Mongol Testing Feedback

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Re: Mongol Testing Feedback

Post by ^Glyndwr^ on Thu 31 Jul 2008, 13:32

I will be waiting Friday and Saturday evening. (my time)

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Re: Mongol Testing Feedback

Post by ^HUN^ on Thu 31 Jul 2008, 16:14

I can't be there before 10pm on Friday but I'll be there both days.
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Re: Mongol Testing Feedback

Post by barocca on Fri 01 Aug 2008, 08:38

see you this evening...

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Re: Mongol Testing Feedback

Post by barocca on Fri 01 Aug 2008, 19:24

none about at moment, am on msn (going to spend time working unless some show b4 chillin's afoot)

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Re: Mongol Testing Feedback

Post by barocca on Sat 02 Aug 2008, 19:31

same again =
barocca wrote:none about at moment, am on msn (going to spend time working unless some show b4 chillin's afoot)
+ i have to go before 2100 (7am local)

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Re: Mongol Testing Feedback

Post by barocca on Sun 03 Aug 2008, 23:18

i am hoping you guys have a good run today,
if so then we definatley have a stable set of files.


sorry had to leave sudden, everybody here got up and chaos ensued,
just got home from the drop offs and have to go to work presently.


i'll try to get the units into play asap, i would like to see the "real" stats for the units in play
(i was not happy to see an intact unit of monks get overrun by mongol archer in h2h)
:bow:

PERSONALLY i have never been truly happy with the current samurai stats, in my opinion guns and archers are a little too deadly giving rise to static battles instead of fluid encounters,
(like the fluid way the mongols over ran my samurai tonight - that was classic mongol tactics, harrass, divide and swarm)
and units that should be deadly attackers and horse killers to boot are very weak
Naginata Infantry comes to mind - sorry but the Naginata was a horse killing assault weapon for Infantry, not a defensive "shield".

nag cav was/is, in my opinion, a gimic for the MI expak - they lack a true function,
I fear HC have been weakened to give NC a "role", thus making Sam Cav a "crippled" unit set.
:bow:

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Re: Mongol Testing Feedback

Post by ^Glyndwr^ on Sun 03 Aug 2008, 23:44

barocca wrote:i am hoping you guys have a good run today,
if so then we definatley have a stable set of files.

Yes, still no desyncs or CTDs


barocca wrote:sorry had to leave sudden, everybody here got up and chaos ensued,
just got home from the drop offs and have to go to work presently.


i'll try to get the units into play asap, i would like to see the "real" stats for the units in play
(i was not happy to see an intact unit of monks get overrun by mongol archer in h2h)
ht_bow

Once they are in play then we can see how things look. Until they are tested we do not know for certain.

ht_bow
(I have even included the bowing smilie for you) Wink scroll down the list.

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Re: Mongol Testing Feedback

Post by barocca on Mon 04 Aug 2008, 07:06

i have found another bug,

Satomi clan will, if selected, CTD
EVEN if you simply choose their "colours" !

So i will be disabling Satomi clan in the unit release unless i find the cause beforehand

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Re: Mongol Testing Feedback

Post by ^Glyndwr^ on Mon 04 Aug 2008, 19:20

An interesting thing......
Just out of curiosity I ran the ~tmp.vrp file to check last nights last game. The flatcoastal02 game, which turned out to be mountains and valleys. Mad Someone said the sea was the other side of the mountains Very Happy

I noticed......no dead bodies showing on the ground.
They just dropped when shot then disappeared. Normally you can see where the kills were made.

Would the other players check their tmp file if they have not played over it?

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Re: Mongol Testing Feedback

Post by ^HUN^ on Mon 04 Aug 2008, 21:54

That is the deadpage file, it was the same in earlier versions of SamWars if you remember. That was fixed and you now have Japanese corpses.

I guess you missed Barocca's comment last night then?

" I love the way Mongols autobury themselves " Laughing
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Re: Mongol Testing Feedback

Post by ^HUN^ on Mon 04 Aug 2008, 21:55

barocca wrote:i have found another bug,

Satomi clan will, if selected, CTD
EVEN if you simply choose their "colours" !

So i will be disabling Satomi clan in the unit release unless i find the cause beforehand
I'll do a quick test on that.

Edit: Just did a custom battle no CTD
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Re: Mongol Testing Feedback

Post by ^Glyndwr^ on Mon 04 Aug 2008, 23:23

Just completed a 4v4 custom battle....no CTD

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Re: Mongol Testing Feedback

Post by barocca on Mon 04 Aug 2008, 23:24

^HUN^ wrote:
barocca wrote:i have found another bug,

Satomi clan will, if selected, CTD
EVEN if you simply choose their "colours" !

So i will be disabling Satomi clan in the unit release unless i find the cause beforehand
I'll do a quick test on that.

Edit: Just did a custom battle no CTD
try using 2 mongol player, 1 using satomi colours, with 4 naptha v"0" only

EDIT - also make sure using 0715 Pagan

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Re: Mongol Testing Feedback

Post by ^Glyndwr^ on Mon 04 Aug 2008, 23:33

barocca wrote:try using 2 mongol player, 1 using satomi colours, with 4 naptha v"0" only

I'll run that test now. ht_bow

Edit: you are correct....CTD.

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Re: Mongol Testing Feedback

Post by ^Glyndwr^ on Fri 08 Aug 2008, 17:35

A thought has crossed my mind.
When these mongol units/factions are tested and are proven stable, will they be added to the beta_8.0+8.1 version?
Or is it intended to release the mod as beta_9.0.??

Once tested ok, we should also install the Sound Add-on to make certain there will be no problems there.??

All the tests and games we do now I am hosting on install beta_8.0 with 0715 and 0716 using 0715. I have NOT installed 8.1 and/or TMS (2008 mongol) to it.

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Re: Mongol Testing Feedback

Post by ^HUN^ on Fri 08 Aug 2008, 22:33

My own personal opinion, I'd prefer to add the mongol soundtrack from MI. Nothing created the mood like that throat singing.
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