davidlallen
Jan 01, 2010, 09:50 AM
Please post any questions or suggestions for Version 11 of Fury Road on this thread. If you find a bug, please attach a save game.
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View Full Version : Version 11 playtest feedback davidlallen Jan 01, 2010, 09:50 AM Please post any questions or suggestions for Version 11 of Fury Road on this thread. If you find a bug, please attach a save game. Tholish Jan 01, 2010, 11:45 AM Played a game, got beat, no problems. Good game. Then decided to do something else for a while, and started Civ IV BtS and got a bunch of popups about failing to find the FuryRoad mod. Kind of like the python exceptions you get when you try to "Play Now" regular civ after playing a public map in a mod, except this was just when Civ was starting. The mod is correctly installed in the mods directory and the desktop shortcut works. davidlallen Jan 01, 2010, 05:38 PM I also get this behavior, and I don't think there is anything I can do about it. Fury Road relies heavily on custom mapscripts which don't exist anywhere else. Whenever you play any civ game, the game updates your CivilizationIV.ini file with the name of the mapscript you used. Then when you play another game, with a different assortment of mapscripts, you will get this error. If anybody can suggest how to avoid this, I would be happy to implement it, but it happens whenever you switch away from a mod with custom mapscripts. wolfenray Jan 03, 2010, 07:34 PM I downloaded your modpack, as I though it was a cool idea. My problem is, I can not progress past the first turn. I have 3.19bts and the game starts and everything, but when I click the end turn button, I have a ctd. I must have done something wrong or something, do you have any suggestions? Thank you! davidlallen Jan 04, 2010, 12:10 AM Welcome to the forum! Are you able to play other mods you have downloaded from civfanatics, such as FFH or planetfall? wolfenray Jan 04, 2010, 07:58 PM I have downloaded Romance of the Three Kingdoms, and it works great. Also, I play the History in the Making mod and it works fine. I tried to install the Master of Orion mod (4l) but it also will play but will ctd upon map setup. It seems that the programs want to play, but something happens and they crash. Yours on the first turn when I push the button to end, and MoO2 when the map sets up. davidlallen Jan 04, 2010, 08:43 PM I am not sure what is wrong, here are some questions to find any difference between your setup and mine. I am pretty sure you installed FR and MOO in the "normal place", which is under program files\...civilization iv\beyond the sword\mods\fury road, for example. Is that true? Do you have anything, such as possibly an install of BUG, in your directory my documents\my games\beyond the sword\customassets directory? What operating system are you running, such as xp, vista or windows 7? Are you using the English language for the mod, or some other language? If you are OK with copying and moving files around, please locate mods\fury road\assets\cvgamecoredll.dll, and move it out of the directory temporarily. Then load the mod again. If this works, it means something is wrong with that particular file. You can run the mod without it, but animals will spring out of the fog of war along roads and attack you. This is a little frustrating but not fatal. wolfenray Jan 06, 2010, 01:11 AM To answer your questions, 1: Yes, I placed the files in the "normal" place. 2: No I did not have BUG anywhere in my files, but the modpack History of the World has a BUG option that I have not activated. 3: English and XP professional. I removed the dll file as suggested and now the turns roll over just fine. Of course i would like to know what is wrong and maybe to fix it, as I am a modder myself (Oblivion and Space Empires V). This at least gives me a chance to play the game and come up with ideas to give to you and maybe my own things. I will play it as it looks really good and give my thoughts on it. I do like punks with shotguns riding across the wasteland causing havoc. gmcgd1 Jan 11, 2010, 03:40 PM Great game - not sure which thread to put this in . Link to Map of Oz - http://forums.civfanatics.com/downloads.php?do=file&id=9519 - as I recall cities ar emainly to teh right (east) of the map so you'd need balance it out or have all the starts in the bush also - thought about this re a suggestion that have metro .... mmm big huge ginaromous cities say NY & Newark with outlying cities - you - could possibly do it like colonization have satellites / sall cities to the left of the map with starting there only so need to expand into the major conurbations. Thus longer you take more 'inhabitted with barbarians it becomes plsu equal access to the goodies there. anyways just thought I would share davidlallen Jan 12, 2010, 10:13 AM Link to Map of Oz ... thought about this re a suggestion that have metro .... mmm big huge ginaromous cities say NY & Newark with outlying cities A long time ago somewhere in this forum we discussed about scenario maps. A map of Australia would be a good one; as you point out balancing the start positions is tricky. It might also be fun to have a map with one big ruined city in the middle and all the start positions are outside it at about the same distance. So you rush to the city and encounter all the other players there. That one may be possible to do as a mapscript; the Dune Wars (http://forums.civfanatics.com/forumdisplay.php?f=358) mod I have been working on lately has a similar idea with a rush to the polar ice cap. Chusquero Jan 17, 2010, 03:37 PM I played two times and my opinions are: - I think the games were quite 'light'. - I'm fan of Fallout since 'Fallout tactics 2'. I was expecting more units... Man, the steel guys don't have units in power armors... that must be in the improvements list ;) And were are the supermutants? (supermutants could appear like 'Orthus' does in 'FfH or Fall Further', i don't remember; the point is: Supermutant is released at turn X and the player is notified when and where it occurs, because the supermutant is strong enough to wipe your cities [14 strenght is ok], but slow enough to prepare a good defense [1 step / turn].) This paragraph means: It needs unique units, unique buildings and supermutants. - Capitol victory... I get defeated in my first game because of that. I was overwhelming the borders with 'Hopeville' and eventually she offers to be my vassal... I accepted and she with my protection and my open borders treaties rushed to a capitol victory... Nice AI. - I missed the hemispheres map. - Final opinion: Nice mod with nice environment (I been figthing for the ruined depos and oil tiles) but, I hope it's not in the final version because can be improoved a lot. davidlallen Jan 17, 2010, 11:41 PM I'm fan of Fallout since 'Fallout tactics 2'. I was expecting more units... Man, the steel guys don't have units in power armors... that must be in the improvements list ;) And were are the supermutants? Thanks for the feedback! I agree there is a lot more that can be added. Several other people have suggested material from Fallout, also including ghouls and deathclaws as a civ, with quite a lot of details. In fact there are a couple of threads where people have discussed mod-mods to add more Fallout. Today the mod is probably 90% Mad Max and 10% Fallout. Anybody who wants to carry forward the Fallout idea is quite welcome to use this as a basis. If I go back to do more development, I will make the tech tree bigger, and perhaps add "future tech" such as supermutants and powered armor. Chusquero Jan 18, 2010, 07:04 AM Hummm... I understand but, What is 'Mad Max'?? I'm not joking, I never saw that game haha :lol: Anyways, I'm going to create some ideas about unique techs, units and buildings. Shamely I'm now in London with my MacBook and I only have CivIV for PC, in Spain, otherwise I'd try to make some XML (I know PHP, MySQL, HTML and JavaScript; XML can't be so difficult, can it?) So, I'll post anywhere my ideas, chewing them enough to be an 'easy coding thing' for those who know the programming language. EDIT: Hi again, just to let you know I created a brainstorm thread (http://forums.civfanatics.com/showthread.php?t=350401). davidlallen Jan 18, 2010, 10:00 AM What is 'Mad Max'?? I'm not joking, I never saw that game What ?!? How can it be? You cannot play Fury Road anymore until you rent the *movie* Mad Max. The earlier one, "The Road Warrior", is OK. The sequel, "Mad Max Beyond Thunderdome", is useful for visuals but the plot is not very good. The_J Jan 19, 2010, 02:44 PM Thanks for the feedback! I agree there is a lot more that can be added. Several other people have suggested material from Fallout, also including ghouls and deathclaws as a civ, with quite a lot of details. Not a very good suggestion imho. But you could first begin to make the civs more unique. A real tribal civ, with spear handling guys, and a "shaman" healer unit, a more tech focussed civ, which can more develop into techs, a "raider civ", which is just interested in money, etc. Hummm... I understand but, What is 'Mad Max'?? I'm not joking, I never saw that game haha :lol: *argh* *heart attack* madmoe68 Feb 28, 2010, 07:26 AM Been playing this mod for years now GREAT JOB !!!! Please don't let it die!!! Your work on this has been awesome! This version works great no problems so far. As a huge MAD MAX fan this mod really pleases me and yes I'm addicted to it :) changes I'd like to see not much just music and more MAD MAX stuff !!!! I just can't get enough of it !! I heard the MAD MAX 4 movie may be filming and Mel is back!! He will play an aging MAX with words of wisdom to a younger generation of road worriors!! But rumors change with this new MAX movie :) Again I beg you "KEEP THIS MOD ALIVE" or I will have to go MAX on you :) davidlallen Feb 28, 2010, 08:09 AM Thanks for the feedback! Glad people are excited about it. Do you know if they will use the name "Fury Road" for the next movie? There have been rumors about the next movie for several years, and the old rumors said that "Fury Road" would be the name. That is where I got the idea. (joke) If they do try to use that name, perhaps I will sue them for infringement, since my Fury Road mod is clearly a pre-existing public usage of the name. madmoe68 Mar 03, 2010, 02:31 PM Fury Road was Mad Max 4's name at the start of the announcement back in 2002 I think. Production was halted for security reasons in Africa. There are many ideas, there was a cartoon but nothing came of it. The movie last I heard 2011-12 summertime. Been waiting a long time but got your awesome mod to play again thanx!!! I'm looking through my old website info I remember a site where you could download sound effect files but last I was told he only will mail them out now on cd. I'll let you know. :D Colin Mar 17, 2010, 07:54 PM Really enjoying this, especially the new map features. A new victory condition, while it may need tweaking, is an excellent concept - we don't just want a reskin of vanilla civ4 after all, and this makes things unique. Now of course the mod is in development, but I would suggest the following for where to focus on first to improve the playing experience: I actually like the 'light' approach to techs and, to a lesser extent, units. This isn't civ4 and should reflect the fact that civilization is barely advancing. I would certainly focus on the civs. Having fewer but with more defined playstyles and flavours would enhance things hugely. I appreciate that the world is dangerous so the barbarian animals need to be more threatening than vanilla, but they could maybe wait a little longer to start spawning. I'm terrified to step outside my cultural boundary at the moment. It would be nice to get a little look at the barren landscape before I get eaten by a mutant monkey thing! Music! While not a priority those panpipes have got to go. Just switching to something more appropriate from the main civ4 game or scenarios would add to immersion. Looking forward to future development. davidlallen Mar 18, 2010, 09:48 AM Thanks for the feedback! You are *supposed* to be afraid to step outside your territory, so this part of the game design is working correctly. I agree that adding UU and UB would be a good first step to making the civs more unique, possibly followed by additional civilization-specific abilities. There were some ideas about this in the older threads. Regarding music, for a variety of reasons I always play with sound off. So I have not really thought about this. There was a post recommending one artist whose songs might fit. Clearly the easiest is to pick some of the existing civ music. Aeon221 Mar 24, 2010, 09:01 AM Like the streamlined tech tree. Enjoyed seeing characters like Tank Girl. Civics are a tad bland, could use some serious work from vanilla. Really an opportunity to go wild with them, considering the source material. edit: Might want to cut down on the number of factions and make the remainder more distinct, with individual features. All these different ones are confusing, especially to newer players. Fewer, more interesting traits rather than vanilla. eg: Lord Humongous, Raider, two caravans pop instead of just one. Aeon221 Mar 24, 2010, 11:56 AM Kay, having played some more, the game is very interesting. AI seems to have a lot of trouble expanding with raging barbs on. Lack of early offensive units made it easy for me to camp a civ into their capital city, which opened up some early expansion opportunities. After I got my second city up, Fireball popped and I used him to slaughter two civs. He's a little strong. Barbarians seem to be the primary foe, and in the mid/late game, with only two AI left out of eight (only a few of them nailed by me), I started getting overrun. Fireball got slaughtered in the former capital of Halloween Jack, along with a number of my troopers. A few bad RNGs later and my road warrior army was out of gas. With a stack of barbs en route. GG, ALT-F4. So, overall, I'm pretty happy with the experience. Again, civics were dull. AI might need some help on start up. A few more types of barb would be fun. And definitely more changes to differentiate the civs. davidlallen Mar 24, 2010, 06:56 PM Thanks for the feedback. I agree that the barbs and animals are supposed to be a significant threat, even without raging barbs. I also agree the leaders and factions are not so different from each other. In vanilla civ, each faction has a UU and a UB, which is some small differentiation. In some games like FFH, each faction has significantly different rules and a different playstyle. It takes a lot of work to change the game to add so many different playstyles. At some point, I will add a UU and UB for each faction. There is a thread here which collects the various UU/UB ideas. Do you have some specific ideas for civics? Aeon221 Mar 24, 2010, 11:46 PM It's definitely difficult to give civs personality, which is why I'd encourage consolidating some of the similar ones. For instance, I like both the Aquarians and Hopeville, but I'd be hard pressed to say what makes one different from the other. As to Civics, well, stuff like Vassalage and Serfdom seems a wee bit out of place. And Environmentalism? That's just cruel. Also drafting appears dead. Of the Legal Civics, Vassalage, Free Speech and Bureaucracy are all very useful in their own ways. You could easily rename Free Speech to Defensive Doctrine, Vassalage to Offensive Doctrine and Bureaucracy to Economic Doctrine. Related bonuses, buildings or units. With the Economic Civics, Caste System could be folded into Mercantilism, which could be changed to Closed Economy. Free Market could be changed to Open Economy, and perhaps also increase the rate of spawn from ruins. State Property could be changed to Communal Ownership, and might also see all new vehicles getting the Less Fuel I promotion for free. As you may have noticed, I'm terrible with names -- definitely go with catchier stuff. I'm also not so great with total novelty, and I haven't played nearly enough of this mod to feel comfortable suggesting anything significant -- tough to get a feel for balance with a sample size of two. I very much like what you've done with the tech tree. There's much better differentiation between the various branches than you'd see in many mods, or in Vanilla. It's a clear recognition of the functionally RPG nature of building a Civ. I'm even more impressed by the complete lack of filler techs -- an abomination certain modders seem to favor. If you're really in the mood, adding in BULL would be a huge favor to all of humanity -- unless you've done some major dicking around with .dlls, it should only be a minor hassle implementing it. It might also be worth your time to add in one of the fine mods related to barbarians rising up and forming their own civilizations. After all, the map tends to get a tad empty after they've sacked a few empires, and it'd be nice if they took the trouble to rebuild the opponent base a little. As a side thing, utes seem a little underpowered, for all that they're nifty as hell. It's extremely inconvenient gaining experience with them, as nigh on everything can rip them a new a-hole. Perhaps giving them a larger bonus against barbarians would help get them started? It'd be nice if they had some kind of niche, as opposed to now, where they're mostly an expensive scout. Zharkov Jul 28, 2010, 09:14 AM Very nice mod, indeed. I loved the Mad Max movies, although I cannot remember any Giant Mutant Spiders...^^ davidlallen Jul 28, 2010, 01:13 PM Thanks! I am sure that they did not have the special effects budget in the 1980's to do this, but they would definitely have giant spiders today! Zharkov Jul 28, 2010, 02:51 PM K, now that I played the mod for a few hours I have more sophisticated feedback available: I haven't found any bugs so far, that alone is very impressive. Keep the Ute in service: I agree that the Ute is too stylish to become obsolete. That could be prevented by making Ute give a movement bonus to accompanying infantry. I like the wastland towns and villages. Reminds me of *snip*! Perhaps you could add apples and dogs as resources?^^ Also, you could add the possibility to sink wells in towns to improve health and provide irrigation. Then, I noticed that mines can only be built on resources. That makes sense somehow - why drill holes in a hill when there is nothing to exploit. But infrastructure building is a bit dull in your mod. I would suggest to bring mines back to service on hills, but with a lower prod. bonus, or add more common minerals as resources to provide more oppertunity for mining. Furthermore, salvage centers could also provide a small caps ...err... gold bonus (and a lower prod. bonus), as rummaging through ruins should bring forth some fancies to cash in. And, junkyards would be only placeable in the vicinity of ruins (to drag the larger spoils there for disassembly), or on a special scrap resource, as a junkyard without junk is bit out of place. Additionally, oldfashioned wind wheels (http://www.shattuckwindmillmuseum.org/newsA.htm) could be placed on hills with water towers for irrigation and give a small food bonus to close-by farms (but now I am starting to spin out of control). Why do those punks get along with the Giant Mutant Spiders so well? davidlallen Jul 29, 2010, 10:40 AM Thanks for the ideas! The ute has a number of superior promotions, some of which are unlocked along the tech tree. A high level ute is one of the best units. I agree there are a number of resources which could be added; there are several threads in the sub-forum related to this. Once Civ 5 comes out and we understand which bits (if any) of Civ 4 mods can be re-used in Civ 5, I may work on a new, improved version for Civ 5. wolfigor Aug 08, 2010, 06:43 AM Like the streamlined tech tree. Enjoyed seeing characters like Tank Girl. edit: Might want to cut down on the number of factions and make the remainder more distinct, with individual features. All these different ones are confusing, especially to newer players. Fewer, more interesting traits rather than vanilla. eg: Lord Humongous, Raider, two caravans pop instead of just one. Completely agree. There is very little differentiation between faction, and it doesn't really matter which one to take. It will be nice to have different starting bonuses as Aeon221 suggested, and maybe some UU and/or UB. One Civ may have bonuses in the desert (like +1 food, +1 hammer) to specialise to it. An other Civ may have a UU that replace the standard (and rather useless) Ute, so they can have early fast units for raids. One Civ may have a chance to convert barbarian after a successful combat. Another Civ (if possible to code in the SDK) could be highway patrols: attacking anybody on highways and rebuilding them : It should fit in the Mad Max scene. :) AI seems to have a lot of trouble expanding with raging barbs on. Lack of early offensive units made it easy for me to camp a civ into their capital city, which opened up some early expansion opportunities. After I got my second city up, Fireball popped and I used him to slaughter two civs. He's a little strong. Life without Ammunition Factory is really tough (the defenders are the main unit for early/mid game with enough strength to deal with any enemy). Any civ that doesn't build enough of them early on is as good as dead. Fireball is really a badass in the early game and if the other Civ is not too far he can be the spearhead of a very successful invasion. However it's not really overpowered... with a strength of 10 he can be easily disposed by a couple of guardians (str. 12). Yes, Fireball is superstrong if your neighbors do not have any good units to counter it (early in the game). ...however if you get Fireball and Tank gal one after the other... then there is little to stop you. :) Eagle is not very strong, the same for Ghost. I used them for exploration and fog busting. Barbarians seem to be the primary foe, and in the mid/late game, Even if there are several AI remaining the primary foe of the mid/late game is the barbarians. All your borders are under constant pressure, and the large areas of unexplored wasteland ensure hordes of them harassing you. The human player can deal with them quite ok (sometime can be challenging) but it's really hard for the AI. In general the mod gives a great feeling of a survivors' society trying to survive in a very hostile environment: it fits with the background that hostile barbarian and limited development are the main enemies. It's really fun to play... you don't have hundreds of units. Just a few, and all of them count. I enjoyed organising expeditions to clean up a small region from barbarians, build a new city and connect a road to another civ (my vassal). It's definitely difficult to give civs personality, which is why I'd encourage consolidating some of the similar ones. For instance, I like both the Aquarians and Hopeville, but I'd be hard pressed to say what makes one different from the other. As to Civics, well, stuff like Vassalage and Serfdom seems a wee bit out of place. And Environmentalism? That's just cruel. Also drafting appears dead. Of the Legal Civics, Vassalage, Free Speech and Bureaucracy are all very useful in their own ways. You could easily rename Free Speech to Defensive Doctrine, Vassalage to Offensive Doctrine and Bureaucracy to Economic Doctrine. Related bonuses, buildings or units. <... snip...> I agree on most of the suggestions... I didn't play enough to suggest anything specific myself. One small thing, computers should come later, maybe after some tech to get electric power first. Not only because computers need their juice, but also because you can too easily beeline to rockets and get free rockets from the ruins... this include nuclear missiles. One last thing, please, add a Drive-In: http://www.imdb.com/title/tt0090915/ If you didn't watch the movie, it's supposed to be in a collapsing Australia (not after nuclear war like in Mad max, but it has a similar feeling): drive-in theatres are turned into concentration camps for the undesirable and unemployed. The prisoners don't really care to escape because they are fed and they have a place to live which is, in most cases, probably better than the outside. Crabs and his girlfriend Carmen are put into the camp and all Crabs wants to do is escape. Drive-In world wonder, no angry in the town. davidlallen Aug 09, 2010, 02:47 PM It will be nice to have different starting bonuses as Aeon221 suggested, and maybe some UU and/or UB. Thanks for the feedback! I agree. If I come back to do more development on Fury Road (43 days till Civ V comes out!) one of the first things I will do is add civ-specific abilities and UU and UB. There are many ideas in the sub-forum. An other Civ may have a UU that replace the standard (and rather useless) Ute Several people have commented about the Ute being weak. In my opinion, a high level Ute with good promotions is one of the deadliest units. Rather than upgrading, it gets significant bonuses from its specialized promotions. Do you agree? One small thing, computers should come later, maybe after some tech to get electric power first. Not only because computers need their juice, but also because you can too easily beeline to rockets and get free rockets from the ruins... this include nuclear missiles. The "back door" to nuclear missiles is intentional. In fact this is one of the only reasons to research down this branch. It is an attempt to make the choices of techs less obvious. In general, all the branches of the tech tree could stand to be expanded with more techs; I agree it would make sense for this branch too. One last thing, please, add a Drive-In: http://www.imdb.com/title/tt0090915/ Thanks for the idea! If I can find an active artist to create the building, it would be an excellent addition. wolfigor Aug 10, 2010, 01:57 AM Several people have commented about the Ute being weak. In my opinion, a high level Ute with good promotions is one of the deadliest units. Rather than upgrading, it gets significant bonuses from its specialized promotions. Do you agree? Yes, effectively it's a very interesting idea (evolving via powerful promotions instead of spending gold for upgrades). The main problem is that they are very weak in the beginning. Later in the game UTEs are really in big trouble with more powerful "barbarians"... they rarely survive long enough to get experience. Their production cost is comparable to a jeep, so with few towns and limited production most of the time one prefers to produce something with a longer life expectancy. Maybe, if they had some extra change to retreat from a fight, they would survive longer in the earlies. The "back door" to nuclear missiles is intentional. I see it now. :) I didn't check the code, but I guess you receive one nuclear missile when you re-build the silos and then only guided missiles will be spawn. Unfortunately the other civs are not that much scared by your missile (they should be more, especially in this mod)... however that's mostly a problem with Civ IV. Thanks for the idea! If I can find an active artist to create the building, it would be an excellent addition. I think it fits perfectly in the scenario... doesn't matter what's the bonus of the wonder, it's fun to build it. Something else I notice is that teching is rather slow (as it should be in this scenario), and great people are the best way to tech-up. I got a few great engineers, and they all contributed to my research efforts. It could be fun to have events that force you to go to a specific ruin to save a scientist/engineer/etc. The events will trigger more frequently after you discover Radio (make sense, isn't it?). Given the amount of dangerous barbarians in the world, it will be interesting to mount an expedition with plenty of military units to save the dude (and gain techs). I should have "discovered" this mod earlier... now with CIVV coming nobody is going to put any energy into it. davidlallen Aug 10, 2010, 09:12 AM Later in the game UTEs are really in big trouble with more powerful "barbarians"... they rarely survive long enough to get experience. In the late game, it is true that I would rather have rebuilt tanks compared to utes. But in the early and midgame, promoted utes are very helpful. I like to build some extra utes and send them out exploring, to get those first few levels when they can find weaker animals. But, a lot of them get killed. That is actually the effect I *want* from the mod; exploring should be dangerous. I should have "discovered" this mod earlier... now with CIVV coming nobody is going to put any energy into it. It is too soon to tell what will happen when Civ 5 is released. It is pretty well understood that none of the existing python or sdk code will be useful at all in Civ 5. I don't personally know whether the art will be useful. It could be that Civ 5 will come out, and nobody will view it as a huge improvement over Civ 4; then people will stay with Civ 4. It could be that the art can be easily transferred and the "new" sdk and lua code will be easy to pick up. Then many Civ 4 mods may be rewritten on Civ 5. We will see in ... 42 days. |
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