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  1. #1
    dvk901's Avatar Consummatum est
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    Default Beta Testing2

    How many people are testing RS1.5? RS2? Do we need more beta testers? I'm hearing from 2-3 people and no one else. If we need more beta testers then we should do some recruiting.

    Actually, I'm looking for someone to take this over and organize it. I don't have time, and I don't think this is being done any justice. Also, I'm going to explain in this thread what beta testing is, since I don't think a lot of people really understand what's involved or how to do it.

    If there are others with a better concept or more ideas, I'd appreciate input here.

    Beta testing isn't just playing the game and reporting a CTD. There are a ton of things that need to be kept track of. So here are some guidelines:

    STRAT PLAY:

    1. Money. How much money is a faction making. Is it excessive? Is it enough? Is it too frustrating to get ahead? Do buildings cost too much? Too little? Some of this is 'subjective' obviously, so it isn't up to the beta tester to 'decide on his own' it's OK. It's part of the report. The faction makes xxxxx denarii per turn, it's steady, it builds up, it isn't enough. These are the kinds of things that allow fine tuning and adjustments. They build 'overall statistics' that can be looked at in an overview sorta way and allow better corrections.

    2. The look and feel of things. Do cities look realistically built up, or insufficiently built. Is the starting position, configuration of a faction too easy, too hard, just right? If a LOT of people report this sort of thing, you can get a statistic of some kind based on player abilities or known preferrences.

    3. CTD's of any kind. This is very frustrating. THAT you get a CTD is of no importance whatsoever. WHAT caused the CTD is the important thing. So a CTD needs to be reported in an orderly fashion:

    a. Name of city and region where the CTD happened if it's on the strat map.
    b. Exact composition of all armies involved.
    c. Name of faction attacking.
    d. Name of faction being attacked.
    e. Name of the winner.
    f. If for a city\town...occupy, enslave, or exterminate does not matter. The CTD's are caused by the units and traits when cities are involved. (or a rare RTW bug that is just...oh well)

    4. You need to save often...and before every battle. Why? So if you get a CTD in one, you can replay it and find out what armies were involved, and EXACTLY what units were in them. Then:

    a. Name of both faction's involved and what units they had.
    b. Names of any 'named characters' involved so that if the saved game has to be anaylsed, we know what to look for.
    c. Look for any strange behavior or 'look' in the units. An animation that has gone screwy in a battle CAN cause a CTD...I've seen it happen, and it can't be fixed. And more than likely, it can't be repeated, because it's a wandering and rare occurrance.
    d. Knowing what units were involved in that battle leads to the next step.

    CUSTOM BATTLES:

    1. The custom battles in RS2 are fully functional for many factions, whether there are unit cards or not. Custom Battles can eliminate problems with units before a player ever gets to the Campaign, so it is a Beta Testers job to pound the crap out of Custom battles for every funtional faction.

    2. Write down what units you recruit to play, and play against.

    3. If you get a CTD in a Custom battle and there is no error (which assumes you, as a Beta Tester always play with -show_err enabled in your RS shortcut), there is a specific procedure for finding the culprit:

    a. Load the same faction you were playing, and the exact same units you used before, and then load only one known good unit from another faction. ALL of Carthage's units are perfect, so I always use one of theirs. This eliminates any possibility of two units causing the trouble.
    b. If it CTD's again, load one or two units at a time from the units you recruited, and test against the same Carthage or known good unit. No CTD, cross them off, and keep doing this until you either find the one (by process of elimination) that is causing the problem...or, you find nothing.
    c. In that case, it was the units from the OTHER faction, which you wrote down.
    d. Do the same thing with this faction, eliminating the good ones until you find the bad.

    4. If you get an error message, report the error message exactly as displayed. I just write them down. Screen shots aren't necessary.

    5. If you got an in-battle CTD during a Campaign, load the same units in Custom Battle and test them as above.

    GRAPHICAL or INTERFACE TESTING:

    1. You should be testing everything in this mod. Opening things, clicking on them, reading the tool tips and reporting any misspellings or text that makes no sense or is just wrong. Read unit descriptions and look for 'garbage text'....the file is just huge and I could spend hours and hours checking every line for garbage machine code. But it needs to be done.

    2. Building browser.....click and right click on all buildings. Bring up dialogues and descriptions. Read them and look for mistakes. If you get a CTD clicking on one, write down and report WHAT building did that. If you can't remember, restart and go back in there and do it again.

    3. Characters, General's, Family Trees, etc......look, click, move, change, otherwise mess with and torture, looking for any CTD's (usually traits in this area). Remember what caused it, write down and report.

    4. Banners, Icons, flags above cities.....obvious things that sometimes just don't noticed. Check them....we are going to be changing them all in the future, and the more 'eyes that look' the easier it will be to find any oversights.

    I can't think of anything else, but feel free. Anyone have a passion for organizing this, because it is important.

    Creator of: "Ecce, Roma Surrectum....Behold, Rome Arises!"
    R.I.P. My Beloved Father

  2. #2
    ♔Jean-Luc Picard♔'s Avatar Domesticus
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    Default Re: Beta Testing2

    through the 6 battles in my speed though campaign, no ctd to mention. same on my other roman campaign. making a mint sitting in my cities with no expansion though.

    Skan

    It is my great honour to have my poem Farmer in the Scriptorium here.

  3. #3
    dvk901's Avatar Consummatum est
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    Default Re: Beta Testing2

    Quote Originally Posted by Skandranon Rakshae View Post
    through the 6 battles in my speed though campaign, no ctd to mention. same on my other roman campaign. making a mint sitting in my cities with no expansion though.

    Skan
    That's to be expected. You make a mint if you don't expand.

    Creator of: "Ecce, Roma Surrectum....Behold, Rome Arises!"
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  4. #4
    pseudocaesar's Avatar Campidoctor
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    Default Re: Beta Testing2

    Well, im trying to find the CTD around 690. im getting there, but its a lot of clicking involved lol.

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    Local Moderator for Roma Surrectum forums. PM if you need help there.

  5. #5

    Default Re: Beta Testing2

    Same here DVK. I am not a beta tester but helping out.
    also i am playing like a fan. As Rome and checking all the above on what you said.
    in other posts you saw my report.
    I do wish to add that in the date 520 ub carth seems very weak!
    And i am pushing through Africa with only 3 legions of Romans.
    Before they were attacking Syracuse and when i invaded i destroyed
    close to 16,000 Carths. Or 8 stacks.
    and then attacked the cities under their control. which were 5 except Syracuse, I took that later.
    then waited until a build up of cash for legions to go to Africa.
    just a few carth cities are left. and 3 free peoples.

    the Greeks are doing fine GCS, staying in their southern Greece.
    mace has only a few cities left because Eprius was to strong and Rome couldn't help at that time.

    Gauls are allies, Germans are trading with us.
    I inspect all buildings on map and battle-maps.
    playing at hard/hard. I try to check everything! Auto resloves and playing time. Which can be from 10 to 35 mins. which i know players will love.
    what i do think is that the income of Rome at about right.
    with having 3 legions in Greece, 3 on the northern border
    3 in Africa is keeping the cash at 65,000 for the empire .
    I build it up to 520,000
    before i started to attack Africa. knowing the cost would hinder me.
    but now is around 55 to 65,000.

    Roma Surrectum Greek/Spartan Researcher/Tester.

  6. #6

    Default Re: Beta Testing2

    dvk, do you have any specific factions that need testing? I'll have time this weekend for some testing.



  7. #7

    Default Re: Beta Testing2

    I m ready for some beta testing too. Just give me a faction and I ll give my best.

  8. #8
    dvk901's Avatar Consummatum est
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    Default Re: Beta Testing2

    Scyhtia, Armenia, Pontus, Seleucid, Carthage, Cantaberians and Romans all have their units. Their opposition...Gauls, Germans, Dacia.....have units, but they will be changed. Still, stat-wise, Campaign-wise, WHAT units doesn't matter a lot. Mainly we need to check for 'anomylies', CTD's (missing textures, DVK boo-boo's), unit recruitment that makes sense, AOR's that work, unit recruitment makes sense, etc.

    Also, I'm very interested to know how the cultural buildings will affect game play. A LOT has become dependent on these, as all the economic settings have been moved there, expansion penalties, settings for certain regions that will cause 'A' controlling faction or ALL controlling factions a hard time. And of course, I have no idea what the money situation will be like, since factions will have to build their own 'Recruitment\Colony' complexes in a ton of places.

    So even though the Campaign is going to be unbalanced in some ways, a lot can be learned that will help me straighten things out more quickly.

    Creator of: "Ecce, Roma Surrectum....Behold, Rome Arises!"
    R.I.P. My Beloved Father

  9. #9

    Default Re: Beta Testing2

    Okay, I will start tomorrow playing as carthage. What difficult should I play? h/h?

  10. #10

    Default Re: Beta Testing2

    So even though the Campaign is going to be unbalanced in some ways, a lot can be learned that will help me straighten things out more quickly.
    Are you talking about 1.5 or the 2.0 beta?



  11. #11

    Default Re: Beta Testing2

    Quote Originally Posted by cherryfunk View Post
    Are you talking about 1.5 or the 2.0 beta?
    RS2 Beta.
    Under the patronage of John I Tzimisces

  12. #12
    dvk901's Avatar Consummatum est
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    Default Re: Beta Testing2

    This mod is in all cases designed and tested for H\H

    Creator of: "Ecce, Roma Surrectum....Behold, Rome Arises!"
    R.I.P. My Beloved Father

  13. #13

    Default Re: Beta Testing2

    Hey,
    I use the RS2 Beta 6.1.
    I started my beta-test with a costum battle, armenia vs seuleucide. I used all the new untis, without any CTD, but I found some little bugs.

    1. Seuleucide Mounted skirimishers of Media are only 80 men, the Mounted skirimishers of Media from Armenia have 160 men.
    2. Its not a bug but the scytian chariots used by seuleucide are very weak. They got killed by my mounted archers before they were able to charge my infantry.
    3. The archers on top of the seuleucide Armored elephants are bugged. They have no faces and hand etc.

    4. Pikemen are operating silly when fighting in a meele. Some heavy infantry attacked their back and I told my pikemen to attack them. But they did not turn around with their pikes, still looking ahead.

    Mfg

  14. #14

    Default Re: Beta Testing2

    Quote Originally Posted by traxx91 View Post
    Hey,
    I use the RS2 Beta 6.1.
    I started my beta-test with a costum battle, armenia vs seuleucide. I used all the new untis, without any CTD, but I found some little bugs.

    1. Seuleucide Mounted skirimishers of Media are only 80 men, the Mounted skirimishers of Media from Armenia have 160 men.
    2. Its not a bug but the scytian chariots used by seuleucide are very weak. They got killed by my mounted archers before they were able to charge my infantry.
    3. The archers on top of the seuleucide Armored elephants are bugged. They have no faces and hand etc.

    4. Pikemen are operating silly when fighting in a meele. Some heavy infantry attacked their back and I told my pikemen to attack them. But they did not turn around with their pikes, still looking ahead.

    Mfg
    Thanks. The seleucid elephant archer model is cos the new model hasn't got included for some reason. DVK, did you get this from me?


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  15. #15

    Default Re: Beta Testing2

    The chariots are a problem, as well as the archers and missle units in general. I have noticed that the 'numbers' for these units seem to be grossly overdone, as I've reduced some of them to test and find only a slightly less effective result (they kill a lot!). So this is a balancing issue.
    Yeah, EB has made missile units less numerous than melee units of the same tier (Caucasian Archers are 80 on Large, while Caucasian Spearmen are 120). Horse archers have appropriate numbers in my opinion, its just the foot archers which need reduction.
    Under the patronage of John I Tzimisces

  16. #16
    dvk901's Avatar Consummatum est
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    Default Re: Beta Testing2

    Quote Originally Posted by tone View Post
    Thanks. The seleucid elephant archer model is cos the new model hasn't got included for some reason. DVK, did you get this from me?
    I just used the one you did:

    type greek_big_elephant_archer
    skeleton fs_big_elephant_rider ;fs_big_elephant_rider ;was this, but I think it's buggy
    indiv_range 40
    texture pontus, data/models_unit/textures/wbb/unit_wbb_archer_thrace.tga
    texture seleucid, data/models_unit/textures/tone/seleucid/elephant_archer_seleucid.tga
    texture romans_julii, data/models_unit/textures/wbb/unit_wbb_archer_seleucid.tga ;only used to fix Hist. Battles
    texture merc, data/models_unit/textures/wbb/unit_wbb_archer_greek.tga
    texture britons, data/models_unit/textures/new/unit_greek_archer_greek.tga
    texture slave, data/models_unit/textures/new/unit_greek_archer_greek.tga
    texture numidia, data/models_unit/textures/wbb/unit_wbb_archer_greek.tga
    model_flexi data/models_unit/greek_archer_new.cas, 15
    model_flexi data/models_unit/greek_archer_new.cas, 30
    model_flexi data/models_unit/greek_archer_new.cas, 40
    model_flexi data/models_unit/greek_archer_new.cas, max
    model_sprite merc, 60.0, data/sprites/greek_elephant_crew_merc_sprite.spr
    model_sprite seleucid, 60.0, data/sprites/seleucid_greek_big_elephant_archer_sprite.spr
    model_sprite romans_julii, 60.0, data/sprites/seleucid_greek_big_elephant_archer_sprite.spr
    model_sprite pontus, 60.0, data/sprites/seleucid_greek_big_elephant_archer_sprite.spr
    model_sprite britons, 60.0, data/sprites/seleucid_greek_big_elephant_archer_sprite.spr
    model_sprite slave, 60.0, data/sprites/seleucid_greek_big_elephant_archer_sprite.spr
    model_sprite numidia, 60.0, data/sprites/seleucid_greek_big_elephant_archer_sprite.spr
    model_tri 400, 0.5f, 0.5f, 0.5f

    All of which now look like this:

    ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;Elephant Crews;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

    type carthaginian_big_elephant_crew
    skeleton fs_big_elephant_rider
    indiv_range 40
    texture carthage, data/models_unit/textures/tone/elephant_archers/unit_carthage_light_archer_carthage_wb.tga
    model_flexi data/models_unit/unit_carthage_archer_high.cas, 15
    model_flexi data/models_unit/unit_carthage_archer_med.cas, 30
    model_flexi data/models_unit/unit_carthage_archer_low.cas, 40
    model_flexi data/models_unit/unit_carthage_archer_lowest.cas, max
    model_sprite carthage, 60.0, data/sprites/carthage_carthaginian_big_elephant_crew_sprite.spr
    model_tri 400, 0.5f, 0.5f, 0.5f

    type greek_big_elephant_archer
    skeleton fs_big_elephant_rider ;fs_big_elephant_rider ;was this, but I think it's buggy
    indiv_range 40
    texture seleucid, data/models_unit/textures/tone/seleucid/elephant_archer_seleucid.tga
    texture merc, data/models_unit/textures/tone/seleucid/elephant_archer_seleucid.tga
    model_flexi data/models_unit/greek_archer_new.cas, 15
    model_flexi data/models_unit/greek_archer_new.cas, 30
    model_flexi data/models_unit/greek_archer_new.cas, 40
    model_flexi data/models_unit/greek_archer_new.cas, max
    model_sprite 60.0, data/sprites/greek_elephant_crew_merc_sprite.spr
    model_sprite seleucid, 60.0, data/sprites/seleucid_greek_big_elephant_archer_sprite.spr
    model_tri 400, 0.5f, 0.5f, 0.5f

    type elephant_javelineer
    skeleton fs_s1_forest_elephant_javelinrider ; throwing javelin
    indiv_range 40
    texture merc, data/models_unit/textures/Tone/seleucid/aor_india_javelineer.tga
    model_flexi data/models_unit/shared_elephant_javelineer_high.cas, 8
    model_flexi data/models_unit/shared_elephant_javelineer_med.cas, 15
    model_flexi data/models_unit/shared_elephant_javelineer_low.cas, 30
    model_flexi data/models_unit/shared_elephant_javelineer_lowest.cas, max
    model_sprite 60.0, data/sprites/javelineer_small_elephant_sprite.spr
    model_tri 400, 0.5f, 0.5f, 0.5f
    Last edited by dvk901; November 23, 2007 at 01:06 PM.

    Creator of: "Ecce, Roma Surrectum....Behold, Rome Arises!"
    R.I.P. My Beloved Father

  17. #17
    dvk901's Avatar Consummatum est
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    Default Re: Beta Testing2

    The numbers of men in a unit, given the faction, will sometimes depend on who recruits it. In my thinking anyway, I have tried to create a little variation here since to some nations a unit will be more 'native', while to others more mercenary. That's up for discussion of course.

    The chariots are a problem, as well as the archers and missle units in general. I have noticed that the 'numbers' for these units seem to be grossly overdone, as I've reduced some of them to test and find only a slightly less effective result (they kill a lot!). So this is a balancing issue.

    The archers on the elephants...hmmm, never noticed that. You are right, they look incomplete for some reason. Tone will have to look at them because they are using the correct model.

    Creator of: "Ecce, Roma Surrectum....Behold, Rome Arises!"
    R.I.P. My Beloved Father

  18. #18

    Default Re: Beta Testing2

    Personally, I like the following unit sizes for cavalry:

    Light/medium cavalry unit: 20
    Heavy cavalry: 15
    General: 7

    Horse faction light/medium cavalry: 25
    Horse faction heavy cavalry: 20
    Horse faction general: 10



  19. #19
    dvk901's Avatar Consummatum est
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    Default Re: Beta Testing2

    Assuming the horse factions will have limited infantry, the results of that would be that a full stack horse faction would have about 1500 units in their army as opposed to 3000 in an infantry based army. I am concerned that would be awful heavy odds against.

    Creator of: "Ecce, Roma Surrectum....Behold, Rome Arises!"
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  20. #20

    Default Re: Beta Testing2

    I'm afraid Tone's fixes to the Armenian units have not been included in this new RS2 beta, so initial problems like the incorrect model for the Armenian cataphract, line going down the middle of the Azats, General's Bodyguard, and General, and the black stripe in the middle of the Armenian General's helmet are still present.
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