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Thread: Latest Update on patch 1.2

  1. #91

    Default Re: Latest Update on patch 1.2

    the problem i see now is a split in the multiplayer community like they did in mtw over the cav swipe.

    right now most of us complain about the swipe and push through but you would be surprised by the number of people who depend on that to win games. and would be at a disadvantage playing a game such as mtw/vi where you cant go around swiping units.

    i would be most positive to believe their will be some major rewrites over some program files concerning animations. but we will see.

    i dont see why they would deny it. they have already admitted to many mistakes there would be no harm to admitting to more. but most of 600 megs containing battle and cinematic editors along with the fixes is suspicious.

    you would think all efforts would have been put forward to fix game issues before they would have concentrated on such a large editor addition.

    interesting topic indeed.

  2. #92
    blaaaaaaaaaarg! Senior Member Lusted's Avatar
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    Default Re: Latest Update on patch 1.2

    Well they already had the editors ready, they are what they used to make historical battles and trailers, so they've just added them into the game.

  3. #93
    Harbinger of... saliva Member alpaca's Avatar
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    Default Re: Latest Update on patch 1.2

    Quote Originally Posted by Lusted
    Well they already had the editors ready, they are what they used to make historical battles and trailers, so they've just added them into the game.
    And probably gave them a better interface (dev tools are often command-line monsters or have a very basic interface with a console for added comfort)

  4. #94

    Default Re: Latest Update on patch 1.2

    And I doubt the editors are all that big, maybe 10 or 12 mb each. Usually editing programs are relatively small, it's all the media files they manipulate that are huge. Also, I doubt the editors are particularly polished or feature laiden... most such development editors aren't... which can cut down tremendously on program size. So of the 650 MB, maybe only 50 or so are those editors.

    People worried about the size will be surprised an "editor free" version wouldn't be that much smaller. Although, if an editor free download was under 512 MB, it might be worth releasing because there are lots of cheap USB keys that size to put it on.
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  5. #95
    Amazing Mothman Member icek's Avatar
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    Default Re: Latest Update on patch 1.2

    and what about guild bug?? Did they even look on it?

  6. #96

    Default Re: Latest Update on patch 1.2

    i cant wait... I loved rome, enjoyed the barbarian expansion and waited for total war.... And waited... And waited... FINALLY GOT M2TW.... Loaded it up and did my normal thing... Played it conservative early putting every dime into armor and ground troops.. I built an awesome war machine... I took my heavy venetian infantry into battle agains an inferior army and barely won.. I also picked up the bad habbit of leaving nothing but archers and crossbowmen in my towns in hostile area and enjoyed killing the enemy by the hundred (at first)... the last time i played was 2 months ago... what broke the camels back was when i sallied out against a superior french army - they had everything except artillery... tons of calvalry.... I salllied out and killed there archers with my horde of archers/crossbowmen... i then completely surrounded them with all types of missle troops... i got super close to... my crossbowmen located behind the calvalry could have been whiped out in one charge... But the AI just sat there... i killed off about a thousand men with MASSIVE amounts of bolts and arrows, the carnage was horrific.... i sat in amazement and when my archers ran out of arrows i eventually got them to go in there and rout the survivors.. funny - but not fun...

    I have not played since.... I saw the post about the patch perhaps coming out so i reloaded total war and now i am all excited - but no patch...

    i cant wait to take a superior armored and skilled army against a numerically superior army and win the battle because i did the right thing... Not pick on the stupid AI.....

    also looking forward to alliances sticking... I use venice - i am stuck in the middle of the boot surrounded on every side by enemies... Allies are sooo important... it got so bad that the pope attacked me when we where allies...

    i dont think they need any graphic tweaks... The game is stunning... I just cant wait for strategy to mean something....

    and now we just have to wait....

  7. #97

    Default Re: Latest Update on patch 1.2

    i also cant wait for my friend to see what the game is really like... He has been playing for about 2 months... When this patch drops he is going to come in saying"wow - this game is tough" I cant wait for my glistening venetian heavys to be wreaking havoc over all of europe

  8. #98
    Στωικισμός Member Bijo's Avatar
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    Default Re : Latest Update on patch 1.2

    Heh heh, that story sounds familiar, nookie. Well, at least a part of it. I stopped playing for months and when I saw the mention of the new patch a while ago already I've finally started it up today with patch 1. I've gotten reasonably excited about it.
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  9. #99

    Default Re: Latest Update on patch 1.2

    an electrician i worked for once would install speaker wires throughout someones house even though he was never asked to do this.

    the reason was after the home was finished he would often times find the homeowners asking him if he knew someone who could run a sound system in their home.

    he replied i can do it but it will cost you such and such. so all he had to do was go in punch some holes in the walls pull out the wire and hook em up.easy money.

    11 gigabytes for the game! im sure they have a lot of stuff asleep in there waiting to be brought out.

    that 650 megs has something in it more than a battle and cinematic editor.

    im not sure what they are up to but as long as it fixes the battle field animations and unit performance it will satisfy me.

  10. #100
    Member Member JFC's Avatar
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    Default Re: Latest Update on patch 1.2

    @MAD CAT MECH I dunno mate, I don't subscribe to your conspiracy theory. After all the Patch is free.

  11. #101
    Filthy Rich Member Odin's Avatar
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    Default Re: Latest Update on patch 1.2

    Quote Originally Posted by JFC
    @MAD CAT MECH I dunno mate, I don't subscribe to your conspiracy theory. After all the Patch is free.
    I'm with this guy. While it is a mamoth patch I dont think there is going to be anything mind blowing here, but I suspect that there might be more scenarios?

    Long and short is a little, blah.... Much prefer being able to pick from early, mid, and high (ala MTW). I dont know how much megs it would take to intro that kind of change, but short of that I dont expect much in the way of new features.

    CA traditionally saves those for expansions.
    There are few things more annoying than some idiot who has never done anything trying to say definitively how something should be done.

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  12. #102
    Senior Member Senior Member Carl's Avatar
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    Default Re: Latest Update on patch 1.2

    Long and short is a little, blah.... Much prefer being able to pick from early, mid, and high (ala MTW). I dont know how much megs it would take to intro that kind of change, but short of that I dont expect much in the way of new features.
    Without changing the basic engine I don't belive such a thing could be implimented as it would require that the game was able to select from more than 1 set of files. Changing most of the stuff would littrially require that several fles be altered, so you'd need more than one vershion of each file for it to work.
    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

  13. #103
    Masticator of Oreos Member Foz's Avatar
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    Default Re: Latest Update on patch 1.2

    Quote Originally Posted by Odin
    I'm with this guy. While it is a mamoth patch I dont think there is going to be anything mind blowing here, but I suspect that there might be more scenarios?
    Shields working correctly by itself will be mind blowing... and then there's everything else to consider too. Here's a few more that jump out at me:

    • 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.
    • Sallying AI army now reacts properly to being assaulted from 2 sides
    • Units do not break formation when chasing routers
    • Improved diplomacy mechanic - AI Factions now stick with alliances and/or attack 'more intelligently'
    • Improved use of ladders
    • Citadel and Fortress paths fixed so that units can avoid assaulting inner walls
    • Breach pathfinding tweaked
    • 2H axemen attack tweaked, inc. Attacking Cavalry
    • When an enemy sallies and is defeated you no-longer have to wait for the timer to run out in-order to win.
    • Cavalry charges do not fail when charging skirmishing/moving units or if a knight is out of position
    • Traits/VnV triggers tweaked
    • Drag Deploy functionality tweaked

    I've personally experienced (and been annoyed by) just about all of these problems, and have to say that the game should be considerably different with all of them fixed. It might be more mind blowing than people expect... just not in a "new content" kind of way.


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  14. #104
    Filthy Rich Member Odin's Avatar
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    Default Re: Latest Update on patch 1.2

    Quote Originally Posted by Foz
    Shields working correctly by itself will be mind blowing... and then there's everything else to consider too. Here's a few more that jump out at me:

    • 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.
    • Sallying AI army now reacts properly to being assaulted from 2 sides
    • Units do not break formation when chasing routers
    • Improved diplomacy mechanic - AI Factions now stick with alliances and/or attack 'more intelligently'
    • Improved use of ladders
    • Citadel and Fortress paths fixed so that units can avoid assaulting inner walls
    • Breach pathfinding tweaked
    • 2H axemen attack tweaked, inc. Attacking Cavalry
    • When an enemy sallies and is defeated you no-longer have to wait for the timer to run out in-order to win.
    • Cavalry charges do not fail when charging skirmishing/moving units or if a knight is out of position
    • Traits/VnV triggers tweaked
    • Drag Deploy functionality tweaked

    I've personally experienced (and been annoyed by) just about all of these problems, and have to say that the game should be considerably different with all of them fixed. It might be more mind blowing than people expect... just not in a "new content" kind of way.
    Fair enough, however in the context of size of the patch there has yet to be an explination of what makes up all those megs. While that isnt an excuse for the items above not being in the game now, it will hardly be mindblowing due to the mods that directly address these issues now.

    I understand not everyone likes mods or wants them, but the difference between 1.01 and 1.01 with a fixer mod (ltc, or carls) is quite noticable, right now.
    There are few things more annoying than some idiot who has never done anything trying to say definitively how something should be done.

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  15. #105
    Mafia Hunter Member Kommodus's Avatar
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    Default Re: Latest Update on patch 1.2

    Quote Originally Posted by Foz
    • Siege AI is not passive.
    Sounds nice.

    Quote Originally Posted by Foz
    • Units do not break formation when chasing routers
    Finally! This will be a much-appreciated improvement.

    Quote Originally Posted by Foz
    • Improved diplomacy mechanic - AI Factions now stick with alliances and/or attack 'more intelligently'
    Very nice. Attacks seem a bit random currently.

    Quote Originally Posted by Foz
    • Improved use of ladders
    So they might have a use now?

    Quote Originally Posted by Foz
    • 2H axemen attack tweaked, inc. Attacking Cavalry
    This is probably the #1 complained-about bug, so this will be a much-appreciated fix.

    Quote Originally Posted by Foz
    • Cavalry charges do not fail when charging skirmishing/moving units or if a knight is out of position
    Hallelujah! The current behavior can be extremely annoying at times.

    I agree that this patch will be a huge improvement. All I wish is that some of these bugs had been fixed a little sooner.
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  16. #106
    Senior Member Senior Member Carl's Avatar
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    Default Re: Latest Update on patch 1.2

    it will hardly be mindblowing due to the mods that directly address these issues now.
    Many of those battlefeild AI things listed have not and cannot be adressed by modders, so actually it will be VERY diffrent from the various Mods out their.
    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

  17. #107
    Inquisitor Member Quickening's Avatar
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    Default Re: Latest Update on patch 1.2

    Quote Originally Posted by Foz
    • Traits/VnV triggers tweaked
    What does this one mean exactly?

    Ive never been one to use mods ever until yesterday when I tried Lusted's work. Superb job. If the vanilla game plays anything near that after this patch I'll be an even happier man.
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  18. #108

    Default Re: Latest Update on patch 1.2

    it will be nice to stop escorting foes off the battlemap - i have jumped familly members numerous times hoping for the quick kill - i surround them and the familly member just squirts out... unreal... Atleast now i will have a chance to run him down instead of making sure he gets off the battle map ok...


    ???????? Was i reading this post rigth, will my spearmen be more effective against horse...

    i cant wait... i am switching to company of heros if this does not come out soon..

  19. #109

    Default Re: Latest Update on patch 1.2

    I love this game. Haven't stopped playing it since its release last fall. Yes, have to overlook a few things, but still immensly enjoyable.

    Hope the patch comes out this week! Should be great with all the fixes.

    Still haven't seen anything definitive about fixing the tower bug, though?

  20. #110
    Inquisitor Member Quickening's Avatar
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    Default Re: Latest Update on patch 1.2

    Quote Originally Posted by alex9337
    Still haven't seen anything definitive about fixing the tower bug, though?
    The one where cannon towers are ballista towers and vice versa?
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  21. #111

    Default Re: Latest Update on patch 1.2

    yes, that one.

  22. #112

    Default Re: Latest Update on patch 1.2

    Quote Originally Posted by Foz
    Shields working correctly by itself will be mind blowing... and then there's everything else to consider too. Here's a few more that jump out at me:

    • 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.
    • Sallying AI army now reacts properly to being assaulted from 2 sides
    • Units do not break formation when chasing routers
    • Improved diplomacy mechanic - AI Factions now stick with alliances and/or attack 'more intelligently'
    • Improved use of ladders
    • Citadel and Fortress paths fixed so that units can avoid assaulting inner walls
    • Breach pathfinding tweaked
    • 2H axemen attack tweaked, inc. Attacking Cavalry
    • When an enemy sallies and is defeated you no-longer have to wait for the timer to run out in-order to win.
    • Cavalry charges do not fail when charging skirmishing/moving units or if a knight is out of position
    • Traits/VnV triggers tweaked
    • Drag Deploy functionality tweaked

    I've personally experienced (and been annoyed by) just about all of these problems, and have to say that the game should be considerably different with all of them fixed. It might be more mind blowing than people expect... just not in a "new content" kind of way.
    x2!

    I've been rather negative about the game both here and on the official forum, but I REALLY want them to sort it out and make it the game it should have been. There aren't as many major issues as you might think, it's just that one or two of them (namely shield bug and siege pathfinding) are critical, and by themselves spoil the game. I'm really hopeful that 1.2 will reignite my enthusiasm for the game (I've tried the problem fixer, and while it is significantly better in field battles then vanilla, the siege pathfinding normally scuppers my evening).

  23. #113

    Default Re: Latest Update on patch 1.2

    GOD I CANT WAIT FOR THIS PATCH! RELEASE IT ALREADY!


    It's late, so should we expect further additions/fixes/quality? Anyone know when we can download it?


    How long should the download take on a fast connection?

  24. #114
    Inquisitor Member Quickening's Avatar
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    Default Re: Latest Update on patch 1.2

    Quote Originally Posted by Hoplite7
    GOD I CANT WAIT FOR THIS PATCH! RELEASE IT ALREADY!


    It's late, so should we expect further additions/fixes/quality? Anyone know when we can download it?


    How long should the download take on a fast connection?
    It will take about ten minutes on my eight megabyte connection.
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  25. #115
    has a Senior Member HoreTore's Avatar
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    Default Re: Latest Update on patch 1.2

    Quote Originally Posted by Carl
    Without changing the basic engine I don't belive such a thing could be implimented as it would require that the game was able to select from more than 1 set of files. Changing most of the stuff would littrially require that several fles be altered, so you'd need more than one vershion of each file for it to work.
    There is another way of doing it; simply make a descr_strat for high, and one for late. Then simply change to whichever one you want...
    Still maintain that crying on the pitch should warrant a 3 match ban

  26. #116
    Cynic Senior Member sapi's Avatar
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    Default Re: Latest Update on patch 1.2

    Quote Originally Posted by Hoplite7
    GOD I CANT WAIT FOR THIS PATCH! RELEASE IT ALREADY!


    It's late, so should we expect further additions/fixes/quality? Anyone know when we can download it?


    How long should the download take on a fast connection?
    On an average connection, which can do around 50KB/s, it'll take 3 to 4 hours.
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  27. #117
    blaaaaaaaaaarg! Senior Member Lusted's Avatar
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    Default Re: Latest Update on patch 1.2

    There is another way of doing it; simply make a descr_strat for high, and one for late. Then simply change to whichever one you want...
    Not really you'd have to change the building file too change what units are available for each campaign, as well as other files to balance things.

  28. #118

    Default Re: Latest Update on patch 1.2

    not on topic, but nice mod lusted, iv been looking for a way to use the shield/2h fix with ultimate ai mod, thanks
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  29. #119
    Member Member Afro Thunder's Avatar
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    Default Re: Latest Update on patch 1.2

    Quote Originally Posted by Foz
    • Traits/VnV triggers tweaked
    Hopefully that means no more disappearing traits when you get just one point in an anti-trait.
    Proud Strategos of the

  30. #120
    Member Member Terry's Avatar
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    Default Re: Latest Update on patch 1.2

    I've been tempted to use the Lusted mod, but I think I might wait till the patch comes out..

    Terry

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