Alexanders' Conquests Testing thread

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I need a few good testers. I have little idea of whether my mod is balanced, and I need people to give me a hand with it. Original thread is here.

Volunteers so far:

Virote_considon
Blue Monkey
Gaias? Anyone heard from Gaias?


Anyone else?
How large is your mod? I can test a small one, but a very big one.
 
Pretty confident that this will fix it. A mistake in the biq. Sorry. :mischief: I made one small change after my last bit of testing, and didn't test it after that.
I've downloaded it just now, but won't have a chance to test until later tonight. I'll post results ASAP.

EDIT: I've installed the revised BIQ; the game now starts just fine. I'll begin play while keeping the tech-related log you requested over the next few days.

EDIT 2.0: There's a serious problem - all the leaders of every civ are named Alexander III.
 
How large is your mod? I can test a small one, but a very big one.
Hi bd41094. :)

If you mean how big is the download - then it is about 180 MB including the patches. It is rather large, most of the size is taken up by new Leaderheads. Perhaps if you have a slow internet connection I could try to make a package without the LHs in. I've been meaning to do that sometime anyway - though it would take way a lot of the graphical flavour unfortunately. And I would have to use the Greek LH for about 10 different civs. :mischief:
 
EDIT 2.0: There's a serious problem - all the leaders of every civ are named Alexander III.
Do these names show up in the game? I knew that they would show up as Alexander III in the game start up screen, but thought that once the game got started it would be normal. I think the reason is that I've left all the civs playable (for my own testing reasons - trying to make sure the civs start in a position where they're not losing 100 gold a turn). Because the human player is player 1, and player 1 is set up to use the name Alexander III, the start up screen shows all the leaders as Alexander III of the ...

BTW - the biq is currently in debug mode. If you want to change that then just go into the scenario properties in the editor.
 
I can't seem to initiate propaganda in the espionage missions. I was about to try and bribe a couple of Eastern Greek cities...

Also, I captured Zelea, and could build a "Potential Bride"... I'm sure that this shouldn't be the case...

EDIT: What is this bug ship near Barka? EDIT2: OH, I see! Crafty!
 
I can't seem to initiate propaganda in the espionage missions. I was about to try and bribe a couple of Eastern Greek cities...

Also, I captured Zelea, and could build a "Potential Bride"... I'm sure that this shouldn't be the case...

EDIT: What is this bug ship near Barka? EDIT2: OH, I see! Crafty!
1 - The Eastern Greeks (and other Persian satraps) can't be bribed until after they switch government to 'rebellious satrapy'. That should be about 30 turns into the game. I think. :)
2 - I think that I have to keep the potential bride buildable so that the Alexandrians can capture them. Otherwise they just get slaughtered, which isn't very gentlemanly to say the least. :D They have got the maximum possible shield cost though, so hopefully they aren't that tempting. In the next biq I may experiment with making the potential brides into king units, since I don't think that they can be built. But I'm not sure that they can be captured either.
3 - :lol: I may rename that unit name to 'fortify me', so that everyone knows what to do with it. I may provide a saved game file in the final version rather than the biq so that I can set up the diplomatic situation. I wanted the player to be at war with Kyrenaica at first, but not necessarily forever.

Glad things are working OK. How are you doing? Do the AI leaders have the correct names for you, or are they all called Alexander III? And how long did it take before the Kyrenes took the bait? Thanks for playing. :goodjob:
 
1. I'd just realized that :crazyeye:
2. In my Greek scenario, I have set all capturable units that arn't buildable (all Gods, most Heros, and some other units) so that they are buildable by all, with no tech preq., and I have made them require "Coal", which is neither found on the map, and just to make sure, it is assigned to an era-none tech, and it is not allowed on any terrain.
3. It's going great! Eastern Greece is really a formidible force this time round! I've actually had to halt my stratagy several times (and I'm only on week6) just to keep hold of cities. Memnon has come to attack me (I took Ephesus before Sardis, and was charging my way towards Harlicarnassus, rather than Miletus where he starts). The problem is another one has just spawned :lol:

Kyrenaica took the bait right away! I SWEAR the AI is programmed to "accidently" pass over Invisible units! (Although I do remember one game where the AI seemed to refuse, even when I surrounded a ship-filled city with subs...)

With the names, in game they are all correct. It's just the startup screen that they arn't.

And thank you for making this!

Anyway, I'm off to college, before I'm late.
 
1. I'd just realized that :crazyeye:
2. In my Greek scenario, I have set all capturable units that arn't buildable (all Gods, most Heros, and some other units) so that they are buildable by all, with no tech preq., and I have made them require "Coal", which is neither found on the map, and just to make sure, it is assigned to an era-none tech, and it is not allowed on any terrain.
That's a great idea. And one that I really should have thought of. ;) I'll do that for next time.

3. It's going great! Eastern Greece is really a formidible force this time round! I've actually had to halt my stratagy several times (and I'm only on week6) just to keep hold of cities. Memnon has come to attack me (I took Ephesus before Sardis, and was charging my way towards Harlicarnassus, rather than Miletus where he starts). The problem is another one has just spawned :lol:
I'm glad that they're a challenge. What level are you playing on?

Kyrenaica took the bait right away! I SWEAR the AI is programmed to "accidently" pass over Invisible units! (Although I do remember one game where the AI seemed to refuse, even when I surrounded a ship-filled city with subs...)
It's the stupid sub bug in action. It was fixed in PTW apparently, but came back in Conquests. It's helpful in a way since it adds another tool for mod makers. I did have one failure in testing though when the Kyrenes wouldn't attack for the first nine turns.

With the names, in game they are all correct. It's just the startup screen that they arn't.
Good. Cheers for confirming that. :)

And thank you for making this!

Anyway, I'm off to college, before I'm late.
Ah yes, I missed several lectures at uni due to civ3. And that was just vanilla. Glad you're enjoying it.
 
I'm taking the same idea that we're using whilst playtesting the EFZI2 scenario, and playing on Monarch level (or 12a in that scenario), because that's the "middle" level that should be balanced, and neither overly easy nor overly hard.
 
Hi bd41094. :)

If you mean how big is the download - then it is about 180 MB including the patches. It is rather large, most of the size is taken up by new Leaderheads. Perhaps if you have a slow internet connection I could try to make a package without the LHs in. I've been meaning to do that sometime anyway - though it would take way a lot of the graphical flavour unfortunately. And I would have to use the Greek LH for about 10 different civs. :mischief:

No, that won't be a problem. My concern was mainly how much there is to test, but I've got time. So sign me up:) I'll download now and then make a report on everything I find, including my personal feedback and opinion on the mod. You can add my name to the list:mischief:

Edit: as for the V O9 patch does that include fixes from all other patches?
 
I had a CTD in the 'pedia, following a link in the DEATH OF ALEXANDER entry. I think it was Dedoichi, or somethnig like that.
So don't follow the link. ;) No, but seriously, here's the fix. Unzip to youe scenarios folder like with the update.

The link is Diadochi - the name given to the successors of Alexander like Ptolomy and Seleucius. They fought all manner of wars to carve up Alex's old domain.
 

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No, that won't be a problem. My concern was mainly how much there is to test, but I've got time. So sign me up:) I'll download now and then make a report on everything I find, including my personal feedback and opinion on the mod. You can add my name to the list:mischief:

Edit: as for the V O9 patch does that include fixes from all other patches?
Name added. But do you mind if I call you bd from now on? :crazyeye: I thought that R8FXT was bad. There's quite a bit to test, but fortunately only one real civilization. All comments are most welcome. :D

The patches all need to be downloaded and installed in order, see the post 2 for the order. There is one bit that you'll only need if you have Civ 3 Complete, but the rest are all needed. When I release this officially I will get everything together into a single download.
 
Do these names show up in the game? I knew that they would show up as Alexander III in the game start up screen, but thought that once the game got started it would be normal.
Just to confirm what Virote already said: The names are fine in-game.

I'm playing a few turns tonight to refamiliarize myself with the mod; then over the weekend, in between working on the Mesoamerica map for Sword_of_Geddon, I'll get cracking on a shakedown, with the tech-log.
 
Oh, I thought that I'd mention that I'm one turn behind tech-wise, and it looks like I can't "catch up"...

Hey, Keroro, can I ask what you used to help you with the resource placement?
 
Oh, I thought that I'd mention that I'm one turn behind tech-wise, and it looks like I can't "catch up"...

Hey, Keroro, can I ask what you used to help you with the resource placement?
One turn isn't too bad, but you won't be able to catch up cos the min tech time is 8 turns, max tech time is 26 turns. There's a little bit of flexibility built into the tech rates do that if you lose a turn or two here and there it won't be the end of the world, to allow for the odd revolution here and there.

The resource placement was sooo long ago. :mischief: I hardly remember. I think that it was mostly educated guesswork for the bonus resources. So a large amount of furs went in the northern forests of the map, and goats were plentiful in Greece and Asia Minor so that's where I put them. But for the most part I placed them with an eye to gameplay and city location - like in TETurkan. Where I wanted cities to grow big I would place a few fish or wheat around. Where I wanted a port I would place some wood. Obviously the racial resources practically placed themselves. No prizes for guessing where the 'Italians' or 'Persians' resources needed to go. :)

With your own mod, I guess you'll have a load of resources that are really easy to place. But for the rest, I would recommend considering gameplay paramount rather than realism in your placement.

BTW - I would guess that Blue Monkey knows more about resource placement than I do. ;)
 
BTW - I would guess that Blue Monkey knows more about resource placement than I do. ;)
Wrongwrong, K-man. What I know about resource placement I only know from studying atlases. And from your map and posts, it looks like you've more experience considering the effect on gameplay of resources than I do.
 
I think that you underestimate your knowledge. :) But anyway:

I've just been to a public house for lunch so anything I say now is corrupted by the grain brewed drink. But I hope that Virote would consider me as a tester when the time comes in the Ancient Greek mod (bagsy Spartans :p), and I would be happy to give any feedback I can. Maybe on Saturday or Sunday I'll post over in his thread about the locations that I feel are important and those that I feel are realistic, leaving the rest up to him. Though obviously without detailed info on what the different resources actually do and allow it is rather difficult.

If anyone is around for a few drinks in London tonight - have a great one, and I'll see you there. :beer:
 
Thanks, Keroro. And of course you can help playtesting when the time eventually comes. If I work non-stop, and there are no editor-related errors in the way, I should be finnished just in time for the 2012 Olympics :p
 
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