View Full Version : Test 6 feedback
woodelf Jul 27, 2006, 06:59 PM I don't want to clutter the Bugs thread with feedback and since I do this with FfH playtesting I'll do it here as well.
So far culture seems to be exploding. My Capital is at 17:culture:/turn from simply founding a religion and building Standing Stones.
I have Warriors and I've seen Wraiths (pow8) and some Chaos somethings (pow12!). I think I've played 40 turns.
Archer is showing up as ARCHER.
Bugman's Brewery gets a production build bonus with Copper? Why?
The Religions, as P_L noted, come way too soon.
Very cool so far. :thumbsup:
seZereth Jul 28, 2006, 04:45 AM I don't want to clutter the Bugs thread with feedback and since I do this with FfH playtesting I'll do it here as well.
So far culture seems to be exploding. My Capital is at 17:culture:/turn from simply founding a religion and building Standing Stones.
I have Warriors and I've seen Wraiths (pow8) and some Chaos somethings (pow12!). I think I've played 40 turns.
Archer is showing up as ARCHER.
Bugman's Brewery gets a production build bonus with Copper? Why?
The Religions, as P_L noted, come way too soon.
Very cool so far. :thumbsup:
ARCHER as any other generic type is in capital, cause we want to replace them later anyway :P
and those big monsters you start with is related to the fact, that they seem not to have prerequisits, which means the game gives you the strongest unit available to start with!
Ploeperpengel Jul 28, 2006, 06:58 AM Yes it would help to collect these unitnames here. We got Dryads, Chaos-Giants and Wraiths without prereqs what else you find? (best would be some tips about prereqs they should get too)
One more thingy Silverhelms were supposed to be Silverhelms not helmets that wasn't a typo by me!
Edit: oh it's a mistake indeed it's: Silver Helms!
Ploeperpengel Jul 28, 2006, 07:01 AM Another good idea would be playing a duel only with two Empires to see if the new stats do good.
Psychic_Llamas Jul 28, 2006, 07:35 AM you want a new prerequisit tech for the Dryads? how about "vengeful Spirits"? because dryads are very jealous beings, and, well, vengeful.;)
Ploeperpengel Jul 28, 2006, 08:02 AM Hm, I thought about something more generic but don't worry just started on the techtree;)
Duke van Frost Jul 28, 2006, 10:01 AM Bugman's Brewery gets a production build bonus with Copper? Why?
Because those giant tanks where the Beer is brewed in are made of Copper and the pipes... ;)
Duke van Frost Jul 29, 2006, 09:44 AM Ok, after some more hours of playtesting I got some other points:
- the correct spelling for Khalidar is Khalida
- Woodelven Workers are able to build Lumbermills
- No Tech allows for Open Borders, Defensive Pact, Permanent Alliance, Bridgebuilding, Irrigation (farms spreading Irrigation) and Ignor Irrigation (workers being able to build Fatms without Irrigation)
- The Dwarven Deathroller comes to early (it doesnŽt have STEAM_POWER as a prereq-tech and it requires Ivory instead of Iron (or Gromril)
- Dwarves had Light Cavalry Units??
- The Mercenary Unit shouldnŽt be in the game, since we got the Mercmod in it.
- Nature Gods should be a favourite civic of the Woodelven Leaders.
Ploeperpengel Jul 29, 2006, 11:41 AM The mercenary unit is a generic starting placeholder. You will notice maybe that there is a unitclass mercenary. I was planning to only have certain units available as mercs. Namely the Dogs of War which should have this uniclass. Only thing we'd have to do is write all the units into the mercmodini that are NOT mercenaries. Can you fix the units and Khalida? I see to the techs and Civinfo as well.
Duke van Frost Jul 29, 2006, 02:10 PM The mercenary unit is a generic starting placeholder. You will notice maybe that there is a unitclass mercenary. I was planning to only have certain units available as mercs. Namely the Dogs of War which should have this uniclass. Only thing we'd have to do is write all the units into the mercmodini that are NOT mercenaries. Can you fix the units and Khalida? I see to the techs and Civinfo as well.
I was planning to do the following: update Khalida (with all tags changed to KHALIDA) and to fix the units. The unit-fixes that IŽll do will however be for the Test Version #6 (not for the new techtree your working on). So WeŽll simply have to merge the files (and redo the prereq-techs for units and buildings, of course) before or after you will upload the next test-version.
Ploeperpengel Jul 29, 2006, 02:24 PM I will probably even upload today so why not already use the techtree? All techs relevant to units are already in.
I just made civinfo and building inf compatible. What I do now is setting the costs for the techs.
seZereth Jul 29, 2006, 03:35 PM i uploaded a new version, please merge everything with mine, i only changed the link in the unitinfo to the artdefines for the unberogen and the generics, otherwise they should be the same!
Ploeperpengel Jul 29, 2006, 04:06 PM Is already merged. The units are terrific! Expect a testversion 7 soon. Just a couple more chanes...
Ploeperpengel Jul 29, 2006, 04:47 PM Ok I set up all tthe missing techabilities like irigation etc. except permanent alliance. I'm not sure if that really fits to WH at all.
Duke van Frost Jul 29, 2006, 04:59 PM Doesn´t bother me, never have seen any permanent alliance at all in vanilla civ and mutual protection pacts are also very scarce.
Some general points I have to say about my gaming experience so far:
The AI is not aggressive enough and it doesn´t produce enough units (I ended up giving all my Leaders an Military flavour - but haven´t tested that enough).
As of now it seems like the AI is even more stupid (not really stupid, but easy to beat - I play on prince Lvl in Vanilla most times and got some succes on monarch, but WH I play on prince for now) than the Vanilla one (don´t know if just the flavours are mostly not that good at all, I think productive expansive and Military make for the best game results and every Leader should have at least one of the above mentioned.
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