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Thread: Rome 2 Patches, Hotfixes, Betas and Such (patch 17 live!)

  1. #91
    Member Member hoom's Avatar
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    Default Re: Patches, Hotfixes, Betas and Such

    This beta3 patch is a big improvement.
    If only the game had been delayed a month & come to market like this, with extra improvement to come.

    Still a couple of kinda nasty passive AI habits: I have found in the unwalled town battles it forms up nice defensive perimeters in the intersections, but it'll then sit there passive.
    But if you move a unit out of line, AI suddenly kicks in & moves to attack the perceived weakness. Once its moving you can generally shift your unit back into line.

    Unit behavior in combat is better & combat somewhat slower.

    I'm starting to get a hang of the squalor/food mechanic & the reduced values seems to help me make rational choices, seemed impossible to upgrade before but now I see a path via public order -> food -> economy.

    Thing that bugs me is in city battles if you play on after enemy is shattered then most of the time the game seems to not notice once enemy all leave the map/all captured (or I've been having one or two soliders get stuck somewhere I haven't been able to find) -> have to sit out the timer.
    Still suffering rather from enemy generals/admirals surviving battles where everything else got killed & their units severely mauled -> they come attack again next turn.

    Playing Normal difficulty AI diplomacy seems maybe nicer (or just started getting scared of my Spartans as I've expanded...), have managed to even have some turns of complete peace.
    Seems this CAI is inclined to recognise when its beat/suffered significant loss & offer peace vs previous TWs where it would fight indignantly to the last no matter how much I wanted to let them live.
    maybe those guys should be doing something more useful...

  2. #92
    Strategist and Storyteller Member Myth's Avatar
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    Default Re: Patches, Hotfixes, Betas and Such

    Downloading the Rome II patch 3 beta and will give you a hands-on as I restart my Roman campaign.

    Changelog:

    Spoiler Alert, click show to read: 
    Disclaimer: There are one or two known issues with the beta that we are looking to resolve before rolling this out further, with ALT-Tabbing and changing game resolution. We are aware of these issues and there is no need to report them in our patch feedback threads.

    Technical and Performance Issues

    Significant improvements to multiplayer campaign speed, which is now limited by the slowest players machine.
    Frame Rate improvements on Campaign map on low spec Core2 Duo cpu’s in windowed mode.
    Fix for lock-ups reported on loading into battle in DirectX9.
    Frame Rate improvements on Campaign map across all configurations when setting Effects Quality to Low or High.
    Fix for minor stutters & terrain rendering glitches on some gpu’s when rendering the terrain.
    Fixed a bug in the Graphics Benchmark frame rate display that reported the wrong per-frame time.
    LAN multiplayer modes are now accessible when Steam is in Offline mode.
    Fix for graphics crash caused by changing the games screen resolution shortly after loading a new Campaign.
    Fix for a crash when performing an agent action on a wounded/assassinated unit in Campaign modes.
    Further campaign map optimisations.
    Optimised fire and smoke effects on the campaign map (improving the frames per second on all graphics setting, especially during the late gameplay where all faction territories are revealed)
    Fix in Multiplayer Campaign, after Player 1 offers diplomacy to Player 2, Player 2 made a counter offer, then cancelled the offer, which caused the game to lock up for Player 1.
    Fix to prevent the games user interface from flickering when SLI is enabled.
    Improved culling on the campaign map to prevent props (e.g. the pyramids) from disappearing when the camera was set to certain angles.
    Improved the desktop icon for Total War: ROME II to support multiple resolutions.

    Gameplay Improvements

    When the player is attacked whilst in a minor settlement (not provincial capital), a new "Sally Forth" button is available on the pre-battle panel to fight the attackers in an open field battle.
    All armies that are forced to retreat, and then are attacked, no longer have a *Baggage Train battle. It is a normal open field battle with any campaign generated penalties applied as before.
    When an army in forced march is attacked on the Campaign Map, an ambush battle is now triggered, rather than a baggage train Victory Point battle .
    Combined battles where there is no navy in the defending alliance do not have *Victory Points/Baggage Trains.
    Combined battles where the defender has a navy will retain their Victory Point.
    Victory Points have had their capture time increased by 3x their previous length.
    Attacking AI is now more likely to prioritise taking Victory Points in Siege Battles / City Assault Battles.
    AI controlled Agents are now more likely to act upon the player's settlements instead of standing around outside of them.
    Fixed issue in battle AI which prevented siege assault groups from responding to nearby threats.
    Fixed timing issue in battle AI which could cause the attacking AI in port sieges to stop updating.
    Substantially reduced free hits from enemies in battles, when moving a unit through enemy units (without attacking them), so units can disengage with less penalty.
    Smaller and depleted AI controlled forces are now less likely to survive auto-resolved battles in Campaign modes.
    Cavalry can no longer capture Victory Points in battles while mounted. They can still neutralise the Victory Points if they were previously in enemy control, and capture Victory Points when dismounted.
    The size / radius of capture points has been increased in Coastal battles.
    Fix for some instances of passive AI during River Crossing battles, when the AI is defending.
    Fixed issue which prevented reinforcement artillery ships deploying.
    Fixed issue in Siege Battles where the AI attempted to use breaches and gates which they could not reach.
    In Battles, the number of ranks now factor into bracing mass bonus for collision system, i.e. thin lines will make you lose your bracing bonus against cavalry charges from the front
    Fixed chasing down of routers at the end of battles, so they engage in combat more often and can be killed more easily.
    Satrapies can no longer sign peace treaties with the enemies of their overlord (but still able to automatically make peace if their overlord signs a peace treaty with the enemy) in Campaign modes.
    Snow ground type now replaces grass in snow attrition areas of the battle map.
    Units in Testudo formation will now respond to an order to attack city gates in a City Assault battles.
    Men throwing torches to ignite gates in battles, now have less chance of failing to throw their torches and hit the gate, if ordered more than once to ignite the same gate.
    AI houses can no longer secure promotions without first meeting the required age and rank in Campaign modes.
    Removed old concealed by distance logic, that was incompatible with the newer visibility system. For example, units that are visible at range could look like they were hidden on their user interface, when they could be seen.
    Pikemen can move out of melee when pike phalanx is active in battles. For example, If only one of the pikeman is attacked, the entire unit will no longer start to be unresponsive to orders.
    Improved responsiveness of Siege Equipment when dropped and picked back up multiple times.
    In Campaign modes, the number of siege equipment entries is now capped to be the length of the siege - 1
    Further improvements to AI collision detection with Deployables in battle.
    Units that charge while in formation (e.g. block formation) stop sooner on contact with the enemy, to reduce "blobbing" where units converge into a disorganised brawl.
    Fixed bug with missile units on ships not firing on enemies reliably during battles.
    Fixed bug with ship artillery not firing on buildings reliably in battles.
    Fix for ships surviving on the campaign map after sinking on the battle map.
    Fix missile ships getting stuck when targeting land units just outside of their range.
    Reduced the chance of AI (enemy) reinforcements and the players reinforcements joining a battle from the same location and therefore engaging in combat instantly in battles from Campaign modes.

    Balancing Changes

    Hit points for all units have been increased in combat.
    Melee defence has been reduced for most melee cavalry units and for some elite infantry units.
    Reduced melee weapon damage in battles, and increased melee defence from shields.
    Various trait effects are now working as intended.
    Improved pike weapon damage balancing in battles.
    Fatigue for running and being in combat has been increased in battles.
    Further tweaks and rebalancing has been made to unit morale in battles.
    Elite infantry morale has been reduced slightly during battles.
    Experience level thresholds have been increased for units.
    Special ability cool down times have been re-balanced in battles.
    Building costs have been updated to reflect the changes in building effects in Campaign modes.
    Morale bonuses from training and religious building chains have been reduced in Campaign modes. Instead, these buildings now give more varied bonuses to the units.
    Cost of experience bonuses for Custom and Multiplayer battles have been reduced.
    Squalor and food consumption have been rebalanced (reduction for higher-level buildings) in Campaign modes.
    The Headhunt ability has been re-balanced in battles.
    The charge bonus for Celtic, Briton and Germanic units have been reduced.
    The masses of horses and men on the battlefield have been made more reasonable.
    Reduced the mass of camel units in battle.

    Usability Improvements

    The Balance Of Power bar on the Diplomacy screen now shows the correct ratio, rather than just 50/50.
    Improved the desynchronisation detection in Multiplayer Campaign mode, and players are now given a popup message when a desynchronisation has occurred, with the options to resynchronise the game to continue, or quit the game.
    When the host leaves the team lobby in Quick Battle multiplayer mode, a new host is found.
    Improved multiplayer compatibility between players who own the Greek States DLC and those who don't.
    In Multiplayer Ambush Battles, if Player 1 clicks the "Start Battle" button, and the Player 2 waits for the timer to run out for the battle to start, Player 2 will no longer be locked into Cinematic Mode with limited user interface controls.
    All battles now end 5 seconds after the victory is decided (This used to be 10 seconds).
    In Multiplayer Land Battles, when deployment is over, enemy armies will no longer be visible, when they are supposed to be hidden, for a couple of seconds before fading out.
    In Multiplayer battles, a player who has conceded defeat will now turn into a spectator. They can then exit the battle if they want to.
    Fix for battle music getting paused while in slow battle speed.
    When on the campaign map, if an agent is placed close to the edge of an enemy settlement as it expands (builds a building in a construction slot) the agent is now teleported out of the way of the expansion, so they do not become stuck within the settlement. If the agent was already stuck in an expanded settlement before this update, they will remain stuck, and have to be disbanded. This update will prevent this situation from happening in the future.
    Slightly improve combat responsiveness and animations for formation attacks in battles.
    Fixed bug with ship artillery not firing at all after using first-person mode in battles.
    The Attacking Testudo can no longer be activated in melee during battles.
    Battering rams moves out the way correctly after battering a gate down in battles.
    The Tortoise battering ram animation has been tweaked slightly so it collides with walls better, at the point of impact when a wall is destroyed.
    Multiple waypoints displayed for units in siege equipment, as previously only 1 was displayed.
    Selecting Dismount on mounted units continuously during deployment in battles will move the units towards their last ordered position less after dismounting.
    During battles, if a cavalry unit is ordered to move to a location, and then ordered to dismount, the men will now dismount but not continue to move to the previously ordered location.
    The number of arrows is now correctly depleted when units fire whilst moving during battles.
    Correct bonuses are now being applied to units from Workshop buildings.
    Fixed bug with pike phalanx not getting back into pike stance after running.
    Charge bonuses are now correctly applied to units recruited in certain provinces.
    Projectile impact effects hitting units and buildings are now positioned more accurately.
    Improved fire effects for buildings, siege vehicles and deployables during battles.
    Improved some visual effects for during battles. Better burnt version of buildings with burning embers, and running water down roofs and vertical surfaces in rain.
    Damaged visual effects have been improved on the campaign.
    Fixed Briton Chariot unit attributes.
    Fix for Scythian horse unit variation.
    The achievements "Noble Master", "Spymaster" and "Champion of the Gods" now unlock sooner after their requirements have been met.
    Fix for the Campaign map terrain disappearing when repeatedly toggling between the Campaign Map and Campaign Tactical Map.
    Province level bonuses (such as edicts with food bonuses) are now taken into account in the food level displayed in a province overview in Campaign modes.
    Settlement labels on the campaign map are now positioned more accurately and no longer get offset from the settlements.
    In the Province panel in Campaign modes, provinces can now be sorted by their level of food production.
    Several Eastern buildings now correctly consume food (instead of either not consuming anything or giving contradicting public order effects) in Campaign modes.
    The Qanat building (in the Eastern agricultural chain) now produces a small amount of food in campaign mode.
    The warning message that informs the player that they are not researching any technology when they press the "End Turn" button in Single Player Campaigns is now also displayed in Multiplayer Campaigns.
    The players armies in Ambush stance will no longer move by themselves in Campaign modes, which happened on rare occasions.
    Fix for user interface bug showing the wrong tax level on the Province Details panel when the "Tax province" button was ticked in Campaign modes.
    Culture conversion coming from some characters now correctly shows up as "character" in the culture tooltip, no longer as "building".
    In Campaign modes, the culture that Consecrated Grounds belong to is now displayed in their title, to make it clearer why they need to be converted.
    The "Reduces slave population decline" icon in the information panel when placing the mouse over the "Slave Trader" in the Commons buildings section in Campaign modes is now displayed as green instead of red (as it's a positive affect).
    The first building in the equipment chain (E.g. Workshop for Hellenic, Quartermaster for Eastern etc.) can no longer be bypassed by converting from another faction's equipment chain without researching.
    Technologies are now required to create the Level 4 Jewelsmith building, to prevent an exploit.
    Improved ship melee/ramming target selection in battles.
    Fixed boarding mode button state issues when attempting to board a ship in battle.
    In battles, men who have already boarded an enemy ship no longer jump into the sea once their ship has started to sink or back onto their sinking ship. (Men who remain on the sinking ship still jump into the water.)
    Improved Advisor lip sync in various pieces of advice in Campaign modes.
    Clicking the "Square" special ability as a unit is attempting to man a siege tower will no longer stick the siege tower to that unit in battles.
    When an agent is selected in Campaign mode, and the player right clicks on a settlement to sabotage the enemy, the menu will no longer act erratically.
    When the player had a subject to deal with in the politics screen and the subject had an infamy effect, this effect once seen persisted in being shown for all other characters even if the subject is dismissed. This has been fixed.
    Fix for some misaligned text on a tooltip displayed when a settlement with a port is blockaded by an enemy, and the player selects the enemy and places the mouse over the settlement.
    Improved small glitches with Campaign selection markers and Forced March visual effects sometimes being displayed in the wrong positions when units move.
    Fixed some inconsistent ability names for General Skill Types.
    In Campaign mode, Roman "Basilica of X" temples have now been renamed to "Precinct of X".
    Tooltip regarding the "Armoured Siege Units" technology bonus effects on pre-siege vehicles (all variants of Galleries, Siege Towers, Ladders and Battering Rams) is now clearer.
    Fixed the tooltip when placing the mouse over the Columns I, II and III for War Exercises, Warrior Code, Tribal Economy and Druidic Council technology trees in the Technology Panel in Campaign modes.
    Two pieces of advice from the Battlefield Advisor relating to flanking were mixed up in Italian and Spanish. These have now been corrected.
    Fixed a couple of instances where what the Battlefield Advisors was saying did not match the text displayed in Spanish.
    Some steep terrain in a Greek Minor Port battle map has been levelled out, to stop ships from going under the beach when they disembark.
    Improvements to the wall connectivity in a Greek Port battle map.
    Boiling oil poured from gate houses in battles will look better where it intersects with the ground.
    Improved impact animations when pig carcasses hit the ground when fired as poison rounds form artillery in battles.
    While crossing rivers in battles, units footsteps now default to mud sounds instead of water sounds.
    Fix for a small hole in the terrain in a Greek Minor Port battle map.
    When the player is defending in a siege battle from Campaign mode, and the enemy partially capture a Victory Point on the battle map, then the player re-gains control of the Victory Point, the Battlefield Advisor will no longer say "Our enemy have lost a victory point".
    Fix for the Battlefield Advisor sometimes referring to the players own reinforcements as "Enemy Reinforcements" during battles.
    Added some localisation text and audio fixes for French, Italian, German, Spanish, Czech, Russian, Polish and Turkish.
    Added Stonehenge back to the custom battle map at these coordinates 0.137, 0238 (Iska).
    Fixed typo on 'Conscription' edict in English.
    Improved culling of certain rocks on the battlefield.
    Added French, Italian, German and Spanish localisation to the word "Settlement" in the Agent Action Panel in Campaign modes.
    Various text and grammar fixes for the Campaign user interface.
    Last edited by Myth; 09-21-2013 at 16:17.
    The art of war, then, is governed by five constant
    factors, to be taken into account in one's deliberations,
    when seeking to determine the conditions obtaining in the field.

    These are: (1) The Moral Law; (2) Heaven; (3) Earth;
    (4) The Commander; (5) Method and discipline.
    Sun Tzu, "The Art of War"
    Like totalwar.org on Facebook!

  3. #93

    Default Re: Patches, Hotfixes, Betas and Such

    Am doing same. I tried yesterday but performance declined....yet now I suspect that the patch somehow didn't install correctly, and in fact I was playing essentially an unpatched version. I'm not technically smart enough to rationally explain why I think that...just my observation of what the game was playing like. This time I'm going to install and then log off and close out Steam entirely, and verify neither Steam or R2 is running in Task Manager, to ensure both programs go through complete loading process. I have this feeling that R2 was still running in background last time and that's why the patch didn't "take".

    I know this sounds like computer superstition that I'm trying to solve via the intellectual equivalent of voodoo.....but I have a hunch it's going to work.

    EDIT: Nope, the chicken sacrifice didn't work. Didn't even get to really play myself much, as I tend to save games right before hitting "End Turn", so the first thing I went through was the AI turn aftering loading the campaign. I did look around first; still not seeing any rebalanced squalor-food values in any of my buildings (one of the patch notes), still cannot sort provinces by food production (one of the patch notes), and cannot mouse-wheel scroll in province list (loss of a previous feature).

    I did play one battle which was rather strange in how it worked out. Bithynia (my ally) got into a battle with a stronger force from Mascat (our common enemy). I, however, was within reinforcement range with an even bigger stack. It was treated as an ambush battle, most likely because Mascat was in FM mode (which is now supposed to result in ambush battle vs vic point in Patch3). In any case....Bithynia and Mascat were the "primaries", while I was supporting Bithynia. Despite being ambushed, the Mascat guys quickly destroyed the Bithynians while I was marching in. I then proceeded to annihilate the Mascatis and won. So far so good. Upon exiting back to campaign map, however, the game froze...as if it couldn't decide who had won the battle; both of the "primary" combatants had been destroyed. I let it try to work itself out of the bog for several minutes; no joy, so I had to Ctrl+Alt+Del out.

    I did see some positive improvements in the battle with cavalry, as mentioned in the Patch3 notes. They disengaged after charging much better than I'd seen before, and did a far more efficient job in cleaning up routers. Also noticed some small but nice graphic improvements during the battle.

    My impression is that there is some sort of bug in Patch3 which can revert the game back to pre-Patch2 instability, specifically on the campaign map. Promised battle improvements seem to be present, at least as far as I can see. Looking forward to Patch3 going live, if they can work these issues out. Uninstalling Patch3beta again for now...I'd like to soldier on with it some more, but every turn carries a realistic chance of CTD or freeze. Having left that situation behind with Patch2, not going back to it.
    Last edited by Bramborough; 09-21-2013 at 20:50.

  4. #94
    Member Member RawPower's Avatar
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    Default Re: Patches, Hotfixes, Betas and Such

    Anybody else getting ctd with patch 3? I didnt have any problems before but i had to revert to patch 2. A tiny bit annoying!

  5. #95
    Infinite Jest Member easytarget's Avatar
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    Default Re: Patches, Hotfixes, Betas and Such

    No, but I do find it troubling I can no longer alt-tab out of the game.

  6. #96
    Member Member Spoonska's Avatar
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    Default Re: Patches, Hotfixes, Betas and Such

    Alt Tabbing is fine if you're running in windowed mode.
    I like to stream

  7. #97
    Member Member Sp4's Avatar
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    Default Re: Patches, Hotfixes, Betas and Such

    Orly? =P

  8. #98
    Strategist and Storyteller Member Myth's Avatar
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    Default Re: Patches, Hotfixes, Betas and Such

    The alt-tabbing thing is a known issue and will be fixed before patch 3 goes live. I started a new game as Rome. Here are my impressions with Patch 3 beta.

    - Turn times near instantaneous. They only slow down for agent actions.
    - The AI recruits a lot more armies and uses them. Sparta and Athen' declared war on me and the first time I tried fighting them + Macedon + a war in Africa I overextended and had to restart.
    - My fight for Greece in the second game was a thing of legend. I held Athens with my Prima Legio Filii Martis and Legio I Italica versus impossible odds. There were two waves, one of Spartan elites outnumbering us 7000 to 5000. The second wave was of Athens' complete army, engaging right after we defeated the Spartans. The Athenians were even more in number and we - even less due to casualties. Both fights happened in the fields outside Athens, and I only won because i managed to consolidate my reinforcing armies and defeat the enemy reinforcements before they could merge. I also had Socii Equites Extraordinarii and Gladiators and those are the units that allowed me to chop up the phalangites, otherwise my legionaries would lack the damage to rout them. A unit of Royal Spartans made a vallant effort and managed to cleave through half a unit of pretorians while another two units had surrounded it.

    After this fight came the war with Macedon and they had some scary armies - almost 3 full stacks. And they engaged me near Pella, but somehow used agent actions to cut off Legio I italica from reinforcements. Thus, outnumberd 3000 to around 10000 we lost both legions. I had to lick my wounds and raise 4 new legions in Italy before I came back and destroyed the Macedonians.

    Meanwhile I had a bloody war up north with various Celtic tribes but now Cispalina is stable and bringing in money.

    The re-balanced structures means that the trading ports eat food now, and that it makes more sense to make amphora factories once you max out your slots if you have at least 2 ports, and otherwise you make the brickworks in landed provinces.

    Performance wise the game is great, I haven't encountered the stutterstep lag yet and the battles run as well as they can on my (slightly outdated) GTX 570. I plan on buying a new graphics card with 2 gb video memory so I can view full on 40,000 men battles at max details.
    The art of war, then, is governed by five constant
    factors, to be taken into account in one's deliberations,
    when seeking to determine the conditions obtaining in the field.

    These are: (1) The Moral Law; (2) Heaven; (3) Earth;
    (4) The Commander; (5) Method and discipline.
    Sun Tzu, "The Art of War"
    Like totalwar.org on Facebook!

  9. #99
    strategy gamer Member Enemy Shooting Champion, Rabbit Hunter Champion, Eggs Champion, Kaboom Champion, Money Money Money Champion, Rapid Motion Champion, Super Fishing Champion komnenos's Avatar
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    Default Re: Patches, Hotfixes, Betas and Such

    I'm going to buy a laptop (with Ram: 8GB and Graphic: 2GB), so by these patches can I play the game in high quality without any problems or bugs?
    He who has bread has many problems;

    He who has no bread has only one problem.

    Byzantine Proverb

  10. #100
    Senior Member Senior Member Barkhorn1x's Avatar
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    Default Re: Patches, Hotfixes, Betas and Such

    Quote Originally Posted by komnenos View Post
    I'm going to buy a laptop (with Ram: 8GB and Graphic: 2GB), so by these patches can I play the game in high quality without any problems or bugs?
    Assuming the laptop wll be at least a Quad core and the GPU is a dedicated card - not an "integrated" one you should be fine.
    "Après moi le déluge"

  11. #101
    Senior Member Senior Member Barkhorn1x's Avatar
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    Default Re: Patches, Hotfixes, Betas and Such

    Quote Originally Posted by RawPower View Post
    Anybody else getting ctd with patch 3? I didnt have any problems before but i had to revert to patch 2. A tiny bit annoying!
    I have had rock solid gameplay w/ Patch 3.

    For those having issues I strongly suggest the following:

    - Right click on the Rome TW II icon in the Steam menu
    - Select Properties
    - Select Local Files
    - Select Verify Game Cache

    ...as I suspect some files were corrupted or failed to d/l. The above will fix those problems.
    "Après moi le déluge"

  12. #102

    Default Re: Patches, Hotfixes, Betas and Such

    Quote Originally Posted by Barkhorn1x View Post
    I have had rock solid gameplay w/ Patch 3.

    For those having issues I strongly suggest the following:

    - Right click on the Rome TW II icon in the Steam menu
    - Select Properties
    - Select Local Files
    - Select Verify Game Cache

    ...as I suspect some files were corrupted or failed to d/l. The above will fix those problems.
    Y'know...I've noticed that button before, but haven't used it. Will give this a try.

    EDIT: Don't really see much of a difference. Campaign map still feels more stutterish and glitchy than with Patch 2. That said, went several turns without a CTD or freeze, so I'll keep Patch 3 loaded. Hopefully the issues get resolved as Patch 3 goes live.
    Last edited by Bramborough; 09-23-2013 at 23:19.

  13. #103
    Strategist and Storyteller Member Myth's Avatar
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    Default Re: Patches, Hotfixes, Betas and Such

    Quote Originally Posted by komnenos View Post
    I'm going to buy a laptop (with Ram: 8GB and Graphic: 2GB), so by these patches can I play the game in high quality without any problems or bugs?
    Laptops will always perform more poorly than desktop PCs.

    For a 2 GB graphics card and a good processor you need a 1 KW power inlet, which you probably will not have. If you do, then you will have heat issues. Especially running graphics intensive games.

    Also laptop processors are always weaker than PC processors, for heating and power consumption issues. Even if it says dual quad core, it will be worse than a PC counterpart performance wise. Laptops also have slower HDD RPM speeds due to the noise a 7200 or 10000 SATA drive makes.

    My advice is to spend the budget you have on the best PC you can assemble, unless you plan on using that laptop as an actual laptop, as in move around constantly. If you are going to need it outside your room just once per month, just stick with a PC instead.
    Last edited by Myth; 09-23-2013 at 21:25.
    The art of war, then, is governed by five constant
    factors, to be taken into account in one's deliberations,
    when seeking to determine the conditions obtaining in the field.

    These are: (1) The Moral Law; (2) Heaven; (3) Earth;
    (4) The Commander; (5) Method and discipline.
    Sun Tzu, "The Art of War"
    Like totalwar.org on Facebook!

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  14. #104

    Default Re: Patches, Hotfixes, Betas and Such

    Here's an observation which may (or may not) be useful to those of you who've mentioned Patch3beta performance issues (as I did).

    I completed first campaign earlier today, soon after loading the patch (3rd try). Interestingly, as soon as I started a new campaign, game ran smooth as silk on campaign map. I wonder if something in the earlier save files was somehow conflicting with the patch, whereas a campaign started running Patch3beta doesn't have the same issues.

    I suppose it could be simply because there's far fewer units and other complexities in a new game...which might help explain why some of us were having problems with Patch3beta while others were not.

  15. #105
    Strategist and Storyteller Member Myth's Avatar
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    Default Re: Patches, Hotfixes, Betas and Such

    I started a new campaign as i got Patch 3. 120 turns in i have zero issues. I only had two CTDs which were easily fixed with just resuming my campaign as Legendary does its own saving.
    The art of war, then, is governed by five constant
    factors, to be taken into account in one's deliberations,
    when seeking to determine the conditions obtaining in the field.

    These are: (1) The Moral Law; (2) Heaven; (3) Earth;
    (4) The Commander; (5) Method and discipline.
    Sun Tzu, "The Art of War"
    Like totalwar.org on Facebook!

  16. #106
    Member Member Sp4's Avatar
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    Default Re: Patches, Hotfixes, Betas and Such

    I have CTDs every once in a while. It's made me paranoid, so I always hit the quicksave button =X

  17. #107
    Dragonslayer Emeritus Senior Member Sigurd's Avatar
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    Default Re: Patches, Hotfixes, Betas and Such

    Quote Originally Posted by komnenos View Post
    I'm going to buy a laptop (with Ram: 8GB and Graphic: 2GB), so by these patches can I play the game in high quality without any problems or bugs?
    I have one... It doesn't play these games very well.
    Even though computers have a graphic card with 2+ GB video ram, doesn't make them play games very well.
    I bought a top line desk computer (HP) that had a 2 GB graphic card. It came out of the machine pretty quick, to be replaced with a GTX 660 card. If you hold both cards in your hands, it is self evident. The original card a geForce GT 630 fits in my palm, while the GTX 660 takes my palm and most of my forearm. It nearly didn't fit in the computer.

    Quote Originally Posted by hoom View Post
    Thing that bugs me is in city battles if you play on after enemy is shattered then most of the time the game seems to not notice once enemy all leave the map/all captured (or I've been having one or two soliders get stuck somewhere I haven't been able to find) -> have to sit out the timer.
    Still suffering rather from enemy generals/admirals surviving battles where everything else got killed & their units severely mauled -> they come attack again next turn.
    Happened to me also. All though the battle didn't end when the timer ran out. I near pulled my hair out as this was a long and hard battle. However [ESC] and END BATTLE in the menu box gave me a decisive victory. I guess you can end the game anytime after the initial Victory and remain victorious.
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  18. #108

    Default Re: Patches, Hotfixes, Betas and Such

    @ Hoom:
    You can use the "quit battle" button to exit the battle screen after the outcome has been decided and your victory will not be lost
    Last edited by jbillybrack; 09-24-2013 at 17:21.

  19. #109
    Strategist and Storyteller Member Myth's Avatar
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    Default Re: Patches, Hotfixes, Betas and Such

    Patch 3 is now live.
    The art of war, then, is governed by five constant
    factors, to be taken into account in one's deliberations,
    when seeking to determine the conditions obtaining in the field.

    These are: (1) The Moral Law; (2) Heaven; (3) Earth;
    (4) The Commander; (5) Method and discipline.
    Sun Tzu, "The Art of War"
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  20. #110
    Member Member hoom's Avatar
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    Default Re: Patches, Hotfixes, Betas and Such

    Ahh excellent, thanks :)
    maybe those guys should be doing something more useful...

  21. #111
    Member Member JeromeBaker's Avatar
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    Default Re: Patches, Hotfixes, Betas and Such

    if you are spending less than 2500 you would be much better off with the desktop.
    Last edited by JeromeBaker; 09-25-2013 at 02:43.

  22. #112
    Member Member JeromeBaker's Avatar
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    Default Re: Patches, Hotfixes, Betas and Such

    Patch 3 downloaded while I was at work. I noticed that it wouldn't allow me to use previous save games.


    EDIT - actually I was able to pull up saved games and play them without issue. When I restarted my computer my saved games showed up again...
    Last edited by JeromeBaker; 09-25-2013 at 23:58.

  23. #113
    Stranger in a strange land Moderator Hooahguy's Avatar
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    Default Re: Patches, Hotfixes, Betas and Such

    Apparently there was a small update for the beta patch today that fixed the alt-tabbing issue, among others:
    This should fix the following:
    • Fix for issues with ALT-Tabbing the game and changing resolution
    • Improved camera stuttering / pausing when moving between settlements on the campaign map via the "Zoom to Location" buttons

    We are currently still working on this performance issue as well as on other issues you have reported on the forums.
    http://forums.totalwar.com/showthrea...l=1#post815912
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  24. #114
    Dragonslayer Emeritus Senior Member Sigurd's Avatar
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    Default Re: Patches, Hotfixes, Betas and Such

    Quote Originally Posted by JeromeBaker View Post
    Patch 3 downloaded while I was at work. I noticed that it wouldn't allow me to use previous save games. I still like using 4 turns per year, so when I went to look for my save game of a new campaign I started, it wasn't in the normal spot, but all of my previous saved games were there, but those don't show up in Rome 2 after the 3rd patch.

    Did CA change where the save games are stored? Is it no longer user/name/appdata/thecreativeassembly...... ?


    EDIT - new save games are stored in C:\Users\TEMP\AppData\Roaming\The Creative Assembly\Rome2\save_games . I assume since CA changed directories that the 3rd patch requires a fresh campaign. Oh well, I was almost ready for civil war to start in my last one. At least now I know where I can alter my turns per year.
    Same for me... so I opted in on the patch again which updated the game (80.2 MB).
    I am now running v1.3.0 build 7184.457555 which is better than any of the other versions I have played so far. Oh, and I am able to play saved games, whereas I wasn't able before... Didn't check the version.
    Last edited by Sigurd; 09-25-2013 at 07:38.
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  25. #115

    Default Re: Patches, Hotfixes, Betas and Such

    Quote Originally Posted by Myth View Post
    Patch 3 is now live.
    Thats very good news, last night i opened Steam in my PC but it didnt start any instalation process, as with the previous patches.
    How can i comfirm if the patch is downloaded??

  26. #116
    Member Member Spoonska's Avatar
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    Default Re: Patches, Hotfixes, Betas and Such

    Quote Originally Posted by nearchos View Post
    Thats very good news, last night i opened Steam in my PC but it didnt start any instalation process, as with the previous patches.
    How can i comfirm if the patch is downloaded??
    When you first start the game you should see these numbers "v1.3.0 build 7184.457555" in the top corner. That is the latest


    New hotfixed corrected all of my new issues with Rome 2. Game is playing really well now!
    I like to stream

  27. #117

    Default Re: Patches, Hotfixes, Betas and Such

    Quote Originally Posted by Spoonska View Post
    When you first start the game you should see these numbers "v1.3.0 build 7184.457555" in the top corner. That is the latest


    New hotfixed corrected all of my new issues with Rome 2. Game is playing really well now!
    Thank you very much

  28. #118

    Default Re: Patches, Hotfixes, Betas and Such

    Quote Originally Posted by Spoonska View Post
    When you first start the game you should see these numbers "v1.3.0 build 7184.457555" in the top corner. That is the latest


    New hotfixed corrected all of my new issues with Rome 2. Game is playing really well now!
    well, if the patch is live, steam hasnt download it yet.
    I saw yesterday at the corner of the screen, that the version is v1.0.0.
    Ill wait and see.
    Thank you again.

  29. #119
    Resident Northern Irishman Member ShadesPanther's Avatar
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    Default Re: Patches, Hotfixes, Betas and Such

    Quote Originally Posted by nearchos View Post
    well, if the patch is live, steam hasnt download it yet.
    I saw yesterday at the corner of the screen, that the version is v1.0.0.
    Ill wait and see.
    Thank you again.
    I think that there is an option to update automatically or not in the steam options. Maybe it is disabled?

    "A man may fight for many things: his country, his principles, his friends, the glistening tear on the cheek of a golden child. But personally, I'd mudwrestle my own mother for a ton of cash, an amusing clock and a stack of French porn."
    - Edmund Blackadder

  30. #120

    Default Re: Patches, Hotfixes, Betas and Such

    Patch3 is still in beta. Unless you opt in the beta you won't see patch3.

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