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Thread: New Patches released next week

  1. #31
    Magister Vitae Senior Member Kraxis's Avatar
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    Default Re: Sv: Re: New Patches released next week

    Quote Originally Posted by TB666
    I think it is about them not expanding but that have been fixed if you read the read-me.
    Lets hope that this...
    AI-controlled factions will now make proper use of ships.
    ...means that the problem is fixed.
    You may not care about war, but war cares about you!


  2. #32
    Member Member TB666's Avatar
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    Default Sv: Re: Sv: Re: New Patches released next week

    Quote Originally Posted by Kraxis
    Lets hope that this...

    ...means that the problem is fixed.
    Well since scipii and brutii can only expand by using ships then the problem must be there.
    Atleast that is what I have read from the bug-report(haven't played RTW since I got BI so I haven't seen the problem yet)

  3. #33
    Member Member Shoraro's Avatar
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    Default Re: New Patches released next week

    Huzzah...no more Huns calling me Strategos

    Very interested in how battles against Roman AI play out now. Might make early Roman Hastati heavy armies a bit more dangerous.
    Last edited by Shoraro; 12-10-2005 at 16:38.
    Stop, stop talking 'bout who's to blame, when all that counts is how to change - James, Born of Frustration

  4. #34

    Post Re: New Patches released next week

    Quote Originally Posted by Rome: Total War Patch 1.5
    Improvements have been made to the AI when orchestrating Skirmish Maneouvres.
    AFAIK, you will get a CTD anytime you face roman_velites in RTW v1.3. Has anyone else encountered this? I've had a look at descr_model_battle.txt, and it looks as though there are couple of things that cause this CTD. Replaced this section of the text with an older version, and things are now working fine, no more CTDs.

    Here are both sections of the text, note that the second section (containing the potential bugs) has been edited out of the game using semicolons (;).

    Code:
    type                roman_velite
    skeleton            fs_semi_fast_javelinman,  fs_semi_fast_dagger                        ; throwing spear/javelin & short sword
    indiv_range            40
    texture                romans_julii, data/models_unit/textures/unit_roman_peasant_julii.tga
    texture                romans_brutii, data/models_unit/textures/unit_roman_peasant_brutii.tga
    texture                romans_scipii, data/models_unit/textures/unit_roman_peasant_scipii.tga
    texture                romans_senate, data/models_unit/textures/unit_roman_peasant_senate.tga
    texture                slave, data/models_unit/textures/unit_roman_peasant_slave.tga
    model_flexi            data/models_unit/unit_roman_velite_high.cas, 8
    model_flexi            data/models_unit/unit_roman_velite_med.cas, 15
    model_flexi            data/models_unit/unit_roman_velite_low.cas, 30
    model_flexi            data/models_unit/unit_roman_velite_lowest.cas, max
    model_sprite        slave, 60.0, data/sprites/slave_roman_velite_sprite.spr
    model_sprite        romans_senate, 60.0, data/sprites/romans_senate_roman_velite_sprite.spr
    model_sprite        romans_scipii, 60.0, data/sprites/romans_scipii_roman_velite_sprite.spr
    model_sprite        romans_brutii, 60.0, data/sprites/romans_brutii_roman_velite_sprite.spr
    model_sprite        romans_julii, 60.0, data/sprites/romans_julii_roman_velite_sprite.spr
    model_tri            400, 0.5f, 0.5f, 0.5f
    
    ;type                roman_velite_temp
    ;skeleton            fs_fast_javelinman, fs_fast_dagger                        ; throwing spear/javelin & short sword
    ;indiv_range            40
    ;texture                romans_julii, data/models_unit/textures/unit_roman_peasant_julii.tga
    ;texture                romans_brutii, data/models_unit/textures/unit_roman_peasant_brutii.tga
    ;texture                romans_scipii, data/models_unit/textures/unit_roman_peasant_scipii.tga
    ;texture                romans_senate, data/models_unit/textures/unit_roman_peasant_senate.tga
    ;texture                slave, data/models_unit/textures/unit_roman_peasant_slave.tga
    ;model_flexi            data/models_unit/unit_roman_velite_high.cas, 8
    ;model_flexi            data/models_unit/unit_roman_velite_med.cas, 15
    ;model_flexi            data/models_unit/unit_roman_velite_low.cas, 30
    ;model_flexi            data/models_unit/unit_roman_velite_lowest.cas, 40
    ;model_sprite        slave, 60.0, data/sprites/slave_roman_velite_sprite.spr
    ;model_sprite        romans_senate, 60.0, data/sprites/romans_senate_roman_velite_sprite.spr
    ;model_sprite        romans_scipii, 60.0, data/sprites/romans_scipii_roman_velite_sprite.spr
    ;model_sprite        romans_brutii, 60.0, data/sprites/romans_brutii_roman_velite_sprite.spr
    ;model_sprite        romans_julii, 60.0, data/sprites/romans_julii_roman_velite_sprite.spr
    ;model_tri            400, 0.5f, 0.5f, 0.5f
    [EDIT:]I've highlighted in bold where the code changes between the latest and original
    Last edited by Seasoned Alcoholic; 12-10-2005 at 17:27.


    Currently developing Rome: Total Gameplay (RTG), an unofficial mod for vanilla Rome: Total War v1.5

    Features: improved battles, new units to recruit, more buildings to construct, a modified campaign map, and much more!
    RTG Main Topic
    , Click here to download RTG v1.0

  5. #35
    Alienated Senior Member Member Red Harvest's Avatar
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    Default Re: New Patches released next week

    Huh? I've never had a CTD versus velites in 1.3.

    There might be some sort of issue with the max LOD range, but the skeletons work fine elsewhere.
    Rome Total War, it's not a game, it's a do-it-yourself project.

  6. #36
    Bug Hunter Senior Member player1's Avatar
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    Default Re: New Patches released next week

    Interesting that many of the listed fixes were previously incorporated in Bug-fixer.

    That's good sign.
    Tumps up!


    P.S.
    I hope there will be no need for new bug-fixers anymore...
    BUG-FIXER, an unofficial patch for both Rome: Total War and its expansion pack

  7. #37

    Post Re: New Patches released next week

    Quote Originally Posted by Red Harvest
    Huh? I've never had a CTD versus velites in 1.3.

    There might be some sort of issue with the max LOD range, but the skeletons work fine elsewhere.
    Referring back to the code, which section is your roman_velite properties (in d_m_b.txt) similar to? Or is it completely different to what I've displayed?

    I was puzzled myself earlier when the game kept CTD everytime a Roman army containing velites was faced. Crashed just before it loaded up to the battlefield. Managed to work out which was the offending unit by testing all units (from both armies) one-at-a time in custom battles.


    Currently developing Rome: Total Gameplay (RTG), an unofficial mod for vanilla Rome: Total War v1.5

    Features: improved battles, new units to recruit, more buildings to construct, a modified campaign map, and much more!
    RTG Main Topic
    , Click here to download RTG v1.0

  8. #38

    Default Re: New Patches released next week

    Quote Originally Posted by player1
    Interesting that many of the listed fixes were previously incorporated in Bug-fixer.

    That's good sign.
    Tumps up!


    P.S.
    I hope there will be no need for new bug-fixers anymore...
    Can you patch right over your game if you installed the bug fixer?
    Or will a reinstall be a must>?
    And your heart beats so slow, Through the rain and fallen snow across the fields of mourning to a light that's in the distance.
    Oh, don't sorrow, no don't weep
    For tonight at last I am coming home.
    I am coming home.

  9. #39
    Bug Hunter Senior Member player1's Avatar
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    Default Re: New Patches released next week

    Bug-fixer is supplied with Original Data folder, with backup of original files that got overwritten with bug-fixer.
    Use them to replace bug-fixer files and you get clean 1.3/1.4 version. No need to reinstall.
    BUG-FIXER, an unofficial patch for both Rome: Total War and its expansion pack

  10. #40
    Bland Assassin Member Zatoichi's Avatar
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    Default Re: New Patches released next week

    This just in from Shogun of .com fame regarding ETA of patch:

    Should be live in the next 48 hours absolute tops. I will put the link up as soon as I have it!

    Linky: http://p223.ezboard.com/fshoguntotal...ID=32268.topic

  11. #41
    Hǫrðar Member Viking's Avatar
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    Default Re: New Patches released next week

    I didn`t see anything about AI and religion. I take it that they didn`t fix it.
    Runes for good luck:

    [1 - exp(i*2π)]^-1

  12. #42
    Alienated Senior Member Member Red Harvest's Avatar
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    Default Re: New Patches released next week

    Quote Originally Posted by Seasoned Alcoholic
    Referring back to the code, which section is your roman_velite properties (in d_m_b.txt) similar to? Or is it completely different to what I've displayed?

    I was puzzled myself earlier when the game kept CTD everytime a Roman army containing velites was faced. Crashed just before it loaded up to the battlefield. Managed to work out which was the offending unit by testing all units (from both armies) one-at-a time in custom battles.
    My section looks just like yours (not the temp section.)

    If it is crashing on you then something is wrong with one of the velites files. Could be that you have a corruption in one of the models, or the skeleton. Do velites crash for all four factions? Or only one of them. If it is just one, then it is either the sprite or texture. If it is all four then it is the model or skeleton.

    Skeleton seems unlikely though, because other units use the same skeleton.
    Rome Total War, it's not a game, it's a do-it-yourself project.

  13. #43

    Default Re: New Patches released next week

    Quote Originally Posted by Seasoned Alcoholic
    AFAIK, you will get a CTD anytime you face roman_velites in RTW v1.3. Has anyone else encountered this? I've had a look at descr_model_battle.txt, and it looks as though there are couple of things that cause this CTD
    I'm pretty sure that this is the offending line:

    ;model_flexi data/models_unit/unit_roman_velite_lowest.cas, 40
    It should read "max" instead of 40

  14. #44
    Alienated Senior Member Member Red Harvest's Avatar
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    Default Re: New Patches released next week

    I'm still trying to figure out where his 40 came from. It wasn't like that in the raw patch file.
    Rome Total War, it's not a game, it's a do-it-yourself project.

  15. #45
    Now sporting a classic avatar! Member fallen851's Avatar
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    Default Re: New Patches released next week

    When is this patch coming out? Like sometime this week?
    "It's true that when it's looked at isolated, Rome II is a good game... but every time I sit down to play it, every battle, through every turn, I see how Rome I was better. Not unanimously, but ultimately." - Dr. Sane

    http://www.youtube.com/watch?v=L6eaBtzqqFA#t=1h15m33s

  16. #46
    Alienated Senior Member Member Red Harvest's Avatar
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    Default Re: New Patches released next week

    Quote Originally Posted by fallen851
    When is this patch coming out? Like sometime this week?
    Shogun/Jerome said some time in the next 48 hours...about 36 hours ago. Very soon.
    Rome Total War, it's not a game, it's a do-it-yourself project.

  17. #47

    Default Re: New Patches released next week

    Quote Originally Posted by Red Harvest
    Shogun/Jerome said some time in the next 48 hours...about 36 hours ago. Very soon.
    anyone else getting that excited tingling feeling

  18. #48
    IW Director, MA Mapper Member Ilsamir Lord's Avatar
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    Default Re: New Patches released next week

    I got that right now! I really want to continue my Julii campaign from 1.2!
    VISIT OUR FORUM

    An Original Fantasy Concept

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