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View Full Version : Patch release date confirmed.



Wandarah
12-14-2006, 14:41
http://www.totalwarblog.com/

Tommorow! Nice one. Interesting to hear about the developments for Update 2 as well.

Thought I'd crosspost to earn some brownie points, since Econ has punished me for being awesome.

FrauGloer
12-14-2006, 14:56
Nice! :2thumbsup:

... I never noticed Scotland being that passive; in all my campaigns (except for my English one, obviously) it was always Scotland that took York and Wales, never England. Come to think of it, I've never seen AI-controlled England do anything whatsoever... :dizzy2: The French always beat them to Rennes and they don't bother to take Bruges until the Danes have it. In my HRE campaign I went as far as taking all of western France from the French and gifting it to England, but still they were utterly passive... oh well, I guess they'll have a look into it, which is good. :2thumbsup:

btw... Huzzah for the Unpacker!! :2thumbsup:

Test112345
12-14-2006, 15:21
i dont want cavalry to be weaker more consistently :(

Basileus
12-14-2006, 15:27
Too bad they could not fix the 2h axemen this patch, i guess we have to wait 2more months so that we can use those units :D, oh and i hope with the patch tomorow the ai will start kicking my ass heh..

Bijo
12-14-2006, 15:35
*Macho Man Randy Savage voice* Oh YEAAAH!


Good stuff. Even better 'cause I heard today I could take a day off tomorrow 'cause there ain't much to do then. I can then test this new baby :)

Bob the Insane
12-14-2006, 15:44
i dont want cavalry to be weaker more consistently :(


I don't think he meant consistantly weaker...

I think he means that overall the charge will be weaker but you will more consistantly be able to do full charges rather than the 10% charge thing...

It is not really the thread for a discussion but you have to admit that the heavy cavalry charge as it is now, when done right, is a little excessively powerful. I mean you can wipe out a Spear militia unit almost to a man with single head on charge with the spear unit facing your cavalry, stationary and in good order...

SIGGE
12-14-2006, 15:44
AWW YEAH! Great, and it's friday which means I can fully enjoy this game again until midnight yayy!

JR-
12-14-2006, 15:45
ace news.

Kraxis
12-14-2006, 15:51
I don't think he meant consistantly weaker...

I think he means that overall the charge will be weaker but you will more consistantly be able to do full charges rather than the 10% charge thing...

It is not really the thread for a discussion but you have to admit that the heavy cavalry charge as it is now, when done right, is a little excessively powerful. I mean you can wipe out a Spear militia unit almost to a man with single head on charge with the spear unit facing your cavalry, stationary and in good order...
I will have to agree with you. I read it as charges being easier to carry out (less cohesion problems) but generally weaker (so we don't get any more of the Khazaks wiping out Armoured Sergeants).

Doug-Thompson
12-14-2006, 15:59
Too bad they could not fix the 2h axemen this patch, i guess we have to wait 2more months so that we can use those units :D, oh and i hope with the patch tomorow the ai will start kicking my ass heh..


Maybe I misread the blog post, but by "stronger" two-handed units, surely he meant "fixed."

madchoochter
12-14-2006, 16:02
I'll be glad of a more aggressive Scotland in 1.2. The generals of my homeland just stand there. :furious3: They sometimes take Inverness or try for Dublin but otherwise just hang out outside Edinburgh. Maybe there's a brothel out there and they're having too much fun for 200 years!

Looks like the 2h bug will be fixed in 1.2 as well if "stronger 2-handed axe men and billmen" is anything to go by.

Can't wait for tomorrow. Finally damn merchants will work properly.

Shahed
12-14-2006, 16:03
Hmmf I'm gonna have to restart my campaign again.. tomorrow.

Stuie
12-14-2006, 16:13
Hmmf I'm gonna have to restart my campaign again.. tomorrow.

Same here... guess I'll just mess around with my England campaign tonight and then get serious once the patch is out.

Quillan
12-14-2006, 16:16
I'm sure he did mean fixed, but that's update 2, not the first patch.

Bijo
12-14-2006, 16:20
Is there no way at all to somehow implement the patch fixes into your currently existing savegames?

Quillan
12-14-2006, 16:23
That depends. In some patches the savegames are compatible, while in some they aren't. If I remember correctly with RTW, 1.1 and 1.2 saves were compatible with 1.0, however you couldn't use earlier saves with 1.3 because of some change in the files.

Doug-Thompson
12-14-2006, 16:27
I'm sure he did mean fixed, but that's update 2, not the first patch.


Ah. I did misread it. My bad.

danfda
12-14-2006, 16:29
I'm sure he did mean fixed, but that's update 2, not the first patch.

Aww crap, you're right. Bah! I knew I was overly excited. I guess I'll settle for two smaller presents instead of one big one then.

Kraggenmor
12-14-2006, 16:33
woo-hoo! I'm pretty sure Santa has the game all tucked away in his sack for me so, you guys be sure to give the patch a good and thorough shakedown:whip: so it's ready for me to use come Christmas. :laugh4:

Darth Nihilus
12-14-2006, 16:49
Nice! I've been awake only 5 mins......what a great way to start the day:beam:

Cheetah
12-14-2006, 16:57
Too bad they could not fix the 2h axemen this patch, i guess we have to wait 2more months so that we can use those units :D, oh and i hope with the patch tomorow the ai will start kicking my ass heh..

You can use them right now, there is nothing wrong with them. I am using 2h axemen in MP and they work fine.

Cheetah
12-14-2006, 17:02
Maybe I misread the blog post, but by "stronger" two-handed units, surely he meant "fixed."

I am sure he meant stronger, as there is nothing to be fixed in this case. 2h axemen work fine. And I am not even sure that it is a wise idea to make them stronger considering that they are in general lot cheaper than the standard sword units.
Making 2h axemen work vs cavs will surely overpower them, no one would use anything else, and why would they if 2h axemen are cheaper then swords or spears and can beat up anything including swords, spears, cavs?

Quillan
12-14-2006, 17:04
There is something very wrong with them. Take a unit of any of the 2h axe troops (heavy billmen, tabardariyya, varangian guard, berdiche axemen, or such) and charge a unit of Danish scouts (probably the weakest cav unit). They'll kill a lot in the charge. Now watch the rest of the fight. They'll kill no more than 5 for the remainder of the fight, because the only figure that will actually attack is the unit commander model. The regular troops don't swing against mounted troops. Example from my Byzantine campaign: Mongol horse archers vs Varangian guard in hth combat. There was no charge, as the varangians were on the flank of troops holding a bridge and the mongols just spilled over. Mongol HAs killed 76. Varangian guard killed 0...

Cheetah
12-14-2006, 17:19
There is something very wrong with them. Take a unit of any of the 2h axe troops (heavy billmen, tabardariyya, varangian guard, berdiche axemen, or such) and charge a unit of Danish scouts (probably the weakest cav unit). They'll kill a lot in the charge. Now watch the rest of the fight. They'll kill no more than 5 for the remainder of the fight, because the only figure that will actually attack is the unit commander model. The regular troops don't swing against mounted troops. Example from my Byzantine campaign: Mongol horse archers vs Varangian guard in hth combat. There was no charge, as the varangians were on the flank of troops holding a bridge and the mongols just spilled over. Mongol HAs killed 76. Varangian guard killed 0...

Why do you expect your VG or tabardariyya slaughter horses? Of course I understand that people would expect more kills than 0 :laugh4: and I would not mind if 2h axes would be just a slightly (but indeed very slightly) better vs horses. However, from the gamebalance point of view you dont want a unit that costs 490 (tabardariyya) to be able to beat up everything because why would anyone use anything else? At the moment 2h axemen are good vs swords and spears, they can make a draw vs more expensive units. In MP I got 40-50 kills with my tabardariyya and I was rushed. That is not bad for a unit that costs 490 compared to the cost of dismounted CK (630), right? Obviously given their cheap price they need to have a weakness. CA decided that cavs should be their bane. It is fine with me. Perhaps CA overemphasised this weakness, and definitely left it unexplained. I am still waiting for someone from CA to show up and state it clearly that it is not a bug (or state it clearly if it is indeed a bug).
The point is that just beacuse things dont work as you expect, it does not mean that it is a bug. It can be a different balance system (and I would vote for this option atm). You have to experiment and try to understand the big picture before declaring that this or that thing is a "bug".

RZST
12-14-2006, 17:26
so the lack of animation on 2h axe units are considered "features"?

i doubt they are.

Jambo
12-14-2006, 17:34
Cheetah, I see where you're coming from, but the fact of the matter is 2-handed axes don't attack cav after the charge. Play a custom battle using a weak horse unit and walk up to an AI varangian guard unit and watch how the battle unfolds if you don't believe us. Versus infantry the issue's not so drastic and for their price it probably suffices as it is for MP.

Betito
12-14-2006, 17:35
I like to see that there's an improvement in CA's customer care. Definitely, the idea of having blogs to keep the comunity updated was a good idea.


This makes me want to have my new comp and MTW2 even more!!~:(
(So far, all my knowledge comes from the org and a friend who has it)

Bongaroo
12-14-2006, 17:35
Nice! I've been awake only 5 mins......what a great way to start the day:beam:

lol, so instead of your morning world news, you look forward to your morning total war news? niiiice

oh, and woo hoo! too bad about them not fixing the 2handers this round though.

Cheetah
12-14-2006, 17:39
so the lack of animation on 2h axe units are considered "features"?

i doubt they are.

What do you mean by lack of animation? When they face sword/spear units they fight ok.

Also, of course I cannot be sure that this is a "feature" or not. That is why I am missing the CA guys making a clear statement.
However, I think that we should be a bit more openminded trying to understand the whole system, instead of judging isolated issues based on our expectations.

RZST
12-14-2006, 17:46
THEY DONT MOVE AFTER A CHARGE!
THEY DONT MOVE AFTER A CHARGE!
THEY DONT MOVE AFTER A CHARGE!
THEY DONT MOVE AFTER A CHARGE!
THEY DONT MOVE AFTER A CHARGE!

that clear enough for ya?

Quillan
12-14-2006, 17:47
I don't expect them to slaughter horses, but I do expect them to fight effectively. Even peasants would have caused more casualties than my VG unit did! I had a city fight in Jerusalem once, my dismounted chivalric knights against a unit of tabardariyya. Yes,I would expect the 700 florin unit to beat the just under 500 florin unit, but both units started at 90 men, and it was a countercharge situation. I had 75 men left, they routed with 30. Out of the 15 I lost, 10 were lost in the charge. I expect them to make a better show of the fight.

RZST
12-14-2006, 18:09
better yet, try this.

BYZ vs SCOT
Varangian Guard VS Border Guard (or whatever the cheapest scot horse it)

dont even charge, just sit there and accept the BYZ charge. watch the battle. see who wins.

the scots on my playtime only died during the initial charge, like 10 of em.

Jagger
12-14-2006, 18:31
The blog states that 2 hnded axemen are fixed....

"less devastating gunpowder units and last but not least, stronger 2-handed axe men and billmen."

http://www.totalwarblog.com/

So did anyone actually read the blog? :dizzy2:

Faenaris
12-14-2006, 18:35
The blog states that 2 hnded axemen are fixed....

"less devastating gunpowder units and last but not least, stronger 2-handed axe men and billmen."

http://www.totalwarblog.com/

So did anyone actually read the blog? :dizzy2:

Aye, they are fixed, but they were talking about update 2:


As a teaser for Update 2, we’re currently playing with some of the fixes and tweaks and have to say, you will absolutely love the more aggressive Scotland and Mongol campaign AI, more naval assaults, an even more consistent less powerful cavalry charge, less devastating gunpowder units and last but not least, stronger 2-handed axe men and billmen.

And with regard to the patch news:

[Joecartoon.com George Hemp Voice] Oooowwww, yeaaaaaaaah! Shame that the 2-handed fix isn't included, but I'll just adapt the animations myself until the next update.

Jagger
12-14-2006, 19:03
I guess I am the one that didn't read the blog....:embarassed:

I am using Lusted animation patch for the axemen/bills, etc. So not too big a deal for me.

Faenaris
12-14-2006, 19:05
I guess I am the one that didn't read the blog....:embarassed:

I am using Lusted animation patch for the axemen/bills, etc. So not too big a deal for me.

Hehe, no sweat, I had misread the blog too the first time. ~:) And I'm doing the same as you: using Lusted's Fix for the billmen/axemen.

Bijo
12-14-2006, 19:35
The blog states that 2 hnded axemen are fixed....

"less devastating gunpowder units and last but not least, stronger 2-handed axe men and billmen."

http://www.totalwarblog.com/

So did anyone actually read the blog? :dizzy2:
I've read the blog and it doesn't say 2-handed axemen and billmen are fixed. "less devastating gunpowder units and last but not least, stronger 2-handed axe men and billmen." The only thing that it's saying is that 2-handed axemen and billmen are stronger. It's not the same as being fixed. Simple logic.

Shadow_Wolf33
12-14-2006, 20:11
booo @ gunpowder units being nerfed. Hopefully I'll be able to un-nerf them, because I like them actually being able to KILL something on the battlefield...heck, some I'd say could even stand to be improved. Mortars for one should be killing more than 1-2 guys when they land smack dab in the middle of a formation.

Bob the Insane
12-14-2006, 20:40
booo @ gunpowder units being nerfed. Hopefully I'll be able to un-nerf them, because I like them actually being able to KILL something on the battlefield...heck, some I'd say could even stand to be improved. Mortars for one should be killing more than 1-2 guys when they land smack dab in the middle of a formation.


Well update 1 has:

"-Fixed gunpowder units being stuck reforming"

Some maybe the gunpowder units will get extra uber after tomorrows update and they are already planning to tone them down again?? Just guessing..

Bongaroo
12-14-2006, 20:43
Agreed that the motor round should be explosive, scattering a dozen or so tightly packed troops into the air and possibly giving some shock to knock a larger ring of troops into disarray. would be an awesome sight.

Barry Fitzgerald
12-14-2006, 20:57
I think CA are getting carried away on their own PR stuff....

You will love...etc...

What I would love is this!

Proper AI that doesnt cheat...and has some sense.
A challenge in battles..(AI again)
Pick faction heir
Option to start campaign early, middle or late period..
Real years not turns..and option for slower paced games
Glorious achievements..bring em back
Regional units....we want them NOW!

I am hard to please...the only way it should be! lol

Whacker
12-14-2006, 21:01
booo @ gunpowder units being nerfed. Hopefully I'll be able to un-nerf them, because I like them actually being able to KILL something on the battlefield...heck, some I'd say could even stand to be improved. Mortars for one should be killing more than 1-2 guys when they land smack dab in the middle of a formation.

Aff Star Captain Wolf, I couldn't agree more. Later gunpowder units, while relatively inaccurate, caused a lot of damage whenever a shot managed to hit. If they're going to nerf the damage, they should at least increase the moral hit by a good margin to compensate.

RE: The two-hander discussion, stinks that it's not fixed, but at least we have a reasonably-well working temp fix thanks to some talented researchers. In fact, I would go as far as to say that if anything this just solidifies in my mind the need for a bug-fixer type effort for M2. Is player1 still around? We could use his mythical skills about now methinks.

Also, I'd like to reiterate Kraxter's idea about patching. Having a decent number of frequent patches is preferable, in our opinion at least, to a small number of large patches that are few and far between. Having to wait a few months or more at a go while sitting on some of the more noticable bugs really stinks, like the 2-handers. Given there's a fix, but invariably there's going to be some that won't have workarounds, and will annoy some of us more than others. :grin:

Cheers!

Hochmeister
12-14-2006, 21:11
What do you mean by lack of animation? When they face sword/spear units they fight ok.

Also, of course I cannot be sure that this is a "feature" or not. That is why I am missing the CA guys making a clear statement.
However, I think that we should be a bit more openminded trying to understand the whole system, instead of judging isolated issues based on our expectations.

I think you make a good point for traditional "axemen" who should be disadvantaged against cavalry but surely not the famous Billmen who afaik their weapon was designed to "hook" armoured Knights from their mounts??

ScrapTower
12-14-2006, 21:29
Aff Star Captain Wolf, I couldn't agree more. Later gunpowder units, while relatively inaccurate, caused a lot of damage whenever a shot managed to hit. If they're going to nerf the damage, they should at least increase the moral hit by a good margin to compensate.

I have said this more than once so please forgive me...

The first canon (bombards) were used in siege warfare no earlier than 1314, and the first muskets entered battle around 1550. Lances, pikes, and swords were still the weapons of choice at the beginning of the Thirty Years War... (1618).
Not to mention the first muskets were heavy, slow to reload and and could not be fired without a rest.

The effectivness of gunpowder units historically sucked untill the 1600's. IMO the gunpowder units detract from the medieval setting and tactics.

Whacker
12-14-2006, 22:28
Let me prefix this by stating that in principle, I actually agree with your opinion on gunpowder. Some people like it, others think it's ok, others don't want to deal with it. I'm somewhere in the middle, it's ok to dabble with, but I prefer traditional non-gunpowder battles and combat by a good margin.

That said....


and the first muskets entered battle around 1550.
Muskets yes, but arquebusiers and the older "gonnes" were all in use in some shape or form since 1300 or so.


Not to mention the first muskets were heavy, slow to reload and and could not be fired without a rest.
IIRC this is not true. Earlier firearms predating the musket were indeed large and required stands, but the first true muskets were used and fired without stands. I also think that most later Arquebusier-type firearms did not require stands.


The effectiveness of gunpowder units historically sucked untill the 1600's.
That's somewhat subjective, but towards the latter years not true. Yes it's true that earlier firearms were incredibly inaccurate and relatively weak, hence the practice of selling plated armor that was "pre-dented" from firing test shots at it. The later 15th century firearms though had improved to the point where enough energy was imparted to the shot that it could penetrate armor quite readily. Not to mention it still scared the crap out of men and horses even though it's use was common. Accuracy though, was another thing entirely. :grin:


IMO the gunpowder units detract from the medieval setting and tactics.
I somewhat agree and disagree, as stated above. :grin: One things for sure, they definitely aren't going to get dropped, if anything I imagine that our next expansion is probably going to be more forward in time, towards the Renaissance.

:focus:

Sapster, if you read this, what are you plans for handling the bug list? Are you going to just strike-through any bugs/items fixed and what patch they were fixed in (and that we verified)? Whichever way you choose, I would offer that leaving things in the list is a good thing, as RTW showed sometimes things came back to haunt us even after they were "resolved". :grin:

Cheers!

Lorenzo_H
12-14-2006, 22:55
woooooo patch!

Biggus Diccus
12-14-2006, 23:57
CA decided that cavs should be their bane. It is fine with me. Perhaps CA overemphasised this weakness, and definitely left it unexplained. I am still waiting for someone from CA to show up and state it clearly that it is not a bug (or state it clearly if it is indeed a bug).

CA didn't state it clearly because they are too embarrassed that this error made it to the final game :clown:

I'll be using Lusteds mod till next update, so no sweat for me. Lets just hope we don't need it after update 2....

Oldgamer
12-15-2006, 04:34
Concerning the 2-handed problem ...

I'm using Lusted's mod, and last night, I saw something I've never seen before. In an action against rebel armored sergeants in Bruge, I closed in on a fight between one of my billmen and the enemy. After a long exchange of blows, the billman got in a blow against the rebel's chest, who then closed his stance into a defensive posture. Then, the billman reached down and hooked the man's legs, and pulled them out from under him. Naturally, he fell on his back. In another second, the billman and one of his mates hacked and stabbed him, respectively.

Until CA fixes this problem, Lusted has a temporary solution!

Cheetah
12-15-2006, 05:13
THEY DONT MOVE AFTER A CHARGE!
THEY DONT MOVE AFTER A CHARGE!
THEY DONT MOVE AFTER A CHARGE!
THEY DONT MOVE AFTER A CHARGE!
THEY DONT MOVE AFTER A CHARGE!

that clear enough for ya?

Well, they do move but they dont kill. Have you asked yourself the question that why they dont kill?

Cheetah
12-15-2006, 05:19
I don't expect them to slaughter horses, but I do expect them to fight effectively.

Effectively against whom? The very idea of the RPS system is that a given unit type is effective vs some yet ineffective vs others. It seems that axemen are not supposed to do well vs horses, CA might have overdone this effect but it might be more of a balancing issue then a bug (though it is definitely counter intuitive in case of billmen, as they were anti-cav units in MTW).

BigTex
12-15-2006, 05:25
Effectively against whom? The very idea of the RPS system is that a given unit type is effective vs some yet ineffective vs others. It seems that axemen are not supposed to do well vs horses, CA might have overdone this effect but it might be more of a balancing issue then a bug (though it is definitely counter intuitive in case of billmen, as they were anti-cav units in MTW).

Sure they shouldnt dominate cavalry. But they should at least be able to attack them. Currently in the state the animation is in the axemen billmen n other's can't even swing at a cavalry unit, let alone kill it.

Polaxemen and billmen on the other hand should be capable of decimating standing cavalry units after a charge.

screwtype
12-15-2006, 06:35
...and the first muskets entered battle around 1550. Lances, pikes, and swords were still the weapons of choice at the beginning of the Thirty Years War... (1618).
Not to mention the first muskets were heavy, slow to reload and and could not be fired without a rest.

The effectivness of gunpowder units historically sucked untill the 1600's. IMO the gunpowder units detract from the medieval setting and tactics.

How about that. That is just how Imperialism II plays!

The more I've found out about that game, the more I admire the guys who put it together.