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Thread: Latest Update on patch 1.2

  1. #61
    Inquisitor Member Quickening's Avatar
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    Default Re: Latest Update on patch 1.2

    So theoretically, after this patch there should be no more problems with any two handed units right? Or any units at all for that matter.
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  2. #62
    blaaaaaaaaaarg! Senior Member Lusted's Avatar
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    Default Re: Latest Update on patch 1.2

    TinCow it refers to the ai used in sieges, so both attacking and defending.

    So theoretically, after this patch there should be no more problems with any two handed units right? Or any units at all for that matter.
    Theoretically yes as they're fixing the bugged 2 handed axe animation, fixing cav charges and the shield bug.
    Last edited by Lusted; 03-23-2007 at 15:54.

  3. #63

    Default changes in 1.2

    sorry to ask a question that is probabaly already covered here, but what are the actual changes in the 1.2 patch? Is the 2-hand bug fixed and has anything been done to the pike tendency of discarding the pikes and marching straight into the enemy with pikes raised?

  4. #64
    Inquisitor Member Quickening's Avatar
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    Default Re: changes in 1.2

    Here is the list as it has been given


    "Primary features for Update 2:

    1) The Launcher
    2) Fully implemented Hotseat mode
    3) Cinematic Editor
    4) Battle Editor (now fully functional)

    Resolved Bugs/Issues:

    AI
    • Units do not clump together when told to complete a 180 degree turn.
    • Janissary Musketeers now fire consistently.
    • Enemy AI army formations in bridge battles now allow their own artillery to fire.
    • Enemy cannons do not fire at unbreakable walls.
    • Grouped archers out of ammo will attack enemy units in melee combat when ordered to do so.
    • AI does not deploy outside of enemy gates.
    • When defending an enemy settlement with multiple exits, taking your army out of the side/back door does not make it easier to defeat the enemy.
    • Siege AI is not passive.
    • Cavalry can now charge a spearman army.
    • General's bodyguard unit now marches correctly outside castles.
    • AI now effectively assaults 2nd tier of a Fortress.
    • Sallying AI army now reacts properly to being assaulted from 2 sides
    • Attacking Siege AI concentrates on taking the settlement rather than chasing down units outside the settlement.
    • Generals are now more effective at chasing down routing units.
    • Enemy AI reacts to being bombarded with Trebuchets while inside a settlement.
    • Siege AI now more difficult to defeat if player places missile units outside the walls.
    • AI controls it units more effectively in a Citadel
    • AI artillery more decisive in its positioning
    • Remaining AI army now advances to use siege equipment
    • AI Cavalry can now flank a Spear Wall
    • AI now responds to missiles when sieging settlements
    • AI now crosses bridges to attack
    • AI responds more quickly to gates that have been opened by Spies (while sieging).
    • Units do not break formation when chasing routers
    • Enemy AI effectively attacks when player's units in a settlement square
    • Enemy AI now utilises spare rams
    • Improved enemy AI response to stakes
    • Shortened Siege attack timers
    • Enemy AI will no-longer send out General's bodyguard on a suicide mission while defending

    Diplomacy
    • Improved responses to monetary offers
    • Bribery attempts do not always fail after an unsuccessful first attempt
    • Diplomatic 'Just Rejected' response no-longer to 'Not Interested' response to counter-offer, no matter how generous
    • Aztecs now appear in the correct year (for diplomacy actions)
    • Generals in a Crusade do not get inquisition
    • Improved diplomacy mechanic - AI Factions now stick with alliances and/or attack 'more intelligently'

    Crash
    • Soft-locks in MP Lobby no-longer occur
    • Host random hangs fixed
    • Resolved issue with client CTD when host ends game that client is joining
    • Auto-resolve Siege battle hangs fixed
    • Siege tower catching fire no-longer causes random hangs
    • Random hangs after loading Campaign save game

    Pathfinding
    • Battering Rams no-longer stuck in gates
    • Ship movement area fixed
    • Ram crew no-longer stuck between rams
    • Northern European Castle terrain fixed to allow docking of towers
    • Improved use of ladders
    • Southern European Fortress wall fixed to allow docking of towers
    • Improved the way units use Way-points
    • Siege of Setenil slow-down tweaked
    • Units no-longer become stuck on canyon walls on 'Canyon' map
    • Units do not ascend/descend invisible ladders
    • Units do not get stuck on Siege towers
    • Cavalry pathfinding improved when sallying out from a Fortress
    • Bridge battle pathfinding improved (units do not constantly reform)
    • Citadel and Fortress paths fixed so that units can avoid assaulting inner walls
    • Breach pathfinding tweaked

    Combat
    • Enemy spearmen do not charge with raised spears
    • 2H axemen attack tweaked, inc. Attacking Cavalry
    • Defending units can no-longer enter a siege tower as soon as it docks with the walls

    Mechanics
    • Mouse Cursor position now updates when scrolling with the arrow keys.
    • Assassination exploit fixed.
    • Mission "Reinforce Region" now functions correctly
    • Attacking an enemy army from inside a sieged settlement no-longer causes the enemy to lose all built siege equipment
    • Fixed two family members (brothers) with the exact same name
    • Rudder event now triggers at the correct time
    • When an enemy sallies and is defeated you no-longer have to wait for the timer to run out in-order to win.
    • Assassin mechanics tweaked
    • Mercenary recruitment tweaked
    • Diplomatic Information scroll updates correctly.
    • Online replays now match
    • Slowdown fixed on Desert Sanctuary
    • Metallic Resource now support Mines
    • Cavalry charges do not fail when charging skirmishing/moving units or if a knight is out of position
    • Units can now withdraw on the Eifel Mountains Battle Map
    • Construction queue exploits fixed
    • The carroccio standard can now fit through the gate on a sally out battle.
    • Southern European > Fortress: routing Enemy AI now leaving the map
    • Printing press event triggers at the correct time
    • Ladder docking/undocking tweaked
    • Faction standings tweaked
    • Priests no-longer convert to heretics if travelling on a fleet
    • Hotseat Game-mode added
    • Upper limit added on how long units stay in loose formation for.
    • Traits/VnV triggers tweaked

    Camera
    • Camera height does not drop under bridge in River Po Custom Battle map.
    • Camera does not drop below water's surface in Palm Beach, Andalusia and Italian Wars map/scenarios.
    • Camera does not show the underneath of a bridge when General is killed on the bridge

    Controls
    • Drag Deploy functionality tweaked
    • RTS camera functionality tweaked

    Graphics
    • Princess character now greyed out upon death on Family tree
    • Venice battlemap ambient building placement tweaked
    • Fixed issue with trees disappearing when panning camera
    • Added paths to doorways in Southern European Large City
    • Added paths to doorways in Southern European City
    • Fixed minor lighting issue in Southern European City
    • Fixed misaligned platforms in Southern European Large Town
    • Tweaked Crusade Army banner
    • Fixed texture gaps and unwelded verts on Middle Eastern Huge City buildings.
    • Fixed incorrect Tower Path in Mesoamerican City
    • Fixed path through wall in Mesoamerican City Wall
    • Fixed floating buildings above the battle map in Aztec Gold Scenario
    • Fixed floating spikes in Mountain Redoubt scenario
    • Added correct image for Paladin ancillary
    • Fixed grey reinforcement area that states that 'This army cannot fight in night battles' even though the current battle is not a night battle.
    • Added correct image for Aztec Rebel - Native Archer
    • Added correct image for Aztec Spearmen
    • Fixed floating torches in SE Citadel courtyard
    • Garrison quarters no-longer change to Town Guard when in Construction queue
    • Armoury building image in construction queue no-longer changes to an armoury
    • Fixed issue with Trebuchets sometimes disappearing when zooming in close
    • Fixed maps have the winter option but don’t have winter texture on the battle map
    • Night attack selection tick and reinforcements do not disappear if user selects night attack option and then views enemy army details.
    • Fixed officers not animating while riding
    • Removed trees in the water in The Battle of Otumba.

    Deployment
    • Units can no-longer be deployed on inaccessible sections of wall
    • Fixed deployment issues with Southern European Wooden Castle on either side of the main gate.
    • Units no-longer deployable in buildings in Mesoamerican City

    Collision
    • Ballista collision improved
    • Southern European Citadel gate collision improved
    • Middle Eastern Gatehouse collision improved
    • Issues with units getting pushed into areas that can't be deployed into.
    Battle Editor/Cinematic Editor
    • Numerous issues with both editors fixed and improved so that they can be released for public use.

    UI
    • Mission scroll hotkey added
    • Financial Details hotkey functionality and tooltip added
    • Reveal/Advance advice hotkey functionality added
    • Battle Tutorial Dismiss advice functionality added
    • Magnifying glass added to Disaster Strikes scroll
    • Princess appears correctly on family tree
    • Chat Window errors fixed
    • Family Tragedy scroll triggered correctly
    • Console text appearance tweaked
    • Now possible to launch game from autorun launcher
    • Fine Grain time control added (accessible by holding Shift and clicking + and - on battle UI)

    Save/Load
    • Loading saved game of the same turn no-longer allows user to keep both allies when they declare war
    • Russian and Czech autosave fixed

    Audio
    • Movement_Embark speech now triggered correctly
    • Allies breaking through gates of citadel now triggers correct speech
    • Battle ending in draw when timer runs out now triggers correct speech
    • Campaign Map interface sounds added
    • End Turn sound now fades out nicely
    • Win/Lose music is now representative of the Faction
    • Enemy King killed speech now triggered
    • Enemy Reinforcements arrive speech now triggered correctly
    • Player Army Tired Battle Event Speech is now triggered.
    • Player Army Half Gone Battle Event Speech is now triggered.
    • Enemy Army Half Gone Battle Event Speech is now triggered.
    • Player Under Attack Idle Battle Event Speech is now triggered.
    • Player Winning Combat Battle Event Speech now triggered correctly.
    • Player Losing Combat Battle Event Speech now triggered correctly.
    • Leaves Fleet speech now triggered correctly.
    • Player Tide Of Battle Up Battle Event Speech now triggered correctly.
    • Player Tide Of Battle Down Battle Event Speech now triggered correctly.
    • Muslim Enemy General Killed Battle Event Speech now triggered correctly.
    • Christian Enemy General Killed Battle Event Speech now triggered correctly.
    • Allied General Captured Battle Event Speech now triggered correctly.
    • The "spy infiltrated our settlement" audio/speech is now played when "Start battle" is pressed during cutscene
    • Correct region music plays when loading a saved campaign game.
    • Added sound trigger for planting archer stakes in ground.
    • Clicked-on characters on the Campaign Map no-longer stack their audio response if clicked multiple times.
    • In the Historical battles, Battle of Otumba and the Battle of Hastings the music speeds up when you attack
    • Other minor audio tweaks also carried out.

    Text
    • Minor grammar/spelling errors fixed

    Thanks,

    Mark O'Connell
    (aka SenseiTW)"
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  5. #65
    blaaaaaaaaaarg! Senior Member Lusted's Avatar
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    Default Re: changes in 1.2

    Lets see shall we:

    • 2H axemen attack tweaked, inc. Attacking Cavalry
    So thats the 2 handed bug fixed as the 2 handed axe animation was the bugged one.

  6. #66
    Bureaucratically Efficient Senior Member TinCow's Avatar
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    Default Re: changes in 1.2

    No need for multiple 1.2 threads. Merged.


  7. #67

    Default Re: Latest Update on patch 1.2

    sorry, should have seen the existing tread. thanks for the answer!

  8. #68

    Default Re: Latest Update on patch 1.2

    What amuses me is the number of people in this thread telling me the game IS playable right now.

    Spearmen units who are supposed to be defense 7 are actually defense 1...and that makes the battles "playable"?

    Crusading armies surround their target and then stand their forever unless I (i.e. the player) does something...and that makes the campaign map "playable"?

    Only if you don't need a challenge in your game is it playable. For me, enjoyment from a computer game is derived from the challenge in it, and M2TW has none right now. Hence, I consider it unplayable.

  9. #69

    Default Re: Latest Update on patch 1.2

    Unless I'm mistaken - no sign of the Timurid elephant artillery bug causing a CTD being addressed?

    (1.1 patch does not cure it)

  10. #70
    Στωικισμός Member Bijo's Avatar
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    Default Re : Latest Update on patch 1.2

    That list is looking good. I'm curious to see how the game plays out with the patch installed.
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  11. #71
    Member Member Afro Thunder's Avatar
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    Default Re: Latest Update on patch 1.2

    Quote Originally Posted by SoxSexSax
    What amuses me is the number of people in this thread telling me the game IS playable right now.

    Spearmen units who are supposed to be defense 7 are actually defense 1...and that makes the battles "playable"?
    Actually the spearmen would have a defense of -5, assuming that the shield is 6 points. That would explain the ridiculously fast battles, and how peasants can lay the smackdown on spearmen units.

    (I hope I'm right about that subtraction thing, and not just pulling something out of my bum.)
    Last edited by Afro Thunder; 03-23-2007 at 20:29.
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  12. #72
    Amphibious Trebuchet Salesman Member Whacker's Avatar
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    Default Re: Latest Update on patch 1.2

    Further, I'd like to know what the hell CA included in this patch to make it six hundred and fifty megs???

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  13. #73

    Default Re: changes in 1.2

    Quote Originally Posted by Quickening

    "Primary features for Update 2:

    1) The Launcher
    2) Fully implemented Hotseat mode
    3) Cinematic Editor
    4) Battle Editor (now fully functional)
    I think it's the editors that are most of the 600+ Megs.

  14. #74
    has a Senior Member HoreTore's Avatar
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    Default Re: Latest Update on patch 1.2

    Quote Originally Posted by econ21
    Thanks for the heads up. Has there been any word on whether the patch will be save game compatible?
    I doubt it. In the feature list, they mention trait fixes, and if you change a few things in that file, you'll mess up the traits of an existing file. It's because of the way the engine reads that file, I think. They might fix that as well, but I really doubt it will be save game compatible.
    Still maintain that crying on the pitch should warrant a 3 match ban

  15. #75
    Harbinger of... saliva Member alpaca's Avatar
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    Default Re: Latest Update on patch 1.2

    Yeah it's unlikely to be savegame compatible.
    And as for the size: That's probably mainly media (although the cinematic editor supposedly comes in an external program, as well as the launcher tool, so they'll have a few megs, too): new videos, music tracks, pre-battle speeches, etc. - I hope ;)

  16. #76

    Default Re: Latest Update on patch 1.2

    that looks like the original list before sensai edited in the shield bug would be fixed line.

    anyways what is the assasination exploit. i wish i knew it since my assasins could hardly kill anyone.

  17. #77
    Amphibious Trebuchet Salesman Member Whacker's Avatar
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    Default Re: Latest Update on patch 1.2

    Quote Originally Posted by mad cat mech
    that looks like the original list before sensai edited in the shield bug would be fixed line.

    anyways what is the assasination exploit. i wish i knew it since my assasins could hardly kill anyone.
    Open the console and type "IDDQD" then "IDKFA". Should work like a charm.

    I think it's the editors that are most of the 600+ Megs.
    Maybe, but I really find that hard to believe. A launcher is usually just going to be a single, very small executable. Battle editor? That was in the exe, unless they did something else. Cinematic editor? Hmmm maybe. Hotseat should also be a part of the main exe. I guess we shall see, though I suspect that what someone else is right, that there's more videos and stuff added as content.

    /shrug

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  18. #78

    Default Re: Latest Update on patch 1.2

    Hmm I dont see any "shield bug fixed", hope they didnt miss that one. Nah what am I ranting about, ofcourse they fixed it...right?

  19. #79
    blaaaaaaaaaarg! Senior Member Lusted's Avatar
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    Default Re: Latest Update on patch 1.2

    Yupp, it's not in the list but it's been confirmed it will be fixed.

  20. #80

    Default Re: Latest Update on patch 1.2

    Yeah:) Just my pre-patch jibbers. Dont mind me:)

  21. #81
    Senior Member Senior Member Carl's Avatar
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    Default Re: Latest Update on patch 1.2

    The space taken up will be down to the new animations for 2-handers.
    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

  22. #82
    Amphibious Trebuchet Salesman Member Whacker's Avatar
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    Default Re: Latest Update on patch 1.2

    So Carl, you're basically trying to imply that this was all a ploy by CA to save on costs by not having to distribute the game on more DVDs then?

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  23. #83
    Harbinger of... saliva Member alpaca's Avatar
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    Default Re: Latest Update on patch 1.2

    Nah new animation files would only take a few KB, they just move bones around
    Must be something else

  24. #84
    Cynic Senior Member sapi's Avatar
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    Default Re: Latest Update on patch 1.2

    Just think for a moment how much space the unpacked game files take up.

    Compare that to a 600mb update and you'll find that, taking compression into account, a whole lot of those files are being changed and/or completely replaced.

    I sincerely doubt that the editors take up much room, nor the animations, but even compressed M2TW takes up 7.69gb - 600mb is really nothing when compared to that.
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  25. #85
    Amphibious Trebuchet Salesman Member Whacker's Avatar
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    Default Re: Latest Update on patch 1.2

    Quote Originally Posted by sapi
    Compare that to a 600mb update and you'll find that, taking compression into account, a whole lot of those files are being changed and/or completely replaced.
    Aaahhh, herein lies the rub. If memory serves, CA's patches simply replace files completely as opposed to patching. Of course I have nothing to base this next bit on and it's pure conjection and assumption, but I bet if they used something like RTPatch or another tool, they could probably cut that 600+ meg way way down to something smaller, something much more palatable for our low-bandwidth users.

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  26. #86
    Cynic Senior Member sapi's Avatar
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    Default Re: Latest Update on patch 1.2

    Actually, i prefer it this way - RTPatch has never, and i repeat, never patched any of my games without throwing up errors about missing and changed files, even on a fresh install.

    And this way there's compatibility with every version of the game, not just those patched to 1.1
    From wise men, O Lord, protect us -anon
    The death of one man is a tragedy; the death of millions, a statistic -Stalin
    We can categorically state that we have not released man-eating badgers into the area -UK military spokesman Major Mike Shearer

  27. #87

    Default Re: Latest Update on patch 1.2

    Does anyone know what "Cavalry can now charge a spearman army" means in this context? To my experience, they already can - knights can pretty easily decimate elite spearman armies by charging head on the fully formed and braced infantry (not those pikes etc. of course). Does this mean that they'll actively flank or something?

    It's a good thing many of the problems with charging are taken care of, and the list does look promising, especially the faction backstab tweak - this is what we've been waiting for at least from the first MTW, if not earlier.

    Not to mention hotseat.

  28. #88

    Default Re: Latest Update on patch 1.2

    Things should be decent after the patch. This patch should get everything playing the way the sales pitch indicated.

    But I haven't played the game since before Valentine's Day, because I was anticipating a patch within a week or so. And I've kept back from playing cause I keep thinking... Well it's just ONE more week. LOL. Silly me.

    As far as me having bought it early, I specifically waited til after the first patch to buy so I wouldn't be hit with the biggest bugs. Silly me again.

    As far as CA "already having it's money"? Well there's double edged sword there. The edge that cuts Sega is there are over a dozen players I know personally who wanted to buy the game that I have specifically told NOT TO until I can say if the 1.2 patch will fix things so it won't frustrate them. That's $50 in retail sold, that's locked up over $600 in retail til things get ironed out. Some of those people will never get the game after things they've seen on my screen. Sega needs to know this IS costing them sales.
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  29. #89
    Amphibious Trebuchet Salesman Member Whacker's Avatar
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    Default Re: Latest Update on patch 1.2

    Quote Originally Posted by sapi
    Actually, i prefer it this way - RTPatch has never, and i repeat, never patched any of my games without throwing up errors about missing and changed files, even on a fresh install.

    And this way there's compatibility with every version of the game, not just those patched to 1.1
    That's kind of amusing, my experience has been the complete and total opposite. The only times I've ever had problems is when I forgot to re-copy the old .exes back over, as I tend to use nocd patches extensively because I friggin' hate swapping out discs constantly. (I play a lot of games simultaneously. Please note that I do not condone piracy and am referring to games that I have purchased.) RTPatch or whatever is of course going to be slower, but the size saved is often worth it in my view. Perhaps your experiences are from localized game copies and patches that... didn't have as much effort put into them? /shrug

    @ JCoyote

    Add $150 to the mix for me, 3 of my friends are not buying this game until I give them the nod. Of course this is just two of us speaking, and we shouldn't claim to represent anything beyond ourselves and the people we speak of. But I do agree though, there is an important message here that for every "word of mouth" sale, there are going to be some no-sales as I'll call them.



    Edit -

    \/\/\/\/\/ Understood, put that in there because it was relevant to the discussion at hand, no more need be said on it. Perhaps you should just move to the states and get the nice shiny non-localized software like there rest of us.
    Last edited by Whacker; 03-24-2007 at 03:34.

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  30. #90
    Cynic Senior Member sapi's Avatar
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    Default Re: Latest Update on patch 1.2

    @Whacker - nothing personal, but we don't talk of no-cd patches here especially since cd images work much better and dont' cause any problems

    bf2 - clean install - failed (but still displayed as patched)
    oblivion - failed
    supcom - failed (but still displayed as patched in mp)
    etc.

    It's very annoying, and I'm happy that CA is doing things this way (especially as i'll have access to a free local mirror of the files in 3dgamers and likely IGN)
    From wise men, O Lord, protect us -anon
    The death of one man is a tragedy; the death of millions, a statistic -Stalin
    We can categorically state that we have not released man-eating badgers into the area -UK military spokesman Major Mike Shearer

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