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peri
12-15-2006, 12:39
http://p223.ezboard.com/fshoguntotalwarfrm55.showMessage?topicID=11702.topic

Enjoy

Moderator edit: Some advice on installation - to install the patch, unzip it and then run the .exe. It will ask you for a directory - choose or make a temporary one, because this is for the extracting the patch installing (it is not asking for your M2TW directory). When you have extracted the installer, run the setup file and it will automatically locate your M2TW directory and update it.[/i]

nokem
12-15-2006, 12:42
And for comic relief while you wait for the download, read all 12 pages of the "Where is the £$%ing patch" thread on the official totalwarforum.

Whacker
12-15-2006, 12:43
And for comic relief while you wait for the download, read all 12 pages of the "Where is the £$%ing patch" thread on the official totalwarforum.

That's a good question. Right now it's showing as "not available yet" for me. :wall::wall::wall::wall:

lecnac
12-15-2006, 13:06
it works now. Installiiiing!

Silvio Dante
12-15-2006, 13:08
Yep, working for me too now. :)

Heinrich VI
12-15-2006, 13:08
please, please with cherry on top - could someone of you lucky ones please upload the patch to rapidshare or another file hosting site? because the link to gamershell says - file not available.

peri
12-15-2006, 13:10
I would but I dont know how to

Husar
12-15-2006, 13:13
Downloading from their dutch multikabel server, less than a minute.:2thumbsup:

Heinrich VI
12-15-2006, 13:13
no problem there mate its available now! it wasnt when i checked it for hmm around the last 40 minutes :P downloading the english patch as we speak:

http://www.gamershell.com/download_16914.shtml

http://med2.sega-europe.com/MIITW_P_Update1_EN.exe

Xiom
12-15-2006, 13:17
works for non-english versions ?

TB666
12-15-2006, 13:21
did a few custom battles, it seems the unit cohesion bug is fixed.
I tried 3 rank formation and 7 rank formation and not one rank stood back.:2thumbsup:

Xiom
12-15-2006, 13:23
sorry look here for all non english versions
http://www.gamershell.com/search/index.html?q=medieval+2&x=&y=

Ethelred Unread
12-15-2006, 13:26
Well thank god I'm working from home today.

Now just at home, no more work for me.

JR-
12-15-2006, 13:42
me too, just need lusted s mod no0w.

Daveybaby
12-15-2006, 13:45
Ethelred, SEE ME IN MY OFFICE FIRST THING MONDAY MORNING!.

chunkynut
12-15-2006, 13:53
Where are the patch notes? I would like to see what they've done :book:

madchoochter
12-15-2006, 13:56
Where are the patch notes? I would like to see what they've done :book:

They released them the other day. Check the post on the blog for the 13th Dec.

http://www.totalwarblog.com

Naefen
12-15-2006, 13:57
Top priority when I get home:laugh4:

daffius
12-15-2006, 14:05
For some of us working, would it be possible for someone to copy paste the content of the blog? As the darn security roles prohibit certain pages at work :inquisitive:

Thanks

madchoochter
12-15-2006, 14:06
The Sega Europe link for the english version is very slow - 14k/s. You might want to try another site unless it speeds up a bit.

JFC
12-15-2006, 14:11
WELL that was fun.

Install Patch. > Load. > Custom Battle. > Crash to Desktop.

New Game. > Crash to Desktop.

Lovely.

peri
12-15-2006, 14:14
Im having crashes too and according to the total war board others are as well.

Barry Fitzgerald
12-15-2006, 14:18
Oh dear....ditto here...lots of crashes...damn....

Not a happy bunny...what on earth is going on over at CA?

Soulitaire
12-15-2006, 14:19
patchy goodness before a weekend without a computer. *silent sob*

maestro
12-15-2006, 14:23
OOooooohhh. Must remote desktop to my home PC and get it installed for when I get home :2thumbsup:


-edit- Excellent Download speed from C&VG - over 1Mb/s !!!

Lusted
12-15-2006, 14:28
for those who have run the unpacker and are experiencing crashes, i have a suggestion:

READ THE UNPACKER README:


- NOTE: Due to a timestamp check, the following unpacked files will
cause the game to crash and must be deleted before the game is
launched:

data\descr_geography_new.txt
data\descr_geography_new.db

There are readmes for a reason.

madchoochter
12-15-2006, 14:29
Oh joy. Download just stopped at 42.5%! :oops: Getting timeouts from med2.sega-europe.com now. Think I'll wait until CA wake up.

R'as al Ghul
12-15-2006, 14:29
For some of us working, would it be possible for someone to copy paste the content of the blog? As the darn security roles prohibit certain pages at work :inquisitive:

Thanks

Here you are:


Medieval 2:Total War Update 1

Major Fixes
========

-Fix crash in Deathtrack MP map with empty Team 3 slot
-Fixed Battle AI - armies not engaging enemies at close range.
-Fixed CTD when client attempts to join game that the host is ending.
-Fixed instances when A.I is passive on the campaign map and lets the user win on a campaign battle when stuck in-front of open gates.
-Fixed loop between the windows for 'Possible Connection Problems' and 'Really Quit?'
-Fixed AI: Calvary not charging a spearmen army in a Custom Battle.
-Fixed cavalry not attacking - instances when AI sieges a town with infantry and Calvary, if the infantry die and rout and the player still holds the city, the cavalry do not attack nor rout.
-Fixed passive Siege Attack AI
-Fixed Timurids crash (related to elephant artillery not having enough riders, CTD when trying to shoot)
-Fixed Siege Attack AI trying to attack the back of settlements.
-Fixed Passive attack AI
-Fixed Cavalry charge consistency and power. (Still raise and lower lances occasionally)
Added ModTool Unpacker
-Fixed Crash - Auto resolving a siege battle on Gaza and repeatedly Right - Clicking the settlement
-Fixed Merchant Resource value dropping after load/save
-Fixed CTD caused by Turks AI
-Fixed Cavalry not flanking spear walls
-Fixed AI not crossing river to attack (River Jordan)
-Reduced the effect of morale - enemy AI does not rout so easily
-Reduced the power of inquisitors
-Fixed 'move to point' crash
-MP Multinational support
-Fixed Cavalry sallying out and not attacking (bunching at corner of settlement)

Medium Level Fixes
=============

-Fix construction crash when converting settlements when buildings relating to initial settlement existed in construction queue.
-Fixed Settlement still showing as under siege even though sieging army had been defeated.
-Fixed repeating missions
-Fixed indecisive infantry / broken formation (when ordered to a location they would head in the wrong direction first)
-Fixed being able to open gates with siege towers or embed them in walls
-Fixed victory video not always appearing
-Diplomacy - AI no longer counters an open proposition with a gift.
-Fixed deployment lines being rendered incorrectly around ambient buildings
-Fixed Enemy units remain stationary with flags flashing when ladders are thrown off a destroyed wall in a siege.
-Fixed the carroccio standard not fitting through gates
-Fixed gunpowder units being stuck reforming
-Fixed trebuchets disappearing and reappearing when zooming
-Tweaked morale system
-Partially fixed units moving through settlement buildings.
-Units now check if destination is in a building or not.
-Enabled command-line switch to allow unlimited soldiers (removes message)
-Fixed MP player-names being lost on battle results screen if they quit the battle early
-Fixed the ability for a user to 'buff' their assassin experience by continually assassinating different captains

Other Fixes
========

-Fix difficulty level in MP (Affects Morale). Previously defaulting to Normal.
-Fix lobby tooltip that showed incorrect unit sizes.
-Fix Florins display during diplomacy
-Fix Money field looping into negative/positive value when removing / adding money
-Fix overlapping and incorrectly sized deployment zones
-Fixed cut-off graphics in civil disorder message
-Fixed unclear 'Start Diplomacy' button functionality
-Fixed MP Admit Defeat button functionality
-Fixed missions showing as expired even though they have been completed
-Fixed mouse-overs showing incorrect diplomatic information
-Fixed minor FE Historical Battle error (shield remaining highlighted)
-Fixed MP team chat - colours now match recipient and sender.
-Fixed minor audio issue - Audio: Campaign Map when an English Spy is ordered to join an English army he triggers two "Joins_Army" speeches.
-Fixed minor audio issue - Campaign Map when an English Merchant is ordered to disembark a boat, two "Movement_Disembark" speeches are triggered.
-Fixed Mine income
-Fixed MP ignore/ban toggle permanently banning player from chat
-Fixed - Making an offer gives a blank scroll on the Diplomacy Scroll, but removing the offer gives the player help text
-Fixed Mouse Cursor not updating when over certain parts of the UI.
-Fixed miscalculation of some naval unit movement points.
-Fixed units not leaving an army when ordered to abandon it.
-Fixed 'Possible Connection Problems' message not appearing if user alt-tabs
-Fixed On campaign map, castles appear under 'town' or 'city' title on UI
-Fixed Reinforcements box remains greyed when the user deselects 'Attempt a night battle'
-Fixed double speed on units that should only go at one speed.
-Fixed Stakes not appearing correctly in weather conditions
-Fixed non-functional help button on ransom scrolls
-Fixed intro movies playing at x3 speed in Historical battles
-Fixed transfer army functionality - When transferring men the transfer resets after viewing the description
-Fixed Gunpowder units running forward when given targets.
-Fixed clumping units when they are told to do a 180 degree turn
-Fixed stuck Camera issues
-Fixed Fleeing units rallying at breached walls or gates of settlements they are attacking when they should not

daffius
12-15-2006, 14:33
Thank you!!

Dan.o6
12-15-2006, 14:35
w00t! Downloaded and installed in 2 mins.

Whacker
12-15-2006, 15:04
Downloaded and installed, haven't toyed with the unpacker yet.

My brand spanking new impressions...

1. Unit cohesion seems to have improved markedly. Still could use some elbow grease, but it definitely feels better. Chasing down routers is still a bit lame, but at least they don't go all over kingdom come when doing so.

2. Infantry gunpowder reforming bug still exists. Jan. Musk. vs. Timurid Muskephants, my Jan's still get stuck in the reforming bit, BUT they will occasionally get a random shot off. Same with Jan. Musk. vs Scottish Noble Archers, they'll keep trying to reform instead of shooting and reloading.

3. As expected, the 2-hander bug still exists. My billmen won't swing a horses. Going to investigate the fix that Lusted and others came up with.

Overall not too bad for a first effort.

darsalon
12-15-2006, 15:26
Good first impression here as well. Popped back home from work for a quick half hour burst on it just to see what it would be like. Attacked a 2/3 english stack with my full stack of milanese. I didn't get beaten but it was certainly a much action packed affair with the english having a good go at it. Suffered 300 casualties for 600 of theirs which I thought was ok considering I left my formation as the standard formation you start the battle with.

Pity the 2h bug isn't fixed yet but I'll go with putting Lusted's fix in place this weekend instead. At least the passive ai one is now sorted out ~:)

madchoochter
12-15-2006, 15:27
Seems like a good patch although some of my archers still think they're superman.

AI seems harder. It tried to flank my general (who was waiting on the east side of York to smash peasents as my spearment engaged them), with archers by moving out the north side. Turned out to be a bad move on the AI's part as the archers got mangled in a charge. Still better than anything it tried pre-patch.

Plus I suffered more losses in a bad rear charge against spearmen (didn't see em in with the peasants). Probably due to not killing as many in the initial charge :embarassed:

SirGrotius
12-15-2006, 16:58
Shouldn't this be stickied?

ELITEofWARMANGINGERYBREADMEN88
12-15-2006, 17:00
thanks m8,downloaded in 2-4 mmiuntes :) :)!!

Slaists
12-15-2006, 17:06
Ouch. Have to work for another 8 hours... But, from what I have read in other forums, it seems, the passive battle AI bug is still there and so is the seige bug. Any evidence among org-ers who already have their hands on the patch?

Whacker
12-15-2006, 17:12
Ouch. Have to work for another 8 hours... But, from what I have read in other forums, it seems, the passive battle AI bug is still there and so is the seige bug. Any evidence among org-ers who already have their hands on the patch?

Which siege bug? Can you point to a thread? I can't confirm or deny either of those.

Slaists
12-15-2006, 17:15
Which siege bug? Can you point to a thread? I can't confirm or deny either of those.

http://www.twcenter.net/forums/showthread.php?t=73576&page=3

see the post by Zhuge Liang

Lord Magus
12-15-2006, 17:28
Is it save compatible?
And I created a mod with a 1 year per turn timescale, if I load the savegame, will it be patched?

Whacker
12-15-2006, 17:33
http://www.twcenter.net/forums/showthread.php?t=73576&page=3

see the post by Zhuge Liang
Yuck, thanks for the link. I didn't play enough to notice any problems with the AI in a siege, but I thankfully never did experience the siege slowdown bug.

I also noticed this in that thread:


Originally Posted by TB666 http://www.twcenter.net/forums/images_medieval/buttons/viewpost.gif (http://www.twcenter.net/forums/showthread.php?p=1381178#post1381178)
Well I have tried a few custom battles so far I haven't had any problems with infantry charging, their formation was whole and the guys in the back didn't stop.
Also gunpowder units fire even when taking casulties.
Taken at face value, yes it's my experience that gunpowder units fire when taking casualties. BUT, the true response to this is it's still broken, my guys still get stuck in the reforming bit and for the most part will not shoot back. They do occasionally shoot, but it's so infrequent and rare compared to how much they should be shooting back is that the real answer in my mind is it's still busted. :wall:

gardibolt
12-15-2006, 18:20
So does the patch work with ongoing campaign saves? Or does it require starting over :furious3: (in which case I may finish this game before d/l the patch)?

Wizzie
12-15-2006, 18:29
The patch is save-compatable apparently.

Faenaris
12-15-2006, 18:40
Ooo, patch! Yay!

*looks at his desk and the huge pile of work*
*sobs*

Fizz
12-15-2006, 18:49
3. As expected, the 2-hander bug still exists. My billmen won't swing a horses. Going to investigate the fix that Lusted and others came up with.


It's weird that the TotalWarBlog.com entry specifically mentions the improved axemen and billmen. Yet it's not mentioned in the bug fixes nor, based on your experience, any more effective.

Hmmmph.


-Fizz

TB666
12-15-2006, 18:52
It's weird that the TotalWarBlog.com entry specifically mentions the improved axemen and billmen. Yet it's not mentioned in the bug fixes nor, based on your experience, any more effective.

Hmmmph.
That because that is the planned fixes for the 2nd patch.

Husar
12-15-2006, 18:59
2. Infantry gunpowder reforming bug still exists. Jan. Musk. vs. Timurid Muskephants, my Jan's still get stuck in the reforming bit, BUT they will occasionally get a random shot off. Same with Jan. Musk. vs Scottish Noble Archers, they'll keep trying to reform instead of shooting and reloading.
I think the issue here is that when the unit is under fire, they will sooner or later lose parts of their third rank and that messes up their rotation cycle because they cannot properly rotate a full rank anymore. Haven't tried with more than three ranks yet but the bug before was that they wouldn't fire anymore at all, now they just fire less often which seems normal considering that they are missing some men who would be able to fire in the gaps. The remaining musketeers simply won't reload faster so I guess they rotate until the entire frontline has loaded muskets and then fire a volley. If you don't like it, put them on skirmish which ends the rotation completely, they will now kneel to reload and then fire again, but not in volleys(you can imagine the men from the rear give their muskets to them men from the front and play reloaders, maybe it's even meant this way).

Dearmad
12-15-2006, 19:02
And the next patch'll be due in... February. So look for it March or April.

Oy vey...

mor dan
12-15-2006, 19:23
the rendering is slow on the larger cities as well, so "auto-resolve" is still the only real way to fight the top 3 city sieges (city, min city, large city) or the top castles (castle, fortress, citadel).

interesting not, when you turn the camera away from the city and face out into just the hills, the lag all goes away. so, if you don't mind fighting blind.... ; )

Whacker
12-15-2006, 19:43
I think the issue here is that when the unit is under fire, they will sooner or later lose parts of their third rank and that messes up their rotation cycle because they cannot properly rotate a full rank anymore. Haven't tried with more than three ranks yet but the bug before was that they wouldn't fire anymore at all, now they just fire less often which seems normal considering that they are missing some men who would be able to fire in the gaps. The remaining musketeers simply won't reload faster so I guess they rotate until the entire frontline has loaded muskets and then fire a volley. If you don't like it, put them on skirmish which ends the rotation completely, they will now kneel to reload and then fire again, but not in volleys(you can imagine the men from the rear give their muskets to them men from the front and play reloaders, maybe it's even meant this way).

Gruessen Sie Herr Husar

I only tend to use gunpowder units in two ranks, as they don't suffer from depth/rank penalties and hence kill rates improve. There doesn't seem to be much sense to the way they operate when under fire anyway, if the status given in the mouseover and their animations are evidence and accurate. When functioning normally and not taking hits, they'll fire and rotate as intended. Once under fire, they'll seemingly randomly switch between reforming, reloading, and idle and very rarely get a shot off. Skirmish and fire at will don't seem to make any differences in this. /shrug

IsItStillThere
12-15-2006, 19:43
And the next patch'll be due in... February. So look for it March or April.

Oy vey...

Now, now...be fair. This is pretty quick for them to release the first patch, in my opinion. The fact that they already acknowledge the need for a second and are planning to implement one is fantastic. Or at least a lot better than some companies do.

Flavius Gonzo
12-15-2006, 19:54
Can someone, anyone confirm that they were able to d/l the new patch, install it, and successfully re-load an existing campaign game?

I'd like to rock these fixes, but not at the risk of having to start my campaign over.

BeeSting
12-15-2006, 19:59
Yuck, thanks for the link. I didn't play enough to notice any problems with the AI in a siege, but I thankfully never did experience the siege slowdown bug.

I also noticed this in that thread:


Taken at face value, yes it's my experience that gunpowder units fire when taking casualties. BUT, the true response to this is it's still broken, my guys still get stuck in the reforming bit and for the most part will not shoot back. They do occasionally shoot, but it's so infrequent and rare compared to how much they should be shooting back is that the real answer in my mind is it's still busted. :wall:

Just think of it as gun jam... or dropping their primer to the ground in the heat of battle.... i'm sure the rate of fire was pretty damn horrible then and their guns unreliable--for pete sakes they didn't even have replaceable parts or standard issued ammos, so be creative in your imagination.

Dearmad
12-15-2006, 20:20
Just think of it as gun jam... or dropping their primer to the ground in the heat of battle.... i'm sure the rate of fire was pretty damn horrible then and their guns unreliable--for pete sakes they didn't even have replaceable parts or standard issued ammos, so be creative in your imagination.

Careful... they might use THIS as the "fix" in the next patch: "just use your imagination, folks..."

Whacker
12-15-2006, 20:24
Just think of it as gun jam... or dropping their primer to the ground in the heat of battle.... i'm sure the rate of fire was pretty damn horrible then and their guns unreliable--for pete sakes they didn't even have replaceable parts or standard issued ammos, so be creative in your imagination.

I can understand that for maybe one or two guys not firing each round, which would make some sense. However, the ENTIRE group of guys not doing so? For several rounds on end before they get a shot off?? People that have been training and drilling to know their firearms well and how to work them? Don't discount them just because there was no standardization, these men made war for a living and knew their weapons very well and how to use them as a cohesive unit, even in the heat of battle.


Careful... they might use THIS as the "fix" in the next patch: "just use your imagination, folks..."

:laugh4: :2thumbsup:

Wartz
12-15-2006, 20:28
The patch seems to work fine for my 1.0 saves. I've played my old campaign for several hours and fought a couple dozzon battles. No instances of passive AI or anything. However this is with the steam version so I dont know about normal DVD version.

However the problem im having is getting unlimited men on the battlefield to work.

I added the launch option string in steam "Set Launch Options" But all I get is a fatal error messege box. It isnt just the steam version either because I asked a friend of mine with the DVD version to test it. Same error.

Any ideas?

BeeSting
12-15-2006, 20:31
Careful... they might use THIS as the "fix" in the next patch: "just use your imagination, folks..."

LOL... thanks,

as it stands now though, with the game, the gunpowder units are too efficient for what they really were for the period.

BeeSting
12-15-2006, 20:33
I can understand that for maybe one or two guys not firing each round, which would make some sense. However, the ENTIRE group of guys not doing so? For several rounds on end before they get a shot off?? People that have been training and drilling to know their firearms well and how to work them? Don't discount them just because there was no standardization, these men made war for a living and knew their weapons very well and how to use them as a cohesive unit, even in the heat of battle.



:laugh4: :2thumbsup:

I'm just stating the fact....

Whacker
12-15-2006, 20:48
Chasing down routers is still a bit lame, but at least they don't go all over kingdom come when doing so.

I have to retract this statement. They go all over the place still, spreading out in every direction instead of staying as a group. :wall::wall::wall::wall::wall::wall::wall::wall::wall::wall::wall::wall:

big_boss120
12-15-2006, 21:01
Still @ work and havent got the time to try the patch until I punch out...

I just wondering that is the passive AI still exists in most of the battle or the chances of having them is reduced??

To be honest, I dont really trust most ppl on the TWC (or .com) anymore (bunch of hypocritical whiners who dont critize constructively yet claim to do so + blow every negative bit way over proportion:thumbsdown: :thumbsdown: :thumbsdown: ).. I kinda need an really honest and no-BS assessment.

thanks in advance

GFX707
12-15-2006, 21:08
interesting not, when you turn the camera away from the city and face out into just the hills, the lag all goes away. so, if you don't mind fighting blind.... ; )

You can also experiment with angling the camera inside the city....in certain directions the graphics slowdown goes away. Something inside the city apparently causes the slowdown, but I can't work out what.

cassiusdio
12-15-2006, 21:34
I just wondering that is the passive AI still exists in most of the battle or the chances of having them is reduced??



I just fought several battles where i would have expected the passive AI bug to kick in. In one, my force was positioned on a hill, my missile troops were deployed at the front, with spearmen and heavy infantry behind, some horsies on the flanks. the enemy advanced towards me, their missile troops leading. i was able to cause heavy casualties before they got into range. we traded shots for a few volleys, but it was obvious that i had the upper hand (casualties of 10-1 in my favour) at which point the bulk of the enemy infantry advanced up the hill and engaged my main line. my missile troops still managed to play a part, whittling down his cavalry reserve somewhat, but the AI just pushed its troops forward.

I observed the same in the next battle. similar situation, similar reaction from the AI, push its missile troops forward, try to cause damage with them, when that didn't work the main line advanced and engaged my up close

Cesare diBorja
12-15-2006, 21:37
Hate to say this, but this patch is being murdered over at the Trivium/TWC.

http://www.twcenter.net/forums/showthread.php?t=73576

Already many have gone several dozen turns into the game. Lots of things have been discovered. Some of you have already seen or are now figuring it out. Oh, well. I have had some great battles. It seems sieges are not at all changes, armies just stand there. I would like to see my army run by the AI conduct a siege like the AI puts one over on me.
Had a battle against the French as the Brits. It lasted nearly 40 minutes. Many great things, both armies reacted to each other. Countered each other's moves. I usually let the AI run myarmies and I take over one unit, usually the mercs. I like using the merc-Xbowmen as commandos since they have swords, or even merc Pavise-Xbowmen. These were on saved games.

Siege bug seems to be the same whether new or old game. Still testing.

Zenicetus
12-15-2006, 21:55
Hate to say this, but this patch is being murdered over at the Trivium/TWC.

http://www.twcenter.net/forums/showthread.php?t=73576

Already many have gone several dozen turns into the game. Lots of things have been discovered. Some of you have already seen or are now figuring it out. Oh, well. I have had some great battles. It seems sieges are not at all changes, armies just stand there.

Was the passive siege AI on a new campaign after the patch, or a saved campaign game?

I know I've seen posts here indicating the patch works on saved campaigns, but I'm wondering if all the critical fixes are in place. Testing the new patch should probably be done on custom battles or new campaign, just to be sure.

Husar
12-15-2006, 22:14
You can also experiment with angling the camera inside the city....in certain directions the graphics slowdown goes away. Something inside the city apparently causes the slowdown, but I can't work out what.
Shader Model 2....

big_boss120
12-15-2006, 22:52
I just fought several battles where i would have expected the passive AI bug to kick in. In one, my force was positioned on a hill, my missile troops were deployed at the front, with spearmen and heavy infantry behind, some horsies on the flanks. the enemy advanced towards me, their missile troops leading. i was able to cause heavy casualties before they got into range. we traded shots for a few volleys, but it was obvious that i had the upper hand (casualties of 10-1 in my favour) at which point the bulk of the enemy infantry advanced up the hill and engaged my main line. my missile troops still managed to play a part, whittling down his cavalry reserve somewhat, but the AI just pushed its troops forward.

I observed the same in the next battle. similar situation, similar reaction from the AI, push its missile troops forward, try to cause damage with them, when that didn't work the main line advanced and engaged my up close

Sounds good enough to me....if that doesnt work we can always go back to mod the battle_ai behavior.


Hate to say this, but this patch is being murdered over at the Trivium/TWC.

http://www.twcenter.net/forums/showthread.php?t=73576

Already many have gone several dozen turns into the game. Lots of things have been discovered. Some of you have already seen or are now figuring it out. Oh, well. I have had some great battles. It seems sieges are not at all changes, armies just stand there. I would like to see my army run by the AI conduct a siege like the AI puts one over on me.


To be honest the ppl @ TWC are pretty much gunning for the patch & fans (NOT fanboys) when MTW2 is released. It's not much surprise to see so much hate there, but despite that, some ppl will probably do a good job and report the additional issues post-patch without any critic demeaners + @ss responses, but it's becoming harder to find that kind of ppl in TWC...

Satyr
12-15-2006, 23:26
Past disappointments are hard to overcome. Now when everyone knows that it is at least another 2 months before we get another patch who is going to still be playing M2TW if this patch isn't any good?

Koval
12-16-2006, 02:55
Is there any other place I can download the patch? GamersHell doesn't seem to be too dial-up/download manager friendly.

zandor
12-16-2006, 04:24
Personally I think they need a severe grilling for not fixing the 2-handed bug. It basically breaks fighting battles any time either side has a bugged unit. Of all the things not to fix, how could they ignore the single worst bug in the game?
They could have at least just swapped in animations from working units and adjusted the unit's attack strengths to maintain balance.

Heledir
12-16-2006, 05:01
Ive got the patch downloaded. Can somebody help walk me through the installation?:help:

Jagger
12-16-2006, 05:01
Tactical battlefield AI much, much improved...:beam: ..:2thumbsup:

Heledir
12-16-2006, 05:07
Sorry I found it:oops:

GreatWarrior
12-16-2006, 06:23
Somehow I dont get the siege bug, I've had a lot of sieges in citadels with over 3,000 units it did lag a little bit, but nothing major. But that was with 3k units. And I don't think my computer is that great either. 3.2ghz 2gb of ram so mid class geforce vid card I think its a 7600 12mb ram. I'm waiting for Lusted updated mod before I even install the patch.

But I'm just wondering if Lusted can fix most of the problems by himself CA should hire him. :smash:

sapi
12-16-2006, 06:40
You can also experiment with angling the camera inside the city....in certain directions the graphics slowdown goes away. Something inside the city apparently causes the slowdown, but I can't work out what.
Shader Model 2....Nah, it's not that - i've been running since day one with 'force dx9 shaders' on (that's shader model 3 fyi) and i still get it.

The fixes look impressive, though i am annoyed that they missed the 2 handed weapon bug.

I just wish we didn't have such slow internet in australia :(

Cesare diBorja
12-16-2006, 09:16
As an historian, I am quite disappointed. My personal sentiments and/or needs have not been met, but I am not crying a river. I will have fun the best way possible. Mayhap, modding this monstrocity will satisfy my ego. If I were 15-20, I may not have commented at all, satisfied in youthful exuberance. I am 35 and happy I did not have to pay for this game, that it was given to me. This bloody game needs a good modding. That's all.

(At Musashi)Gee, thanks, pal, for smutting a perfectly honest statement

Musashi
12-16-2006, 09:29
I'm 29 and perfectly happy with it (Aside from the lame performance of certain two handed weapon wielding troops). The fact that you want it to be more "historical" doesn't make you more mature than other gamers, stop trying to imply such.

Barry Fitzgerald
12-16-2006, 11:07
My thoughts on the patch are mixed...

Battle AI seems better...less prone to being passive..works most of the time on normal battles..(though still needs some tweaking)

Seige AI...um well sometimes works...and um sometimes it just doesnt! Aka passive...not fixed IMHO...

Cavalry better to control in general...though terrible pathfinding remains...mega problem inside a city. Still some issues of wandering off, and splitting up chasing units.

Deployment in castles/city...better..but still a bit quirky at time...not 100% fixed.

Some unit problems remain...reforming etc...

Campaign AI..still weak..though land invasions seem to happen now!


It is a bit of a let down about the two handed weapon problem, gonna be a long wait for the next patch..though it will likely fix many issues that remain.

PROMETHEUS
12-16-2006, 12:21
To my impression the patch didn't fix the cavalry charge bug .... and they still scatter around and often men do not keep the formation and start single to single fights all around ....

Faenaris
12-16-2006, 12:36
To my impression the patch didn't fix the cavalry charge bug .... and they still scatter around and often men do not keep the formation and start single to single fights all around ....

I beg to differ, my charges are way more forgiving now. Pre-patch, conditions had to be EXACTLY right before I could pull off a decent charge. Now, conditions have to be good instead of perfect and I love the fact that running skirmishers also get impaled on my lances. In my freak Byzantium game, the Scottish Border Reivers and the Bodyguards totally massacred my spear line with some good charges while pre-patch, I could hold them off with un-upgraded Spear Militia. The patch has thought me that relatively thin spear lines don't stop a thundering cavalry charge. ~:)

I'm happy with the changes so far (I did exspect to have the two-handed bug fixed, but you can't have it all) and they are going to be further improved, so, go CA! ~:)

Lusted
12-16-2006, 12:38
I'm waiting for Lusted updated mod before I even install the patch.

https://forums.totalwar.org/vb/showthread.php?t=75206 :yes:

Divine Wind
12-16-2006, 12:55
Well ive encountered the passive AI bug 3 times now while an enemy army sieges one of my cities in North Africa. :no:

Chasing routers is still crazy. The whole unit spreads out over a huge area.

2H weapons not fixed, gunpowder units not fixed. VERY disappointing.

Im still getting small armies of 3/4 units attacking my full stacked cities/castles.

Had some odd diplomacy situations where I gave very generous deals, and the AI would counter it with a worse deal for themselves! Very odd!

I still see archer units firing high into the air, wasting ammo

----

AI on the whole do seem better, more aggressive. This is good!

Charges work well now, much easier to pull off.

Ive seen lots of nice naval invasions. :2thumbsup:

----

On the whole its an OK patch. But for me, the game will not be how it should be until the passive AI is fixed, the 2H, and gunpowder units are fixed. This is a critical undersight, and im extremely disappointed that it wont be fixed until February.

:thumbsdown:

sapi
12-16-2006, 14:07
Just a note to everyone who's disapointed in CA.

Think how many developers and play testers they have. Now, think how many of us there are, and how much we play.

Within the first day of the game's release, the community would have played it more than the devs and testers during its entire development phase, so it's natural for bugs to get though.

That those that did still exist simply means that CA haven't found a way of fixing them that doesn't break anything else.

There is another patch coming, so realistically there's nothing to worry about.

Husar
12-16-2006, 14:44
Nah, it's not that - i've been running since day one with 'force dx9 shaders' on (that's shader model 3 fyi) and i still get it.

The fixes look impressive, though i am annoyed that they missed the 2 handed weapon bug.

I just wish we didn't have such slow internet in australia :(
And you think shader model 3 would run better???:inquisitive:
And if shader model 3 is/were in the game, why is it not selectable in the options? isn't shader model 2 DX9 as well, wasn't SM 3 new with DX9c?

With my old 6600GT I noticed a big difference depending on daytime and the angle I would look at cities. If the sun was low and the buildings had an orange glow on them, it would lag if i looked at the glowy side, moving the camera 180 degrees around the city would give me more fps.
High texture settings can also cause that, setting the game to shader model 1 and low textures made it run pretty fine on that card even in metropoles, huge cities and metropoles caused most problems anyway.


And now concerning the 2 handed bug, how exactly could i recreate that? My Zweihander work fine and in Agincourt I noticed my billmen could kill as well. Haven't noticed a problem there yet.

sapi
12-16-2006, 15:09
Swords work; nothing else does - biillmen are bugged - the damage you see is most likely from the initial charge.

As to the shader models, it's a good rule of thumb to always use teh best your video card can support, both for looks and optimisation purposes.

Quickening
12-16-2006, 15:24
Can't believe the number of complaints. This patch is ace! My battles now last twice as long and I lose twice as many men as before. Im on my toes at all times now. Great stuff:2thumbsup:

Basileus
12-16-2006, 15:25
I installed the patch today and cause of lack of time to play i just tried it out for 30mins, i started a new campaign as the scots and got invaded by the danes almost from the get go haha thought it was kinda fun. Charges work good now and the AI is not passive at battles like before so you cant just sit there and shoot them.

GreatWarrior
12-16-2006, 16:23
Cool thanks lusted!

But for some reasons I like some of the options you changed they way they were but all the other fixes make up for it.

If CA is having such a hard time finging all the bugs they should have more people workign on it. I mean how could someone have missed the passive AI?? Or the 2h bug.

Lord Magus
12-16-2006, 17:30
I want to try this with my savegame, how can I see the patch does work on my savegame?(I've made a mod that makes one turn=one year)

IrishArmenian
12-16-2006, 22:20
Downloading From Russia. I think the server is in the Northwest so it will take longer.

Whacker
12-16-2006, 22:56
Downloading From Russia. I think the server is in the Northwest so it will take longer.
РДТҀН ІИЅТАЬЬЄЛ, КОМГАЛЄ

Husar
12-16-2006, 23:10
Swords work; nothing else does - biillmen are bugged - the damage you see is most likely from the initial charge.

As to the shader models, it's a good rule of thumb to always use teh best your video card can support, both for looks and optimisation purposes.
Well, my halberdiers butcher even dismounted feudal knights, and I didn't even need a patch for this.

magnum
12-17-2006, 00:01
I guess a lot of it is a matter of play style. To be honest, I've noticed almost no difference. The AI is a little more aggressive in campaign (i.e. once they attack me not one faction has yet agreed or asked for a cease fire. Currently at war with almost every faction.) Other than that, every bug is still there in full. Even many of the things they say they fixed are still occurring. And yea, I checked and made sure that I'm running 1.1.

Over all, I'd say a complete non-patch. Fortunately while I think the game has a lot of problems, I didn't think the game was broken so it's still playable to me. With the unpacker I can now mod it and fix several of the bugs myself. So not a complete waste. Just a disappointment.

Musashi
12-17-2006, 02:24
Well, my halberdiers butcher even dismounted feudal knights, and I didn't even need a patch for this.
Halberdiers were never bugged...

Cesare diBorja
12-17-2006, 07:25
He knows everything........................................................



the scientific mind knows all.........that which programmed, is programmed.
You know, Sun Tzu said much like this...........................
G'ung Fae niJow G'ung Fae......................
For you
Khomapsuneeda!!!!!!!!!
Miyomoto
Zakenayo, shreep, Shironen
neeyapeeyapasang, et-ingirogaplang


Oh, yeah, by the way..........................
I started this game as the Papal States............THE PATCH IS WORKING, OH, MY GURU, YES!

nameless
12-17-2006, 17:37
I'm still curious as to the situation with the patch.

I haven't experienced any CTDs, cavalry bugs, and passive AI or any of the complaints those people are talking about.

In regards to crashes, I had more in 1.0 and haven't had any in this version.

For Cavalry, I was suprised during one battle where my cavalry actually continued charging into an archer unit that was running away, in fact they always quickly turn into pursuit but they still kept charging.

Passive AI, so far I have not seen any at all. Being the attacker in the map is a poor way to test this since well...your the one that's suppose to be aggressive, not them.

THe AI IMO is vastly improved over RTW. In RTW, the AI simply charges en masse. Here? Depending on the situation they'll engage with archers first, keeping their own units behind. Then eventually they'll start sending in waves to wear you down. I've even had the AI send a couple of units to try and flank me and I was hardpressed trying to counter this.

I was even more impressed during the siege of Dublin. THe portugese was allied with me and sent an army that helped me take that castle. The enemy sallied out and the Portugese army grabbed their attention. Both enemy armies engaged with their archers first and the Portugese eventually rammed their main line into the enemy. During this time I took the opporutunity to capture the city without suffering a single casualty:2thumbsup:

When the enemy sieges me, they always go with the siege weapons first. If a spy opens the door, then they'll go for that too once all other options have been exhausted so it's good to see they don't just stay there and do nothing.

BTW I always use battle timers. I think the AI will act more passive when there's an unlimited timer on the map because the AI will say, "Hey, I don't need to go and attack him, I like this spot so why should I?" or other stuff like that.

Though I'm not surprised by most of the complaints. Alot of people say high praise of mods like that Europa Barbairum, that justianian campaign, RTR and Darthmod yet those mods were always unstable for me. However I never critizied them for it as I knew the problem was with my computer so I stuck with the vanilla version. Hopefully the MTW2 mods will be better.

In summary, we make mistakes so we can learn from them. The next patch will be better I guarantee it.

redriver
12-17-2006, 18:22
THe AI IMO is vastly improved over RTW. In RTW, the AI simply charges en masse.


is that a fact? are ya referin' to RTW 1.0 or v.1.5?

nameless
12-17-2006, 18:26
is that a fact?

Note the IMO in my post. This is my opinion from what I have seen. :sweatdrop:



are ya referin' to RTW 1.0 or v.1.5?

1.5 but I find the AI giving me a harder time here than in RTW. Maybe because I have it on VH while in RTW it was on M:sweatdrop:

HicRic
12-17-2006, 21:02
I'm still getting the "passive AI bug" in a couple of situations. One was a seige battle (with me defending) where the AI would do nothing until engaged in melee. The second was a defensive battle where I wiped out the "reinforcement" army before turning towards the main army. It just sat there for a long time (I put it on 3x speed) and they only jumped into action when I poked them with a small melee. It's not a huge problem as I can just charge a unit with cav and then retreat with minimal losses and the battle plays out as normal.

Also, I get a lot of infantry charges that don't work very well, the whole unit splits up and a few members from the front rank shuffle up to the enemy. Then the rest of the unit spends the next couple of minutes slowly strolling over to the combat, by which time they're dead or the battle is decided! This seems to happen most in flanking attacks or when only a few of the unit are in combat, the rest don't seem to want to know and just sit there laughing at their dying comrads! :inquisitive:

Quickening
12-17-2006, 21:12
This seems to happen most in flanking attacks or when only a few of the unit are in combat, the rest don't seem to want to know and just sit there laughing at their dying comrads! :inquisitive:

They are crying on the inside though.

IrishArmenian
12-17-2006, 22:15
РДТҀН ІИЅТАЬЬЄЛ, КОМГАЛЄ
Hehehe. Only while installing the patch did I notice the greek mirror.

CharleyLFC86
12-20-2006, 04:16
So has anyone else encountered maps (particularly in Spain) in which combat is made impossible by the terrain? I read eagerly through the patch details hoping to see a fix, but there was none. Ok, if you don';t know what I mean by these battles, I will explain.

About fifteen or so times, I have been battling in a mountainous region. When the map loads up, and I deploy my troops, my deployment zone is limited to a high bluff or on the top of the cliff. When I start the battle, it becomes clear that the bluff is completely impassable fron end to end, and the enemy is always at the bottom, in clear ground. After using all my arrows, even when defending, you will lose. The computer does not retreat or end the battle. It simply waits for you to hit escape and automatically lose the battle, unrealistically slaying hundreds of your men in the automated retreat. I was fighting a key battle, fending off a Spanish invasion, in Zaragoza last night, and this happenned. The spanish had about 2000 infatry with only one or two units of pikemen (this is on vh/vh). My army was much smaller, around 1000 men, but it was composed of english knights and 3 units of retinue longbowmen. I was going to butcher them in a mighty cavalry charge, but the map placed me on top of a cliff, disconnected from the spanish forces. I used all my arrows, killing about 150 men, and then pressed the 3x button, hoping the computer would retreat or declare a draw. Nope. I eventually quit the battle, and the computer gave me 500 casualties and called it a crushing defeat. It was ludicrous. Worse, my autosave simply loaded me back to the immediate moment following the battle, so I had to soldier on with that stupid injustice. how has this bug not been noteiced by them?! It's outrageous.

Azi Tohak
12-26-2006, 03:32
So how do I delete those two files? I open the data folder, and all I see are other folders, no files. I tried to search for them in the whole M2TW folder, but that didn't work either.

Damned patch.

Azi

Cras
12-27-2006, 00:23
Well.... the patch seems to be so so for me.. they fixed a lot of stuff

but it now happened in 2 battles that I get an unexpected error and I am back to my desktop. The only way to pass this in my campaign is to let the puter decides who wins without actually figghting a battle
:(

I dont hope this doesnt happen more often...

nogoodscallywag
01-01-2007, 05:44
I am also having the same problem...

I had not had any crashes using the English until i began fighting the Timurids and when their elephants began firing the game would crash...

i downloaded the patch it it worked for a day, but now it crashes whenever I play them occasionally, but not as much...

I don't understand.

Also the part about:

Due to a timestamp check, the following unpacked files will
cause the game to crash and must be deleted before the game is
launched:

datadescr_geography_new.txt
datadescr_geography_new.db

????

The unpacked files don't contain any sort of files like these...

Anyone else having crash problems facing the Timurids? My problem is that if I let the auto resolve do my battles, i always lose against those dumb elephants and handgunners...but when I play myself I win...so the campaign will take fifty times as long. it is ridiculous.

sapi
01-01-2007, 05:48
If you are still getting the timurids issue you have not installed the patch.

To install it, extract the files to any location, browse there and run the file setup.exe. This will then launch the installer which you need to point to your m2tw directory.

Don't worry about the files to delete - if you don't use the unpacker (a tool for modders) you dont' need to worry about them.

Warluster
01-01-2007, 05:50
Is the unpacker with the Patch? Or separate?

dopp
01-01-2007, 12:43
The unpacker is a modding tool that is installed when you patch the game. Don't worry about it if you don't mod. If you do mod, then check your M2TW installation folder after you have run the patch, there should be an 'unpacker' folder containing the program.

nogoodscallywag
01-01-2007, 19:30
I beg to differ, I have installed the patch correctly...

I ran the setup and the game itself opened up and began installing the patch, then completed it.

The game ran fine for a while and now the game is beginning to crash once again with the timurids.

I even redownloaded the patch and reinstalled it and now the game only crashes a few times per encounter, yet it still does. however, it will crash midway throught the battles instead of the beginning.

radnor
01-03-2007, 16:53
If you are still getting the timurids issue you have not installed the patch.


This is not correct. The Timurid units still cause crashes with the patch in place.
Not as many but the problem is still a big one.
One example is if a Timurid attack is passive and you leave the city to attack this almost always causes a crash.
In some cases I have defended a city and won only to have the game crash out on the loading sequence.

HughTower
01-03-2007, 17:13
I agree - timurids bug is still there, post-patch.

Marquis of Roland
01-03-2007, 22:45
just installed patch and now its not letting me play night battles with more than 2 armies on the field at the same time. Whats up with that?

katank
01-03-2007, 22:57
Night battles remove reinforcements for both sides. Maybe this isn't the case if both your generals are night fighters?

Marquis of Roland
01-04-2007, 01:05
Night battles remove reinforcements for both sides. Maybe this isn't the case if both your generals are night fighters?

Its an error message that pops up and says the cpu is too slow. This didn't pop out before. 1.8 processor

Wizzie
01-04-2007, 01:14
That's understandable, the minimum required processer is 1.8, so it'll only really run the game on minimum settings, including army numbers/graphics (night battles are more graphics intensive than daytime battles?).

Marquis of Roland
01-04-2007, 02:23
Is there any way to change this aspect of the patch back without having to reinstall? Before the patch, I could play these multi-army battles with only moderate lag so I imagine my computer should be able to handle it, just the game won't let me anymore :wall:

katank
01-04-2007, 02:37
That has nothing to do with night battles then. I occasionally ran into this myself prepatch.

Gray_Lensman
01-04-2007, 05:49
So has anyone else encountered maps (particularly in Spain) in which combat is made impossible by the terrain? I read eagerly through the patch details hoping to see a fix, but there was none. Ok, if you don';t know what I mean by these battles, I will explain.

About fifteen or so times, I have been battling in a mountainous region. When the map loads up, and I deploy my troops, my deployment zone is limited to a high bluff or on the top of the cliff. When I start the battle, it becomes clear that the bluff is completely impassable fron end to end, and the enemy is always at the bottom, in clear ground. After using all my arrows, even when defending, you will lose. The computer does not retreat or end the battle. It simply waits for you to hit escape and automatically lose the battle, unrealistically slaying hundreds of your men in the automated retreat. I was fighting a key battle, fending off a Spanish invasion, in Zaragoza last night, and this happenned. The spanish had about 2000 infatry with only one or two units of pikemen (this is on vh/vh). My army was much smaller, around 1000 men, but it was composed of english knights and 3 units of retinue longbowmen. I was going to butcher them in a mighty cavalry charge, but the map placed me on top of a cliff, disconnected from the spanish forces. I used all my arrows, killing about 150 men, and then pressed the 3x button, hoping the computer would retreat or declare a draw. Nope. I eventually quit the battle, and the computer gave me 500 casualties and called it a crushing defeat. It was ludicrous. Worse, my autosave simply loaded me back to the immediate moment following the battle, so I had to soldier on with that stupid injustice. how has this bug not been noteiced by them?! It's outrageous.

Possibly not a bug. I read somewhere that some battles will result in impossible engagement unless you approach from the correct point on the strategic map and that it was up to the players to discover which route(s) worked or not.

Gray_Lensman
01-04-2007, 06:04
...

Also the part about:

Due to a timestamp check, the following unpacked files will
cause the game to crash and must be deleted before the game is
launched:

datadescr_geography_new.txt
datadescr_geography_new.db

????

The unpacked files don't contain any sort of files like these...


Wrong, they are indeed there, I forget which folder they were in, since I already deleted them, so you may have to use the "search" function of "Explore" in Windows to locate them, but they were indeed unpacked using the unpack_all.bat. Keep in mind the unpacker unpacks an additional 36,000 files, so searching by the above method is almost mandatory.

Gray_Lensman
01-04-2007, 06:22
According to pack_contents.txt (obtained by running list_contents.bat) the descr_geography_new.txt and descr_geography_new.db will be in the /data folder (not any of the /data subfolders), same as the Readme.txt file suggests. That's where I found them before I deleted them.

nogoodscallywag
01-04-2007, 19:28
i'm not calling you a liar gray, but these files do not exist on my computer...

i did a search several times in several different ways on my computer and the search came up empty for these files.

i do know that the patch was indeed installed so i am not sure why my computer cannot find these files.

maybe i am doing something wrong...

i hope they fix this timurid deal quickly because my game has virtually come to a standstill...my kingdom borders on theirs and since i cant actually play the battles, i have to let the computer decide and most times it goes in their favor! boooooooo

Dead Knight of the Living
01-17-2007, 18:24
i'm not calling you a liar gray, but these files do not exist on my computer...

i did a search several times in several different ways on my computer and the search came up empty for these files.

i do know that the patch was indeed installed so i am not sure why my computer cannot find these files.

maybe i am doing something wrong...

i hope they fix this timurid deal quickly because my game has virtually come to a standstill...my kingdom borders on theirs and since i cant actually play the battles, i have to let the computer decide and most times it goes in their favor! boooooooo

Those files are not on my computer either. I searched every file and folder associated with M2TW and didn't find them.

Anyway, I installed the patch and don't really notice any difference. My game was purchased after the patch was released. Maybe my game was patched when I bought it. I don't know.

Either way, I notice no difference. My Billmen still will not swing their weapons. They kill just about nothing on the battlefield. I've stopped recruiting them and disbanded the ones I currently have in my armies.

The AI is still passive. I normally clear out the enemy missile soldiers at the beginning of a battle. In MTW and RTW the AI wouldn't let me do this without sending some support to its missile troops. Now I can wipe out the missile troops and only if I get real close to a melee unit will it move on me.

The sieges are not passive. The enemy goes right into the attack. Even if I sally on them. So sieges are good so far.

My biggest problem with this game is on the campaign map. I'm playing England right now. Everytime someone sends a merchant to seize my merchants' assets, they succeed every single time. My merchants only succeed in 1 of every 4 attempts.

Milan has send like 10 assassins into my territory. I've sent upwards of a hundred assassins against them to get rid of them. My success rating is always 5%. And I haven't managed to kill one of them. That is defintily bad juju. I can't kill Milanese spies either. And I've probably managed to kill 3 or 4 diplomats throughout the entire game. DIPLOMATS. And all the enemy diplomats have full rankings. What do they do to get such high rank? Perform sexual favors?

What building do you need to get your diplomats to do that?

JCoyote
01-26-2007, 08:27
Dammit bump the wrong post and make me think a miracle happened and the 1.2 patch is out already! :furious3:

PaulTa
01-26-2007, 08:36
No joke. And here I thought that CA wanted to get the patch out before my birthday. :(

AussieGiant
01-26-2007, 14:11
Holy Hell JCoyote!! :laugh4:

I just went berserk looking for an early release of the patch.

Lord_hazard
01-26-2007, 20:37
Nuts....just got my hopes up.