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Thread: Open Test

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  1. #1

    Default Open Test

    Ok, it's as the thread title suggests. I'm looking for people to test the mod in its current state. Perhaps about 10 or so people. First come first serve (though I reserve the right to reject people - I don't anticipate this). The numbers are limited because it's in an early state. I will let people know when all slots fill up. Post here, or PM me and I will send download links with further instructions.

    If you fail to test/give us useful feedback, you will be ruled out for further beta testing. This is custom battles only at the moment. I know what issues our campaign has. Carthage and Rome are the only two factions entered in for the beta at the moment that you will be able to field units for. What we are looking for are detailed bug reports that can be posted in this thread. Please report any CTD you experience as that's the priority, though feel free to provide feedback in all areas.

    To anyone who doesn't get a copy - this is a very early state. Down the road, we will expand the number of people, and I may give out extra copies here or create a wait list in case some people prove to be unreliable.

    Crashes:


    Bugs:
    • I found that on the Cohors Extradoini - their unit card descriptions were missing. - Age of Empires 2 HD
    • AI units refusing to move even after reaching the towers: - Age of Empires 2 HD
    • Some weird clipping issues in sieges related to towers and even parts of settlements. Example 1 / Example 2 - Age of Empires 2 HD and Fritz Schmit
    • The Roman Velites have some clipping going on - one of the hair + helmet combos results in the head sticking out through the helmet. - Draewn FIXED
    • The Carthaginian Italian Cavalry don't appear to actually use weapons. - Draewn FIXED
    • Animation issue with elephants and javelins. Missed DB value for reload. FIXED
    • Missing javelins:Tarantine Cavalry - Admiral.Nelson FIXED
    • Missing some texture:Lybian Thureophoroi - Admiral.Nelson. FIXED
    • a little texture bug with the "indo-european symbol shield" of romans (nazi one to get in the situation quicly) in wich the white background of the shield converts into a lite red and reconverts to white while closing the camera. it's a "switch colour bug". Image 1 / Image 2 - Tenerife_boy
    • Clipping on Italian infantry. Image - ipwnu678
    • Cohors sociorum shields at a distance green? Image - ipwnu678


    Suggestions:
    • Lack of siege equipment (no siege artillery units as of yet, and limited use of siege equipment to 1) - Age of Empires 2 HD
    • Improve AI pathfinding - Age of Empires 2 HD
    • Units slow to respond (this is partially intentional) - Age of Empires 2 HD
    • Towers in the cities manage to oblierate the ladders in seconds. - Age of Empires 2 HD
    • I've had a look and Celtic Warband is horrendous. They quickly wavered after losing 156 of 180 men. - Age of Empires 2 HD
    • Decrease the morale hit from fatigue.- Denco
    • Decrease the rate at which units start routing. Right now I'm seeing units routing when they still have 80% or more units left. And when they route they loose a lot units ( which is good and should stay that way ).- Denco
    • Cav are difficult maneuver - Age of Empires 2 HD
    • Rebalance multiplayer unit costs. Roman units - a typical stack should cost nearly the max. - ABH
    • Elephants overpowered some - Age of Empires 2 HD
    • I'd get rid of the tiny yellow boxes - replace them with some secondary colours - green for eager, blue for fighting, white for retreating. Example - Age of Empires 2 HD
    • I also noticed that cavalry is very strong when they charge a flank. Could be lessen a bit. Infantry does very little - Age of Empires 2 HD
    • Similarly, I think the casualty rate drop-off in "everyone's exhausted" fights is too high. If the engine were such that units could 'take a breather' within fights and come back refreshed, that'd be one thing. But the AI doesn't appear to be able to do that, and cavalry who are in the thick of it refuse to do so. Given that, I think the exhaustion kill-rate drop-off produces somewhat unrealistic results - rather than breaking off and re-organizing for the next wave, units devolve into a massive pile of exhausted people fighting ineffectually. It feels (to me, YMMV) like a long, grinding melee should continue to grind roughly apace until it reaches a moment of decision - rather than petering out until there are more words being exchanged than wounds. - Draewn
    • Looking over the two battles, I think that cavalry survivability in straightforward melees is a bit too high - in both battles, cavalry were able to best infantry in protracted fights. They didn't seem to have the force to break things on the charge, but were startlingly effective at just grinding it out, which seemed strange compared to how the games traditionally work - if this is a historical choice, I would (legitimate curiosity, not snark) love to hear the rationale / be recommended some sources to read. - Draewn
    • But I also think that a Pilum deals too much damage and makes units that use them overpowered. - Denco
    • We should have units routing when they sustain higher casualties than now and only reorganize once they are away from the battle. DeI implementation of morale works very good so it might be a good idea to check there for ideas. - Denco
    • The unit cards look really cool, while also being representative of the units themselves. I do have one concern with these however, and that is of cavalry, i suppose i will get use to it over time but due to the similarities in poses and the fact that the shots are taken so far away due to the size of the model it can be sometimes hard to differentiate between different cavalry units, especially if you carthage and have many types. Perhaps keeping the style but changing the angle of the poses may help this, though i do love those cavalry cards with the horses on their back legs. - Beast Within
    • Also the jump in price from the hastatii to the principe seems to high. I am worried that it may not be worthwhile to spend the money on the principes or limit there use, when really the roman army should have equally weighted numbers of these troops if i am not mistaken, but the benefit of them compared to nearly double the cost doesnt seem to be quite worth it. Maybe 550 and then 750 for triarii meaning a 200 denari jump for each class would be a better fit, however i obviously havent played the campaign so ignore this if these weightings in price have the campaign gameplay in mind. - Beast Within
    • Unit sizes - general issue with framerates.
    • Lastly, I felt like Cav was a little too slow. - Multiple
    • I think in general there might be a little bit too much of units routing and then returning to the battle, yo-yoing in and out. I'll reserve my judgment for a bit, because I know this is something the developers apparently want. But towards the end it's like my units got too strung out chasing down random enemies, and my cavalry in particular were heavily damaged from trying to pursue routers that would turn around and fight before my cavalry could reach them. - Revan the Great
    • Finally, I felt like my Velite were basically useless. With skirmish on, they began to fall back before even throwing their spears, so they sat behind my lines, chucking spears instead. - Revan the Great
    Last edited by ABH2; July 24, 2015 at 10:08 PM.


  2. #2

    Default Re: Open Test

    I would like to add that I have included my recent battle mechanics I started a few days back. The idea for these battles is a 15-30 minute battle (though I believe they may be much shorter as yet) and (relatively) low casualties. I mostly get 500-1000 losses for the victors and 1500-3000 losses for the defeated. As such, included in your bug report please can you add:

    For each Battle
    - Starting numbers of each army
    - Numbers after battle (also if it is less than 2000 for the defeated or 1000 for the victors please can you give a small summary as to why)
    - The length of the battle in minutes.

    Failing this at can I please get a good average of the times and casualties of the battles combined.
    Vespasian's own: Up the Augusta! For Cato!

    AE: Battle Balancing and BAI.

  3. #3
    ipwnu678's Avatar Semisalis
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    Default Re: Open Test

    Hey, I'd like to apply

  4. #4

    Default Re: Open Test

    I'm in, although I'm time constrained because of work I'll try and do my best to help you out.

  5. #5
    The Wandering Storyteller's Avatar Protector Domesticus
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    Default Re: Open Test

    Certainly would love to give this a try. Where do we report back for giving feedback?





















































  6. #6
    UMCenturion's Avatar Ducenarius
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    Default Re: Open Test

    Cannot explain how excited I am for those to test . I would also like to add, although a lot lower on the priority list, please feel free to leave feedback on the in game UI and artwork. If there is something missing or out of place just let me know. Although screen shots give you a brief intro to the UI, seeing it ingame is totally different. Again, battle mechanics, unit mechanics/animations and textures are a higher priority. Thank you all!

    Mod Lead - UI/2D Art - Custom Map Editing

  7. #7

    Default Re: Open Test

    i'll do some testing ABH2

  8. #8

    Default Re: Open Test

    As would I

  9. #9

    Default Re: Open Test

    I'll help out with the testing.

  10. #10

    Default Re: Open Test

    hej, i'd love to help you with your project guys im really enthusiastic about this and as im on vacation for almost 2 months i'll have lots of time to spend helping.

  11. #11
    ipwnu678's Avatar Semisalis
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    Default Re: Open Test

    how do we feel about all the testers and the devs that handle the testing join a special secret steam group so that we can all collectively talk about our testing? heres me

  12. #12

    Default Re: Open Test

    Quote Originally Posted by ipwnu678 View Post
    how do we feel about all the testers and the devs that handle the testing join a special secret steam group so that we can all collectively talk about our testing? heres me
    I'm kind of depressed that with all this technology we still rely on old school "write meetings". In the age of voice communication ( TS, Skype ( quality ) or even steam voice chat ( better than Skype ). Once campaign testing comes out it wouldn't be a bad idea to have weekly meetings.

  13. #13

    Default Re: Open Test

    Quote Originally Posted by Denco View Post
    I'm kind of depressed that with all this technology we still rely on old school "write meetings". In the age of voice communication ( TS, Skype ( quality ) or even steam voice chat ( better than Skype ). Once campaign testing comes out it wouldn't be a bad idea to have weekly meetings.
    I'll bring the cookies
    Campaign modder for Ancient Empires


  14. #14
    ipwnu678's Avatar Semisalis
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    Default Re: Open Test

    Quote Originally Posted by Denco View Post
    I'm kind of depressed that with all this technology we still rely on old school "write meetings". In the age of voice communication ( TS, Skype ( quality ) or even steam voice chat ( better than Skype ). Once campaign testing comes out it wouldn't be a bad idea to have weekly meetings.
    thats a good idea, but some may not have a microphone. personally, i do, but with there being the option to listen in on the voice chat and type
    perhaps when the final version is complete, the original testers and dev team could do a weekly multi campaign session?

  15. #15

    Default Re: Open Test

    hi to every one of you. i am salute the idea first of all and the great work so far. i am sure that at the end of this project u gone make me many gamers very happy,including my. if you like to give me the opportunity, I'll be happy to HELP!

  16. #16

    Default Re: Open Test

    [QUOTE=sourpis;14722672]hi to every one of you. i am salute the idea first of all and the great work so far. i am sure that at the end of this project u gone make me many gamers very happy,including my. if you like to give me the opportunity, I'll be happy to HELP! http://steamcommunity.com/profiles/76561198038618568/

  17. #17

    Default Re: Open Test

    Interested in testing the mod in whatever state it is. Want to find bugs and give some feedback.

  18. #18

    Default Re: Open Test

    I'm definitely interested in testing if you'll allow me to do so. I'm pretty OCD, so thorough reporting is no problem for me lol

  19. #19

    Default Re: Open Test

    The only reason I have Attila still installed is for this mod! I have to delete it though because I dont have enough room on my harddrive for all my games and I like R2 better because of Wrath of Sparta. I would like to partake in the test and I hope you include me!

  20. #20

    Default Re: Open Test

    Fair point. I was also gonna hold a nice little competition once the full release comes out too
    Vespasian's own: Up the Augusta! For Cato!

    AE: Battle Balancing and BAI.

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