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Re: Patch 1.2 Release/Delay Discussion
Traits seem to be much improved with most generals coming with at least +3 piety.
Bishops for catholics and orthodox both fixed.
Still needs some work though as a lot of generals get appreciated/unappreciated traits turn after turn. Annoying.
Have not looked whether princesses triggers fixed.
A few other minor tweaks required
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Re: Patch 1.2 Release/Delay Discussion
What exactly is Update 2? Is it the new patch?
If so, what fixes does it have and where can I D/L it?
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Re: Patch 1.2 Release/Delay Discussion
Quote:
Originally Posted by Derfasciti
What exactly is Update 2? Is it the new patch?
If so, what fixes does it have and where can I D/L it?
Yes, but it has NOT been officially released yet. What people's talking lately is the unofficial leaked patch. You can see the "should be" list of fixes and links at page 10, I haven't tried it myself though.
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Re: Patch 1.2 Release/Delay Discussion
I just downloaded it from the link from page 10. It was EXTREMELY quick which makes me question if I'm doing this right :dizzy2:
the file name is MIITW_Update2_Final_EFIGS[1].exe and it asks me where I should open it and I'm now totally confused on what to do :help:
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Re: Patch 1.2 Release/Delay Discussion
Quote:
Originally Posted by Derfasciti
I just downloaded it from the link from page 10. It was EXTREMELY quick which makes me question if I'm doing this right :dizzy2:
the file name is MIITW_Update2_Final_EFIGS[1].exe and it asks me where I should open it and I'm now totally confused on what to do :help:
What's the file size? And what's your internet speed?
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Re: Patch 1.2 Release/Delay Discussion
I have cable internet.
size: 24.3 KB (24,943 bytes)
Size on disk: 28.0 KB (28,672 bytes)
this is not looking like the patch:dizzy2:
Side questions based on reviews of leaked patch: 1) When is the official patch coming out and will it be any different from the leaked? 2) Do I need to reinstall the game, if so should I patch 1.1 too? 3) If I don't need to reinstall saved games should be OK right?
Also, assuming that they haven't moved it shouldn't the patch be out now since it's April 7? April 5 being the release date.
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Re: Patch 1.2 Release/Delay Discussion
@ Derfasciti
Friend, based on your posts so far I'm going to strongly urge you to NOT try and install this "leaked" update, and wait for the official patch and official support. If you have questions about installing it, CA/Sega should be publishing some detailed instructions on how to get the patch, and how to install it. It just seems that you aren't very technically inclined... no disrespect intended of course. Just trying to save you some time, heartache, and potentially hosing up your game by trying to installing this.
:balloon2:
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Re: Patch 1.2 Release/Delay Discussion
@Derfasciti - you downloaded the torrent.
If you're unfamiliar with bittorrent, I'd advise you to wait for the official patch
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Re: Patch 1.2 Release/Delay Discussion
hehe yes you are indeed correct when you think I'm not computer savvy. I just play on these things, I don't know how to actually DO anything with them:laugh4:
So, when is the official patch coming out then? Anyone know?
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Re: Patch 1.2 Release/Delay Discussion
@Derfasciti HIS "( Bits you was download is ok. You must make now a double click on the icon . Then the Program is downloading. But you need this Torrent prgram fodnlad it. I make the some yesterday night and first in the night it was working and my piece bar was green but very slow 3bits-15 bits. Then in the Night it was broken and since this morning my piece bar is grey (File in moment not for Download) I think they put the Patch away from net, i don´t know. Please check you if it´s working and let me know.
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Re: Patch 1.2 Release/Delay Discussion
Quote:
Originally Posted by Derfasciti
hehe yes you are indeed correct when you think I'm not computer savvy. I just play on these things, I don't know how to actually DO anything with them:laugh4:
So, when is the official patch coming out then? Anyone know?
When it's done ~;)
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Re: Patch 1.2 Release/Delay Discussion
So, a little more feed-back:
- No hotseat.
- Spears are indeed quite effective against horses, they only need to have good valour and they need their flanks covered all the time, since horses can still scare them away easily, but head on they are effective.
- Rest of the foot is still bad, good cav charge can kill a unit of varangians in seconds.
- Horses can still run away from fight, with nearly no losses.
- Two handed weapons now work properly, they are better against horses than normal swords. Again, if they are not charged.
- Horse archers are still way to hard to catch, even with high speed horses.
- Light horses charge is still overpowered.
- No stat fixes, units stats are exactly the same as before, not even a price fix in 'mongol infantry - dismounted archers' bug.
- Bilmen, still bad against horse charge, they are effective if horses are pined down tho.
- Pikes, while still good against horses, now can loose against normal foot head-on, they still hold very long against them, but eventually they loose.
- More for mp and I havent fully tested it, but it looks like click behind bug is fixed!
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Re: Patch 1.2 Release/Delay Discussion
Any word on anti-trait behavior?
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Re: Patch 1.2 Release/Delay Discussion
Quote:
Originally Posted by FactionHeir
Any word on anti-trait behavior?
Define anti-trait stuff? I am pleased to note that when you capture a city/castle and choose to simply "Occupy" it, you will lose Dread. Haven't got this far yet, but I can hope/assume that it'll start increasing Chivalry points when you reach dead even.
Traits seem to be improved overall. Carl has the unofficial v1.2 configs and should be looking through them as we speak.
Some other observations:
- Peasants are still ... kinda powerful, if you match them up 1 to 1 against say a Spear Militia. In the 5 tests I ran, the SM won 4 times, but always by a small margin. I thought about this for a bit and actually realized this isn't too terribly far off what was probably reality. A "peasant levy" or militia would be simply commoners drug out of their abodes, tossed a spear and an overcoat and told to go stabby stab the badguys with very little training. In short, glorified peasants. As such they shouldn't be too far off from the raw "peasant" unit, which so far I don't think they are. SM should probably beat Peasants by better than they do right now, but it's not bad.
- I encountered a REALLY wierd bug/glitch when playing a custom siege. Set myself up as the english with 4 DFKs holding a level 2 def. citadel against 12 units of peasants carrying 2 towers and 1 ram. My defenses blew away one tower before it got to my walls, but the ram made it to and past my gate, and one tower made it to the wall before it was shortly destroyed. The wierd behavior was the scottish peasant army... I finally caused a chain route, but when a unit started to route, it didn't go anywhere. Literally. They just stopped dead in their tracks and that was that, the flags were flashing white, but they weren't exiting stage right.
- The AI is most definitely smarter. Previously in sieges I could do some sneaky backdoor crap with ladders or towers away from where the bulk of my forces where, can't do that at all anymore. AI promptly moves to plug all holes and meet any threats that I can throw against it.
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Re: Patch 1.2 Release/Delay Discussion
I screwed around with the patch last night in a new HRE campaign, and so far things seem quite a bit better. However, I did notice that when I ordered my peasant archers to attack the enemy archers on a castle's battlements, they simply walked all the way up to the wall and then stood there. It wasn't a range thing either, because after realizing they had done this, I ran them back aways and they then began to fire at the enemy archers on their own. I had never had an issue like this before, at least not in my English campaign anyway, though I do remember people talking about archers attempting to melee instead of fire arrows when given an attack command. But if my memory serves me, wasn't that one of the items fixed with the 1.1 patch?
Also, I think someone had asked something about the towers being improved, and though I can't say for certain yet, when I sent a ram and a siege tower (straight) at a castle, the ram was destroyed before it got to the gate, and the siege tower was destroyed shortly after making it to the wall. The enemy only had two units of peasant archers on the walls. I don't remember them being destroyed so easily early in the game before. Oh, and then the battle did not end after all my siege equipment were destroyed... (before any units could make it inside/over the walls) something that was fixed in 1.1 as well. Hmm.
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Re: Patch 1.2 Release/Delay Discussion
Quote:
Originally Posted by Lavos
So, a little more feed-back:
- No hotseat.
- Spears are indeed quite effective against horses, they only need to have good valour and they need their flanks covered all the time, since horses can still scare them away easily, but head on they are effective.
- Rest of the foot is still bad, good cav charge can kill a unit of varangians in seconds.
- Horses can still run away from fight, with nearly no losses.
- Two handed weapons now work properly, they are better against horses than normal swords. Again, if they are not charged.
- Horse archers are still way to hard to catch, even with high speed horses.
- Light horses charge is still overpowered.
- No stat fixes, units stats are exactly the same as before, not even a price fix in 'mongol infantry - dismounted archers' bug.
- Bilmen, still bad against horse charge, they are effective if horses are pined down tho.
- Pikes, while still good against horses, now can loose against normal foot head-on, they still hold very long against them, but eventually they loose.
- More for mp and I havent fully tested it, but it looks like click behind bug is fixed!
Sounds good in general.
Any change in unit prices? Do archers, 2H axemen cost the same?
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Re: Patch 1.2 Release/Delay Discussion
Quote:
Originally Posted by Whacker
Shields don't/shouldn't matter one whit in terms of being on the receiving end of a heavy cavalry charge. I ran another test where I took on 120 DFKs with 80 Hospitalier knights. I lost 10 knights in the immediate post-charge melee, and killed all the DFKs. Half the DFKs died on impact. This is exactly what I'd expect and like to see.
Funny, it's exactly what I'd like NOT to see. Heavy cavalry does not cost sufficiently more than heavy infantry to be producing this sort of result against every kind of unit on the battlefield. The cost must go up substantially, or else they must be A. substantially less powerful or B. have a BIG weakness.
Second, how could you actually say this? For the men being hit by lances, there is clearly a benefit to receiving the blow on a shield as opposed to directly in your chest. At the very least the shield will lessen the energy of the impact as the lance forces through it, and may very well prevent it from damaging the armor on your body at all as a result. It may also be possible to deflect the blow entirely away from your body, which clearly you can't do without a shield. You can't just write off a shield as if it will do nothing at all.
Quote:
Originally Posted by Lusted
I even find heavy cav to be a bit overpowered as well, i know they were the tanks of the medieval period but having them able to own everything does pretty much ruin all balance, they need to be toned down a bit.
Exactly.
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Re: Patch 1.2 Release/Delay Discussion
Quote:
Originally Posted by Cheetah
Sounds good in general.
Any change in unit prices? Do archers, 2H axemen cost the same?
Units cost is the same as before. And yes it is a decent patch. I realy can't remmember any better one from this company. ~;)
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Re: Patch 1.2 Release/Delay Discussion
Quote:
Originally Posted by Foz
Funny, it's exactly what I'd like NOT to see. Heavy cavalry does not cost sufficiently more than heavy infantry to be producing this sort of result against every kind of unit on the battlefield. The cost must go up substantially, or else they must be A. substantially less powerful or B. have a BIG weakness.
I honestly don't care about cost in the campaign. My normal play tactics ensure that I have a sufficient income that I can spend it wisely each turn and improve my provinces and recruit what I need, with a bit left over as a safety net for the next turn. Of course this is usually moot halfway through when you're guaranteed to win and making so much money you have to figure out creative ways to get rid of the excess. In principle I agree though, mounted heavy cav should be more expensive than it is right now.
Quote:
Second, how could you actually say this? For the men being hit by lances, there is clearly a benefit to receiving the blow on a shield as opposed to directly in your chest. At the very least the shield will lessen the energy of the impact as the lance forces through it, and may very well prevent it from damaging the armor on your body at all as a result. It may also be possible to deflect the blow entirely away from your body, which clearly you can't do without a shield. You can't just write off a shield as if it will do nothing at all.
My choice of words could have been better. I'm not writing them off as doing nothing at all, but the impact they have is going to be minimal at best. It's entirely possible that an incredibly lucky or skilled person could divert *some* of the energy of the blow, but it's unlikely unless the charger has miserable skill in shock tactics. Even if we were to assume that it were possible, another thing to consider is that knights didn't always ride to the side of the target, quite often they would literally ride directly AT them with the aim to both skewer with the lance and knock them senseless when the horse collides with them. No matter how one looks at this, the target is going to be significantly worse for the wear, if not dead/knocked out immediately after impact. While I hope you haven't, if you've ever been in a bad car wreck you can begin to appreciate some of the magnitude of the forces at work and how they relate to this and shock tactics.
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Re: Patch 1.2 Release/Delay Discussion
I don't think Knights are as ultra hard as is being made out. Against a good infantry unit they lose.
Here was my latest test. One unit of English Knights versus Dismounted Chivalrous Knights. I got a great head on charge but it did not inflict as many casualties as it does when Im charging say peasants or archers. And after that charge, my knights were soundly thrashed in combat.
https://i4.photobucket.com/albums/y1...36/knights.jpg
This seems reasonable to me.
Oh and here's a picture of the new launcher for those interested.
https://i4.photobucket.com/albums/y1...6/Launcher.jpg
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Re: Patch 1.2 Release/Delay Discussion
Quote:
Originally Posted by Quickening
I don't think Knights are as ultra hard as is being made out. Against a good infantry unit they lose.
Here was my latest test. One unit of English Knights versus Dismounted Chivalrous Knights. I got a great head on charge but it did not inflict as many casualties as it does when Im charging say peasants or archers. And after that charge, my knights were soundly thrashed in combat.
Are we playing the same game? :inquisitive: :dizzy2:
https://img453.imageshack.us/img453/1579/0000fm5.th.jpg
Edit - Dang, itchy trigger finger today. Forgot to mention, half of the DCKs were dead on impact.
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Re: Patch 1.2 Release/Delay Discussion
Quote:
Originally Posted by Whacker
That's weird. Seriously, Knights get decimated in melee combat against decent heavy infantry and barely make an impact on their charge. Odd.
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Re: Patch 1.2 Release/Delay Discussion
Quote:
Originally Posted by Quickening
That's weird. Seriously, Knights get decimated in melee combat against decent heavy infantry and barely make an impact on their charge. Odd.
Part in bold I sorta agree with, they take casualties but don't get decimated. The real key is to get a really good, solid initial charge and you're pretty much guaranteed 50%+ casualties on impact.
When I run my tests, I almost always use grassy plain (didn't in this case) on medium difficulty. In this case, when the game started I single clicked the DCKs and let the game do the rest. Also, I put my knights 5 rows deep. Give all that a shot and see what happens.
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Re: Patch 1.2 Release/Delay Discussion
Quote:
Originally Posted by Whacker
Part in bold I sorta agree with, they take casualties but don't get decimated. The real key is to get a really good, solid initial charge and you're pretty much guaranteed 50%+ casualties on impact.
When I run my tests, I almost always use grassy plain (didn't in this case) on medium difficulty. In this case, when the game started I single clicked the DCKs and let the game do the rest. Also, I put my knights 5 rows deep. Give all that a shot and see what happens.
Alright doing it your way the Knights won although not by much.
My test was done on very hard, the default map, my knights were in the formation they start in and I double clicked to charge.
So what does this tell us? Single clicking to charge is more effective? Your formation was more powerful? Very hard gives the AI some kind of bonus in combat?
Interesting.
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Re: Patch 1.2 Release/Delay Discussion
Single click charging is more effective as it tires out the cav less.
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Re: Patch 1.2 Release/Delay Discussion
Quote:
Originally Posted by Lusted
Single click charging is more effective as it tires out the cav less.
Yeah seems so. I just replayed the battle as I originally had it, the only difference being that this time I used single click charge. And the Knights won. Although again, they weren't exactly thrashing the DCK.
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Re: Patch 1.2 Release/Delay Discussion
Quote:
Originally Posted by Quickening
Yeah seems so. I just replayed the battle as I originally had it, the only difference being that this time I used single click charge. And the Knights won. Although again, they weren't exactly thrashing the DCK.
*IF* the old RTW rules carried over, then depth of your formation should also have a bearing on success. Deeper formations are supposed to yield better results, at least in RTW. Obviously charging downhill is going to help one out too.
The rule of thumb I use in M2TW is match your formation depth to your target, and always single click to charge. By formation depth, I generally try to keep my knights spread out about as wide as whatever I'm going up against. Worked fine for me so far, there may be other better ways as well.
Good luck.
:balloon2:
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Re: Patch 1.2 Release/Delay Discussion
I've already finished tweaking the 1.2 traits and ancillaries on my end but without having 1.2 actually installed, I'm not sure whether anti traits still knock off all points in their anti trait as opposed to 1 point only when tresholds are met.
Anyone got info on that?
As for cav charges, I always use double click (i walk up the enemy roughly double charge distance before double licking). That doesn't tire cav out and also ensures the running formation is tight instead of wobbly which is what occurs when you single click charge (some knights take longer to take off to full speed)
Also noticed in 1.1 at least that with double click charges my knights suffer significantly less casualties than with single click.
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Re: Patch 1.2 Release/Delay Discussion
I eventually downloaded the torrent unofficial patch - it took around 18 hours! (probably my router needs adjusting, but I'm a torrent newbie).
I got to 1178 in an England VH/VH campaign and am finding it harder that pre-patch. (The proviso here is that I was one of those people who found it challenging pre-patch: not sure why, I like to think it's because I don't sack/exterminate and because I always obey the Pope rather than because I am a poor player). By 1178, I have the two Flemish towns, plus my continental castle. I've knocked out Scotland and have a crusade beseiging Antioch. I've lost Wales. And that's it. It's not a terribly impressive performance on my part (given some folk report winning the campaign after 50 turns). But it does make for a fun game.
I may be imagining it, but the strategic AI seems a little more aggressive (and perhaps anti-player). Early on the Spanish appeared out of nowhere to take my starter continental castle (name escape me - I haven't controlled it for much of the game, lol!). The Portugese landed in Wales and took Carnaevan with a full stack. These two moves were "Civ" like in their surprising level of aggression, seriousness and effectiveness. :2thumbsup: The only downside is quite a few times the AI besieged weakly guarded towns with too few men - rough parity, leading to an easy rebuff thanks to my towers. I don't recall this before, although may be the problem will start to go away once the AI gets more access to artillery as the campaign progresses. The Danes also kept doing a weird dance early on, unloading a big stack next to Nottingham then reloading it. Eventually, I got fed up of the threat and sunk the one ship carrying that big (but low level) army.
To be honest, I have not noticed much change in the battles. I guess shielded units are more robust, but as most my melees are between shielded units, this tends to cancel out. I suppose kill rates much be lower - it does feel less frenetic (although AI sallies tend to be over very quickly).
I avoided 2H weapons until now and it's too early for me to have DEKs. Gallowglasses are awful attacking walls against shielded defenders (one factor in a humiliating defeat when I tried to assault the Scottish king in Dublin). But sliced through peasants in the streets with panache (the animation has then spinning their opponents back as if in a whirlwind).
Cavalry is still extremely powerful - as predicted by some, fixing the shield bug does little to weaken them as the early cav have pretty significant shields (fxiing the bug is a net +4 adjustment to spears vs shielded cav). If anything, fixing the shield bug seems to make cavalry more robust. They still suffer if caught standing, e.g. in city street, but they don't drop like flies the way they did before. Stationary combat between spears and knights seems a draw, which seems ok realism-wise (no idea about "balance"). My spears do ok against enemy cav - I can take them without feeling guilty now - although I don't give the enemy cav much change to charge them. Proper handling of my cav means I don't tend to experience the effects of my cav charging spears frontally (go for the rear/flank and you should be fine). All this is just for early troops - merc spears, mailed knights, bodyguards etc.
The Pope seems harder to keep sweet. I'm paying him 100 florins each turn, sometimes 500 and my relation is still very poor - despite voting for him and obeying him. I suspect it will take serious sums of money to get good relations. My crusade deserted twice sailing round Spain (maybe just bad luck - it happened only once pre-patch). This time desertion losses are full units; I thought they were fractions of units pre-patch but maybe I am imagining that. I am not 100% sure about the change in the Pope's attitude or the desertion point - I have not played seriously since the shield bug was discovered.
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Re: Patch 1.2 Release/Delay Discussion
Quote:
Originally Posted by Lavos
Units cost is the same as before. And yes it is a decent patch. I realy can't remmember any better one from this company. ~;)
That is bit strange. I would have expected the cost of 2H axe units to be increased. After all they are much better than they were before the patch (and they were dirt cheap, except norse axemen).