TETurkhan Test of Time (Map & Mod)

Try a few turns later maybe 4 or 5. It worked for me, tough luck I guess.

My observations were that if it crashes upgrading a unit on one particular turn, then no matter which unit or where you try to upgrade it, it WILL crash that turn.

Then as I mentioned, a few turns later I tried again just 'for the hell of it'! so to speak and it worked. Then for that turn, they ALL worked no matter where or with which unit I tried :).

But it wasnt fixed for good cus a few turns later when I tried to upgrade to the 'next' available units it crashed. I didnt last much longer to test the theory again (by waiting a few turns) since my without musketmen, my pikemen where no defence for herds of incoming Holy Ghazi Warriors :)

But even if the above is a work around, then its still not acceptable since on the higher levels (emp-diety), having a to wait a few turns to upgrade your units when their already well out of date can mean the end of you (like my game :rolleyes:).

I have had this problem before and I think it might be because I always play on huge maps 300+ ! Might be memory related, I dunno.

Peace

Kosh
 
I doubt this is a TET problem. Especially the way you describe it happenning only on specific turns.

If you've ever re-loaded the game to "correct" a certain battle-gone-wrong, you'll have noticed that the battles *always* go the same exact way, down to the number of HP lost. It seems Civ3 generates all the calculations for combat in advance, rather than generating them at the moment combat is initiated. So, if you're really observant, you can figure out which units to use when by trying a test run, then reloading it (thus defeating tanks with warriors sometimes :-\).

Anyhoo, my point is that I imagine Civ3 messed up somehow for that turn, and that is why the crash happens only on certain turns, and always on certain turns. You should report it to Firaxis -- they do have a suggestions form on their website. (Also good for suggesting stuff for Conquests.)
 
this problem happened to me as well...
I was testing the mod in debug mode and figured it had to be related to that... but now it seems its widespread... I relayed this to Firaxis - hopefully they will be able to assist...

as for version 1.9, things are progressing very smoothly... should be ready in a matter of hours..
 
I went to open the last winrar 1.65 patch file - but instead of just looking inside I accidently started installing it OVER my new files!!!
:mad: :aargh: :saiyan:

I stopped it but not before it had over written some text files, namely the pediaicon and Civilopedia one. Editing them now, hope I haven't missed anything - should be up very soon though...
 
Here is version 1.90!
Remember this version was only done to give everyone something "more balanced" to play until the release of 2.0 later this year.

There needs to be considerable testing done on this... the two computers I have are simply not enough...

so please play all 3 versions (cities, world map and random) and whatever insights you can pass on to me will be greatly appreciated...

thanks!


1.90 UPDATE version 1.90 (critical one): Gives you the latest fixes and modifications http://www.civfanatics.net/~teturkhan/downloads/tet1.90-update.exe (Make sure you have the 1.65 or 1.66 primary installed before downloading this file. When done, just click the update file once and it will self install.
 
Well it is great that we can finally test your new and long-before-advised update version 1.9!!! I was so looking forward to have it that I checked it once per half an hour even at my work. Unfortunatelly I am still at work so I will have to wait till this evening to play it!!! It is an irresistible temptation not to get out of here sooner and try the new update!!! :jump:

P.S.: Sometimes it is not bad idea to back-up your work! ;)
 
Hi TeT this is my first post so please be gentle if something is wrong.:cool:
I know that you have hard it maybe a hundred times but this is a great mod, you did a fantastic job. I just dowloaded your new version and i will try it as soon as i have time (which will be in a couple of hours after work). One thing which I want to ask and maybe was already discussed (if so please ignore it ) when playing the Germans I cant build the Me262, beacuse after I researched Advanced Fligth I andvance to the next era, the germans get on andvance for free, and this is everytime :cry: Rocketry, so I only can build the very expensive and time comsuming Jet Fighter.
If you already know this, or if it is fixed in the new version, sorry for bothering
:)
 
TET I thought you were going to inclued a samll map?
 
Hey TET,

I am a longtime fan of your Mod, and look forward to trying it out tonight when I leave work. One question though, is the new version an update, or a full download? Also, was wondering what changed from version 1.7.

Thanks,

Barak
 
Note this:

TET's install programs assumes you have installed PTW in
C:\Program\Infogrames Interactive\Civilization III\CIV3PTW

If you have used another path when you installed PTW, move TET's files from
C:\Program\Infogrames Interactive\Civilization III\CIV3PTW
to your install folder.
 
Kez - That German problem is something I will have to look into – provide me a save game for reference please.

Bobisback - I am working on the map actually but there was simply not enough time, I am afriad you will have to wait for 2.0 until it is available. The "Just Mod" version is a great option if you have a slower PC - and it is more balanced than before. Also you can play the Americans in that version ;)

Version 1.90 is a test version or as I like to call it – “Raw”. It was done primarily to give people something to test and thereby help with the construction of 2.0 Don’t expect the world because it’s not in there – instead what you are going to find is an update that tries to steer the mod in different directions. Not much if any on new units, new leaderheads, city improvements etc but more on balance issues.

All my energy from now on will be spent on version 2.0 and unless there is some huge problem with 1.90 don’t expect an update until 2.0 comes out.

I thank you all for understanding, and look forward to your comments – good and bad!
 
Hard to recreate history with the Americans on the mainland. I was thinking of having them in the world map version but stuck on an island until the age of discovery. Around 1600's give them cheap settlers and ships so they could get off the island (Bermuda) and watch them run over the continent. Problem is what does a player do until that time?
 
Hi TET,

I have just started mod 1.9 with Chinese as I had before (just for compare what´s new). I have noticed that my Chinese started with Masonry and Alphabet already disovered. But entry for China in civilopedia shows they should start with Masonry and Warrior Code. When I consider they are militaristics and industrious civilization shouldn´t they start with discoveries mentioned in civilopedia better than the ones you have set? Or does your setting intend to reflect some part of history? Well I´ve just wanted to know what´s wrong. Your setting or entry in civilopedia? :confused:

Pre-setting world wonders to correct countries seems to be quite interresting idea. We will see how this history reflection will effect the game.
 
Back
Top Bottom