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Thread: Patch 1.2 Release/Delay Discussion

  1. #1
    blaaaaaaaaaarg! Senior Member Lusted's Avatar
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    Default Patch 1.2 Release/Delay Discussion

    The patch has been delayed; here's the official statement ~sapi
    Quote Originally Posted by Alex Friend
    Hi all.

    Well, what an interesting 12 hours we've had!

    You've seen threads and word is spreading that there is something going on with the patch. So, here's the official word.

    We've been testing the life out of this patch for days and days and at the eleventh hour some bugs have come up that we simply cannot fix in the time allowed.

    After extensive testing of the patch, the Sega QA department discovered late last night that there may still be some unresolved issues in the final build of the patch. Specifically we are focussing on the Battle AI causing us concern under certain conditions. They are also investigating a potential crash bug that may have crept into the code, that is as yet, unverified. QA have requested extra time to verify this with the CA team in Australia; so we can fully regress the bugs in tandem with their QA department and rectify any issues with the code.

    Given the level of chat and comments that you guys are good enough to send us, we are aware of the anticipation you guys have but we would consider it unforgiveable if we were to release a patch knowing that there are a number of potential issues with it.. Therefore, given the choice of two evils, we've taken the one that we hope will at least indicate some sensitivity to you guys and your expectations.

    In conjunction with this we've also seen that a version of the patch is doing the rounds. This is a good old fashioned leak - we've tried to plug all gaps but owing to a less than secure url being held by one of our file mirrors, some of you guys have been clever enough to find a backdoor and grab the patch.

    Kudos to you for your ingenuity, but be aware that this is not the release patch and CA and SEGA are not supporting this. This is not an official release and it is the very same patch that has the bugs mentioned above.

    We're wise enough to know that this file is being distributed and how futile it would be to try and stop it. Canute couldn't stop the sea and we can't stop the internet, so we're not silly enough to think that we can stop it's spread.

    So, well done to those who found it but please recognise that we think there are problems and we cannot support it.

    If you feel inclined to grab this file, it's up to you and if you have feedback we'd be silly not to listen - but keep in mind that we think it's flawed so make your own decision.

    We want to apologise - we've been wiping egg off our faces all morning and so we throw ourselves at the mercy of you guys in the hope that you'll understand. We understand your disappointment - we're disappointed too - so stay with us while we try and fix things.
    We can confirm that Update 2 will be available for download on Thursday April 5. The update is currently in the final stages of testing at SEGA and we're not anticipating any further issues that will delay its release. Between now and Thursday , SEGA will be working to secure as many mirrors as possible in order to ease the downloading process.

    Regarding the content of the update - we've had some issues with the implementation of some of our intended plans for the hotseat mode and these were continuing to delay the release of this update. So, rather than delay any further, we've decided to continue our work on this and include a fully implemented version of this mode in the recently announced Kingdoms expansion.

    Once again, many thanks for your continued patience whilst awaiting this update. We all hope you have a great time with your updated version of Medieval II over the Easter break.
    http://shoguntotalwar.yuku.com/topic...ease-Date.html
    Last edited by sapi; 04-06-2007 at 03:22.

  2. #2

    Default Re: 1.2 Release Date posted

    arrghh! It has to come out the day I go away for a week

    Still, nice that the date is finally locked in. I wonder if this will invalidate the problem fixer mods? hmm might have to re-install.

  3. #3
    Senior Member Senior Member econ21's Avatar
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    Default Re: 1.2 Release Date posted

    If anyone gets hard information about whether the game is savegame compatible, please post. We have 16 PBM players with something of an interest in that issue.

  4. #4
    blaaaaaaaaaarg! Senior Member Lusted's Avatar
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    Default Re: 1.2 Release Date posted

    Im not sure it will be given the VnV fixes, and other things. But it might be.

  5. #5
    Filthy Rich Member Odin's Avatar
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    Default Re: 1.2 Release Date posted

    Quote Originally Posted by Hollerbach
    Still, nice that the date is finally locked in. I wonder if this will invalidate the problem fixer mods? hmm might have to re-install.
    Im wondering the same thing, unless there is something extrodinary that effects SP, I am going to stick with LTC mod. It fixes just about everything, and I am to far into a campaign to trash it now.

    I'll be anxious to see a readme/details on what the patch does to see if there is more in there then the fixes we all already know about.
    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

  6. #6
    Cynic Senior Member sapi's Avatar
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    Default Re: 1.2 Release Date posted

    I for one will be grabbing this ASAP, regardless
    From wise men, O Lord, protect us -anon
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  7. #7
    Filthy Rich Member Odin's Avatar
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    Default Re: 1.2 Release Date posted

    Quote Originally Posted by sapi
    I for one will be grabbing this ASAP, regardless
    I'm definately going to download it as well, but if I cant continue my current campaign on it then Im holding off on install Ive got a real good hungarian campaign going and just hate to end it with a reinstall.

    Im glad the patch is coming soon though, it will make a lot of people happy, and will certainly spur additional modding.
    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

  8. #8
    blaaaaaaaaaarg! Senior Member Lusted's Avatar
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    Default Re: 1.2 Release Date posted

    With my mod you can paly both as it doesn't affect any of the vanilla files. So just use the LTC icon to play LTC, and the M2Tw icon to play 1.2. Im hopefuly going to have a 1.2 version of 2.1 out soon after the patch once i've done enough balance testing.

  9. #9
    Member Member Afro Thunder's Avatar
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    Default Re: 1.2 Release Date posted

    Ironic how I downloaded the ProblemFixer Mod just yesterday.
    Proud Strategos of the

  10. #10
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Re: 1.2 Release Date posted

    Quote Originally Posted by Lusted
    Im not sure it will be given the VnV fixes, and other things. But it might be.
    Other things might be an issue, but I wouldn't expect vnv to have an impact on compatibility. Will check that out though.
    Want gunpowder, mongols, and timurids to appear when YOU do?
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    Click here to read the solution
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  11. #11
    blaaaaaaaaaarg! Senior Member Lusted's Avatar
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    Default Re: 1.2 Release Date posted

    Well i know that messing with VnV's could mess things up in RTW, but that might just have been from adding new traits.

  12. #12
    Senior Member Senior Member Carl's Avatar
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    Default Re: 1.2 Release Date posted

    V1.14 will be out ASAP after the patch, as I, (like lusted), don't expect them to fix everything to my satisfaction so like lusted I'll probably combined the patch and my ProblemFixer Pure together to produce a patch compatible version. In particular I expect a great many trait errors and issues to still be present in the patch, likewise I expect the same with ancillaries, and if a few other things aren't out I'd be surprised.

    Obviously it's still going to severely reduce the importance of ProblemFixer Pure as many of the problems it fixes will now be fixed by CA. On the flip side I fully expect people to have a long list of complaints about the V1.2 patch changes which i can hopefully fix in my ProblemFixer Pure.
    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. #13
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Re: 1.2 Release Date posted

    Quote Originally Posted by Lusted
    Well i know that messing with VnV's could mess things up in RTW, but that might just have been from adding new traits.
    Yup, new vnvs would cause issues as the patch does not include your own vnvs by default and loading the game will thus cause issues.

    I'll probably compare my vnv files with the new CA ones and pick out differences firstly.
    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)

  14. #14
    blaaaaaaaaaarg! Senior Member Lusted's Avatar
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    Default Re: 1.2 Release Date posted

    @ Carl, in my case im likely going to be removing several bits from my mod as 1.2 fixes them, and i need to rebalance all the units as 1.2 fixes the shield bug and changes cav charges. I expect to have less bug fixes in my mod, so it will mostly be the mod changes, instead of mod changes AND bug fixer.

  15. #15

    Default Re: 1.2 Release Date posted

    Quote Originally Posted by sapi
    I for one will be grabbing this ASAP, regardless
    Me too. And with all due respect to the modders that did an fantastic job at making the game more playable, the mods were nothing more then quick fixes/alterations. Ive always been waiting for this baby.

  16. #16
    Member Member Midnight's Avatar
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    Default Re: 1.2 Release Date posted

    Excellent news - I look forward to getting a new campaign going with all the major bugs ironed out and some improved AI behaviour.

  17. #17
    Member Member Kryptonitus's Avatar
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    Default Re: 1.2 Release Date posted

    YEEEEEHHAAAAAWWWW!! This works out perfectly for me.
    "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

  18. #18
    Senior Member Senior Member Carl's Avatar
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    Default Re: 1.2 Release Date posted

    @ Carl, in my case I'm likely going to be removing several bits from my mod as 1.2 fixes them, and i need to re-balance all the units as 1.2 fixes the shield bug and changes Cav charges. I expect to have less bug fixes in my mod, so it will mostly be the mod changes, instead of mod changes AND bug fixer.
    Ohh, i Understood that Lusted, I was just saying that come the patch their will doubtless still be things that the various bug fixers out their will still need to fix. Thus the amount of bugs that will be fixed will go down, but I'd be highly surprised if CA got them all or if new bugs aren't created that haven't been caught by the testing. So i was just pointing out that Patch 1.2 won't render bugfixer like my ProblemFixer Pure redundant. it will just give us all less to fix.
    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

  19. #19
    drugi Rudolf Maister Member zstajerski's Avatar
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    Default Re: 1.2 Release Date posted

    I just hope that I will be able to play vanilla again

  20. #20

    Default Re: 1.2 Release Date posted

    Look forward to getting the 1.2 patch

    (will need to wait until someone I know with broadband DL's and posts it to me.)

    Will then do a clean install, install patch and play that for a couple of weeks before making any comments on bugs etc. (he says!)

    As for mods - suggest people clearly distinguish between "bug fixing" mods and balancing issues.

    Hopefully people will agree on what bugs need squashing but balance is more subjective.

  21. #21
    Holy Roman Emperor Member Frederick_I_Barbarossa's Avatar
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    Default Re: 1.2 Release Date posted

    *Does happy dance*
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  22. #22
    Στωικισμός Member Bijo's Avatar
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    Default Re : 1.2 Release Date posted

    Hah hah! Finally the day is coming closer officially! Now we'll see what kind of meat we got here with that patch
    Emotion, passions, and desires are, thus peace is not.
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  23. #23

    Default Re: 1.2 Release Date posted

    YeeeeeeHaaaaaaa!!!!!

    According to further responses by CA/Sega on the thread that Lusted linked to, the size is going to be about 629 MB, it will be a global release sometime on Thursday (they are trying to give a time of the release before hand), and they are working on getting as many mirror sites up as possible.

    Gee, think the servers are gonna get slammed Thursday?

  24. #24

    Default Re: 1.2 Release Date posted

    Oh yeah, just hope boomtown gets the patch fast so I can dl it from there.
    Heh their servers are in Denmark as am I:)

  25. #25
    Dyslexic agnostic insomniac Senior Member Goofball's Avatar
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    Default Re: 1.2 Release Date posted

    I'll probably wait a few weeks before downloading. By then people who are way more observant than I am (Lusted, Carl, Foz, I'm looking at you) will have identified all the new problems and come up with fixes for them.

    That's why I love the .Org.

    Thanks guys...
    "What, have Canadians run out of guns to steal from other Canadians and now need to piss all over our glee?"

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  26. #26
    Member Member chilling's Avatar
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    Default Re: 1.2 Release Date posted

    Hmmm the day before a bank holiday and the Mrs's birthday. Wonder if she'll mind me spending the bank holiday 'testing' the patch.

  27. #27

    Default Re: 1.2 Release Date posted

    Oh no, now I might have to re-learn to outflank the enemy and deal with the enemy countering me with their cavalry ...maybe!

    Seriously, though, I'm really looking forward to spearmen doing their spear thing and not die trying. And cavalry drawing their swords when the archers turn their backs and run away from them. Etc. Etc.

    As for me leaving for a few days, it only means I'll be able to use a fast DSL connection to get the humongous patch. And it won't matter too much if I can't finish my recent campaign, it's starting to bog down as thing are getting huge and nobody lets me just sit back and tech up in peace. Really looking forward to this, with a great reservations of course - Rome: Total War wasn't built in a day, so I can't see Medieval being perfected in two patches.

    Really wish those inaccessible places in the mountains can actually be reached this time, so I don't have to turn on the battle timer.

  28. #28
    Member Member dual939's Avatar
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    Question Re: 1.2 Release Date posted

    Greetings from a M2 Guild noobee.
    Since this forum recommended I make my first post a introduction, but I couldnt figure out where, I went here. Since this is where my heart is at...right now: awaiting the 1.2 M2.

    I am interested in getting started doing some modding. Any help which can point me to something more specific than twcenter, which has lots of info but gives no clue as to where to start. I would be greatful.

    [I]These q's are where I am at:
    How to 'unpack"
    what to unpack
    why unpack
    is there a manual or general guide to modding M2?[/I]

    Thanks. Greg.

    PS If this intro post s/b somewhere's else, please chastise me as required, and provide corrective guidance.
    Folks often ask me if we Americans are really that stupid.
    Why yes. Yes we are.

  29. #29
    Bureaucratically Efficient Senior Member TinCow's Avatar
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    Default Re: 1.2 Release Date posted

    Quote Originally Posted by dual939
    Greetings from a M2 Guild noobee.
    Since this forum recommended I make my first post a introduction, but I couldnt figure out where, I went here. Since this is where my heart is at...right now: awaiting the 1.2 M2.

    I am interested in getting started doing some modding. Any help which can point me to something more specific than twcenter, which has lots of info but gives no clue as to where to start. I would be greatful.

    [I]These q's are where I am at:
    How to 'unpack"
    what to unpack
    why unpack
    is there a manual or general guide to modding M2?[/I]

    Thanks. Greg.

    PS If this intro post s/b somewhere's else, please chastise me as required, and provide corrective guidance.
    We have a pretty decent modding forum for each of the TW games. If you're just getting started, I suggest you explore the Learn to Mod subforum.


  30. #30
    Member Member RoadKill's Avatar
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    Default Re: 1.2 Release Date posted

    Got a question for some of the modders. Just to make sure after i download 1.2 do i start the game with the LTC icon, or do i start the game wit hthe original icon?
    "I thought CA was unarmed? Unless he got some samurai swords or something... I only got some rocks and some sticks." Shlin in BR realizing he has no weapons what so ever.

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