Results 1 to 30 of 143

Thread: Latest Update on patch 1.2

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    Member Member JFC's Avatar
    Join Date
    Aug 2006
    Location
    UK
    Posts
    151

    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.

  2. #2
    Filthy Rich Member Odin's Avatar
    Join Date
    Mar 2004
    Location
    Just West of Boston
    Posts
    1,973

    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.

    Sua Sponte

  3. #3
    Senior Member Senior Member Carl's Avatar
    Join Date
    Dec 2006
    Posts
    1,461

    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

  4. #4
    has a Senior Member HoreTore's Avatar
    Join Date
    Jan 2005
    Location
    Norway
    Posts
    12,014

    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

  5. #5
    Masticator of Oreos Member Foz's Avatar
    Join Date
    Dec 2006
    Posts
    968

    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.


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

  6. #6
    Filthy Rich Member Odin's Avatar
    Join Date
    Mar 2004
    Location
    Just West of Boston
    Posts
    1,973

    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.

    Sua Sponte

  7. #7
    Mafia Hunter Member Kommodus's Avatar
    Join Date
    Mar 2004
    Location
    In a top-secret lab planning world domination
    Posts
    1,286

    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.
    If you define cowardice as running away at the first sign of danger, screaming and tripping and begging for mercy, then yes, Mr. Brave man, I guess I'm a coward. -Jack Handey

  8. #8
    Senior Member Senior Member Carl's Avatar
    Join Date
    Dec 2006
    Posts
    1,461

    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

  9. #9
    Inquisitor Member Quickening's Avatar
    Join Date
    Sep 2006
    Location
    Scotland
    Posts
    635

    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.
    Harbour you unclean thoughts

    Add me to X-Fire: quickening666

  10. #10

    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..

  11. #11

    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?

  12. #12
    Inquisitor Member Quickening's Avatar
    Join Date
    Sep 2006
    Location
    Scotland
    Posts
    635

    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?
    Harbour you unclean thoughts

    Add me to X-Fire: quickening666

  13. #13

    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).

  14. #14

    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?

  15. #15
    Inquisitor Member Quickening's Avatar
    Join Date
    Sep 2006
    Location
    Scotland
    Posts
    635

    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.
    Harbour you unclean thoughts

    Add me to X-Fire: quickening666

  16. #16
    Cynic Senior Member sapi's Avatar
    Join Date
    Oct 2004
    Location
    Brisbane
    Posts
    4,970

    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.
    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

  17. #17
    blaaaaaaaaaarg! Senior Member Lusted's Avatar
    Join Date
    Feb 2005
    Posts
    1,773

    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.

  18. #18
    Member Member Afro Thunder's Avatar
    Join Date
    Jun 2005
    Location
    1123, 6536, 5321
    Posts
    219

    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

  19. #19
    Member Member Terry's Avatar
    Join Date
    Jan 2003
    Location
    Appleton, WI USA
    Posts
    120

    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

  20. #20

    Default Re: Latest Update on patch 1.2

    Well, as of 0900 CDT this morning, there is no new info on the patch release showing up on the totalwar.com patch thread.

    Hang in there guys

  21. #21

    Default Re: Latest Update on patch 1.2

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

    Terry

    prolly be a few more weeks bud, lusteds mod is pretty good, but doesnt seem to have carls fix for units holding formation, like when cav chase routers...my only complaint

    you might as well get it, could prolly play a few campaigns before the patch is out
    And when the brazen cry of achilles
    Was heard among the trojans, all their hearts
    Were troubled, and the full-maned horses whirled
    The chariots backward, knowing griefs at hand...

  22. #22
    Member Member Kryptonitus's Avatar
    Join Date
    Jan 2005
    Location
    Texas
    Posts
    14

    Default Re: Latest Update on patch 1.2

    At this point I am like a kid waiting on Christmas morning.
    "We shall defend our island, whatever the cost may be, we shall fight on the beaches, we shall fight on the landing grounds, we shall fight in the fields and in the streets, we shall fight in the hills; we shall never surrender."
    Sir Winston Churchill

  23. #23

    Default Re: Latest Update on patch 1.2

    I decided to not wait for the patch, i'm trying Rome TW Europa Barbarorum in the meantime. This game for me unfortunately was unplayable. I finished a campaign as the English very easily because of all the siege bugs.

    I might not even play after 1.2, I might wait for 1.3 or whatever, just because there's soo many bugs that there will be still some after this patch, and not enough time will be spent fine tuning certain game mechanics like diplomacy I fear.

  24. #24
    Masticator of Oreos Member Foz's Avatar
    Join Date
    Dec 2006
    Posts
    968

    Default Re: Latest Update on patch 1.2

    Quote Originally Posted by sabutai
    prolly be a few more weeks bud, lusteds mod is pretty good, but doesnt seem to have carls fix for units holding formation, like when cav chase routers...my only complaint
    It's a very easy fix to do yourself. See this link for the info:

    https://forums.totalwar.org/vb/showt...ng#post1468555


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

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