Playtest Feedback Thread

Wait, why would you even automate a Gladiator? I didn't know melee units have an automation button. The only real use for a Gladiator anyway is cannon fodder, well catapult fodder I guess.
 
There is an automation button under the Gladiator's toolbar, and when I clicked it, nothing happened... In other news, when I loaded the game as the Timurids, their flag reverted from their Medieval flag to their classical/ancient flag this fixed when I got Construction from Israel
 
Other than the flag issue (which seems to be a bug that I have no answer for yet) is the Timurid module working properly? I'd like to get moving on this mod as soon as I can so the more feedback I get the better.
 
Yeah, other than the flag issue, the mod works perfectly. An update on that issue btw: until you research a new technology, upon loading a game it remains the ancient/classical flag, but after researching a new technology, it goes to the proper era flag.
 
Alright, so this time I've got a lot of new feedback for you, so get comfortable.

The "plant forest" worker action appears even when a forest tile is present. This probably should be an action that's only do-able on tiles without foliage.

When I looked at the victory conditions, one of the lines read "TXT_KEY_BEST_RIVAL..." the rest fades off. This is for one of the rival victory stats, but I couldn't figure out which it is.

Another one is "TXT_KEY_OTHER_NATIONS_CCV" yet again, I don't know what this is actually supposed to be.

When I clicked on the Constantine button from the Byzantium Civilopedia entry, the game minimized and an error message appeared saying "Failed to allocate video memory. Please try reducing your graphics settings. File:\main\Civilization4\SDKs\Gamebryo2_0\CoreLibs\NiDX9Renderer\NiDX9SourceTextureData.cpp,Line:749" This happened with Amenhotep III, Ptolomey, and Cleomenes as well. Each had a different line cited. I was able to re-enter the game, though, so this just minimized.

In addition, there were blank entries (no leaderhead images, no buttons, no text, etc.) for Basil II, Abu Bakr, Henry VIII, Hitler, Alexander, Pyrrhus, Joshua, Solomon, Smoke Jaguar, Xerxes, Marcus Aurelius, Scipio, Franco, and Tamerlane (I was playing as him). When I went to check what happens on the statistics screen, and exited the Civilopedia, the game CTD'd. Can't figure out why...
 
When I clicked on the Constantine button from the Byzantium Civilopedia entry, the game minimized and an error message appeared saying "Failed to allocate video memory. Please try reducing your graphics settings. File:\main\Civilization4\SDKs\Gamebryo2_0\CoreLibs\NiDX9Renderer\NiDX9SourceTextureData.cpp,Line:749" This happened with Amenhotep III, Ptolomey, and Cleomenes as well. Each had a different line cited. I was able to re-enter the game, though, so this just minimized.

It sounds like your compooter isnt 1337 enough to run display the leaderheads.
 
But that's the thing. Today I was looking at Tamerlane and he displayed this time, and I was able to successfully exit the Civilopedia without a CTD. I haven't tried to recreate the bug you cited, though. I don't know if it was a one-time thing. I had been told my graphics card isn't that good (in fact, it's waaaaay below the CV specs, but I don't think that effects CIV.
 
But that's the thing. Today I was looking at Tamerlane and he displayed this time, and I was able to successfully exit the Civilopedia without a CTD. I haven't tried to recreate the bug you cited, though. I don't know if it was a one-time thing. I had been told my graphics card isn't that good (in fact, it's waaaaay below the CV specs, but I don't think that effects CIV.

What is your card?
 
I don't know actually. Before the sticker fell off, I think it said it was something to do with Lightscribe or Nvidia. However, I don't truly know. Sometimes things here can say one thing, and be waaay worse than they are (gas, for example, could read 92, but is actually 68 :p). Unfortunately right now I have no way of actually knowing. The_J told me I had a GMX something or other, but I can't remember exactly what he posted. According to Canirunit.com, I have a Mobile Intel(R) 965 Express Chipset Family.
 
Sorry for being so late with the playtest feedback Capo, I was busying making units and other stuff. I read over the thread so I don't think that these things have been mentioned, but I may still be repeating some things.

First off, the game is fun. Out of all of the non-total conversion mods I have played, this one is the one that most delivers the vanilla flavor with enough added stuff to use and see so it feels like another expansion pack. Almost like civ4.5 or a alternative civ5, but I admit I don't have civ5 so I don't know if that one sucks or not.

But onward with the issues and notes I typed down as I played.

The French Musketman and Janissary have the same stats.
The vanillia Musketeer already has a pretty lame bonus so I don't know if you wanted
to change them or not. But if you did, a free city garrison I (and if that is still a bit weak, a city garrison II promitions as well) as the vanillia bonus would give them a little bit of an extra boost. It would also fit into the Musketeers role as guardsmen. While two promotions may be a bit much, since turtling is a rather weak strategy in civ4 (espically with Better AI as the AI will be less likely to sucide troops) it is still a less useful then ethiopia's UU while still giving the player a inceintive to build a few to upgrade if he wants.

On animals,
I know the subject of animals have been done to death and you probably just never got around to changing their stats. But I must point out the absurdities surronding the stats of the Polar Bear. For some odd reason, the Polar Bear has str 5 and 2 move. The only reason I could divine why it has these stats is to make artitic/anatartic exploration a bit more interesting and it does.
However, it also adds another factor which screws over civs that start out in these regions or near them, a already horrible start is made even worse. Also there is the question of just why the Polar Bear should be the ultimate bad ass animal, as far as i know, it has no true defining attributes apart from other bears like the grizzly besides it's ability to swim long distances and it's white fur.
I would suggest that the polar bear just have a single move and str 3. In other words, a neat flavor bear for the colder regions of the map.

Also, as I reported last time the hunting feature is awesome. However, sometimes it creates some odd reasource distrubations.



Such as elephants on ice tiles. Is there anyway to disallow certain units to move into certian tile types? I remember a mod a while ago which disallowed chariots to enter forests, but forests are a terrain feature and it has been awhile since I have fooled around with the xml to see if this was possible. But I think the <TerrainImpassables/> tag does this, but I may be wrong. It would be nice if elephants could not enter deserts, ice and perhaps tundra as well. Horses and deer probably shouldn't enter deserts and ice. While deer could represent northern reindeer, I always interpreted ice as the absence of any vegetation at all.

On Serfdom,
I know this is a old change, but I love what you did to serfdom, it is now a powerful and valid alternative to slavery. However, it is now in my opinon a bit too powerful, now this has more to due with flavor then anything else so many would probably disagree with me. But it is a bit odd that serfdom gives a commerce bonus to farms and I found my science skyrocket after switching to it. Serfdom and scientific progress are two things that I would not usually connect with each other. Not only that, but river sided farms are very powerful when combined with the finical trait as they get :commerce: +3 as well as the food and production. Is there anyway you could remove the commerce bonus or would this imbalance the civic?

However if you decide not to remove the bonuses, as it is, the Caste System civic seems a bit underpowered. Also, watermills, already a pretty odd alternative to farms seem even weaker thanks to farms getting a nice boost in serfdom.
How about making Caste System give 1+ Food to Watermills? Even if it is stacked with state property, it would not be overpowered when compared to farms as farms gain a nice bonus due to the biology and can be build anywhere while watermills need rivers.


On Incas and the dreaded Quecha,

This is one of my favorite subjects and since it was mentioned to be a over powered civ by Almighty dF a while back, I figured I may as well point out the fact that the Quechas already are nerfed in this mod. Due to the fact that this mod features many barbarian spearmen running about (in fact, in one of my games I saw more barbarian spearmen after about 2500 BC then I did Archers) any Inca player who spams quechas will be hardly able to defend himself against barbarians. I think this is because Spearmen only need hunting to be made and since barbarians don't need resources to spawn, they pretty much pop up everywhere. Warrior defenders beware!
 
Oh, I may as well announce this now: I got my MAF in 1984, in the Modern Era. A good long run, though :D

Capo, are Dynamic Names going to be integrated? I don't know how well those work with MP, and I recall DipII is intended to be an MP mod.
 
First Bakuel's stuff...

The French Musketman and Janissary have the same stats.

This was done becuase we agreed that the Musketeer had a dumb ability (extra movement, that's lame) but didn't know what to give them at the time. So I just decided to give them Janissary stats in the interim.

On animals,
I know the subject of animals have been done to death and you probably just never got around to changing their stats.

Bingo, I haven't changed the stats yet.

Also, as I reported last time the hunting feature is awesome. However, sometimes it creates some odd reasource distrubations.



Such as elephants on ice tiles. Is there anyway to disallow certain units to move into certian tile types? I remember a mod a while ago which disallowed chariots to enter forests, but forests are a terrain feature and it has been awhile since I have fooled around with the xml to see if this was possible. But I think the <TerrainImpassables/> tag does this, but I may be wrong. It would be nice if elephants could not enter deserts, ice and perhaps tundra as well. Horses and deer probably shouldn't enter deserts and ice. While deer could represent northern reindeer, I always interpreted ice as the absence of any vegetation at all.

Yeah, that's the one issue with the feature. I don't think it happens often enough to warrant a change.

On Serfdom,
I know this is a old change, but I love what you did to serfdom, it is now a powerful and valid alternative to slavery. However, it is now in my opinon a bit too powerful, now this has more to due with flavor then anything else so many would probably disagree with me. But it is a bit odd that serfdom gives a commerce bonus to farms and I found my science skyrocket after switching to it. Serfdom and scientific progress are two things that I would not usually connect with each other. Not only that, but river sided farms are very powerful when combined with the finical trait as they get :commerce: +3 as well as the food and production. Is there anyway you could remove the commerce bonus or would this imbalance the civic?

However if you decide not to remove the bonuses, as it is, the Caste System civic seems a bit underpowered. Also, watermills, already a pretty odd alternative to farms seem even weaker thanks to farms getting a nice boost in serfdom.
How about making Caste System give 1+ Food to Watermills? Even if it is stacked with state property, it would not be overpowered when compared to farms as farms gain a nice bonus due to the biology and can be build anywhere while watermills need rivers.

Yeah, I still have to fine-tune these changes. I'll figure something out, unless there are other ideas. I'd rather avoid changing other civics and would prefer to nerf Serfdom a bit. You make a great point about the commerce.

On Incas and the dreaded Quecha,

This is one of my favorite subjects and since it was mentioned to be a over powered civ by Almighty dF a while back, I figured I may as well point out the fact that the Quechas already are nerfed in this mod. Due to the fact that this mod features many barbarian spearmen running about (in fact, in one of my games I saw more barbarian spearmen after about 2500 BC then I did Archers) any Inca player who spams quechas will be hardly able to defend himself against barbarians. I think this is because Spearmen only need hunting to be made and since barbarians don't need resources to spawn, they pretty much pop up everywhere. Warrior defenders beware!

Well, I agree that the Inca are not really that overpowered and that the Quechua UU is not really that good either, I think I said something about this before. But I didn't change the amount of barbarians at all, so I don't really understand the "
Due to the fact that this mod features many barbarian spearmen running about" statement, but yeah, I agree the Quechua isn't that great.
 
Now to Vortilex...

Alright, so this time I've got a lot of new feedback for you, so get comfortable.

The "plant forest" worker action appears even when a forest tile is present. This probably should be an action that's only do-able on tiles without foliage.

Yeah, you chop the forest to get the hammers, plant one and then chop that. That is intentional, and not a mistake.

When I looked at the victory conditions, one of the lines read "TXT_KEY_BEST_RIVAL..." the rest fades off. This is for one of the rival victory stats, but I couldn't figure out which it is.

Another one is "TXT_KEY_OTHER_NATIONS_CCV" yet again, I don't know what this is actually supposed to be.

I'll go have to check that stuff out, Thomas SG is the creator of CCV and helped me with the mod so he may have left some of his stuff in there accidentally. I'll try to get it fixed.

When I clicked on the Constantine button from the Byzantium Civilopedia entry, the game minimized and an error message appeared saying "Failed to allocate video memory. Please try reducing your graphics settings. File:\main\Civilization4\SDKs\Gamebryo2_0\CoreLibs\NiDX9Renderer\NiDX9SourceTextureData.cpp,Line:749" This happened with Amenhotep III, Ptolomey, and Cleomenes as well. Each had a different line cited. I was able to re-enter the game, though, so this just minimized.

In addition, there were blank entries (no leaderhead images, no buttons, no text, etc.) for Basil II, Abu Bakr, Henry VIII, Hitler, Alexander, Pyrrhus, Joshua, Solomon, Smoke Jaguar, Xerxes, Marcus Aurelius, Scipio, Franco, and Tamerlane (I was playing as him). When I went to check what happens on the statistics screen, and exited the Civilopedia, the game CTD'd. Can't figure out why...

I am going to check the blank entries for these leaders, but I'm relatively sure that I have them working. You may be missing some files (due to a bad DL or something like that) which might be causing this. Has anybody else experienced this stuff?
 
Now to Vortilex...



Yeah, you chop the forest to get the hammers, plant one and then chop that. That is intentional, and not a mistake.



I'll go have to check that stuff out, Thomas SG is the creator of CCV and helped me with the mod so he may have left some of his stuff in there accidentally. I'll try to get it fixed.



I am going to check the blank entries for these leaders, but I'm relatively sure that I have them working. You may be missing some files (due to a bad DL or something like that) which might be causing this. Has anybody else experienced this stuff?

I haven't had any crashing due to civilopedia entries for leaders.
The only crashes I ever got were from exiting to the main menu. I can also assure you the entries are -not- blank.
 
The entries thing is puzzling because aside from the ones that minimize the game, I can't reproduce my bug, which is probably a good thing.
 
Well, I agree that the Inca are not really that overpowered and that the Quechua UU is not really that good either, I think I said something about this before. But I didn't change the amount of barbarians at all, so I don't really understand the "
Due to the fact that this mod features many barbarian spearmen running about" statement, but yeah, I agree the Quechua isn't that great.

I must admit that I have played very unmodded beyond the sword over the last year, so the final patch may have added them and I just never noticed.
 
I was thinking of something, but I am not sure how it would work or if it would be worth doing. But you mentioning the barbarian spearmen gave me an idea. "Barbarian" animals spawn in certain territories during the game; so theoretically, couldn't I give the barbarians Unique Units, then have them spawn like the animals in specific terrains?

This way I could make like, cool barbarian units spawn. Like Philistines or something?
 
Personally I was always a fan of unique barbarian units and not that many mods have them, so I say go for it! You could also have something like Bedouin desert raiders pop up in the desert too.
I remember Total Realism has some unique barbarian units, including a very annoying primitive tribe unit that only had 1 str but 2-3 moves and would run around pillaging improvements if you weren't careful.
 
Personally I was always a fan of unique barbarian units and not that many mods have them, so I say go for it! You could also have something like Bedouin desert raiders pop up in the desert too.
I remember Total Realism has some unique barbarian units, including a very annoying primitive tribe unit that only had 1 str but 2-3 moves and would run around pillaging improvements if you weren't careful.

I second both adding unique barbs and adding the Bedouin desert raiders.
 
I mostly agree on Bakuel's comments. Most of these things came up after the next playtest to IIRC.

- I will check the animal stats, they should be still here somewhere
- I second adding terrainimpassables tags to some of the animals
- I think we should nerf Serfdom, and not strengthen Caste System. The commerce bonus is indeed weird here
- Quechas are really overpowered against archers. In the early game (first 50-80 turns where your enemies only have warriors and archers) with a quecha rush it's way too easy to kill 2-3 other civs by conquering their capital. And from that moment you basically won the game...
Thus I suggested to leave the +100% defence against archers, but reduce the attack to only +50% vs archers.
Another possibility would be to add -50% city attack, but I think this would be worse for gameplay.


EDIT: Found our earlier conversation about animals:
Spoiler :
Also speaking of Jaguars reminds me, these are the current stats for the animals in the game:

Bear (3,1)
Cheetah (2,3)
Gorilla (4,2)
Jaguar (2,2)
Lion (2,1)
Panther (2,2)
Polar Bear (5,2)
Tiger (2,2)
Wolf (1,2)

Deer (1,2)
Elephant (3,1)
Horse (2,2)

I would definitely change some of these, especially the lion, gorilla and polar bear sounds bad to me


EDIT: Bear, Cheetah, Jaguar, Panther, Wolf ok
Lion and Tiger should be (3,2), Gorilla (3,1), Polar Bear (4,1)
Deer should be (2,2) Horse (2,3), Elephant (5,1) - as they can only defend it doesn't bad if they are stronger than they should be compared to the other animals

Also, you should change the civilopedia entry for Deer, Horse and Elephant from the usual "Beware, animals hunt your settlers and attack your units."

@AbsintheRed
Those animal stats look pretty good for the most part, but I have a hard time judging on which should be more dangerous, a bear or a tiger.
Also, I would leave the deer at 1 strength, I have actually started up some games and rushed to animal husbandry, and at most I was only able to really bag a couple of deer (once I did get a horse though) before animals disappeared and were replaced by barbarian warriors. Also, the deer I did kill where sometimes a long way away from my starter city. So I probably just helped out a rival civ.:lol:
In games where I didn't get animal husbandry right off the bat I didn't get to kill any animals at all. There should be a easy, non-game breaking prize for rushing to animal husbandry to hunt animals and the 1 strength deer work just fine.

True.
But when I anno suggested to put some new animals in the game - a few months ago in the old thread - I remember we discussed to extend the animals.
I mean they won't disappear in the end of the ancient era, rather in the end of the classical (although I'm not exactly sure when the animals disapper, but I always thought it's something like this)
If Capo still plans to include that, then there will be plenty of time to hunt them all :)


EDIT: If we won't change this, then I have no problem to further reduce some of the strength. Especially the bonus-giving ones
Something like this:

Bear (3,1)
Cheetah (2,3)
Gorilla (2,1)
Jaguar (2,2)
Lion (3,2)
Panther (2,2)
Polar Bear (3,1)
Tiger (3,2)
Wolf (1,2)

Deer (1,2)
Elephant (4,1)
Horse (1,3)

EDIT2: Started to update the xml files (balancing stats and adding terrain and featureimpassable tags), was also toying with the idea of adding a few new animals. Capo, what do you think of Hyenas and Rhinos for example?
And I'm really curious, where is the code for hunting down Elephants, Horses and Deers? Didn't found it neither in xml, nor in python...
 
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