TETurkhan Test of Time (Map & Mod)

I've noticed that the settler units are trucks. In ancient times, this seems like a bug? - PantheraTigris2

Can you elaborate on this?

Thanks,

TETurkhan

PS. I will make up my mind on what course of action regarding the posting of a newer version within a weeks time. There are some current developments that need to be solidified prior to me proceeding. I have though taken into account the feedback many of you have made here.
 
TET, In my games, once the AI finished it's first settlers, and they began 'moving out' - I noticed a particularly strange sound effect to be hearing in ancient times - an engine! Since their settlers are always defended by a spearman or something, you have to pay close attention when the AI moves them one at a time.

But yes, the AI settlers are trucks. A box-looking truck. Like the one I used to move from one apartment to another. And the sound effect goes right along with it. I have NO idea how the Hungarians, French, etc. all managed to come up with an internal combustion engine in 3000 BC! But there they are. They're all over the place. All the other units seem fine though.
 
Well, when I got PTW, I did a fresh re-install of Civ3, then went ahead and installed the 1.29 patch (just for kicks), then installed PTW, upgraded to 1.24, and then installed the latest DyP stuff, which I don't think should mess with anything, but I don't know.

After that, I installed your mod as directed. Like I said before, everything else seems to be fine, no other tanks, Humvees, or anything like that in ancient times. I'll see if I can get a save...
 
OK, by the way, in your civilopedia, TET, I've noticed before that there's a "Settler" unit, and then right below it, a "Settlers" unit. They are both the same, as far as I can tell, except the spelling.

Alright, in my current game, I skipped ahead a couple of turns, to get some AI settlers into view. Just hit 'end turn' when you load the save, and during the AI's turn, first you'll see a Hungarian settler unit move near Kiev, and then a Roman settler move near Venice.

For me, these units are trucks, and they make a loud, obnoxious engine noise.



Hmmm, with both winzip & win RAR, I can't get the file even close to 1/10 of a meg. :confused:
 
I know I have been making you people wait a long time for the next version of the mod. There is however a good reason for this and I will share it with you all at this time…

I have been working on a potential project that would involve Firaxis and a number of people here in the Civ Community.

The proposal would have the top mod makers, animation designers here from the net come together and work on a CD project called “Best of the Net”. We would all work as a team, pool our efforts, ideas and concepts in order to come up work that is nothing but top quality. Our ultimate aim is to have this CD included in the next expansion: Civilization III: Conquests. Currently, the proposal has already been submitted and we are all awaiting for a response from Firaxis.

The CD would contain:
• New Versions of the Top Mods made for the game – such as DyP, Balancer, Ancient Mediterranean, TETurkhan and a few more…
• New Unit Animation & Leaderheads: Minimum of 100 units & 10 animated leaderheads with supporting Civilopedia art. All of which will be specifically designed for the mods found on the CD – so in essence 10 new Civs.
• New Sound Effects
• New Interface Screen: Completely transform the menu screens into a new distinct look
• New Terrain Types
• 5 New Scenarios: Some of them so unique that I would venture to say they are beyond anything made for the game to date

If you haven’t been contacted by me yet but feel you have something to contribute to this project, then please submit an email to me at teturkhan@hotmail.com, and give details of what you have to offer. (Note: this is not a solidified deal and still is pending on a decision by Firaxis).

I hope this clarifies the reason behind the delays for me posting the next version of the TETurkhan mod.

TETurkhan



PS. PantheraTigris2:
Hmmm, with both winzip & win RAR, I can't get the file even close to 1/10 of a meg.
Sent it to this account: ray@xrayproductions.net
 
No, I never manually changed anything. I have no idea why only one unit type is messed up, but no others (that I know of yet). I installed the DyP mod, which I thought had it's own special folder for units in PTW. So, I don't know. From now on, I'll just do a fresh installation for every single time I switch to play a different mod. Even still, this shouldn't have happened. I thought for sure it was just some kind of little glitch in the TET mod, but apparently not. Kinda takes the realism out of it when you suddenly see a truck driving around in the BC's. Oh well, maybe a reinstall will help. But honestly though, I have no idea how this could have happened.
 
Not sure either - though its kind fo funny - sorry :lol:

I just installed the DyP mod with the latest patches - still no sign of the problem you speak of... My guess you may have mistakenly placed some units in wrong locations or something...

sorry I cannot be a more help but I have tried to duplicate the problem with no success.
 
"What is the DyP Mod?" - You ask???

IMHO, you haven't played Civ3, until you've played the Kal-El's mod. (and no, he doesn't pay me to say this).

But, TET's mod is also quite special, I especially like his approach to making things so historic, with all the (31!) Civs already established as they should be. His world map is also just about the best there is, too. There's a few great world maps, but some aren't quite accurate, like for ex., they'll make Europe bigger that it should be - for playablilty.

TET's got a really good mod going here, that's for sure.

And yes, I have wished there were some way to take TET's map, with all it's civs, cities, improvements, etc. etc., and mix in the Double your Pleasure mod's units, tech trees, city imporvements, wonders, etc. etc. - - and have the greatest mod the world has ever seen.

But, that's just a dream - for now... :cool:

TET, I'd also have to say the thing I like a lot about your mod is the tech advancement rate. The techs are so expensive, you don't need to micromanage in diplomacy to be the world's tech broker.

In DyP games, I've gone to extremes (going to all 23 Civs, every turn, checking to see how close they are to getting a tech - what tech are they researching - can they pay a good price (gpt), and is there anyone else out there that could beat me to it)
.... every single turn!! With GARGANTUAN numbers of techs to negotiate! It's a nightmare!

... but if you have the patience (& time), you can get ALL the gold in the game flowing right into your treasury = buy all the improvements when you get the gov't that will allow it... and just pull away from every one else in the game. Be an entire age of techs ahead of all the AI's on Deity? Sure.

But with this mod, it's different. The techs are guarded much more closely. Overall, the way TET's done it, it saves me from (being tempted) to having to go to extremes to milk the entire dimlomacy scene every turn. In DyP, there's so much brokering, and money to be grabbed all the time - if you turn your back on the diplo micromanagement for a few turns, you could miss some big deals.

Looking forward to 2.0! :goodjob:
 
First off, I love this mod. Makes for a completely different aproach and style of gameplay. Exciting and amazing!

But as much as I love it, I never ever finish a game on gigantic maps, or even large maps for that matter. I know that this is part of the realism you strive for, having a large map, but could you please make a smaller one? Perhapse a standard-standard size map? When I make random maps, the mod just seems to loose something... can't put my finger on it, but anyways it would be great to have a smaller earth map made some time for us people without so much time or patiance.
 
Version 2.0 will have a smaller map 120x120 - El Mencey is going to help me with the design. The smaller map will most definitely address the current long wait time between turns.

On the flip side I am putting this mod on the ultra huge el mencey world map 364x364 map! (For those of you that have insane speed PCs) :)

3 maps should accommodate most any PC :)

Also I have made up my mind on posting the next version.
It will be 1.9 - which will address all bugs, have a few add-ons etc... it will be as far as I am prepared to take the mod using the PTW editor. Version 2.0 will be done with the new editor in Conquests.
 
Great!
See the thing is, which I forgot to mention, is that the conquest victory is what I go for most every game (call me a warmonger, I guess that's the style nowadays). This calls for some crazy long games, and no matter how nifty the mod (or fun and spiffy the original) the game tends to get boring after the 50th hour of slow but steady march towards world domination... smaller maps are more exciting and desisive I think.
So, thanks for making the small map, I can't wait till its done! Keep up the good work; it's nice to have people like you building worlds for me to play in. :goodjob:
 
i play monarch and conquest has always been my favorite but is just not practical even more so with a huge map so i now play regicide which is much easier, so i say just get there capitol there king is always there! :sniper:
 
1- Should I make a Vanilla Civ3 compatible version of the mod? currently it is only compatible with PTW...

2- Should I post just the map with no resources etc to download? Right now you can only get the map if you download the entire mod...

thats it...

just wanted to know what you people felt..

thanks
 
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