Playtest Feedback Thread

Capo put out a patch for the playtest that fixed these and a few other things. It's somewhere in this thread I think.

Nah, he couldn't fix the babylonian backpack issue I thought.
 
First of all, the patch does fix the Babylonian Backpack issue. Second, when I post a patch you MUST download it. It isn't optional, you guys are playtesters right?

I'm not just giving this out to people for the fun of it.
 
Capo, are you going to re-send me Playtest IV? I haven't gotten it since I told you about the error I keep getting. Thanks
 
Capo, are you going to re-send me Playtest IV? I haven't gotten it since I told you about the error I keep getting. Thanks

Try downloading it again, with the patch, and see what happens. If that doesn't work, I'll need some more description and probably some screen-shots.
 
First of all, the patch does fix the Babylonian Backpack issue. Second, when I post a patch you MUST download it. It isn't optional, you guys are playtesters right?

I'm not just giving this out to people for the fun of it.

True enough, but where is it? Someone pls point me to it...
 
Sorry for taking so long to post, final exams are just around the corner and all.
But I was test playing a game with the new patch as the chinese and so far it's going great. There are a few bugs and considerations though, I looked through the thread and since no one else has commit on these I'll post them here.

Whenever you click on a air in the civopedia you get two error messege that lead to a crash to desktop.

Assert Failed

File: CvGlobals.cpp
Line: 2043
Expression: ePromotionNum < GC.getNumPromotionInfos()
Message:

And another error message,

File: CvInfos.cpp
Line: 4015
Expression: i < GC.getNumPromotionInfos()
Message: Index out of bounds


Also, the ancient Chinese great general unit graphics has a red blob on it.

Now for a few nitpicks,
the horse archer is stilled named the horse archer, even when the ethical units don't have bows. Did you forget to change it to horseman or was it a design decision?
I see you still have the vanilla Cataphract graphics for the Byzantines, did you consider using the more historically accurate graphics for it?
I noticed that the animal stats are a bit odd. Now I admit I have never been a fan of animals*, but my warriors where killed by wild Gorillas? With 4 strength? While Elephants only have 3? Both Elephants and Gorillas are pretty docile when people keep there distance, but I think elephants, due to their stampede and tusks, are a lot more dangerous. Also, it seems Polar Bears have 5 strength, while Tigers only have 2...
I personally just think the strength relationship between animals should be reevaluated.

Finally, the chinese chariot looks dandy. :goodjob:

*
Spoiler :
(Lions, wolfs and bears have suddenly gained enough intelligence to organize themselves and attack a group of 200 or so humans? And destroy them? Really? In real life, by 4000 BC the earth was already covered with humans. Your workers/settlers/scouts should fear primitive wandering barbarian tribes and bands, not wolfs and lions.)
 
Sorry for taking so long to post, final exams are just around the corner and all.

Don't feel the need to explain yourself, you were an invitee rather than a volunteer, so I don't expect you to playtest as much as everyone else. Good to hear some feedback here from you though, maybe it will give the volunteers a nice kick to the ass.

Anyway, on to your crap...

But I was test playing a game with the new patch as the chinese and so far it's going great. There are a few bugs and considerations though, I looked through the thread and since no one else has commit on these I'll post them here.

Whenever you click on a air in the civopedia you get two error messege that lead to a crash to desktop.

Assert Failed

File: CvGlobals.cpp
Line: 2043
Expression: ePromotionNum < GC.getNumPromotionInfos()
Message:

And another error message,

File: CvInfos.cpp
Line: 4015
Expression: i < GC.getNumPromotionInfos()
Message: Index out of bounds

Don't quite get what you mean by "whenever you click on a air" means, but I am assuming you mean an air unit, I'll look into this but I'm sure this has something to do with the way I have set up the promotions (probably the bombing promos actually). Are these assert failures or are these python failures? Python failures should pop up in a blue box, while the assert failure pop-ups (which are part of the DebugDLL and are USUALLY ignorable) will say "Assert Failed" on it.

It is important I know which one it is, one is probably nothing, the other could be serious.

Also, the ancient Chinese great general unit graphics has a red blob on it.

Easy enough to fix.

Now for a few nitpicks,
the horse archer is stilled named the horse archer, even when the ethical units don't have bows. Did you forget to change it to horseman or was it a design decision?

Name hasn't been changed yet, don't worry about that. In the final version they will be Horsemen.

I see you still have the vanilla Cataphract graphics for the Byzantines, did you consider using the more historically accurate graphics for it?

I use the Vanilla Cataphract as part of the unit, there are three different units in the mesh group, so either turn off your individual unit graphic settings, or plop the unit down in WB rather than looking in the civilopedia. ;)

I noticed that the animal stats are a bit odd. Now I admit I have never been a fan of animals*, but my warriors where killed by wild Gorillas? With 4 strength? While Elephants only have 3? Both Elephants and Gorillas are pretty docile when people keep there distance, but I think elephants, due to their stampede and tusks, are a lot more dangerous. Also, it seems Polar Bears have 5 strength, while Tigers only have 2...
I personally just think the strength relationship between animals should be reevaluated.

I didn't make these stats, and they should be revised, particularly if it is easier to kill an elephant than a gorilla. Having said that, however, the animals are mostly there for fun and flavor, not for historic accuracy.


Finally, the chinese chariot looks dandy. :goodjob:

I just looked at that Chariot, and I have no idea where it came from. Or who made it. I think it uses a couple of your old units put together or something. Not sure where or how I got it. :confused:
 
Opps! Your right I meant air units, sorry about that. Good to hear the animal stats haven't been finalized.
Personally I wouldn't mind the elephants having 4 or maybe 5 strength. This would force a player with animal husbandry to make hunting parties with two or three warriors to hunt them down for the bonus. The elephant resource does give a very good bonus after all.
 
Don't quite get what you mean by "whenever you click on a air" means, but I am assuming you mean an air unit, I'll look into this but I'm sure this has something to do with the way I have set up the promotions (probably the bombing promos actually). Are these assert failures or are these python failures? Python failures should pop up in a blue box, while the assert failure pop-ups (which are part of the DebugDLL and are USUALLY ignorable) will say "Assert Failed" on it.

It is important I know which one it is, one is probably nothing, the other could be serious.

They're assert failures. The file extension is .cpp, which stands for 'C plus plus' (language of the SDK). A python error would have the file extension .py.

Definitely related to the air promotions, I've seen errors like that before. I'll post a description or fix as soon as I remember how to do it.
 
@Bakuel: Yep, totally agreed on the animals
This is what I posted on the day the playtest came out:

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.

Are you cool with those suggestions?
 
Okay I'm still drawing blanks trying to recall what caused that promotion error. I know I was getting it when I made it so missionaries could get Medic promotions in my mod. I've retraced what I did and compared it to your air promotions but I'm at a loss for the moment.

Also I think I was wrong about it not being a Python error. GC.getNumPromotionInfos() is from BUG, so the problem is probably in there somewhere. Out of time for now, but I'll have a fresh look at it tonight.

However, it did remind me of a related error that happens when renaming units under certain BUG settings. I've attached a fix for that, it goes in NewMod/Assets/Config/
 

Attachments

As still had a missing interface in all my playtest IV games, I enabled python logging
Got quite a few python exceptions:

Spoiler :
Traceback (most recent call last):

File "CvAppInterface", line 69, in preGameStart

File "CvUtil", line 411, in initDynamicFontIcons

File "CvUtil", line 421, in addIconToMap

File "CvUtil", line 123, in convertToStr

UnicodeEncodeError: 'latin-1' codec can't encode character u'\u0107' in position 0: ordinal not in range(256)
ERR: Python function preGameStart failed, module CvAppInterface


Traceback (most recent call last):

File "CvScreensInterface", line 73, in showMainInterface

File "CvMainInterface", line 2314, in interfaceScreen

File "CvMainInterface", line 2265, in initState

File "CvMainInterface", line 805, in getMaxRow

ZeroDivisionError: integer division or modulo by zero
ERR: Python function showMainInterface failed, module CvScreensInterface


It seems this has something to do with the font icons/font style


EDIT: Just checked and the 69th line of the CvAppInterface points to the CvScreensInterface. So probably there is the origin of the problem

EDIT2: Checked all these files, but I don't really want to mess up with python so didn't change anything
Can someone help me with this?
 
@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)
 
I'd never noticed the air unit promo thing until today. Checked the civ page on units, suddenly.. BAM. Hundreds of the popups. Nearly crashed.
 
I'm afraid I give up on this air promotions crash. The biggest issue is that I don't get it at all, no popups, no crash, no messages in the logs even. It all works fine for me, meaning I have very little to go on.

I imagine I don't get it because Macs completely ignore schema files and as a result our error notification system is very different. I'd suggest temporarily removing the debug DLL and see what happens. Beyond that, I don't know.



On another topic, while I was browsing the logs I noticed a wrong define for the Gorilla's audio (changes in red):

Code:
		<UnitArtInfo>
            <Type>ART_DEF_UNIT_GORILLA</Type>
            <Button>Art/Units/NewAnimals/Gorilla/Btn_Gorilla.dds</Button>
            <fScale>0.44</fScale>
            <fInterfaceScale>1</fInterfaceScale>
            <bActAsLand>0</bActAsLand>
            <bActAsAir>0</bActAsAir>
            <NIF>Art/Units/NewAnimals/Gorilla/Berserker.nif</NIF>
            <KFM>Art/Units/Viking_Berserker/Berserker.kfm</KFM>
            <SHADERNIF>Art/Units/NewAnimals/Gorilla/Berserker.nif</SHADERNIF>
            <ShadowDef>
                    <ShadowNIF>Art/Units/01_UnitShadows/UnitShadow.nif</ShadowNIF>
                    <ShadowAttachNode>BIP Pelvis</ShadowAttachNode>
                    <fShadowScale>1</fShadowScale>
            </ShadowDef>
            <fBattleDistance>0.35</fBattleDistance>
            <fRangedDeathTime>0.31</fRangedDeathTime>
            <bActAsRanged>0</bActAsRanged>
            <TrainSound>AS2D_UNIT_BUILD_UNIT</TrainSound>
            <AudioRunSounds>
                        <AudioRunTypeLoop/>
                        <AudioRunTypeEnd/>
            </AudioRunSounds>
            <SelectionSound>AS3D_[COLOR="Red"]UN_[/COLOR]GORILLA</SelectionSound>
            <ActionSound>AS3D_[COLOR="red"]UN_[/COLOR]GORILLA</ActionSound>
        </UnitArtInfo>
 
About the animals: the intention wasn't to make it gamebreaking, it was just to give a very small opportunity to capture an Elephant or Horse resource once you realized you had neither. That was all, I'm not sure if I actually want to extend the length of time Animals are in the game (but I probably will). I'll also increase the volume of the animals anyway, so even if I don't push back their end-time, there will still be more animals.

I can change the stats to those stats, I think I just used generic stats from other mods.

I'm going to add the new Config file Xyth has given me (although I'm not entirely sure what it will actually do) and change the Gorilla thing. When I get home later tonight I'll probably start putting in the new traits and getting the leaders updated. I have been waiting on getting that Theodora Skin Moundraken showed an image of. He doesn't seem to have posted it, so I'll use Ekmek's current version as a place-holder, for the place-holder, of his new version. :crazyeye:

Then I have to finish up the inquisitors. I'll have some previews of the newer ones in the coming days.
 
Can anyone help me in this?
I'm starting to get really frustrated because of the missing interface

As still had a missing interface in all my playtest IV games, I enabled python logging
Got quite a few python exceptions:

Spoiler :
Traceback (most recent call last):

File "CvAppInterface", line 69, in preGameStart

File "CvUtil", line 411, in initDynamicFontIcons

File "CvUtil", line 421, in addIconToMap

File "CvUtil", line 123, in convertToStr

UnicodeEncodeError: 'latin-1' codec can't encode character u'\u0107' in position 0: ordinal not in range(256)
ERR: Python function preGameStart failed, module CvAppInterface


Traceback (most recent call last):

File "CvScreensInterface", line 73, in showMainInterface

File "CvMainInterface", line 2314, in interfaceScreen

File "CvMainInterface", line 2265, in initState

File "CvMainInterface", line 805, in getMaxRow

ZeroDivisionError: integer division or modulo by zero
ERR: Python function showMainInterface failed, module CvScreensInterface


It seems this has something to do with the font icons/font style


EDIT: Just checked and the 69th line of the CvAppInterface points to the CvScreensInterface. So probably there is the origin of the problem

EDIT2: Checked all these files, but I don't really want to mess up with python so didn't change anything
Can someone help me with this?
 
Similarly to what Xyth said, I can't really help out with a problem I am not having. What is the mod's file directory on your computer?
 
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