TETurkhan Test of Time (Map & Mod)

Originally posted by TETurkhan
I am certain that units with ranged animation such as archers can fire on an enemy as they approach. I do think however they need to be fortified or possibly have a few movement points left. If this is true then having bombard may not be necessary.
I believe you are speakig of the ZOC feature that allows units to take a pot shot at a unit that moves into an adjacent square. This isn't a guaranteed thing.

What that terrible Bob is talking about is getting one free shot at any unit attacking a stack that the Archer unit is in. They only get to do this once, so if more than one unit attacks only the first will get shot at, unless of course you have more than one Archer defending the stack.

Its a very nice feature. DyP has it and it works well.
 
give it to every unit that uses some sort of missile weapon. It represents their ability to attack the enemy as they charge to engage in close combat.
 
Originally posted by Nder
give it to every unit that uses some sort of missile weapon. It represents their ability to attack the enemy as they charge to engage in close combat.


I agree with you:)
 
Originally posted by TETurkhan
I have added this to the list - Now to determine which units to give this quality to...

Babylonian Bowmen, Archers (and all their replacements)
Longbowmen (and all their replacements - but not berserks)
Guerillas
 
Hi,
This mod is really good. For the version 2.0, I have some suggestion. :)

The WWII unit is really good . Lots of different tank , infant..... But could you add some new unit for modern unit like Su 27, M1A1, T90, ............... Then may be more funny in modern stage.

I know let the old tank to upgrade to different modern tank is so complex. I perfer all the WWII unit can't upgrade.

In the real world , some country also use old version weapon to against modern weapon.

:)

sam
 
I just got an idea! Maybe you could add a new city improvment called "Electic System" So the city could have electity? Maybe it increases commce because stores may now stay open 24/7?
 
i recommend as much mixture of dyp and tet as possible... ESPECIALLY with the tech tree. its probably the most effiecient method of making each era the right length historically and giving every civ the right boom/bust of power equal to history.

more specifically, in the ancient era, having so many techs to research makes it take long even at a steady 80% research rate.

one other thing, i like how in dyp, you can always count on your city at least having some decent quality of sheild production. with imporvements that increase sheilds by 25% available, even island cities can actually get work done. this is also more realisitic, because even though the terrain in which the city is located makes a huge difference in how it develops, today, cities in the middle of the dessert and mountains can be some of the most productive largest cities.
just some suggestions
 
Tet, I have an idea for the tin/copper dilema. You can make Spearmen, available to each civ at the start of the game, as 1/2/1. Then with the discovery of Bronze working, you can make Bronze Spearmen, 1/3/1, which of course would require copper or tin.
 
Originally posted by BobTheTerrible
... you can make Bronze Spearmen, 1/3/1, which of course would require copper or tin.

Thus negating the advantage of the Greek UU?
 
well a nornmal spearman is 1/2/1 at 2 shields
a hoplite is 2/3/1 at 2 shields
you could make the bronze spearmen 1/3/1 at 3 shields?
and plus the hoplite needs no resourses, while the bronze one would. So IMO it wiould be fair...
 
Or add 1 defense to everything on the defensive line from spearmen up, or something else. Also the Greeks would end up getting hoplites from the start, if spearmen were available from the start.

Anyway, I'm just trying to find a use for the tin/copper idea.
 
Tet-why not post those fifty-odd ideas in the first post of the thread, to be kept track of easily? You can delete 'em or, better yet, mark 'em off as they're implemented.


I don't really see the need for copper/tin... spearmen are such an important unit that you'd have to give the resource to just about every civ. What's the point? And if you give everyone this Bronze Spearmen, you'd have to adjust all the offensive units to compensate in order to maintain the current balance. It would throw off everything all the way from archers to the modern age.
 
its probably the most effiecient method of making each era the right length historically and giving every civ the right boom/bust of power equal to history. more specifically, in the ancient era, having so many techs to research makes it take long even at a steady 80% research rate – reedtwostep
I don’t quite follow you here, can you elaborate :confused:

one other thing, i like how in dyp, you can always count on your city at least having some decent quality of sheild production. with imporvements that increase sheilds by 25% available, even island cities can actually get work done. this is also more realisitic, because even though the terrain in which the city is located makes a huge difference in how it develops, today, cities in the middle of the dessert and mountains can be some of the most productive largest cities. – reedtwostep
It is important to increase over all production for all cities especially when considering the cost of modern units. However, there is one thing you need to keep in mind. Test of Time is aimed at recreating history, and thus its imperative to limit some cities and facilitate the growth and production of others. Take for example population of cities in the mod – resources are placed in around cities in an effort to duplicate the actual real life population of that city in history and modern times. When you think about it, this approach is somewhat tunnelled, and instead of enabling any city on the map to growth and expand –it ensures the same ones will time after time. The city version of the mod could be called the historical version cause that is its primary aim – to recreate history. The World map without cities however is one where I high recommend players change things up, redistribute resources, and replace Civ Start Positions etc. The Just Mod version (random map) is the only one where I can see your suggestion well suited for and something I will consider :)

The discussion is good so far – keep the suggestions coming!
:goodjob:

I should mention though, one area I could use some ideas on is in helping initiate the bust of certain civilizations - a way to facilitate their decline?
 
I don't quite follow

He means instead of having a few techs worth a lot(to research), have many techs worth a little(to research). So instead of waiting 50 turns for a tech, you wait 20 turns to get one, but have more overall tach to research.
 
Ray, try this to help facilitate the decline of a civ.

Right now you have civs with uber units during their golden age, right? What about just making sure that after a certain point everybody else has better units than that civ’s best unit during its golden age and that the declining civs next unit in line is worse than anybody else’s, or they just don’t get to upgrade their UU’s until two or three units have been developed.

Another option is to try and use governments to some how facilitate this, but I haven’t thought that through to completion. You could start Babylon and Egypt off with an early form of Monarchy and everybody else is stuck in Despotism. Then Greece gets Democracy, and Persia gets its own form of Monarchy better than the Babylonian and Egyptian models and nobody else gets either of these until later so they are all stuck in Despotism except Babylon and Egypt which are still in their Monarchies, then Rome gets Republic which is better than Democracy but everybody else is still stuck in Despotism, but then the Byzantines step in and they get a new form of government better than Republic, and then, and then, and then, etc. etc.

Meanwhile over in Asia, China starts off with Monarchy, and then you take it from there. Same thing over in the Americas. Just keep each civ from hitting a decent government until a certain point and then after a certain point make sure certain other civs have an opportunity to jump to a better government while holding back some other civs.

Not sure if it will work, but it might be worth developing further.
 
Hi Kalel – thanks for your input!

I looked over your suggestions and here are my thoughts on them…

To actually make a dent meaning to affect the game in any significant manner, there would have to be a sizable variance in units stats or government types (the benefits). This could be done but then the next Civ you want to encourage to grow etc would have to have that much better a government than the previous Civs who expanded. There are many Civs through history that have risen and fell, to come up with enough government types or units in the fashion you speak of could be possible – but by doing so the unit stats would be maxed out as would the government benefits.

Hope that made sense :)
 
Originally posted by TETurkhan
on my map there is a thick border line running across this area you are speaking of which makes it difficult to see... I looked at it closely but haven't noticed any large moutains... by large I mean over 2000 meters high...

if you can indicate to me where such moutain of this height exist I will put them in for the next update :)...


I live in Spain, and be sure there are many mountains all along Pirineos with mountains larger than 2000 m and 3000 metres ! ;)
 
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