TETurkhan Test of Time (Map & Mod)

Originally posted by Nil
Is the addition of the nationality in the city name a Tet mod change in 1.92, or is this an option that is always available in Civ III/PTW? This is something I really "need", as there are about 3 civs with only the slightest difference in color in one of my games.

No, its not a new addition to the Teturkhan mod. I think there's an option to show city nationality in normal civ3.PTW. It is very useful in tet's mods, since as you said some civs have the same colors.
 
I downloaded the new 1.9 version and went through with the self extraction. But when i go to load the game, its not there, just the old TET files that came with PTW
 
That's because the installer overwrote the old ones... so just load those up. Unless you installed originally in other than the default...

(Right?)
 
Hi TET, I discovered a bug in the game. At first, I couldn't figure it out - the Carthaginianc declared war on Russia, the Japanese delcared war on Persia. How can this be when we can trade contacts??! No Carthaginian passed through my territory (Egypt) and no ships were getting past the pirates.

Then it happened to me and I figured it out. The problem is the Mutual Protection Pacts. For example, if Rome has a MPP with Spain, and then Carthage attacks Spain, then even if ROme and Carthage didn't previously have contact, they do now when Rome declares war on Carthage due to their MPP with Spain. I have contact with Russia and Poland now in my game as a result of this CIV BUG. I attacked Greece, who had a MPP with Poland (even though I don't have contact with Poland), and so POland declared war on me (Egypt). Now I have contact with them.

TET, this problem ends up undoing your efforts at keeping neighboring civs at war with each other instead of frivolous declarations of war with civs on the other side of the wold. Now, I'm starting to see the old patterns of units marching endlessly through neighbors' territory in pursuit of an enemy civ that they will never reach because peace will be gotten long before they can ever walk there!

I know it's a CIV game glitch that MPP let civs delcare war on civs they don't even have contact with. It's not the fault of the mod, but perhaps in 2.0 (or 1.93) you may want to get rid of MPP in the ancient era.

Good work TET, I'm enjoying 1.92!!
 
Sorry for all the trouble, my problem has been solved! :D
It turns out the button for advanced options was off in the preferences screen. Thanks for the help.
 
I wasn't able to trade the contacts, but I am assuming that the AI traded contact with me to everyone else which is how I was able to conduct diplomacy with all the rest of the civs.

And on another note, I like the starting wonders, but you might have to switch off the culture flipping because the wonders being in place from the start makes it real easy to flip the cities of neighbors that aren't lucky enough to start with wonders.

On the current game I've progressed much further, so I don't have that save game, but I'll start another game to show you the early contacts.
 
This problem arose before. I think you need to turn civ-specific abilities on or something like that. Or you may have the incorrect versions of the mod conflicting, or something. If not then I'm puzzled, but tet might have the answer.
 
Mungman - At first I thought it was changes you may have done to the game that caused this but this is not the case. After seeing your save game I have no answers as to why you have made contact with everybody within only a few turns. Do you have a save of this game earlier? Or does it do it all the time?

Sorry...

SethAdarion - Leaders cannot be built only created through war. Many people have encountered this problem and it is an install issue. It is very probable that you are either playing the wrong BIX or haven't followed the correct install instructions - though I have to admit its a bit tricky. Try re-installing everything - follow the instructions in the first post. Also remember that the mod installs itself in the default directory located on the C: Drive...
 
Tet, I agree with mungman on the wonders. I think they're great ideas to put them in starting cities, but the culture for them either needs to be removed, or lowered to perhaps just 1.

For smaller civs like Celts, its near impossible to keep cities. England has 3 or so wonders right there - Dublin doesn't stand a chance with all of them pumping out culture, even after rush-buying temples I lost my cities. I think the best thing to do for this would be to lower them to only produce 1 culture. Also -- if you're making the wonders already in place, I really think you need to give the Hwa-cha some defense, since Korea can never get a golden age now (I havent checked if you've done this already).
 
Hello Tet, you did a great job with this mod. :goodjob:

I'm playing with 1.92, as Romans, at Deity level.
The game is fair in Europe, but seems that Asia needs some tweaks.
In my game, Indians were destroyed by Persians in 1500 BC and Persians were destroyed by Tibetans in 600 BC, a little too soon.


bye
hypervx
 
Originally posted by D. Minky
Also -- if you're making the wonders already in place, I really think you need to give the Hwa-cha some defense, since Korea can never get a golden age now (I havent checked if you've done this already).

I disagree. I think a better thing to do would be to give it some offense. Nothing huge, but enough to get a Golden Age. If we give it offense but no defense, it can still be captured. Also, if we gave it defense one of 2 things would happen-

A) They would have to be more defensive than whatever Korea has (more defense points) then so they would be stacked on top, so they would get attacked instead of the defensive unit. This would make it so that they would be more powerful defenders and now Korea would end up building these rather than muskets, or whatever they'd have.

B) Give them less defense than whatever Korea has. Then it would be altogether harder to attack it though, you would pretty much put it out in the open, where it stands little chance of winning anyway, since its defence is less than par.

Also if you gave it defense, you'd just sit there waiting for the enemy to attack to trigger your golden age. I realize cannons are more of a defensive unit in real life but I think that it would be better to make them offensive in this mod.

Now it's almost impossible to get a cultural victory in this mod. I suppose that takes after real life. I haven't yet tried the city version, but I think Tet should make two versions-One with Wonders and one without. Then you could either play "historically" with wonders or have it more random and see who can build them.
 
I MUCH prefer the way the great wonders are distributed at the beginning of the game instead of building them. I mean, in some ways i miss the anticipation of building them, but there's nothingw worse than after like 100 turns, someone builds it! It's nice to not worry about them for once. On the flip side, I'm playing Egipt right now with 3 wonders, so maybe I wouldn't feel this way playing Celts or somehting.

ps. TET, any comments about my previous post regarding contacts through Mutual Protection Pacts???
 
You people are doing an amazing job testing the mod. :goodjob:
This will pay off tenfold when Version 2.0 comes out – I guarantee it! Also, I must say the level of understanding many of you are showing in how the game works is very impressive. I know the amount of time required testing the mod and for that many of you will be included in the credits for version 2.0

REPLIES:

• Early Elimination in Asia – Asia always seems to go through a huge war ending in one Civ being obliterated. Sometimes it’s the Persians that get sacked, other times the Indians, Turks and once in a while the Chinese. Unfortunately it’s not consistent enough to form a pattern, aside from the Mongols & Koreans who were always getting eliminated early on, but I have done a few things to prevent that now. You brought up a good point Hypbervx, and that being the balance formula of the mod. On one hand it is aimed at recreating history, yet on the other it attempts to allow for new possibilities. I am doubtful that any mod made for the game that spans all of time, from beginning to end will be exactly historically accurate. It is however the aim of this mod to recreate as much as possible yet make it fun, with new situations develop etc. This by the way was why I included the World Map without cities. No wonders, you could even randomize the resource locations and starting locations. It would be a much more dynamic game than the city version which is static in comparison.
• Mutual Protection Pact – Awesome point iamliberal! I couldn’t quite put my finger on why it was happening until now, though I did suspect it was the mutual protection pact. Based on this I will be moving move mutual protection further on into the game, the question now being where? Input is welcome. (BTW Mungman – I guess your problem with contacts is resolved! :))
• Wonders – Not all Wonders are built right at the start in the City version. Later around the start of the modern era you will be able to build them. I understand though what some of you are concerned about and it was a difficult decision for me to go this route. Ultimately though I wanted to keep the city version more historical in nature and thus felt adding Pyramids to Egypt etc gave it a more historical feel. As for culture flipping I am looking into cities that are most susceptible to this and debating on adding more improvements and units to ensure they don’t flip too early.
• Hwa-cha More discussion is needed for the Hwa-cha. The problem being that it never wins a battle thus Korea never enters their golden age – right? I don’t want to implement a change until we have thought of the best solution for this.

That’s it for now.
And again thanks very much for taking time out of your schedules to test the mod! :worship:
 
What do you mean by it being resolved? Did you check out the saved game I sent you? On that game it was only turn 3 and I had contact with nearly all the eastern hemisphere civs, and writing wasn't discovered yet, so I don't think it was the MPPs. I am playing PTW without the patch as of yet (had to reinstall everything and haven't gotten around to it yet) do you think that could be it, or maybe something else. So far, it hasn't made the techs too far of yet (I'm at 300 BC and just about to hit the middle ages) but it still gets the AI into idiotic wars.
 
Tet, here is the biggest problem I'm having so far.

I think the ancient ages last too long. I know you've tried to make them match with the tech, and they are, but I think perhaps the Tech and the # of turns should both be shortened. Here is why.

I am the Celts, and I've been amassing an army of Gallic swordsmen since I developed Iron Working in 1300 BC. I've had no distractions or anything to keep my from constantly building, so I have a pretty huge army (30 Gallic Swordsmen) but I cannot for the life of me take any enemy cities. All of my neighboring cities, even little Luxembourg, have at least 10 spearmen. There is nothing for the AI to build except spearmen. Even cities without walls are impossible to take. Larger cities like Berlin have over 15 spearmen in them, and I've been trying and trying, but I just can't take a city. They are invincible, and I lose nearly my entire army in a single turn.

Just trying it now, I lost 25 Gallic Swordsmen to Luxembourg, and they lost 7 spearmen. I cannot get tech fast enough to make more culture, so Rome is going to to continue culture-flipping my cities until all I have left is Munich... *grumble*

Hopefully 40 swordsmen will be able to take a city, but I think this is getting to the point of absurdity. This is also probably a reason the turns take so long. Right now, in 670 AD, turns take about 3-5 minutes. If the ancient ages went a bit faster, armies wouldnt be so incredibly and ridiculously huge.
 
Does the AI ever run wealth? Perhaps if you made it a better conversion rate, they'd choose that instead of building a massive army... perhaps 4:1 initially or even 2:1, improving to 1:1 with...whatever tech improves the rate?

Money could be used for troops, yes... but it wouldn't necessarily be. And rushing with money is not initially possible... I'd guess it would bring about more trades.
 
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