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Thread: New Shogun readme at the com

  1. #91

    Default Re: New Shogun readme at the com

    Quote Originally Posted by SpencerH
    I saw this and just had to comment. CA may not go toward civ, but its not an impossibility that SM may take civ toward TW (something some of us have been begging for on the CIV fansites for many years). Lets not forget that SM's Gettysburg and Antietam were great tactical combat games long before TW existed. It wouldnt take that much for Firaxis to make it a reality.
    Thanks SpencerH, but I don't think I can take credit for this suggestion. I think it was made by somebody else

  2. #92

    Default Re: New Shogun readme at the com

    Intrepid,

    I hope your still reading this thread. Thats great news on the cavalry bug, as for some other things most can be fixed in ours mods.

    I would like to know if in BI will our legions have names or can we name them? In the Strat files provinces have legion names mentioned. I am just curious on this one as I have been hoping that we would be allowed to name our legions or have them named.

    Also a ingame kill sheet would be nice, Right now I use a spreadsheet for SPQR, but a game like this it would be nice.

    Also I am sad that Sea battles havent been adressed, I understand its a lot of work and the statement that the new time period doesnt have major sea battles is true, but I feel that the game was not finished in this area, and personally I would have fixed this if I built the game, its a shame to see it left in the state it is now, because it is truly a work of art. But right now RTW is more a gem in the rough.

    PLEASE ALLOW us more to mod and change dont limit us, as all the new units and animation mean nothing since we can do this already ourselves, but without more files that can be edited and features, we have our hands tied. Maybe someone from your team could help on helping US ADD SEAS BATTLES back into the game, atleast unlock or reactivate the ability to do so. Punic wars without Sea battles is something to say the least. lol

    Lt1956

    Creator of SPQR mod.

    P.S. I am glad the Infantry acting like cavalry was fixed, I was the one that noticed that bug, it mainly happened with Captain and General units, since captains can be in infantry units, they would attack retreat, attack exactly in the same pattern and tactic as the cavalry when you watch it.

    Also the flanking feature needs to be tweaked, because the AI splits its army for you and you can pierce the center with ease. One of the first rules of tactical warfare, break the center. ;-)
    LT_1956 Creator of SPQR: Total War


    SPQR:TW Mod forums

  3. #93
    Member Member TB666's Avatar
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    Jul 2005
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    Default Sv: New Shogun readme at the com

    A new FAQ and this will please some people
    Q. So what's happening about the patch for the load/save AI issue.

    A. As I said before this will be addressed in BI and we hope to release a patch shortly after the release of the expansion. I am delighted to say that this is definitely the case and the elves that work in our test department are currently busy making shoes... no that's not it, I mean they are currently testing the patch. The patch will also provide cross version compatibility for online play. So if you don't want to buy BI you don't have to, however you should because it rocks!

  4. #94

    Default Re: New Shogun readme at the com

    Intrepid Sidekick, let me expand a little abit on this whole "infantry as cavalry" issue. It is not as if the AI uses the infantry for cavalry roles sometimes, and that's not at all what people like me and lt1956 have been mentioning this whole time. This "infantry as cavalry" effect is NOT AI dependent, as it happens for the player as much as for the AI, and in fact that is the easiest way to spot that bug happening -- when your soldiers start running around non-stop, trying to run through the enemy, after they run through to turn around and run again. This is very frustrating because you cannot stop the soldiers from doing this, and because they should not be doing it in the first place! You can try to use 'stop' to get the soldiers to compose themselves again, and to assemble themselves into some proper order again, but even stop does not work immediately, and you have to press Stop multiple times, sometimes for up to 10-15 seconds, until finally all of the soldiers in the unit stop moving around -- some in front of the enemy unit, some behind it, and some in the middle of it ready to be outflanked and instantly slaughtered.

    So it's not an AI issue AT ALL, but a bug with SKELETONS, because this erratic 'cavalry' behavior appears arbitrarily in the middle of some fight, even if the unit has been behaving properly for all of the time before that. Nor does that behavior remain permanently, but after you tell the soldiers 20 times to Stop the insanity of running around like cavalry, they do get into proper infantry order and start fighting properly, and do that behavior does not reappear for them for the remainder of the fight.

    This is a serious bug, and as far as we can tell it only happens to fs_swordsman (which is why lt1956 had this project to try to convert fs_spearman into a pseudo-fs_swordsman skeleton, so that you could have sword units without the bug of that skeleton). Please let us know how it goes in addressing this bug, and I really really hope it does not creep into BI, but is fixed right away.... it may have been inadvertingly fixed by BI anyway, so please test with vanilla 1.2 RTW to confirm the bug. By the way, I don't know how to cause this bug, or how to replicate it. I am pretty sure though that it exhibits itself with fs_swordsman, so if you have enough fights solely with units of that skeleton, the bug should inevitably appear.
    Last edited by SigniferOne; 08-24-2005 at 22:36.

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