Page 1 of 3 123 LastLast
Results 1 to 30 of 84

Thread: Patch Readme now available

  1. #1
    Clan Takiyama Senior Member CBR's Avatar
    Join Date
    Aug 2002
    Location
    Denmark
    Posts
    4,408

    Default Patch Readme now available

    http://p223.ezboard.com/fshoguntotal...ID=19896.topic

    Right this is the Readme was written before all of the fixes that had been added. The Primary-Secondary Weapon stats issue has been fixed!!!!! But as the Patch will be with us soon I thought you guys would like to see a list of some of the stuff we have addressed.



    PATCH FIXES v1.2

    This 1.2 patch contains many improvements as well as fixes for Single and Multiplayer issues. Listed below are some of the main changes/fixes.

    Battles

    · Fixed missile collision code to reduce friendly fire casualties
    · Reinforcement AI – AI Generals are now less suicidal
    · Fixed phalanx pursuit bug
    · Fixed multiple groups converging on a single point when ordered to move
    · Player can now select between drip-fed and AI controlled reinforcements before a battle
    · Custom battles in both single player and multiplayer involving multiple
    armies of the same faction are now supported. Armies of the same faction must all be on the same team.

    · Allowed troops defending a city with no walls to leave the wall boundary
    · Allowed men in siege towers to panic to stop men 'fighting to the death'
    becoming stuck in an inaccessible place.

    · Chariots carrying an officer or the general now get the appropriate health bonus
    · Stopped men on bridges from panicking (thus leading to mass extinctions).
    · Fixed armies withdrawing from an ambush on the battlefield where they couldn't escape the battlefield.
    · You can now see settlements, wonders, ships on adjacent tiles when
    going down to the battlefield

    · Increased the fatigue combat penalties by 50% to make them more
    noticeable

    · Fixed amok elephants not killing anyone after they went into a path following individuals.

    · Numerous fixes to the testudo formation, particularly movement in cities, colliding with other testudos and getting stuck in the reform task

    · General Improvements to unit movement when grouped.
    · Fixed bug in locomotion, which was leading to men sometimes being trapped in the testudo state.
    · Fixed path finding not taking constrictions (e.g. bridges) into account when moving to points within the constriction in some cases. (Usually manifested as people running into the river when asked to attack a unit standing on a bridge).

    · Allowed troops defending the plaza to leave the plaza if being shot at
    · Stopped elephants/chariots and cavalry running into rivers in an attempt to reach their combat target
    · Units with shields can now effectively shield themselves when marching.


    Sieges

    · Fixed siege towers colliding (producing a rattling behaviour), when dragged out as close as possible then ordered to move.
    · Fixed a crash when a unit tries to pick up ladders in deployment but doesn't have enough men in unit.
    · Fixed siege towers creating arrows during deployment when in range and set to fire-at-will, which would all fly forwards in one huge volley when you started the battle.


    Interface

    · Added option to enable/disable unit shaders to graphics options
    · Added option to enable/disable gloss maps to graphics options
    · Stopped ancillary transfer ‘cloning’ issue
    · Added total cost of queued mercenaries to recruitment scroll
    · Sieging armies can now bring up siege equipment scroll when they have no Movement Points
    · Added optional multiplayer quick chat system, and ability to set message duration (in preferences.txt)
    · Added 'minimal UI' for battles, set MINIMAL_UI: TRUE in preferences.txt
    · Added shortcuts for hiding elements of minimal battle ui, F5 – toggle radar, F6 - toggle buttons, F7 - toggle cards
    · Added a button to admit defeat in multiplayer battles
    · When using 'quick chat' system, messages are now colored depending on source of message in categories: friend, enemy, all, private
    · Added logical unit selections (ctrl + shift + 1-9 to set, alt + 1-9 to select) as in Medieval. There is no visual representation of this.

    · Added keyboard shortcuts to select next and previous of a given selected object type (character, settlement, fort etc.)
    · Added multiplayer message log (use the ` key)
    · You can now view all queued multi turn paths (equals key)


    Multiplayer

    · Added filter check box to game list to filter games that cannot be joined
    · Added ignore player chat button to filter unwanted chat from players in the lobby
    · Players who quit the game now have their armies taken over by AI.
    · Dropping players who have lost contact (either through connection problems or because of a machine lock-up) is now possible. In army selection stage, if there is a problem that causes the game to stall a chat message will notify players. If there is ONE player causing the problems, the host may kick them using the relevant 'kick' button. If the game resumes, either because the problem has been resolved or because the player causing the problem has been kicked, then a message will inform players. Players can leave the game even when stalled.


    · In battles, if the game stalls a window will pop up to inform players of the problem. If one player is causing the problem, a 'kick' button will appear in this window on the host machine. All players will also have a 'leave game' option. If the game resumes, the window disappears

    · Desyncs in game state are now reported in the release version of the game. A message will inform players that the game is not synchronized. The host may then kick players who have desync’d from the host game state, by using chat commands. These can be entered in battle games, by selecting any chat option. Supported commands are: '#players' - which displays a list of players in the game, with indexes that can be used to kick them, and also displays if the game is currently synchronized, and if not shows who is synchronized with the host; '#kick', which allows the host to kick players from the game, either by specifying a single player index (eg, '#kick 1'), or if the chat command has been sent 'to' a specific player, '#kick you' will kick that player. Finally, if the game has desync’d, '#kick desync' will kick all players not synchronized with the host. If the game then becomes synchronized again, a message will inform players

    · Logfiles: To allow people to view stats without using the online stats tracking, a logfile report is generated after all MP battles. This lists various stats about the game. Preferences options allow you to force logfiles to be generated after ALL battles, even single player campaign ones. By default this is off - the preferences.txt file must be edited by hand, there is no in-game UI to change these. The name of the file used is online_mp_DD-MM-YY_HHMM.txt, for day, month, year, hour, minute, saved to 'logfiles' directory. Another preferences option allows you to switch off time stamped logfiles and just use logfile.txt.


    · Player Id’s: In Online play, users can choose any name they like at login. We do however have a CD-key specific ID that is unique, and we've implemented a system that lets people use this information. It's disabled by default - preferences settings (starting with GS_PID) enable this, although you can also enable it through the chat window in the lobby. The basic idea is that information derived from a player's CD ID is displayed as a tooltip for that player's name; the CD ID itself can be shown, and/or it can be used to look up entries from listings. The system uses listings found in playerlists directory. Lists have titles and a series of player CD ID/name pairs. If a CDID is present in a list, the tooltip for that player will appear and show the list title and the name found. One listing is (optionally) maintained by the game - current.txt, which has a default title 'Known'. When you log out, any CD IDs not previously seen are appended to this list. You can also force saving the list with #cur. Use #cur TITLE to save and also change the title used. By default, current.txt is used - this can be toggled with #usecur. Chat-window commands control this system. #pid - enables and disables the system. #fullid - toggles display of CD ID. This is not active by default, as the ids are just numbers. #usecur - toggle use of current.txt listing (active by default) #lists - reload all player lists; also displays the position of any errors if it failed to load, so people can create their own lists and try them out more easily. Check current.txt for format. With this system active, you can see what people called themselves the first time you met them. The community can create and distribute additional listings, for tournaments, clans, and rankings. This goes some way to letting people have confidence in identities. It's disabled by default, and is entirely optional, so only those who feel the need for it will use it. The tooltips for players can take a second or two to appear as GameSpy has to be queried for CDID info. If there is no listing, nothing will appear - also, if the player is in GameSpy Arcade, no CDID info is available, so again nothing will appear.


    · Battle chat commands: In MP battles, there are some chat commands available. Send chat to anyone or everyone (anything starting # is not actually sent as chat). #players (or #p) shows info about players in the game - names, factions, denari spent if custom battle, whether the game is synchronised. In deployment, it also lists who the game is waiting for, so you can see who is taking too long to deploy. #kick allows the host to kick players (using the player number listed with #p) #kick desync allows host to kick players who have desynced with the host game #drop allows the host to attempt to drop players who have lost contact with the game, possibly as they have crashed - this is managed by a pop-up window in-game, but while the game is still loading on some machines this window is disabled, and #drop is the only way the host can drop such players. Note that this will work only if a single player has lost contact - multiple drops are not supported.


    Editor

    · Battle editor enabled – can be accessed by entering command line switch –enable_editor

    Campaign Map

    · The Campaign Map camera movement has been made considerably smoother with the addition of inertia to remove camera judder. This option can be switched on and off in the preferences.txt file by changing the value of CAMPAIGN_MAP_CAMERA_SMOOTHING between TRUE and FALSE.

    · Added 'show character details' button to coming of age message
    · When accepting a marriage proposal, a marriage message is generated with a 'Show character details' button, so the character can be located

    · You can now sally out against a besieging army only once per turn
    · Heirs are chosen through their influence rather than their
    management or command skills

    · Decreased movement cost for deep sea, hence an increase in movement per turn
    · Brigands now more active - they will move around more often
    · Brigands now have the option of attempting to conquer human-controlled settlements on difficulty levels hard and very hard
    · Reinforcements will now only be available in a sally battle outside a settlement, if the army that is attacked is the besieging army

    · Fixed crash bug when doing a multi turn action on a fort or port which
    then disappears before the action is finished

    · Watchtowers were not using their height advantage to see over obstacles and terrain
    · Limited the effect of squalor on public order to 100% max
    · Rebalanced elephants and chariots in auto-resolve, they were hugely undervalued
    · Improved behavior of the auto-resolve on hard and very hard
    · Increased frequency of ambushes
    · Losing or drawing army withdrawing now reforms with all it's routed units as long as there are enough soldiers to reform the army
    · Assassinating generals is much more difficult if his army has a substantial number of men
    · Slightly increased movement extends for agents
    · Can now disband units in enemy territories
    · Map information diplomacy costs increased in line with the amount of information received
    · Post Marius upgraded bodyguard units are now working
    · Subterfuge AI now much more active
    · Sally battles are now only available against a besieging army rather than just an adjacency check
    · Fixed many trait and ancillary issues
    · Battlefield now shows adjacent settlements, forts, wonders, ships and ports
    · Extermination cash reward reduced
    · Bribing settlements and characters is now a transgression
    · Fixed bug where spies in an enemy settlement were getting killed when the settlement changed hands
    · Improved campaign map scroll speed control.


    Naval

    · Navies are now more likely to blockade enemy ports
    · Navies will consider moving to reinforce a navy that is transporting troops, as long as the moving navy has not already moved that turn, and can reach the transporting navy within one single turn

    · Navies transporting passengers will no longer consider merging with other navies
    · Fixed bug that was preventing navies from merging (hence lots of little
    ships in version 1.0)


    · Fleets may split into smaller fleets if the faction doesn't have enough
    individual navies to satisfy all transport requirements

    · Added contiguous coastlines to help with long range naval pathfinding
    · Fixed admirals not getting command stars after battle

    Characters/Agents

    · Fixed bribery attribute so that it increases your chance of bribing
    rather than reducing it.

    · You cannot bribe a family member back after another faction has bribed them. He is disinherited from any of
    his former factions

    · Cannot bribe fellow Romans anymore whilst you're allied
    · Bribery costs increased to double and also according to the wealth of the briber
    · Bribery of a captain with agents and incompatible units was disbanding the agents with the army. Now fixed.
    · Infiltrated spies remain when a settlement changes hands
    · Maximum chance of assassination and sabotage is changed from 100% to 95%
    to stop assassins assassinating everything.

    · Characters can now be cured of the plague when they are not in a settlement
    · Character plague duration has been reduced from 8 to 5 turns
    · Command stars will not be assigned in battle when the odds are overwhelming in favor of the winner and vice versa for the loser
    · Fixed transgression bug when making small value deals


    Events

    · Birthplace, marriages, and adoptions can be at other settlements now, not just capital. New characters will appear in the settlement where their father (or father in law in the case of marriage, and adopted-father in the case of adoption) is garrisoned

    · Tweaked the age of marriage candidates so that you get less old suitors and overly young suitors.
    · Marius is now more likely to happen later on in the game
    · All future disaster events and historical events were being erased when a save game was loaded up. This is now fixed


    AI

    · Improved the AI unit re-training behavior
    · Tweaked the AI subterfuge so that assassination missions, sabotage
    missions, infiltration missions are actually carried out. Is now less
    cautious with lower ranked assassins and spies.

    · Tweaked the AI tax level setting code (also affects player-assist)
    · Fixed the player-assist AI updating the tax policy when part or all of the
    garrison is moved out of a settlement

    · Fixed the AI not attacking enemy controlled forts in its territory
    · Changes to campaign AI strength evaluation
    · Improved likelihood of AI sallying
    · Allowed AI armies to move again after executing an attack
    · Increased AI target evaluation of provinces which contain Wonders
    · Changed campaign AI production behavior to make it more likely that elephants and Artillery are produced
    · Fixed protectorate behavior (Tribute and not attacking)
    · Fixed other Romans attacking your protectorates
    · Fixed bug stopping the AI defending fords in river battles
    · Reinforcement AI – AI Generals are now less suicidal


    Many more general tweaks and fixes.

    UNINSTALLING THE GAME
    When uninstalling Rome: Total War™ , there will be 2 files that will remain on the hard drive. You can find the files in the following locations if you wish to delete them.

    \version.inf
    \Docs\Patch Readme.rtf

    PATCH FIXES v1.1

    Battles

    · Elephant units in the game have been tweaked to make them less overpowering.


    Multiplayer

    · This 1.1 patch addresses many issues with multiplayer dealing with game stability, performance and some synch issues.
    · Fixed an issue with the GameSpy multiplayer lobby population when it hits its maximum.



    Total War Software © 2002 - 2004 The Creative Assembly Limited. Total War, Rome: Total War and the Total War logo are trademarks or registered trademarks of The Creative Assembly Limited in the United Kingdom and/or other countries. Published by Activision Publishing, Inc. Activision is a registered trademark of Activision, Inc. All rights reserved. Portions utilize Microsoft Windows Media Technologies. Copyright (c) 1999-2002 Microsoft Corporation. All Rights Reserved This product contains software technology licensed from GameSpy Industries, Inc. (c) 1999-2003 GameSpy Industries, Inc. GameSpy and the "Powered by GameSpy" design are trademarks of GameSpy Industries, Inc. All rights reserved
    CBR
    Last edited by CBR; 01-27-2005 at 16:47.

  2. #2

    Default Re: Patch Readme now available

    Can't wait

  3. #3
    Just an Oldfart Member Basileus's Avatar
    Join Date
    Nov 2002
    Location
    In The Kastro
    Posts
    1,213

    Default Re: Patch Readme now available

    alright i´ll check it out..

  4. #4

    Default Re: Patch Readme now available

    This isnt a bug fix, but I really like the sound of it...

    "Player can now select between drip-fed and AI controlled reinforcements before a battle"


  5. #5

    Default Re: Patch Readme now available

    No changes to high unit speed and kill-rates? Bummer...

  6. #6
    A Livonian Rebel Member Slaists's Avatar
    Join Date
    Sep 2004
    Posts
    1,828

    Default Re: Patch Readme now available

    Doesn't seem like they have added "Save Battle" option for SP :(

  7. #7
    Magister Vitae Senior Member Kraxis's Avatar
    Join Date
    Feb 2002
    Location
    Frederiksberg, Denmark
    Posts
    7,129

    Default Re: Patch Readme now available

    Hmmm... interesting...

    But I didn't see two fixes (one of which I find highly annoying).

    No fix to the family members strolling around lonely while the arge armeis are controlled by captains.
    And of course the phalanx drift.

    Not to forget the SP replays...
    You may not care about war, but war cares about you!


  8. #8
    Member Member RJV's Avatar
    Join Date
    Aug 2002
    Location
    Birmingham, England
    Posts
    157

    Default Re: Patch Readme now available

    Quote Originally Posted by Kraxis
    Hmmm... interesting...

    But I didn't see two fixes (one of which I find highly annoying).

    No fix to the family members strolling around lonely while the arge armeis are controlled by captains.
    And of course the phalanx drift.

    Not to forget the SP replays...
    Yes I spotted (or rather didn't spot) the drift one. And the replays. But it's not an exhaustive list (though long) so maybe there are one or two surprises in there.

    Having said that, there will be a LOT of discontent if the first person downloads the patch, sets up a phalanx and there's a slow-slow-quick-quick-slow-and-TURN YOUR BACKS situation. Hopefully the general battle tweaks will have nailed it.

    Fingers crossed.

    Cheers,

    Rob.
    Olaf the Flashy - the Bling Bling Viking

  9. #9
    History Teacher Member Lord Hammerschmidt's Avatar
    Join Date
    Jan 2005
    Location
    New Jersey
    Posts
    52

    Default Re: Patch Readme now available

    While there are some things missing, overall, it seems to be a fairly impressive list of stuff. I especially like the Ai fix so they actually stack ships, and the changes to the bribing system.
    Let me go back and face the peril!

  10. #10

    Default Re: Patch Readme now available

    Quote Originally Posted by Kraxis
    Hmmm... interesting...

    But I didn't see two fixes (one of which I find highly annoying).

    No fix to the family members strolling around lonely while the arge armeis are controlled by captains.

    True, but I suppose it depends on whether the suicidal nature of normal AI generals (not just reinforcements) has been tweaked. If general's are less suicidal in... err... general, hopefully there will be more enemy family members around and less leaderless armies wandering about. But you're right, I suppose it won't fix the non-stacking behaviour.

    And Quietus, I'm guessing they're just fixing the hard-coded stuff; kill speeds and all that business can be modded quite easily. I say quite easily - personally, I haven't got a clue, but there are plenty of fixes on these boards...

  11. #11
    A Livonian Rebel Member Slaists's Avatar
    Join Date
    Sep 2004
    Posts
    1,828

    Default Re: Patch Readme now available

    i'm not sure how to interpret this: "Fixed phalanx pursuit bug". maybe it means a solution to the "quick-quick-slow..." - drifting phalanx issue?

  12. #12
    Clan Takiyama Senior Member CBR's Avatar
    Join Date
    Aug 2002
    Location
    Denmark
    Posts
    4,408

    Default Re: Patch Readme now available

    Kill rates have been reduced on some units (romans as an example) as they no longer use the primary (missile) weapon stat.

    Im sure the phalanx has been fixed Kraxis


    CBR

  13. #13
    Von Uber Member Butcher's Avatar
    Join Date
    Dec 2004
    Location
    Manning the barricades
    Posts
    159

    Default Re: Patch Readme now available

    I have to say it looks quite comprehensive; will certainly improve the game.
    Good to see they even thought of the coming of age appearance issue.
    Looks promising..
    - I'm sorry, but giving everyone an equal part when they're not clearly equal is what again, class?

    - Communism!

    - That's right. And I didn't tap all those Morse code messages to the Allies 'til my shoes filled with blood to just roll out the welcome mat for the Reds.

  14. #14
    Actual Person Member Paul Peru's Avatar
    Join Date
    Sep 2004
    Location
    Yurp
    Posts
    529

    Default Re: Patch Readme now available

    I can't wait! No news about moddability...
    AI Generals are now less suicidal
    Somewhat suicidal people can be very dangerous. After all, most of the units in your army are trained. sorry
    Sono Pazzi Questi Romani
    Paul Peru: Holier than thy bucket!

  15. #15
    Senior Member Senior Member Duke John's Avatar
    Join Date
    May 2003
    Location
    Netherlands
    Posts
    2,917

    Default Re: Patch Readme now available

    You can now see settlements, wonders, ships on adjacent tiles when
    going down to the battlefield
    That is great stuff!

    Looks like a good patch that will make the game alot more enjoyable. I'm also missing added moddability, but that is the least important anyway. Let them first get the gameplay right.

  16. #16
    Alienated Senior Member Member Red Harvest's Avatar
    Join Date
    Jan 2003
    Location
    Searching for the ORG's lost honor
    Posts
    4,657

    Default Re: Patch Readme now available

    There is a lot in this patch, and I suspect a lot more that isn't mentioned.

    They confirmed my suspicions about the disaster events not working. It was clearing things out when the campaign was saved. "All future disaster events and historical events were being erased when a save game was loaded up."

    How about this one?
    "Allowed AI armies to move again after executing an attack"
    The AI is going to start pursuing! They might even get some command stars...

    And speaking of those, I liked the fact that battles with heavily lopsided forces won't give or take command stars.

    And the brigands are going to get aggressive. I'll actually have to build WALLS in the backwaters! Hallelujah.

    Thought it was interesting that the Chariot generals were not getting their health bonuses. I had suspected as much after using them in campaign.

    No mention of flaming arrow problems... hope it is just an oversight in the read me.
    Rome Total War, it's not a game, it's a do-it-yourself project.

  17. #17
    Original Viking Member hundurinn's Avatar
    Join Date
    Dec 2002
    Location
    Reykjavík, Iceland
    Posts
    326

    Default Re: Patch Readme now available

    Finally. Can't wait for the patch.

    I got two questions. Will the Ai use different tactics in battles and be harder to beat?

  18. #18

    Default Re: Patch Readme now available

    Overall a great list of fixes and enhancements which I'm sure are an improvement to the game.

    This one has me wondering....

    · Custom battles in both single player and multiplayer involving multiple armies of the same faction are now supported. Armies of the same faction must all be on the same team.

    I thought the desire to allow multiple armies of the same faction in multiplayer was so that an army of one "uber" faction could be countered by an army from the same faction on an opposing team. It sounds like we could now be facing whole teams of [insert your most hated uber-faction here]. Does this improve game balance or add more imbalance? Seems like more imbalance to me. Your thoughts please.
    Sir Agravain the Proud
    Knight of the Round Table
    Realm Advisor
    Visit us at: RTK Clan website

  19. #19
    Member Senior Member Proletariat's Avatar
    Join Date
    Nov 2004
    Location
    Far up in the Magnolia Tree.
    Posts
    3,550

    Default Re: Patch Readme now available

    Besides all the things they had to fix, (friendly fire, bridge warefare, etc)
    I am excited about three things that I wasn't sure we'd get.

    1) Fighting with the Collossus watching,
    2) Finally seeing a storm wash out a fleet or two, and
    3) Getting new family members elsewhere from your capitol.

  20. #20
    Member Member The_678's Avatar
    Join Date
    Sep 2003
    Location
    Hamilton, Ontario, Canada!
    Posts
    570

    Default Re: Patch Readme now available

    From all the missing fixes I hope the Temple of Zeus is fixed, I didn't see a fix in there for that. But it looks really great and I don't want to complain and I can't wait for the patch. This sounds like the game that was supposed to be not the game it is.

    Otto - They call them fingers, but I've never seen them fing...Oh there they go
    Cool Site

  21. #21
    Master of Puppets Member hellenes's Avatar
    Join Date
    Sep 2003
    Location
    the never land
    Posts
    1,310

    Default Re: Patch Readme now available

    I hope the non included in the reademe feature would be the extention of the RED LINE to the WHOLE extent of the radar so we can play a decent game on huge setting...

    Hellenes
    Impunity is an open wound in the human soul.


    ΑΙΡΕΥΟΝΤΑΙ ΕΝ ΑΝΤΙ ΑΠΑΝΤΩΝ ΟΙ ΑΡΙΣΤΟΙ ΚΛΕΟΣ ΑΕΝΑΟΝ ΘΝΗΤΩΝ ΟΙ ΔΕ ΠΟΛΛΟΙ ΚΕΚΟΡΗΝΤΑΙ ΟΚΩΣΠΕΡ ΚΤΗΝΕΑ

    The best choose one thing in exchange for all, everflowing fame among mortals; but the majority are satisfied with just feasting like beasts.

  22. #22
    Member Member Rodafowa's Avatar
    Join Date
    Oct 2003
    Location
    Watford
    Posts
    15

    Default Re: Patch Readme now available

    Nice to see the possibility of producing logs for single-player battles back. The only thing that I really, really wanted to see that doesn't seem to be in there are the replays for single-player.

    Yes, I have no friends. What of it?

  23. #23
    What did I do? Member Lonewarrior's Avatar
    Join Date
    Aug 2004
    Location
    In the land of the free, Mars
    Posts
    640

    Default Re: Patch Readme now available

    ahh would I finally be able to play mp
    "Never rely on the glory of the morning nor the smiles of your mother-in-law."-Japanese Proverb

  24. #24
    Keeper of Glyphs Member [DnC]'s Avatar
    Join Date
    Jan 2003
    Location
    The Netherlands, Flevoland, Lelystad
    Posts
    561

    Default Re: Patch Readme now available

    Excellent! Thanks CBR for posting the information!
    There are a lot of good things in that list! Except for one thing I personally would have liked to be in the patch, if it isn't already in yet, but just not mentioned, are the SP replays as some others have also mentioned in this thread.

    But all in all this is certainly looking good!
    I had to limit myself with certain things already, like:
    - I can only sally out once per turn.
    - I can't attack the same army more then once per turn, because the AI couldn't either.
    And these two are both fixed!

    I was really missing the fact that wonders and such (although I was only aware of the wonders not showing and hadn't payed attention to the other things) weren't shown on the battlefield, but that has been fixed now! WHOOPY!

  25. #25
    Swarthylicious Member Spino's Avatar
    Join Date
    Sep 2002
    Location
    Brooklyn, New York
    Posts
    2,604

    Default Re: Patch Readme now available

    That's one hell of a list, especially when you consider that it's only a preliminary one!

    No mention of whether the strategic AI has been adjusted to build far fewer naval units! I must assume this will be in the patch because countless people have complained about it. Strange as it sounds to the uninitiated this is a critical issue that must be addressed in the campaign game!

    Some good news regarding the tactical AI. Obake Date just posted this at the com...

    http://p223.ezboard.com/fshoguntotal...ID=19903.topic

    Re: Whoaa! Please dont sabotage sallying CA!
    --------------------------------------------------------------------------------
    One of the issues surrounding this was the AI's tendency to charge you and get annihilated by the towers on the walls. Players would do this, rinse and repeat until the besiegers were decimated at virtually no loss to the besieged.

    Dropping the number of sally's eliminates this potential, thereby improving gameplay. I can also tell you that the likelihood of the AI charging up to the walls is now GREATLY diminished.

    If you want to sally, you're going to have to move out of range of the walls, making it much more risky.


    And then he posted this answer to a follow up post...

    Frogmop, even your artificially inflated intelligence should have been able to pick up on the subtle little hint I gave: "...the likelihood of the AI charging up to the walls is now GREATLY diminished."

    In fact, the AI does just what you suggest. The only time it comes in to the walls now is after it has routed all of your troops and is chasing you back to the city. Even then, in many cases it will stop short.


    Clearly this is GREAT news for sally/siege battles. I only hope regular tactical battles have been given similar treatment.
    "Why spoil the beauty of the thing with legality?" - Theodore Roosevelt

    Idealism is masturbation, but unlike real masturbation idealism actually makes one blind. - Fragony

    Though Adrian did a brilliant job of defending the great man that is Hugo Chavez, I decided to post this anyway.. - JAG (who else?)

  26. #26
    Travelling Knight Senior Member Nigel's Avatar
    Join Date
    Jul 2003
    Location
    Twynham Castle
    Posts
    1,026

    Default Re: Patch Readme now available

    That sounds very promising.

    I particularly like that
    "Custom battles in both single player and multiplayer involving multiple armies of the same faction are now supported. "
    This will now allow us to stage historical battle reenactments and the like. As for not having the Uber-faction all on one side, I guess it is up to the decency of the players in MP not to do that.


    "Armies of the same faction must all be on the same team."
    Still a pity with the limitation, that we cant have e.g. two Germanic tribes fighting each other.


    And like many others have said, I hope they have fixed the bug with the replays not replaying correctly and just forgot to mention it in the readme.
    Last edited by Nigel; 01-27-2005 at 19:55.

  27. #27

    Default Re: Patch Readme now available

    This is all swell news. Does anyone have a source to tell when the patch is actually going to be available? I've looked at the official site and can find nothing but this list and the statement that it will be "soon".
    "If you demand CA or any company absorb the cost of a future patch, the upfront price rises or you buy a subscription for continuous service. The latter is not available.
    " - killemall54
    "An expansion should be a free standing new feature product, not a bug fixing enticement." - Old Celt

  28. #28
    Member Member FURRY_BOOTS's Avatar
    Join Date
    Oct 2004
    Location
    SCOTLAND
    Posts
    101

    Default Re: Patch Readme now available

    YEEEE-HAAAA

    am goanna uninstall & reinstall for this
    "I'll mace you good"-Homer Simpson

  29. #29

    Default Re: Patch Readme now available

    Quote Originally Posted by Red Harvest
    There is a lot in this patch, and I suspect a lot more that isn't mentioned.
    Indeed. An example would be the stamina and stat_heat bugs which according to Obake Date have been fixed.
    See: http://p223.ezboard.com/fshoguntotal...ID=19897.topic
    Scroll down page 3 to lt1956's question and Obake Date's answer.

    Another example would be the sallying bug, where AI units would rush to the arrow towers and get themselves killed, which Spino has already mentioned in a post above.


    Some of the more important fixes are IMHO:
    · Allowed AI armies to move again after executing an attack
    · Reinforcement AI – AI Generals are now less suicidal
    · Allowed troops defending the plaza to leave the plaza if being shot at
    · Units with shields can now effectively shield themselves when marching.
    · Allowed troops defending a city with no walls to leave the wall boundary
    · Navies are now more likely to blockade enemy ports
    · You can now sally out against a besieging army only once per turn
    · Losing or drawing army withdrawing now reforms with all it's routed units as long as there are enough soldiers to reform the army

    These seem like major additions/fixes as well but I'm not entirely sure what they mean:
    · Battle editor enabled – can be accessed by entering command line switch –enable_editor
    · Changes to campaign AI strength evaluation


    Some very nice balance features and fixes:
    · Increased the fatigue combat penalties by 50% to make them more noticeable
    · Fixed missile collision code to reduce friendly fire casualties
    · Numerous fixes to the testudo formation, particularly movement in cities, colliding with other testudos and getting stuck in the reform task
    · Extermination cash reward reduced
    · Birthplace, marriages, and adoptions can be at other settlements now, not just capital. New characters will appear in the settlement where their father (or father in law in the case of marriage, and adopted-father in the case of adoption) is garrisoned
    · Improved the AI unit re-training behavior less depleted stacks then
    · Improved likelihood of AI sallying
    · Brigands now more active - they will move around more often
    · Brigands now have the option of attempting to conquer human-controlled settlements on difficulty levels hard and very hard
    · Increased frequency of ambushes
    · Post Marius upgraded bodyguard units are now working
    · Command stars will not be assigned in battle when the odds are overwhelming in favor of the winner and vice versa for the loser


    I am glad that they nerfed bribery:
    · You cannot bribe a family member back after another faction has bribed them. He is disinherited from any of his former factions
    · Cannot bribe fellow Romans anymore whilst you're allied
    · Bribery costs increased to double and also according to the wealth of the briber

    I'm not entirely sure whether this is enough. I might have increased the cost still more but it's a certainly a big step in the right direction.


    · Fixed many trait and ancillary issues
    Hopefully they caught all of them. Otherwise, modders can still fix them, so it isn't that big a deal.


    The Ludus Magna may have to revise a few topics depending on how much was changed. It would be nice to get a complete patch readme as it would be a chore checking everything again. Notable points are:
    · Limited the effect of squalor on public order to 100% max
    · Maximum chance of assassination and sabotage is changed from 100% to 95% to stop assassins assassinating everything.
    Perhaps therother and RedKnight can double check these when the patch arrives.


    I'm not sure if they have missed anything really major but based on the fixes outlined, the patch appears to be certainly worth the wait and I hope we will find replaying RTW to be quite a different experience.
    Would be nice to take out that bug list and start crossing out stuff that have been addressed to see what's left or wasn't mentioned.
    Last edited by zhuge; 01-27-2005 at 20:11.

  30. #30
    Member Member Turbo's Avatar
    Join Date
    Oct 2002
    Location
    New Jersey
    Posts
    414

    Default Re: Patch Readme now available

    The biggest problem with the patch is the lack of modding support. RTW as it stands today is less moddable than MTW.

    Nevertheless, the patch seems to do a decent job of addressing many of the broken features. I will keep my fingers crossed that the bug with the AI dancing in front of city walls during sallys is fixed (didn't see it listed).
    When you decide that servicing your core niche is no longer important, you might as well put a gun to your corporate temple. - Red Harvest -

Page 1 of 3 123 LastLast

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO