Page 2 of 5 FirstFirst 12345 LastLast
Results 31 to 60 of 149

Thread: Medieval II Update 2 Feature List

  1. #31
    Relentless Bughunter Senior Member FactionHeir's Avatar
    Join Date
    Dec 2006
    Location
    London, UK
    Posts
    8,115

    Default Re: Medieval II Update 2 Feature List

    Interesting patch notes. Quite a few issues are resolved but mainly things that are not found in the org buglist and mainly very minor issues save a few.

    What is definitely missing and REALLY needs fixing are:
    - Shield bug
    - Siege slowdown on maps larger than castle/Large Town
    - Campaign map lag


    Its good to see stuff like 2H and chasing routers being addressed though.
    Last edited by FactionHeir; 02-22-2007 at 14:48.
    Want gunpowder, mongols, and timurids to appear when YOU do?
    Playing on a different timescale and never get to see the new world or just wanting to change your timescale?
    Click here to read the solution
    Annoyed at laggy battles? Check this thread out for your performance needs
    Got low fps during siege battles in particular? This tutorial is for you
    Want to play M2TW as a Vanilla experience minus many annoying bugs? Get VanillaMod Visit the forum Readme
    Need improved and faster 2H animations? Download this! (included in VanillaMod 0.93)

  2. #32
    Member Member Heinrich VI's Avatar
    Join Date
    Oct 2002
    Location
    Bochum, NRW, Germany, EU
    Posts
    135

    Default Re: Medieval II Update 2 Feature List

    2) Fully implemented Hotseat mode

  3. #33
    Senior Member Senior Member econ21's Avatar
    Join Date
    Oct 2002
    Posts
    9,651

    Default Re: Medieval II Update 2 Feature List

    Quote Originally Posted by crpcarrot
    what the hell is a hotseat mode???
    I suspect it refers to Multiplayer Campaigns - you can play one faction's move, then another player can play another faction's move, with the AI taking other factions. This was possible in RTW with only minor scripting, as Myrddraal's mod showed. Apparently, it is also possible in M2TW although I forget the details.

    The downside, of couse, is that any battles between players must be autoresolved - which is a pain, given that it is the real time battles that are TWs big feature, IMO. I've always thought it would be relatively trivial for CA to programme it so that a battle in a MP campaign generates a MP battle, but I am not raising my hopes.

  4. #34

    Default Re: Medieval II Update 2 Feature List

    Does anyone have any idea what they mean by fully implemented hotseat mode?

    Does this just refer to the fact that this will be available without having to mod it in yourself by editing the desc. file but there will still be the same problems there were before? Or does it mean some of these issues have been fixed as well?

    Thx for the updates Lusted!

  5. #35

    Default Re: Medieval II Update 2 Feature List

    • Fine Grain time control added (accessible by holding Shift and clicking + and - on battle UI)

    I wonder if this is going to be like the time control feature in Shogun... where you could slow the game down to manage the battle w/o pausing. That is a feature that I have been missing.

    /looks at join date, looks at post count

    I should post more.

  6. #36
    Member Member Delenda est Carthago's Avatar
    Join Date
    Jun 2005
    Location
    A small hole at the bottom of a lake
    Posts
    26

    Default Re: Medieval II Update 2 Feature List

    If it allows us to slow down the battles then that could actually be quite usefull.....

    Still, no evidence that they have fixed the glitch with armour upgrades on Venetian Heavies and Venetian Archers :-(
    Creedy: WE HAVE GUNS!

    V: No. What you have are bullets and the solemn hope that once your guns are empty I will no longer be standing before you, for if I am you will all be dead before you can reload.

  7. #37
    Masticator of Oreos Member Foz's Avatar
    Join Date
    Dec 2006
    Posts
    968

    Default Re: Medieval II Update 2 Feature List

    Quote Originally Posted by Lusted
    In regards to thhe shield bug, read this thread at .org, forums.totalwar.org/vb/sh...hp?t=79942
    LOL. Lusted's posts over on that official press release thread are all to the tune of "Look over there, something is going to happen!" I'm totally amused. This one in particular seems to hint that he knows and will be spilling his guts... it's just that I don't know if his news will be good or bad


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

  8. #38
    blaaaaaaaaaarg! Senior Member Lusted's Avatar
    Join Date
    Feb 2005
    Posts
    1,773

    Default Re: Medieval II Update 2 Feature List

    LOL. Lusted's posts over on that official press release thread are all to the tune of "Look over there, something is going to happen!" I'm totally amused. This one in particular seems to hint that he knows and will be spilling his guts... it's just that I don't know if his news will be good or bad
    Within 24 hours you will know. And im sure you can work out what the news might be from the posts i've made.

  9. #39
    Senior Member Senior Member Carl's Avatar
    Join Date
    Dec 2006
    Posts
    1,461

    Default Re: Medieval II Update 2 Feature List

    Porbably good, which is what we expected anyway, we just need confirmation to shut up the doubters LOL.
    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

  10. #40

    Default Re: Medieval II Update 2 Feature List

    still no explanation of intentional or accidental performance of problem units. hmmm

  11. #41
    Masticator of Oreos Member Foz's Avatar
    Join Date
    Dec 2006
    Posts
    968

    Default Re: Medieval II Update 2 Feature List

    Quote Originally Posted by Lusted
    Within 24 hours you will know. And im sure you can work out what the news might be from the posts i've made.
    So sure, are you? This is the closest you've come to even hinting at anything:

    Quote Originally Posted by Lusted
    Sort of, from what Caliban was saying not all fixes are listed, only those that definitely work are in. I think the patch has gone for final testing to see if the final few fixes work correctly and don't introduce any new bugs.
    ...and that is a far cry from saying the fix in question is being tested. Still, I have faith, and it makes sense that they'd be testing it last-minute, given how recently it was discovered. I suppose it doesn't really matter; as you say, in 24 hours or less we'll all know for sure.

    I do want to say, though, that if the shield bug is fixed in this patch, then whoever decided to post a list without that in it ought to be shot. Sure thing or not, it's the one thing everyone was holding their breath about for this update, and posting a list without a word about it is causing a lot of people unhealthy amounts of anxiety, and breeding wild speculation too.

    I'd far rather have had no idea the patch even existed until tomorrow (or whenever they know for sure what's in it), when a final list could have simply been released.


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

  12. #42
    Upstanding Member rvg's Avatar
    Join Date
    Nov 2005
    Location
    America
    Posts
    3,818

    Default Re: Medieval II Update 2 Feature List

    So, the shield bug has not been addressed. Disappointing.
    "And if the people raise a great howl against my barbarity and cruelty, I will answer that war is war and not popularity seeking. If they want peace, they and their relatives must stop the war." - William Tecumseh Sherman

    “The market, like the Lord, helps those who help themselves. But unlike the Lord, the market does not forgive those who know not what they do.” - Warren Buffett

  13. #43
    blaaaaaaaaaarg! Senior Member Lusted's Avatar
    Join Date
    Feb 2005
    Posts
    1,773

    Default Re: Medieval II Update 2 Feature List

    So sure, are you?
    Yeah Calibans going to chat to Jason, and then let me know.

    I'd far rather have had no idea the patch even existed until tomorrow (or whenever they know for sure what's in it), when a final list could have simply been released.
    Agreed. I just think they wanted to get the list out so that people would stop wondering about it(quite a few topics asking where the 2nd patch was over at .com).

  14. #44
    Amazing Mothman Member icek's Avatar
    Join Date
    Oct 2006
    Posts
    350

    Default Re: Medieval II Update 2 Feature List

    and what about the guilds bug? i dont know if anyone mention it but if you take some units to retrain for guilds bonuses and save game and then load it the game will forgot about the guild effect and eventually retrain units for money but without bonus effect added. every guild have this bug.

  15. #45
    Member Member Sirius 21's Avatar
    Join Date
    Sep 2006
    Location
    Palermo, Sicily, Italy
    Posts
    9

    Default Re: Medieval II Update 2 Feature List

    Please, Lusted, pass them my question. Are localization text/audio bugs fixed? Thanks.
    SIRIUS 21



  16. #46
    blaaaaaaaaaarg! Senior Member Lusted's Avatar
    Join Date
    Feb 2005
    Posts
    1,773

    Default Re: Medieval II Update 2 Feature List

    Now i know what CA devs must feel like when they post and get lots of questions asked by lots of people.

    At the moment my communication with CA will be about the shield bug and whether it is going to be fixed in patch 1.2 or not.

  17. #47
    Member Member Sirius 21's Avatar
    Join Date
    Sep 2006
    Location
    Palermo, Sicily, Italy
    Posts
    9

    Default Re: Medieval II Update 2 Feature List

    Well, I'll wait and see. I don't want to bother you, sorry.
    SIRIUS 21



  18. #48

    Default Re: Medieval II Update 2 Feature List

    That is for Multiplayer campaign hotseat. Allows more than one "Human" faction in a game. All on one computer. In reality it would be aPBEM (Play By E_Mail), or one player playing multiple factions. That was available with mods already. Kind of cool to play two factions in one game :-)

  19. #49
    blaaaaaaaaaarg! Senior Member Lusted's Avatar
    Join Date
    Feb 2005
    Posts
    1,773

    Default Re: Medieval II Update 2 Feature List

    IT IS CONFIRMED!!!!!

    Just chatted to Caliban.

    THE SHIELD BUG WILL BE FIXED IN 1.2!

    And even then there are thing missing from the fix list posted at .com

  20. #50
    Senior Member Senior Member Caliban's Avatar
    Join Date
    May 2005
    Location
    Brisbane, Australia
    Posts
    66

    Default Re: Medieval II Update 2 Feature List

    I'm told the Shield bug has indeed been fixed for update 2, Palamedes might be able to fill you in on more of the details surrounding this but I have been told by multiple sources that it is already in and tested.

    There are also three new custom battle maps going in today for testing which hopefully should make the final update release.

  21. #51

    Default Re: Medieval II Update 2 Feature List

    apreciate the information calibal, that is great news.

  22. #52
    Relentless Bughunter Senior Member FactionHeir's Avatar
    Join Date
    Dec 2006
    Location
    London, UK
    Posts
    8,115

    Default Re: Medieval II Update 2 Feature List

    Thanks for the info!
    Any news on the campaign map lag issue though? Its what's been keeping me from playing M2TW.
    Want gunpowder, mongols, and timurids to appear when YOU do?
    Playing on a different timescale and never get to see the new world or just wanting to change your timescale?
    Click here to read the solution
    Annoyed at laggy battles? Check this thread out for your performance needs
    Got low fps during siege battles in particular? This tutorial is for you
    Want to play M2TW as a Vanilla experience minus many annoying bugs? Get VanillaMod Visit the forum Readme
    Need improved and faster 2H animations? Download this! (included in VanillaMod 0.93)

  23. #53
    Senior Member Senior Member Carl's Avatar
    Join Date
    Dec 2006
    Posts
    1,461

    Default Re: Medieval II Update 2 Feature List

    Thanks for that guys, is their any chance now of getting out of CA exactly what they changed ,(from RTW), that caused this bug, and what knock on effects the fix has on that change if any?
    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

  24. #54
    blaaaaaaaaaarg! Senior Member Lusted's Avatar
    Join Date
    Feb 2005
    Posts
    1,773

    Default Re: Medieval II Update 2 Feature List

    Thanks for that guys, is their any chance now of getting out of CA exactly what they changed ,(from RTW), that caused this bug, and what knock on effects the fix has on that change if any?
    Basically they changed the way shields gave defence from missiles(or in melee?), so it provided defence from the left(or more defense from the left?) as well or something Pala said, and for some reason it produced the shield bug. So completely unintended and once they knew what was up pretty easy to fix.

  25. #55
    Masticator of Oreos Member Foz's Avatar
    Join Date
    Dec 2006
    Posts
    968

    Default Re: Medieval II Update 2 Feature List

    Quote Originally Posted by Carl
    Thanks for that guys, is their any chance now of getting out of CA exactly what they changed ,(from RTW), that caused this bug, and what knock on effects the fix has on that change if any?
    LOL Carl. We are but humble users, and are not even supposed to know there are numbers and mathematics involved in making games work!

    As for the shield bug making the 1.2 patch... yay, I can continue my life in peace now. Whew that was close!


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

  26. #56
    Senior Member Senior Member Carl's Avatar
    Join Date
    Dec 2006
    Posts
    1,461

    Default Re: Medieval II Update 2 Feature List

    Thnx Lusted. My geuss on what you've just said is they've altered Defence Skill and Sheild defence so they only give half defence to the front so as to avoid stupidlly high defence values in Melee.

    The formulae for that was probably a case of total frontal defence- (sheild defence/2). so if the / got swaped for a * sign it could easilly have created exactly the effect we saw.
    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

  27. #57
    Member Member Revenant's Avatar
    Join Date
    Aug 2003
    Location
    Prague
    Posts
    198

    Default Re: Medieval II Update 2 Feature List

    Great News

    looks like I could play this game again :)

  28. #58

    Default Re: Medieval II Update 2 Feature List

    Sweet! I'm guessing towers were one of the things unmentioned that were fixed... easy fix really.

    Anyway I'm happy I feel like I'm about to get in the mail something I ordered months ago. :)
    propa·gandist n.

    A person convinced that the ends justify the memes.

  29. #59
    Senior Member Senior Member econ21's Avatar
    Join Date
    Oct 2002
    Posts
    9,651

    Default Re: Medieval II Update 2 Feature List

    Thanks, Caliban and Lusted.

    Any information on whether the patch will be savegame compatible? We are a month or so into a HRE PBM in the Throne Room and hope that we can at least benefit from the improvements in the battlefield side (I realise some campaign issues might require starting a new campaign to benefit from).

  30. #60
    has a Senior Member HoreTore's Avatar
    Join Date
    Jan 2005
    Location
    Norway
    Posts
    12,014

    Default Re: Medieval II Update 2 Feature List

    WONDERFUL!

    Simply WONDERFUL!

    I don't even care about any other bugs now, the fact that this one is fixed is ALL that matters. Nothing else even gets close.

    Don't care what else is/isn't in the patch, the fact that the shield bug gets fixed makes it the best thing EVER.
    Still maintain that crying on the pitch should warrant a 3 match ban

Page 2 of 5 FirstFirst 12345 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