Results 1 to 30 of 304

Thread: Initial Patch Thoughts

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    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: Initial Patch Thoughts

    Quote Originally Posted by Jambo
    Well spotted RH! The charge of cavalry was indeed reduced a little. :)

    Phalanxes are lethal now btw!
    Jambo,

    What did they change to weaken the cavalry charge? Morale effects? The reason I ask is that the basic charge/melee stats look unchanged for the units I've seen in action thus far, but they did seem a bit less inclined to sweep away infantry in frontal charges (I was on the receiving end even...)
    Rome Total War, it's not a game, it's a do-it-yourself project.

  2. #2
    Senior Member Senior Member Jambo's Avatar
    Join Date
    Jul 2002
    Location
    Athens of the North, Scotland
    Posts
    712

    Default Re: Initial Patch Thoughts

    I don't think the change was a straightforward stats change per sé, unless maybe their mass has been reduced a little to lessen the impact (haven't checked tbh). It's more likely a hardcoded aspect.
    =MizuDoc Otomo=

  3. #3
    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: Initial Patch Thoughts

    Quote Originally Posted by Jambo
    I don't think the change was a straightforward stats change per sé, unless maybe their mass has been reduced a little to lessen the impact (haven't checked tbh). It's more likely a hardcoded aspect.
    The mass is unchanged, I checked that too. Like you say, it is probably hardcoded as part of the combat engine.
    Rome Total War, it's not a game, it's a do-it-yourself project.

  4. #4
    Member Member afrit's Avatar
    Join Date
    Jun 2004
    Location
    USA
    Posts
    321

    Default Re: Initial Patch Thoughts

    Best upgrade:
    Right click on your towns tab, and now you get much more information. MOst importantly, you know which towns are recruting and building at a glance.

    Worst non-change:
    No campaign battle replay.
    The plural of anectode is not data - Anonymous Scientist

    I don't believe in superstition. It brings bad luck. - Umberto Eco

  5. #5
    Ricardus Insanusaum Member Bob the Insane's Avatar
    Join Date
    Sep 2002
    Location
    London, UK
    Posts
    1,911

    Default Re: Initial Patch Thoughts

    MINIMAL_UI:TRUE

    Memorise your hotkeys (make sure to bind the time controls to keys) and toggle off all the UI for full screen RTW...

    Bloody brillant....

  6. #6
    Nobody expects the Senior Member Lemur's Avatar
    Join Date
    Jan 2004
    Location
    Wisconsin Death Trip
    Posts
    15,754

    Default Re: Initial Patch Thoughts

    I see they have not fixed the idiotic sytem-sensing routine. Since I did a clean install, lo, behold, RTW will not scale to 1600x1200. Now I have to go back and dig through the archives, trying to remember how to unlock my preferences so that I can run the game at full power.

    This seems like a simple one, and an odd thing to leave broken. Oh well. Just glad to have the patch.

  7. #7

    Default Re: Initial Patch Thoughts

    Quote Originally Posted by Red Harvest
    The mass is unchanged, I checked that too. Like you say, it is probably hardcoded as part of the combat engine.
    Yes, it's hardcoded: IIRC, now it's less likely to see horses jumping over your troops (specially if you use a deep phalanx formation with pikes aiming the sky), so it's more difficult that they could break your formation or attack from the rear after a frontal charge.
    Last edited by CeltiberoMordred; 02-04-2005 at 01:53.


    "The game [M2TW] is actually more balanced than rock/paper/scissor. Combinations that work: rock vs rock - paper vs paper - scissor vs scissor.
    A new frontier that wipes off a bunch of old concepts"
    - Machiavelli69

    "Shogun was chess, vi was chequers rome was tiddlywinks and mtw2 musical chairs." - Swoosh So

  8. #8
    American since 2012 Senior Member AntiochusIII's Avatar
    Join Date
    Jan 2005
    Location
    Lalaland
    Posts
    3,125

    Default Re: Initial Patch Thoughts

    Oh no, now my Parthian generals can't beat the phalanxes in city battles anymore.

    Yes, I've modded it personally to ensure Parthian generals have cataphracts... unfortunately it must be done at the start. Man, that WAS easy with every general become 20-50 extra cataphracts in the early game ... rechargable!!!!

    Never mind. Where should I download it faster than at the official site? I mean, it's very slow, you see..

    Repeat : Where?

  9. #9
    Member Member zbrenhz's Avatar
    Join Date
    Jan 2005
    Location
    Helsinki, Finland
    Posts
    5

    Default Re: Initial Patch Thoughts

    First off: I'm sure there is a lot of good in the patch, but the first thing that you notice tend to be the bad things, so [rant] is on:

    Rebels everywhere after the patch. I get them mostly in provinces where loyalty is below 120%. These little scrimishes against the rebels are really tedious. You have to every turn check every corner of your empire for them, after finding one send some amount of town militia to attack them, run to them for few minutes (time accelerated) and see how the battle is over in two secs when the rebels rout.


    Too boring... I trained diplomats in every town and send them to bribe those rebels off. It costs about 5k to bribe a few units, but I have money to throw away.


    Building is slower now, because the game doesn't bring you back to the "buildings completed in this turn" -page after selecting one town from the list and closing the town-page. Doesn't sound that bad, but that extra click sure annoys me.


    In battle units jerk just a bit in every two seconds or so now....


    It sounds like a good idea to have the offspring to appear to the town where their father is, but it causes more work to hunt them down and because I don't have Ludus Magna in every town yet, I have to ship them to some town that has one for training.

    [/rant]

  10. #10
    Enforcer of Exonyms Member Barbarossa82's Avatar
    Join Date
    Aug 2004
    Location
    Englaland (and don't let the Normans tell you any different!)
    Posts
    575

    Default Re: Initial Patch Thoughts

    Quote Originally Posted by zbrenhz

    Building is slower now, because the game doesn't bring you back to the "buildings completed in this turn" -page after selecting one town from the list and closing the town-page. Doesn't sound that bad, but that extra click sure annoys me.
    Whoa, that's weird - for me it was exactly the opposite. Pre-patch, after visiting one of the towns mentioned in the "buildings completed" panel, and exiting that town's info panel, the "buildings completed" would not pop back up, and would stay at the side of the screen. Now it does pop back up, as does the recruitment scroll!
    Self-proclaimed winner of the "Member who Looks Most Like their Avatar" contest 2007

    My Armenian AAR

  11. #11

    Default Re: Initial Patch Thoughts

    Quote Originally Posted by zbrenhz
    Building is slower now, because the game doesn't bring you back to the "buildings completed in this turn" -page after selecting one town from the list and closing the town-page. Doesn't sound that bad, but that extra click sure annoys me.
    Experienced the same thing. Turn off the citydetail screen. Will fix it. Annoying though.

    But I am very pleased with the patch!
    Even saw the senate build themselves an Urban Cohort and an Early first Cohort. It's going to be an intereesting civil war!!!

  12. #12
    Member Member Murmandamus's Avatar
    Join Date
    Aug 2001
    Location
    Sydney
    Posts
    241

    Default Re: Initial Patch Thoughts

    Quote Originally Posted by AntiochusIII
    Where should I download it faster than at the official site? I mean, it's very slow, you see..

    Repeat : Where?
    http://www.3dgamers.com/games/rome/downloads/
    Like a wooden man facing flowers and birds.

  13. #13
    Senior Member Senior Member Oaty's Avatar
    Join Date
    May 2003
    Location
    Indianapolis
    Posts
    2,863

    Default Re: Initial Patch Thoughts

    Friendly fire is fixed but if you order the fire to be executed it works like it used to. So Hastati/Prinipes and legionaires will cause friendly kills if you right click because it sees it as you ordered fire onto an engaged unit. So altclick a unit unless it is not engaged.

    Overlapped units seem completely immune to FF

    They seemed to up the speed of javelins that are thrown.

    Unfortanately the A.I. still tries to horde the gate when under fire during a siege.

    Very hard campaign dificulty(normal battles) the A.I. attacks me across the bridge with 2 to 1 odds in my favour. A.I. should not waste an army against a bridge except on easy diff and maybe norm.

    When A.I. uses cavalry against skirmisher it seems to be closely followed by melee units unless the skirmishers are isolated but that was only 1 battle.

    So far I've only seen 1 Carthage ship and the rest are Romans. So it seems it's really toned down or at least in the early phase when troops are more important.
    When a fox kills your chickens, do you kill the pigs for seeing what happened? No you go out and hunt the fox.
    Cry havoc and let slip the HOGS of war

  14. #14
    Spends his time on TWC Member Simetrical's Avatar
    Join Date
    Dec 2004
    Location
    New York City
    Posts
    1,358

    Default Re: Initial Patch Thoughts

    Here is the first mod for 1.2 (I think). It's basically an adaptation of adonys' kill rate mod, and it should help with too-fast combat.

    -Simetrical
    TWC Administrator

    MediaWiki Developer

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