Playtest Feedback Thread

I can confirm that it works, not only does it work for me EVERY time, but I have also posted a screen shot and neither I nor the person who came up with the code would have released it if it didn't work. You do know you have to have researched Animal Husbandry first right?
 
Ohh, okay
Then it must be something with my corrupted install :S
Till now I thought I have problems only with the interface and BUG, but it seems there are other problems too :(
 
7 December 2010

I didn't know where to put this update, but since it involves the date of the next playtest I might as well post here.

First of all, I again apologize for the lack of updates and information going on around here. I am primarily adding new great people, fixing up units, and optimizing them at this point, which is pretty boring stuff, but important stuff none-the-less. At this point I recruited SmeagolHeart to add the Inquisitors which he has done in python, however he initially wanted to do it in SDK. The problem there was that Thomas SG failed to provide the SDK files that SmeagolHeart needed, and because he felt it was delayed too much he created a python version. If you are reading this Thomas SG please send him those files, I know you have been online because you have posted on CFC the last day or two and didn't reply to either Smeagol or my own PMs. You also told us two weeks ago that you would send the files, so I don't quite understand what the hold-up is.

I'll give him a couple of days, and hopefully we can get the SDK version in because that would definitely enhance performance. If he doesn't I'll use the python version.

On a much more positive note, we have a few new playtesters as well as some old ones back in the fold. Which is great because we are nearing the end of the line here. These next two playtests are going to be huge and I am going to need a lot of help within the coming days and weeks. I know it is a busy time of year for a lot of people, so I will understand if time is limited, but there is still a lot to be done AFTER the Inquisitors are tested. Such as...
  • All art and units need to be checked and re-checked; that includes buttons and animations as well as how the units fit in with the mod itself. Every civ's sets need to be checked and double-checked.
  • New music must be added, this will take a while and I am hoping I can get some people on specific leaders so we can get this done quicker. Choosing the music is all I need done, I can do all of the XML, although if someone wants to volunteer to do the XML that would be great.
  • The text must be checked and edited, I know, this is going to be painstaking, but it has to be done.
I'm sure there will be more than this to do in the final analysis of the mod, but that is where we are at. If anybody wants to volunteer to do any of these things I would greatly appreciate it.
 
I will probably have some time to work on the xml stuff
 
I am in the process of creating backup files of the mod in case I screw something up when adding the Inquisitors. Which means I am nearly ready to put out the playtest, I thank all of you who have been patient with me, I don't have as much time to mod as I used to but still intend on finishing this project as completely as I can. It should be a really fun mod when it is finished.

I completely underestimated the time it would take to add all of the units to the mod and make sure they work properly and are the correct scale (especially with the modern units). I am hoping that the Inquisition aspect of the mod shouldn't be difficult as most of it has been done for me, making it a simple copy and paste issue, I do have to do some python, but that shouldn't be too difficult.

The reason I am bringing this all up right now is to let you know that I am not slacking off, but mostly because I want to get some discussion going again. This is supposed to be the second to last playtest, and the last one is mostly for editing purposes (XML, music, gametext etc.). That pretty much means this one of the last chances we have to get rid of all the annoying issues that I have missed. We still have a lot of other issues that I will bring up in the proper threads here at this sub-forum.

If you haven't asked me to be a playtester, have asked me but do not think I have given you a proper response, or are new to this forum and want to playtest either reply here or PM me directly (I prefer to be PMed). I hope to have it ready in the next couple of days. :goodjob:
 
I'm most definitely prepped to playltest. :D
 
I know guys, I know, I'm trying to get this done but I have been busy as hell lately. I am going to try to get the Inquisitors in tonight unless I get distracted by something. I feel awful that I am taking so long, if that makes any of you feel better.
 
I feel awful that I am taking so long, if that makes any of you feel better.

Don't worry, we are in no hurry
It is done when it is done :)
 
Just don't do what they did for Duke Nukem Forever :p
 
Just don't do what they did for Duke Nukem Forever :p

Ironically what I've been playing the last few days.
Despite the negative reviews, it's pretty fun. It's just getting a lot of hate because of the standards being set far higher due to how long its taken.
It really bugs me that Bulletstorm got far better reviews, given that it's more or less a less fun, far shorter DNF. Bullestorm's humor even gets praised whereas DNF's, which is similar though more tongue-in-cheek, gets bashed. I'll never get game critics, bunch of brainless nitwits.

Back on topic: Still excited and hopeful for the new playtest. I still play the last one, since most of the Civ4 mods I play... got updated to a point where I dislike them now. They all just kept adding features without reguards to how they'd work out. Diplomacy's just right for me, just enough new content (and I'm always in support of new leaders and civs).
 
Just working on some python and XML (really easy stuff, I am just adding the new religions' buildings and units to the code) and I should be ready to make sure it works, I am going to try two very quick games (probably using worldbuilder to get it going) and then I'll have it ready to be sent.

But, there is something odd that I stumbled upon in the python. I have a Revolutions folder, and as far as I know I don't have Revolutions in this mod, that's odd right?
 
Just working on some python and XML (really easy stuff, I am just adding the new religions' buildings and units to the code) and I should be ready to make sure it works, I am going to try two very quick games (probably using worldbuilder to get it going) and then I'll have it ready to be sent.

Awesome :goodjob:

But, there is something odd that I stumbled upon in the python. I have a Revolutions folder, and as far as I know I don't have Revolutions in this mod, that's odd right?

Hm, I'm not sure what is needed from that folder, but you have it since playtest 5.
So I don't think it's a real problem
 
Possibly for the stuff taken from it. DCN probably is in that folder, among other things.
 
Some slightly bad news, I didn't have a whole lot of time to really test it out but I tried the Inquisitors for the second time and it didn't work.

attachment.php

As you can see there is no button to purge the non-state religions from the city, I did set this up in worldbuilder, so there is a possibility that I may have missed a step, so I will look over it again and see what's up. Some of the inquisitors "don't work" either (the Hindu inquisitor's animations are screwy) so this will take a little longer than planned. :(
 

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Ehh, hopefully you can sort this out.
Or if not, I'm sure there are a lot of people around here, who can help you making this work.
Btw, that Annunaki Inquisitor is still looking amazing!! :goodjob:
 
Hey Capo!
What's up with you nowadays?
Any news on the playtest?
 
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