View Full Version : Test nr.8, playtest&bugs
Ploeperpengel Aug 05, 2006, 09:47 PM Version 8 contains a week of fulltime xmlwork. Get it in the construction site as normal(first post) I'm curious how this plays now.:)
Please post any feedback on this here.
Ploeperpengel Aug 05, 2006, 10:10 PM For Playtest please use aggressive AI, Noble, normal gamespeed.
Civs I'm most interested in are in priorities:
1.Empire
1.Woodelves
1.Highelves
2.Nippon
2.Cathay
2.Tilea
3.Sylvania
3.Araby
3.Chaos
4.Others
General interest:
AI behavior
techdevelopement
Unitperformance
Combatbalances
Psychic_Llamas Aug 06, 2006, 07:43 AM I havent played the mod in ages, but i think i can squeeze a woodelf game in tomorrow;)
seZereth Aug 07, 2006, 07:55 AM Ill give the empire a try as soon as i find time for it!!!!
Duke van Frost Aug 07, 2006, 08:41 AM IŽll do a game with Nippon.
woodelf Aug 07, 2006, 09:49 AM Damn, P_L took the woodelves. Curse him!
El Loco Mono Aug 07, 2006, 03:40 PM I'm trying the Highelves at the moment, good so far. But I won't post the results until I'm done, probably tomorrow night.
Psychic_Llamas Aug 08, 2006, 03:24 AM :lol: play Woodelves too Woodelf, two tests wont hurt.
El Loco Mono Aug 08, 2006, 03:00 PM OK, Highelves, sorry still not finished the game as I was a bit busy recently. About halfway through the tech tree and the world is nicely balanced. No super powers, but several strong and weak Civ's. The version of the doc jumped to match the Mod testing version.
Found a crash, maybe the unit count thing Kael mentioned.
Also after Ploeb suggested that the max No. of units in a square sounded like an alright idea, I had a play and put in the restriction. Seems to handle fine and the AI does look impressive charging forward with several stacks.
Attached a Txt listing the changes I did (they weren't much as the function I most needed already existed), but I just hardcoded the value of max units to 7 because I wasn't sure where the constants should go. If this is wanted, I was wondering if we should restrict the unit stack size by type or else stacking Galleons maybe difficult. Also, I haven't put a restriction on city building, so a city can have more than the max no. of units - I would prefer to make a produced unit be delayed until room was avalible again.
Man do I waffle! Sorry about the space taken.... should be testing not yapping :mischief:
Ploeperpengel Aug 08, 2006, 03:34 PM Thx again!
Some quick answers:
Silverhelms need barding as well so putting them to lances will still keep you wondering. No elegant solution I know but still also not solved by putting them on Lances.
I believe the early game delay is caused by the AI creating a dozen Kraken every turn. I'm waiting for TheLopez to upgrade his wateranimal mod to fix this.
Don't trust the display of combat odds it handles firststrikes really bad. I experienced savageorcs fighting human warriors quite supreme allthough they only have 20%str. bonus against one firststrike.
We really need a fix for the firststrikes!
Yep we need to work on the religions, civics etc.
You seem not to have installed the current patch. You should get it!
A request:
About the limited stacks. I'm not sure if we should limit stacks on cities the way you mentioned cause I don't know if the AI would understand to move their troops in order to build more(if you can make it understand go for it). On watertiles the count should only affect navalunits(no matter what they carry) right. Could you code that and merge it with the next upload I'm doing(this would be number 9) Or if its SDK only you could also merge it with the file Gamecoredll Gerikes uploaded in the support fire thread. I would be greatful for that since I can't do C++ stuff.
El Loco Mono Aug 08, 2006, 04:16 PM I didn't use the patch because it crashed my saved game of the Highelves, next test will be with the patch.
No worries about the code, but where/what thread do I upload files to? I'll look into the AI for the unit limit (as well as the kill animals for gold thing), as it will probably surround cities with units that can't "get in" but it can increase the number by building in the city. Might be a novel effect, camped armies protecting a city.
Only problem is I know a lot more C++ than Python so I will always be tempted to change the SDK rather than the Python files, even when Python may be able to do the same task.
I'll try Nippon with the next test.
Ploeperpengel Aug 08, 2006, 04:41 PM No problem with that it doesn't matter if an effect is produced with python or the SDK what matters is the effect;)
You can upload the file to the construction site. As soon I have it I include it and will load up version 9 together with other changes I made. Btw if the units are to small just delete the detailmanager in xml/misc it's not needed and will probably adjust the unitscale to a size better suitable(next upload will have adjusted scales for all units along with some new orcs, a bit of soundtrack and more balances)
Ploeperpengel Aug 08, 2006, 06:19 PM Balance changes I'll do:
Increase cost of Light Armor
Decrease Cost of Maths, Code of Laws and Feudalism
About early trade I think Vassal states are pretty enough as soon we convert the mod to Warlords;)
another idea would be making workers tradeable as well maybe but I'm out of competence for this one.
Unsure about:
Withdrawal instead of higher movement will have to be considered. I'm not sure yet cause Elves get withdrawal anyway via homelandpromotion. And I must say I still would be curious how borderguards would work with Movement 3 cavalry.
Horsearchers are still good against siegeweapons and a bit against archers so hopefully not tatally useless after all(could be that's in the patch and not version 8 I don't remeber)
El Loco Mono Aug 09, 2006, 07:28 PM Are we going to post v9 testcases here or is there going to be another thread? Feels like I only got time for 1 decent test this time round.
woodelf Aug 09, 2006, 07:32 PM I started a game as the Woodelves, popped a hut and received a Hawk "scout". Too bad he couldn't do anything except intercept missions. :p
Ploeperpengel Aug 10, 2006, 05:43 AM Are we going to post v9 testcases here or is there going to be another thread? Feels like I only got time for 1 decent test this time round.
You can continue posting here:)
@Woodelf
Can't this Hawk then fly to your cities?:confused: Maybe we should give more woodelvenunits the ability to carry birds what about that?
I will think about the Hawk issue but I still think woodelves shouldn't have ordinary scouts in the startera since they are reclusive folk.
woodelf Aug 10, 2006, 05:55 AM You can continue posting here:)
@Woodelf
Can't this Hawk then fly to your cities?:confused: Maybe we should give more woodelvenunits the ability to carry birds what about that?
I will think about the Hawk issue but I still think woodelves shouldn't have ordinary scouts in the startera since they are reclusive folk.
He could rebase, intercept, and one other thing, but having actual movement or being able to "explore", which is what scouts do, he had no buttons for those things.
Ploeperpengel Aug 10, 2006, 07:11 AM Yeak ok I know because it's domain air. I don't want early scouts for Woodelves. Most of their units have already movement 2 so they get those goodyhuts anyway but I will probably add the ability to carry the birds to ordinary units as well so they have airreconning abilities like carriers.
Duke van Frost Aug 10, 2006, 07:15 AM That´s sounds really cool!
Go for it!
woodelf Aug 10, 2006, 07:26 AM That sounds much better.
seZereth Aug 10, 2006, 08:44 AM i hoüpe this big download isnt corrupted (like most big downloads i dl in university) and perhaps ill find some time to test a game of version 9 as the empire, i would like to see more ancient nippon and cathay units and some more units from warlords (chinese chariot and those chinese gunpowder units, multi rocket thingy...) so i think duke wanted to work on that,... duke tell me if you dont want to do that, then i will do what i had in mind (using the chinese swordsman from warlords, switching weapons and heads for the ancient cathay units...)
and get someone to implement the firststrike fix and the better battle zoom!!!!
Ploeperpengel Aug 10, 2006, 09:03 AM I thought we better go for that in the warlordsversion. Integrating too much Warlordsstuff could be considered piracy(allthough I think that's crap).
Converting the Mod to Warlords should be the first we do after release though. Right now there isn't much code to be converted and our main problem will be converting xml where needed. So let's do that after release so our programmers can work on the Warlords version as a base further on and we don't have to do everything twice thereafter.
And yes the firststrikefix(lunar moongoose) and combatzoom(Roger Bacon-combined flying mod) is still needed.
Duke van Frost Aug 10, 2006, 09:06 AM I´ll implement unitgfx I find fitting from warlords (mainly chinese) today.
Would be good if you could put up some ancient units for cathay (like you said) and also some for Nippon (the NifViewer always crashes on me when I try to do those). I planned to simply add a nipponese hat to the ancient Swordsman we already got and then give him the appropriate weapons.
I can put those units into the game when you got them finished, maybe I´ll have to delay the work on buttons then, but I think units are more important than simple buttons.
Duke van Frost Aug 10, 2006, 09:08 AM I thought we better go for that in the warlordsversion. Integrating too much Warlordsstuff could be considered piracy(allthough I think that's crap).
All right, then IŽll wait with putting in gfx from warlords.
Ploeperpengel Aug 10, 2006, 09:14 AM All right, then IŽll wait with putting in gfx from warlords.
Yes maybe better. A modcomp that gave the new cityart too vanilla was deleted from the forum(I hope the moderators don't recognize that rabbit ethical diverse units does the same btw-in this case it seems just nobody reported a bad post yet- anyway I don't want to risk it until the mod is Warlordsonly)
seZereth Aug 10, 2006, 09:17 AM Yes maybe better. A modcomp that gave the new cityart too vanilla was deleted from the forum(I hope the moderators don't recognize that rabbit ethical diverse units does the same btw-in this case it seems just nobody reported a bad post yet- anyway I don't want to risk it until the mod is Warlordsonly)
i understand that i think its fair... i will see what i can do to the ancient asian units, i am still downloading this mb monster, god i gonna destroy something if the dl is corrupted ...:klopft auf holz:...
Ploeperpengel Aug 10, 2006, 09:31 AM i understand that i think its fair... i will see what i can do to the ancient asian units, i am still downloading this mb monster, god i gonna destroy something if the dl is corrupted ...:klopft auf holz:...
heh me too. Took me 5 hours to upload that!
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