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  1. #1

    Default Feedback on the official patch 1.02.

    Hi everyone, I would like to start a thread collecting some quick feedbacks from the official 1.02 patch.

    Before i start the game i expect much of the content will be similar with leaked patch 1.02, as the fix/feature list are "exactly" the same. (or at least i cant spot any different yet)

    I have then start a new game base on patch 1.02 with a clean reinstallation. I started as French on VH/VH.

    1. Sally out in Siege.

    You can easily set this up with french on VH as the Scilian will attack Marseille on turn 6. The passive AI bug have been completely gone compare with leak patch 1.02. The AI will no longer stupidly holding their siege equipment.

    I try to march my archers and attacking their infantry line. The AI respond with 2 cavalry charging up, with 1 spear supporting. While my cavalry and infantry march up to my archers, the AI cavalry withdraw back to their formation.

    A very promising respond from the AI so far!!



    2. Effectiveness of Pike units

    I seriously doubt if any change/fix have been made on this area compare with leak patch 1.02, and this sounds like true.

    I do some testing on Scotland noble pikeman, Swisspikeman on DFK and the outcome is pretty much the same with leak patch 1.02. Seems like we have to mod accordingly to suit our game style or the like.


    3. Other issues

    Base on the pike test i have further assume the bugs we found post leak patch 1.02, had not been fixed if they are not on the fix list.

    One of the most annoying bug remain for me will be the flooding bug which will permanently damage the province. Therefore i suggest we have to disable flooding by mod before starting a long term game.

  2. #2

    Default Re: Feedbacks of the official patch 1.02.

    The vanilla game works. The mod I was making no longer works. The Long Road Mod I have asks me for a password everytime I load it or end a turn, and does not let me fight battles (I have to auto-resolve them) .

    I find it suspicious that the official patch seems designed to prevent unofficial mods from working.
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  3. #3
    Member Member JFC's Avatar
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    Default Re: Feedbacks of the official patch 1.02.

    Quote Originally Posted by uanime5
    The vanilla game works. The mod I was making no longer works. The Long Road Mod I have asks me for a password everytime I load it or end a turn, and does not let me fight battles (I have to auto-resolve them) .

    I find it suspicious that the official patch seems designed to prevent unofficial mods from working.
    IT'S A CONSPIRACY!

  4. #4
    Senior Member Senior Member Forward Observer's Avatar
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    Default Re: Feedbacks of the official patch 1.02.

    I haven't heard anyone mention this, but so far the patch does seem to be game save friendly. I resumed playing my saved Eygptian campaign and there doesn't seem to be any ill effects yet.

    However, while I have only limited knowledge of modding, I am not sure whether I would expect any major mod to function correctly with such a large patch until the one has had a chance to review and/or correct it to make it patch compatable.

    I am also not sure if I like the new battle dialogue---especially when fighting a seige assault. I fought one such assault against the Turks, and once inside the walls, as the battle ebbed and flowed, I must have heard the same "winning" dialogue alternating with the "losing" dialogue about 15 times. I wanted to tell my over anxious "color" man to simply shut up until the battle was won or lost.

    Cheers
    Last edited by Forward Observer; 05-05-2007 at 20:55.
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  5. #5
    blaaaaaaaaaarg! Senior Member Lusted's Avatar
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    Default Re: Feedbacks of the official patch 1.02.

    I find it suspicious that the official patch seems designed to prevent unofficial mods from working.
    Well mods do work with it, i've already released a 1.2 compatible version of LTC.

  6. #6

    Default Re: Feedbacks of the official patch 1.02.

    My 1.1 saves work great.

    Vices and Virtues seem especially active; I'm getting long lists of traits. Nearly everything I do gives me Dread (winning a battle seems to do it all by itself), and my King got a special message awarding him +5 Dread for some reason I am unaware of. There seem to be more opportunities for role-playing characters here (though I'm unclear about how one is to get a Chivalrous king, since I have only managed one Chivalry point, which I received when I only occupied Riga instead of exterminating or sacking, and probably 20 Dread points among my family members from battles and use of assassins.

    Siege AI is much better, both attacking and defending. AI archers shoot from the walls, then when I reach the walls, if I have a larger force they head back to the square. When I try to sally when I am besieged I am no longer able to sucker the AI into coming into range of my archers and towers (though not quite staying out of range of my trebuchets). So a sally requires actually going out to fight. Much, much more active flanking by the AI in general. I lost two battles out of 12 last night, playing on M/M, which I'm quite certain I would have won handily in 1.1.

    Cannon/ballista towers are indeed fixed. Huge cathedrals produce bishops. Not earth-shattering points, but I'm glad these annoyances were taken care of. I could never remember whether it was citadels or cities that had the towers screwed up so I inevitably bungled them.

    The shield bug being corrected results in battles lasting significantly longer. I haven't really checked out the 2H in detail though; maybe tonight.

    I'm quite pleased with this patch.

  7. #7

    Default Re: Feedbacks of the official patch 1.02.

    Quote Originally Posted by uanime5
    The vanilla game works. The mod I was making no longer works. The Long Road Mod I have asks me for a password everytime I load it or end a turn, and does not let me fight battles (I have to auto-resolve them) .

    I find it suspicious that the official patch seems designed to prevent unofficial mods from working.
    Believe me there is nothing in there that deliberately prevents mods from working, quite the opposite, we added functionality so that you can launch mods from the launcher and released information on how to set this up this for mod builders. In patching the game, this undoubtedly breaks peoples mods all over the place, but with there being no standard way of modding this game unfortunately this was unavoidable.

    If you are autoresolving and you are being asked for a password, it sounds like you have enabled hotseat mode somehow. Hope this helps.

    -wikiman

  8. #8
    Confiscator of Swords Member dopp's Avatar
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    Default Re: Feedbacks of the official patch 1.02.

    Vices and virtues are vastly improved. Most inconsistencies and typoes have been addressed, more positive trait triggers have been added (as compared to vanilla where a large percentage of positive traits could only be gained at birth), princess traits and triggers have been expanded, and many triggers revised. It is easier to get traits such as Just and Upright (previously incredibly rare) from the presence of 'moral' buildings (churches etc), which will block out most of the negative traits. On the whole, the system makes much more sense now as compared to the relentless moral corrosion in vanilla. A few bugs/typoes remain but I applaud whohever revised the VnVs for v1.2. The only issue I might have is that the three 'corruption' triggers were not altered, which heavily punish a player for being too successful/rich, but the system as a whole is tremendously more consistent and thus fun.

  9. #9
    Village special needs person Member Kobal2fr's Avatar
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    Default Re: Feedbacks of the official patch 1.02.

    Quote Originally Posted by dopp
    Vices and virtues are vastly improved. Most inconsistencies and typoes have been addressed, more positive trait triggers have been added (as compared to vanilla where a large percentage of positive traits could only be gained at birth), princess traits and triggers have been expanded, and many triggers revised. It is easier to get traits such as Just and Upright (previously incredibly rare) from the presence of 'moral' buildings (churches etc), which will block out most of the negative traits. On the whole, the system makes much more sense now as compared to the relentless moral corrosion in vanilla. A few bugs/typoes remain but I applaud whohever revised the VnVs for v1.2. The only issue I might have is that the three 'corruption' triggers were not altered, which heavily punish a player for being too successful/rich, but the system as a whole is tremendously more consistent and thus fun.
    Hey there !
    Do you know if they fixed the antitrait code ? Don't know if you remember me, since I abruptly quit playing (and coming here) around the time we noticed them not working as intended at all, and we were planning to duplicate all triggers to work around the fact that gaining a point in an antitrait made the opposite trait go back to zero at once instead of getting -1.
    Anything wrong ? Blame it on me. I'm the French.

  10. #10
    Amphibious Trebuchet Salesman Member Whacker's Avatar
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    Default Re: Feedbacks of the official patch 1.02.

    Quote Originally Posted by Kobal2fr
    Hey there !
    Do you know if they fixed the antitrait code ? Don't know if you remember me, since I abruptly quit playing (and coming here) around the time we noticed them not working as intended at all, and we were planning to duplicate all triggers to work around the fact that gaining a point in an antitrait made the opposite trait go back to zero at once instead of getting -1.
    There you are. 'Bout time you showed back up! The v1.2 patch is getting closer to what's ideal, if you want my personal opinion, and you know how ... vocal I can be somtimes. The VnVs/Ancils could still use some of your magic, some of the triggers and traits feel a bit off.


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  11. #11
    Enlightened Despot Member Vladimir's Avatar
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    Default Re: Feedbacks of the official patch 1.02.

    Overall I'm liking the improvements on the battlefield. The passive AI bug from MTW (yes, the first one!) is gone an I cannot exploit the AI stupidity towards getting hit my missiles. The slow unit response time is annoying but good. I can no longer do a flight of the bumblebee with my cavalry, I have to be more careful how I use them and don't have so much of an unfair advantage.


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  12. #12
    Confiscator of Swords Member dopp's Avatar
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    Default Re: Feedbacks of the official patch 1.02.

    Quote Originally Posted by Kobal2fr
    Hey there !
    Do you know if they fixed the antitrait code ? Don't know if you remember me, since I abruptly quit playing (and coming here) around the time we noticed them not working as intended at all, and we were planning to duplicate all triggers to work around the fact that gaining a point in an antitrait made the opposite trait go back to zero at once instead of getting -1.
    Hey, welcome back. Antitraits are... erm, funny. I'm experiencing wierdness with some of them. They don't wipe each other out like pre-patch, but I'm getting things like 'Understands Trade' (GoodTrader) and 'Incompetent Trader' (BadTrader) traits on the same character, or 'Fair in Rule' (StrategyChivalry) and 'Mean Ruler' (StrategyDread) on my king. More testing is required.

    Otherwise, they did a pretty thorough review of the traits system and fixed up quite a bit of stuff. Things to watch out for:

    1. Not having a market in a town is 100% chance of BadTrader for the governor every turn (!).
    2. Not having a town center is 6% chance of Unjust for the governor every turn.
    3. Generals stuck on a boat will pick up drinking and arse (sodomy) easily. Watch out for those American expeditions especially. No more cryofreeze cruises for generals.
    4. A princess can become a HumbleWoman or PretentiousWoman depending on your treasury level. PretentiousWoman leads to WifeIsBitch.
    5. Not having an academic building of some sort in a town gives any character there a 4% chance of Ignorance (since not every faction gets academic buildings, and they require pretty high population to build, this may be a little unfair) per turn, which is fairly high.
    6. Being outside a settlement for no good reason is a little chancy now, with several bad traits waiting to be picked out. Don't stay still for too long.
    7. Having a church/mosque can help keep your characters on the straight and narrow with Prim and Upright. Lots of positive traits waiting to be picked up if you have the right buildings built.
    Last edited by dopp; 05-15-2007 at 12:55.

  13. #13

    Default Re: Feedbacks of the official patch 1.02.

    Sorry for the piggy back post, but I have a small/dumb question. During a battle, you can change the speed of the movement from 1.0, 2.0,...then 6.0. What happened to 3.0, 4.0, and 5.0. How do I change to those speeds?

    Thanks, and sorry for the dumb question.

  14. #14

    Default Re: Feedbacks of the official patch 1.02.

    You can hold "shift" and click on those arrow icon to make 0.1 adjustment.

    Sometimes i will make it to speed 0.2 to watch the guys fighting closely and thats cool!

  15. #15
    Handler of candles Member Xehh II's Avatar
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    Default Re: Feedbacks of the official patch 1.02.

    So, is the actual official 1.02 patch out?
    A ha ha! Rainbows and unicorns! Rainbows and unicorns!

  16. #16
    Cynic Senior Member sapi's Avatar
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    Default Re: Feedbacks of the official patch 1.02.

    Yes.
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  17. #17
    Handler of candles Member Xehh II's Avatar
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    Default Re: Feedbacks of the official patch 1.02.

    So, where can I get it and how big is it?
    A ha ha! Rainbows and unicorns! Rainbows and unicorns!

  18. #18

    Default Re: Feedbacks of the official patch 1.02.

    This is my first time playing the total war series, so my "senses" might not be as kean as most of you guys'. Here are some problems I see with update 2.

    1. I send my calvary after the routing units, but some time, the calvary still circling about the units and not doing anything. Most of the time, though, they get the job done. Does anyone experience this? Is this normal?

    2. Sometime when my general wins a battle, this window pops up:


    See the discrepancy there? The title says trait decrease and feels unappreciated, but then the explanation says he's happy and his loyal has increased.

    3. I haven't had much luck with diplomacy like you guys. A few turn after the above picture was taken, I took London from the English which left them with only Nottingham left. I sent a ceasefire offer their way but they turned it down. Same with the Milan. After taking Bologna, Florence, and Rome from them, they only have Ajaccio left (yeah...that tiny wooden castle south of Genoa). A ceasefire was offered but they turned it down. So, I didn't see much improvement except new features in diplomacy. I'm still at war with all of the neighboring factions. Does anyone experience this?

    Something I find interesting...the Papal State was left with no home when the Milan took Rome. After I captured Rome from Milan, the Pope asked me to return Rome to him, but I declined.

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