TETurkhan Test of Time (Map & Mod)

here are a few points for those of you who haven't had an opportunity to review the readme file yet:

For some reason when I do open the readme file I get an error and it won't open. But I had read your notes about this, so I knew what you were wanting to do. I love the map, but playing towards the goals of this map (correct cities in correct locations with correct populations), I don't really care for. Great idea, just not for me.

Maybe if/when you get more techs/units in the mod I will give it a try. The tech tree that came with the original civ3 game is just too short for me. And I don't like being limited to so few of the original civs. All these other puny (handicapped) civs I don't like. I like to play with 16 fully capable civs. Where are my Americans! ;)

I can tell you one thing about resources on my map, they are very precise in their placement (location)... I did everything to ensure correctness on this front, so in my view and I don't think anyone elses will be dramatically different (most of us have the same sources )

Yes, yours is accurate, but I need other sources to include all the resources from the DyP mod that yours doesn't like copper, flax, olive oil etc. There are 14 other resources I would have to find spots for to put them on your map. When I see a wine I can easily switch that to fish as by the terrain it is easy to know what is what. But other times it gets way too confusing knowing which resources I had just changed and what was already there and not changed. I've given up on it anyways. Too many differences between land shapes (like Alaska) to put the resources very accurately.

The next version of DyP has 7 additional resources and the resources have been rearranged in the bic.

PLEASE tell me that you will arrange the first 22 resources in the same order that the original civ3 game has. This way when we load up an unmodded game we don't get wines where the fish should be.:crazyeye:
 
Feels like we are beating this issue to death. Firstly, if we are looking at my map you will notice Argentina is not all desert, in fact it is fertile with flood plains. Now if we are talking on whether or not Argentina has any desert, then all sources I have run by are conclusive in indicating that indeed there are.

You are welcome to make those changes to the map you wish, however at this point I am happy with the look of Argentina and don't feel there are any errors...

PS. The link you provided is in spanish, and unfortunately I dont know any :confused:
 
strange, has anyone else had a problem with the readme file???
Gosh there is so much information in there - hope its working...

response to Bamspeedy:
limited tech tree: I agree, the games original tech tree is somewhat short, I will be working on a dynamic tech tree, one that allows specialization beyond the current limits.... I will however only add techs as long game balance is not jeopardized, simply adding techs just for the sake of having more doesnt work for me...

resources: Same as techs, having more resources is great but I like there to be some application behind it, some depth... I dont care for resources just as additional cosmetics/graphics... I will be looking into adding more, but only after I am comfortable that it will add to the mod, make it more dynamic...
 
strange, has anyone else had a problem with the readme file???

It could be (probably is) my system, but I get a 'Wordpad has caused an error in MSWRD832.CNV Wordpad will now shut down' message. If you can put it in some other format, like notepad and e-mail it to me, that would be great. Bamspeedy@msn.com


resources: Same as techs, having more resources is great but I like there to be some application behind it, some depth... I dont care for resources just as additional cosmetics/graphics... I will be looking into adding more, but only after I am comfortable that it will add to the mod, make it more dynamic...

Yeah, I see your point. Bonus resources are pretty much just for cosmetics/graphics. No need to really add any more bonus resources (or any resources that would add food) to your mod since you have all the populations figured out correctly. Although it is kind of nice to be able to put seals up north in the coasts instead of fish and whales all the time. But if you re-distribute or randomize natural resources you end up with seal by the equator :o.

I guess you should kind of watch how strategic resources work in other mods to see how that affects the game before implementing them. Examples: How desperate are civs to gain this resource or that one? How do they value them? How good/quick are they at acquiring the resources they need at the appropriate time? In the DyP mod in some games the AI lacked any navy because they couldn't acquire all 3 resources needed for some ships. So some resources the AI does pursue and others it neglects depending on how it values that resource. Which I don't think anyone has figured out a perfect formula for yet.

I downloaded the map and switched the rules back to default rules (which would be the DyP mod for me), then re-distributed the resources. I then tried loading the game and it wouldn't load. I gave up after 15 minutes of watching the 'configuring scenario' message and it still looked like less than 10% of it was loaded. I have a fast computer and was expecting a few minutes wait because you said it does take several minutes to load, but I wasn't expecting that long of a wait. Perhaps there is a compatability issue of switching rules to some other mod?
 
Did I say that? If I did I was just kidding :D

Kalel & I will be working together in the near future on a merger effort... you can expect my mod to incorporate more elements of DyP ( I can hear Kalels evil laugh already "Muhahahaha")...

currently though I would suggest holding tight, if you really want to play with my map best to use my rules - if not, then wait some until Kalel and I get something put together...
 
Hey Teturkhan, just wanted to see how things were looking. Did you decide on the Civs?
 
31 Civs will be in the PTW version of the Mod. The Neutrals have been dropped, along with the Americans (wanted to recreate Colonization), and finally the Babylonians.
Here is a list of Civs included in the Mod:
-Rome
-Egypt
-Greece
-Israel
-Germany
-Russia
-China
-Poland
-Japan
-France
-India
-Persia
-Aztecs
-Zulu
-Tibetans
-England
-Mongols
-Spanish
-Vikings
-Turks
-Celts
-Arabs
-Carthage
-Korea
-Hungary
-Abyssinia
-Songhai
-Sioux
-Indonesia
-Khmer
-Incas

Three versions of the Mod:
1- Multiplayer Version
2- City Version: All 31 Civs, and 250 cities
3- Regular Version: Just Starting points (no cities)

I will give more details later- too busy right now working my butt off trying to get it completed :crazyeye:
 
:goodjob:!! Great to see it coming together! But;
Teturkhan-
dropped, along with the Americans
-Incas
-Sioux
:confused: Do you mean the American Neutral civs??? Im sorry to see the neutral civs go, but glad to have the new ones:D. And in the end, I think you made a good decision. Im especially interested in the "multiplayer version", sounds interesting.
Teturkhan-too busy right now working my butt off trying to get it completed
yeah, i’d hate to have to think of the City lists!
 
I wanted in the Americans in it, but colonization is a big factor in my mod, so instead I opted to put the Incas, Aztecs & Souix in the Americas. I gave them a fair amount of cities from the get go, and curtailed their ability to produced settlers until around 1500. Otherwise they would have probably settled all of the Americas.

I loved the Neutral Concept as well, but with insufficient time to test and the problem with them being so powerful I had to go with the other alternative. Kalel and I talked about the possiblity if bringing them back in the future when he & I will work on a joint project.

I might though put Americans back in for the Multiplayer or No City versions of the Mod. Let me see what I can do...

how have your games been working out? any news?
 
teturkhan- curtailed their ability to produced settlers until around 1500.
This means new units:D. But its important to remember that many people will want to play as the Incas or Sioux, etc. So not to make them to light handed. On the other hand, it sounds like a good gameplay experience, to start out with cities, concentrate on building up, and defending what you already have.
teturkhan- how have your games been working out? any news?
Well I tried a game as the Europeans, but gave the other civs a head start.(waited) The Rus had to be my biggest non-neutral competitor. and the way they are going, they would soon be stronger.
 
TETurkhan - Do you have the modder's version (map with no resources) still around somewhere? It looks like there was at one point, but I can't find it anywhere. Because I discovered what the problem was in trying to use your map for other mods. It's those units (workers/different military units) you placed with the barbarian camps. With other mods they appear as settlers, special ops, great leaders, mech infantry, etc. And when you try loading the map in a game it won't load (when using a different mod). Once I deleted all those units, the map loaded up just fine (and pretty quickly).

Playing on a Giga map though, I have to get out of some bad habits, like trying to get a city on every single island, and having some overlapping of tiles. Otherwise I hit the limit of 512 cities too soon.:blush:
 
Hi all this is a frog civ3 fan :-)

teturkhan congratulations for this great map! but where exactly can I download its very last version ?
Do you know if it works with Civ3 VF + patch 1.21 ??

On general topic : I am really disappointed by the game's gameplay. even if the keyboard helps a lot, to my mind it lacks of informations in the city and advisors screens, total amounts of culture per city, direct change of "mood" in the city advisor sreen, etc. etc.

Any news from a civ4 ??? :-)

Thanks for your help
 
Civ4?:D. Nah, maybe in a couple years though, you might want to look into the PTW expansion, thats Play The World. (it will be out in october)It makes a lot of changes, add 6 new civs, give multiplayer, better Scenario features, new terrain graphics, a Japanese unit pack? etc. But I havnt heard much about city-view changes. What exactly is the problem? I think in 1.21 patch it says how much culture in the upperright corner. how many turns to expansion anyway, and how much it has total, im sure this is in 1.29 patch. I dont think the mod works on 1.21

Teturkhan, I haven’t gotten around to much testing lately:(. because I decide to start a Prehistoric mod:lol:. remember that game I played on the modders edition map? The one without resources? I said I liked it without resources didn’t I? I liked it enough to attempt a mod anyway:lol:. But I promise to get testing again, Think Ill try the Indians this time. Do You have any Info one the next update? Also If Bamspeedy still needs the Modders Edition I still have it.
 
Hey. Readme doesn't work for me either. Take out any weird fonts or pictures, maybe? Or put it into .pdf? Should I try to play it without reading this, or could I screw something up? Bye. :( :) :( :( :) :(
 
Hi all!

First, sorry about the Read-me file, I have a tendency to use weird fonts and I bet that’s what is causing the problem. :D
(don't sweat it though, there is nothing overly critical in there)

New-News:

• I posted some new snapshots on the first page - check them out.
• TETurkhan M&M next version is complete (will be available on the PTW disk)
• In the meantime I will return my focus to this version and fine tune it a bit, you can expect an update within a week.


That’s about it people!

OH Yeah! Just one more thing: I wanted to ask some of you - when you get a chance could you please rate this map. All you have to do is go to the bottom right of any page in this thread and click on where it says Rate This Thread. Then choose between 1-5 on how this map stands with you.

Thats it - thanks!
 
teturkhan-

• TETurkhan M&M next version is complete (will be available on the PTW disk)

:goodjob:
 
Well, glad your back! For a while I thought you gave up on this or something. Just what exactly do you plan change with this version? Does the new version that Will Be in the PTW, have no have Neutral civs? (you dont have to answer this though)
before you were talking about 'the PTW version' and you said you were getting rid of the Neutral civs, So does this mean, that in this version, (the one you said might come out in a week) the Neutral civs will still be intact?
 
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