Beta Testers Needed!

I'm gonna try the beta 10!
Oh and for the bigger city work tile radius do I need to do something else?
Remembered that with 2.71 and the non beta of your modmod pack I've never been able to work that shitload of tiles :P
 
Hi,

Being a grat fan of RoM and your Modmod, I immediately tried the beta10 and I can't install it... After the installation directory selection, I click "suivant" (which is Next in french) and the installer only shows a window with "Saisir le texte ici" (Insert text here) and the Cancel button.

I am wondereing whether there would be a OS language issue and the installer would only work on English version of Windows ????

Any way to get the Modmod without installer for the time being ?

Thx a lot, I can t wait to play it ....

Lolo
 
The city needs to have a certain culture level to be able to work the 3radius tiles.

I know, but being a hardcore builder I think I was nearing the last levels of culture.

Some modmod component was interfering with my GEM map that wouldn't get past init graphics. Now using 50% or less of the modmod pack and it works. Read something about early buildings causing loading problems so that could be it, though I didn't see a component called Early Buildings but did see 'outpost' in a dual map test earlier.
 
Hi Afforess. Since you're nearing a final release, you might be interested in some very minor issues... just polish really.

1) With the Seafaring mod enabled, the Work Boat has had a TXT_UNIT_CAN_ONLY_TRAVERSE key showing for a while now which should translate to "Cannot traverse". The "Cannot Traverse Ocean" entry is fine, it's just the entry for storms.

2) Still with work boats - given that modern work boats exist, I don't think the early work boats need to be able to build modern improvements such as Jumplanes and Aquatic Force Fields!

3) More of a request really, when you absorbed Jooyo's submods, the brown colonisation theme didn't make it across. Thanks to your submod pack I get all the modmods I need in one place now, with the exception of this one. Should I hold out hope that this will get absorbed too or are you just sticking to gameplay changing submods?

Thanks for putting this pack together, I enjoy it a lot!
 
Hi Afforess. Since you're nearing a final release, you might be interested in some very minor issues... just polish really.

1) With the Seafaring mod enabled, the Work Boat has had a TXT_UNIT_CAN_ONLY_TRAVERSE key showing for a while now which should translate to "Cannot traverse". The "Cannot Traverse Ocean" entry is fine, it's just the entry for storms.

I've had tons and tons of people report this. This is a real bug, and I have fixed it, for a change...

2) Still with work boats - given that modern work boats exist, I don't think the early work boats need to be able to build modern improvements such as Jumplanes and Aquatic Force Fields!

Not my choice. I do believe more modern workboats can move faster, which is a major advantage though.
3) More of a request really, when you absorbed Jooyo's submods, the brown colonisation theme didn't make it across. Thanks to your submod pack I get all the modmods I need in one place now, with the exception of this one. Should I hold out hope that this will get absorbed too or are you just sticking to gameplay changing submods?

You're right, I try to stick to gameplay changers (Although I do deviate from that, look at Event Images.) However, this will be in A New Dawn, which I will begin work on after I release 1.4.
 
Thanks! I'm assuming that if nothing else is found, bugs I meant, then this is a final product and effectively a 1.4, if not in name :).

... Textual bugs have already cropped up.

I'm gonna try the beta 10!
Oh and for the bigger city work tile radius do I need to do something else?
Remembered that with 2.71 and the non beta of your modmod pack I've never been able to work that shitload of tiles :P

The city needs to have a certain culture level to be able to work the 3radius tiles.

Hi,

Being a grat fan of RoM and your Modmod, I immediately tried the beta10 and I can't install it... After the installation directory selection, I click "suivant" (which is Next in french) and the installer only shows a window with "Saisir le texte ici" (Insert text here) and the Cancel button.

I am wondereing whether there would be a OS language issue and the installer would only work on English version of Windows ????

The installer was made for English only. I just keep forgetting to remove the langauge selection wizard. However, if you are willing to translate the English install pages for me (It would be a lot of work, there are a lot of things needing translation) I would include French too.

Some modmod component was interfering with my GEM map that wouldn't get past init graphics. Now using 50% or less of the modmod pack and it works. Read something about early buildings causing loading problems so that could be it, though I didn't see a component called Early Buildings but did see 'outpost' in a dual map test earlier.

The outpost is from Military Civics. You can build it with Banditry. I'm not sure what the issue is, but I could look...
 
Wait event images are supposed to work? I was assuming that events had not been fixed and that was why I was not getting any images with my events.

You scared me for a second...

It was a bug in the dds path. I've fixed it...
 
Afforess,
I am having a problem with the uninstaller. When I removed b8, my computer froze, even ctrl+alt+delete wouldn't get me to the task manager. Same thing happened when I removed b9 this morning.
Any ideas on what could be causing that anyone?
 
Afforess,
I am having a problem with the uninstaller. When I removed b8, my computer froze, even ctrl+alt+delete wouldn't get me to the task manager. Same thing happened when I removed b9 this morning.
Any ideas on what could be causing that anyone?

No idea, I've run them on my computer just fine. Perhaps an antiviruis is conflicting?
 
Not sure if it has been brought up, but the Spanish Citadel needs to be converted for the Castle Mod. I believe it still obsoletes with Economics rather than Explosives.

Never noticed that. That's an old bug... I will make sure to include that in my next release...
 
Beta, beta, beta, beta? What's the plan, Stan?
 
I beg on my knees to wait at least one week efore releasing or saying anything about what is in a beta? Just let requests and discussions of requests flow in Requests thread only for now? I'm overwhelmed as it is now :lol:.
 
Beta, beta, beta, beta? What's the plan, Stan?

I beg on my knees to wait at least one week efore releasing or saying anything about what is in a beta? Just let requests and discussions of requests flow in Requests thread only for now? I'm overwhelmed as it is now :lol:.

I've already got a few changes to the SDK since 1.4, but only a minor text change, and some code optimizations, nothing beta worthy. I may put A.N.D up here...
 
I just had a CTD after a four of hours play. Unfortunately I do not know where to report it. I was using the Afforess (all less water animals), GeneralStaff (all buildings, and leaderheads) and my stuff including 3 of AAranda's religions which I was making modular.

The error appears to be occurring when a new civ is about to be created, but I am not sure. I understand the python logs but not the others.

Any ideas? Anyone?
 
Hello and thanks for the great beta 10, it really works well for me.
However, I have some concerns regarding the fact that it actually makes RoM easier

I've been playing on Emperor and after a very tough game start (100% tax with negative gold per turn, a lot of revolution danger) I end up arround 500 AD with a very easy game because of this

There's also exagerrated defense for some cities... this is the first game i've seen +240% defense in one of my cities.

Some unbalancing features also come from:

- major unbalance because Centrism gives +3 happy, and other ones in there +1 happy... more realistic values are +1 for Centrism and nothing for others
- the Spiral Minaret, there should be only one gold per religious building not two
- at most 3 culture points from priests instead of 5, for the Sistine Chapel
- Inquisitors should be more expensive, like extra 25%-33% hammers
- Bourgeois should give a little bit more instability
- Heavy pikemen and heavy swordsmen are too cheap
 
There's also exagerrated defense for some cities... this is the first game i've seen +240% defense in one of my cities.

That would be the entire point of the Castle Improvements. Of course, if you built all of the additions to the castle, you would end up with 100% more city maintenance, and many turns of production lost. In the end, it will only make enemy sieges longer.
- major unbalance because Centrism gives +3 happy, and other ones in there +1 happy... more realistic values are +1 for Centrism and nothing for others

I keep centrism with a +3 happiness because people like non-extremists. Also, to make it a viable choice over the other alternatives.
- the Spiral Minaret, there should be only one gold per religious building not two
- at most 3 culture points from priests instead of 5, for the Sistine Chapel
- Inquisitors should be more expensive, like extra 25%-33% hammers
- Bourgeois should give a little bit more instability
- Heavy pikemen and heavy swordsmen are too cheap

Not my fault, bring it up with Zappara.
 
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