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adamus
12-09-2005, 15:38
See http://www.totalwar.com/community/Romereadme.htm.

RTW will patch to 1.5 and BI to 1.6

Three cheers for CA!

Antagonist
12-09-2005, 16:03
Nice news, but where does it say anything about a release next week?


The Gauls can no longer recruit Naked Fanatics as they no longer have farming-related shrines and temples.

Huh? What's the rationale behind this? Aren't the Gauls considered to be underpowered anyway? Why weaken them further?

On the other hand:

Saved games from version 1.2 will work in version 1.5. A couple of other problems with saved games have also been fixed to prevent crashes.

Yay ~:cheers: I have a couple of really interesting 1.2 campaigns that I'd love to play with all the improvements of the patches.

Antagonist

TinCow
12-09-2005, 16:13
We have fixed crash where settlement recruitment queue for rebellions was exceeding max size.

Is this what was causing the Romano-British emergence crash?

IceTorque
12-09-2005, 16:26
Excellent news. ~:cheers:

Duke John
12-09-2005, 16:26
Improvements have been made to the AI when orchestrating Skirmish Maneouvres.
:medievalcheers:

Syxx_Killer
12-09-2005, 16:50
This is indeed great news. :jumping: I am looking forward to playing the game again. I have only played version 1.3 briefly. Hopefully 1.5 will be a winner.:duel::charge:

gardibolt
12-09-2005, 17:23
I expect life will be much harder as a barbarian tribe now that the Roman AI will actually heave its pila at you instead of standing there like doofuses.

Oh, and the "early next week" comes from The Shogun:

http://p223.ezboard.com/fshoguntotalwarfrm7.showMessage?topicID=32219.topic

Mouzafphaerre
12-09-2005, 17:30
.

We have fixed the “memory leak” slowdown issue that was seen when playing the campaign map for prolonged periods.
:elephant: :medievalcheers: :balloon3:
.

Ludens
12-09-2005, 21:23
:medievalcheers: to CA!


Huh? What's the rationale behind this? Aren't the Gauls considered to be underpowered anyway? Why weaken them further?
Because the Gauls don't have farming temples to start with. They can still recruit the Fanatics in the usual places.

gardibolt
12-09-2005, 21:32
Then why does it say that Gaul can't recruit fanatics?

Ludens
12-09-2005, 21:42
Then why does it say that Gaul can't recruit fanatics?
I don't know. Perhaps the writer meant the temple of battleforge? Then it would make sense. In that case, yes, Gaul would lose a unit, but one that I never was fond of.

drone
12-09-2005, 21:43
Looks like it might be time for me to try Rome:TW all over again. Cheers to CA, and kudos for supporting both the vanilla and x-pack with these patches. ~:cheers: ~:cheers: ~:cheers:

I wonder if they incorporated player1's fixes into the patch....

Barbarossa82
12-09-2005, 22:21
So are these in addition to the main patch due to be released in mid-January? Or has the date been brought forward? ~:confused:

Red Harvest
12-09-2005, 22:27
.

We have fixed the “memory leak” slowdown issue that was seen when playing the campaign map for prolonged periods.
:elephant: :medievalcheers: :balloon3:
.

Yeah, so much for the "there is no memory leak" crowd. ~:joker:

Red Harvest
12-09-2005, 22:32
Improvements have been made to the AI when orchestrating Skirmish Maneouvres.

Yep, that one really caught my attention. If they have truly addressed this in a meaningful way, the game could be a lot more challenging on the battlefield (and as a result on the strategy map.) I'll be keeping my fingers crossed. They did make some improvements to FF afterall in previous patches...

Seeing as they also appear to have addressed some of the FAW and pila problems, the AI should have a much better chance. Wonder if they've made it more likely to use its warcry as well?

Seasoned Alcoholic
12-09-2005, 22:42
See http://www.totalwar.com/community/Romereadme.htm.

RTW will patch to 1.5 and BI to 1.6

Three cheers for CA!

Looks like more long winter's nights will be spent converting modded version 1.3 upto 1.5 ~:rolleyes:

Viking
12-09-2005, 23:01
So are these in addition to the main patch due to be released in mid-January? Or has the date been brought forward? ~:confused:

Huh? Another patch?

aw89
12-09-2005, 23:34
So are these in addition to the main patch due to be released in mid-January? Or has the date been brought forward? ~:confused:

If you are talking about the quote from the other patch thread, it was an error. He quoted shoqun about 1.2, not 1.5 (and 1.6).

Red Harvest
12-09-2005, 23:40
Crap, I see major trouble ahead in this part of the readme: "You need to upgrade your version of RTW to version 1.3 before you install the 1.5 patch. If you do not, the patching process will not work and your game is unlikely to function"

Since uninstalls/reinstalls and repatching are notoriously buggy with RTW...it might not be possible for me to actually get this working. ~:rolleyes: I was hoping for the "all in one."

Epistolary Richard
12-09-2005, 23:52
I'm interested in knowing whether this is going to fix the map.rwm regeneration for BI so we add new buildings.

Barbarossa82
12-10-2005, 00:07
If you are talking about the quote from the other patch thread, it was an error. He quoted shoqun about 1.2, not 1.5 (and 1.6).

Ah, I see, thanks. Well in that case, ~:) that the patch is going to be out so early, but ~:mecry: that there are so many bugs identified by the community not mentioned in that readme. Let's hope they make it in as "minor changes".

Kaldhore
12-10-2005, 01:46
Good one dude and one in the eye of blizzard lovers !

hrvojej
12-10-2005, 05:44
Looks like more long winter's nights will be spent converting modded version 1.3 upto 1.5 ~:rolleyes:
Maybe, but maybe not. From the looks of this, they have made only minor changes to the units and buildings txt files (and only the changes that I already implemented anyway), so I guess I can just copy my modded files over 1.5. A lot of other things mentioned look like they might be in the exe.

OTOH, it would of course be useful to have a complete list of what files are modified with this patch in the readme...

Red Harvest
12-10-2005, 05:56
Not many modders seem to have spent much time on 1.3. People did it for their personal modding, but not for the hosted mods type projects. It was fairly easy to see that 1.3 was badly enough flawed that it would not be a final version of the game and therefore was not worth the effort to update. Hopefully, 1.5 will be. It has a lot of potential. Of course, I've been saying that since RTW's release--this time I hope more of the potential is unlocked.

Zatoichi
12-10-2005, 10:01
As I said in the other patch thread, I'm interested to see what the 'large number of changes to the balance of the game in response to the extended play that has been done by forum users' will entail - a tad more detail on this would be appreciated.
I must say that the idea of facing a WRE/ERE battle line made up of plumbitari now sounds like it might be as dangerous as it was intended to be, which can only be a good thing.
~:cheers:

teja
12-10-2005, 12:54
I am looking forward to many rebalanced issues and a few upgrades :)

Garvanko
12-10-2005, 13:11
Nothing in the patch about fixing the Scipii.

aw89
12-10-2005, 14:06
Whats wrong with the scipii?

TB666
12-10-2005, 14:12
Whats wrong with the scipii?
I think it is about them not expanding but that have been fixed if you read the read-me.

Divine Wind
12-10-2005, 14:13
Whats wrong with the scipii?

I think it was something to do with Scipii never expanding further than Sicily and there main base in Italy. This could only be rectified by saving and loading up the game again, but after 1 turn they stop boarding boats again.

Kraxis
12-10-2005, 14:49
I think it is about them not expanding but that have been fixed if you read the read-me.
Lets hope that this...

AI-controlled factions will now make proper use of ships.
...means that the problem is fixed.

TB666
12-10-2005, 15:44
Lets hope that this...

...means that the problem is fixed.
Well since scipii and brutii can only expand by using ships then the problem must be there.
Atleast that is what I have read from the bug-report(haven't played RTW since I got BI so I haven't seen the problem yet)

Shoraro
12-10-2005, 16:36
Huzzah...no more Huns calling me Strategos ~:)

Very interested in how battles against Roman AI play out now. Might make early Roman Hastati heavy armies a bit more dangerous.

Seasoned Alcoholic
12-10-2005, 17:23
Improvements have been made to the AI when orchestrating Skirmish Maneouvres.

AFAIK, you will get a CTD anytime you face roman_velites in RTW v1.3. Has anyone else encountered this? I've had a look at descr_model_battle.txt, and it looks as though there are couple of things that cause this CTD. Replaced this section of the text with an older version, and things are now working fine, no more CTDs.

Here are both sections of the text, note that the second section (containing the potential bugs) has been edited out of the game using semicolons (;).


type roman_velite
skeleton fs_semi_fast_javelinman, fs_semi_fast_dagger ; throwing spear/javelin & short sword
indiv_range 40
texture romans_julii, data/models_unit/textures/unit_roman_peasant_julii.tga
texture romans_brutii, data/models_unit/textures/unit_roman_peasant_brutii.tga
texture romans_scipii, data/models_unit/textures/unit_roman_peasant_scipii.tga
texture romans_senate, data/models_unit/textures/unit_roman_peasant_senate.tga
texture slave, data/models_unit/textures/unit_roman_peasant_slave.tga
model_flexi data/models_unit/unit_roman_velite_high.cas, 8
model_flexi data/models_unit/unit_roman_velite_med.cas, 15
model_flexi data/models_unit/unit_roman_velite_low.cas, 30
model_flexi data/models_unit/unit_roman_velite_lowest.cas, max
model_sprite slave, 60.0, data/sprites/slave_roman_velite_sprite.spr
model_sprite romans_senate, 60.0, data/sprites/romans_senate_roman_velite_sprite.spr
model_sprite romans_scipii, 60.0, data/sprites/romans_scipii_roman_velite_sprite.spr
model_sprite romans_brutii, 60.0, data/sprites/romans_brutii_roman_velite_sprite.spr
model_sprite romans_julii, 60.0, data/sprites/romans_julii_roman_velite_sprite.spr
model_tri 400, 0.5f, 0.5f, 0.5f

;type roman_velite_temp
;skeleton fs_fast_javelinman, fs_fast_dagger ; throwing spear/javelin & short sword
;indiv_range 40
;texture romans_julii, data/models_unit/textures/unit_roman_peasant_julii.tga
;texture romans_brutii, data/models_unit/textures/unit_roman_peasant_brutii.tga
;texture romans_scipii, data/models_unit/textures/unit_roman_peasant_scipii.tga
;texture romans_senate, data/models_unit/textures/unit_roman_peasant_senate.tga
;texture slave, data/models_unit/textures/unit_roman_peasant_slave.tga
;model_flexi data/models_unit/unit_roman_velite_high.cas, 8
;model_flexi data/models_unit/unit_roman_velite_med.cas, 15
;model_flexi data/models_unit/unit_roman_velite_low.cas, 30
;model_flexi data/models_unit/unit_roman_velite_lowest.cas, 40
;model_sprite slave, 60.0, data/sprites/slave_roman_velite_sprite.spr
;model_sprite romans_senate, 60.0, data/sprites/romans_senate_roman_velite_sprite.spr
;model_sprite romans_scipii, 60.0, data/sprites/romans_scipii_roman_velite_sprite.spr
;model_sprite romans_brutii, 60.0, data/sprites/romans_brutii_roman_velite_sprite.spr
;model_sprite romans_julii, 60.0, data/sprites/romans_julii_roman_velite_sprite.spr
;model_tri 400, 0.5f, 0.5f, 0.5f

[EDIT:]I've highlighted in bold where the code changes between the latest and original

Red Harvest
12-10-2005, 20:27
Huh? I've never had a CTD versus velites in 1.3.

There might be some sort of issue with the max LOD range, but the skeletons work fine elsewhere.

player1
12-10-2005, 21:18
Interesting that many of the listed fixes were previously incorporated in Bug-fixer.

That's good sign.
Tumps up!


P.S.
I hope there will be no need for new bug-fixers anymore...

Seasoned Alcoholic
12-10-2005, 21:34
Huh? I've never had a CTD versus velites in 1.3.

There might be some sort of issue with the max LOD range, but the skeletons work fine elsewhere.

Referring back to the code, which section is your roman_velite properties (in d_m_b.txt) similar to? Or is it completely different to what I've displayed?

I was puzzled myself earlier when the game kept CTD everytime a Roman army containing velites was faced. Crashed just before it loaded up to the battlefield. Managed to work out which was the offending unit by testing all units (from both armies) one-at-a time in custom battles.

Kaldhore
12-12-2005, 08:29
Interesting that many of the listed fixes were previously incorporated in Bug-fixer.

That's good sign.
Tumps up!


P.S.
I hope there will be no need for new bug-fixers anymore...

Can you patch right over your game if you installed the bug fixer?
Or will a reinstall be a must>?

player1
12-12-2005, 13:44
Bug-fixer is supplied with Original Data folder, with backup of original files that got overwritten with bug-fixer.
Use them to replace bug-fixer files and you get clean 1.3/1.4 version. No need to reinstall.

Zatoichi
12-12-2005, 17:43
This just in from Shogun of .com fame regarding ETA of patch:

Should be live in the next 48 hours absolute tops. I will put the link up as soon as I have it!

Linky: http://p223.ezboard.com/fshoguntotalwarfrm7.showMessage?topicID=32268.topic

Viking
12-12-2005, 18:51
I didn`t see anything about AI and religion. I take it that they didn`t fix it. :embarassed:

Red Harvest
12-12-2005, 20:24
Referring back to the code, which section is your roman_velite properties (in d_m_b.txt) similar to? Or is it completely different to what I've displayed?

I was puzzled myself earlier when the game kept CTD everytime a Roman army containing velites was faced. Crashed just before it loaded up to the battlefield. Managed to work out which was the offending unit by testing all units (from both armies) one-at-a time in custom battles.

My section looks just like yours (not the temp section.)

If it is crashing on you then something is wrong with one of the velites files. Could be that you have a corruption in one of the models, or the skeleton. Do velites crash for all four factions? Or only one of them. If it is just one, then it is either the sprite or texture. If it is all four then it is the model or skeleton.

Skeleton seems unlikely though, because other units use the same skeleton.

adamus
12-13-2005, 12:45
AFAIK, you will get a CTD anytime you face roman_velites in RTW v1.3. Has anyone else encountered this? I've had a look at descr_model_battle.txt, and it looks as though there are couple of things that cause this CTD

I'm pretty sure that this is the offending line:


;model_flexi data/models_unit/unit_roman_velite_lowest.cas, 40

It should read "max" instead of 40

Red Harvest
12-13-2005, 18:40
I'm still trying to figure out where his 40 came from. It wasn't like that in the raw patch file.

fallen851
12-14-2005, 02:35
When is this patch coming out? Like sometime this week?

Red Harvest
12-14-2005, 02:46
When is this patch coming out? Like sometime this week?

Shogun/Jerome said some time in the next 48 hours...about 36 hours ago. Very soon.

red comyn
12-14-2005, 07:41
Shogun/Jerome said some time in the next 48 hours...about 36 hours ago. Very soon.

anyone else getting that excited tingling feeling :san_laugh:

Ilsamir Lord
12-14-2005, 08:23
I got that right now! I really want to continue my Julii campaign from 1.2!