TETurkhan Test of Time (Map & Mod)

@Jackowisp, one thing worth trying is increasing your virtual memory, as the game may well be pushing your over your memory limit.

See your OS help on how to do this.
 
Got my computer back!!! 3 weeks - can you believe it? Its a new Dell Inspiron 8200 too - anyhow...

Working on the mod now, everyone get ready cause its gonna rock!!! :)

lots lots and lots of fine tuning has been done to give you all a very balanced game...

just hold tight will be posted soon!

(BTW - thanks for the computer get fixed dance :lol:
and what do you people think of multi figure units - think I should incorporate them into the mod?)
 
the multi-figure units are a great addition, i would very much like to see them in your mod. just one thing though... be sure to test them out a little bit before you include them, some of the sound problems can really be a pain.

good luck with the mod
 
Your mod is very good!
Personally I would like if communism was made a bit stronger=)
Like adding improvements that only communist could construct (like your gaia thing)... something like ''working camp''(haste production, maybe produce unhappiness) or ''revolutionary police''(reduce corruption, reduce unhappiness, +50% income)
Maybe it could be cool if there would be some special building for other government but I have no idea for those...
 
Multi figure unit all the way!!!

And waiting impatiently for the version 2!!!

Keep up the good work man!!!
 
i vote for multi-figure units with infantry-type units....but not with air or naval units.........and thank you for all your hard work teturkhan!! :D
 
Teturkhan:

You MOD is the best one out there. Excellent work so far. There's not TOO many advances like in DYP, but there's enough.

Welcome additions to your mod include:

1) Government specific buildings (like in Player1)

2) Multi-unit icons for units up to and including infantry. Units past that point did not fight in lines.

3) On your map, a few modifications should be made, not really for city locations, but city ownership. I think this will improve balance dramatically:

-- Suez Canal: Britain
-- Hong Kong: Britain
-- Angora, Trebazon, Tbilisi, Astrakhan: Turkistan
-- Sardinia: Rome
-- Lisbon: Celts
-- Munich: Germany
-- Geneva: France
-- Edinberg: Celts
-- new city SE of forest SE of London: Plymouth - England
-- Riga: Poland
-- Taiwan: Japan
-- Qiqhar - a new city north of Harbin (i think its called something else on your map) should go to the Mongols
-- Kazan, Lop Nor, Yinchuan, Urumqi: Mongols
-- La Coruna: New city north of Lisbon to the NE of the bonus
grassland: Spain
-- Milan - renamed Marseilles - France
-- Lusaka- new city E of the horses SSW of the natives in Africa: Zululand

Start year: 4300 BC (rather than 5000 BC) - this works much better in terms of actual events, etc.

I like your idea of limiting "trade contacts with.." ability until much later than writing.

Keep up the good work.
 
Originally posted by RasputinXXX
Teturkhan:

You MOD is the best one out there. Excellent work so far. There's not TOO many advances like in DYP, but there's enough.

Welcome additions to your mod include:

1) Government specific buildings (like in Player1)

2) Multi-unit icons for units up to and including infantry. Units past that point did not fight in lines.

3) On your map, a few modifications should be made, not really for city locations, but city ownership. I think this will improve balance dramatically:

-- Suez Canal: Britain
-- Hong Kong: Britain
-- Angora, Trebazon, Tbilisi, Astrakhan: Turkistan
-- Sardinia: Rome
-- Lisbon: Celts
-- Munich: Germany
-- Geneva: France
-- Edinberg: Celts
-- new city SE of forest SE of London: Plymouth - England
-- Riga: Poland
-- Taiwan: Japan
-- Qiqhar - a new city north of Harbin (i think its called something else on your map) should go to the Mongols
-- Kazan, Lop Nor, Yinchuan, Urumqi: Mongols
-- La Coruna: New city north of Lisbon to the NE of the bonus
grassland: Spain
-- Milan - renamed Marseilles - France
-- Lusaka- new city E of the horses SSW of the natives in Africa: Zululand

Start year: 4300 BC (rather than 5000 BC) - this works much better in terms of actual events, etc.

I like your idea of limiting "trade contacts with.." ability until much later than writing.

Keep up the good work.

Regarding
Taiwan: Japan
Hong Kong: Britain

I didn't know Hong Kong was a city in the mod... if so, it wasn't taken over by Britain until 1842, after the end of the Opium Wars.

Taiwan was, if I recall correctly, taken over during the Sino-Japanese War, later on.

Are your suggestions based on history, in which case there's some errors, or are your suggestions just based on balance, in which case it's all good?
 
I try to base the Historical/City version on actual history up and around to the time of colonization - where pretty much anything can happen after that point... I have statedd in a few past posts that after 2.0 is released I will attempt to do another version of the mod called American Destiny - which will be from 1500 onwards - showing the rise of the Americans....

In Version 2.0 I created numerous settler units and made them unique only to certain civs... this gave me the ability to speed up settlement with some civs at a specific time in history and slow others down... after much testing it seems to have worked.. especially for the Europeans which in the pervious version were always blown away by China, India etc..

As for the multi figure units - haven't made up my mind which ones - keep the suggestions coming :)
 
i also vote for NO multi-figure units with respect to artillery pieces as well.......it would look kinda silly for 4-5 artillery pieces to be shooting at 4-5 infantrymen.........the numbers just seem skewed..
 
About the enable communication trading I tried to change it it dont seem to work for me..... I couldnt exhange communication but the computer could
 
Playing as the Persians I noted that I was unable to build Knights. Instead I had Ansar Warriors. Is this intentional?

Also, Does the Sun Tzu wonder seem too powerful? The Hungarians made it and built a bunch of knights with so many hit points they were unstoppable.
 
Reply to Solops: yes, i did not think Persians should have Knights, thus i opted out for the Answar which is available to much of the middle eastern civs...

Reply to iamliberal: Yes its a bug - in trying to manipulate what certain civs could do i made that mistake - corrected in version 2.0

Reply to Ghaleon: version 2.0 no civs are allowed to exchange contacts until the age of exploration is underway - this is creating much more realistic situations... however once the industrial age hits... world war is right around the corner...

Progress: the Multi figure units is creating a bit of probs, can't really give it to one unit and not another - i have to figure a method to do it....
 
What I like about this mod is that each of the Civs actually have tangible strengths and weaknesses, as it is in AoE.

The Chinese, for instance, start with so much power early on, but come the Age of Sail are SORELY lacking for naval power. (woohoo, Junks!)

I REALLY, REALLY like it when the civs have strengths and weaknesses like this.

The problem of course is that for the Chinese in particular, it was the decision of the ruling bodies that they close the country to the outside and as a result did not progress in technology like everyone else. Theoretically, we, the new ruling bodies should be able to not make that same mistake, but what fun is it when every civ is basically the same and there is no distinction between the Chinese military and the French one?

From what I heard about 2.0, which lets Europe explode during the Imperial Era, trying to keep China afloat amidst all the expansion will be very fun =)
 
I was thinking about one think that would be cool but that I'm not sure could be done... The idea is that government would be friendly with government of the same type and unfriendly with government of different type... The idea is to reproduce the ideologies conflics that occur in history... monarchy vs republic, democracy vs communism, etc... It would be cool as as soon as communism is discovered, civs that like communist would swicth to it and then the trouble begin=) Same think with the republic of rome and the despotes arround or french republic and the monarchs...
 
Progress: the Multi figure units is creating a bit of probs, can't really give it to one unit and not another - i have to figure a method to do it....

Teturkhan: If this is causing too much of a problem, then please don't worry about trying to integrate multi-figure and single units for my sake. I would rather have Version 2.0 out sooner than cause problems and bugs for the sake of my suggestions!!

However, if this is a feature that you personally want in your mod...then more power to ya! :goodjob:
 
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