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View Full Version : Medmod 3.11 and the finally out PATCH



Make_me_your_
10-10-2003, 07:26
After checking The Dungeon and Main Hall i can't seem to find anyone who has tried it yet. Can anyone confirm that Medmod 3.11 will work with the latest patch?

Can't wait to double click that darn patch file http://www.totalwar.org/forum/non-cgi/emoticons/cool.gif

Hobot
10-10-2003, 08:13
Indeed..inquiring Hobots want to know

[DnC]
10-10-2003, 15:35
I haven't yet tried it aswell and am also waiting for someone to try it out http://www.totalwar.org/forum/non-cgi/emoticons/tongue.gif
Sure hope it does work, or at least that with an update I'll still be able to continue with my current HRE campaign http://www.totalwar.org/forum/non-cgi/emoticons/smile.gif

The Beef Baron
10-10-2003, 16:11
apparently, although i can not confirm this, the patch causes some probs with 3.11 if you install the patch over it. however, again i cant confirm this, fresh install + patch and then MM 3.11 should work. i'll give'r a try now.
TBB

Big King Sanctaphrax
10-10-2003, 16:28
From Giljay at the .com-


Quote[/b] ]No known effect on mods; this should just be an EXE update.

Jacque Schtrapp
10-10-2003, 20:54
Quote[/b] (Big King Sanctaphrax @ Oct. 10 2003,10:28)]From Giljay at the .com-


Quote[/b] ]No known effect on mods; this should just be an EXE update.

And just how much time and effort was devoted to testing the patch on installed MTW:VI + mod combos? Yes, I am a cynic. http://www.totalwar.org/forum/non-cgi/emoticons/wink.gif

Big King Sanctaphrax
10-10-2003, 21:26
Quote[/b] (Jacque Schtrapp @ Oct. 10 2003,20:54)]
Quote[/b] (Big King Sanctaphrax @ Oct. 10 2003,10:28)]From Giljay at the .com-


Quote[/b] ]No known effect on mods; this should just be an EXE update.

And just how much time and effort was devoted to testing the patch on installed MTW:VI + mod combos? Yes, I am a cynic. http://www.totalwar.org/forum/non-cgi/emoticons/wink.gif
Well, I've installed the patch over the Nap mod and that works, but I sympathise with your point of view...I can't see CA testing the mods.
The announcement was probably theoretical.

ToranagaSama
10-10-2003, 21:26
Good one

They ain't exactly praised for Testing are they.

Jeebus_Frist
10-10-2003, 21:33
I don't think Jacque was referring to testing in general, but more to an unlikely scenario that would have them actually trying it out with a mod. Which would like Big King says make it a theoretical application. http://www.totalwar.org/forum/non-cgi/emoticons/wink.gif Let's hope their theory is correct

Myros
10-10-2003, 21:44
I had Wes' medmod 3.11 before the patch ..after the patch I started getting wrong units appearing for production in the 1st game I tried (England - early). So yes, installing the patch over 3.11 may cause problems. Doing a total clean and re-install then patch fixed the problems. I didnt try re-installing medmod over it so no idea how that will go yet.

Myros

Jacque Schtrapp
10-10-2003, 21:53
Exactly Jeebus. I think CA has to kowtow to Activision's wishes about when to hand over software whether it is finished or not. That would effectively short circuit perfect quality control IMHO. http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif

Jacque Schtrapp
10-10-2003, 23:37
I have installed the patch over MM3.10, loaded an existing save game, and fought a battle with a non-cavalry unit queued and received as the first reinforcement. Works like a charm http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif

Big King Sanctaphrax
10-10-2003, 23:44
Quote[/b] (Jacque Schtrapp @ Oct. 10 2003,23:37)]I have installed the patch over MM3.10, loaded an existing save game, and fought a battle with a non-cavalry unit queued and received as the first reinforcement. Works like a charm http://www.totalwar.org/forum/non-cgi/emoticons/biggrin.gif
Lookin' good, CA... http://www.totalwar.org/forum/non-cgi/emoticons/smokin.gif

ToranagaSama
10-11-2003, 02:47
Quote[/b] (Jeebus_Frist @ Oct. 10 2003,16:33)]I don't think Jacque was referring to testing in general, but more to an unlikely scenario that would have them actually trying it out with a mod. Which would like Big King says make it a theoretical application. http://www.totalwar.org/forum/non-cgi/emoticons/wink.gif Let's hope their theory is correct
I know what he was talking about.

I was referring to the fact that some OBVIOUS bugs (I prefer to think of them as new features) appear to slip thru Q&A, causing one to wonder, hence we have this Patch.

Given this demonstrated Testing effort, and presuming the same effort was applied to Mods (especially one as complex as the latest Medmod)---then...ahhh...keep our fingers crossed

Gregoshi
10-11-2003, 06:40
Seeing the patch is being pulled by Activision, you'd better hold off on any judgement. Though on the subject, Gil said there would be no changes to file structures, so there'd be no impact of modding (in theory at least).

BTW, greetings and welcome to Make_me_your_ and Myros. http://www.totalwar.org/forum/non-cgi/emoticons/wave.gif

[DnC]
10-11-2003, 14:53
Quote[/b] (Myros @ Oct. 10 2003,15:44)]I had Wes' medmod 3.11 before the patch ..after the patch I started getting wrong units appearing for production in the 1st game I tried (England - early). So yes, installing the patch over 3.11 may cause problems. Doing a total clean and re-install then patch fixed the problems. I didnt try re-installing medmod over it so no idea how that will go yet.

Myros
I've just tried it out (copy of MTW directory, updating it to 2.01 and then installing 3.11) and haven't seen any problems so far. At least the problems I thought I would see like the time when I tried playing an older 3.09 savegame with 3.10 back then.

I'll start playing it now and hope it will not give any problems http://www.totalwar.org/forum/non-cgi/emoticons/smile.gif