TETurkhan Test of Time (Map & Mod)

A little help please?
I have two questions I was hoping you all could help me with. I have played TET's map since the original version and frankly don't really like playing Civ unless its on a real world map with accurate starting locations. That being said, I am a complete Newbie when it comes to modding.

I know TET is hard at work on the new mods, but I was trying to play with TET's map in C3C and was having difficulty loading it. Ideally what I was hoping to do was just take the base map, add some of the new resources and use the new Civs to fool around with until TET is done. However, when I generate the map in the new editor I run into 2 problems.

The first is that the map has all of TET's Mod adjustments to it (like the civs Poland etc....) and I have NO clue how to add the new civs and powers and stuff.

The second is that after I fooled around with the editor for a while, I wanted to test it out. But I could not load the game from the main screen of C3C. The only options are Conquests or load game...and the map does not come up on either of them (even after I saved it...)

Can anyone lend me a hand with these issues? Or, does anyone know of a good (and big:-)) Earth map for Conquests with all the civs on it that I could play on instead?

Sorry for being long winded....thanks again for the help!

Greg
 
greg, as for puting in the new civs...all i can say is, go to rules, in the editor, and select reset default rules, this is what i did, it kept the map, but not the terrian, units, etc...this will put in all the conquests civs, techs, etc..., im sure the add/dis-addvantages are evident, but thats all i can offer, sorry...

as for a big map, im trying to get one done for conquests, 300x300
 
Thanks for the help guys, it is appreciated:-)

And I say you should post your mod. Just maybe use a new thread or something since this one is already so cluttered. Just a thought.

Thanks again!
 
you got it
I will post it the minute I come home from class
oh not all the units are in there, from the civ 3 conquest's....conquest like from the WW2 napoleonic conquest
but I put some of those and all of the normal civ conquest units more Japanese units hahaha ^o^
 
TET, any idea on a target date for release? I am not trying to be pushy, just curious if you think it will be days, weeks or months.

Thanks!

G
 
I've got Civ3 Gold edition, so it installs under the folder name "Atari", not "Infogrames Interactive". Is there anyway to use the exe. to install w/o reinstalling the game? I tried renaming the folder and installing but it didn't work...
 
This past summer I floated the idea of giving all cities except for the capitals to handicapped civilizations to slow the expansion of civs such as China and India and to make for a more interesting early game. I tired it out with PTW and had unsatisfactory results. Now that Conquests is out I am excited about the possibility again. I think there is even a way to now to handle the appearance and rise of a civilization like America! Let me explain.

At the bottom of the Ancient Science tree there will be a Barbarian branch ending in Despotism (The barbaric civs all start with tribal counsel). Despotism is a required tech for all the other base techs and for workers (so barbaric lands are undeveloped). Despotism will have a very high cost and be untradable. In addition the max research time will be increased beyond 50 so these nations will not exit barbarism until later in the game. The saving grace for these “Barbaric” Civilizations will be a unique wonder (via favors) that will act like the Great Library. These wonders can also be used to create units per turn to recreate the sudden rise to power of civilizations. For example, the Declaration of Independence can be priced so that it is completed around 1492 AD, giving the Americans a free tech known by two or more civs and creating a Minuteman every five turns. (The Minuteman would be a resource free Musketman that would insure the survival of Washington verses the Europeans). This little trick will do wonders for recreating the rapid rise of the Mongols and Arabs. Imagine the Torah wonder turning out Ansar Warriors every turn!

During this “Barbaric Period” these nations can only create warriors and a few other units. The cost of all these units will be raised so that they WILL lose cities (a barbaric warrior will cost 30 or more). To insure that their capitals are not taken, every capital at start will receive one or more Palace guard units (0-3-0). The number of needed Palace guards will have to be determined by play testing (the Mongols because they are so close to China will need more). To insure that captured cities are not razed every pre-placed city will start with 10 culture and “Retain Culture” will be checked.

The “Barbaric Branch” of the tech tree will have two or more “barbaric techs” between Tribal Counsel and Despotism. This will allow a pacing in the immergence of civs from Barbarism. For example, the Mayans would be the first civ to immerge from Barbarism in the Americas, with the others following after. This will be handled by given the more “advanced” Barbarians more free techs.

I foresee these Barbaric Civs having a number of side benefits to the Test of Time mod.

1. Overland travel will become next to impossible, with hostile barbaric civs controlling most of the land area at first. This will slow the unrealistic and rapid exploration of the world. It will also slow tech trading.

2. The Mediterranean Sea will give the civilizations that were born there the early advantages they enjoyed. Much more tech trading.

One final idea worth testing out: To simulate the historical importance of rivers and lakes, all rivers and lakes will have roads place along them from the start. The catch will be that the “Turns to complete” will be greatly increased to 24. This has the side benefit of showing that it is easier to build railroads than roads. It will also give the “river” civs the real advantage they enjoyed. This higher cost along with the barbarian civs will keep the world from having a complete road net before the modern age.
 
Nice ideas Keith Larson.:goodjob:
 
That's sort of like the earlier discussed idea of having a giant Barbarian civ. I don't think TET has responded about this idea yet, but it's gotten a lot of good feedback, so hopefully once TET is done with 2.0, someone will implement it.
 
Kal-el,

1492 might be too early, but I am afraid that 1776 would be too late. Remember this is a totally undeveloped Civ. I envision the Americans being a relatively small barbaric civ, with the Iroquois holding the rest of N. America that comes on strong thanks to the Minutemen to battle the Europeans and Iroquois for the continent.

If I do this mod, I think I will rename the wonder “Plymouth Rock” to avoid this confusion and rename the unit “Frontiersman.”
 
Grasslands Only Plan

I have been doing some more thinking about how to control Test of Time expansion, city placement, and barbarians. The main problem I see with the use of a “Super Barbarian” civ or civs is how to get the AI to fight and take the Super Barbarian cities. Since the “Super Barbarian” civs would be so large, even with one unit per city they would be too intimidating to the AI. The human play of course would have no such intimidation and would clean up in the early game. I thought about using “locked alliance” but there is no expiration date to these alliances and nations in the same alliance would never fight each other.

Keeping some of the changes I suggested for the “late bloomers” like America, I humbly offer the following suggestions:

1. Remove the “Allow Cities” flag from all but Grasslands.
2. Place a Grasslands tile on every location a Test of Time city will be founded.
3. Add the Grassland resources to Forests.
4. Place a Forest over all other Grassland tiles.
5. Place the starting capitals on the map.
6. Place Goody Hut or Barb Camp on each remaining city sight.

Just think of the game play possibilities these changes will create. First, we can mod one or more “Camp Defenders” with zero movement control the expansion of civs like China, India, America and Persia so they don’t jump too far ahead of the crowded Europeans. Second, if you look at maps of ancient forest coverage most grassland tiles were originally forest anyway. This is another way to simulate the pacing of the rise of civs. The northern European and American civs will be slower to develop because the have to contend with so much “wilderness.” The Mesopotamian and Nile river valleys will truly be the cradles of civilization. Will jump off to an early start, but because they lack some of the strategic resources other areas have, will lose their edge over time.

I foresee the following consequences which will require some adjustments to keep the game balanced:
1. The combat bonus verses Barbarians will become very important, as will the number of starting combat units. These two factors will have to be carefully adjusted in the difficulties level page to keep the game balanced and historical.
2. With settlers being used again in the early game their will have to be some way to keep Europe isolated from Asia. I would suggest created “Barbarian Walls” of immobile barbarians that will take several centuries to fight through. Seed the oceans with barbarian “sea monsters” with an attack and defense of 2. This should limit ocean exploration in the ancient period.
3. The expansionistic trait will be greatly weakened. With all the barbarians running around Scouts will not last long. I would suggest giving all expansionistic civs additional at start bonuses such as a free improvements in the capital city, free techs, additional units, or even a third trait. I don’t see any reason this has to be standard for every expansionistic civ, but customized to best represent the historic rise to greatness of each civ.

I am working on a small map with just a few civs on it to test out some of these ideas. No need to spend the effort on a huge earth map yet. I will let you know how it turns out.
 
Ok my ModGod are there any Plans for the 2.0 Version of your ToT? I cant wait any longer. I love your first versions. They are so realistic. It is so cool to play the Tibetanians and build walls so that no one can tought ya.^^
It would be great to hear from your plans.

So long
Blackbeard
 
I've been hangin here on a string waitin for TET 2.0 to arrive. When are we all going to be amazed by your final installment TET
 
I can't even imagine how much work it took to get this far, even, heh... ^_^;; Seeing how much the Conquests editor can do compared to previous editors was quite ironic. I mean, TETurkhan can do so much more with it, but... he's going to do so much more with it, lol. It'll take a while, but it'll be worth the wait, no? =P ::drops back into lurker mode 'till then::
 
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