TETurkhan Test of Time (Map & Mod)

Originally posted by iamliberal
Hi, I agree with Bobtheterrible about the road idea. My only frustration (beside knights not able to board ships, but we already discussed that bug, and it'll be fixed in 2.0) with the mod is the slower movements. Bu I don't want to edit it and make it movement of 3 because I understand Tet's emphasis on reality, but I like this compromise, about being able to have workers upgrade roads.

Oh, and I've always thought it's odd that frigates/galleons are not faster than caravels...
But as I said, its not possible. Great idea, would love to see it implemented in Civ3, but it will have to wait for Civ4 or maybe Civ5.
 
Multi figured units... i am having difficulty with this.. which ones to make single, which ones to make multi... need some sort balance when applying it..

I could really use some input here :confused:

thanks


Frigate/Galleon vs Caravel/Galley movement:

The logic being that a Galley or Caravel is more maneuverable than the larger ships. They are however limited in where they can sail (Galley is only good in the coast and Caravel only in the sea). Frigate and Galleon has one less movement 2 instead of 3 like the Galley and Caravel however they can sail in Oceans & Seas with no movement cost.

In theory what I wanted to create was a situation for the smaller ships could escape the larger more powerful ones in shallow waters due to their maneuverability. Also gave the smaller Galley blitz to reflect this further.

I haven’t a much of a chance to test it so if any of you feel it is imbalanced let me know and I can revise it for version 2.0

Thanks again
 
Originally posted by teturkhan
Multi figured units... i am having difficulty with this.. which ones to make single, which ones to make multi... need some sort balance when applying it..

I could really use some input here :confused:

thanks

Personally, I would advocate using multis only where one unit clearly embodies two (or more) different weapons types/systems, my favorite example being musketeers & pikemen in the same formation. Likewise, modern air cav might use a chopper and a modern grunt, etc.

-Oz
 
Personally, I would advocate using multis only where one unit clearly embodies two (or more) different weapons types/systems, my favorite example being musketeers & pikemen in the same formation. Likewise, modern air cav might use a chopper and a modern grunt, etc. - Oz

That sounds smart but would mean that i would have to adjust stats, movement etc for all changed units... also some resources are required for one unit but not the other... know what I mean?? balance is so important and sometimes changing one thing forces you to change all...
 
Is there any way to make russia last longer? It seem other civs always kill it right at the beginning of the game... It's not coll at all, I want them to survive long enought so I can kill them myself=)
 
A quick fix for the russia problem, and other countries would be to disable culture flipping and cultural victory and give the cities a culture rating so their borders will expand to fill most of the space.

Just a thought.
 
As many of you can imagine trying to get certain Civs to do exactly as was done in History is quite hard. I did however notice the points brought up in the last few posts about the Russians. They do indeed struggle and many times not even make it to the time when they became a true world power. Not so anymore, in version 2.0 my tests have them doing quite well, closely mimicking history. Keep in mind though, since games are interactive, the player can have an impact on the game and cause certain Civs to take on certain actions. Try playing some different Civs and see if this changes the outcome.

Version 2.0 update – all people who have emailed me wanting to be tester will receive a link for the download by the weekend. Then depending on how long the testing takes (I figure 2 weeks max) the new version should be released.

I could though still use some ideas/input etc on which units to make multi figure ones and which ones not to...
 
Originally posted by teturkhan

I could though still use some ideas/input etc on which units to make multi figure ones and which ones not to...

I don't care about the multi-figured icons. If you really want some, I'd stick with the ancient infantry types.
 
I could though still use some ideas/input etc on which units to make multi figure ones and which ones not to...

I think ancient and middle infantry should have multi figure units.
:)
 
I understand your point but it just that in 4 game i did russia was always the first or second to die in ancient time... but if you said that now its different, I'm happy=)
 
I have just lost like 10 minutes writing cause my browser crashed!

I think that games take a lot of time for turn processing because of size mainly not number of civs. Check random map 160 x 160, you may see the difference even with 31 civs. What also consumes time is troop movement - turns last shorter time when there is peace, while many wars elongate turn processing - any observations regarding this?

Currently i develop world map 180 x 144 - large enough land area - large oceans, much faster turn processing this way.

Do you think, one additional land type - glacier would be nice? Not tundra, but glacier - where you cannot build roads even. No bonuses at all, no mining, maybe seals or pinguins only, but that's it. I doubt we can add a new land type - but maybe river valley could be made glacier - graphics need to be replaced, and grassland can take role of river valey. It is just agricultural area very close to river valey. Glacier is needed i think because majority of Greenland is really different from let us say Sibir area in Russia.
What do you think of it?
 
WTH!?

I've been playing this mod off and on for a few months now and just ran into a problem. I'm trying to start a new game, but when it starts dinosaurs etc show up in the build list. I checked the editor and everything seems ok (ie the dinosaurs are not able to be built by civs).

Any suggestions? Sorry if this was answered before, but this thread is too long to look through.

Thanks in advance.
 
Nevermind, problemo fixed. I had to reinstall Test of Time.

This thread has been blowing up the past few days

:p
 
Originally posted by ruiner
WTH!?

I've been playing this mod off and on for a few months now and just ran into a problem. I'm trying to start a new game, but when it starts dinosaurs etc show up in the build list. I checked the editor and everything seems ok (ie the dinosaurs are not able to be built by civs).

Any suggestions? Sorry if this was answered before, but this thread is too long to look through.

Thanks in advance.

when you are choosing a civ in the rules under the civilizations check the allow civ-specific abilities. hope that helps.;)
 
First of all let me thank you immensely for this monumental effort. There are only two mod-packs I trust and this is one of them!!

I am presently playing the Iroquois - very hard I am finding but most enjoyable. I went over your Excel document for resources and noticed that there in no Aluminium in Canada!! Very odd, Alcan to mention only one of the largest processor/refiners is in Northern Ontario. I am not sure how far a long v2.0, but I think this should be included ... or not ;) I know how much care you have put into this, so I just wanted to pass that on. Again thank you so much and I look forward to version 2.0 :D Peace.
 
Yeah but if we make aluminium in Quebec(maybe it's the same for the rest of Canada...) it's only because electricity is cheap... the bauxite is comming from Brazil... I'm pretty sure of that.
 
Some very modest chap -- hasn't even taken credit on his own web page! -- has some very decent maps of where resources are located (as opposed to processed) here:

http://www.wildwales.fsnet.co.uk/civ.html

:king: Come forward and take credit, whoever you are!

-Oz
 
Originally posted by ozymandias
Some very modest chap -- hasn't even taken credit on his own web page! -- has some very decent maps of where resources are located (as opposed to processed) here:

http://www.wildwales.fsnet.co.uk/civ.html

:king: Come forward and take credit, whoever you are!

-Oz


Wow that is pretty awesome! I stand corrected Ghaleon, good call ;) Peace.
 
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