Matt
Stormwind Member
The Come And Go Man
Monsieur Mercredi
Posts: 1,812
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Post by Matt on May 23, 2009 21:44:57 GMT
I had a crash and spent some time trying other save files, but no luck. Anyway I got quite a bit farther...
Alright, from where I left off (didn't notice anything to point out previous to where I was other than the bug fixes and improvements).
The DTS part is good, couple thoughts: 1. The looping trigger to block the player from leaving the farm area and going further is a good idea but a bit too restrictive. Half the time you loose men needlessly because they can't fight properly without being sent back. Maybe give an extra couple tiles of breathing room.
2. A chat or instruction to let the player know they have beaten off the attack would be a nice touch.
Other than those issues I'm happy with this part.
Siege: 1. This part is fairly straigtforward, works well and is fun. Perhaps a tad easy. No bug issues at all though 2. Also for some reason I can see the bridge still, and strangely enough I can see the demo ships that are being used to create the ripple effect. That isn't supposed to happen obviously.
Save the King: This part is very good, one suggestion I might make is that it is unnecessary for ther player to use his hero, and I personally just held him back. Some method of forcing the user to bring Davrel would probably be a good idea.
Battle at the Bridge: 1. I love the idea, but IMO it needs some tweaking. Basically it is too easy now to need to use any strategy. I just lined up all my infantry and put them on defensive, and my archers behind with stand ground. I didn't fight hardly any cavalry in the swamp and still defeated their army. Then taking the bridge was merely picking off their troops with archers until there were not too many on the bridge itself and rushing my remaining units into the bridge. After killing another dozen or so they fled. It's too bad because this seemed like a very strategic part and I was preparing to have to try different ideas, but I won with the most basic Aok knowledge possible, and I'm not very good at AoK. More difficulty would force the player to focus more carefully on tactics.
2. On the same note, I might suggest some sort of way to gain back HP's lost due to fatigue. Perhaps some sort of morale, or recovery system. Of course, you would have to make this part even harded then, but something that would be a good addition I think.
Assassin in the Camp: My favorite part so far. Very creative, probably the best non modded night scene you are going to find. No problems with this at all. Good stuff.
Defense of Sabraskin (spl?): This part crashes on me. I kill for a while until I get the message to retreat to the inner wall. After some time, I get another chat about being able to drive them out. Shortly after, it crashes. I have tried three times. Likely it is the trigger that indicates I have held long enough.
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Post by Julius CMXCIX on May 24, 2009 10:05:48 GMT
Yes, those are both good suggestions.
That's very strange. I'll have a look.
I had just assumed that the player would throw in all his men. However, this is a good suggestion and I think I'll implement it on moderate and hard difficulties.
All right, I'll try a few different things and see what can be done.
Mine too.
Hmm, this definitely used to work. Presumably one of my more recent changes messed it up. Shouldn't be too hard to fix whatever it is though.
A couple of other questions: 1. Did you do any turkey hunting? 2. Did you find the dog fighting minigame?
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Sissi
Stormwind Member
Sissy
Posts: 208
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Post by Sissi on May 24, 2009 11:38:39 GMT
Apparently you haven't received my testing report, I've done those quests and the dummy one. So I'll resend it this afternoon.
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Post by Julius CMXCIX on May 24, 2009 17:50:00 GMT
Actually I have received it, thanks. Just haven't got round to replying yet, but I've taken everything you said on board.
That's assuming you mean the one sent on Wednesday the 20th.
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Sissi
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Sissy
Posts: 208
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Post by Sissi on May 24, 2009 18:24:34 GMT
Nope, that was only a little first feedback, not the full report. (Tuesday the 21th)
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Post by Julius CMXCIX on May 24, 2009 21:16:27 GMT
Ah, not got that one. Please re-send it when you get the chance. Or perhaps the mysterious email bug has struck again?
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Sissi
Stormwind Member
Sissy
Posts: 208
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Post by Sissi on May 25, 2009 18:53:01 GMT
No, this time I think I forgot to hit the 'send' key, I think... And that was no Tuesday but Thursday. Hayfever I guess. Sorry. Re-sent.
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Post by Julius CMXCIX on May 27, 2009 19:47:56 GMT
I've just tested this, and I didn't get the crash.
At what point did it happen? Did you receive the objective to take out the enemy supply wagons?
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Matt
Stormwind Member
The Come And Go Man
Monsieur Mercredi
Posts: 1,812
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Post by Matt on May 27, 2009 23:14:35 GMT
No, I suspect that I was just about to receive it. I had held out for some time and I was thinking I was due to get another objective. Playtesting and bugsearching is such a lovely thing isn't it? At any rate, I'll give it another go tonight and try a few things to see if I can get past it or at least have more detailed info on the exact time. Also, I'll go back and do the turky thing as well.
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Post by Julius CMXCIX on May 28, 2009 9:02:57 GMT
If you want to skip straight to Sabraskin, you can marco polo and click on Davrel (the one with the army you get control of at that point). Just remember to immediately move them all North, or the archers will autotarget the raiders (who aren't dead if you skip in this way).
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Post by Julius CMXCIX on Jun 5, 2009 10:47:57 GMT
How are you getting on?
I've removed various other annoying little glitches too.
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Matt
Stormwind Member
The Come And Go Man
Monsieur Mercredi
Posts: 1,812
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Post by Matt on Jun 6, 2009 21:34:44 GMT
sorry I hadn't check this thread in a while, I tried to use some previous save files, no luck. I missed your cheat suggestion though, so I'll go try that now.
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Matt
Stormwind Member
The Come And Go Man
Monsieur Mercredi
Posts: 1,812
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Post by Matt on Jun 10, 2009 22:16:00 GMT
No Luck, but I do think I know the issue, and it isn't your fault. I've recently switched to a widescreen monitor, and AoK on widescreen is not very well suited, I get a lot of crashes. Perhaps there is a change view there? At any rate, I'm pretty sure it's on my end because my own stuff crashes more than normal.
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Post by Julius CMXCIX on Jun 11, 2009 15:27:39 GMT
Okay, as long as it's not something that will affect everyone. It's a bit odd though, the change views in that section are less distance than some you've already been through.
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Matt
Stormwind Member
The Come And Go Man
Monsieur Mercredi
Posts: 1,812
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Post by Matt on Jun 11, 2009 16:43:08 GMT
Okay, as long as it's not something that will affect everyone. It's a bit odd though, the change views in that section are less distance than some you've already been through. Indeed, can't figure out why. Sorry to be so difficult
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Post by Julius CMXCIX on Jul 12, 2009 16:35:13 GMT
A quick update on this.
Everything is now nearly finished, as far as I can tell, and I'm planning on sending a new testing version out in the next week or so. Hopefully this will be released in August.
I've come to the conclusion that it would be less work if I split this into two scenarios (featuring on the same map). Not sure whether I'll release them separately or not.
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Matt
Stormwind Member
The Come And Go Man
Monsieur Mercredi
Posts: 1,812
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Post by Matt on Jul 13, 2009 23:12:26 GMT
A quick update on this. Everything is now nearly finished, as far as I can tell, and I'm planning on sending a new testing version out in the next week or so. Hopefully this will be released in August. I've come to the conclusion that it would be less work if I split this into two scenarios (featuring on the same map). Not sure whether I'll release them separately or not. I'm without my computer for the near future, but send it anyway on the chance I can still help later on.
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Post by Julius CMXCIX on Jul 14, 2009 19:10:03 GMT
I've had to immediately backtrack on this because some features like the turkey hunt wouldn't work that way. However, I've made good progress and hope to get something that is playable from start to finish out to the two of you soon.
Don't worry if you can't test Matty, I appreciate your help so far.
On that subject, could you tell me what review score (assuming bug fixes are made and the quality is maintained till the end) you would give? That might give me an idea of more general weaknesses (that don't come up much in playtest reports, like creativity), which I could then work on.
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Matt
Stormwind Member
The Come And Go Man
Monsieur Mercredi
Posts: 1,812
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Post by Matt on Jul 14, 2009 21:14:58 GMT
Hmm, hard to say because it isn't really done. Map design for instance would be like a 3 or 4 probably because much of it isn't done. I'd probably go like this: Playability:5 (assuming you've ironed it all out by the finish, it is a fun campaign with a lot of gameplay packed into it). Balance: 4 or 5 -> I haven't even finished the end and you've already made some balance changes so it is hard to say, and a few spots were a bit IMO imbalanced like the field battle, but overall the balance was pretty good. Map Design: (see above) Creativity: there are quite a few minor creative things, the 'current' effect in the river without a dat file which while not exactly a new idea is quite possibly the only time I've seen it. The boat doesn't sail in shallow water, and the scenario style is pretty fresh. The issues I might have with giving a full 5 is the story is pretty routine and the playable parts are for the most part very standard DTS or ATS type play, the field battle and a few other spots being notable exceptions. I'd struggle to give a 5 at this point I think. Story: The dialogue as you said is largely unfinished, and at this point is really only 4 quality. I trust in you to spruce the story up a bit The story isn't terribly special, but it does serve its purpose well, so it could certainly reach a 5.
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Post by Julius CMXCIX on Oct 3, 2009 17:01:28 GMT
In order to get this uploaded in time, I've made some major cuts to what I had been planning to do. The final version is shorter than I had originally intended, but in my opinion works well.
It will hopefully be available for download shortly.
It is not entirely impossible that come the Christmas holidays I will return to this and flesh it out as I had intended. Unfortunately, a frustrating crashing problem got in the way of doing this now.
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Post by Mashek on Oct 3, 2009 22:57:20 GMT
This sounds cool, I wonder if the new single player campaign submitted by a Julius999 happens to be this project?
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Post by Julius CMXCIX on Oct 4, 2009 9:48:43 GMT
Ooh, I dunno. Possibly.
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Jatayu
Stormwind Member
Jatayu
Posts: 1,064
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Post by Jatayu on Oct 5, 2009 16:13:33 GMT
Awesome, you actually managed to make something. What am I talking, you're the active one around here. Way to go man. ^Above reply, touché. Now I'm going to do something which I thought of doing like way long ago but never bothered to do it.. Aok modded in Black and White ( maybe a sepia tinge ). I know exactly how to do it, it's very easy and I estimate it should take me about 5 minutes. Lets see how long it takes. Edit. God, it took me the better part of half an hour. I've gotten rusty. Image looks somewhat greenish but whatever. Should I submit to blacksmith? Further edit: Here is my attempt at sepia. Bah it's not very good though. I am going to try playing a few campaigns in sepia mode and see if it feels good.
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Jimmy
Stormwind Member
Hungry Samurai
Howdy.
Posts: 48
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Post by Jimmy on Oct 5, 2009 21:38:14 GMT
I personally think that the sepia looks better than plain black and white. The sepia looks like normal sepia (which is good), while the black and white one makes random things (like tree outlines) look strange and pixelated. I think you should submit them, I'd like to try playing some campaigns in sepia (Saladin, here I come ) Oh, and on another note, I just noticed you submitted a couple of projects to AoKH and AoEH. I'll check those out and review them whenever I remember my password.
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Post by jon. on Oct 13, 2009 2:16:28 GMT
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Jatayu
Stormwind Member
Jatayu
Posts: 1,064
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Post by Jatayu on Nov 15, 2009 8:23:20 GMT
Oh man, I can't beat the assassin in the camp. Tried marco polo, slow speed everything.. but you cant see him until he steps out and kills you. Any hints.
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Post by Julius CMXCIX on Nov 15, 2009 12:26:50 GMT
Yes. Depending on what difficulty you are using the assassin will be visible for a few seconds a number of times. Each time he will be hiding behind some object and will be almost entirely hidden. You may be best off concentrating on one little area of the camp to make sure that if he appears there you definitely won't miss him. If you need a more specific pointer, just ask.
I don't know why marco polo didn't work by the way, I'd expect the unit outlines to make it obvious.
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Jatayu
Stormwind Member
Jatayu
Posts: 1,064
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Post by Jatayu on Nov 15, 2009 16:15:56 GMT
I do need specific answer.. cause the guy just appears in front and kills my guard, can't see anything before that..
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Post by Julius CMXCIX on Nov 16, 2009 11:42:35 GMT
All right, examine the two horses, outpost and roman ruin. There are two other places he can appear, behind tents, but those are the easiest to check.
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Jatayu
Stormwind Member
Jatayu
Posts: 1,064
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Post by Jatayu on Nov 16, 2009 13:32:38 GMT
OK, I got past that. It was rather hard though. Now the Sabraskin part just crashes on me. When I am defending and abandon the outer walls. If I put a man in a guard tower to the side though that doesnt happen.. so I'm trying that.. but then I also won't get a message saying to abandon the outer wall..
Edit: I solved that problem by TEH LULZ spawn point blocking before the battle. But the problem is now that I can't seem to trigger anything to happen.. is it dependant on no. of men killed?
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