0.99 Z : serious TESTING

Users who are viewing this thread

ThaneWulfgharn

Master Knight
December 2013
EDIT by Gabby

<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
Ok.
Last Version 0.99 Z is out and playabe, as I hope U all know already.  :twisted:
I changed a lot, really a huge lot, honestly...but of course NOT ALL that was asked.  :oops:

Please write here ur impressions, using the style below, as I always asked before.

Captured Joe said:
I am very impressed with the new version! Most of the issues with the other versions are removed, and I found some great new music pieces and items in the mod!

<THINGS U LOVED

-The new weapons, sounds, music and clothes; Especiall the weapons, and the boots, hats and Uniforms!
-The map with the new settlements
-The NPCs and Companions
-The Indians!
-The way the Guns fit in the Holsters on the clothes
-The  new animations!
-The siege scene (I fought in Frederciksburg both on the defence and the attack, and I liked it!)
-The factions
-^ I really like the American Settlers faction; The mix of Regulars and Mountain Men/Frontiersmen is great!
-The looks and outfits of some of the new Ladies; I saw some French Ladies (why does that reminds me of Titanic?) with indian clothes and feathers in their hairs. Looks good. Also, apparently NONE of the ladies are bugged!
-I found the Sawned Off Winchester in the mod, my favorite weapon of 1866! :grin: (Although the name of it is a bit weird.)
-The Crouching option (and the AI using it)! It adds a lot to an Infantry-based character and his foot soldiers!
-The amazing scene props! :shock:

<THINGS WRONG

-The items for the player in the multiplayer battles are messed up. The weapon options and horse options are allright, no need to change that. But the clothing options for the player are wrong in most of the cases. Equipment for AI bots is perfect, though.

<THINGS BUGGED OR NOT CLEAR

-One of the "Fenian Uniforms" is still grey and textureless
-"Fur Hat Feathers" is invisible
-On travelling on the world map:
Code:
SCRIPT ERROR ON OPCODE 2281: Invalid Party ID: 681; LINE NO: 124:
At script: spawn_bandits.
At script: spawn_bandits.

<SUGGESTIONS:
...
 

DO NOT just throw some things that U didn t like or apreciate much, but be more specific on the WHOLE mod and on the good/bad things, in ur opinion, pls.

Thx
Gab
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<

Original post from ThaneWulfgharn (thx again, Mate :wink:)  
Ciao Gab,
I recently downloaded and started playing this mod. I say I like it :razz:
What I really like is the feeling of America the mod gives. Never been in the US, but with what I've seen from TV it's very similiar, and cool.
Also, the uniforms, and the new commands for forming Rows, commanded fire(and especially Fire Centre, Fire Left/Right) and such.

However, there would be some things that made me wonder:
-Many cities are "Suburbs". Why not make the real, historical centre of those towns instead of only their suburbs. Also, there are many "Suburbs" infested with bandits. Like 15 bandits. Why?
-Most taverns are simply "Taverns", while Saloons serve as shootouts. Shouldn't Taverns=Saloons and Shootouts be something different?
-Will you ever integrate the Gatling Gun and the Cannon as fully functional scene props that work, used even by NPC, maybe, with Ibanez' ballista codes(at least for Gatling it's perfect)?
-Why do the halls of indian chiefs look wooden, while they should be very large tents?

Suggestions:
-If you will integrate Ballista codes, I suggest you'll have to make very plain battlefields. You can do that by pre-making two or three battlefield scenes for every type of terrain(See Blood and Steel Mod). I would like to have battlefields with realistic plain-ness and size, and where hills are very big and not bumps of terrain that distort ranged fighters.
Also in that period, armies used to face themselves in line battles in broad fields. Battles near mountains, can be made as a wide mountain pass, still I don't like the bumps mount and blade has.
My ideal battlefield would be something like this(from Battle of Europe):
3f3w7j7s.jpg

g58m.jpg


-Switch the equipment between Plain Indians Hunter and Plain Indians Brave. Hunter with his big furs and warpaints seems alot more menacing and tougher than Plain Indians Brave.

-Make the enemy troops not charge like madmen, but rather march slowly. Also re-sort the types of troops, from Infantry-Archers-Cavalry, to Infantry-Artillery-Cavalry (because in that period nearly troop had ranged weapons, including the indians). In battles, Infantry starts in double line, Artillery starts in single line in front of infantry, while cavalry starts divided in left flank and right flank.

-Fix the equipment of shootouts. First, some shoes look really bad, while some hats are invisible and make me bald. I think, for every culture shootout you must have unique equipement. Armors should be one-per-culture, as I was thinking for 1vs1 duels in small scenes instead of massive shootouts in big scenes. Americans duel with knives, French with Sabres, Mexicans with ranged Pistols and finally indians with melee and throwing spears.

-Fuller map of the United States&Canada, that includes the West Coast of US aswell, i.e. California, one that allows me to zoom in/out like in native, with 90 degrees, so that I may check my map better. Also a Canadian faction would be appreciated.

-Smaller Alley scenes.

-Naval Battles?(I don't know if they're in)

-More map icons. Especially a difference between Indian Villages, Castles and Towns.

-Add a the itp_ignore_gravity, itp_ignore_friction to ammo and rifles.

-Bridge battles

I hope you like my ideas and implement them as soon as possible. If you need any help, feel free to ask me.
 
Good suggestions but some of it has been addressed in the past.

The part about "If you will integrate Ballista codes," Gabs mods do not use python. He does it all via text tweaks. So the guns will most likely never be fully functional But I do agree it would be nice to have such a feature. We will probably never see it.

the huts are re used scene props because he doesn't have any tents that would fit them. however the wood lodges are probably close enough to serve thier purpose for now (unless he gets his hands on some tents/teepees/whatever would fit better from someone with some modelling skills who wouldn't mind contributing them)

Canada was in a previous version but Gab eventually tossed them out to expand Mexico's units to fill out the west part of the map more.  There is a fix to the newest zoom feature if its not your taste. I know Gab posted it somewhere just run a search for zoom feature or something along those lines in this board.

I think that's all the ones that have been addressed in the past. Other than that Great suggestions and glad you enjoy the mod


 
Thanks to Dell as usual for his clear explainations  :wink:

And of course thx to U Thane for ur comment and for the time used to make it.

Yes, I do all on my own, without python and mostly through text tweak.
Also, my mods are all Full Convertions, which takes a lot to work at, compared to Native Style Mods.
And I try to be as much Hisorically Correct as the gameplay allows me.

Putting all that all together, it means a huge effort that now, at this point, really tired me to the floor.

So as I said before, I kindly ask not to underline those things that are not perfect yet or that could be still modified to meet other people' s taste, but I seriously and honestly desire to sit back for a while and see what players enjoyed the most, through their descriptions, pics and ...of course, videos!  :smile:

On another side, I got to say that I am very irritated with a PM that I got recently, in which a guy says that he will not post on my Topics about all that, because he belongs to a certain regiment of a certain MOD...and that his friends will not like his grats to me.   :shock:
And is not the 1st time that I get messages like that, about players that are AFRAID to show support and liking to me and my Mods, because of other people that dislike me?!  :shock:

Stop that please.
If anbybody is too weak to post on public about my mods, DO NOT send me PMs either.

I contributed a huge lot to the TW Comunity and I do not see any reason why "some" players or eventual "Modders" should dislike me  :???:

Just to be clear and straight once again.

Instead, folks...keep my motivation high and things will progress...as soon as I recover and my free time gets bigger, again.

Gab
PS ...sorry for using ur own topic for such a long speech, but I thought it could be useful.  :wink:
 
i agree with ThaneWulfgharn about his idea about battlefields. Hilly terrain is not suitable for firearm fights.


My first impressions from the mod.

Things i liked:

-Over all the mod is polished, scenes are good, towns and villages are huge. Outfits and weapons all look eye candy.
-Pistols are really effective (much much better than 1866) Dual Remington is a dream.
-Forts look realistic.

Things i didn't like

-The map is too big to the point of being useless. Traveling is a pain in the ass, the towns and villages are spread apart too much, and also lots of water even makes things worse.
-The damage values of the weapons are not understandable, and there is no real weapon guide. (the one is actually about accurate historic explanations of the real guns)
-You can get very plenty of mercenaries from the taverns. You should get much more with an expensive price.
-The battles nearby the villages are passing in open field, not in the village scene. (that's one thing i liked too much)

That's all for now.
 
Ok.

Last Version 0.99 Z is out and playabe, as I hope U all know already.  :twisted:

I changed a lot, really a huge lot, honestly...but of course NOT ALL that was asked.  :oops:

Please write here ur impressions, using the style below, as I always asked before.

Captured Joe said:
I am very impressed with the new version! Most of the issues with the other versions are removed, and I found some great new music pieces and items in the mod!

<THINGS U LOVED

-The new weapons, sounds, music and clothes; Especiall the weapons, and the boots, hats and Uniforms!
-The map with the new settlements
-The NPCs and Companions
-The Indians!
-The way the Guns fit in the Holsters on the clothes
-The  new animations!
-The siege scene (I fought in Frederciksburg both on the defence and the attack, and I liked it!)
-The factions
-^ I really like the American Settlers faction; The mix of Regulars and Mountain Men/Frontiersmen is great!
-The looks and outfits of some of the new Ladies; I saw some French Ladies (why does that reminds me of Titanic?) with indian clothes and feathers in their hairs. Looks good. Also, apparently NONE of the ladies are bugged!
-I found the Sawned Off Winchester in the mod, my favorite weapon of 1866! :grin: (Although the name of it is a bit weird.)
-The Crouching option (and the AI using it)! It adds a lot to an Infantry-based character and his foot soldiers!
-The amazing scene props! :shock:

<THINGS WRONG

-The items for the player in the multiplayer battles are messed up. The weapon options and horse options are allright, no need to change that. But the clothing options for the player are wrong in most of the cases. Equipment for AI bots is perfect, though.

<THINGS BUGGED OR NOT CLEAR

-One of the "Fenian Uniforms" is still grey and textureless
-"Fur Hat Feathers" is invisible
-On travelling on the world map:
Code:
SCRIPT ERROR ON OPCODE 2281: Invalid Party ID: 681; LINE NO: 124:
At script: spawn_bandits.
At script: spawn_bandits.

<SUGGESTIONS:
...
 

DO NOT just throw some things that U didn t like or apreciate much, but be more specific on the WHOLE mod and on the good/bad things, in ur opinion, pls.

Thx
Gab

Edit:
GREAT ENTHUSIASM on MODDB about the latest 0.99Z version and also from usual and new fans of Talesworld- but...as usual, I got a lot of PMs, some of which I tried to answer...but I easily loose touch of many others, cuz many more come after and it is impossible for me to go back and read them all... :oops:

Please, avoid too many PMs (Personal Messages) and post in the apropriate TOPICS, if U really want to help or feedback in any way.
 
I downloaded an early version of this mod long time ago and I tried the last version only a couple of days ago. No idea if there was something in the middle and what was the level.
I read quickly some topics on the forums but everything therefore I am not aware of technical problems or practical decisions taken by the modders  during the development of the mod. So these are just my personal ideas discovering the mod a couple of days ago.
I took the liberty to add also my personal wish list. I do it because I see already present in game a lot of things (units , troop development trees etc.) that could be a strong base to develop further the mod and I see a great potential in this group of modders.  If they arrived so far the next step is just a kid’s game.
I am sorry if I am not helping about technical issue but …. I am casual player and I didn’t experiment any big issue. My only big problem so far is to understand which ammunitions are fit for the Gatling gun !

SETTING
I like
The mod is very cool. I like the graphic, the setting and everything created.  It is really like to walk around and fight in the 1860 America. I am not expert about the weapon system of the game but from an historical prospective the difference using different models of firearms are excellently marked. I see the big difference with the Medieval mod I am used to play (1200, 1255 etc.) because here I find myself choosing at the weapon looking at different characteristic instead of pure damage stats. I noticed also a consistent difference in my combat style because instead to be the primarily tank of my host (relaying on tough armor a huge warhorse and a killing lance) I had to modify my tactic to stay alive. Another interesting effect is that I paid very little care about my armor and much more care about my look. As you could easily imagine I have a very role player oriented point of view (maybe too much). In my opinion a mod is successful if it suggest you to approach events and situation in a different way. In this case this mode is very successful.
  I had just one crash and the quests run very smoothly. I have the feeling that the execution time of the quests is much shorter than the usual time but I don’t think that is a bad idea.  In many mods the execution time of the quests makes them almost too easy to accomplish.  A short time add spice to the game.
I simply love the music. It is simply awesome. Really really cool. 
I don’t like (or I don’t understand)
The guild master in town has disappeared. Of course there were no guild masters in the Wild West but he could be easily renamed and kept in game. Many of the quests given by him could be suitable for the west. Just to make a couple of examples the kidnapped girl, the escort of the merchant and the herd of cows for the market. I hope he will be reinstalled in some form in the later versions.
The pretenders to the crown …. they have no sense at all. I hope that they will be properly modified or deleted in the last version.
Even the Lady and relations  system between the Lords should be strongly reedited. It is just a detail but it is the kind of detail that conflicts a lot with the wonderful atmosphere of the mod.
My personal wish list.
More quests: the old west and the civil war era are a mine for opportunities. In one of my favorite mods, 1200, the team made a wonderful job adding additional quests. Just to make some examples:  defeat a peasant rebellion, defeat a group heretic (here they could be  rebellious Indians, copperheads, Southern Yankee, Mexican royalist or Mexican peons), discover a murder plot, punish a caravan master who offended a noble, remove the heretics  and so on. There are hundreds of ideas from movies and books. Maybe someone could be connected with historical or fictional characters.
More companions: again there is plenty of historical or fictional characters that could be added … from the ranger captain Big Foot Wallace to Hondo Lane or Rooster Cogburn the Grinta. It would be interesting to link their reaction with the action of the character and the presence  other recruitable companions, so they come and go like in the native module. 
More bandits, pirate,  renegade and Indians warbands please.
FACTIONS
I like
All the 6 faction look cool and they have a very good troop trees. I like the presence of the French faction because they were huge players in the Military and political environment of the 60’. I like also the way in which 4 of the factions (the three Americans and the native) are “mixed on the map”. Maybe it is not very historically accurate but it works nicely, and, at the end, the historical situation will never be respected progressing with the game.
I don’t like (or better I don’t understand) 
The two Unionist factions: they are all well-made but they represent the same side. Progressing on the game you could have also face the option to have them at war with each other.  It could be very annoying and confusing considering that they share the same flags and almost the same colors. Also the uniforms of the top level troops are almost identical. From a role play point of view … it is nonsense.  Of course a unified federal faction would be very big, but the confederate should be almost the same size and all the unified plains tribes will not much smaller. In addition in the medieval mod, I am used to play, the presence of some huge factions (like the HRE for example) doesn’t unbalance the game.
I don’t understand the use of a 6 faction model for an historical based mod. The two medieval mods, I am used to play, deploy a much larger number of factions on field big and  small.
The current deployment of the French: in my personal opinion the division of Mexico should be east -west or North east – South West instead of North  South. 
My personal wish list
A single federal faction.  This could create the problem of the Settlers recruiting tree but in my opinion it is solvable simply moving it to a different recruitment location.  In 1200 mod, there are three different location for recruiting: Castle for noble units (knights , squires and so on) villages for common units (spearmen , bowmen) and town for urban militia. In this case the professional (Us federal /confederate) troops could be recruited in the forts, the settler’s tree in the villages and citizens based tree in town. The same process could be applied also to the CSA to avoid unbalancing the game by allowing the Confederate to recruit settlers too. The only additional modification needed would be to substitute the name (and the uniform) of some settlers units in the Confederate settlers tree. Anyway there were plenty of “irregular or militia unit” in the south during the civil war that could fit the southern settlers: Partisan Rangers, Home Guard, Texan Border Battalions etc. I am not an expert of the game  but I don’t think that it would be strictly necessary to make all the tree troops symmetric regarding the recruitment. In 1200  you can recruit only peasants in both the Welsh and Irish town and villages because there was no tradition of militia.   
Another Indian faction playable in single game: the Apache. It would be a cool add to the game and there is plenty of room for that. The Apache could extend their  area of influence in North Mexico and be an interesting third player between French and Mexican. 
A shift from a 6 faction model to a multiple faction model with more smaller factions. In this case, in addition to the Apache, It could be cool create a Comaches /South plain Indian faction. It would be  another cool addiction because they were traditionally the bitter enemy of the Apaches, the Mexican, the Southern (in the specific case the Texan) and ultimately also the Northern plain Indians. It could sound strange but they were not in totally bad terms with the federal government until the end of the civil war. Eventually the Shoshones could be added to this faction because they were mountain Indians but they come from the same group of tribes. The Shoshones hated the Dakota and their allies and later they become scouts and allied of the US Cavalry together with the Crow.
Another interesting addition would be Canada / Great Britain. In addition to Canada there are the Bahamas and (I think) other Caribbean British possession already on map. British were in some way the most involved European country of the Civil war era: a side of the diplomatic actions, Canada was a nest of Confederate spies, exactly as the Bahamas and the other British possession of the Caribbean were the nests of the Blockade runners. In addition shortly after the end of the Civil war, there was the Fenians  affair and the Louis Riel’s Metis rebellion.     
The last faction to be added could be the Metis/Fenians, with some bases in North New England (where the Fenian expedition actually started) and in West Canada. They are all already present as recruitable units on game and they would add more spice to it.
In my opinon it could be created a 8 factions very cool mod.
MAP
I like
It is huge but I like it. We are talking about the North America continent and not a fantasy kingdom … don’t be surprised if you have to travel a lot. The position of the location could be not completely accurate … but you could be really shock by some geographical errors made by the Total war series creators.  If the professionals make errors, give a break to the casual developers.
I really love the navigable Mississippi up to Memphis.  The US high sea warships reached Vicksburg during the first campaign to take the city, after the fall of New Orleans in the 1862.
I don’t like (or I don’t understand)
The map is very empty on both in the south and the north east coast. Really too empty.
The geography of the west part of the Map is still to be made and quite inaccurate so far. Some important rivers are missing (first of all the Rio Grande) and all the mountains and highlands are missing. Just to give a rough idea: the Arkansas’Ozarks, the Texan Llano Estacado, the Rocky Mountains (Dever is in the Mountain), the Black Hills. Same story for the Mexican Sierra. Also some important location are missing  for example Taos in new Mexico, Matamoros in Mexico and Brownsville and El paso in Texas. I suppose that the map will be edited with final version of the mod.
The size of some location should be edited. For example: Chicago, Detroit  and Atalanta were all big towns at the time.
Some locations are assigned to renegades or bandits of some sort. I don’t see the purpose to give them historical location instead to the usual spawning nests.
  My personal wish list
I would love many more locations especially in the east. 
I feel also the need of some decent towns in the south west frontier: there is a huge barren area where you can get stuff and prisoners but not be able to sell them between Mexico city New Orleans and Santa Fe. At least San Antonio must be a town.
And … why don’t extend the map to California ? It would be really challenging  but really awesome.
 
Thx very much to   Budford for the good work that he did on his post up above.

While I apreciated it a lot, I cannot avoid to notice that....it is the ONLY one there...after many weeks that 0.99Z is out and that I kindly asked to to all players to feedback.

Funny thing is that old and new Supporters are not posting here...and instead a "casual" player as this Budford took the time and patience to express his taste and comments...

Once again, Bud, thx vm for your comment, I ll try to see what i can do.

Pls consider that there is NO TEAM, as you refered to...just me.

A one man Team Project...that apparently is not getting much feedback, anyway...  :neutral:

Gab
 
No problem. I am happy to help if I can.

By the way I read somewhere that you got the stuff from M&B 1866. I think that the troops trees, and the lords would be perfect for 1860 if you would consider to add the Comanches and the Apaches to the single player version of the Mod. 
 
Budford said:
No problem. I am happy to help if I can.

By the way I read somewhere that you got the stuff from M&B 1866. I think that the troops trees, and the lords would be perfect for 1860 if you would consider to add the Comanches and the Apaches to the single player version of the Mod.
And while you're at Mexican troops and Officers, Gabrilduro, I'd like to suggest you to work a little on the faction as well.
I, being Mexican myself, felt bad when I saw that México owned lands as plain as a plank and empty as my wallet - specifially in the North. Also, and most importantly, when I discovered the location of Castillo de Chapultepec I exclaimed a loud  "¿¡Pero que chingados!?", which made my girlfriend yell at me for saying bad words in front of her young cousin.

I'd write a lot more about what I liked and disliked so far, but I've barely played around 20hrs and that would not be fair neither for your Mod or the players who'd like to read a review before installing the Mod. So I'm just gonna stop there and play some more, so I could give a decent feedback to you, not before telling you to (please) have in mind my little suggestion.
 
Back
Top Bottom