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barocca
11-06-2002, 09:48
Straight Up, no whingeing,

simply list problems you have found with the patch, and workarounds if available.

I reserve editorial license to edit your posts in this thread as i see fit, http://www.totalwar.org/ubb/biggrin.gif

1. If you have been playing SP you must shut down and restart the game before going online,
Apparently a discrepency between the upgrade costs for missile units between custom/SP and MP.

2. NOT AN ISSUE, merely a note of caution before declaring an issue.
Quote Originally posted by Erado San:
Don't expect old savegames to work under all conditions. Too much has changed that may be incompatible. Things that are in old savegames may not work fully with some of the new code in the patch.[/QUOTE]

3. NOT AN ISSUE, Just wise advice!
A Clean Install and then apply the patch seems to work best of all, especially if you have been trying some of the mods available around here - :-)


4. Patch and Registry.
The Patch does NOT require a registry entry to install. If you do not get the option to browse for location you may need to download the patch again.


====
edit - and as usual i had to fix some spelling errors - no doubt i missed some more, at least this time i did not make any in this notice - wonders will never cease

[This message has been edited by barocca (edited 11-06-2002).]

Kraellin
11-06-2002, 10:28
yuuki found the one in #1, bar. and to further clarify it, if you play a campaign game and then go from there, immediately to single player, and join a game, you will crash out of the game due to a mismatch of the files. what occurs is that the single player game uses slightly different archery stats and when you go from there, directly into an mp game, the stats used in mp do not get loaded. rather, your stats from sp get used and when you then join a game in mp you get the mismatch and will drop from the game due to 'out of sync'.

so, if you're playing single player and now want to play multi, you have to quit the game and restart it so that the right stats get loaded for mp.

i suppose, theoretically, that two separate people playing a single player game and then going directly to an mp game and joining each other in a one on one, would not crash because they'd have the same stats, but i've never tried it.

K.


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http://home.domaindlx.com/takiyama/kraellin/icons-1.gif

Lord Romulous
11-06-2002, 12:14
Im worried about this patch.

Q. what gurantees do we have that this is the offical patch ?
A. none, nobody from CA even new it was being released.

Q. if it is the offical patch how do we know we have the correct version of the patch. some moron guy at inactivision could have released a premature version.

Q. why is nobody from inactivision yet come out 24 hours after the patch is in the wild and confirmed that yes this is the correct patch.
A. surely somebody would have posted something on an offical website by now. they have had hours to have meetings on what do if the patch was accidently released and come up with some kind of statement.

Q.how do i know i am not installing some harmful code on to my computer ?
A. I dont know. its unlikly but it could happen.
this could be that fu##kwit spanky and his crew who hacked the .com (and alledly members puters) having another go at destroying CA by hacking into their server stealing the patch and then releasing it to the free file servers with a virus payload hidden in the code.

until these questions are answered i will download but not install this patch.

yes I may be totaly paranoid and a bit mental http://www.totalwar.org/ubb/confused.gif


edit. got rid of my intial post whining about spaming and posted a conspiracy theroy instead http://www.totalwar.org/ubb/biggrin.gif

[This message has been edited by Lord Romulous (edited 11-06-2002).]

Eddie the Longshanks
11-06-2002, 12:37
heres a list of problems ive found so far:
1. as i was playing as the english, a rebellion in scotland took place which consisted of italian light infantry, alan mercenary cav., spanish jinates, and horse archers..strange since the english was the ONLY faction to EVER control scotland (in my game)
2. when almohads re-appear they did so with teutonic knights/sergeants and knights of santiago...quite strange!

some units that are missing:
1. all chivalric units (men-at-arms, knights, sergeants, etc)
2. unique units (longbowmen, jinates, italian infantry, billmen)
3. caravels
4. i heard somewhere that there was trouble with types of crossbowmen (i never build any archers except for longbows, so i havent confirmed this personally)

ps--you can delete my thread entitled "adding to the list" since this post, there is no reason for keeping it..i would myself, only i get a message saying only forum moderator can delete posts

[This message has been edited by Eddie the Longshanks (edited 11-06-2002).]

Olaf the Unsure
11-06-2002, 12:49
No missing units here so far. I started several new campaigns as Engalnd or France in all three periods and all the appropriate units were available. Chivalric units included.
Installed the patch over my existing installation but deleted all saved games first.

Eddie the Longshanks
11-06-2002, 12:54
maybe my PC just hates me http://www.totalwar.org/ubb/biggrin.gif

Grell
11-06-2002, 13:08
In the Patch update info it says:
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.

I think that this would probably eliminate those weird Teutonic Ahlmond problems you are having. THe thing is I havent worked out how to "turn off the command switch" I cant find any .ini file where such a thing might be entered. Or is there some sort of in game console I dont know about?

fenir
11-06-2002, 13:26
Ok I have found an issue, but not yet a solution.

After applying patch, I played SP, I started the English Early Expert.

And after a battle, I have a CTD, it has happened three times. Once in 1099AD against the French in Flanders, and another in 1109 against the Spainish, and 1130 against the Ammo heads in Portugal.

Have yet to find a solution, any ideas?

fenir

Grell
11-06-2002, 13:27
OK I realised I was looking for the wrong thing, what you have to so is create a shortcut and add this at the end of the field:

Target

"C:\Program Files\Total War\Medieval - Total War\Medieval_TW.exe" -old_rebels

Eddie the Longshanks
11-06-2002, 13:29
Quote Originally posted by Grell:
In the Patch update info it says:
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.

I think that this would probably eliminate those weird Teutonic Ahlmond problems you are having. THe thing is I havent worked out how to "turn off the command switch" I cant find any .ini file where such a thing might be entered. Or is there some sort of in game console I dont know about?[/QUOTE]

not to be rude or anyhting, but this is a PATCH thread....which means the patch was installed on my PC when i experienced this problem..it was with a new campaign too...not a saved one

fenir
11-06-2002, 13:51
Ok custom battles don't work either now.

I can't not find out why either.

hrvojej
11-06-2002, 14:58
I realise this might not be a huge issue with many people, but nevertheless:
Patch didn't fix the old replays. They are now even more messed up than they were before. I haven't made any new ones that involve reinforcements, so I don't know whether those work as they should or not.

tootee
11-06-2002, 15:48
How to enable replay for MP games? because I used to receive prompt at the end of game to save the battle, it is not appearing in v1.1

Thanks.

------------------
tootee the goldfish,
headmaster of Shogun-Academy (http://shogun-academy.tripod.com)
loyal roach of Clan S.G. (http://thesilvergazwa.tripod.com)
'Pa Si Buay Chao! Si Liao Ka Song!'
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Lord Krazy
11-06-2002, 15:57
If your getting CTD then you
will have a crash.txt in the
root directory of the game.
This file can explain quite a bit.

Don't post all your crash.txt
here as I'm not going to read
them all, as if I'd understand
them anyway http://www.totalwar.org/ubb/biggrin.gif

I don't think it was barocca's
plan for this thread anyway,
as it could be exceedingly messy.

So I feel all left out
at the moment http://www.totalwar.org/ubb/frown.gif
I can't get the stupid
thing to crash http://www.totalwar.org/ubb/biggrin.gif

I'v even added lines
from the old prod11.txt
I do not reccomend this!
But it still wont crash http://www.totalwar.org/ubb/frown.gif

Maybe it's because I'm such
a nice guy http://www.totalwar.org/ubb/frown.gif

LK

Tora
11-06-2002, 16:38
Possible remedy for missing units?

Installed patch, Loaded saved game, Bohemond's Teutonic Order mod (Great mod, Bohemond. Best campaign yet).Everything worked fine but all Teutonic Knights and Order foot soldiers production were missing. Abandoned game, reinstalled original files then installed mod again. Bingo! My Teutonic chums were back.

But as to the rebellion fix, I think that 500 Italian infantry, 800 hobilars and 300 longbowmen popping up in Sweden is a step in the wrong direction.

+DOC+
11-06-2002, 17:21
The reason some units are missing is because units will now only appear in their designated time period.

i.e. chivalric units are High period, so you have to wait until the High period has been reached before they become available. http://www.totalwar.org/ubb/smile.gif

A very nice addition if you ask me.



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=MizuDoc=

Inferno
11-06-2002, 18:23
Multiplayer issues:

1) The player list does not seem to refresh correct. I was having a conversation with Wolf_MagyarKhan, and the only W player in the list was Warrior74. Additionally, people who were not playing were marked in grey (as in playing)

2) The game list is still not updating correctly. People could see abc's game and connect to it (proving he wasn't behind a firewall) but I couldn't. I have been able to join abc's games in the past.

3) I hosted a 6 player game. We got to the battlefield and I then received a message that the game was out of sync on two machines. We could not start the battle as they had been dropped, but we were not warned about this by the game.

I'm out of time, but there are more. Will someone point them out before I get back?

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It's getting warm in here...that must be one hell of an INFERNO!

Apeboy
11-06-2002, 20:06
Patched up to 1.1. Started new French campaign Early. Can't get X-bow units at all.

Inferno
11-06-2002, 20:13
Quote Originally posted by Apeboy:
Patched up to 1.1. Started new French campaign Early. Can't get X-bow units at all.[/QUOTE]

That's not a bug, it's a fix. Units that are designed to be available in the high/late periods only are now correctly only available in the high/late periods.

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It's getting warm in here...that must be one hell of an INFERNO!

cart6566
11-06-2002, 20:23
Real-time battles suffered performance loss. Much less smooth than it was before the patch was installed. System is AthlonXP 1800, GF4ti4200, sound turned off.

favedave
11-06-2002, 21:23
Since supposedly some units that were previously buildable are no longer buildable until you reach the correct period (high, late, etc.) - like the Sipahi.

HOw do you know what period a unit is??!?!?!?!

I can't find the info anywhere!

No snide answer from "Doc" please. Just info.

barocca
11-06-2002, 21:40
go here
http://www.totalwarassembly.com/waracademy.cfm

select the troop type or faction drop down boxes
http://www.totalwar.org/ubb/biggrin.gif

Puzz3D
11-07-2002, 00:14
I ran into two players, Zeus and EliteofGazor, experiencing severe performance loss in online battles after installing the patch. They were going to check their video options after the battle to make sure they were not in sofware mode. I haven't caught up with them yet to find out if that was the problem.

Heinrich VI
11-07-2002, 00:21
my computer suffered from a sever fps drop too. i`ve reinstalled mtw and patched again but not tried it yet.

ravenking
11-07-2002, 01:38
ok, y'all seem to have gotten it to work just fine. Maybe I am doing something wrong. I have not been able to play for a month now, ever since I upgraded to Win XP. I get a CTD whenever I 1) load a savegame, 2) start a new campaingn, or 3) try to start a custom battle or multiplayer. In other words, the game does not work, period. I tried uninstalling and reinstalling the game and the patch, no good. There are no hardware problems because the game ran fine in Win ME and 2000. I thought this stuff was fixed?



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"You there, knight!" "Yes, sir?" "We just lost that battle. Why did you order your men to charge that unit of enemy sergeants?" "Uh, I was impetuous, sir" "'IMPETUOUS!? Impetuous!? Men! Kill him, I want his head!"

Dionysus9
11-07-2002, 02:35
This is a repost of a comment I made in another thread, but it is even more appropriate here:
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 stop the desktop crashes I would actually cheer.

Anyway, nice work on the improvements. Good luck on the remaining problems and new issues. A lot remains to be done.

Bacchus

barocca
11-07-2002, 22:55
Dionysus9,
very comprehensive,

(i am ALWAYS greyed out after i return from a batle - annoying, no private chat available)
B.

(deleted a comment - what i noticed could be because of multiples of same unit type)

[This message has been edited by barocca (edited 11-07-2002).]

bosdur
11-08-2002, 01:37
I was playing multiplayer the other day a 2v2, defenders were deploying far away from each other, so I decided for an individual 1 on 1 action. I engaged first and my guy routed, my ally then decided to engage his guy, when I was about to finish my guy off and tag on my ally's guy my units froze to my orders. I had 9 units left, none of them would respond to my commands, my routing enemy then start to rally his unit back and bully my frozen units one by one. GAH, what gives ???

barocca
11-08-2002, 09:57
Quote Originally posted by war_blah:
Start a new SP campaign, choose a faction, the portrait on screen will be the same for early/high/late period for all kings.

Once the game started the king will get back their correct portrait.[/QUOTE]

King David
11-08-2002, 10:46
I din's have problems with the game before the patch and I still have no problems with it. Lets get down to some modding folks..

[URL=http://www.lugburz.homestead.com/files/blackknight.gif

[This message has been edited by King David (edited 11-08-2002).]

barocca
11-08-2002, 19:17
my theory on the odd units appearing in rebellions is that somehow the "rebels" are being selected from what is avaiable to the faction and includes units that may be available from the mercenary pool.

Is this a "feature"?
after all if the player can hire such units, then why not the rebels??

[This message has been edited by barocca (edited 11-08-2002).]

Fearless
11-08-2002, 21:00
Hey Barocca! I think we agree on this that this could possibly be a feature rebels hiring mercenaries..............why not! I just wish it was mention in the tutorials.

giskard
11-08-2002, 21:49
Sorry ive not been around. I have been setting up a new mod making group of mercs. check out the site, im rather pleased with it.
http://www.mercstorm.com

On topic
Previous experience with activision beta testing gave me the impression of a less than professional approach to the testing of patches generally. I know there is a player group testing the patch and I firmly believe players will do a better job of testing anything that any company could any day of the week.

Previously companies such as pandemic where forced to leak their own patches to get them tested after several major bugs in previous releases got by activisions testers. Bugs that where spotted within minutes of loading the game after patching it i must add.

Once these leaked patches started appearing no more serious bugs ever made it into the final versions.

So official or not, it is in our best interests to use this patch and test it because if we dont we may end up with a patch with more problems than we currently have.

Just for the record, activisions own testing team used to test the patch and not the guys behind a game. If the same process is still being used we should not blame CA for the bugs that get past the testers. The old way activision worked was to offer testing services to companies who make games they publish.

I have the new patch now and Im going to be following Baroccas advice and doing a clean install. Anybody that wants to run some serious tests on the patch can contact me when they see me in the lobby online. I will be up for it.

I stayed away from online gaming after it became a battle just to join a server. If thats fixed I will be very happy.

Whilst we are dealing with the bugs it is important to remember that MTW is a very fine strategy game and the bugs that exist wont change that.

Giskard

[This message has been edited by giskard (edited 11-08-2002).]

[This message has been edited by giskard (edited 11-08-2002).]