Test nr.8, playtest&bugs

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For Playtest please use aggressive AI, Noble, normal gamespeed.

Civs I'm most interested in are in priorities:
1.Empire
1.Woodelves
1.Highelves
2.Nippon
2.Cathay
2.Tilea
3.Sylvania
3.Araby
3.Chaos
4.Others

General interest:
AI behavior
techdevelopement
Unitperformance
Combatbalances
 
Ill give the empire a try as soon as i find time for it!!!!
 
I'm trying the Highelves at the moment, good so far. But I won't post the results until I'm done, probably tomorrow night.
 
OK, Highelves, sorry still not finished the game as I was a bit busy recently. About halfway through the tech tree and the world is nicely balanced. No super powers, but several strong and weak Civ's. The version of the doc jumped to match the Mod testing version.

Found a crash, maybe the unit count thing Kael mentioned.

Also after Ploeb suggested that the max No. of units in a square sounded like an alright idea, I had a play and put in the restriction. Seems to handle fine and the AI does look impressive charging forward with several stacks.

Attached a Txt listing the changes I did (they weren't much as the function I most needed already existed), but I just hardcoded the value of max units to 7 because I wasn't sure where the constants should go. If this is wanted, I was wondering if we should restrict the unit stack size by type or else stacking Galleons maybe difficult. Also, I haven't put a restriction on city building, so a city can have more than the max no. of units - I would prefer to make a produced unit be delayed until room was avalible again.

Man do I waffle! Sorry about the space taken.... should be testing not yapping :mischief:
 

Attachments

Thx again!
Some quick answers:
Silverhelms need barding as well so putting them to lances will still keep you wondering. No elegant solution I know but still also not solved by putting them on Lances.
I believe the early game delay is caused by the AI creating a dozen Kraken every turn. I'm waiting for TheLopez to upgrade his wateranimal mod to fix this.
Don't trust the display of combat odds it handles firststrikes really bad. I experienced savageorcs fighting human warriors quite supreme allthough they only have 20%str. bonus against one firststrike.
We really need a fix for the firststrikes!
Yep we need to work on the religions, civics etc.
You seem not to have installed the current patch. You should get it!

A request:
About the limited stacks. I'm not sure if we should limit stacks on cities the way you mentioned cause I don't know if the AI would understand to move their troops in order to build more(if you can make it understand go for it). On watertiles the count should only affect navalunits(no matter what they carry) right. Could you code that and merge it with the next upload I'm doing(this would be number 9) Or if its SDK only you could also merge it with the file Gamecoredll Gerikes uploaded in the support fire thread. I would be greatful for that since I can't do C++ stuff.
 
I didn't use the patch because it crashed my saved game of the Highelves, next test will be with the patch.

No worries about the code, but where/what thread do I upload files to? I'll look into the AI for the unit limit (as well as the kill animals for gold thing), as it will probably surround cities with units that can't "get in" but it can increase the number by building in the city. Might be a novel effect, camped armies protecting a city.

Only problem is I know a lot more C++ than Python so I will always be tempted to change the SDK rather than the Python files, even when Python may be able to do the same task.

I'll try Nippon with the next test.
 
No problem with that it doesn't matter if an effect is produced with python or the SDK what matters is the effect;)
You can upload the file to the construction site. As soon I have it I include it and will load up version 9 together with other changes I made. Btw if the units are to small just delete the detailmanager in xml/misc it's not needed and will probably adjust the unitscale to a size better suitable(next upload will have adjusted scales for all units along with some new orcs, a bit of soundtrack and more balances)
 
Balance changes I'll do:
Increase cost of Light Armor
Decrease Cost of Maths, Code of Laws and Feudalism
About early trade I think Vassal states are pretty enough as soon we convert the mod to Warlords;)
another idea would be making workers tradeable as well maybe but I'm out of competence for this one.
Unsure about:
Withdrawal instead of higher movement will have to be considered. I'm not sure yet cause Elves get withdrawal anyway via homelandpromotion. And I must say I still would be curious how borderguards would work with Movement 3 cavalry.
Horsearchers are still good against siegeweapons and a bit against archers so hopefully not tatally useless after all(could be that's in the patch and not version 8 I don't remeber)
 
Are we going to post v9 testcases here or is there going to be another thread? Feels like I only got time for 1 decent test this time round.
 
I started a game as the Woodelves, popped a hut and received a Hawk "scout". Too bad he couldn't do anything except intercept missions. :p
 
El Loco Mono said:
Are we going to post v9 testcases here or is there going to be another thread? Feels like I only got time for 1 decent test this time round.
You can continue posting here:)

@Woodelf
Can't this Hawk then fly to your cities?:confused: Maybe we should give more woodelvenunits the ability to carry birds what about that?
I will think about the Hawk issue but I still think woodelves shouldn't have ordinary scouts in the startera since they are reclusive folk.
 
Ploeperpengel said:
You can continue posting here:)

@Woodelf
Can't this Hawk then fly to your cities?:confused: Maybe we should give more woodelvenunits the ability to carry birds what about that?
I will think about the Hawk issue but I still think woodelves shouldn't have ordinary scouts in the startera since they are reclusive folk.

He could rebase, intercept, and one other thing, but having actual movement or being able to "explore", which is what scouts do, he had no buttons for those things.
 
Yeak ok I know because it's domain air. I don't want early scouts for Woodelves. Most of their units have already movement 2 so they get those goodyhuts anyway but I will probably add the ability to carry the birds to ordinary units as well so they have airreconning abilities like carriers.
 
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