Alpha testers needed for Steph's mod 2

3. Barbarian ship and my little french galley ship faced forward when fighting instead of using broadside shots. I noticed in the editor that ranged attack animation is set for other ships but not the barbarian ship.

4. I sacrificed a slave in Grenoble. It gave me +40 culture and I didn't have a Sacrificial Altar.

5. Spies have the bombard ability at 0 range. Odd.

6. The Mexican galleys are miraculously good! They can move 5 per turn vs. my wimpy little 2 per turn for the same ship type.

7. Spies are awesome. I can easily kidnap all of the Japanese workers with them. I'm pillaging their land now. Spies are too easy.

8. Japan went from Polite to Furious. I'm not sure how or how long it took. I suspect their default attitude toward me was Furious due to our war, and then they became Polite due to me trading Timber and Horses to them. Now they're Furious again. My spies have destroyed many of their roads and kidnapped 3 of their workers.

9. The French have absolutely no need for a Scout.

10. The picture for Ancient Sanitation looks ridiculous. They're just dumping garbage in a hole!

11. The Japanese declared war on me. They've also finally randomly stumbled into my Spies and killed them both.

12. My French troops veritably shredded the Japanese nation. It was FAR easier than when I played the Americans.

13. How strange. I can set my tax rate to 90% tax, 10% science, and then at the beginning of the next turn, it resets it to 60/40.

14. Extremely strange. I just now got Mechanical Power. I decided to upgrade my Fr_03I + Spearman to the next one, which is Fr_04I + Spearman. The only city I can perform the upgrading in is my capitol. Very weird. It's like all of my Barracks no longer work, but they still provide culture.

15. It seems that Fruit would be better if it appeared in the Jungle or Forest.

16. The upgrading at Barracks seems to work now.

17. The AI makes incredibly poor use of land. He should build his cities in a much denser manner. There is plenty of land which was unused.
 
OH yes I know, but thats what I like about your approach. Kinda puts me there in the game n' helps me see how it really plays out.

Sorry Ive not offered my services. Ive volenteered to copy n past some wiki entries inot the pedia if/when Steph needs them. Big mod needs big pedia or its big blanks and thats no fun for some(like me :) )
 
3. Barbarian ship and my little french galley ship faced forward when fighting instead of using broadside shots. I noticed in the editor that ranged attack animation is set for other ships but not the barbarian ship.
I'll really have to check this problem of turning/not turning.

5. Spies have the bombard ability at 0 range. Odd.
They shouldn't. No bombard for the first spies

6. The Mexican galleys are miraculously good! They can move 5 per turn vs. my wimpy little 2 per turn for the same ship type.
I reduced the move of navy, but it ahs been done only for flavourised civ. The "old" ones are still a lot to fast.

7. Spies are awesome. I can easily kidnap all of the Japanese workers with them. I'm pillaging their land now. Spies are too easy.
they shouldn't capture, the capture flag is off :(

9. The French have absolutely no need for a Scout.
Any suggestion to make scout more interesting?

10. The picture for Ancient Sanitation looks ridiculous. They're just dumping garbage in a hole!
I can't put a garbage truck can I?

13. How strange. I can set my tax rate to 90% tax, 10% science, and then at the beginning of the next turn, it resets it to 60/40.
That's a bug that has puzzled me for some time

I know your notes are sometimes just observation, that's why I don't answer to all of them, but it helps get feedback about the feeling.

About civpedia: the "gameplay" part is usually done, but for the dscription part it's quite empty at the moment.

I'll probably work again on it between the Alpha and the Beta, i.e. when all the units are done for every civ.
 
Having trouble finding the details of whats different in your mod. But I only took a cursorary glance at the starting thread and your website though.

I've been considering options of scouts for awhile, invisibility is one of those things I was contemplating and the invisibility bug was one of my worries.

One of my more mild boost ideas was simple to give them regular movement over forests/jungles & maybe wetlands.

Maybe expansionists could have a second unit called (spy but I see you've taken that name), doesn't have the movement of scouts but is invisible with no nationality. But can't capture or do anything other then observe. Other ways to add such in too.

I don't know if its in your mod, but don't forget one of the conquest nations has a scout UU with attack/defence and free move over hills/mountains. Anything done to scout will effect that UU, and balance will need to be made accordingly. I don't think any unit with combat ability like that should have invisibility, too powerful (at least early on) (that doesnt mean scouts couldn't have it but more tinkering is required for balance)
 
18. The Fr_05S # Worker units look incredibly weird. They look like executioners when standing still.

19. The Palace costs 1 to maintain? I guess that's ok, but it seems it would be better if it costs 0.

20. A slave market had a nuclear meltdown. It gave me this text:
The Nuclear Plant in Amiens has malfunctioned! Thousands are dead, and pollution has crippled production!

Shouldn't it say slave revolt, not nuclear meltdown?

21. Crashed!
ERROR READING FILE
Missing entry in "Scenarios\..\Scenarios\Steph_History\text\PediaIcons.txt":
ANIMNAME_PRTO_3I_IronSword_Ib

I'm guessing that's an Ib.

I fixed the bug and continued.

23. I'm a bit puzzled with the Fr_05C + Heavy Knight and the Fr_05C + Knight. At the time I can build both of them, I have plenty of cities that make 40+ resources. The Heavy Knight is much better than the ordinary Knight, and it costs 10 resources more. I have no need to ever build the ordinary Knight.

24. The "animation" for the Fortify of the Fr_06S # Explorer is amazingly long.

25. Interesting. My Fr_05C # Knight Templar couldn't disembark from a ship to a forest with a road.
 
18. The Fr_05S # Worker units look incredibly weird. They look like executioners when standing still.
That's to scare away the knights who'd like to pillage their villages.

19. The Palace costs 1 to maintain? I guess that's ok, but it seems it would be better if it costs 0.
And how would you pay the staff to make all your silverware and goldware shine?

20. A slave market had a nuclear meltdown. It gave me this text:
The Nuclear Plant in Amiens has malfunctioned! Thousands are dead, and pollution has crippled production!
Shouldn't it say slave revolt, not nuclear meltdown?
The idea was to have the slave market creates "slave revolts", and have the same effect has a nuclear meltdown, but I don't know how to make the text different.

21. Crashed!
ERROR READING FILE
Missing entry in "Scenarios\..\Scenarios\Steph_History\text\PediaIcons.txt":
ANIMNAME_PRTO_3I_IronSword_Ib
I'm guessing that's an Ib.
I fixed the bug and continued.
Iberian unit. Iberian is not done yet.

23. I'm a bit puzzled with the Fr_05C + Heavy Knight and the Fr_05C + Knight. At the time I can build both of them, I have plenty of cities that make 40+ resources. The Heavy Knight is much better than the ordinary Knight, and it costs 10 resources more. I have no need to ever build the ordinary Knight.
I'm not very happy with this part either. The heavy knights are supposed to come a bit later and be more expensive.
The main difference is the heavy knight is wheeled, and the knight is not.

24. The "animation" for the Fortify of the Fr_06S # Explorer is amazingly long.
Then be amazed! Isn't it nice to :) ?

25. Interesting. My Fr_05C # Knight Templar couldn't disembark from a ship to a forest with a road.
I supposed as a wheeled unit it can go only from a tile with a road to another tile with a road? And there was no road in the sea tile.
 
By the way, Steph, I think the teapot for the Tea resource looks silly. Can you use some kind of image for a tea plant?

There are a variety of plants used to make tea, but the image on this page looks good.

http://en.wikipedia.org/wiki/Tea
Agreed, I'll check again in the download section if someone made a nice tea resource
 
OT:
Dear steph I have:
C3 in italian
C3 PTW in Italian
C3 C in englisch

can I to paly the your future mod? ...this mod! pls

hi edil :)

C3C english should be OK... Hoping they did not change the name of the units folder in the Italian version!
 
I'm not very happy with this part either. The heavy knights are supposed to come a bit later and be more expensive.
The main difference is the heavy knight is wheeled, and the knight is not.
Yeah, I noticed that the heavy knight is a bit limited when it comes to certain terrain.

Then be amazed! Isn't it nice to :) ?
The unit is nice, but the animation it does for everything is way too slow.

I supposed as a wheeled unit it can go only from a tile with a road to another tile with a road? And there was no road in the sea tile.
Yep, that's what happened.



I played my French game a bit more.

26. I'm being assaulted by around 40 Mexican units trying to take back one of their cities. It's interesting to watch as well as being tremendously time consuming to watch the battles with full animation. Anyway, I'm being attacked by all manner of units and I have no idea what most of the units do. It looks like I'm being attacked by just four unit types.

27. The Mexicans retook their city. After the turn in which they conquered the city, I counted the Mexican units that moved. I counted 134.

28. The upgrade for the Fr_05I + Foot knight is kind of weird. It upgrades to a Fr_06I + Musketman, which has a higher defense but lower attack. Also, it costs 0 gold to go from Foot Knight to Musketman.

29. At this point, my army on the Mexican mainland is so large, that I'm paying through the nose for maintenance. I'm at 70% tax, 0% science, and 30% luxuries right now. I'm really struggling to maintain this war with Mexico.

30. The animation for Musketman is really screwed up. It's too slow too.

31. Curses! I just made an army with my military leader, Napolean, and I can't load any units into it. :(

32. The sound effects for the Musketman are totally weird. Too much shooting and too much hitting.

33. The Fr_07S # Worker seems just as good as the Fr_05S # Worker.

34. Just an FYI. These are some of the Mexican units I see at 1284 AD. Our war has already lasted at least 20 turns, so I'm definitely missing some of the units which I've already fought.

4I - Medieval Spearman (Mx)
3I - Iron Spearman (Mx)
05C - Knight (Mx)
04I - Medieval Warrior (Mx)
5I - Pikeman (Mx)
6I - Arquebusier (Mx)
5I - Crossbowman (Mx)
4I - Archer (Mx)

There were some (-) units as well but they're all dead now.

35. FYI, the army I made from a leader is 01S Army.

36. It's 1312 AD now and the total number of Mexican troops I murdered must be around 200. At least.

37. Hey, the Americans cleaned up their pollution! I can't believe it. What allowed them to get it so early?

38. By the way, I've been cheating with my tax slider. I set my science to 0% and on the next turn, my income is calculated with 70% tax. After that calculation, it gets set back to 60%.
 
Yeah, I noticed that the heavy knight is a bit limited when it comes to certain terrain.
.
Is the difference between both unit sufficient? Should I increase the cost of the heavy knight?

The unit is nice, but the animation it does for everything is way too slow.
That's a unit I converted long ago, and then I kept to many frames. I'll try to reduce the number of frames.

26. I'm being assaulted by around 40 Mexican units trying to take back one of their cities. It's interesting to watch as well as being tremendously time consuming to watch the battles with full animation. Anyway, I'm being attacked by all manner of units and I have no idea what most of the units do. It looks like I'm being attacked by just four unit types.
So, the AI is building several types of units :).

27. The Mexicans retook their city. After the turn in which they conquered the city, I counted the Mexican units that moved. I counted 134.
It seems a huge lot of units. Too many I think. What about putting back the population cost? Or increase the cost of units?

28. The upgrade for the Fr_05I + Foot knight is kind of weird. It upgrades to a Fr_06I + Musketman, which has a higher defense but lower attack. Also, it costs 0 gold to go from Foot Knight to Musketman.
That's because in the Renaissance era, the foot knight were replaced by pikes and muskets. The style of warfare changed. However, I may have to fix the cost.

29. At this point, my army on the Mexican mainland is so large, that I'm paying through the nose for maintenance. I'm at 70% tax, 0% science, and 30% luxuries right now. I'm really struggling to maintain this war with Mexico.

36. It's 1312 AD now and the total number of Mexican troops I murdered must be around 200. At least.
Yes, I wanted to make large armies difficult to maintain. But I'm still thinking increasing the cost of units, and using population cost, would be better than just playing with maintenance cost.

30. The animation for Musketman is really screwed up. It's too slow too.
Slow = to many frames, I'll try to check that. What do you mean by screwed?

31. Curses! I just made an army with my military leader, Napolean, and I can't load any units into it. :(

35. FYI, the army I made from a leader is 01S Army.
You need to upgrade your army to a Fr_07S # Army. The generic army (ie generated by leaders) is crap! But I think you need to meet some requirement before you can do this, like build the Military Academy small wonder.

32. The sound effects for the Musketman are totally weird. Too much shooting and too much hitting.
I know, It needs to be fixed.

33. The Fr_07S # Worker seems just as good as the Fr_05S # Worker.
07S has a worker strength of 125, the 05S has 100.

34. Just an FYI. These are some of the Mexican units I see at 1284 AD. Our war has already lasted at least 20 turns, so I'm definitely missing some of the units which I've already fought.

4I - Medieval Spearman (Mx)
3I - Iron Spearman (Mx)
05C - Knight (Mx)
04I - Medieval Warrior (Mx)
5I - Pikeman (Mx)
6I - Arquebusier (Mx)
5I - Crossbowman (Mx)
4I - Archer (Mx)
So the AI build a big everything, but doesn't upgrade all.

37. Hey, the Americans cleaned up their pollution! I can't believe it. What allowed them to get it so early?
No idea! You can do this only with Ecology normally. Did they build something else instead? Like planting a forest, creating a mine? That would clear the pollution at the same time?




You did not comment about giving the archer line a range 1 bombardment.
 
20. A slave market had a nuclear meltdown. It gave me this text:The Nuclear Plant in Amiens has malfunctioned! Thousands are dead, and pollution has crippled production! Shouldn't it say slave revolt, not nuclear meltdown?

For a proper text, you must only change the script-file in the text-folder. Here you can easily change the text to the text you like:

#MELTDOWN
#map_center 0
#advisor Domestic Sad
#xs 440
#text
The Nuclear Plant in $CITY0 has malfunctioned! Thousands are dead,
and pollution has crippled production!

We did the same in SOE with our exploding ammunition plants (an idea of General JCL).
 
I know, but it's not possible to have different texts for different buildings.

I have the slave revolt (for the slave market) and the meltdown (for the Nuclear plant), both with the Meltdown flag checked.
 
I see. In this case you must find a text that fits well for both situations (something like: The prognosted catastrophe happened in $CITY0 .
Thousands are dead, and the production is crippled!)
 
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