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  1. #1
    Guardian of the Fleet Senior Member Shahed's Avatar
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    Default Re: V1.21 Rebuild-ProblemFixer BETA testing thread

    Are you still looking for testers ?
    If you remember me from M:TW days add me on Steam, do mention your org name.

    http://www.steamcommunity.com/id/__shak

  2. #2
    Senior Member Senior Member Carl's Avatar
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    Default Re: V1.21 Rebuild-ProblemFixer BETA testing thread

    Yeah, as many as possible. If you want to volunteer.....
    Find my ProblemFixer Purehere.

    This ProblemFixer fixes the following: 2-Hander bug, Pike Bug, Shield Bug, Chasing Routers, Cav not Charging, Formation Keeping Improved, Trait Bugs, and Ancillary Bugs.

    BETA Testers needed for the current version of RebuildProblemFixer. Thread here

  3. #3

    Default Re: V1.21 Rebuild-ProblemFixer BETA testing thread

    Hey Carl,

    Started a new campaign as Portugal on 1.24. A small bug for you: Lisbon can now build mines (previously not possible) which provides an income of 0 florins per turn. Other than that, growth in Iberia still feels very slow, but I'll play some more first before really commenting.

    Thanks,
    S

  4. #4

    Default Re: V1.21 Rebuild-ProblemFixer BETA testing thread

    I hate purple!

    I have no idea how to do Byz as usual. So I'll flounder about. Soon.

    Got the file.


    Hmm, maybe I'll take the Holy Land first. That might be interesting. But I better check those garrisons first. Otherwise I can swing north and take out the western part of the Turks to give me some lebensraum... like all Anatolia! I can let the Catholics have at each other a while. The east is richer anyway.

    Starting with a large city is mighty nice.

    I know what you're aiming for with the siege buildings everywhere, but you DO realize what we players will do with it, right? (goes back to selling off most of the siege buildings for some turn 1 cash)

    Thessalonika can build mines for +0 income too. And Nicosia. Iconium mines produce zero too. I think we have a wee problem here.

    Turks building Sipahis already, nasty buggers. Have to deal with them! I really really hate horse archers, have I mentioned that? Dang things are better than my ByzzyCav!

    You didn't tell us the ballistas don't work as siege gear anymore. That's a pretty big change.

    ByzCav seem to have REALLY flimsy morale. Can't fight them like Turks or Russians at all.

    Heretics are still grossly powerful. A 1 skill heretic took Cyprus from 2-3 heresy to 18 in a turn.
    Last edited by vonsch; 04-10-2007 at 04:59.

  5. #5

    Default Re: V1.21 Rebuild-ProblemFixer BETA testing thread

    Downloading v1.24 now.

    (will probably take several hours at the speed my modem / connection run at.)

    Does it install over previous problemfixers or should we do a complete clean re-install in case there was left-overs from previous installations?

    Been playing a few hours of Milan and Egypt on vanilla just to get a feel for them. so may try one of those when DL has completed.

  6. #6
    Senior Member Senior Member Carl's Avatar
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    Default Re: V1.21 Rebuild-ProblemFixer BETA testing thread

    No need for a complete re-install. As long as you select the overwrite existing files option when it shows up you'll be fine.

    Give me a bit on the other comments as i'm going to be going out soon.


    Thessalonika can build mines for +0 income too. And Nicosia. Iconium mines produce zero too. I think we have a wee problem here.
    I added several resources to the list of those required to build mines. However i was unable to find a way to actually make the resource in question mineable. I left it in however as the 1.2 Patch DOES include a way to set resources to minable/not minable.


    You didn't tell us the ballistas don't work as siege gear anymore. That's a pretty big change.
    Sorry, my fault their. it was a change that should have been in from day one and it was comments by you about using them in sieges that clued me to my modification not having Taken. It doesn't really make sense that Ballista can bring down most types of wall when you think about it. The Projectiles just aren't powerful enough. Similar changes have taken place with ribualts and Rockets.


    Turks building Sipahis already, nasty buggers. Have to deal with them! I really really hate horse archers, have I mentioned that? Dang things are better than my ByzzyCav!
    , now do you see why I went on about Sipahis being so good before?

    Your right though, they have a higher missile defense, better missile and melee abilities and better morale than your Byzantine Cav.


    ByzCav seem to have REALLY flimsy morale. Can't fight them like Turks or Russians at all.
    Thats weird as Byzantine Cav are effectively Turkomans with higher Discipline, (less likely to break when they suffer a Morale shock), better training, (makes the better in melee), and they have the same basic defense before any Armour upgrades as Turkomans do after all their upgrades.

    Otherwise Byzantine Cav and Turkomans are Identical. They even have the same morale values.

    What sort of armies are you normally facing then ATM? It could be that the forces your facing are the cause of the issue, not the Byzantine Cav.


    Also Bear in mind that Byzantine, (IMHO), is a mixed Infantry/Heavy Cav/HA force, and needs to use all 3 in combination for the best results. This didn't work too well in vanilla as the capabilities of Byzantine FA and S & S units was overshadowed by a lack of a decent spear unit, (making all that infantry very vulnerable to Cav), and by the fact that Vardariotai are so insanely powerful.

    I hope to alter Vardariotai stats eventually but right now I've limited them to a very small number available only from the top level stables. The have the missile power per shot of Jinetes, the range, speed, and ammunition capacity of Byzantine Cav, and the defense and melee abilities of Sipahi Lancers. As more than one person put it, in vanilla the basic Byzantine strategy is: Spam Vardariotai = Win.

    However with the changes made to Byzantine Spear and the stats and availability of Byzantine Infantry you now have access to good Spears and (even at an early stage), a weak, if Okay, S & S unit. Thus I'd hope the best Byzantine strategy would be a combined arms one. Utilizing all aspect of the unit roster in conjunction so as to give a mixed army that is extremely powerful and versatile.

    Of course, other strategies, should be possible, and are, i'm just pointing out that mixed strategies will probably have more success as Byzantines due to the fact that it's taking advantage of a good overall unit roster that does not, (compared to the surrounding factions), excel in any one area.


    Starting with a large city is mighty nice.
    especially since it lets you build Vargarian Guard from day one, although you need a Huge City to get them in large quantities.


    I know what you're aiming for with the siege buildings everywhere, but you DO realize what we players will do with it, right? (goes back to selling off most of the siege buildings for some turn 1 cash)
    I'll look into doing something about this, either by making the siege stuff un-demolish-able, or by scripting the building of Siege buildings in, (if thats possible). I honestly never thought of this s in the case of the smaller factions you don't have enough territories to get away with this really. At least not if you want to be able to build siege gear.


    Heretics are still grossly powerful. A 1 skill heretic took Cyprus from 2-3 heresy to 18 in a turn.
    I did tone them down, take it it's not enough? Do bear in mind that they are much slower though than before now and your priests should have no issues catching them.


    Other than that, growth in Iberia still feels very slow, but I'll play some more first before really commenting.
    Build stuff, with the improved trade income and overall farm effects they make growth increase much faster now.

    Ohh, and make getting Valencia a Priority one. It's a decent sized city now and has a Knights of Santiago minor Chapter house. With Unhorsed Knights, (nearly identical to Conquistadors, but with better Armour but lower defense skill), now recruitable, (Representing Dismounted Order Knights), at all Order Knight Chapter Houses. They are both a serious threat to you if the Spanish gets them, and a powerful resource on your side if you can get them. Of course it DOES have a decent garrission with a good comander so don't rush headlong into it.
    Last edited by Carl; 04-10-2007 at 15:25.
    Find my ProblemFixer Purehere.

    This ProblemFixer fixes the following: 2-Hander bug, Pike Bug, Shield Bug, Chasing Routers, Cav not Charging, Formation Keeping Improved, Trait Bugs, and Ancillary Bugs.

    BETA Testers needed for the current version of RebuildProblemFixer. Thread here

  7. #7
    Member Member Bongaroo's Avatar
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    Default Re: V1.21 Rebuild-ProblemFixer BETA testing thread

    Is v1.24 past save-game compatable? Just wondering as my Polish H/H game is really a lot of fun right now but it took a while to build up and would be a little boring to restart. Any other factions/units you'd like to be playtested that hasn't been getting much attention?

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