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View Full Version : Creative Assembly Patch contents (but not release date)



GilJaysmith
09-30-2002, 22:07
http://www.totalwarforums.com/viewthread.php?tid=947

Gil ~ CA

GilJaysmith
09-30-2002, 22:09
An earlier thread has already mentioned this. I die. My head swells up and explodes and all my relatives are killed by the blast. The insurance payouts bankrupt the economy. All are ruined. O, the embarrassment.

I was in meetings all afternoon, is my excuse.

Gil

+DOC+
09-30-2002, 22:42
Well.... that's one less developer we have to worry about... showed such promise too! http://www.totalwar.org/ubb/wink.gif

Thanks for the pointer though.

However, still seems that there may be a few things missing from that list that were supposed to be included?! Support costs x3 for the besieging army for instance...

Maybe that's just accidental though. http://www.totalwar.org/ubb/wink.gif

09-30-2002, 23:11
It's on the mainpage now too.

(a release date would be a bigger hit http://www.totalwar.org/ubb/wink.gif)

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Clan Kenchikuka (http://www.totalwar.org/kenchikuka)
evil is within us... http://www.totalwar.org/site/emomalta.gif

JRock
09-30-2002, 23:21
So that list is complete? It seems to be missing a few things...

Red Inquisition
09-30-2002, 23:22
I think the double post is cause for a banning! http://www.totalwar.org/ubb/wink.gif http://www.totalwar.org/ubb/tongue.gif

http://www.totalwar.org/ubb/smile.gif

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***Metalpriest***
"Bringing the Faith of Metal to the boyband Heathins"

Kraxis
10-01-2002, 00:14
I couldn't find the projectile file... http://www.totalwar.org/ubb/frown.gif

But the rest is VERY nice!

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BTW, Danish Crusades are true to history.

You may not care about war, but war cares about you!

longjohn2
10-01-2002, 00:50
You'll be able to mod the projectile stats too.

longjohn2
10-01-2002, 00:52
Couple of other minor things.

Units that are withdrawing no longer rout just before the the last couple of guys exit. Saves your general getting the "good runner vice"

Trebuchets and Mangonels have increased hitpoints, so they no longer get destroyed by balista towers.

Kraxis
10-01-2002, 01:00
COOL!!!!

So we can actually withdraw the general without getting a penalty? It is also nice if you defend close to the edge that units won't get scared of the 'routing' friends, haven't experienced it though but guess it is possible.

------------------
BTW, Danish Crusades are true to history.

You may not care about war, but war cares about you!

hrvojej
10-01-2002, 01:30
I guess that the immortals being a bit easier to kill and better armour piercing equation are under the "56) some changes to unit balancing"? Everything else is indeed nice........

Kraellin
10-01-2002, 03:30
was the font changed in the mp foyer?
was the radar thing changed so that you cant see an enemy on the radar if you cant see him on the battlefield?

K.


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spmetla
10-01-2002, 14:51
So...nothing about excommunication when your retaking a province that has been just attacked?

And are you going to change the HRE emperors to their correct people. Like for the Early era they have Conrad II. Conrad the II was HR Emperor at the very beginning of the 10th century instead of the end. It should instead be Henry IV, or Heinrich IV. I noticed that you already have Henry IV in the game for the HRE as number 3 in the startpos so that's all that's needed to be changed to correct this.


Sorry about my post, especially my nitpicking about the Emperors but I think it's silly to keep it wrong.

Besides these it looks like the patch will be a really good one.

Two more questions: Are the Byzantine Infantry going to downsized to 60 units? And about how many megabytes is the patch gonna be?

Thanks again http://www.totalwar.org/ubb/biggrin.gif

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"samishika wa nai shitte irukara saigo wa itsumo hitori to"

"I'm not lonely Because I know I'll be Alone at the end"

email me at: Luftwaffle@mad.scientist.com

maroule
10-01-2002, 15:21
Gil,
great patch, quickly put up and that should improve things noticiably.

BUT
there is one point that should be very easy to change (but then again I don't know) and would give expert player a better challenge : for the AI factions fighting each other, do not have them destroy buildings when they are invading : these idiots are sending each other back to the stone age. I want my opponents to be able to produce high end units, conduct trade (in my campaign they destroy each other ports all the time), a solid eco foundation etc.

You can leave the building destructuion during invasion for the player if you want.


Great job by the way, I'm starting my fourth campaign tonight....


[This message has been edited by maroule (edited 10-01-2002).]

+DOC+
10-01-2002, 15:52
Quote Originally posted by maroule:
Gil,
great patch, quickly put up and that should improve things noticiably.

BUT
there is one point that should be very easy to change (but then again I don't know) and would give expert player a better challenge : for the AI factions fighting each other, do not have them destroy buildings when they are invading : these idiots are sending each other back to the stone age. I want my opponents to be able to produce high end units, conduct trade (in my campaign they destroy each other ports all the time), a solid eco foundation etc.

You can leave the building destructuion during invasion for the player if you want.


Great job by the way, I'm starting my fourth campaign tonight....


[This message has been edited by maroule (edited 10-01-2002).][/QUOTE]


Hear hear Maroule. I've been wanting this since STW!! http://www.totalwar.org/ubb/smile.gif

Still.... maybe next time. http://www.totalwar.org/ubb/frown.gif

Mithrandir
10-01-2002, 15:56
Quote Originally posted by longjohn2:

Units that are withdrawing no longer rout just before the the last couple of guys exit. Saves your general getting the "good runner vice"
[/QUOTE]

Dont mind me, but now you'll wont get that vice when you decide not to take part in a battle (while still on strat map) since you can just enter the battle&inmediately withdraw http://www.totalwar.org/ubb/confused.gif?



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Mithrandir
10-01-2002, 15:57
another "bug"
sometimes you cant pick up a strategic agent, esp. when he's just behind a port (&above him was a castle, in the provence I think it was)...not major bug, just a bit annoying...

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Check out the Fantasy Total War mod! (http://www.totalwar.org/ubb/Forum5/HTML/000587.html)

Grifman
10-01-2002, 16:02
Quote
Two more questions: Are the Byzantine Infantry going to downsized to 60 units?[/QUOTE]

Why do you ask that question - this isn't some universally agreed upon change?

And they said no balancing of units is in this patch.

Grifman

GilJaysmith
10-01-2002, 17:47
Quote Originally posted by maroule:
for the AI factions fighting each other, do not have them destroy buildings when they are invading[/QUOTE]

There is a much reduced risk of building damage in these circumstances, for exactly the reason you suggest.

The AI is also now better at building better units as they become available.

Hopefully this should add to your challenges in the endgame :)

Gil ~ CA

maroule
10-01-2002, 17:53
thx Gil,
it's good to know someone care... snif snif

+DOC+
10-01-2002, 17:54
Quote Originally posted by GilJaysmith:
There is a much reduced risk of building damage in these circumstances, for exactly the reason you suggest.

The AI is also now better at building better units as they become available.

Hopefully this should add to your challenges in the endgame http://www.totalwar.org/ubb/smile.gif

Gil ~ CA

[/QUOTE]


Ohhh WOW! Where did this come from, this was never mentioned in the readme....? This is for the patch i assume?

If so, this is absolutely excellent. This was probably the single most problematic aspect of the SP campaign because as it wore on the AI became less of a challenge rather than more... http://www.totalwar.org/ubb/smile.gif


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=MizuDoc=

Kraxis
10-01-2002, 18:33
Quote Originally posted by GilJaysmith:
There is a much reduced risk of building damage in these circumstances, for exactly the reason you suggest.

The AI is also now better at building better units as they become available.

Hopefully this should add to your challenges in the endgame http://www.totalwar.org/ubb/smile.gif

Gil ~ CA

[/QUOTE]

YEAH!!! No more Dark Ages, and no more playing Edward the Black Prince (of course you can still sell the buildings I guess, but I think that should give the general in command of that army the Vice Pillager)...

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BTW, Danish Crusades are true to history.

You may not care about war, but war cares about you!

Shaitan
10-01-2002, 18:42
28) Transition between early and high, high and late periods: if the player has any units (such as the king/princes/royal knights) being retrained/upgraded when the time period changes, the units will no longer be lost.

What is with the upgrading to high/late version of Royal Knights and Ghulam Body Guards?

GilJaysmith
10-01-2002, 18:49
There may well be a few things which aren't in the readme we posted; the main reason for their omission is that the readme had to be sent off for translation in advance of our finishing coding, so we had a little extra time to add things at the last moment. We put some of them into the readme before we'd actually coded them, on the basis that if we didn't get them done we could remove them easily enough. But not all of them.

This actually leads me completely off-topic, but I know some of you are knowledge gannets and might like to know about this sort of thing. Basically, producing software that works in umpteen languages adds massively to the production effort, and the reasons are (obviously) rarely apparent if you're only looking at the English-language version. So, here's an article which introduces the hairy topic - http://www.gamasutra.com/features/production/19980828/localization_01.htm - this should introduce you to some of the fun of making a global-friendly game :)

Gil ~ CA

Rosacrux
10-01-2002, 18:56
YES!No more stone age AI! YES!

Then... the patch is really great! Oh, if you only had given us sorted lists... but we can hope for the expansion... no?

Thanks guys, this is a hell of a game you've got here and you are making it better.

falaffel
10-01-2002, 20:23
First of a big thank you to the devs for this kind of attention to the fans.

I'm extremely excited about the following point:

23) The AI should is more careful with its generals and kings in combat.

This is the only reason i win several battles against hopeless odds when it becomes extremely easy to off the enemy general. Then the battle becomes a game of "how many reinforcements can you slaughter". If it's not to much to ask ( and possible ) may we get a little more info on how the generals behaves after the patch ? Do they for examply retreat to the incoming reinforcements when their front line is falling apart or get units to try to help a trapped king better ?

/ Falaffel

[This message has been edited by falaffel (edited 10-01-2002).]

Vanya
10-01-2002, 21:04
GAH!

Multi-lingual? Why?!? The whole world speaks English!

Vanya went to Italy: they spoke English there.

Vanya went to France: they spoke English there. Of course, they snickered when they do... but they still speak it. http://www.totalwar.org/ubb/smile.gif

Vanya went to Eastern Europe: they spoke English there.

Vanya went to Helsinki: they spoke English there.

Vanya went to Moscow: they speak English there.

Vanya went to Colombia: they speak English there.

Vanya went to Timbuktu: they speak English there.

Vanya went to Beijing: Yep! They spoke English there too!

Vanya went to Ulan Bator: Again, English was spoken widely!

Vanya went to Mexico: they are all trying desperately to learn English there.

So what's the point? Why bother making multi-lingual when youz can save all that effort and just make it in English? Vanya hears people who CANNOT speak English chanting and singing in English!

GAH!

maroule
10-01-2002, 21:22
Maroule went to England and the USA and a good number of them hardly spoke English. Maroule met there a depressing large number of teenagers surviving on a 200 words vocabulary base. Maroule suggests to sprinkle more commonly used words as ‘like’ ‘yeah’ and ‘looser’ in the next read me to favour widespread understanding.

HUMPH

baz
10-01-2002, 21:32
did fatique get a mention at all? just wondering http://www.totalwar.org/ubb/wink.gif
looks great though http://www.totalwar.org/ubb/biggrin.gif

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previously BarryNoDachi - KenchiBND

Clan Kenchikuka (http://www.totalwar.org/kenchikuka)

Cardinal
10-01-2002, 21:50
Is this patch out yet so it can be dowloaded or what?

tootee
10-01-2002, 21:55
Looking forward to MP15 - faction vs same faction. I take it to also mean allies can be of same faction too.

Good work.

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tootee the goldfish,
headmaster of Shogun-Academy (http://shogun-academy.tripod.com)
loyal roach of Clan S.G. (http://thesilvergazwa.tripod.com)
'Pa Si Buay Chao! Si Liao Ka Song!'
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Puzz3D
10-01-2002, 21:55
Baz,

Fatigue rate on cav has been reduced a bit.

Nick Marcus
10-01-2002, 22:10
While i didn't saw it in the list, I hope that the fanthom arrow towers bug has been dealt with.

While I certainly appreciate the hard work and the extra's you have put in this patch, all the bugs should have been repaired before the game came out.

Nobunaga0611
10-01-2002, 23:06
Yup, thanks to all devs. Can't wait to see the foyer full again http://www.totalwar.org/ubb/smile.gif

Kraxis
10-02-2002, 03:17
Quote Originally posted by Puzz3D:
Baz,

Fatigue rate on cav has been reduced a bit.[/QUOTE]

WHAT?!?!?!?

This patch is getter better and better for every time I look in here...
That should certainly make it more fun to use the heavy cavs in both SP as well as MP (due to the buff to swords)...

YEAH! http://www.totalwar.org/ubb/biggrin.gif

------------------
BTW, Danish Crusades are true to history.

You may not care about war, but war cares about you!

longjohn2
10-02-2002, 03:47
Few quick relpys. Sorry if I've missed anything I could have answered.

Byz infantry stay at 100. There's no particular justification for this, but it gives them character.

The improvements to the a.i.'s handling of generals aren't too dramatic. They shouldn't be the first guys to charge in now, will be more sensitive about their flanks, and will withdraw from combat if they're not winning. Also they should never get used for scouting.

Mithrandir
It is true that you could avoid a vice by entering a battle and immediately withdrawing, but it'll still count as a battle lost for the general's rank.

ToranagaSama
10-02-2002, 04:12
"...and will withdraw from combat if they're not winning...."

Cool!!

Gil,

THANK YOU, for the great link and communicative effort. Us, knowledge gannets, appreciate it!!

Kraxis
10-02-2002, 04:25
Quote Originally posted by longjohn2:
Mithrandir
It is true that you could avoid a vice by entering a battle and immediately withdrawing, but it'll still count as a battle lost for the general's rank.[/QUOTE]

So if I see a battle is getting unwinable, I can retreat my army and not get any Vice but still a loss?
And if I win despite my genrals retreat he will not get the win...

Can my general get some Vices such as skilled Attacker if I retreat him? If he is in there for most of the battle, against a massively supperior foe, he gets pulled out and the units that arrives win the battle he will not get the Vice?

------------------
BTW, Danish Crusades are true to history.

You may not care about war, but war cares about you!

scipio spinx
10-02-2002, 04:57
ummm ... one thing I was hoping to see in the patch and don't see mentioned so far is a tightening of the code that determines where eliminated factions make their reappearances.

I've got no problem with the idea in general, but I've seen some pretty interesting comebacks: like the Spanish reappearing in Lithuania (which, btw, they never held at any point in the game, my Elmos wiped them out in 6 years and they never even got off the Iberian Peninsula)

Otherwise, I can't wait for the patch. Thanks so much for a great game!

Paolai
10-02-2002, 14:03
.....day after day, less and less players online... http://www.totalwar.org/ubb/frown.gif

anymapkoku
10-02-2002, 16:13
I'll play with you Paolai

Pragmatic
10-04-2002, 09:19
GIL:

PLEASE! Stack the strategic agents. Have one stack hold up to 16 of the same type of strategic agent. Have a flag show how many agents there are. In the unit list box, see how many stars each agent has.

Why do I ask for this? I once was using a province to produce strategic agents. It was also the best launching point for a counter-attack. I had agents and army stacks EVERYWHERE. Agents were hiding behind agents. Agents were hiding behind ports. Agents were hiding behind enemy agents. Agents were hiding behind armies. Agents were hiding behind the castle. It was too much!

I don't want to have to devote the time and money to produce taverns, brothels, and royal courts (or whatever they're called) in every province. But I can't take this hunt for agents, nor can I take the clutter!

PLEASE! Stack them!

Soapyfrog
10-04-2002, 10:08
AGREED!!!

Sword_Monkey
10-04-2002, 10:35
Yes, why the hell strategic agents weren't made stackable after seeing what a mess it was in STW escapes me completely. I hate the way it's implemented. Later in the game the only way to move them into enemy territory without having them instantly assassinated is to move multiples - boy, ain't that fun trying to move 64 different agents a turn!

Pragmatic
10-04-2002, 12:15
I frankly wasn't thinking of moving strategic agents in a group. I just wanted them to stop cluttering up my provinces. Imagine it as Denmark: that's one narrow province... Or the islands.

However, it'd be nice to move a group of spies or priests all at once into an enemy's province. And once, after I sent a crusade against the Almohen, Germany sneak-attacked me. In response, I sent every assassin I had just made over the last ten turns after the emperor. (Figure 12 assassins. I don't care if the odds ARE just 7 - 10%, send enough assassins, and the emperor is toast.) So, I'd select an assassin, move the mouse over to make the map scroll over to the province the HRE emperor was in. Click on the emperor, and agree to try to assassinate him. Then scroll the map back to another assassin to repeat. It'd be nice to be able to select a stack of assassins to do the job.

Swoosh So
10-04-2002, 13:58
Very nice idea with stacking agents http://www.totalwar.org/ubb/smile.gif

cihset
10-04-2002, 16:01
Shhh, don't complain on CA's work, it's very hard to do the work with the strategic map.
You have no idea how hard it was to re-use the code from shogun....

Magraev
10-04-2002, 16:18
About stacking agents I'd rather see less of them. This weird spy-swarm assault is NOT historical, it's just a way to exploit the game engine. If they made spys unable to incite revolts then I'm pretty sure this problem would go away, as ppl. wouldn't build as many agents.

The agent/army behing port thing is annoying though.

Orion
10-04-2002, 16:36
I dont know if the stuff below discussed or not (if it is ignore completly)

Under another topic I have suggested to boost inland trade specially for provinces which have rare&valuable tradeable goods (such as Syria&Rum).

My suggestion was...

The inland will have like 25-50% of income while neighbour province with port (ofcourse if under your control) can have the remaining 75-50%. This way we are forced to be more eager to defend our costal provinces!! And also increase trade income from production of inland provinces



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So said the King
So it is written

Gregoshi
10-04-2002, 17:08
The stars to see an agent's valour on the strat map is a nice idea.

However, if you stack the agents, then you'd have to take the extra step to unstack them before sending them on a mission. My gut reaction to the stacking suggestion is that there may well be programming or user interface issues that aren't readily apparent. But I agree that it would be nice to clean up some of the clutter.

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Gregoshi
A Member of Clan Doragon

[This message has been edited by Gregoshi (edited 10-04-2002).]

Pragmatic
10-04-2002, 21:34
I just figured that CA could use the same stacking routines as were available with armies. And showing stars is also being used by armies.

As for unstacking agents before sending them on missions, it's definitely easier than trying to find the agent that decided to hide behind the fort, or behind the enemy agent (which you can't move...).

Okay, here's another idea. Let us be able to move around enemy agents in our territories. We wouldn't be able to move them to another territory, but we'd be able to move them a bit to the side so we can get to our own units stuck behind them.

Swoosh So
10-04-2002, 21:48
I suppose the spies are like the cia getting local peoples to revolt and fight for them

olaf
10-08-2002, 01:35
Any update on a release date for this puppy?

I'd also like to see the strat map cleaned up, either by making strategic agents limited in some way, or making them stackable.

olaf

[This message has been edited by olaf (edited 10-08-2002).]

Pragmatic
10-08-2002, 02:44
How about making Docks on the map "opaque." (Or whatever the word is.) So that when we try to click on something hiding behind the Docks (for instance, to click on the thing to make someone a governor, which ALWAYS seems to be hiding behind the Docks...), our click ignores the Docks, and hits what's hiding behind?

MajorFreak
10-16-2002, 07:18
*bounces up and down waiting for patch with excitement*

spiffy_scimitar
10-16-2002, 10:29
I was thinking about not shaving my face until the patch came out , kind like the pro hockey players in playoff time. But it's a good thing I didn't, my beard would've touched my toes by now.