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  1. #1
    Alienated Senior Member Member Red Harvest's Avatar
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    Exclamation Bugs and Patch Changes RTW 1.5

    I'm going to start this thread as a placeholder for when the patch arrives sometime in the next 48 hours. (If Mods object, etc. then delete or lock as appropriate.)

    The Readme is nice but it is general, and as it states it probably omits a number of small or subtle changes...or perhaps uses classic British understatement. So what I hope to do in this thread is to compile a list of changes and fixes that have been implemented compared to RTW 1.3. I will try to edit to maintain a list of what we find (although I could be out of pocket for a considerable time in the coming weeks--so a moderator might want to take over if I don't appear for an extended time after the patch is released.) Some general guidelines:
    1. Contribute what you observe that is different/changed.
    2. For obvious things like changed stats, just provide before/after number.
    3. If you are uncertain about something that requires some testing, it might be best to have a separate thread to discuss it and flesh it out before adding it to the list.
    4. CA comments would of course be very helpful toward compiling a complete supplemental list.

    A similar thread for BI 1.6 might be useful. I'm not a good candidate for managing the BI list, as I don't have BI at the moment and won't have any "history" to compare. (Hopefully this RTW patch will prompt me to remedy that, and change my sig.)

    And as always...a separate bug/workaround type list would be handy to keep in a different thread. Bugs of course could be in this thread, assuming they are *changes* from the previous release, not pre-existing bugs.

    EDIT to begin lists for RTW 1.5, looks like my original format is going to require changing:
    Undocumented fixed/changed items.
    1. Officers seem to all have their weapons now. Before they had a tendency to show up for battle at times with no sword. Lots of punching... (Several...need more time to confirm.)
    2. British Generals have been upgraded to 5 def. skill from 1. (Red Harvest.)
    3. Generals_unit_upgrade added for Pontus "East Pontic Generals"
    4. The AI has resumed using its warcry more consistently. In 1.3 it would often not warcry when attacking. In 1.5 it seems more prone to do so...including in custom tests. Glad to see this back! (Red Harvest)

    Confirmed officially documented fixed items.
    1. Naval invasion seems to be working according to initial reports. (Many.)
    2. The AI uses its pila now. (Many.)
    3. Barb Archer Rebel/Slave officer removed.
    4. Spear warbands now have secondary swords and slightly lower cost/upkeep.
    5. Berserker hit points have been cut to 2, and armour increased to 2. Recruiting and armour/weapon upgrade cost have been increased.
    6. Memory leak has been partially fixed. It takes much longer to get the same level of leak. However, symptoms are exactly the same as before. CA gets partial credit.
    7. Javelin skirmish AI appears to be improved. It is more likely to use them as skirmishers now. Archers/slingers still have some serious issues (not firing at times, marching through enemy fire, etc.) but they do seem to behave more like skirmishers on average.


    Unfixed issues.
    1. The two highest level horse temples are still buildable for Gaul, etc. and should not be according to the messages provided onscreen. (Red Harvest, many others) EDIT: Confirmed by Intrepid Sidekick/Capt. Fishpants, the two highest level horse temples should be buildable by Roman factions only.
    2. SPQR still has Greek family members. (Seasoned Alcoholic)
    3. Some reports of not having control of reinforcements in battle. (Various.)
    4. "Short_pike" does not work properly. Phalanx units with it won't shoulder arms when phalanx is toggled off, and when attacked in phalanx, the pikes don't seem to hold the enemy off at all, the whole first row switches to swords. (Red Harvest.)

    New 1.5 Bugs
    1. AI seems to be able to very successfully use pila after it engages in melee...even after it did the initial hurl and charge. (Red Harvest.)
    2. Academy class buildings might not be providing intended law bonus. (Barbarossa82.)
    3. Disasters don't seem to work properly. The triggers are unreliable now (and appeared to be in 1.3 as well.) I've not seen a storm at sea in 1.3 or 1.5. I can get Etna to smoke, but not erupt (except for the historical event.) I have seen two floods, but no deaths from them. Have so far been unable to trigger a quake, or drought, or storm at sea in 1.5.. I know the disaster file is getting referenced, since I can make Etna smoke (by plugging in a coordinate as well as a frequency.)
    4. Slave resources don't seem to be adding to population anywhere, even when the growth icon shows they should. There is growth in year zero, but none of the projected slave population growths are actually received. (Pode, Germanvs, and others. Confirmed.)
    5. There have been quite a few reports of problems with siege towers, particularly the larger ones. Typically, men will mill about running in and out and can't be commanded. Eventually, they move up the tower. Sometimes they bypass the tower and end up on the wall before the ramp opens, this can cause a CTD. (MAt, and others.)
    6. There is no option to turn off the battle timer in provincial campaigns. (Red Harvest)
    7. During a Civil War test (as provincial campaign using straightforward descr_strat diplomacy mod) found that agreeing to a ceasefire with an AI Roman faction allows them to siege and blockade without being at war...and if the player's popularity is low, he can't counterattack in any way, leaving him helpless. It looks like the AI cannot attack ships or armies, but it can siege and blockade. War continues against other Roman factions. (Red Harvest)
    Last edited by Red Harvest; 12-21-2005 at 04:10.
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  2. #2

    Post Re: Undocumented Patch Changes RTW 1.5

    With regards to a new RTW v1.5 bugs thread, it may be useful to everyone if the first page documents the entire list of encountered (and confirmed) bugs. I'm taking this idea straight from Kraxis' Sticky BI bugs thread. Before anyone posts a potentially new bug they should double-check the entire list to date to avoid duplications. It would need to be updated on a frequent (perhaps daily) basis, depending on how many members are posting in there.

    Perhaps once the patch is released, someone could post the final readme version in here, and this could prevent duplications on this topic. It may contain a few more documented changes / fixes than what CA have already provided.


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  3. #3
    Robot Unicorn Member Kekvit Irae's Avatar
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    Default Re: Undocumented Patch Changes RTW 1.5

    I have plans for a RTW Bugs/BI Bugs/Undocumented Features thread to sticky so there will be only one sticky instead of three. All I need is someone dedicated enough to maintain it

  4. #4
    Summa Rudis Senior Member Catiline's Avatar
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    Default Re: Undocumented Patch Changes RTW 1.5

    The different flavours of RTW/Bi probably need different threads for bug I think. This one's stickied for now, to merge with BI bugs at a later date
    Last edited by Catiline; 12-13-2005 at 23:36.
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  5. #5

    Default Re: Undocumented Patch Changes RTW 1.5

    I think Golden band are much better now. I don't remember their original stats but they seem a bit higher.

  6. #6

    Post Re: Undocumented Patch Changes RTW 1.5

    RTW v1.5

    SPQR start with 2 Greek-named family members. It appears that their names are generated at random at the start of a new imperial campaign.

    Of course, it depends how you interpret this as to what you believe it to be.

    Spoiler Alert, click show to read: 
    How do I interpret the SPQR starting with 2 greek-named family members? No comment


    [EDIT:]Double-checked descr_strat and there aren't any entries in the family section under Romans_Senate for these 2 named charachters. Looks to be bugged.
    Last edited by Seasoned Alcoholic; 12-15-2005 at 17:04.


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  7. #7
    Senior Member Senior Member Oaty's Avatar
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    Default Re: Undocumented Patch Changes RTW 1.5

    Quote Originally Posted by Red Harvest

    New 1.5 Bugs
    1. AI seems to be able to very successfully use pila after it engages in melee...even after it did the initial hurl and charge. (Red Harvest.)
    (Red Harvest)

    Not an introduced bug. I have been able to hurl pila from an engaged units in multiple ways since patch 1.2 and maybe earlier.

    One way is guard mode with fire at will on. The unit can stay engaged and the rear ranks of the unit will throw pila. However if the unit becomes too disrupted it will be unable to throw.

    Two just fire at will on. The unit will more likeley becom engaged once hit, but if the unit does not counter attack it can still throw from rear ranks.

    Three probably the most obvious is to right pila click on a nearby unit that is within range.


    Why this has become suddenly obvious is the fact that the A.I. always has FAW on. And now the A.I. is at the same level as the human.
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  8. #8
    Senior Member Senior Member Jambo's Avatar
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    Default Re: Undocumented Patch Changes RTW 1.5

    One thing that really puzzles me is that Praetorian Cohorts are buildable with Army Barracks+ AND also the Imperial Palace (both now post marian reforms). Didn't they used to be buildable from the Imperial Palace only?

    This relative freedom to build the Praetorian Cohort using Barracks and or Palace construction pathways seems to make the other Legionnaire types rather pointless. They're also buildable anywhere on the map, which seems rather unhistoric.
    Last edited by Jambo; 12-21-2005 at 02:02.
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  9. #9
    Alienated Senior Member Member Red Harvest's Avatar
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    Default Re: Undocumented Patch Changes RTW 1.5

    Quote Originally Posted by Jambo
    One thing that really puzzles me is that Praetorian Cohorts are buildable with Army Barracks+ AND also the Imperial Palace (both now post marian reforms). Didn't they used to be buildable from the Imperial Palace only?

    This relative freedom to build the Praetorian Cohort using Barracks and or Palace construction pathways seems to make the other Legionnaire types rather pointless. They're also buildable anywhere on the map, which seems rather unhistoric.
    I had the same question, Jambo and for the same reasons.
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  10. #10
    Alienated Senior Member Member Red Harvest's Avatar
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    Default Re: Undocumented Patch Changes RTW 1.5

    Were the Thracian bastarnae intended to have warcry? They don't presently, while the merc bastarnae units do.

    Also have been intending to mention that it appears to me that in 1.5 the AI is again using warcry more consistently. It was not doing so in 1.3 and it was costing it in 1vs1 match ups. Glad to see this apparently fixed!
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  11. #11
    Bug Hunter Senior Member player1's Avatar
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    Default Re: Undocumented Patch Changes RTW 1.5

    heh...
    Maybe they are more "civilized" then their mercenary friends?
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  12. #12
    Sage of Bread Member Rilder's Avatar
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    Default Re: Undocumented Patch Changes RTW 1.5

    hmm this is a maby undocumented patch change but i've noticed the reforms happen exact turn you finish your imperial palace, i loaded my 1.2 brutus campaign were i hadnt had the reforms and a imperial in italy then the moment i got to the next turn i got the reforms, further testing i started a scipii campaign and did the add_poulation Capau 5000 then worked up to an imperial and lo and behold as soon as i finished "A New man, Gaius Marius" when it was like 250 bc.

  13. #13

    Default Re: RTW Bugs

    Slave-trading definately does not work, nor has it ever worked.

  14. #14
    Bug Hunter Senior Member player1's Avatar
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    Default Re: RTW Bugs

    You mean pop growth bonus due to slave trade?
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  15. #15

    Default Re: RTW Bugs

    Yes, I mean that. The icon for increased population growth appears neatly, but if fact it doesn't do anything. Factual growth is the same as if no slaves were being traded.

    Dragging off half the population upon capturing a settlement works splendid.

  16. #16

    Default Re: RTW Bugs

    Maybe it's been mentioned before but... Playing Armenians in RTW v1.6 and Cantabrian circle seems to be broken. When I click the button the unit (neither HA or Cataphract Archers work) shifts a bit, but never starts moving in a circle.

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    EDIT!
    Ehh I have NO IDEA why some parts of the text appears in red, bold letters! LOL
    Last edited by [GG]vonDöbeln; 12-29-2005 at 10:24.

  17. #17
    Senior Member Senior Member Jambo's Avatar
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    Thumbs down Potential bad bug in 1.5 - men not entering siege towers

    Well, eventually one reared its ugly head in the RTW Imperial Campaign today (1.5). It was a siege assault where I was using large siege towers to assault a large stone wall. The city was the one beside Athens and Sparta (Corinth?).

    Essentially all started fine - the siege towers were set against the walls and the men congregated round the foot of the towers. However, my praetorians simply wouldn't enter the towers! The only way I could achieve this was to constantly click the unit to the walls above and the men entered in dribs and drabs with each click.

    Pity, all was going so well too. I think some others have noted this problem prior to this thread, but together it might be worth working out precisely where this problem lies. Currently I've no idea whether this is an issue with large stone walls or large siege towers yet, but I plan to find out.
    Last edited by Jambo; 12-22-2005 at 03:31.
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  18. #18
    Alienated Senior Member Member Red Harvest's Avatar
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    Default Re: Potential bad bug in 1.5 - men not entering siege towers

    Yep, this one has been reported by a number over at .com. My own experience with a man bypassing the ramp of a small siege tower (before it dropped) and ending up on the wall while the rest were inside the tower. When I tried to send him on the game CTD'ed.

    What unit size are you using?
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  19. #19
    Bibliophilic Member Atilius's Avatar
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    Post Re: Potential bad bug in 1.5 - men not entering siege towers

    Saw something very similar to what RH experienced.

    I had three siege towers attacking the walls of Larissa. They all reached the walls at about the same time but only one began to empty. The other two each had a single guy fall out of the tower onto the wall before the ramp dropped, but no one else followed. After selecting the units and clicking on the walls, several minutes later the soldiers finally began exiting the towers.

    Fortunately, the game didn't crash.

    I always use the "huge" unit scale but have never seen anything like this. This was the first time I had attacked a stone wall with the RTW 1.5 patch.
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  20. #20
    Member Member Tyrac's Avatar
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    Default Re: Potential bad bug in 1.5 - men not entering siege towers

    Quote Originally Posted by Atilius
    Saw something very similar to what RH experienced.

    I had three siege towers attacking the walls of Larissa. They all reached the walls at about the same time but only one began to empty. The other two each had a single guy fall out of the tower onto the wall before the ramp dropped, but no one else followed. After selecting the units and clicking on the walls, several minutes later the soldiers finally began exiting the towers.

    Fortunately, the game didn't crash.

    I always use the "huge" unit scale but have never seen anything like this. This was the first time I had attacked a stone wall with the RTW 1.5 patch.

    I had this same bug. 2 Towers and had one empty its unit as normal and the other let out one man. The tower draw bridge/gate/ramp was closed when i looked and I could not get men up it beyond that first one. This was in B.I. however and was on large unit settings.
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  21. #21

    Default Re: Bugs and Patch Changes RTW 1.5

    The slavery population growth problem should be moved from the "new 1.5 bugs" category to "unfixed issues." It never worked in practice at all. Here's my post on testing from the Ludus Magna thread on Slave Resource:

    OK, here's the breakdown turn by turn in 1.0 unpatched/unmodded (and no slave trader retinue), Normal tax rate:

    Summer 270: After Segesta is enslaved, its pop is 450 and rate of growth is stated as 2% (1.5% base farming and .5% slavery, with no squalor). Everything except the pop stays the same for Segesta through the end of the test in Winter 267.
    Arretium ends up with 4225 pop and 2% growth, (2.5% base farming, .5% farm upgrade less 1% squalor) after enslaving. Built the governor's house.

    Winter 270: Segesta pop 457
    Arretium pop 4309, growth rate drops to 1.5% (2.5 base + .5 farm upgrade - 1.5% squalor). Built roads.

    Summer 269: Segesta pop 464
    Arretium pop 4374, growth rate stated as back up to 2% (2.5 base+ .5 farm upgrade + .5% slavery - 1.5% squalor). Everything except the pop stays the same through the end of the test in Winter 267.

    Winter 269: Segesta pop 471
    Arretium pop 4440

    Summer 268: Segesta pop 478
    Arretium pop 4507

    Winter 268: Segesta pop 485
    Arretium pop 4575

    Summer 267: Segesta pop 492
    Arretium pop 4644

    Winter 267: Segesta pop 499
    Arretium pop 4714

    From this, it seems clear that the .5% slavery bonus isn't actually getting added in. The Arretium pop increase matches the stated percentage in Summer and Winter 270. But when the slavery is added in 269, it never actually increases pop at the right rate--at 2% the Winter 269 pop should be 4461. But it only increases 1.5%, to 4440, indicating that the .5% kicker for slavery never gets added in. The Segesta population increase is never right, since the slavery kicker is there from the beginning: it should be increasing by 9 population, but it goes up by only 7---i.e., 1.5%

    So this has never worked properly, even in 1.0. The population equation doesn't seem to be picking up the slavery bonus for whatever reason.


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    Last edited by gardibolt; 12-22-2005 at 16:50.

  22. #22
    Arrogant Ashigaru Moderator Ludens's Avatar
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    Lightbulb Re: Bugs and Patch Changes RTW 1.5

    Quote Originally Posted by Red Harvest
    1. Officers seem to all have their weapons now. Before they had a tendency to show up for battle at times with no sword. Lots of punching... (Several...need more time to confirm.)
    Yesterday saw a brigand captain (commanding a militia cavalry) fleeing without his sword. I do not know if he started the battle with it (his unit had both skirmished and fought during the battle).
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  23. #23
    Chief Biscuit Monitor Member professorspatula's Avatar
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    Default Re: Bugs and Patch Changes RTW 1.5

    Officers still have the no weapon issue. Most of the time they have it, occasionally it disappears. It's been that way since day 1 as far as I've experienced it.
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  24. #24
    Senior Member Senior Member Jambo's Avatar
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    Default Re: Bugs and Patch Changes RTW 1.5

    It would seem the AI's units also get stuck entering the large siege towers too. This causes havoc to the whole AI siege assault procedure. :/

    Is there anything WE can do to solve this problem? Like, mod out large siege towers, remove large and or epic walls? I've compared 1.3 and 1.5 descr_engines.txt and the only difference is the improvement of the ram (i.e. less likely to ignite).

    Does ayone know yet whether this happens with the standard stone walls? The only walls I've found so far that causes the problem is the large stone walls and the siege towers used to assault them. There aren't enough epic walls around in my campaign yet to test whether they're borked too.
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  25. #25
    Alienated Senior Member Member Red Harvest's Avatar
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    Default Re: Bugs and Patch Changes RTW 1.5

    Moderators et al.: I'm in the middle of a major relocation. I won't have much opportunity to update this thread for probably a week or more and have zero time for play testing (indeed I haven't had much opportunity for playtesting for days.) Please feel free to edit the list at the stop as you feel appropriate. This is not really "my" thread, but one for the community.

    I'll check back when I can. Merry Christmas everyone.
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  26. #26

    Default Re: RTW Bugs

    Quote Originally Posted by SSNeoperestroika
    Any help appreciated with regard to this problem:

    Old graphics card-related bug with new twist, as far as I know. Just came back
    after a long while to the game. It works fine on my older system, which runs
    using a GeForce 4 Ti 4200.

    However on my newer system, running the game on a GeForce FX 5200, there is
    menu flickering and corruption which makes the game unplayable, as you might
    know. Firstly, has there as yet been any way found to overcome this in RTW
    alone?

    Secondly, I in some way overcame this when I installed BI, in so much as RTW
    and BI are both playable on the newer system. But now I find that several things
    still do not work: [Presumably again due to the card?] There are no opening
    cutscenes, for RTW or BI; several in-game graphics are missing. [No graphics in
    the Senate tab, and numerous other graphics, e.g. captured wonder,
    faction destroyed.] Is there any fix for this?
    This happened to me before. I had 2 PCs, playing R: TW on one of them just fine. Then it got hit with Virus, so I went to the other one and played their. On the main menu, wherever I move my mouse, it stays their and laggs, I go to another menu, the first menu keeps showing up. Maybe the Graphics
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  27. #27

    Default RTW Bugs

    Throwing games is actually free of charge.

    In the financial tab it will be noted, but when you actually compare the net-figure with what you have in your coffers, you'll see you didn't pay a dime.

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  28. #28
    Evil Overlord Member Kaidonni's Avatar
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    Default Re: RTW Bugs

    Actually, it deducts from your income per turn - depending on how frequent the games are. Just like units. So, you will get 400 less for throwing games, say, in Messana, monthly. Turn it back to yearly, and hey presto, your income per turn will go back to what it would have been had you not thrown those games monthly.
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  29. #29
    Member Member WarHawk1953's Avatar
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    Default Re: Bugs and Patch Changes RTW 1.5

    Hello,
    I am getting fustrated . I have patched the game with, 1.1,1.2,1.3 and 1.5. The problem I am having :

    Playing Julii in imperial campaign, with Med/Med, large units. At least 12 times I would be playing 2 to 5 turns. The game will freeze, nothing moves, mouse frozen. At least 4 of the 12 times in crashed back to desktop.

    Here is my system:
    E-Machine T2245
    Time of this report: 11/15/2005, 16:34:43
    Machine name: LARRY
    Operating System: Windows XP Home Edition (5.1, Build 2600) Service Pack 2 (2600.xpsp_sp2_gdr.050301-1519)
    Language: English (Regional Setting: English)
    System Manufacturer: eMachines, Inc.
    System Model: Imperial
    BIOS: Revision 0.90
    Processor: Intel(R) Celeron(R) CPU 2.20GHz
    Memory: 510MB RAM
    Page File: 210MB used, 1037MB available
    Windows Dir: C:\WINDOWS
    DirectX Version: DirectX 9.0c (4.09.0000.0904)
    DX Setup Parameters: Not found
    DxDiag Version: 5.03.2600.2180 32bit Unicode
    HD 40Gig
    HD 120Gig
    DISPLAY NVIDIA NVIDIA GeForce FX 5500 256 memory(on board graphics turned off)
    Media Avance Avance AC97 Audio
    CDROM HL-DT-ST CD-RW GCE-8400B
    CDROM HL-DT-ST DVD-ROM GDR8161B

    Monitors
    Model Max Resolution Viewable Area Serial Manufactured
    PTW 2160 1600 x 1200 32 x 24 cm 6900 July 2004
    Mouse Logitech Logitech-compatible Mouse PS/2
    DirX 9c

    By Whats required I have it.

    Has anyone patched to 1.5 and have the same problem?
    WarHawk1953

  30. #30
    Member Member WarHawk1953's Avatar
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    Default Re: Bugs and Patch Changes RTW 1.5

    Moderator,
    Please move the above post to the Apothecary, Game Freezes thread. I have tried a fresh install updated drivers and only patches 1.1 and 1.2. Frezzing still takes place within 3 or four turns! So it is not patch 1.5
    Last edited by WarHawk1953; 02-04-2006 at 04:34.
    WarHawk1953

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