View Full Version : Creative Assembly Patch 1,1 is out now!!!
great and bad news!
the patch is our this link is valid, the waittime is about 51 mins....
http://www.fileplanet.com/download.aspx?f=116527
bad news is, CA seems to shit on us again!
i miss the fact that the informed at least the org!!!
koc
Papa Bear!
11-06-2002, 00:42
well, if you'd done a little more research you would've noticed that they've yet to inform their website admins, or anybody it seems.
The origins of this MTW patch seem unknown, but people on the .com forums have been talking about it briefly this morning.
NagatsukaShumi
11-06-2002, 00:43
Why isn't available over at the .com, because I can't be bothered waiting inline with my connection that d/c's every two hours.
------------------
Power to the Sultan!
-Clan Seljuk
http://img.seznam.cz/img_novinky/mcchicken_head.gif.gif -The McChicken Head, official Seljuk Mascot
solypsist
11-06-2002, 00:44
okay dudes, I looked but haven't been able confirm this (nor have our Admins been alerted) or the Official site .com
let's see. please refrain from starting any new threads on the matter, and use this one.
CA is not to fault, it is an Activision thing with the patch, and they don't even have it!
But this has been announced once before on this page about 10 min ago.
------------------
BTW, Danish Crusades are true to history.
You may not care about war, but war cares about you!
Its what u call BAD! MANAGEMENT
But its here PATCH! wuuuppppeeeee http://www.totalwar.org/ubb/smile.gif
OK Soly download it...And lets have it here @ the OrG to download...........
GilJaysmith
11-06-2002, 00:55
Quote Originally posted by Papa Bear!:
well, if you'd done a little more research you would've noticed that they've yet to inform their website admins, or anybody it seems.
[/QUOTE]
And, indeed, we've only just been informed ourselves. By this thread!
If this is indeed the patch release at long last, then I hope you all enjoy it and find it worth the wait!
NagatsukaShumi
11-06-2002, 00:57
I do find it funny that CA were not informed before it's release, very odd.....
------------------
Power to the Sultan!
-Clan Seljuk
http://img.seznam.cz/img_novinky/mcchicken_head.gif.gif -The McChicken Head, official Seljuk Mascot
so im very sorry Gil, i bow!
anyway, u guys must be a bit angry as well.
koc
Quote And, indeed, we've only just been informed ourselves. By this thread![/QUOTE]
Rotflmao! How fitting for the release of this patch! Lol!
Quote Originally posted by GilJaysmith:
And, indeed, we've only just been informed ourselves. By this thread!
If this is indeed the patch release at long last, then I hope you all enjoy it and find it worth the wait!
[/QUOTE]
Weeee.... That really makes one think high thoughts of Activision!!! They don't even host it themselves but on pay-or-wait-site.
Gil, I'm sorry, but it seems you have gotten another rotten publisher (and no you don't need to answer that if it can give trouble for you guys).
Seems DD was right when he said this week, last week.
9 minutes to go for me!!!! http://www.totalwar.org/ubb/smile.gif http://www.totalwar.org/ubb/smile.gif http://www.totalwar.org/ubb/smile.gif http://www.totalwar.org/ubb/smile.gif http://www.totalwar.org/ubb/smile.gif
------------------
BTW, Danish Crusades are true to history.
You may not care about war, but war cares about you!
[This message has been edited by Kraxis (edited 11-05-2002).]
Dionysus9
11-06-2002, 01:07
I still don't believe it!
It's probably just a cruel joke....but if not....GOD BE PRAISED!
Thanks for seeing us through these dark times, Gil!!!!! You alone have sustained us.
[This message has been edited by Dionysus9 (edited 11-05-2002).]
Now after the weeks of waiting for the release of the patch... comes the hours of waiting for the download of the patch !
Does anyone already has it ? And if so, could you post the readme somewhere ?
Quote Originally posted by Taojah:
Now after the weeks of waiting for the release of the patch... comes the hours of waiting for the download of the patch !
Does anyone already has it ? And if so, could you post the readme somewhere ?
[/QUOTE]
I havent seen anything like this before, it might as well be a fake, anyone can upload a file called a patch, i think(?)
10 minutes of waiting and the patch is done if its the real thing ill post the readme so Gil can read.(stupid lame joke) http://www.totalwar.org/ubb/tongue.gif
Kraellin
11-06-2002, 01:11
the patch is on fileplanet, which is gamespy's website/forums/downloads stuff. this IS the official site for releases of this nature. it is somewhat surprising that at least a notice wasnt put up on the activision or .com sites and would have been nice if the .org was sent a memo also.
i'm currently in line for it now. 61 minutes down to 40 now. come on, you 56k'ers...move it!
K.
------------------
http://home.domaindlx.com/takiyama/kraellin/icons-1.gif
Niccolomachiavelli
11-06-2002, 01:15
This mean we're done storming the gate? Cause I think we had it down to 85%--nevermind that there were 12 of us left...
so how happy is everybody now? http://www.totalwar.org/ubb/smile.gif
i know i'm so freaking happy that i bought this game, this feeling of waiting for something so long (first before the game was realeased, and now for the first patch) is really @$%^@! but when it is finaly there ... o man the satisfaction!!!! http://www.totalwar.org/ubb/smile.gif
maybe activision actually meant for this to happen, i think we should have send a spy to AC to uncover there secrets or trial them for treason hehe
15 min to DL europe by the way
------------------
Real power can't be given but must be taken.
If you can't amaze people with your intelligence,... confuse them with your bullshit!
[This message has been edited by Mystril (edited 11-05-2002).]
It's on gamespy's own file-distributor, so if this is fake, someone somewhere reaaaaly screwed up...
Apparently the patch is the v1.1_us_euro.exe but you can unly get it from 4 places : three in the US and one in Australia. So europeans are even more out of luck then the rest, I suppose...
Down to 21 minutes before download now...
BTW I got the Civilization III ad, kinda cool :-)
[This message has been edited by Taojah (edited 11-05-2002).]
Wow if this is true. Activision needs to get its ass in gear.
eat cold steel
11-06-2002, 01:26
Hang on, is there a in game patcher thingy? It should download the patch for you from gamespy or something.
Great news...
NOW WHERE'S THE %$&^#*# EDITOR!!
It never really ends does it Gil?
Dionysus9
11-06-2002, 01:28
Yeah, you are right Steel...there is the "check gamespy for medieval updates" option on the multiplayer menu....
anyone try that yet? (im at work http://www.totalwar.org/ubb/frown.gif, think I'll take my lunchbreak to go home and see if I can get the patch installed http://www.totalwar.org/ubb/smile.gif)
Mithrandir
11-06-2002, 01:31
hehe My "threats" worked http://www.totalwar.org/ubb/wink.gif.
still 23 minutes to go, as far as my little "hacking" skills go, activision hasn't even uploaded it. (checking around 30 different, logical URLS, based on the URL of the STW patch, name of the patch and the server).
------------------
Online be my name Glorfindel. Lord of the Eldar.
Dionysus9
11-06-2002, 01:32
The Gate has fallen and the Players are inside the castle walls! Charge for the patch!
... and so it came to pass that Kraxis finally got the patch installed (10 min ago). Lo and behold the wonders of the mighty CA... Praise went out and the poor people of the org finally settled down doing what they must.
------------------
BTW, Danish Crusades are true to history.
You may not care about war, but war cares about you!
Quote Originally posted by Dionysus9:
The Gate has fallen and the Players are inside the castle walls! Charge for the patch!
[/QUOTE]
Siege-ing is a waiting game
------------------
Real power can't be given but must be taken.
If you can't amaze people with your intelligence,... confuse them with your bullshit!
MonkeyMan
11-06-2002, 01:37
Quote Originally posted by eat cold steel:
Hang on, is there a in game patcher thingy? It should download the patch for you from gamespy or something.[/QUOTE]
some chance!
having a 56k modem, the last time i had a connection to the internet for 20 mins before it disconnected was one to celebrate. i'm not being blackmailed by you into giving you money for a download. Anyone fancy putting the patch on the .com, .org and any other site you can.
*************
edited by Monkey for excesive use of the words **** and @!$*
[This message has been edited by MonkeyMan (edited 11-05-2002).]
[This message has been edited by MonkeyMan (edited 11-05-2002).]
Papa Bear!
11-06-2002, 01:40
well, as I said in the begining, (2nd post), neither the CA nor the activision, (I guess I didn't specify), have any signs of the patch.
And the in-game update system doesn't work.
I just tried it, logged on, but the "check gamepsy for medieval updates" option was still greyed out, (unavailable)
So, I guess this means I must now get in line at fileplanet? lame lame lame.
And who said this is the normal way for them to release patches? It is published by activision after all, can't they have it on their website like everything else?
(unless all of their patch links forward you to fileplanet, I wouldn't know, I haven't downloaded patch from activision in over a year)
And who can believe that CA just found out via us, how very strange indeed.
At least if somebody has found that it works I can go ahead and d/l it with little fear, right?
[This message has been edited by Papa Bear! (edited 11-05-2002).]
Richard I Coeur de Lion
11-06-2002, 01:40
Another place to try for the patch is http://www.3dgamers.com/dl/games/medieval/medievaltw_v1.1_us_euro.exe.html
The Indiana & Virginia servers seemed a bit flaky but the California one works.
Rich
Extra bit : patch size is only 8.42 MB.
[This message has been edited by Richard I Coeur de Lion (edited 11-05-2002).]
MonkeyMan
11-06-2002, 01:43
Quote Originally posted by Richard I Coeur de Lion:
Another place to try for the patch is http://www.3dgamers.com/dl/games/medieval/medievaltw_v1.1_us_euro.exe.html
The Indiana & Virginia servers seemed a bit flaky but the California one works.
Rich[/QUOTE]
thanks i was thinking i'd have to get this at work tommorrow (discreetly)
Gregoshi
11-06-2002, 01:45
The "in game patcher" or "check for Medieval Total War updates" remained ghosted and unselectable for me.
Oh well, off to download...
Edit: Oopps, looks like Papa Bear beat me to it. Sorry for being redundant.
------------------
Gregoshi
A Member of Clan Doragon
[This message has been edited by Gregoshi (edited 11-05-2002).]
Belasarius
11-06-2002, 01:46
thanks for the mirror
Great the patch was just installed!!! Now ill go...read a book!(yah right)
Ahh yes much better than this fileplanet ****up
CBR
This is what the patch does...
New Features
------------
Here are a list of feature changes that have
been added:
1) Enabled console commands added on MP
menus (excluding LAN). The commands are:
#ignore - to ignore all chat from
that player
#unignore - to see their chat
again
#kick - to kick a player from
the lobby of your game (host only)
#ban - to stop that player
joining any game you host
#unban - to allow a previously
banned player to join any game you host
#afk - to tell people you're away from
your keyboard
2) Messages added to report players hosting
games, joining or leaving rooms.
3) Added 'z' and 'x' to switch off drawing
certain types on the campaign map.
4) Added 'v' to show status of trade routes
on the campaign map and 'c' to show/hide castles.
5) There is now a limit on the number of
artillery units in a rebellion.
6) AI will take accessibility of walls into
account when deciding where to bombard
in a castle assault.
7) Turned off keyboard typing sound in MP
menus.
8) In Glorious Achievements: when multiple
factions have around the same points as
the player, it's now easier to
distinguish who has more points.
9) In MP 'T' is now used to talk to
everyone (except in French, see below),
'Y' is to talk to allies only.
10) In MP in the French language version
only 'M' is to talk to everyone.
Compatibility
------------
1) Millennium G400 - Graphic corruption
beneath the arrow cursor in the single
player game (when navigating the map)/gray
horizontal line that shows up on the
screen fixed.
2) Millennium G400 - When the player is
loading into the 2D campaign map and hits
the 'ESC' key for any reason, the game will
now no longer show the red load bar and the
map at the same time.
3) Radeon 7200 - Improved loading and delays
on strategic map when selecting units,
provinces, after year-end sequence.
Improvements
------------
Single Player Improvements:
1) Campaign map stability improved. This
includes issues addressed for specific
cases.
2) Savegame reliability increased greatly.
3) Windows 2000 support fixed. Occasional
instability was previously noticed.
4) Artillery is now working when cycled
as reinforcements.
5) Game results processing improved.
6) The header text no longer overlaps the
text in the 'could not uncover secret
vice message' when attempting to uncover
a secret vice of a general with a spy.
7) Crusades now pathfinding correctly.
8) The brother of a king now gets a "son
matures" event generated for him if he
doesn't come of age before the succession
(of his older brother).
9) Fleets escaping from a sea battle do so
at their own speed.
10) Fleet AI has been tweaked to increase
number of trade routes.
11) Removed the ability to build more than
one of certain unique buildings in your
provinces. Was possible to build, for
instance, 2 Grand Mosques at the same time.
12) Tweaked Crusade AI.
13) Multiple famines in the same region no
longer occur.
14) Siege time of a castle is now longer.
15) "Loyalty traffic light" is now always up
to date.
16) Mode to mode hang bug - caused by
attempting tutorial after starting
campaign game is fixed.
17) Mode to mode hang bug - caused by
attempting campaign after starting
tutorial is fixed.
18) Fixed replays not working properly when
bringing on reinforcements in battles.
19) Fixed right-clicking on a ship to bring
up info parchment and occasionally
producing a blank parchment.
20) Re-enabled log files.
21) If a fight drags on for a long time, then
the factors start to get increased until
one or other of the combatants dies.
22) The AI will be more careful with its
generals and kings in combat.
23) The AI plays more dynamically with its
cavalry. It'll often break off from combat
against infantry, and either charge back,
or attack at another point.
24) Improved replay stability.
25) The Trade income penalty now has an effect
when one of the Vices and Virtues a
general may have is Venal. This gives a
-20% penalty to both Trade income and
Agricultural income.
26) On the third year round in the campaign
tutorial, the missing red button on the
information window is now added.
27) 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.
28) All the listed vices and virtues will now
affect the Generals immediately, not
randomly.
29) Game Options tab on the Mini Map (if they
turn "Show Computer Moves" off) bug fixed.
30) When "Show computer moves" is on (and by
pressing End Turn) the computer moves will
now be shown.
31) When reinforcements are called during a 3D
battle, the new units are now able to use
the Group function to place them into a
group with other reinforced units.
32) All non-intended factions (including
muslim factions) can no longer build swiss
pikemen.
33) After installing the game, if the user
attempts to launch the game in 16 colors a
message will appear stating that the game
needs to be in 256 colors or better to run
properly, the game will not output an
illegal operation.
34) The Vice/Virtue "True Zealot" - that was
listed as giving the owner +30% Zeal in
whichever province he is in - now changes
the Zeal in his home province (where he is
governor) when the general in question is
elsewhere.
35) The Vice/Virtue "Very nervous" now properly
gives a +1 bonus to acumen when this is
assigned.
36) The Vice/Virtue "Master of numbers" gives
a +3 bonus to acumen correctly.
37) The Vice/Virtue "Fanatic" gives a +40%
bonus to the zeal of governed provinces
correctly.
38) When playing a catholic faction full
campaign, the player is now unable to build
multiple cathedrals and gain the excess
income from each cathedral.
39) Upon winning a Historical Campaign Battle
if you select the first option, Replay
Battle, and then quit from that battle,
your progress is no longer lost.
40) If the player has the widescreen option
on, they can now see the tooltips.
41) Remaining unit(s) can no longer be grouped
by itself/themselves.
42) Glory goals: You can now see exactly how
many points each faction has in total -
previously you could only see the height
of the bars (which isn't precise enough
for you to be sure) or go to each faction
in turn and count up the red dots for each
goal.
43) Playing a High period Russian campaign,
the player starts with an armourer's guild
in two provinces and the units granted to
the player all have silver shields. This
now functions correctly.
44) In a Late or High period campaign with the
Danish, the player can now build/train the
correct ships.
45) The leaders' portraits will now not be
able show the same picture when a new leader
takes the throne or the same as any other
faction at that time.
46) The Golden Horde Emerge panel now says
"...None are safe from this new threat. A
number of other rebellions in progress have
declared their allegiance to this faction."
47) Inquisitors trying your mercenaries for
heresy now say mercenaries or your faction
name instead of rebels.
48) If you have a general that, due to vices,
has a negative valour on the battlefield,
the negative number representation will now
be shown correctly.
49) Famine messages no longer shown more than
once.
50) AI will now pick a balanced force of their
best units as the initial 16
51) AI can withdraw beaten up units so that a
fresh reinforcement can come on.
52) All the player's artillery pieces are
chosen in the initial 16.
53) Buildings now correctly give valour
upgrades.
54) Rebellions no longer produce troops that
require technology that the faction in
question does not possess. If the player
prefers the old style rebels this can be
turned off with the command switch
-old_rebels.
55) Some changes to unit balancing.
Multiplayer Improvements:
1) Improved GameSpy logon / logoff speed &
friendliness.
2) Improved GameSpy connection menu to
clarify CD key entry (you do not have to
enter it for every game).
3) Fixed game list / player list refresh
problems.
4) A warning is added to the Host MP Game
menu to remind hosts that they can't host
from behind a firewall or router.
5) Improved 'logon failure' messages on
GameSpy login.
6) Improved performance & refresh rate on
game lobby.
7) Game now redirects people to Activision
site after they register a GameSpy account
through the game.
8) Game now correctly handles multiple MP
games with the same server name.
9) Game now remembers selected player name
in chatrooms (previously it kept dropping
back to 'Room', making private
conversations tricky).
10) Game now correctly updates 'playing'
status for players after they finish an
MP game.
11) Player's army no longer routed if he
drops from an MP game.
12) Fixed booting of people with the same
CD key (so it always happens).
13) Game now sends useful game results to
GameSpy server at the end of an MP game.
14) Various fixes made to make replays work
better for MP games.
15) Addition of faction vs. same faction MP
battles.
16) Various crashout problems fixed on
internet menus and in MP battles.
17) Improved tolerance if someone crashes
out or disconnects while battlemap is
loading.
18) Enabled battle mouseover text after
deployment but before battle starts.
------------------
Real power can't be given but must be taken.
If you can't amaze people with your intelligence,... confuse them with your bullshit!
Quote Originally posted by eat cold steel:
Hang on, is there a in game patcher thingy? It should download the patch for you from gamespy or something.[/QUOTE]
You mean actually LOG ON TO gamespy ?
Isn't that exactly one of the things that the patch is supposed to be patching : the disconnects ?
MagyarKhans Cham
11-06-2002, 02:02
The Total Soap continues, but lets be happy...
btw
16) Various crashout problems fixed on
internet menus and in MP battles.
Does this also includes the numerous disconnects u may experience?
I know my Khan started praying already...
Papa Bear!
11-06-2002, 02:09
ya if that was the only way to get the patch I would've thoroughly enjoyed the irony in it.
and thanks for the mirror, I got the patch in seconds that way.
Quote Originally posted by Mystril:
This is what the patch does...
New Features
------------
Here are a list of feature changes that have
been added:
1) Enabled console commands added on MP
menus (excluding LAN). The commands are:
#ignore - to ignore all chat from
that player
#unignore - to see their chat
again
#kick - to kick a player from
the lobby of your game (host only)
#ban - to stop that player
joining any game you host
#unban - to allow a previously
banned player to join any game you host
#afk - to tell people you're away from
your keyboard
2) Messages added to report players hosting
games, joining or leaving rooms.
3) Added 'z' and 'x' to switch off drawing
certain types on the campaign map.
4) Added 'v' to show status of trade routes
on the campaign map and 'c' to show/hide castles.
5) There is now a limit on the number of
artillery units in a rebellion.
6) AI will take accessibility of walls into
account when deciding where to bombard
in a castle assault.
7) Turned off keyboard typing sound in MP
menus.
8) In Glorious Achievements: when multiple
factions have around the same points as
the player, it's now easier to
distinguish who has more points.
9) In MP 'T' is now used to talk to
everyone (except in French, see below),
'Y' is to talk to allies only.
10) In MP in the French language version
only 'M' is to talk to everyone.
Compatibility
------------
1) Millennium G400 - Graphic corruption
beneath the arrow cursor in the single
player game (when navigating the map)/gray
horizontal line that shows up on the
screen fixed.
2) Millennium G400 - When the player is
loading into the 2D campaign map and hits
the 'ESC' key for any reason, the game will
now no longer show the red load bar and the
map at the same time.
3) Radeon 7200 - Improved loading and delays
on strategic map when selecting units,
provinces, after year-end sequence.
Improvements
------------
Single Player Improvements:
1) Campaign map stability improved. This
includes issues addressed for specific
cases.
2) Savegame reliability increased greatly.
3) Windows 2000 support fixed. Occasional
instability was previously noticed.
4) Artillery is now working when cycled
as reinforcements.
5) Game results processing improved.
6) The header text no longer overlaps the
text in the 'could not uncover secret
vice message' when attempting to uncover
a secret vice of a general with a spy.
7) Crusades now pathfinding correctly.
8) The brother of a king now gets a "son
matures" event generated for him if he
doesn't come of age before the succession
(of his older brother).
9) Fleets escaping from a sea battle do so
at their own speed.
10) Fleet AI has been tweaked to increase
number of trade routes.
11) Removed the ability to build more than
one of certain unique buildings in your
provinces. Was possible to build, for
instance, 2 Grand Mosques at the same time.
12) Tweaked Crusade AI.
13) Multiple famines in the same region no
longer occur.
14) Siege time of a castle is now longer.
15) "Loyalty traffic light" is now always up
to date.
16) Mode to mode hang bug - caused by
attempting tutorial after starting
campaign game is fixed.
17) Mode to mode hang bug - caused by
attempting campaign after starting
tutorial is fixed.
18) Fixed replays not working properly when
bringing on reinforcements in battles.
19) Fixed right-clicking on a ship to bring
up info parchment and occasionally
producing a blank parchment.
20) Re-enabled log files.
21) If a fight drags on for a long time, then
the factors start to get increased until
one or other of the combatants dies.
22) The AI will be more careful with its
generals and kings in combat.
23) The AI plays more dynamically with its
cavalry. It'll often break off from combat
against infantry, and either charge back,
or attack at another point.
24) Improved replay stability.
25) The Trade income penalty now has an effect
when one of the Vices and Virtues a
general may have is Venal. This gives a
-20% penalty to both Trade income and
Agricultural income.
26) On the third year round in the campaign
tutorial, the missing red button on the
information window is now added.
27) 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.
28) All the listed vices and virtues will now
affect the Generals immediately, not
randomly.
29) Game Options tab on the Mini Map (if they
turn "Show Computer Moves" off) bug fixed.
30) When "Show computer moves" is on (and by
pressing End Turn) the computer moves will
now be shown.
31) When reinforcements are called during a 3D
battle, the new units are now able to use
the Group function to place them into a
group with other reinforced units.
32) All non-intended factions (including
muslim factions) can no longer build swiss
pikemen.
33) After installing the game, if the user
attempts to launch the game in 16 colors a
message will appear stating that the game
needs to be in 256 colors or better to run
properly, the game will not output an
illegal operation.
34) The Vice/Virtue "True Zealot" - that was
listed as giving the owner +30% Zeal in
whichever province he is in - now changes
the Zeal in his home province (where he is
governor) when the general in question is
elsewhere.
35) The Vice/Virtue "Very nervous" now properly
gives a +1 bonus to acumen when this is
assigned.
36) The Vice/Virtue "Master of numbers" gives
a +3 bonus to acumen correctly.
37) The Vice/Virtue "Fanatic" gives a +40%
bonus to the zeal of governed provinces
correctly.
38) When playing a catholic faction full
campaign, the player is now unable to build
multiple cathedrals and gain the excess
income from each cathedral.
39) Upon winning a Historical Campaign Battle
if you select the first option, Replay
Battle, and then quit from that battle,
your progress is no longer lost.
40) If the player has the widescreen option
on, they can now see the tooltips.
41) Remaining unit(s) can no longer be grouped
by itself/themselves.
42) Glory goals: You can now see exactly how
many points each faction has in total -
previously you could only see the height
of the bars (which isn't precise enough
for you to be sure) or go to each faction
in turn and count up the red dots for each
goal.
43) Playing a High period Russian campaign,
the player starts with an armourer's guild
in two provinces and the units granted to
the player all have silver shields. This
now functions correctly.
44) In a Late or High period campaign with the
Danish, the player can now build/train the
correct ships.
45) The leaders' portraits will now not be
able show the same picture when a new leader
takes the throne or the same as any other
faction at that time.
46) The Golden Horde Emerge panel now says
"...None are safe from this new threat. A
number of other rebellions in progress have
declared their allegiance to this faction."
47) Inquisitors trying your mercenaries for
heresy now say mercenaries or your faction
name instead of rebels.
48) If you have a general that, due to vices,
has a negative valour on the battlefield,
the negative number representation will now
be shown correctly.
49) Famine messages no longer shown more than
once.
50) AI will now pick a balanced force of their
best units as the initial 16
51) AI can withdraw beaten up units so that a
fresh reinforcement can come on.
52) All the player's artillery pieces are
chosen in the initial 16.
53) Buildings now correctly give valour
upgrades.
54) Rebellions no longer produce troops that
require technology that the faction in
question does not possess. If the player
prefers the old style rebels this can be
turned off with the command switch
-old_rebels.
55) Some changes to unit balancing.
Multiplayer Improvements:
1) Improved GameSpy logon / logoff speed &
friendliness.
2) Improved GameSpy connection menu to
clarify CD key entry (you do not have to
enter it for every game).
3) Fixed game list / player list refresh
problems.
4) A warning is added to the Host MP Game
menu to remind hosts that they can't host
from behind a firewall or router.
5) Improved 'logon failure' messages on
GameSpy login.
6) Improved performance & refresh rate on
game lobby.
7) Game now redirects people to Activision
site after they register a GameSpy account
through the game.
8) Game now correctly handles multiple MP
games with the same server name.
9) Game now remembers selected player name
in chatrooms (previously it kept dropping
back to 'Room', making private
conversations tricky).
10) Game now correctly updates 'playing'
status for players after they finish an
MP game.
11) Player's army no longer routed if he
drops from an MP game.
12) Fixed booting of people with the same
CD key (so it always happens).
13) Game now sends useful game results to
GameSpy server at the end of an MP game.
14) Various fixes made to make replays work
better for MP games.
15) Addition of faction vs. same faction MP
battles.
16) Various crashout problems fixed on
internet menus and in MP battles.
17) Improved tolerance if someone crashes
out or disconnects while battlemap is
loading.
18) Enabled battle mouseover text after
deployment but before battle starts.
[/QUOTE]R these all the Fixes they have made?
Or r they some missin off list....Can this be comfirmed http://www.totalwar.org/ubb/biggrin.gif
nothing changed!!!!!
they try f*** us!!!
i still get kicked, i still drop by hosting games!
nice patch, hope al lthe SP enjoy it
what a wasted time, wait 3 months and get something wich is useless, nice very nice, how i told before, ...how they will fix and test this foyer things?
time for new games!
this won never be playable
koc
MagyarKhans Cham
11-06-2002, 02:38
oopps koc u sounded really pissed, i will check it in a few minutes.
Erado San
11-06-2002, 02:46
The patch is now also available from my website:
http://erado.totalwar.org
Dionysus9
11-06-2002, 02:51
Muahahahah, it sounds exactly as I had expected. Bandaids for SP. No improvement in MP stability.
Yippy skippy, what do you expect?
I'm going to retain my signature line until the MP drop problems are fixed.
------------------
Bacchus
----
In the end times, there will be rumors of a patch-- but none shall come. And there shall be a great wailing and gnashing of teeth across the lands. And still no patch shall come. And the poor suckers will start eating their children out of frustrated desperation. And yet-- no patch shall come. Alas the end of days shall be dark and horrible.
[This message has been edited by Dionysus9 (edited 11-05-2002).]
here is the patch read-me, as someone had asked for it.
This file's location:
C:\Program Files\Total War\Medieval - Total War\ReadMe_Update_v1.1.txt
MEDIEVAL: TOTAL WAR Update V1.1 README FILE
===========================================
Contents
--------
1) Installation
2) New Features
3) Compatibility
4) Improvements
5) Support
Installation
------------
To install the update, simply double click
on the exe and follow the on-screen
instructions.
The installer should detect the presence of
the full game installation and allow you to
install to that directory. Should the
directory not be found via the registry,
you can manually enter the location for your
original installation directory.
New Features
------------
Here are a list of feature changes that have
been added:
1) Enabled console commands added on MP
menus (excluding LAN). The commands are:
#ignore - to ignore all chat from
that player
#unignore - to see their chat
again
#kick - to kick a player from
the lobby of your game (host only)
#ban - to stop that player
joining any game you host
#unban - to allow a previously
banned player to join any game you host
#afk - to tell people you're away from
your keyboard
2) Messages added to report players hosting
games, joining or leaving rooms.
3) Added 'z' and 'x' to switch off drawing
certain types on the campaign map.
4) Added 'v' to show status of trade routes
on the campaign map and 'c' to show/hide castles.
5) There is now a limit on the number of
artillery units in a rebellion.
6) AI will take accessibility of walls into
account when deciding where to bombard
in a castle assault.
7) Turned off keyboard typing sound in MP
menus.
8) In Glorious Achievements: when multiple
factions have around the same points as
the player, it's now easier to
distinguish who has more points.
9) In MP 'T' is now used to talk to
everyone (except in French, see below),
'Y' is to talk to allies only.
10) In MP in the French language version
only 'M' is to talk to everyone.
Compatibility
------------
1) Millennium G400 - Graphic corruption
beneath the arrow cursor in the single
player game (when navigating the map)/gray
horizontal line that shows up on the
screen fixed.
2) Millennium G400 - When the player is
loading into the 2D campaign map and hits
the 'ESC' key for any reason, the game will
now no longer show the red load bar and the
map at the same time.
3) Radeon 7200 - Improved loading and delays
on strategic map when selecting units,
provinces, after year-end sequence.
Improvements
------------
Single Player Improvements:
1) Campaign map stability improved. This
includes issues addressed for specific
cases.
2) Savegame reliability increased greatly.
3) Windows 2000 support fixed. Occasional
instability was previously noticed.
4) Artillery is now working when cycled
as reinforcements.
5) Game results processing improved.
6) The header text no longer overlaps the
text in the 'could not uncover secret
vice message' when attempting to uncover
a secret vice of a general with a spy.
7) Crusades now pathfinding correctly.
8) The brother of a king now gets a "son
matures" event generated for him if he
doesn't come of age before the succession
(of his older brother).
9) Fleets escaping from a sea battle do so
at their own speed.
10) Fleet AI has been tweaked to increase
number of trade routes.
11) Removed the ability to build more than
one of certain unique buildings in your
provinces. Was possible to build, for
instance, 2 Grand Mosques at the same time.
12) Tweaked Crusade AI.
13) Multiple famines in the same region no
longer occur.
14) Siege time of a castle is now longer.
15) "Loyalty traffic light" is now always up
to date.
16) Mode to mode hang bug - caused by
attempting tutorial after starting
campaign game is fixed.
17) Mode to mode hang bug - caused by
attempting campaign after starting
tutorial is fixed.
18) Fixed replays not working properly when
bringing on reinforcements in battles.
19) Fixed right-clicking on a ship to bring
up info parchment and occasionally
producing a blank parchment.
20) Re-enabled log files.
21) If a fight drags on for a long time, then
the factors start to get increased until
one or other of the combatants dies.
22) The AI will be more careful with its
generals and kings in combat.
23) The AI plays more dynamically with its
cavalry. It'll often break off from combat
against infantry, and either charge back,
or attack at another point.
24) Improved replay stability.
25) The Trade income penalty now has an effect
when one of the Vices and Virtues a
general may have is Venal. This gives a
-20% penalty to both Trade income and
Agricultural income.
26) On the third year round in the campaign
tutorial, the missing red button on the
information window is now added.
27) 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.
28) All the listed vices and virtues will now
affect the Generals immediately, not
randomly.
29) Game Options tab on the Mini Map (if they
turn "Show Computer Moves" off) bug fixed.
30) When "Show computer moves" is on (and by
pressing End Turn) the computer moves will
now be shown.
31) When reinforcements are called during a 3D
battle, the new units are now able to use
the Group function to place them into a
group with other reinforced units.
32) All non-intended factions (including
muslim factions) can no longer build swiss
pikemen.
33) After installing the game, if the user
attempts to launch the game in 16 colors a
message will appear stating that the game
needs to be in 256 colors or better to run
properly, the game will not output an
illegal operation.
34) The Vice/Virtue "True Zealot" - that was
listed as giving the owner +30% Zeal in
whichever province he is in - now changes
the Zeal in his home province (where he is
governor) when the general in question is
elsewhere.
35) The Vice/Virtue "Very nervous" now properly
gives a +1 bonus to acumen when this is
assigned.
36) The Vice/Virtue "Master of numbers" gives
a +3 bonus to acumen correctly.
37) The Vice/Virtue "Fanatic" gives a +40%
bonus to the zeal of governed provinces
correctly.
38) When playing a catholic faction full
campaign, the player is now unable to build
multiple cathedrals and gain the excess
income from each cathedral.
39) Upon winning a Historical Campaign Battle
if you select the first option, Replay
Battle, and then quit from that battle,
your progress is no longer lost.
40) If the player has the widescreen option
on, they can now see the tooltips.
41) Remaining unit(s) can no longer be grouped
by itself/themselves.
42) Glory goals: You can now see exactly how
many points each faction has in total -
previously you could only see the height
of the bars (which isn't precise enough
for you to be sure) or go to each faction
in turn and count up the red dots for each
goal.
43) Playing a High period Russian campaign,
the player starts with an armourer's guild
in two provinces and the units granted to
the player all have silver shields. This
now functions correctly.
44) In a Late or High period campaign with the
Danish, the player can now build/train the
correct ships.
45) The leaders' portraits will now not be
able show the same picture when a new leader
takes the throne or the same as any other
faction at that time.
46) The Golden Horde Emerge panel now says
"...None are safe from this new threat. A
number of other rebellions in progress have
declared their allegiance to this faction."
47) Inquisitors trying your mercenaries for
heresy now say mercenaries or your faction
name instead of rebels.
48) If you have a general that, due to vices,
has a negative valour on the battlefield,
the negative number representation will now
be shown correctly.
49) Famine messages no longer shown more than
once.
50) AI will now pick a balanced force of their
best units as the initial 16
51) AI can withdraw beaten up units so that a
fresh reinforcement can come on.
52) All the player's artillery pieces are
chosen in the initial 16.
53) Buildings now correctly give valour
upgrades.
54) Rebellions no longer produce troops that
require technology that the faction in
question does not possess. If the player
prefers the old style rebels this can be
turned off with the command switch
-old_rebels.
55) Some changes to unit balancing.
Multiplayer Improvements:
1) Improved GameSpy logon / logoff speed &
friendliness.
2) Improved GameSpy connection menu to
clarify CD key entry (you do not have to
enter it for every game).
3) Fixed game list / player list refresh
problems.
4) A warning is added to the Host MP Game
menu to remind hosts that they can't host
from behind a firewall or router.
5) Improved 'logon failure' messages on
GameSpy login.
6) Improved performance & refresh rate on
game lobby.
7) Game now redirects people to Activision
site after they register a GameSpy account
through the game.
8) Game now correctly handles multiple MP
games with the same server name.
9) Game now remembers selected player name
in chatrooms (previously it kept dropping
back to 'Room', making private
conversations tricky).
10) Game now correctly updates 'playing'
status for players after they finish an
MP game.
11) Player's army no longer routed if he
drops from an MP game.
12) Fixed booting of people with the same
CD key (so it always happens).
13) Game now sends useful game results to
GameSpy server at the end of an MP game.
14) Various fixes made to make replays work
better for MP games.
15) Addition of faction vs. same faction MP
battles.
16) Various crashout problems fixed on
internet menus and in MP battles.
17) Improved tolerance if someone crashes
out or disconnects while battlemap is
loading.
18) Enabled battle mouseover text after
deployment but before battle starts.
Support
-------
Please refer to the original game readme
file and help files for customer support
information from Activision Inc.
...
Medieval: Total War TM
V1.0 Readme Documentation
Date of update: 07th August 2002
Website: http://www.totalwar.com
-------------------------------------------
Important Notes
Known Issues
Improving Performance
Troubleshooting & Customer Support
Additional Information
Map Editor Guide
Manual Addenda
Back to Help Index
-------------------------------------------
System Requirements
MINIMUM CONFIGURATION
Windows 98 TM, Windows 2000 TM, Windows ME TM
or Windows XP TM (Windows NT TM is not supported)
Intel Pentium II TM 350 Mhz MMX or AMD Athlon TM
processor with supported Direct3D TM video card
128 MB RAM
4x CD-ROM/DVD-ROM drive (Disc 1 must be in
your drive to launch the game)
1.7 GB free hard disk space plus space for
saved games (additional space required for
system swap-file and DirectX 8.1 TM installation)
16 MB Direct3DTM capable video card with
DirectX 8.1 compatible driver
DirectX 8.1 compatible sound card
Windows Media Player 6.4 TM or higher
(not on CD; available at www.microsoft.com/windows/ (http://www.microsoft.com/windows/)
windowsmedia/default.asp)
Keyboard
Mouse
IMPORTANT NOTE: Disc 1 of your two Medieval
discs must be in your drive to launch and
play the game.
RECOMMENDED
600 MHz or faster processor
128 MB or more RAM
8x or faster CD-ROM/DVD-ROM drive
(with maximum install)
1.7 GB free hard disk space
plus space for saved games
64 MB or greater
Direct3D capable video card
IDEAL
1.2 GHz or faster processor
256 MB or more RAM
8x or faster CD-ROM/DVD-ROM
drive (with maximum install)
1.7 GB free hard disk space
plus space for saved games
Fast 64 MB Direct3D capable video card
REQUIRED FOR MULTIPLAYER
Internet: 56 Kbps or faster Internet
connection recommended, 1 CD per
computer, 1 player per computer
Network: TCP/IP compliant network,
1 CD per computer, 1 player per computer,
1 unique CD-key per computer
Pentium® III 750 or Athlon®
processor or higher
LAN play requires network
interface card and drivers.
In order to play online you must
install either install GameSpy Arcade and
create an account or just create
an account at: www.gamespyid.com (http://www.gamespyid.com)
The minimum specification (750MHz) is
based on 2 players. With more than 2
players participating, (up to the supported
4 players over an Internet connection or 8
on a LAN) requires higher
specifications for smooth game play.
IMPORTANT NOTE: For additional smooth
running, all specifications may require
an additional 64-200 MB approximately hard
disc space for Windows swap file space.
More system RAM will dictate a
smaller swap file size.
------------------------------------------
Known Issues
Installation warning
Please note that aborting the installation
of Medieval: Total War before completion
can cause the game to function incorrectly.
Once you commence installation, it is
recommended that you do not abort,
but continue until completion.
Known in-game sound and video problems
The game requires you to have Windows
Media Player installed. An older version
may result in problems when playing back
sounds or animations. If you experience
such a problem, please download the latest
version from http://www.microsoft.com.
Known video card problems
Video monitor settings may need to
be adjusted after installing the Microsoft
DirectX TM video drivers. If your screen
distorts, or is shifted horizontally or
vertically, you can return it to normal
by adjusting the controls on your monitor.
Most video display problems can be
corrected by installing the latest drivers
for your particular card. Please consult
your video card documentation for details
on how to get the latest drivers
for your card.
Please note that the test mode the game
uses is designed to be used directly
after choosing a display resolution.
If your screen turns black or your
monitor reverts to power management mode,
this may well be that although your
graphics card supports the resolution,
your monitor may not. You can choose to
select a resolution your monitor does
support, or adjust the settings
in Windows and try again.
Matrox G550TM users - It is recommended
that the dual head option is disabled
before playing.
ATI TM users - If you experience any
problems running Catalyst version drivers,
please revert to your previous driver set.
Matrix G550 TM users - It is recommended
that you do not run the game in 24-bit
color mode.
Known sound card problems
Most sound card problems can be corrected
by installing the latest drivers for your
particular card. Please consult your sound
card documentation for details on how to
get the latest drivers.
If you have a Aureal Vortex 2, selecting
high graphics resolutions may cause
troublesome sound. Please try lower
quality sound settings or reduce
the graphics resolution.
Please note that the Phillips
Harmonic Edge TM is not supported
in version 1.0.
Known DirectX TM problems
If another application is using the sound
card while trying to install or run the
game, a "DXSound(TM)TM Error" will appear.
If this error occurs, please close
all applications and try again.
Virtual Memory settings
Medieval: Total War may need to use more
RAM than is present on your system.
Windows automatically takes care of this
by using what is known as "Virtual Memory"
- which uses space on your hard disk to
simulate the memory it needs and swaps
data back and forth from your hard disk
as required. Windows allows you to
manually set the amount of hard drive
space it uses for Virtual Memory:
WE HIGHLY RECOMMEND THAT YOU DO NOT DO
THIS! E.g. To let Windows 98 manage the
Virtual Memory, go to the Windows 98
start menu, select ‘settings\control
panel’, then double-click ‘system’,
click ‘performance\virtual memory’
and then select ‘Let Windows manage
my virtual memory settings. (Recommended)’
AutoPlay
If your CD does not AutoPlay when
inserted in the drive, this feature may
be disabled on your system. To Enable
AutoPlay, right click on 'My Computer'
and select 'Properties' then 'Device
Manager'. Click the + next to CDROM in
the list of devices. Select the CD-ROM
drive you are using to play the game
from the expanded list and click
'Properties'. Select 'Settings' and
check the 'Auto insert notification' box.
Power saving modes
It is possible that your computer can
lose its connection to your ISP due to
long periods of inactivity. Sometimes
this is caused by the sleep mode in your
"Power Saving" options. This can cause
problems during game play or when
connected to GameSpy. To avoid any
problems please disable your screen
saver or power-saving modes when running
the game.
Keyboard issues
Please note that when assigning Shift as
the Pause key, pressing the shift key on
its own will not pause the game. Pressing
Shift+L will pause the game, if assigned,
which will clash with ‘Look at unit’.
Because of this, please try not to assign
Shift as any other function than default.
Pressing F1 twice in Historical Campaigns
reveals the mission win conditions/objectives.
If you repeatedly hit F1 at a fast rate, these
conditions may be incorrect. To reset the
conditions to accurately show the true
conditions, press F1 until the function
is turned off, then press F1 twice only.
Not all keys can be re-mapped. This is because
some keys are hard-coded to various functions
and so they cannot be used for any other
alternative function. Backspace, F2, R, W,
Y, A, Enter, N, Caps Lock, Delete, End and
Numpad Enter cannot be re-mapped. However,
there are many keys which are not hard-coded
and can be still be re-mapped.
The mouse buttons and mouse wheel cannot be
rebound to keys. These functions are specifically
mapped by default.
Periodic slowdowns
If periodic slowdowns occur while playing
Medieval: Total War and the CD is not being
accessed please ensure that there are no other
applications running during your game session.
This includes anti-virus software.
CTRL+ALT+DEL and other things you should avoid
Pressing CTRL+ALT+DEL isn't advisable whilst
the game is running. Similarly, it is
unadvisable to run more than one copy of
Medieval: Total War at any one time as this
will affect the game's performance. Do not
remove the CD from the drive whilst it is
being accessed (during intro, movies,
animations etc).
Monitor setup and testing display modes
If your monitor isn't correctly set up in the
Windows control panel, you may experience
problems when trying to select game
resolutions that the monitor can't support
- even if your video card can. Make sure
you either have your monitor set up
correctly or you use the "Test display
mode" button in the OPTIONS>VIDEO menu
in Medieval: Total War. If you do not see
the Medieval: Total War picture then that
resolution isn't supported and you should
choose another.
Multiplayer
Changing sides in a multiplayer game just
before the army selection screen loads is
unadvisable. This may cause unexpected
results in the game.
Windows 2000 users will need Service
Pack 1 (or higher) to play multiplayer games.
Multiplayer games (LAN & Internet) may have
difficulties operating without this
installed. Service Pack 1 should be
available from the Microsoft website.
Please note that when playing multiplayer
battles, the performance options of the host
computer (e.g. Smoke, Ambient fauna) carry
over to the client PC. If these settings
generate problems on your PC, be sure to set
these appropriately on the Host PC.
It is possible for a map to be edited and
saved as the same name as the original.
If this is done and multiplayer battles are
played on this map when your opponent has
the original map, the game may lose
synchronisation. It is recommended that all
edited maps are saved as new names and not
on top of existing maps before playing them.
The following characters are not accepted in
the "Online name" entry field for
Gamespy: ~ ` ! @ # $ % ^ & * ( ) _ - + = { [
} ] : ; " ' < , > . ? / \ |
If no new games are appearing in the multiplayer
shell, then exit out of the game and launch your
Internet browser to ensure that your internet
connection is still active.
Windows XP TM filterkeys
This can be turned on at any time by pressing
and holding the [shift] key for 8 seconds.
If the [shift] key is used often, to monitor
province happiness and to move the camera more
quickly, and if the player presses and holds
the [shift] key for more than 8 seconds, the
game minimizes to the desktop and the
"filterkeys" control panel appears. We
recommend that you turn filterkeys off.
Logitech TM control pad software
The Logitech TM controller software can cause
problems when running Medieval: Total War.
Disable this from the System Tray before
running the game for best results.
Creative Labs Sound Blaster TM Liveware toolbar
The Sound Blaster Liveware controller toolbar
may minimize the game when using the Shift key.
We recommend you turn off the toolbar
before playing.
C-Media CM18738/C3DX Audio Device TM
If you experience audio slowdown, download the
latest drivers from http://www.cmedia.com.tw
to fix the problem.
Campaign Tutorial
The Campaign Tutorial is meant to be played
with units size set to Medium.
--------------------------------------------------
Improving Performance
General
Note that higher resolutions may cause slower
gameplay. We suggest you adjust the detail levels
in the Performance menu including the number of
units on the battlefield. Lowering the sound
quality may also increase game performance. The
default setting is medium. It is advisable that
you shut down all non-essential applications that
may be running when you play Medieval: Total War.
If you make use of the Microsoft Office TM Toolbar,
and it appears over the game screen when playing
Medieval: Total War, you will have to disable it
before playing. There is a utility installed
in most Windows systems (Findfast.exe) that
will periodically run and catalog all of the
Microsoft Office TM files on your hard drive.
When it is doing this check, your computer's
performance will be dramatically impaired.
You may want to remove it or disable it when
running Medieval: Total War.
Tested Video Chipsets
The following list of video card chipsets have
been tested and work with Medieval: Total War.
For all these cards, you should ensure that you
have the latest drivers available.
Matrox G550 TM, nVidia Riva TNT 2 TM
(nVidia 650 drivers tested), nVidia GeForce 256 TM,
nVidia GeForce 2 TM, nVidia GeForce 2 MX TM,
nVidia GeForce 3 TM, nVidia GeForce 4 TM,
ATI Radeon TM (7500 and 8500), Videologic Kyro 2 TM.
-------------------------------------------------
Troubleshooting
Q. Why can’t I install the game?
A. Please refer to the system requirements and
verify that your system meets these requirements.
Q. I use third party dialer to connect to the
Internet. How do I play Medieval: Total War
online with these services?
A. You will firstly need to connect to your
ISP using their dialing software. In-game, press
the 'Play on GameSpy|Play to connect to the
Medieval: Total War chat server.
Please note that if you access the Internet from
within a firewall or via a proxy server, you may
not be able to host a game but should have no
problems joining a game.
Q. I have Internet access through my LAN and I
also have a dial-up adapter (modem) installed on
my computer. How can I get the game to use my
LAN connection instead of my dial-up adapter?
A. Before you load, you will need to make sure
that you are dialed in to your LAN ISP before
attempting to connect. Please note that if you
access the Internet from within a firewall or
via a proxy server, you may not be able to host
a game but should have no problems joining a
game.
Note: Customer Support does not support
playing over ISPs that use a propriety
computer network system.
For Technical Support contact information,
please refer to the installed game help files
and the documentation also provided.
Basic details are below:
Customer Support
You should read through the manual and the
readme file on the CD before contacting
Activision Customer Support. Additionally,
if you have internet access, search our
troubleshooting database
at: http://www.activision.com/support.
Please ensure that your computer system meets
the minimum system requirements that are
listed on the bottom of the box. Our
Customer Support representatives will not be
able to help customers whose computers do not
meet the requirements. So that we can better
help you, please have the following
information ready:
- Complete product title
(include version number)
- Exact error message
reported (if any) and a
brief description of the problem
- Your computer’s processor type
and speed (e.g. Pentium 200 MHz)
- Amount of RAM
- Make and model of your video
and sound cards (e.g. Diamond Viper
V770, Creative Sound Blaster Live Platinum)
- Make and model of your CD-ROM or DVD-ROM
drive (e.g. Samsung SC-140)
- Operating system
NOTE: Please do not contact Customer Support
for hints/codes/cheats; only technical issues.
Internet/E-mail: http://www.activision.com/support
Our support section of the web has the most
up-to-date information available, including
patches that can be downloaded
free-of-charge. We update the support
pages daily so please check here first
for solutions. By going to the Find Answers
section and selecting the platform/game
you are inquiring about you can view the
top solutions for the game to date.
If you don’t find your question/solution
there try using inputting a keyword
into the search.
If you cannot find an answer to your issue
you can email us using the support form.
A response may take anywhere from 24-72
hours depending on the volume of messages
we receive and the nature of your problem.
During the first few weeks of a game
release and during holiday seasons the
response time may take a little longer.
NOTE: Internet/e-mail support is
handled in English only.
NOTE: The multiplayer components of
Activision games are handled only
through internet/e-mail.
Phone: (310) 255-2050 (North America only)
You can call our 24-hour voice-mail
system for answers to our most frequently
asked questions at the above number.
Contact a Customer Support Representative
at the same number between the hours
of 9:00 am and 5:00 pm (Pacific Time),
Monday through Friday, except holidays.
When calling please make sure you are
in front of your computer with the power
on and have all the necessary
information as listed above at hand.
Please do not send any game returns
directly to Activision without first
contacting Customer Support. It is our
policy that game returns/refunds must
be dealt with by the retailer or online
site where you purchased the product.
Please see the Limited Warranty
contained within our Software
License Agreement for warranty
replacements.
--------------------------------------------------
Map Editor Guide
Customer Support does not support any problems
that occur from the use of the editor.
Please read the following notes carefully before
you use the editor. If you don't, strange things
may happen to your edited maps and they might
not work in the game!
The map editor is an advanced user feature and
thus has few limits as to what you can do.
However, if you do decide to do something
different, it may not necessarily be the best
choice. It’s in your hands to shape the map
to be what you want it to be. Please note that
editing preset maps is not a good idea, as if
you break them, you might cause problems in
the game to occur.
General Points
1. The editor may not work with some older 3D
accelerators due to the high demands it makes
for texture RAM.
It should work with most cards with 16Mb (and
a few with less).
If the editor fails to load, try reducing
the battle-map resolution (in Options/Video).
2. Before you ask, there isn't an option to
edit winter maps.
Bear in mind that many ground features are
snow covered, so maps might look weird when
the snow 'thaws'.
Hints and Tips
General Hints
1. Press the F1 key to get a list of the
commands available in each editor mode.
2. Keep an eye on messages that appear
at the bottom left of the screen. Some of
these tell you straight away if you've
pushed the editor past its limits. Reload
the map once it has been edited to see if
any load-time errors occur. These will also
appear as messages in the bottom left.
3. Don't forget the Undo/Redo option.
The level designers went on strike until
this went in so it's probably useful! :-)
4. If you plan to use an edited map
for multi-player games make very sure
all the players have got an *exact* copy
of the map! One extra tree or a very slight
difference in the incline of a slope
may well cause problems during play.
5. You may (if you wish) have an image of
your custom map displayed in the
front-end of the game. This should be a
304x120 pixel, 24-bit TGA, and be saved
in the SaveMaps directory where your
custom map is and have the same name.
Pressing F2 on the battle map will
capture an image to the TGAs directory
which you can crop as necessary to
produce this image file.
6. Please note that placed trees will
always be shown despite the terrain type
used in the editor. This is so that you
can edit the trees and at all times be
aware of their location. However, in the
game, these trees may not be shown if
played using several terrain types,
as they do not have trees i.e. deserts
will not display trees, but lush terrains
will.
Height Editor Mode
1. The toggle button for water is for
*editing purposes only* so you can see
under the water. It does not affect the
map outside the editor. Use the 'set water
level' function to introduce/remove
water from the map.
2. The things you can do with water on
a map are limited. Failure to use water
features as follows will result in maps
where your units or the enemy AI will
have some problems. You can either create
a river or a coast:
a. Rivers must span the entire map
from east to west.
They cannot be at the top or bottom of
the map eliminating one of the sides.
They should not be too near the corners
and cannot double back on themselves.
They must have at least one bridge and
no more than three.
See Model Editor Mode below for more
details on how to place a bridge.
b. Coasts should occupy an edge or more
of the map and not cut too far into
the map.
It's best to create coasts on a large
map so that they don't encroach on the
deployment areas.
It is advised that a coast should be on
the right side of the map, to
minimize oddities.
3. Some changes don't take effect until
you go out of the height mode because
they take time to execute. Trees, for
instance, won't get raised and lowered
with the land. Change to a different mode
to effect these changes.
4. Raising/Lowering the water level
works as follows:
a. To raise the water level to a specified
height, hold Alt and left-click on the
land at that level.
b. To lower the water level, hold Alt and
right-click on the land.
However high above water level that piece
of land was, it will now be double.
c. Obviously, alt-clicking on the water
will not raise/lower the land by any amount
- it's already at that level!
Texture Editor Mode
1. There is a 41 texture usage limit for a
map. The number of textures you are using
is displayed in the bottom left above the
texture palette.
2. Each texture in the palette is numbered
from 1 to 161 and a second number appears
to indicate when a texture is being used
and how many times it appears on the map.
3. Some textures are denoted as being
'TREE' textures. When these are placed,
trees will automatically be placed on
them. Use these to make forests but
don't go crazy because there is a limit
on the number of trees that can be displayed
on the maps.
4. The cliff texture indicates impassable
terrain.
Model Editor Mode
1. Certain models have restricted use
or special functions:
a. Bridges - these will automatically
span any river they are placed over
when the map is reloaded.
They cannot be rotated.
b. Castle Walls - these snap to the edge
of ground textures and make up the
boundaries between 'enclosures'.
i. They cannot be placed too near the
edge of the map. If placed at right
angles, they should either overlap
or be covered by a watchtower model
otherwise soldiers will be able to
sneak through the gap!
ii. Don't forget to place an open
gate somewhere along the perimeter
of an enclosure or it won't be
accessible. As the castle (defending)
army generally faces south, it's best
to put this on the south side of the
castle. You don't have to do this,
of course, but it might make for
slower battles if everyone has
to march a long way to reach the gate!
iii. The route-finding AI for units is
not designed to negotiate mazes! Go
easy on the complexity of your
enclosures or you'll have to lay down
way-points for units in battle.
iv. The Army General AI doesn't take
into account multiple enclosures,
such as concentric defenses so such
maps can only be used for multiplayer
games.
v. Be careful not to place the castle
over any other deployment area as
enemy armies will start INSIDE the
castle and begin fighting before
deployment has even ended!
c. Castles - Confine these to one
enclosure only as they dictate
which enclosure the castle courtyard
will be in. If you don't put any
castles on a map with enclosures,
the game will choose one for you.
Note that the castle courtyard will
become the largest rectangle within
the castle enclosure. This dictates
where troops will deploy. Try to
place your courtyard in the middle
of the map or deployment will be a
mess and make it BIG (maybe 3x3 or
more) or you won't be able to fit
16 units in it!
2. Try not to put models on ground
that is too bumpy. This will cause
anomalies: there could be a gap
between the model and the ground,
for example. Also, if you put certain
structures at the top of steep hills
you may be able to see parts of their
undersides that don't have textures.
This won't look very good!
Tree Editor Mode
1. Units do not use individual trees
as cover. To create forests, use the
forest textures. Units will hide in
trees created as a result of forest
textures.
Using Maps
1. Your saved maps are saved to the
SaveMaps directory.
2. Maps can be accessed (after they
have been saved) for single or
multiplayer games by selecting them
in the normal way. Note that saved
maps appear in the selection map
list alphabetically along with
default maps.
3. For multiplayer, both users must
have the same edited map. The map
file must be copied from the
machine it was created on and then
copied into the opponents SaveMaps
directory to play.
Customer Support does not support
any problems that occur from the
use of the editor.
-----------------------------------------------
Manual Addenda
While we try to make the manual as accurate
as possible, some development work does occur
after the manual text has to be sent for
typesetting. This can mean that some game
features change slightly, or are introduced
after the poor, overworked but rather talented
writer has been told to stop. So, just to
clarify a few issues:
Mercenaries
Mercenaries may come and go on their travels
to your inns. They are not necessarily
available at all times and often your inn(s)
may be empty. Many mercenaries come from
disbanded units or units with a lost cause.
To hire mercenaries, don’t forget to click
on the hand with coins in it icon on the right.
Placing mercenaries in the queue alone will
only reserve them for a while until
you need them.
The training button on the Campaign Screen
will only appear in a province with an Inn
and no castle of any kind when there are
mercenaries available for hire.
The "Hire Mercenaries" button will only
appear on the training scroll when there
are mercenaries who can be hired
in the province.
Multiplayer: Defender Bonus
and Florins AdjusTMent
Defending on a castle map is a reasonable
defensive bonus. The castle will often
have attack towers to help remove
the attacking threat.
If you use a castle map, you may wish to
grant more money to the attackers depending on
the skill of the attacker. An experienced
attacker may wish to take you on with less
money even. Money amount boxes have been
left you to edit yourselves so there are no
limits to the scope of the challenge. The
amount of florins set for the attacker
and defender is shown on the
joining game screen.
Multiplayer: Last Man Standing
The exact conditions for winning a timeout
battle on multiplayer are as follows:
The strongest alliance wins. The alliance
strength is points based, and is made up of
the strength points of the armies in the
alliance that are still active at the
end of the battle. Each unit that is active
in the army is included in the calculation.
The calculation is based on a unit's type,
valour, armour and weapon upgrades,
and it's worked out like this:
IF THE UNIT IS ARTILLERY
if there are 4 or more men in the unit
strength = unmodified cost of the
unit * (valour ^ 1.2 )
otherwise
strength = 0;
IF THE UNIT IS CAVALRY OR INFANTRY...
...and has missile weapons
strength = ( unmodified cost of the unit / 2 )
* (armour^1.2) * (weapon*1.2) * (valour^1.44)
+ ( unmodified cost of the unit / 2 )
* current unit size / base unit size
...otherwise
strength = ( unmodified cost of the unit )
* (armour^1.2) * (weapon*1.2) * (valour^1.44)
* current unit size / base unit size
If the battle was fought on a castle map,
there are additional calculations to
take into account:
IF THE UNIT IS INSIDE THE CASTLE
( doesn't matter if he's attacker
or defender )
strength = strength + (strength * 0.2
* num of castle sectors owned by this
unit's owner )
Therefore, if a castle is made up of
6 sectors, and a unit is in the castle
and that unit's owner currently holds
3 of the 6 sectors, that unit gets an
additional 60% added on to its strength
value. This is to try and make staying
in the castle worthwhile - and also to
try and make the attackers attempt
to take it.
Vices and Virtues
Vices and virtues emerge as a result of
(a) gameplay events triggered by the
player's actions and (b) over
time as a general gets older.
For example:
Spend time building up farmlands in
every/most provinces and the King will
get ‘Steward’ as a virtue. Build lots
of buildings everywhere and he
gets ‘Great Builder’ and so on.
Drop a princess on her dad and he gets
‘Incest’, she gets removed from the
game and sent to a nunnery.
If your General breaks and runs in
combat, he'll get ‘Coward’. If you
order him into the thick of battle
he could end up ‘Scarred’, or a
Great Warrior or similar.
Artillery
Manual correction: Artillery crews
cannot be ordered to move away from
their artillery piece, except to
withdraw (CTRL+W) completely from
a battle. They will automatically
move away from nearby enemies, but
will always return to the artillery
piece if it still has ammunition.
Reinforcements additional text: You
cannot use artillery as reinforcements on
castle maps. This is because artillery is
essentially immobile.
Multiplayer GameSpy CD Key Entry
When you type the CD key in the Logon Information
screen you must hit return to save the entered key.
If you do not and then you try to edit your
account details, the original CD key you have
entered will be erased from the field.
Only a successfully entered valid key will
be saved.
If you receive a message stating that you
have been disconnected from the server,
then please ensure that your internet
connection is still active and that
only one person is using your cd-key.
Mouselook
Hold the right mouse button down to centre
the camera to where you are currently
pointing your mouse pointer. Hold the
right mouse button down then move the
mouse to move the camera around.
Mousemove
Hold the right mouse button down then drag
out the ‘view triangle’ to point
and move the camera.
Unit Training Button
Although this might sound obvious, the unit
training button will only appear on the
Campaign Map screen when units can be
trained in a province. The minimum
requirement is usually a Fort, but the
Unit Training button may appear if
(a) there is an Inn in the province and
(b) it has attracted some mercenary units.
Training Large Units
When you increase the basic size of units
they will take longer to train, so that a
unit of 200 peasants may take two years
to train rather than the default one year.
Re-Training
On the campaign map, units can be re-trained
by dragging and dropping the unit icons from
the review panel into the training queue.
This is very useful for keeping useful
units active and favoured generals alive.
Moving Armies
The manual states that "You can drag and drop
an army onto a distant province and it will
automatically find its own route to the
destination over the course of a few
(or many) turns." In fact, the "distant
province" must be owned by your faction.
Retraining and Re-Equipping Units
The manual states that you can drag-and-drop
a unit from the review panel onto the training
queue to retrain (i.e. increase the unit's
manpower) and/or re-equip (i.e. give the unit
better weapons or armour) it. In fact, you
can only do this if the province where the
unit is being retrained can train new units
of that type.
Excommunication
A faction that has been excommunicated by
the Pope has all its piety markers replaced
by broken wooden crosses to indicate
its new status as a not-quite-Catholic faction.
Castle Assaults and Army Formations
When assaulting a castle you can place units
pretty much anywhere on the map, other than
very close to the castle walls. Remember that
this applies to artillery too, and be careful
not to place artillery too far from the
castle and accidentally make it completely
useless in the upcoming battle!
Weather and Gunpowder Artillery
Manual correction: Gunpowder artillery can
fire in the rain, but with some reduced
effectiveness.
Buildings and Offices of State
While all the buildings in the game produce
the same offices, they've been given different
names (and sometimes slightly different
effects). The list below shows the Offices
of State produced by each of the buildings.
Note that while the Muslim factions are
listed as being able to build a Cathedral,
but they can't! And yes, it is possible to
give a general the Office of Archbishop!
Factions cannot change their basic religion,
and so Muslim factions can't construct
explicity Christian buildings and vice versa.
The Almohads
Royal Palace "Qadi al-Quda"
Constable's Palace "Master of the Kalifah's
Horses"
Marshal's Palace "Vizier of the Army"
Chancellery "Grand Vizier"
Admiralty "Amir al-Bahr"
Cathedral "Archbishop of Cordoba"
The Byzantines
Royal Palace "Chamberlain of
the Palace"
Constable's Palace "Commander of the
Stables"
Marshal's Palace "Commander of the
Army"
Chancellery "Chancellor of the
Palace"
Admiralty "Commander of the
Fleet"
Cathedral "Patriarch of
Constantinople"
The Egyptians
Royal Palace "Qadi al-Quda"
Constable's Palace "Master of the
Stables"
Marshal's Palace "Commander of
a Thousand"
Chancellery "Grand Vizier
of the Palace"
Admiralty "Amir al-Bahr"
Cathedral "Archbishop of Cairo"
The English
Royal Palace "Lord Great
Chamberlain"
Constable's Palace "Constable of
the Tower"
Marshal's Palace "Warden of the
Northern Marches"
Chancellery "Chancellor of
the Exchequer"
Admiralty "Warden of the
Cinque Ports"
Cathedral "Archbishop of
Canterbury"
The French
Royal Palace "Grand Chamberlain"
Constable's Palace "Constable of
France"
Marshal's Palace "Marshal of France"
Chancellery "Chancellor"
Admiralty "Admiral of France"
Cathedral "Archbishop of
Reims"
The Germans (Holy Roman Empire)
Royal Palace "Imperial Chamberlain"
Constable's Palace "Grand Constable of
the Empire"
Marshal's Palace "Grand Marshal of
the Empire"
Chancellery "Imperial Chancellor"
Admiralty "Grand Admiral
of the Fleet"
Cathedral "Archbishop of Worms"
The Italians
Royal Palace "Chamberlain of
the Major Council"
Constable's Palace "Constable of
the Army"
Marshal's Palace "Captain-General
of Mercenaries"
Chancellery "Chancellor of
the Major Council"
Admiralty "Admiral of the
Arsenale"
Cathedral "Archbishop of
Milan"
The Poles
Royal Palace "Chamberlain of
Poland"
Constable's Palace "Master of
the King's Horse"
Marshal's Palace "Grand Marshal
of Poland"
Chancellery "High Chancellor
of Poland"
Admiralty "Admiral"
Cathedral "Archbishop of
Kraków"
The Spanish
Royal Palace "Lord Chamberlain"
Constable's Palace "Captain of the
Stables"
Marshal's Palace "Captain-General"
Chancellery "Keeper of
the Privy Seal"
Admiralty "Lord High Admiral"
Cathedral "Archbishop of
Toledo"
The Turks
Royal Palace "Chief Eunuch"
Constable's Palace "Master of the
Sultan's Horse"
Marshal's Palace "General of the
Divan"
Chancellery "Grand Vizier"
Admiralty "Admiral of the
Fleet"
Cathedral "Patriarch of
Edessa"
The Danes
Royal Palace "Earl Chamberlain
of Denmark"
Constable's Palace "Master of the
Stables"
Marshal's Palace "Earl Marshal
of Denmark"
Chancellery "Chancellor of
Denmark"
Admiralty "Admiral of
the North"
Cathedral "Archbishop of
Lund"
The Russians
Royal Palace "Chamberlain of
the Great Palace"
Constable's Palace "Grand Warder of
the Kremlin"
Marshal's Palace "Grand Marshal"
Chancellery "Chancellor Of
All The Russias"
Admiralty "Grand Admiral
of the Fleet"
Cathedral "Metropolitan
of Moscow"
Crusades
The Poles and Danes, although Catholic
factions, can not launch Crusades because
they do not have access to the Chapter
House building.
Spies
A Spy does not allow the user to see the
Assassin. Instead the Spy will attempt
to catch any enemy assassins in the province.
---------------------------------------------
Total War, Medieval: Total War
Software © The Creative Assembly TM Limited.
All rights reserved. Total War,
Medieval: Total War and the Total War logo
are trade marks or registered trade marks of
The Creative Assembly TM Limited in the United
Kingdom and/or other countries. All rights
reserved.. The Activision logo is a
trademarks or registered trademarks of
Activision Inc. in the US and/or other
countries. DirectX, Direct 3D, Windows and
Microsoft are either trademarks or registered
trademarks of Microsoft Corporation in the
United States and/or other countries. All
other trademarks are the property of their
respective owners.
------------------
Postino
Derlivers Daily
Edratman
11-06-2002, 03:20
I think I will wait to download the patch. If this is a test of faith, I guess I will be found wanting.
Quote Originally posted by Kocmoc:
great and bad news!
the patch is our this link is valid, the waittime is about 51 mins....
http://www.fileplanet.com/download.aspx?f=116527
bad news is, CA seems to shit on us again!
i miss the fact that the informed at least the org!!!
koc[/QUOTE]
Seriously, how much can you blame the publisher? It would seem to me that had the developers done their job properly in developing the code and testing the game before releasing it, that a patch wouldn't have been necessary. That a game has the sort of problems that MTW has with mainline equipment is pretty sad. First Shogun, now MTW required a patch just to get the damn thing to run properly. Hello? Where is the customer focus here?
I think Activision sucks too, but lets put the blame where it belongs.
Dionysus9
11-06-2002, 03:54
Well, I haven't installed it yet, but I have it on great authority (Kocmoc) that the multiplayer problems are still present.
I don't know how you go through this level of production and post production and still have major crashes occurring regularly on a variety of competent/capable machines.
I hope to God the problem is with Gamespy, but I have my doubts. The fact that the Patch Readme and FAQ makes NO MENTION of Multiplayer desktop crashes/lockups suggests an unwillingness/inability on the part of Activision to deal with this problem.
!%#*!% the software industry (Gil and Eat Steel excepted). This is crap.
------------------
Bacchus
----
In the end times, there will be rumors of a patch-- but none shall come. And there shall be a great wailing and gnashing of teeth across the lands. And still no patch shall come. And the poor suckers will start eating their children out of frustrated desperation. And yet-- no patch shall come. And then, finally, some small glimmer of hope shall appear. And a "patch" shall be released. But, alas, it shall do no good. Verily, I say unto you-- the end of days shall be dark and horrible.
todaswarriors
11-06-2002, 03:59
Quote Originally posted by Kraellin:
the patch is on fileplanet, which is gamespy's website/forums/downloads stuff. this IS the official site for releases of this nature. it is somewhat surprising that at least a notice wasnt put up on the activision or .com sites and would have been nice if the .org was sent a memo also.
i'm currently in line for it now. 61 minutes down to 40 now. come on, you 56k'ers...move it!
K.
[/QUOTE]
I love my 56 k http://www.totalwar.org/ubb/biggrin.gif
Not!!!!!!!!
But i got It,Best It works
Quote Originally posted by Gregoshi:
The "in game patcher" or "check for Medieval Total War updates" remained ghosted and unselectable for me.
Oh well, off to download...
Edit: Oopps, looks like Papa Bear beat me to it. Sorry for being redundant.
[/QUOTE]
GAH!
Its greyed out because you have the free GameSpy service. If you PAY for their "premium" service, then you get the download/update link "enabled".
At least, that's Vanya's take on it. Vanya recalls reading about this way back when He, in His infinite wisdom, opted for the freebie version like the rest of y'all.
GAH!
GilJaysmith
11-06-2002, 22:39
Quote Originally posted by Vanya:
GAH!
Its greyed out because you have the free GameSpy service. If you PAY for their "premium" service, then you get the download/update link "enabled".
At least, that's Vanya's take on it. Vanya recalls reading about this way back when He, in His infinite wisdom, opted for the freebie version like the rest of y'all.
GAH!
[/QUOTE]
Don't spread muck, Vanya...
The patch slipped onto FilePlanet by accident before its intended release date. The autoupdater within the game expects patches to be in a certain location with a certain configuration - which requires deliberate thought. Once the patch is released officially it should appear in the right place and properly configured for the autoupdater to download it.
It's definitely nothing to do with whether or not you've shelled out for Arcade, a personal FilePlanet server, or anything else.
Honestly... I could subcontract rumour control on this damn patch to about a hundred people, and it still wouldn't be enough.
GilJaysmith
11-06-2002, 23:03
Quote Originally posted by Dionysus9:
Well, I haven't installed it yet, but I have it on great authority (Kocmoc) that the multiplayer problems are still present.
[/QUOTE]
From the MP part of the readme, repeated earlier in this thread:
16) Various crashout problems fixed on internet menus and in MP battles.
I'm sitting in GameSpy Arcade at the moment and people have told me they've had hours online with no dropouts. If Kocmoc is having trouble then that's unfortunate. Meantime, consider installing it and finding out how it works for your setup, rather than just repeating someone else's comments.
make sure you have read this
http://www.totalwar.org/ubb/Forum7/HTML/003450.html
Dionysus9
11-07-2002, 02:10
Quote Originally posted by GilJaysmith:
I'm sitting in GameSpy Arcade at the moment and people have told me they've had hours online with no dropouts. If Kocmoc is having trouble then that's unfortunate. Meantime, consider installing it and finding out how it works for your setup, rather than just repeating someone else's comments.[/QUOTE]
Yes, Gil, you are 100% correct--I spoke too soon and that was foolish. Now that I have installed the patch and played around with it, I can speak authoritatively on the new problems and unfixed old problems that are present in v1.1. Below I state my opinion, its just my opinion based on my experience with the patch. I am having the same stability problems as before with no real improvement, and in fact it has gotten slightly worse:
1) Bizarre numbers by some players names in the lobby are still present (although this is purely cosmetic, it is annoying and suggests deeper problems);
2) Crash to desktop after approx 3 or 4 hosts still present for me. This was my major concern with v1.0 and it hasn't been improved. I'm still crashing to desktop approx 25% of the time I host a game--what gives?;
3) "Disconnected from Server" message appears after 50-75% of games, at the results screen. I can still talk to the lobby but cant move from the results screen until I click the red seal on the parchment, which then actually drop me from the server. With quick relog time and the ability to talk to the lobby after games, this is also just a minor inconvenience (also speaks to deeper problems though).
4) In game stability seems to be the same or possibly slightly less stable. I got numerous "game state diverged" messages and related drops. But with the new non-routing allies this causes lost games, see below.
5) Big Problem: Now that dropped players dont rout, when they drop before deployment it locks the entire game up and you have to ESC back to the lobby. Since most drops occur prior to deployment this is a serious issue and has resulted in several fouled games (games that we would have been able to continue under v.1.0.). As it stands now, if a single player drops before deployment, all 7 remaining players must go back to the lobby (sometimes getting disconned, see above), host a new game (sometimes getting dropped to desktop, see above), choose armies, and then try again (only to find another pre-deployment drop). Again, this is a serious, serious problem--albeit with an easy fix. If a player drops before deployment his troops should either auto-deploy or rout (no penalties to incur).
6) This is not a bug, per se, but just a new annoyance: Now that dropped armies don't rout (which is a good feature, dont get me wrong, but needs some fine tuning) it is impossible to tell if the player is still present in the game or if he has dropped. Several times last night I was screaming at my ally to help, only to realize he wasnt even there. F1 doesnt reveal he had dropped, and it seemed like he dropped without a message to the game (I could have missed it in the heat of battle). Anyway, this is frustrating not to know if your ally is there or not. We need some kind of mark by their F1 name to tell us they have dropped.
7) Another small problem with implementation of non-rout for dropped allies (not a bug, but an unintended problem, I think)--With players dropping left and right when they begin to lose, the battlefield gets cluttered with stationary units facing everywhich way. When the victors destroy the last remaining player, all "stationary reserve" units should rout. But they dont, the dropped players' units still stand around and the victor has to go around and clean them up. This can get incredibly tedious if there are two or more dropped players, if there are any Hashashin in the dropped army, and furthermore it unrealisticly inflates the number of kills that go to the victor. After all active players have been defeated, the non-active armies should immediately rout.
8) "Invisibile games" may still be present (unconfirmed), as many people were unable to see games that were indeed up. This may be due to the fact v1.1 games are invisible to v1.0 players...too early to say.
9) Still seems to be some problems with greyed out names of players who are in fact in the lobby.
All of that being said ther are a few marked improvements:
1) Log on/off time greatly improved. Pre-patch results suggest a change in gamespy itself and that improved speed is not patch related;
2) #kick,#ban, much needed thank you.
3) Color/Faction distinction works great, looks great, and was much needed, again thanks.
4) Private chat to room chat bug fixed, thanks.
5) Room count, nice touch.
6) Announcment of games being hosted and by whom-- nice.
Also some changes which I am neutral on:
1) In game chat now scrolls from the bottom of left side instead of up the left side. This is annoying at first, but I suspect I will get used to it.
2) Dropped players dont rout-- this is causing numerous problems (see above), but the feature itself is a good idea if implementation is improved (pre-deployment drops result in rout; game requires an active enemy player to continue). A step in the right direction, but not a big enough step.
3) Y/T chat to allies/all. Ok, this is annoying at first because I'm so used to hitting T. I can see the value in it once I retrain my fingers. But sometimes I want to say something and I havent decided if I want to send to allies or to all until I am done typing. Now I have to think before I type, so I seem to talk less because I am busy playing. Good? Bad? I'm neutral on it.
4) Deployed allies cant see enemy deployment. I think this might end up being an improvement. It certainly changes the dynamic of deployment. I don't know how I feel about this yet-- neutral.
5) Balancing-- seems like everything is more expensive. Given the tendency to play at 10k (which is higher than officially advised), these cost increases seem to work nicely. Way too early to say for sure. I've notice that armor for ranged troops (at least normal arbs) seems far less expensive (this is an impression, I havent actually looked at the cost difference). With 3 affordable armor upgrades my arbs will stand and fight cav for much longer. Good? I dunno yet. Different.
OVERALL--
MP stability has slightly decreased for me. No improvement on desktop crashes, no improvement in staying in sync (possibly worse, too early to say), now I have this "disconned" bug when I return to the lobby from a completed game (minor annoyance). The Big Problem is the fact that pre-deployment dropped players can never deploye and so everyone has to Esc from the game. If it wasnt for the Big Problem, I would say the new improvements ameliorate the new (minor) problem of getting disconned after a game. Once the implementation of the non-rout drop feature is improved we might have a patch I can be happy about. If we could top the desktop crashes I would actually cheer.
Anyway, nice work on the improvements. Good luck on the remaining problems and new issues. Thanks for your commentary Gil, and for your reality check on my hasty rush to judgment.
Bacchus
(I will spare you the bitter signature)
Quote Originally posted by GilJaysmith:
Don't spread muck, Vanya...
The patch slipped onto FilePlanet by accident before its intended release date. The autoupdater within the game expects patches to be in a certain location with a certain configuration - which requires deliberate thought. Once the patch is released officially it should appear in the right place and properly configured for the autoupdater to download it.
It's definitely nothing to do with whether or not you've shelled out for Arcade, a personal FilePlanet server, or anything else.
Honestly... I could subcontract rumour control on this damn patch to about a hundred people, and it still wouldn't be enough.[/QUOTE]
GAH!
[Looks at shoes, sees muck]
Seems like Vanya trampled over some rotting heads. Sorry for ruining your fine rug...
Vanya sends forth His messenger with a rug taken from a hapless sap whose head adorns the Horseman's necklace. Hope youz find the rug appealing. (Fresh arterial blood from several "donors" was soaked in to liven up the reds in the carpet, which had dulled with time and exposure...)
GAH!
if it just me, so maybe i have an other problem!!!!!!
i jsut dont find it http://www.totalwar.org/ubb/frown.gif
so if all happy, good!!!!
koc
Lethal DRB
11-08-2002, 02:05
Tomorrow im back and try the patch hope it is bettah!
Well I heard it wasnt too good hope I heard it wrong http://www.totalwar.org/ubb/wink.gif
DRB
Meh. All this time for a patch that doesn't even have half the requested multiplayer fixes/additions/changes.
http://www.totalwar.org/ubb/rolleyes.gif
I don't even have the time anymore to play this game, so even though I now have the patch, you won't be able to hear from me as to whether or not it actually fixes all the problems. Lucky for you, I guess.
I can already see from the readme though, that some important stuff we asked for was just straight-up left out... never even considered for inclusion.
Quote Originally posted by JRock:
I can already see from the readme though, that some important stuff we asked for was just straight-up left out... never even considered for inclusion.[/QUOTE]
You can read minds? Great what's the market going to do next week. Thanks . . .
Grifman
Dionysus9
11-08-2002, 10:57
Quote Originally posted by Grifman:
You can read minds? Great what's the market going to do next week. Thanks . . .
Grifman
[/QUOTE]
The market will start off strong on monday. It will drop late in the day and be up and down all week. Sometime late on thursday or early friday it will regain ground.
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