't have contacts?...

Benderino, I thought you can only name Elite troops that produce Leaders??

TET, thanks for the update!!
 
Hi Tet--

This was my second time through your mod. The first time I played Arabia/monarch straight from the PTW disk version, and this time I played Rome/monarch in the version that just preceeded 1.90. I thought I should give you some feedback.

I don't know if any of my problems have been addressed in 1.9x, but testing it out is pretty time-consuming.

First of all, I want to say that my game as Arabia was awesome. For a long time, I was stretching my resources to the breaking point, trying desperately to conquer more land. I conquered most of Europe with bowmen, which was hard, because back then many of the Hungarian cities in the Transylvanian Alps were built on mountains and sometimes 20 bowmen would die in city battle. But later wars required Knights (Ansar Warriors, actually), which call for a totally different battle strategy. By the time I conquered North America, the strategy was again very different, with flamethrowers shuttled in Mech Infantry. Overall, it was my best Civ experience ever.

My recent game on 1.8x sucked in comparison. I chose to play Rome because I wanted the upper hand of their Leigeonaries. They turned out to be far too cheap and too powerful. I had conquered all of Europe, Arabia, Persia (where I built a Forbidden Palace) as well as India (!) before the Ancient era was over! I had built the Great Library, but my enemies were falling so fast that world science research was minimal. With India and Turkistan dead, only China was left doing any research, and they got overrun with 200+ leigeonaries just as they started building Pikemen (around 350BC).

What sucked about this game is that was its incredible monotony. I had overrun all of Africa + Eurasia in the same way: running leigeonaries. It's terribly boring, because they were slow and didn't offer many alternative strategies besides the standard "march in several big stacks." Though I was killing my people as fast as I could, conquering the world as fast as I could walk, I was still producing a surplus of leigeonaries, to the point that by 300BC, after the defeat of China, I had more than 1000 veteran + elite units leigeonaries. Basically, world history was over before anybody even discovered education. I was pretty disappointed!

Here is my diagnosis of what went wrong. I hope you consider fixing some of these things.

1. Leigeonaries are way to cheap for their power. Crucially, they become buildable very early in the game, and though they cost the same as a warrior they are more powerful than swordsmes (who cost 3X as much). Because Italy has many initial trading partners, they get Iron Working very quickly and basically for free (through intelligent buying and selling of advances). And an iron source is sitting right there in northern Italy. It's a recipie for disaster! Only a few turns later, all of Europe was mine, and most European cities were making a Leigeonary every single turn.

2. I understand conceptually why settlers must be so expensive, but the AI is really stupid about buillding them. The only practical way to make them is through rush building, and I don't think I saw the AI do that, ever. It means that their most productive cities spent most of their time making the 300 shields necessary to make settlers, instead of building troops or civil improvements. What's worse, once they did build the settlers, they just walked them around aimlessly, because very few squares in the game actually let you plop down a settler. The 300-shield settlers basically make AI civs ********, so they're not much fun to conquer.

3. The slowness of the science research guarantees a monotonous game which is 100% decided in the ancient era. That defeats one of the neatest features of Civ3. All your work about fancy troops that come later on is wasted. For example, elephants are neat units, but sadly, everybody died before Chilavlry was even discovered! I spent a week of leigeonaries killing spearmen. Not so great!

4. Nations were very reluctant to fight each other, at least in the ancient times. In my earlier game as Arabia, China had taken over a big chunk of Asia, built lots of cities, and in general, made a powerful rival. This is all in a game in which the only realistic way to increase your power is through conquest, because settling lots of new territory is out of the question.

OK, that's enough to get started. I appreciate all the hard work behind this mod, and if it hadn't been made, I would have quit Civ3 a long time ago. I understand the motivation behind the changes, but I think they actually detract from gameplay. Sure, I probably should have been playing on Deity instead of Monarch. That would have made the science go faster and nations would have been somewhat harder to overrun. But it seems like there should be a simpler way of finding balance!

I think the most important fix: make Roman Leigeonaries cost more. 20 shields would still leave them incredibly powerful, since swordsmen are weaker and cost 30. At 10, they are just the world's vermin.
 
1. Legionaries: They are still cheap to build in version 1.92; however there are considerable more tweaks that should make controlling such a huge empire more difficult. In tests I have run using the latest patch Iron Working isn’t discovered until around 1000BC. This gives most of the AI's time to build up. The Romans, Mongols are two Civs that can pose a serious threat to completely overrunning the world - which is good but not good it it’s too exaggerated. If the problem persists even with the newest patch and playing on deity setting I will address the problem :)

2. Settlers: Good point and it has already been addressed in 1.92.

3. Slowness of science research: I couldn’t agree more. I fiddled around considerably with the tech rate and time in history trying to strike a balance. It is still very slow in the beginning but through exploration, contacting and trading with other Civs you should be able to keep up. Remember though some Civs are meant to be backwards thus the problems facing them unique and different than the problems facing others. Again I would like you to try version 1.92 then get back to me.

4. Nations were very reluctant to fight each other: I noticed that too, but my latest test has shown otherwise. It’s an all out war! One time the Chinese were crushed, another time the Turks, and the latest test the Arabs and Indians ganged up on the Persians. 1.92 I believe will alleviate many of your concerns.

Thanks for the input - seriously - its greatly appreciated! I should mention however that I highly recommend you play at deity difficulty setting so we both can compare results. As for the suggested changes I agree with you on all of them and if the same problem persists while playing deity and with the new patch I will implement the suggested changes.

I am looking forward to hearing from you again! :goodjob:
 
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