Playtest Feedback Thread

Yeah try moving it and let me know if you have the missing interface issue. If you still have the problem, try the "patch" I posted. If that doesn't work let me know and I'll try to figure it out.

I also have no idea why the mod crashes when exiting to the main menu (or retiring for that matter), I am going to have to look into that one.
 
Maybe it's based on where we installed it. I put it in the C:/Program Files BtS mod folder, not the My Documents BtS mod folder and it works for me 100% (beyond bugs I mentioned earlier, like crashing if I exit back to menu, two units having pink weapons, etc.)

I never use the My Documents folder, so it must be something else for me...

Yeah try moving it and let me know if you have the missing interface issue. If you still have the problem, try the "patch" I posted. If that doesn't work let me know and I'll try to figure it out.

I also have no idea why the mod crashes when exiting to the main menu (or retiring for that matter), I am going to have to look into that one.

Will try the patch soon. If it still doesn't work I will reinstall everything tomorrow
 
Okay, some bad news: for whatever reason, when I try to load DipII, I get a message after a minute saying that the memory in [some code] can't be read. I then have to terminate the program. I don't just get this with DipII, though. I've had it with RoM and Uprising 2 (a different game altogether). I haven't had it with any of the BtS Vanilla mods (such as RFC) and I haven't had it with Colonization. Do you know what that might be caused by? This is really annoying as I just cleaned out 50% of my C drive (lots of double-copies of files) to reduce these events.
 
Not sure exactly. Try the "patch"/files I posted and see if that helps, if not try reinstalling it, if that doesn't work let me know what directory/folder you have it in.
 
Not sure exactly. Try the "patch"/files I posted and see if that helps, if not try reinstalling it, if that doesn't work let me know what directory/folder you have it in.

Or try redownloading it.
If your connection sucks, it's possible it could have been partially corrupted or something.
 
Alright, so far I haven't had a single MAF or anything.
The only -major- issues, beyond the two pink weapons mentioned earlier and the crash if I go back to the menu, is that it is kinda... graphics intensive. I mean I use a 9800GT on my main PC, but I figure anyone with anything a bit older might have issues.
I don't think it's so much the units (as I don't have much of an issue doing those massive unit inspects) as it is the world textures.
-Might- be an issue for me as far as further testing is concerned since it looks like I'm gonna be stuck on my laptop for awhile, which only has a 2.1GHz dual core CPU and a Radeon HD 4250. Here's hoping I can still play on it. So used to my 3.1GHz dual core and 9800GT.

My thoughts on the new traits, balance wise:
-Seafaring. Situational, but neat. I was able to colonize pretty early with it, -and- I felt safe against barbarian ships and privateers.
-Nomadic. Holy. crap. If anyone suggests extra bonuses, punch them in the face. This is in the high tier for me with Financial and Philosophical. I don't think it's -overpowered-, but it -is- on par with Fin and Phi, I'd say it's better than Org. Fear Cetshwayo, though. He's got the best of both worlds. He's the new Suryavaraman II in that I saw him with like 14 cities by 1AD. ALL OF THEM HIS.
-Nationalistic. Eh. It'll be better with Great Spies added and the cheap buildings (I'd still suggest making them Security Bureau, Jail, and ...crap what's the other espionage building. Forgotten.) The cheap national wonders is -extremely- nice, though. It means I can get up some specialized cities quicker, and gives me an excuse to grab Lit earlier.
 
The pink weapons SHOULD be fixed with that patch I posted. Try it out and if they are not let me know.

And yeah, the mod is a bit heavy on graphics, but I'm a graphics modder so it is my natural inclination to make it look nice. :goodjob:

I also noticed Cetshwayo is a pretty tough customer now, which I happen to like because I love playing against the Zulus. And yeah, Nationalistic is pretty much nerfed until SuperSpies come along, which really gives them a nice edge later in the game when their espionage points go up. I played a game as Israel, and crippled the Arabs through espionage. It was kinda fun.

The idea behind the traits was really to make them worthwhile, I think Nationalistic is worthwhile with SuperSpies. Nomadic is good on its own really, and Seafaring I always thought needed to be an addition to the game. I am considering adding a couple more Naval promotions, but I'm not sure what they'd be beyond what civ already has (maybe higher bombard rates, or blockade income, or something like that) just to make naval warfare more important. With Trafalgar Square and Seafaring you could set up a nice naval empire and still be pretty dominant. But ultimately that is why there are more leaders, there are more trait combos that way and you can play different strategies with the same civ.

But back to the graphics; keep in mind I still haven't optimized the units or the buildings, so when that is done the game should be a bit less hard on older computers. But just like the last mod, it does come with a warning that the mod is graphics heavy and playing with 18 civs is NOT recommended.

What does everybody think about the flags? In some cases I overloaded the civs with flags (i.e. gave them more flags than I think they will wind up having in the final version) just so we can start chipping away at them. Although in general I like to keep it to at least three to four flags (one for ancient and classical, one for medieval and renaissance, one for Industrial and modern or one for Industrial and another for future), obviously some civs will have more than others so it doesn't have to be perfectly uniform but are there some that look stupid or should be replaced with something else?
 
New civ or new feature? ;)
 
I noticed in the civilopedia that not all of the UUs and UBs have been changed yet.
Also, you forgot to change the animal stats.
I will check everything and post here all the to-be-updated things soon...
 
Or try redownloading it.
If your connection sucks, it's possible it could have been partially corrupted or something.

I'm reinstalling the game since it's a problem I have with multiple mods and multiple games (though one's as old as I am :lol:) If the problem persists with DipII alone, then I'll redownload it (probably starting in the morning and waiting/hoping for it to completely come through)
 
Well, there hasn't been as much feedback as I thought there would be, which is a bit disappointing really. I know it isn't because there is nothing to comment about, I have personally found the following issues:
  • The Mayan Ancient flag is difficult to see.
  • Frankish "cross flag" (classical) symbol is too small.
  • Frankish "crown flag" (medieval) is too tall, and kinda looks stupid.
  • The Frankish "fleur" flag's symbol is too small.
  • Frankish "eagle flag" (Industiral+) is a bit too small.
  • Sioux "dreamcatcher" flag is misshapen/should be a bit shorter/fatter.
  • Iroquois classic flag symbol should be smaller.
  • Iroquois medieval flag symbol is a little too large.
  • Arab musketman has incorrect animations.
  • Arab SAM Infantry's head is too small/missing.
  • The Aztec Cuirassier sucks, and should probably be replaced.
  • Babylon ancient flag symbol difficult to see.
  • Same with Babylon's classic and modern flags.
  • Carthage ancient flag symbol should be wider.
  • Carthage is missing a flag-type (although you wouldn't notice this unless you are me)
  • Chinese ancient flag symbol is a little too tall.
  • English ancient flag symbol too large.

And that was just my first round of flag checks. :(

So anyway this is the type of stuff I want from you guys. I know you don't HAVE TO do this for me, but you should at least put a little more effort into it considering the effort myself and others have put into this mod. Anyway, it looks like I am not going to get a new Caravanserai model for the Timurid UB, so I suppose I'll get the Timurid module ready to be released to you guys within the next couple of hours. Maybe that will light a fire under your asses. ;)

Again, if you notice any flags you don't like (or anything else in the mod for that matter) please let me know. I am going to take some time to check over some things and do some important text editing (I forgot to finish Seti's civilopedia entry, and I have to change Lalibela to Menelik). Also, do not be afraid to criticise something you think I like, you think I made, or you think I will get upset about. That is the entire point, so if you notice ANYTHING that you think should be fixed that is useful information to me, even if I ignore it. :goodjob:
 
Sry, but I was more busy than I thought I'd be. I finally got around my issue, and so far things work fine. I'm going through the checklist of things to look for tonight :)
 
I just wanted everybody to know that all of the playtesters got their Timurid module last night. So I hope to get some feedback on that pretty shortly.

Also, if you read this Absinthe, what were you going to work on as far as text goes? I just want to know so I don't do it too.
 
Got the module :) I just downloaded it and will install it ASAP
 
I personally had no issue with the flags beyond the Bavarian flag thing. Maybe it's the resolution I normally play at, but they seemed fine.
Also sorry for the lack of response, traveling across America again. Job interview with Blizzard. I'll be able to test out the newest addition this weekend though, if I can get Diplomacy running on my laptop (Radeon HD 4250, 2.1GHz dual core cpu, 3 gigs of RAM, Win7 64 bit.)
 
I have had no issues with flags, but I can tell you that Crazy Horse introduced himself as Vortilex of the Timurids and that the Gladiator's automation commands don't do anything.
 
I have had no issues with flags, but I can tell you that Crazy Horse introduced himself as Vortilex of the Timurids and that the Gladiator's automation commands don't do anything.


Oop, automation I didn't test. I -never- automate anything, beyond trade networks if I'm so full up on improvements in all of the cities I plan on having unless I declare war (and I only do this during the late game, saving 1 worker per city for any improvements damaged by random events or espionage.)
 
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