TETurkhan Test of Time (Map & Mod)

Have any of your maps all the units available without any other rules changed? I mean, no new civs, no new resources or the new resources with modest values?
 
Originally posted by BobTheTerrible
It is with the new patch.

I'm overjoyed to be wrong! Very cool! Do you know if Tet is planning on taking advantage of this?
 
Originally posted by thestonesfan


I'm overjoyed to be wrong! Very cool! Do you know if Tet is planning on taking advantage of this?


I am reasoning with him right now he has not answered me back on that idea though.
 
Hello TeTurkhan. I really like your mod. But I like also DyP. So a couple of weeks ago, I decided to join together the two mods, and add some flavour units or graphics from here.

Now the beta version of this "new mod" is finished, so I want your "permission/authorisation" to use formally your mod into mine.

I've already talked with Kal-el, and he agreed. He told me I have to include his credits, so I suppose is going the same with you.

I hope you can agree too, so I can realise this first version in Poly (I hope)

Yours faithfully

The Slayer
 
Originally posted by TETurkhan
However in 2.0 the wonders are not pre-placed.

That's good to know.

I completed my game with v1.93.
I lost in 1991 to England, which easily achived cultural victory because of palace, Shakespeare's Theater and Newton's University beeing there from the beginning accumulated to 20.000 cultur points in London.

The big three were Arabia, Abyssinia (myself, north africa and western europe) and India. China was destroyed in the very beginning. :-)

I found no bugs.

But because of the wonders, it was to easy even on good level:
Are you in need of groth? Get Memphis with the pyramids. Need tech? Go to Alexandria and get the Great Library.
 
TET, I have down loaded your Mods, they look great, however they have been crashing. The Extra units appear to be crashing the program. I tried to import the "Mod Only" Package onto the El Mency giga map. Again it seems that the extra units and wonders are crashing. How does one correct this problem?
 
TET, I have down loaded your Mods, they look great, however they have been crashing. The Extra units appear to be crashing the program. I tried to import the "Mod Only" Package onto the El Mency giga map. Again it seems that the extra units and wonders are crashing. How does one correct this problem?
 
Over this past year many people have asked me to approve certain projects that would be derived from the Test of Time Mod in some shape or form. I appreciate that people would want to use the Test of Time, however the fact is many of the proposed scenarios are already being undertaken.

Test of Time is a historical based scenario and its aim is to recreate history. If a person wants to take elements of Test of Time and make a completely new themed scenario – then I am totally for it. However, if the proposal is aimed at doing something already being worked on, then I cannot endorse it nor do I have the time to offer my support and assistance on such similar projects. I suggest that people create new and different type scenarios, however if what you are aiming is similar to what we here are working on then why not consider coming aboard and assisting with Test of Time 2.0. It is incredably huge in scope, and though I don’t want to divulge details I can say, when it is posted it will set a new standard for scenario making - something that you could be a part of.

So to summarize:

Make a new scenario with unique theme – would be the best route to go!
Make a mimic of Test of Time or undertake or one which is similar to what is already being worked on then I am afraid I cannot support it.
 
Originally posted by TETurkhan
Test of Time is a historical based scenario and its aim is to recreate history. If a person wants to take elements of Test of Time and make a completely new themed scenario – then I am totally for it. However, if the proposal is aimed at doing something already being worked on, then I cannot endorse it nor do I have the time to offer my support and assistance on such similar projects.

Well, as I said before, my mod combines yours and Kal-el's DyP. Now I just finished it and the last version of DyP appeared. Now my mod is very similar to the last one, expect it have the same civs. as your mod, and also the same asian "flavour" units, leaderheads, and new graphics (like different roads, mountains, barbarian camps, b. ships (pirates), radar stations and so on ).

So I just wanted our "check" to use them out :b: :D

I suggest that people create new and different type scenarios, however if what you are aiming is similar to what we here are working on then why not consider coming aboard and assisting with Test of Time 2.0. It is incredably huge in scope, and though I don’t want to divulge details I can say, when it is posted it will set a new standard for scenario making - something that you could be a part of.

Sound excellent. I admire to much your job, so I want to contribute with this. :goodjob: .

Well, thanks for your answer anyway, now I can realise the beta version of my mod in the Spanish Forum there in Poly (my pals over there are helping me and I'm not very sure if Thunderfall or DanQ (Poly admin.) are going to agree to upload the full mod in their servers (about 150 MB by the fussion of these great mods.)

Now it's time to talk with them. and again, you can count with me to aid you in your mod.

:)
 
To the King of Kings:

Thank you for creating the best Civ3 mod ever, and for reviving the interest of a cynical and jaded player, so much so that I don't mind waiting 3-5 minutes between turns on my Pentium II 500 mHz PC.

I'm looking forward to v2.0, especially the map for the turtle pcs.

To everyone else:

I know that the focus of this awesome mod is realism, but it can get so monotonous....monotonous....monotonous....monotonous....monotonous....monotonous....when you're waiting 50 turns for a new tech.... doing nothing...

So can anyone tell me how to start this mod in the Middle Ages?
 
Hi Tet,

Did you know that the Tibitans have no unit capable of starting their golden age? With the techs taking as long as they do I'm not sure I want to wait for the internet to get a GA :)
 
>I know that the focus of this awesome mod is realism, but it can get so monotonous....monotonous....monotonous....monotonous....monotonous....monotonous....when you're waiting 50 turns for a new tech.... doing nothing...<

Actually something I was thinking about earlier was that once the new civs come in with Conquests (namely the Portuguese and Dutch) we're going to have a serious problem with overcrowding in Tet. Normally this problem is solved by Rome killing half of Europe and becoming a superpower, but of course if those Civs are eliminated from the game, they will never survive to the middle ages, when the mod specifically begins boosting Europe.

I think something needs to be done to make it possible to play this game with only 1 city. As is, with 50 turns per tech and such high shield costs for good defensive units (especially when Roman offensive units are so cheap), there is no chance for smaller civs to really hold their land. If one or two cities fall, it can mean the end of an entire European civ -- Rome taking Europe has pretty much been consistent in everyone's gave that I've heard about.

Well, if the Dutch and the Portuguese are going to be added (which I think is REALLY good, because they were major players in history) I think something needs to be modified in Tet to make it possible for 1-city civs to survive and actually function -- even wage small wars. When you think of the size of a city on a Civ3 world map, it's really the size of a small country. With high culture, a city can become the size of Texas. So it's not unreasonable to assume these 1-city civs could actually be pretty formidable.

So often I see the Hungarians and Celts reduced to one city each in central Europe, and then Egypt, Greece, and Rome (the constant 3 superpowers) destroy them. Remember that in actual history, the Celts held up pretty darn well against the Romans, and in fact held Germania and even reconquered Dacia and some other lands. I'd like to see this sort of thing possible in Tet's mod... though I don't know how it would be possible except by lowering unit costs (which in turn makes it easier for bigger civs to just wipe out the smaller civs).

So yeah, this may or may not be really possible, but I'm sure that something can be come up with(?)...
 
Just want to add a counterpoint here. To EPL: I am not sure but can't you get a golden age by a defensive victory as well? If so then warrior monks can kick that GA off TOO soon! To D.Minky...I don't have definitive data but I have two TET games gone up until industrial ages so far. In my first game as Cambodia No one nation came to power,but France germany,spain and Poland bought it.....hmmm come to think of it they died in my Incas game too. :( Rome and Greece survived intact in both but Greece was by far the bigger power then Rome in either case....In Incas game though Hungary wiped out all of Russia and Celts now own almost all of Spain and Central Europe;either of them is more powerful then Rome. I have yet to see this Mega Rome come out yet,at least in AI form. Those four civs I mentioned dieing off though,anyone else see them go out early? Tet may want to look at them. I think Hungary is in good shape because of the nice layout of their cites but who knows :)
Sasebo
 
Sasebo: The warrier monks and even the fanatic warrior monks don't have 'trigger GA' set in the editor so they can't trigger a Ga at all. Nor could any other unit available to the Tibitans that i could see
 
Some notes from an E-mail I sent TET,he requested I add it to forums so others could comment on some of the points I made,hope this is the right spot!
This is a bit of feedback from a game as Incas,Monarch level,1.70 patch? It is an interesting start,the dinos are fun(not T-rex :( ) and the Aztecs will make interesting neighbors. I have had 4 wars with Aztecs now,dragged the Iroquois in on one and Aztecs ALMOST handed us both our heads! ...much fun!
If you ever get a strategy guide going for this mod I have a few points to add here. 1.) It may be obvious but the Great Library may be THE best wonder in this game,with so many civs you get everything you need soon as you can get your contacts going. 2.)If you are playing one of the New world civs BE the one to make first contact with the other civs. I was able to send 4-5 Jags through Aztec territory before we had our...differences and had a warrior running around Nova Scotia and one along the Pacific coast when I got lucky and spotted a Japanese galley. I am not the best trader but I got full contacts,4 techs and few hundred gpt and a PILE of gold from that... I was about 1 tech ahead of the other two NW civs then and left them in my dust right there. I shudder to think of what would have happened if one of them had gotten it first. :(
I was still about 5-6 techs behind at this point which was very historically accurate. They had pikemen and I had stone axes and bearskins. Republics vs Despotism. :P I remembered someone posting on their Inca game saying they stole tech to catch up and tried this. It worked beautifully and I highly recommend being a thieving magpie as any NW civ, Even if you get caught so what? What are they going to do send an army across the oceans? I'd like to see that!
For future versions I would like to see if you could put which civs can or CAN'T build which units,I was mad angry when I got astronomy and NO BOATS! Traded horses with Turks and only then found out I don't get knights either GRRR!
I started a game with the new 1.93 patch just to see the changes in the pedia and to try Egypt since I have not played in that area of the world yet in your scenario. I have a few comments here I hope you don't mind me being a bit harsh :(
GOOD: The early contact/map trading issues seem to be fixed this will help alot with those silly AI starting wars with people on the other side of the planet. With no settlers to clog up their building I expect the AI will be a bit more ...fiesty. I have not gotten to test whether boats load horses and cannons yet will let you know when I get to that.
BAD: I understand you wanting the wonders built in the right cities but I think it will be a problem where some cities will have too much of a built in advantage towards 20k culture victory (London? Alexandria?). I saw your posts where you plan on making them available in the cities via tech/resources at the appropriate time in version 2.0 which is brilliant but see my next point... I also think you will have WAY too many wonders built in Europe and that could be very bad for balance;whoever holds Europe rules the world? Too easily anyway. I think having them able to be built anywhere is better myself and more fun since you don't know where they will end up.
I saw you made a few changes to prices for units and such in the pedia. I have no problems with those but why did you change the price for Fan. War. Monks? At 30 shields they were fine at 60 they just don't cut it. I think they are way more in balance then say 10 shield legions,and I don't have a problem with those either but then maybe I am biased. I made a post to you back on page 18? 28? of this thread on the placement of the Buddha Relics, I really think you ought to look that up and consider it. It is way too hard for anyone other then Japan/Tibet to get those; even Turkistan has a much better shot then say Cambodia/Korea which I dont think is right IMO.
I like the idea with the no early settlers/cheaper settlers for Europe it should make the middle game more exciting esp. with the power swing to Europe. I am looking forward to seeing that but my game as Incas raises some issues with that you may want to look at.
Without any settlers to get new territory you will almost certainly cripple or kill any chance of a New World civ winning a game and you almost for sure will force early full scale wars there instead,since there is no other way to expand. I don't see how the Iroquois can stand up to the Aztecs if they build their temples/barracks and come at them. Even in my monarch game they were thrashing them and I was in full scale war mode at their rear! Warriors/archers vs 10 shield Jaguar warriors? NO contest there.
Also I have all of Aztecs original cites,all my own cities, and about 12 settled ones;about 28-30 I think. I had a FP on the east coast and a bunch of cities there and on the Argentine plains with all the sheep. I had all that and I was STILL an age behind in tech at first contact! without the ability to settle some new cities early I don't see how even wiping out a neighbor and putting a FP in his territory can save you. Can that gap be closed? Maybe you can let them just keep their 300 point settlers until Navigation or for the whole game?
Some final notes... I have seen maybe one other person mention it to you besides me but have you ever thought about adjusting your terrain defense values? It is just that I find jungles/mountains to be real killers in your mod. I notice they are much closer to old civ 2 values is that where you took them from? Lots of times someone attacking my cites has better defense then my units IN the cities is that what you wanted? Lastly I am changing my vote for worst starting terrain to work with from Cambodia to Incas/Tibet :P
Sasebo

p.s.-Oh yes! I noticed that the pedia says T-Rex lived in North America and you have him in South America...can we ship him home please? :D I also noticed I got Bronze Working as Incas as a starting tech but I am not Scientific! What gives???
 
Great Mod tet :) the only prob is that you gave Sofia to the Hungarians :( :( :(
But i have that weird question i'm playing on deity with russia and hungaria and celts are doing pretty well, i found china( just entered the mediaval age) and Europe is pretty backward, i took over a couple of cities and entered a war with greece and here is my prob i took over some greek cities and invited persia to join the war( this is about 600BC and we are all about to enter the medieval age except the rest of europe which behind and persia actualy has about 100 units in the field not the unites in cities which are between 2 and 5 in each city and even more now my question is since they have not so big cities and not that many how they support this army? They even bought a tech and besides the 1000 they gave the pay alsoe 61gptm now this is confusing and i presume that since the mod is based on history persia will fall as europe arises from it's backwardness and rome starts waging wars. In the mean time i had to load a save 10 turns back cause i made persia declare war on me and well there is no chance to survive the 100 units they unleashed in my territory for just 2 turns. BTW same goes for the celts they have few cities very small and i have about 15 and they can support a much bigger army than me and i alraedy am paying for support about 50g for supporting my army(reached the limit long ago) that's it this is the greates mod i'm just sorry i found so late and couldn't contribute to it
 
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