bug reports

Started by comrade_general, July 30, 2011, 12:32:00 AM

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comrade_general

Problem?

Please state the nature of the modification emergency.

debux

#1
Okay, it's not emergencies, but only a few things so far. I'll keep on editing this same post to not make my post number get to high :P (EDIT: Wow, it's at 1400 posts already? WOW!)

-So far great, although I kinda expected to have music other than vanilla RTW after hearing the main theme (it was AWESOME!). Nothing to do there, though, too bad.
-When you get those notifications of "Strongest faction" (for example, although this is the only example I have had so far), you get vanilla text. Not so awesome to get confused with puny Rome if you're defeating goddamn orcs! :D
-Water Elementals do this "taunting", which looks kind of awkward, considering the model/skin and their use. Good friggin job on the interface BTW! I haven't seen the orc one yet, though.
-There seems to be a problem with the assignment of Rebel generals to their bodyguards, it's the second time I get a CTD when trying to load the battle against them rebels (whcih seem to spawn at an astounding rate; after maybe 10 turns, I had 3 stacks in my territories)

I'll pour in a few suggestions here too :D maybe one could give missions to both factions, according to what they have to do in the campaign of Orc & Humans? It would be super awesome and inmersive (as well as nostalgic), but I'm afraid I can't help you much there, as well if it is possible. Another thing, the retainers and traits have to be changed. I can't think of any substitute retainers though, apart from "Turncoat Human/Orc" that gives extra command against such faction (right now I'm looking for characters in the first game, but I already thought some traits out)

To sum it up, very good impression, I feel tons of fun coming ahead, but it could be more inmersive. Right now I'm looking out for stuff that could help out.

On the side note, those Conjurers kick ass! I went like "WOOOW" after waiting with some disappointment for their attack.
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comrade_general

#2
Now you see why this released version is 0.9 ;)
More music will probably be added, along with character portraits and the like. Maybe missions.

I'm looking into the rebel bodyguard thing. Good to hear about their spawning though, makes for a tougher game I think, and in the original game you had to contend with rebels from your own faction.

As for the notifications, traits, voices, other text, etc. it takes a friggin' lot to cover up the built-in cultural aspects of the vanilla game. I will look into converting them further, but for now perhaps you should be happy with what we've got. :P

Thanks for the comments.

debux

#3
Yeah, true, although I never saw the 0.9 anywhere ;D

Kind of hard to look for characters to use as retainers: I looked up the characters in the game and apparently there are only 3 or so, and quite possibly two of them are FM in the mod. I was thinking maybe the typical "Footmen/Grunt Commander" that gives extra command when commanding such units. As for traits, I thought maybe using MP tactics: "Rusher" gets extra command when attacking, "Turtler" extra command at defending and "Boomer" gets extra management.

And found the list of missions for both factions, if you're interested. I think it would make for extra guidance; I was completely lost at the beginning of the game, I had no idea there were two settlements south of the Human's territory (also, I lol'd when using toggle_fow :D nice touch)

I'll keep an extra eye open for other bugs, will post them on my first post here
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debux

Okay, so I failed to notice that you wouldn't get a notification if I just edited my post. So never mind what I said before about editing posts.

So today I think I got quite far, near completion of my first Human campaign. However:
-It's impossible (so far in my game) to recruit Knights without a FM. I realised quite late and ended up with half a stack of FM to kill off Rebels.
-Related to that, Rebels have an insane respawn rate. I've fought them a great deal more than I've fought the Orcs. I mean, once I got three stacks in my visible territory alone, which was quite annoying.
-Orcs seem to build too many Peons... there should be a way of avoiding that. I had to fight two full stacks of Peons in my first invasion, which was quite fast and laggy (huge settings= maybe 10 000 peons). I think it has to do that most towns are too underdeveloped, and the AI feels compelled to build as many units possible from all sources. Maybe peons can be build once one gets the second upgrade of farms or something.
-Got a CTD on a battle against rebels (led by a captain, not a FM) on a bridge. I tried out all the units that could have been on the battle with custom battles, and got no probs there. I was also able to fight against rebels not led by FM before on campaing (my CTD are originated it seems by the bodyguard of the rebel FM's)
-Rebel captain is vanilla rebel captain. However, I suspect this was intentional, as it's kind of hard to make a rebel half human and half orc (as rebels count as rebels for both sides, right?)
-Orc captain banner on the HUD is vanilla gaul one. With this I mean the little circle in the battle interface that usually has the protrait of the general FM of tha battle, or if there is none, it has a banner of the faction being played with. If this still doesn't help you trying to figure out what I mean (I usually get lost on my own thoughts :P ), it's the circle on the lower-right corner, right above the unit commands ("Fire at Will"/ "Skirmish", etc) and at the left side of the other commands (grouping, withdrawing, etc)

Other comments:
-My RTW freezes a lot with fireballs... does it happen to you too? So far, it has been twice in maybe... 4 hours in total of gameplay? (kind of hard to say how much time I spent on the battlemap).
-Trolls sure are weak :P They seem to be barely at the level of Footmen.
-Daemons are OP. Veeeery. I tested a sole unit against a full stack of Footmen, upgraded to the max, costing as a whole 100k currency (can't remember what currency you're using in TW:OH :P ). Besides of seeing how awesome to see so many men flying to those sweeping chops of them, I noticed that every one man that flied dies. Maybe the lethality of Daemons should be lowered.

I'm pretty sure I forgot something :hmm:
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comrade_general

Excellent info deebz! I will take this all into account, and I'd give you lots o' rep if I could.

Never had my game freeze because of the balls... :P

debux

Quote from: comrade_general on August 01, 2011, 07:48:16 PM
Never had my game freeze because of the balls... :P

The last might be of my fussy PC... it has lot's of strange little "things". For one, it seems to hate my exchange student, as the PC always freezes when he wants to use it.

But I somehow manage to live and not look mentally disturbed by this issue :D
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comrade_general

I've discovered the bug! In the terrain/climate files no less.

Updated version will come soon! I'll let you guys bug test it again once I get it to you. ;D

Parori

I can't start the campaign or a custom battle. It gives this error message:Error in oh/data/world/maps/campaign/imperial_campaign/desc_strat.txt, at line 48, column 12       
Could not create settlement script at line 48

Fast Edit: And I do understand it can't make settlement or smth

comrade_general

There shouldn't be anything making it do that in the released version. Did you install the patch as well? Try a fresh reinstall of the mod (delete the old mod folder) and instal the patch.

Clockwork

Quote from: comrade_general on July 30, 2011, 12:32:00 AM
Please state the nature of the modification emergency.

If that's a starcraft misquote, I love you.

I will download this when I have time, it looks awesome. And then edit this post so that I actually have a bug to post in a bug report section.
Once you realize what a joke everything is, being the Comedian is the only thing that makes sense.


comrade_general

Actually it's from Star Trek Voyager. :)

Skull

For some reason,the game crashes when I try to do a custom battle.
I was just trying to see the poison cloud unit for the orcs in action...  :(
Quote from: The Khan on October 02, 2013, 11:36:33 AM
Skull, the one of poor grammar, the enemy of all Grammar Nazi and destroyer of all linguistic reasoning!

comrade_general

Does the campaign work?

Skull

Quote from: comrade_general on October 01, 2013, 12:18:23 PM
Does the campaign work?
It does,but whenever I try to have a battle in which I play as the orcs (in custom battle),with poison clouds,warlocks and one wolf raider troop as the general,the game crashes.
It actually loads up fine,but when the camera closes up on the general,the game crashes. Also,the wolf raider models disappear before the crash,so it probably has something to do with their models?
Quote from: The Khan on October 02, 2013, 11:36:33 AM
Skull, the one of poor grammar, the enemy of all Grammar Nazi and destroyer of all linguistic reasoning!