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  1. #1
    Senior Member Senior Member Carl's Avatar
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    Default Carl's BugFixer (V1.11 Now Up)

    Created a new thread as the old one was long and it was a pain linking to the other post in the old thread and I couldn't get the title of the thread to update to show changes to the version number.

    To Clarify an often asked point:

    Foz's V1.2 Sheild Fix that is used in this BugFixer zeros the sheild and moves half into Defence Skill and half into Armour

    Below is the Link to the Download and the README File included in with it.

    Version 1.11

    Download Mirriors (all free to my knowlage):

    Savefile Mirrior

    FileFactory

    README:

    CHANGES

    Below is a list of the various things done in each version of this fix.


    1.00

    All animation bugged 2-Handers eithier use the Halberd-Militia, (Bills and DEK/DPK only), or Voulgier, (all others), animation set now. No units have been re-priced so a few units, (mostly Bills and DEK/DPK), are underpriced ATM.

    The Pike fix simply removes all Pike units secondery weapons.

    The Sheild fix is the same as Foz's, and move the sheild value into the armour, then zeros the sheild.

    2-Handed Swords have been found to be weak with their Vanillia stats once the Bugged 2-Handers where fixed, (in relation to the price diffrances between the two), so the Changes listed in the next line have been applied/

    2-Handed Swords have been given +4 Attack, increased to 8 Charge Stat, and have been given the AP attribute.



    1.01

    Dismounted French Noble Knights, (DFNK), have now had the 2-Hander animation Fix applied to them. I missed them the first time round

    All 2-Handed Swords have had their extra attack raised from +4 to +6 as DEK/DPK/DFNK where still beating them too hard considering their reletive prices.

    JHI have now had the 2-Handed Sword Fix applied to them as they, like 2-handed Swords, they where proving underpowered vs. Animation Fixed 2-Handers of a similar or lower price.



    1.02

    Sheild Fix updated to the same as that used in the 1.2 version of "THE_FOZ_4's Sheild Fix".



    1.10

    Animation Bugged 2-Handers have had their animation changed to that of ME_Halberd_Militia as apposed to the old Halberd_Militia animation. This produces more natural looking animations that the origonal fix.

    2-Handed Swords have had their animation changed to the ME_Halberd_Militia animation as it looks as good as their defualt animation, and raises their animation speed to the same as the bugged Animation 2-Handers.

    2-Handed Swords have had the re-balancing fix applied to them changed to the following, AP attribute added, +10 attack added, Charge Stat increased to 8, they where fopund to still be wanting in terms of opower for price.

    All Eastern Halberds, (those Halberds that lack the Spear Wall ability), have also had the 2-Handed Sword Fix listed above applied to them, (with the exception of the AP attribute as they allready had this), as they where found to be underperforming.

    All Western Halberd units, (those with the Spear Wall ability), where found to be underperforming for their price in relation to every unit in the game now as they where also balanced against the Bugged 2-Handers/Pikes, (which they are a Hybrid of),

    Western Halberds have had their unit size increased to 60, have gained +5 attack, have had the Spear attribute Aapplied to their primiary "pike" weapon, and the Light_Spear attribute applied to their secondery weapon. De to the nature of the "Pike" part of their weapon, and the Light_Spear attribute they suffer no penalties when fighting infantry.



    1.11

    Furthar Formation tweaking has taken place to improve the defualt formation performance of units, and thus the AI.

    An Eastern Halberd unit, (Transylvanian Peasants), was omitted from the 1.1 changes to Eastern Halberds. This error has been corrected.

    Cav Charge distances have been tweeked to make formed cav charges easier for the player.

    Infantry cav charge distances have ben tweaked to increase AI countercharge response sucsess rates.

    The spears of Spear Units have had their Skeleton oCmponsation Factor tweaked to raise cav charge resistance to a level matching that implied in the advisor descriptions.

    The changes to Skeleton Componsation factor should also aid them vs. peseants.



    INSTALLATION

    To install copy the SEGA Folder into C:/Program Files:

    If it asks you if you want to Overwrite, click "yes to all". Then Copy the Medievil 2 Total War Mod Shortcut to your desktop and use that to play the game with the fixes in place. No important data is overwritten, it mearly places the contents of the SEGA folder into the existing SEGA folder in Program Files automaticly.



    MEDMANAGER INSTALLATION

    For the purposes of MedManager, the only file that has been modified is the "export_descr_unit" file.


    COMMENTS AND BUG REPORTING

    You can Find my online thread relating to this fix at the following web address:

    https://forums.totalwar.org/vb/showthread.php?t=78069


    CREDITS

    CARL BARRASS (me)

    THE_FOZ_4 (For the Sheild Fix)

    DOPP (For the Pike Fix)

    LUSTED (For charge distance changes)

    STLAIND (For help with testing)

    AND EVERYONE ELSE AT THE GUILD (For the 2-Hander Fix and Support)

    I would much appreciate testing on the Halberd and 2-Handed Swords. I feel happy wth them but my tsting has been limited and i've never played with these units in a campaign before so I can't say how they effect overall army compostion for the armies they are in. Does it unbalance the compostion?

    The Mods can lock the old thread if they wish to without complaint from me as I won't be using it for anything important now.

    EDIT: V1.11 now up.
    Last edited by Carl; 01-25-2007 at 17:18.
    Find my ProblemFixer Purehere.

    This ProblemFixer fixes the following: 2-Hander bug, Pike Bug, Shield Bug, Chasing Routers, Cav not Charging, Formation Keeping Improved, Trait Bugs, and Ancillary Bugs.

    BETA Testers needed for the current version of RebuildProblemFixer. Thread here

  2. #2
    Knight of Santiago Member baron_Leo's Avatar
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    Default Re: Carl's BugFixer (V1.1)

    Carl, I can only quote Peter Griffin on this issue "YOU - ARE - GOD!!!" :-) I did not have time to do in-depth testing, but for what I have seen it is perfect.
    "A magyarok nyilaitól - ments meg Uram minket!" (középkori ima)

    "Lord save us from the bows of the Hungarians!"
    (medieval prayer)

    Official Self-Proclaimed Junior Vice President and founder of the almost existing unofficial Knights of Santiago Fan Club

  3. #3
    Senior Member Senior Member Carl's Avatar
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    Default Re: Carl's BugFixer (V1.1)

    Thnx, and I doubt it's perfect though. I thought the same with V1.02, but reality has shown sHS and Halberds where really behind the curve. Hell it's taken 3 revisions to get 2HS sorted to full satisfaction without risking auto-calc balance.

    p.s. 2 Downloads so far. Where is everyone.
    Find my ProblemFixer Purehere.

    This ProblemFixer fixes the following: 2-Hander bug, Pike Bug, Shield Bug, Chasing Routers, Cav not Charging, Formation Keeping Improved, Trait Bugs, and Ancillary Bugs.

    BETA Testers needed for the current version of RebuildProblemFixer. Thread here

  4. #4

    Default Re: Carl's BugFixer (V1.1)

    if I have time this evening I'll defniately pull it down and do some testing (sigh, test software at work, test mods at night)

  5. #5
    Senior Member Senior Member Carl's Avatar
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    Default Re: Carl's BugFixer (V1.1)

    if I have time this evening I'll defniately pull it down and do some testing (sigh, test software at work, test mods at night)
    Hell, i've had the game a MONTH and I don't think my total play time exceeds 3 days, the rest has been testing and digging in files fixing bugs the rest of the time.

    Pikes are as they where, but I think you'll find flanking/rear attacks if you can pull them off are very effective. Western Halberds do Beat down on 2-Handers a fair bit, but thats because they nullify the charge and get a couple of rounds of free kills in whilst doing so.
    Find my ProblemFixer Purehere.

    This ProblemFixer fixes the following: 2-Hander bug, Pike Bug, Shield Bug, Chasing Routers, Cav not Charging, Formation Keeping Improved, Trait Bugs, and Ancillary Bugs.

    BETA Testers needed for the current version of RebuildProblemFixer. Thread here

  6. #6

    Default Re: Carl's BugFixer (V1.1)

    I think I might do some poking at it and see if I can find any solutions that I feel are better. I'm just now starting to feel like I've got enough of a feel of mechanics that I won't horribly break things.

  7. #7
    Masticator of Oreos Member Foz's Avatar
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    Default Re: Carl's BugFixer (V1.1)

    Quote Originally Posted by Carl
    Thnx, and I doubt it's perfect though. I thought the same with V1.02, but reality has shown sHS and Halberds where really behind the curve. Hell it's taken 3 revisions to get 2HS sorted to full satisfaction without risking auto-calc balance.
    Don't forget that Jerome suggested that autoresolve is using the battlefield mechanics, just on a smaller scale. So it's really not a concern: if you get them working how you want on the battlefield, it should be mirrored very well in autoresolve.


    See my Sig+ below! (Don't see it? Get info here)

  8. #8
    Senior Member Senior Member Carl's Avatar
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    Default Re: Carl's BugFixer (V1.1)

    Can you point me to the post where he said this as I don't remeber it, (probabbly just missed it BTW when skimming a post of his).

    Thnx for the info though BTW.
    Last edited by Carl; 01-22-2007 at 23:15.
    Find my ProblemFixer Purehere.

    This ProblemFixer fixes the following: 2-Hander bug, Pike Bug, Shield Bug, Chasing Routers, Cav not Charging, Formation Keeping Improved, Trait Bugs, and Ancillary Bugs.

    BETA Testers needed for the current version of RebuildProblemFixer. Thread here

  9. #9
    Senior Member Senior Member Jambo's Avatar
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    Default Re: Carl's BugFixer (V1.1)

    Just a thought, but rather than boosting everything to coincide with the animation-fixed 2-handed axe units, another method might be dropping the attack of animation-fixed 2-handed axe units? They most certainly do not need to be 21/13 ap (DEKs), 20/13 ap (VG), etc. Even with the shield fix in place you can take around 6-8 attack points off the DEKs and they still beat DFKs with ease. Even more so if you were also to go through with removing 2 attack points from DFKs to coincide with their mounted form (which I think would be a great idea)!

    One upshot of increasing attack across the board is you'll be inadvertantly speeding up combat resolution, in turn leading to quicker routing in battles. Maybe it would be advisable to reduce the attack of others rather than increase attack to balance to the monstrous 21/13 ap DEKs.
    Last edited by Jambo; 01-22-2007 at 23:21.
    =MizuDoc Otomo=

  10. #10
    Masticator of Oreos Member Foz's Avatar
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    Default Re: Carl's BugFixer (V1.1)

    Quote Originally Posted by Carl
    Can you point me to the post where he said this as I don't remeber it, (probabbly just missed it BTW when skimming a post of his).
    https://forums.totalwar.org/vb/showp...&postcount=337

    I realize that the way he says it there is a little ambiguous, but I inquired further in a PM to him, and he said the autoresolve essentially fights the battle on a very simplified battlefield using reduced unit sizes, and still accounts for the same factors like morale, flanking, etc that you see on the battlefield.


    See my Sig+ below! (Don't see it? Get info here)

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