Alpha testers needed for Steph's mod 2

Thanks, this kind of feedbacks always help.



The tribal warriors cost 0 population in game. There was an error for the Meso, and the Excel spreadsheet was out-of-date. I'm double checking the civ pedia and the Excel files for buildings ATM, when it is finished I'll start the units. Lot of work there.
Are you using the latest patch?


It does cost one. I supposed it took you so long because you were in a poor spot yielding not enough gold?


Corrected


Perhaps I could add something with a 0 attack, just to defend your cities.


Hint: read Jared Diamond's Germs, Guns and Steel. It is VERY important to get access to some food. If you don't find a good source of food, you'll remain poor hunters gatherers and won't fare well against Italy, if they found some cows or wheat to exploit early. That's unfair... But that's life :)


Your choice. Volcanos are dangerous, but they are usually fertile soil and yield 3 foods, sometimes it can help. Not so much early in game with the penalty.


Phalanx? What Phalanx? In game they should be called "Iron spearman". And for units requiring a resource, you can usually build it as a "weakened" version, without the resource. The unit costs twice as much, and have less HP.


Incense is a luxury.

From some of your remarks, I wonder what version of the mod you are running?

I downloaded it two or three days ago. I mistakenly played without putting your patch in the correct directories. I'll play again sometime in the next week (or today) and provide more up to date feedback.

Yes, I read Guns, Germs, and Steel. So that's what you're aiming for? Better historical realism?
 
Yes, I read Guns, Germs, and Steel. So that's what you're aiming for? Better historical realism?
Why do you think the mod is called "Steph's history"?
It's not really historically realist withotu a scripting solution, but I want to have something that gives a feeling of realism.

But that means unbalanced.
 
Game #3

Continents 70% shape
Standard size
Normal, temperate, 4 billion: humidity, climate, age

Sedentary Barbarians.
Default rules.
Warlord difficulty.

Played Indians.

1. I noticed the opening text says my tribe has knowledge of farming, roads, and irrigation. That's false since I can't irrigate.

2. I don't understand the difference between charioteers and horsemen. They cost the same yet chariots are clearly better.

3. Chariots and horsemen both require horses to build yet a city that didn't have horses could build either.

4. Bronze spearmen were capable of being built with no access to copper.

5. Tribal warriors have the Join City command available. I tried it, and I just lost my tribal warrior. No benefit to the city happened.

6. Got this error:

Missing file: Art\Units\Chincha Warrior\..\Swordsman\SwordmanFortify.wav

Game exited.
 
Game #3
1. I noticed the opening text says my tribe has knowledge of farming, roads, and irrigation. That's false since I can't irrigate.
I'll check it later, I'm wondering if you play the correct version of the game, as I don't see where "farming" comes from... Did you download it from the link in the first page?
Irrigation is an early techs that give access to a few resources, like rice. You cannot "irrigate" before the agricultural revolution, that is available in the second era.

Game #3
2. I don't understand the difference between charioteers and horsemen. They cost the same yet chariots are clearly better.
Chariot are wheeled, and thus can't go in forest or mountains. They are indeed better for plains and grasslands.

Game #3
3. Chariots and horsemen both require horses to build yet a city that didn't have horses could build either.

4. Bronze spearmen were capable of being built with no access to copper.
They probably were (-) version of the units, twice more expensive and less powerfull. Did they had a (-) at the end of the name?

Game #3
5. Tribal warriors have the Join City command available. I tried it, and I just lost my tribal warrior. No benefit to the city happened.
Thanks, I forgot to remove the flag when I made the tribal warrior cost 0 population.

Game #3
6. Got this error:
Missing file: Art\Units\Chincha Warrior\..\Swordsman\SwordmanFortify.wav
OK, I'll checked. On my computer it seems OK. That's probably the infamous Swordsman bug.

Question: on a standard installation, what is the name of the folder
Swordsman or Swordman?

I think I may have changed it on my computer, so it may not work for everyone
 
OK, I'll checked. On my computer it seems OK. That's probably the infamous Swordsman bug.

Question: on a standard installation, what is the name of the folder
Swordsman or Swordman?

I think I may have changed it on my computer, so it may not work for everyone
I don't understand this problem. I put the wav file in the correct place and the problem persists.

The name of the directory is Swordsman.

It exists in the original Civ 3 installation and in the PTW installation.

Here's my saved game.

View attachment steph_mod2.SAV
 
They probably were (-) version of the units, twice more expensive and less powerfull. Did they had a (-) at the end of the name?

Yep, that's what it was. I just fired up the game to check that. This is the unit:
2l - Bronze Spearman (In) (-)

While going through the civilopedia for Bronze Working, I got this:

File not found: art\civilopedia\icons\units\EuroToolSmall.pcx
 
Found it. There is a space between .wav.

You can correct it in the chincha warrrior.ini file (in Steph_Infantry\Chincha Warrior).

I'm preparing a patch with some minor corrections, and it will include a civilopedia with city improvement (no building yet), and more info in the Excel spreadsheet
 
Yep, that's what it was. I just fired up the game to check that. This is the unit:
2l - Bronze Spearman (In) (-)
I suggest you read the Game Concept part of the civilopedia, the first topics (starting with 0)
 
More notes from my game #3:

7. What on Earth does Governor's House do? It looks like it only provides culture, based on the Excel file. It costs 100. Isn't that steep for a building which only provides culture and becomes obsolete?

8. Trade says it is needed for workers to build roads. My workers could build roads since turn 1.

9. Bronze spearmen have the join city command. So do bronze swordsmen. So do chariots. I guess the majority of the offensive troops have it.

10. My cities have 3 gem resources as luxury resources, yet I don't see any on the map.

11. The same error that happened for Chincha Warrior happened for Achilles. It was also looking for Swordsman/SwordmanFortify.wav.
 
More notes from my game #3:
7. What on Earth does Governor's House do? It looks like it only provides culture, based on the Excel file. It costs 100. Isn't that steep for a building which only provides culture and becomes obsolete?
Cost should be only 10 (both in game and in Excel). It also reduces corruption, though I forgot it in Excel

8. Trade says it is needed for workers to build roads. My workers could build roads since turn 1.
I tried that at first, but it wasn't working well, as it was impossible to get to luxuries and strategical resources...
So now you can build road immediately (but not irrigation nor mines). Where does it says it's needed? In the civilopedia? I've not yet double checked the technologies. But the Excel file is correct here.

9. Bronze spearmen have the join city command. So do bronze swordsmen. So do chariots. I guess the majority of the offensive troops have it.
All the units should have it if they require population to build. So you can return your soldiers to civil life after a war that forced you to recruit a large army.

10. My cities have 3 gem resources as luxury resources, yet I don't see any on the map.
Ërhaps they are transparent gems. They should be visible. I can see the icons in the editor. It would be bad lcuk if all the gems were under cities?

11. The same error that happened for Chincha Warrior happened for Achilles. It was also looking for Swordsman/SwordmanFortify.wav.
Damn firaxis and their spelling mistale! I'm afraid t may repeat itself often :(.
 
Cost should be only 10 (both in game and in Excel). It also reduces corruption, though I forgot it in Excel
I was multiplying by 10. It is indeed just 10 in the Excel file.

I tried that at first, but it wasn't working well, as it was impossible to get to luxuries and strategical resources...
So now you can build road immediately (but not irrigation nor mines). Where does it says it's needed? In the civilopedia? I've not yet double checked the technologies. But the Excel file is correct here.
It's in the Civilopedia.

Ërhaps they are transparent gems. They should be visible. I can see the icons in the editor. It would be bad lcuk if all the gems were under cities?
Could be, but I highly doubt it. I didn't check the cities.

Damn firaxis and their spelling mistale! I'm afraid t may repeat itself often :(.
Do you have Cygwin? You can use find and grep to quickly find every file with the mistake. I'll do it for you and edit this post when I do it.

EDIT: These are the only two that have the problem, other than Chincha and Achilles.

./Phakak Man/Phakak Man.ini
FORTIFY=..\Swordsman\SwordmanFortify.wav
./Medieval Indian Swordsman/Medieval Indian Swordsman.ini
FORTIFY=..\Swordsman\SwordmanFortify.wav

I found another wav file with a space in front of its extension: InfantryDeath .wav

Here are more. These are from Conquests/Art.

./Units/TOW Infantry/AntiTankFortify .wav
./Units/King Hatti/King Hatti Death .wav
./Units/King Hatti/King Hatti Fidget .wav
./Units/Dromon/Dromon Death .wav
./Units/Curragh/CurraghDeath .wav
./Units/Chasquis Scout/IncanScoutDeath .wav
./Units/Chasquis Scout/IncanScoutVictory .wav
./Units/Ancient Cavalry/HCavalryDeath .wav

These are from Conquests/Conquests.

./Napoleonic Europe/Art/Units/Grand_Battery/GrandBatteryDeath .wav
./Napoleonic Europe/Art/Units/Grand_Battery/GrandBatteryFidget .wav
./WWII in the Pacific/Art/Units/Japanese Carrier/JapaneseCarrierDeath .wav
./WWII in the Pacific/Art/Units/Allied Carrier/AlliedCarrierDeath .wav


This is from CIV3PTW/Art.

./Units/King Indian/KingIndianFidget .wav
 
For the future, may I suggest PediaIconsChecker tool?
http://forums.civfanatics.com/showthread.php?t=102797

Albeit small and simple, it's one of the best three programs for Civ3 modding, along FLICster and SBB ;)
One click and you see all errors in PediaIcons.txt as well as all units' *.ini files, missing sounds and what not.
 
After searching for all files with spaces in their names, I came up with these errors:

Steph_Conversion/Art/Units/AoK Man-at-arms/AoK Man-at-arms.ini
FORTIFY=..\Swordsman\SwordmanFortify.wav
Steph_Conversion/Art/Units/AoK Longswordsman/AoK Longswordsman.ini
FORTIFY=..\Swordsman\SwordmanFortify.wav
Steph_Infantry/Art/Units/Phakak Man/Phakak Man.ini
FORTIFY=..\Swordsman\SwordmanFortify.wav
Steph_Infantry/Art/Units/Medieval Indian Swordsman/Medieval Indian Swordsman.ini
FORTIFY=..\Swordsman\SwordmanFortify.wav
Steph_Infantry/Art/Units/Sarmatian Swordsman/Sarmatian Swordsman.INI
FORTIFY=..\Swordsman\SwordmanFortify.wav
Steph_Infantry/Art/Units/Libyan Warrior/Libyan Warrior.INI
FORTIFY=..\Swordsman\SwordmanFortify.wav
Steph_Infantry/Art/Units/Hun/Hun.INI
FORTIFY=..\Swordsman\SwordmanFortify.wav
Steph_Infantry/Art/Units/Harad Swordsman/Harad Swordsman.INI
FORTIFY=..\Swordsman\SwordmanFortify.wav
Steph_Infantry/Art/Units/Galloglass/Galloglass.INI
FORTIFY=..\Swordsman\SwordmanFortify.wav
Steph_Infantry/Art/Units/Falxman/Falxman.INI
FORTIFY=..\Swordsman\SwordmanFortify.wav
Steph_Infantry/Art/Units/Egyptian Horus Knight/Egyptian Horus Knight.INI
FORTIFY=..\Swordsman\SwordmanFortify.wav
Steph_Infantry/Art/Units/Egyptian Axeman/Egyptian Axeman.INI
FORTIFY=..\Swordsman\SwordmanFortify.wav
Steph_Infantry/Art/Units/Celtic Warrior/Celtic Warrior.INI
FORTIFY=..\Swordsman\SwordmanFortify.wav

No other file than SwordmanFortify .wav seems to have this problem in your ini files.
 
Hi Steph. I had trouble with the swordsman files myself. It seems that the complete and the conquests versions are slightly different, so some people come across the bug and some don't. Here you will find the (very simple) file that fixed the problem for my testers. If you create an 'Art/Units/Swordsman' folder and put both the swordmanfortify .wav and swordmanfortify.wav files in it then the problem should disappear.
 
If only Firaxis had coded this part properly... Like not exiting the game everytime there's an error but just ingore and log it...

ErrorLog.jpg
 
THank you Keroro for being so helpful and especially Phlegmak, for your outstanding bug spraying. This is apprecaiated by me and many others hope to play this mod soon. Just wanted you to know your doing us all a big favour and I really appreaciate it, almost on the same level as Steph for designing it. :D Thanks again and for the epic amount of work poured into this project I tip my hat Sir Steph.

One thing I can say is the Pop cost attached to each unit is well worth the cost in terms to added game play. Stephs Mod1 used this approach also and I found a very balanced and unique, therefor enjoyable, game resulted.

It makes sence when at war you suffer labour shortages especially in the majorty time span. I modified so late units like tanks and things didn't set you back any peeps, only human units that were called into rank (also the city placement does become crucial :)

Oh yes, I also changed it so all infantry were lowered from 2 pop points to just 1 across the board. Besides that, everything was good!
 
One thing I can say is the Pop cost attached to each unit is well worth the cost in terms to added game play. Stephs Mod1 used this approach also and I found a very balanced and unique, therefor enjoyable, game resulted.

It makes sence when at war you suffer labour shortages especially in the majorty time span. I modified so late units like tanks and things didn't set you back any peeps, only human units that were called into rank (also the city placement does become crucial :)

Oh yes, I also changed it so all infantry were lowered from 2 pop points to just 1 across the board. Besides that, everything was good!

Now, the cost is only 1 population for most units (infantry, cavalry, tanks and larger ships). The smaller ships, artillery, and aircraft do not requires population.

Don't forget that the population loss is not only the soldiers you put in the tanks, but also the many personnal needed for support. They are not actual fighting forces, but while they maintain the tanks, they are not available to sustain your economy.
 
I've juste upload some updates of the documentation and game to the website.

Next step will be to work again on the unit. Finalize the name, write the civilopedia, modify the stats to make each civ more unique.

When it is finished (and it will be a long task!), I'll come back to the wonders.

In fact, I dislike very much adding buildings, I don't know why :(.

For the units, I'll do the units Civ by Civ, and not type by type. When a civ is "ready", I'd appreciate if you could play a few games with this civ exclusively, to see how it feels, and check for bugs. It may not be the final version each time, as I'll update the civ when new unit graphics become available.

So... What civ should I do first?
 
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