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View Full Version : bug fixed, patch delayed



Brighdaasa
01-19-2005, 17:40
The missile bug (where missile units still use the missile stats in melee instead of the melee stats) is fixed by CA now, but the patch needs to be retested now, so will be slightly delayed, says The Shogun at .com forums

Check for yourself (http://p223.ezboard.com/fshoguntotalwarfrm7.showMessage?topicID=19320.topic)


edit: elaborated on 'missile bug'

Oaty
01-19-2005, 17:51
Good to know that since it was found so late that they did not sluff it off. Some companies would ignore it and the only fix is either nothing or an expansion pack.

Akka
01-19-2005, 20:10
Good, I was afraid that it would be too late to be included in the patch. Better to wait one week and have it all fixed, than to get it one week sooner but still have known problems :2thumbsup:

Ar7
01-19-2005, 21:47
Great news ~:cheers:

Wrangel
01-19-2005, 22:57
Good, I was afraid that it would be too late to be included in the patch. Better to wait one week and have it all fixed, than to get it one week sooner but still have known problems :2thumbsup:

Totally agree! Hate it when they throw out patches just to get them out. Better wait and get it all right.

frogbeastegg
01-19-2005, 23:04
Excellent news, and it's very nice to see the game being given the support it deserves.

Wishazu
01-20-2005, 00:02
Thats fantastic news :balloon2: however will they ever slow down the unit death/kill rates, i find playing normal instead of arcade style still seems, well.... arcady, units get wiped out easy and insta routes are too easy to perform aswell. also, how do you get different avatars, im getting a lil bored of mine

Wishazu
01-20-2005, 00:10
ok i figured it out. *slaps forehead* dont know why i never thought to check control panel lol.

soz about double post

King Azzole
01-20-2005, 00:21
What missile bug ~:confused:

Khorak
01-20-2005, 00:50
Damn! *gets started on new Roman campaigns in order to get the most cheese factor possible from the bug* :D

ulyanov
01-20-2005, 02:24
This is great news - I'll be able to charge those blasted Chosen Archer Warbands and not get my Noble Cav nearly destroyed in the process.

It sounds like the Cav was using the lance in close combat, too - now they will change to swords, yay!

ulyanov
01-20-2005, 02:25
What missile bug ~:confused:

https://forums.totalwar.org/vb/showthread.php?t=42338

Kraxis
01-20-2005, 02:27
Thats fantastic news :balloon2: however will they ever slow down the unit death/kill rates, i find playing normal instead of arcade style still seems, well.... arcady, units get wiped out easy and insta routes are too easy to perform aswell.
This will itself slow the killrate down a bit (the legions killing slower which is a big step), but not as we want really.

parrrrk
01-20-2005, 03:28
Good. I like their attitude.
But when exactly will the patch come out?
I check both official homepage and here twice a day for the news of the patch.
~:handball:

Spino
01-20-2005, 06:52
Good. I like their attitude.
But when exactly will the patch come out?
I check both official homepage and here twice a day for the news of the patch.
~:handball:

The patch was originally supposed to come out by the end of January but with the recent secondary stat fix it is not unreasonable to think sometime in the first or second week of February.

Emren
01-20-2005, 09:11
This is great news!! :2thumbsup:

Good decision by CA.

RJV
01-20-2005, 11:54
Good to hear they will fix it. Also nice that this has come from the community - a sign that CA do pay attention to the gamers.

One thing that may add to the delay a little is, because this was never spotted originally, there may have been one or two tweaks built into the game's 'killing engine' which were designed to counteract the (now known as a) bug's effect. These would obviously now have to be removed which would add a bit more time to the process. Still, better to fix it than ignore it.

Cheers,

Rob.

SpencerH
01-20-2005, 13:39
I love the comment that 'the game still works and is extremely playable'. That may be true, but given the number of players who seem to have stopped playing because of the many problems and are waiting for the patch (including me), it doesnt appear to be very re-playable.

The Stranger
01-20-2005, 15:21
youre right i only played custom battles for a while and some some fake campaigns just testing units to be honist i just played out one campaign because i needed the factions the other i was so bored i just stopped and didnt played it much since i played ghost recon 2 ~:)

Big_John
01-20-2005, 16:01
I love the comment that 'the game still works and is extremely playable'. That may be true, but given the number of players who seem to have stopped playing because of the many problems and are waiting for the patch (including me), it doesnt appear to be very re-playable.sadly, i'm just waiting for future mods. vanilla rtw is worse than vanilla mtw was, imo. even though they made some conceptual improvments (e.g. diplomacy, trade, forts), CA just didn't implement them well. after only a couple of weeks i find i enjoy playing medmod-mtw much more than vanilla rtw :sick:

maybe i should try out rtr or spqr....

The_678
01-20-2005, 22:25
Great news. ~:cheers:

Doug-Thompson
01-21-2005, 00:23
This is great news - I'll be able to charge those blasted Chosen Archer Warbands and not get my Noble Cav nearly destroyed in the process.


Yes, but this will make the imbalance between cavalry and foot troops even greater.

Hopefully, that balance has been addressed in the rest of the patch.

sunsmountain
01-21-2005, 00:56
Well, Rome:TW can be called a moderate success already.

New players i speak with also experience some of the bugs & command issues (ordering a line forward across a bridge for example), but not nearly as many as me.

They really struggle with the financial model, and the squalor, and find that challenging. They enjoy the battles they play as they are easy to command.

It is mostly the fan base that has been negative/disillusioned during the last 4 months.


As for game balance, i hope this time spears actually work against horses. I think its a bit lame seeing triarii mowed down by light infantry. You almost believed me there....

:charge:

ulyanov
01-21-2005, 03:45
It is mostly the fan base that has been negative/disillusioned during the last 4 months.

As for game balance, i hope this time spears actually work against horses. I think its a bit lame seeing triarii mowed down by light infantry. You almost believed me there....


Spear Warbands are nearly invincible - you charge into the back of them and they whip around and slaughter your cav in seconds. The only way I have beaten them (without archers) is to sacrifice a cheap unit to pin them down. But if the germans have 10 spear warbands and I don't outnumber them then its not gonna happen -

This patch should allow my cav to charge with the lance, into the back of the Spears, then start chopping them up with swords at close range, rather than still using the lance, and maybe, just maybe my cav will win...

Oaty
01-21-2005, 06:59
But the comp is so good at charging head on into a phalanx and routing it ~:confused:

I also hate it when I have militia hoplites surrounded on the town square and they are some how mysteriously racking up the casualties.

EGO
01-22-2005, 06:18
The missile bug (where missile units still use the missile stats in melee instead of the melee stats) is fixed by CA now, but the patch needs to be retested now, so will be slightly delayed, says The Shogun at .com forums

Check for yourself (http://p223.ezboard.com/fshoguntotalwarfrm7.showMessage?topicID=19320.topic)


edit: elaborated on 'missile bug'


Awwww.. does this mean no more uber archers? ~:eek:

Red Harvest
01-22-2005, 08:53
Awwww.. does this mean no more uber archers? ~:eek:

Hopefully in melee they won't be uber anymore... What they were toughest on was light/med cavalry because the defense was not so high for those types, so archers could inflict some really nasty attrition even though they didn't necessarily win in most cases.

Now if the archer hit percentage has not been cut by about half (or missile stats outright reduced by nearly that same amount) then we will still have uber archers when it comes to actually using their bows. The base archers get a 7 but in my tests, even 4 base missile attack is fairly powerful except against well armoured and shielded units. Then you add in typical campaign values of +2 experience, and +1 weapons the missile the would already be at 10, which is very deadly. The elites might as well have machine guns.

Mr Frost
01-22-2005, 09:39
...
Now if the archer hit percentage has not been cut by about half (or missile stats outright reduced by nearly that same amount) then we will still have uber archers when it comes to actually using their bows. The base archers get a 7 but in my tests, even 4 base missile attack is fairly powerful except against well armoured and shielded units. Then you add in typical campaign values of +2 experience, and +1 weapons the missile the would already be at 10, which is very deadly. The elites might as well have machine guns.
If their lethality bugs you , try messing with the frequency of attacks and lethality of hits .

{incase you don't already know}
Here is the Roman Archers stats from export_descr_unit.txt , with frequency coloured blue and lethality red

type roman archer
dictionary roman_archer ; Roman Archers
category infantry
class missile
voice_type Light_1
soldier roman_archer, 40, 0, 0.8
attributes sea_faring, hide_forest, can_sap, very_hardy
formation 1.6, 2, 3.2, 4, 3, square
stat_health 1, 0
stat_pri 7, 2, arrow, 120, 40, missile, archery, piercing, none, 25 ,1
stat_pri_attr no
stat_sec 3, 2, no, 0, 0, melee, simple, piercing, knife, 25 ,1
stat_sec_attr no
stat_pri_armour 0, 2, 0, flesh
stat_sec_armour 0, 0, flesh
stat_heat 1
stat_ground 2, 0, 3, 0
stat_mental 4, normal, untrained
stat_charge_dist 30
stat_fire_delay 0
stat_food 60, 300
stat_cost 2, 200, 170, 20, 30, 190
ownership romans julii,romans brutii,romans scipii,romans senate


Most folk think the last number is frequency , but it is the second last {the number of 10th of a second between animation cycles I think} and the last is what governs pure killing power of a hit .
Lower the attack number , then reduce lethality and if that still isn't enough , increase frequency {even changing it by a mere 5 either way makes a big difference for melee units} . Just remember that frequency is more attacks if lower , less if number higher ; lethality more chance to kill on a hit if higher , less chance to kill if number lower .

The to test it , you could mod the Archer Auxillia attack number {really should be attack skill , as it is just the chance to hit} and range to be the same as your now more altered Roman Archer and set up a custom battle {or multi with a test partner} Vs some suitable target/s and observe the relative effectivness compared to what it was before {which altering the Aux like that would give for a useful prior benchmark} .

Personally , I like the archers etc {I only toned down the Auxillia Archers' range to 120 , most are still as origonal} , but you should get the same enjoyment out of this game as I do so I hope it can help .
~:cheers:

Paul Peru
01-25-2005, 15:29
Well, I expected the patch to be out now that I return after secluding myself for 2 weeks on a remote island with my laptop and the great, spanking new version of BKB Super Mod for MTW. (plug)
Anywhew, this explains why my Armenian cats got spanked by those Parthian slingers several campaigns that I lost interest in after a couple of decades ago. What an appalling sentence that was, just there! Thankfully it was probably the first and last time for that sentence to be uttered in the entirety of human communication.

Bartman
01-25-2005, 23:43
What an appalling sentence that was, just there! Thankfully it was probably the first and last time for that sentence to be uttered in the entirety of human communication.
You talk while you type? I thought I was the only one.... :grin2:

Paul Peru
01-26-2005, 09:00
You talk while you type? I thought I was the only one.... :grin2:
I mutter when I read, and my lips move when I count. You should see me calculate n-dimensional vectors for n>3.