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Final Fixes Reborn

Revision 337, having problems with the startup.

First I tried to play a Custom Game with my usual settings. I went into "Restrict Random Civilizations" and, after selecting the Civs I didn't want in the game, clicked "Continue" and nothing happened, I was stuck on that screen. So I force-closed the game.

Second I tried a "Play Now" game. This time the "Initializing" screen took about 4-5 minutes. Then the game started and the screen with the Civ and Leader came up. I clicked on "Continue" and again, nothing happened, I was stuck on that screen. So I again force-closed the game and tried another "Play Now" game with the same result.

I used the AoE Launcher all three times.
 
I thought it might be a problem with the Modules, actually. What I've noticed is that when I update to the latest SVN revision the Modules in the AoE Launcher seem to get messed up, with several being listed twice, once as active and once as inactive. So I decided to delete the folder containing the Mod and do a fresh download.

Useful to know the Esc thing, thanks.
 
Revision 337, having problems with the startup.

First I tried to play a Custom Game with my usual settings. I went into "Restrict Random Civilizations" and, after selecting the Civs I didn't want in the game, clicked "Continue" and nothing happened, I was stuck on that screen. So I force-closed the game.

Second I tried a "Play Now" game. This time the "Initializing" screen took about 4-5 minutes. Then the game started and the screen with the Civ and Leader came up. I clicked on "Continue" and again, nothing happened, I was stuck on that screen. So I again force-closed the game and tried another "Play Now" game with the same result.

I used the AoE Launcher all three times.


ok, rev 338 commited, fixing the click issue. that was a weird one, there's dll file where every new interface elements ( pop ups, tooltips, ...) is listed. It appears that the close_screen element cannot be moved out of it position in the list, which i did when adding the crime tooltip earlier in the list.
 
(the esc thing doesn't work for the restrict civ menu apparently)

It might be easier for me to just disable the Hamstalfar module -- that's a Civ I always block, since it really takes me out of the mood. I also always play with the "No Liberation" option, so maybe I'll just disable the Frozen module as well.
 
Danggggg I still can't get past the loading screen when starting a "Play Now" or custom game
 
great ! I'll have to finish that grigory game... and start a new one ..

questions about balance (applies to previous versions of the game):
- what is the interest of Knights over War chariots ? (W-Chariots seems stronger, and come earlier...) (Maybe Knight could get something special, instead of being "just 4 more toned-down W-Chariots-like).
- It seems I get all my adventurers into scouts, give them all the bloods I can.. and upgrade them for HA or War chariots for 17+ str units (12/9 + spider blood + elephant blood + poisoned blade +iron weapons) . I'm not sure if the "blood's" should transfer to non-recon units or if it'll be better if we could make a promotions for accepting "blood promotion"s, available to all units. At the moment, this possibility makes for boring micromanagement
- Heroic arcane are not as fun as other games : heroic-only arcane promotion is not so useful and twincast option is available to all... and not so interesting as you had to sacrifice 6 promotions... thus 6 spells.. and thus probably at least one full mastery for next archmage ! (no idea what to propose)
- Great Generals focused on Siege have a hard time getting xp as siege almost don't get xp: at most they get 1 after withdrawing. Maybe Siege bombard could give xp proportional to defense destroyed ? or ranged attacks increased xp, or their city attacks get +1xp ? (thus the Artillery mastery promotion is nigh-impossible to get : battlemaster 3 + artillery 2... needs at least to reach lvl 7 and most likely level 8 !! (to get the increased xp promotion))
 
Rev 338, same issue as above. Initialise and ctd after a couple of minutes. Tried cleaning cache, steam vs non steam install, play now vs custom. All same issue
 
well, i fixed the issue anyway. (but i agree that both hamstalfar and frozen need something done about them)

I remember Valkrionn had plans to redo the Hamstalfar as the Gyldalfar. Not sure what you're thinking, but I actually found one of his posts where he discusses the plan i some detail:

https://forums.civfanatics.com/threads/new-elven-civ-idea.429965/#post-10658704

Not sure what I would suggest for the Frozen, I just didn't much enjoy having them in the game, but that's only my opinion, of course.
 
out of curiosity, what's your install path for BTS and the mod?
do you get the same result if you deactivate all modules ?

great ! I'll have to finish that grigory game... and start a new one ..

questions about balance (applies to previous versions of the game):
- what is the interest of Knights over War chariots ? (W-Chariots seems stronger, and come earlier...) (Maybe Knight could get something special, instead of being "just 4 more toned-down W-Chariots-like).
the chariot line is one of the things that puzzle me for the unit rework. I don't really see how to handle it properly.


- It seems I get all my adventurers into scouts, give them all the bloods I can.. and upgrade them for HA or War chariots for 17+ str units (12/9 + spider blood + elephant blood + poisoned blade +iron weapons) . I'm not sure if the "blood's" should transfer to non-recon units or if it'll be better if we could make a promotions for accepting "blood promotion"s, available to all units. At the moment, this possibility makes for boring micromanagement
not sure about that, i'll think about it.

- Heroic arcane are not as fun as other games : heroic-only arcane promotion is not so useful and twincast option is available to all... and not so interesting as you had to sacrifice 6 promotions... thus 6 spells.. and thus probably at least one full mastery for next archmage ! (no idea what to propose)
Well, post magic rework, heroic would give a magical power boost, and maybe access to some unique spells ?


- Great Generals focused on Siege have a hard time getting xp as siege almost don't get xp: at most they get 1 after withdrawing. Maybe Siege bombard could give xp proportional to defense destroyed ? or ranged attacks increased xp, or their city attacks get +1xp ? (thus the Artillery mastery promotion is nigh-impossible to get : battlemaster 3 + artillery 2... needs at least to reach lvl 7 and most likely level 8 !! (to get the increased xp promotion))
i'll add xp for siege bombard. ranged attacks already give xp. ( unrelated but interestingly, the xp gained by workers building stuff also passes to commanders)



I remember Valkrionn had plans to redo the Hamstalfar as the Gyldalfar. Not sure what you're thinking, but I actually found one of his posts where he discusses the plan i some detail:

https://forums.civfanatics.com/threads/new-elven-civ-idea.429965/#post-10658704

Not sure what I would suggest for the Frozen, I just didn't much enjoy having them in the game, but that's only my opinion, of course.

yeah the intention was to use that as a basis for the hamsters.
 
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