You dont need to bother with 1.1Quote:
Originally Posted by Afro Thunder
Printable View
You dont need to bother with 1.1Quote:
Originally Posted by Afro Thunder
Quote:
Originally Posted by Sinan
I tried some militia billmen last night in a 1 to 1 fight with mailed knights. The billman caused a lot of losses but were still wiped out, and had to charge to do that.
I'll try some Eastern Halbreds and others just to get some info.
finally!
Unfortunately, none that I have found. I, too, must uninstall and reinstall. Luckily I have saved my modded files in another folder.Quote:
Originally Posted by Andres
Delighted its finally out since I have not given it a go since christmas. I hope all those annoying buys which spoilt the game for me have been fixed so I can enjoy the game the way it was supposed to be!
Downloading from gamershells dutch server at 231 kb/sec, 21 minutes left!
Heres to a happy bank holiday playing TW ! :balloon2:
does anyone know if there are any improvements over the unofficial 1.2 patch aside from stability? Because i really cant be going though all that faff again, i only got the unofficial one a few days ago
EDIT Ahem nevermind, found a thread about it. And for those of you who are interested, the consensus at the moment seems to be 'maybe'
Me too. It is weird.Quote:
Originally Posted by Quickening
I have run a few tests on zweihänder, most distinctly on DGK. Zweihänder units are definitely neutered, almost beyond use imo. It seems any kind of other knight unit, especially S&S, will have their merry old way with them. 2hand axe units such as Berdliche axemen seem to be about even with them, I have not tried any other 2hand axe unit against them.Quote:
Originally Posted by Sinan
DGK are now useless, they cost too much and their upkeep is too high for their statline. Of which helps them not one bit against any sword unit. And their charge seems almost ineffective. I have not tried them against spear infantry, hopefully that will not run them over as well. If anyone has any experience with zweihänder testing or use post 1.2 please feel free to add input. :dizzy2:
Tschüß!
Erich
Not experience per se, but certainly insight. We knew 2H units would be horribly underpowered by the fixing of the shield bug, because they do not have shields and thus do not benefit from the fix. For those not aware, the shield bug fix represents for most shield users a +12 effective shift in defense, which is why you see comparatively neutered 2H units. The most obvious fix would be to raise their attack stat accordingly, restoring their ability to carve up S&S units at about the same effective level as before. Something in the +8 to +12 range would probably put their effectiveness against shield units back to about the pre-1.2 level. However this is probably not the best solution, as it also restores the high kill rates in the 2H vs S&S matchup, not to mention making 2H units even more insane against non-shielded troops. In all though they quickly dispatch non-shield troops in any case, so the potential drawback of high attack stat buffing may not be that harsh after all - it remains to be seen.Quote:
Originally Posted by Fußball
but wont the pacth be in ducthQuote:
Originally Posted by AussieGiant
Quite true. Boosting attack might be the best method as the effect tends to level off at higher att vs def.Quote:
Originally Posted by Foz
I'm actually also worried about the late non shielded cav that has a lower armour/defense value than the shielded earlier cav mainly because CA thought while balancing that they seemed better somehow (due to shield bug) Now that that's fixed, there's hardly any point in getting the late cav units anymore.
Rebalancing mods are in order then. Can't expect CA to bugfix AND rebalance in one patch.
Quite. They're already in the works, apparently. Carl recently posted that he was downloading the patch and would be working on 1.2 versions of his mod files in the next 24-48 hours IIRC, and Lusted already has posted LTC files for v1.2.Quote:
Originally Posted by dopp
Awesome. You balance modders rock :)Quote:
Quite. They're already in the works, apparently. Carl recently posted that he was downloading the patch and would be working on 1.2 versions of his mod files in the next 24-48 hours IIRC, and Lusted already has posted LTC files for v1.2.
And thanks to CA for fixing the bugs! :2thumbsup:
I'm gonna have to assume that the "Unspecified Error CTD" comes about from having modded files because after an uninstall, reinstall, patched to 1 then patched to 2, and remodded the Descr_Strat the game runs fine...:juggle2: I'm just speculating though...
Fußball and Foz' points about two-handers holds true for Eastern Halbred Infantry, which die so horribly to knights that raising their attack wouldn't do much good there. They die too quickly. Checking on other units.
Thanks for the replies FuBball, Doug and Foz.
This is what I was expecting. As I mentioned in earlier threads, that a stat rebalance will be necessary after 1.20 to make the game work as intended. I'm waiting for PureFixer 1.14 before I do anything with 1.20.
In Fixer 1.13 I felt the 2H were a little too strong. They were the ultimate infantry in most cases. I think a minor downward stat change vis a vis Fixer 1.13 would improve them in Fixer 1.14. A stat change in the range of +7 to +11 perhaps, perhaps a little less. It would have to be experimented with.
Having said all that I LOVE 2H units. They are beyond cool.
Salute !
At last, the new patch, now I can spend hours playing M2TW instead of checking to see if the patch has been released....
Nellup
Notably, Egyptian halbreds do much better against infantry if they are in loose formation.
Egyptians vs. English Dismounted feudal knights (sword and spear), normal settings, grassy plains, 1 to 1 frontal, both in close formation. English win with 53 men left to 12 Egyptians remaining.
Same situation, halbs in loose order and English still in close: Egyptians win wtih 28 men remaining to 24 for English. English morale broke before their leader was killed.
Interesting. Did you run the test a few times (e.g 3 or 4) to compare results ?
I think that test in itself says a lot, but just wondering what a sample sequence test result would be.
This says EU patch. Are there two patches for Europe and US?Quote:
Originally Posted by Ethelred Unread
Just tried it once. There's a lot more work to be done on this topic.Quote:
Originally Posted by Sinan
I never can tell how much animation has to do with the results. It may be nothing, but I tried loose formation because it sure didn't look like the halbreds had enough room to make a good swing. That's probably totally irrelevant. I'll do a few 1 to 1's tonight and average the results.
Infantry in defensive formation doesn't attack and is defeated easily, part of the reason why spearmen suffer against swords.
I don't think so, noQuote:
Originally Posted by Packet
The spearmen *must* suffer against sword/shield combo. In reality the spearmen were the cheapest troops just a little better then the lowly peasants. A spearmen is helpless against a sword/shield combo.Quote:
Originally Posted by dopp
Thoughts on the loose formation thing: perhaps by spreading the unit out further, you dampen the impact of the enemy's charge. Their charge imprint is the same each time, but you (by spreading out) are putting less men inside that imprint, and thus more survive. At the same time, the enemy infantry must cover some ground to get to most of your remaining soldiers, which may mean the greater reach of the halberds gives you the first attack most of the time in the general melee. If your unit was tightly packed, it's more likely enemy infantry would already be close enough to yours after the charge to just start swinging away.
Good observation.
Just one word: Woot!
A few more words: I uninstalled and reinstalled, remembering to copy my modded files first. Ran the new patch over 1.0 and it worked like a charm. It took a while, but worth it. After I had confirmed that everything looked ok, I ran the unpacker, and replaced some of the files with my modded ones. Started a new campaign as England, and the first battle of York almost brought tears to my eyes: Armour glistening in the sun, I ran the entire battle at slow speed(0.3-0.4), and it was beautiful! In addition, the game must have recognized my newer, better graphics card, cause it ran with shadows and gore as default. Seeing Knights fighting with blood spattered armour was almost too fantastic! When will we get the tools to make hsitoric battles and record them to watch afterwards? :yes: :yes: :yes: :director:
GamersHell refuses to load for me
Shouldn't be too long...Quote:
Originally Posted by Wartz
-wikiman
As i wrote in other forums i have problem playing campaing in M2TW 1.2.The game freezes after the 1st turn on the 1st faction of the 2nd turn.Also freezes when after a succefull asault to a city when the game returns to campaing map to enter the city.I downloaded the paches 1.2 and 1.1 from the gamersshell uk link. Am i the only one with this problem?Was my fault not to errase the previus saves of 1.0 version?ANY idea what must i do?Please help i want to enjoy the new version!!!
You need to reinstall M2TW, this time not applying the 1.1 patch (ie patching straight to 1.2) and not using any mods or no-cd cracks.
OK but when i'm trying to install 1.2 i have a mesage that "previus versions required" what shall i do in this occation?Quote:
Originally Posted by sapi
Are you trying to install on a freshly installed, legit copy of m2tw with no files edited and no cracks applied?
Nono, they don't attack at all, or at a reduced rate. Worst offenders are pikemen, who just stand there and eventually lose against virtually anything (even cavalry). It's not a balance issue, but a behavior issue.Quote:
Originally Posted by Handel
Directly from the CA cd 1st 1.1 then 1,2.When i see the version in the "option" it writes 1.02. Is that correct?I will reinstall the game 1st thing in the morning...Another isue,whille installing 1.2 patch in the time instaaled packs 1-4 insallation took a long time.Is that a bad sight?Any way thangs a lot for the help!!!!!:2thumbsup:Quote:
Originally Posted by sapi
the last part (modifying packs 1-4) should take a long time.
The only thing I can guess at is that installing 1.1 first corrupted your patching process.
Might be worth a try doing the reinstallation thing, this time not applying 1.1...
Is there a list containing all the changes the patch made to the game ?
The gamershell download didn't include a readme...
:balloon2:
There's a link to it in the launcher ~;)
Spoiler Alert, click show to read:
Note the feature list does not include fixed items such as shield bug, tower bug and antitraits, even though they have been fixed too. Maybe too embarrassing to list?
People, you may want to edit a few of the turn based gunpowder ancillaries (explosives, roger bacon, meister eckchart, albertus magnus) so as to be available to governors after the "gunpowder discovered" event. For some reason CA forgot to update them after changing the event date so at least one can never occur.
or you can set it back to pre 1.2
Edit: What was I thinking? Corrected the explosives ancillary
Actually all three named ones you listed as they require buildings that can only be built after gunpowder is discovered. Good catch btw. Should note though that this only affects new, not old campaigns (i.e. those from 1.0 or 1.01) whose event dates among other data does not get updated to 1.02.
Whithout 1.1?how can I do this?the 1.2 requires previus versions...Any sagestions?Please can you be more detailed?Another isue:I started historical battles the cannons just don't work!!!:dizzy2:Quote:
Originally Posted by sapi
You have to install 1.0 which is the basic retail version of the game that you get when you first install it from disc. Then you simply apply the 1.2 patch, which includes all previous fixes for the game (i.e. 1.1) in it, making the 1.1 update entirely unnecessary. Since people have a LOT of issues if they try to go from 1.1 to 1.2, you are strongly advised to not install the 1.1 patch and instead should take your game straight from 1.0 to 1.2.Quote:
Originally Posted by AnthoniusII
I'll try again but the 1.2 doesn't start the installation without previus installation of 1.1.Anyway it worth trying...How can i make 1.2 start to install without 1.1?Any ideas?Thanks all of you for your help!!:dizzy2:Quote:
Originally Posted by Foz
1.2 will start the installation without 1.1 and will most likely fail if that patch is applied.
Nothing happens!!!1.2 SIMPLY does not begin installation without "previus" versions...What can i do to make it started without 1.1?:embarassed:
Uninstall M2TW
Delete the sega/m2tw folder.
Restart your computer.
Install M2TW.
Restart your computer.
Install the 1.2 patch.
Thank you all!!!I am sorry for my ingnorance...:shame:
This whole updated patch process is quite frankly pants. I have spent the whole of today deleting reinstalling rebooting to get this update working. This should be straightforward. My system runs on microsoft with norton. To update either I access the site, and run update. The download completes and a message says update completed successfully. You then reboot. Simple. It takes minutes not hours. For my efforts the game still doesnt work and the launcher keeps activating AOL for reasons I cannot fathom. To play i have to close AOL down. For me I might as well throw the game away and buy a new one preloaded with v1.2. Whoever has got contacts with CA tell them to get it right for 1.3 because this is basically a joke.
In the meantime I shall go back to MTW as it works. If anyone can reconmend a good mod for M2TW from the basis v1.0 version please let me know. At least that will work as well.
hacked off and fed up.
All i had to do was reinstall to 1.0 as i had leaked 1.2 installed, run the game once, restart and install 1.2.
Please have a read of my post a few lines up to find the correct way to install the patch.Quote:
This whole updated patch process is quite frankly pants. I have spent the whole of today deleting reinstalling rebooting to get this update working. This should be straightforward. My system runs on microsoft with norton. To update either I access the site, and run update. The download completes and a message says update completed successfully. You then reboot. Simple. It takes minutes not hours. For my efforts the game still doesnt work and the launcher keeps activating AOL for reasons I cannot fathom. To play i have to close AOL down. For me I might as well throw the game away and buy a new one preloaded with v1.2. Whoever has got contacts with CA tell them to get it right for 1.3 because this is basically a joke.
The launcher activates AOL because it wants internet access; if you don't want to give it said access either block it through norton or bypass it entirely.