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Thread: So, is 1.2 actually good enough?

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  1. #1
    Village special needs person Member Kobal2fr's Avatar
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    Default Re: So, is 1.2 actually good enough?

    Yes and no. They're not better in a fight than later knights, but then later knights are usually much more expensive for a marginal upgrade, so you get more bang for your feudal buck so to speak.

    As for 2 handers and pikes, well, they don't have the same role as knights on the battlefield, so saying "DFKs beat them" is a bit unfair.

    2-handers kill *way* more guys on the charge than footknights do, but they don't last as long in a protracted fight, making 2 handers better at flanking, and knights better at holding the line or taking/defending walls.

    And pikes... well, pikes are a bit whacky, they insist on closing to sword range instead of pushing everybody back soooo .
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  2. #2
    Estratega de sillón Member a_ver_est's Avatar
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    Default Re: So, is 1.2 actually good enough?

    It's great to see that now you cannot build large armies of high tech units, it seems that the number of them available in the recruit queue are tunned down.
    uh ?

  3. #3
    blaaaaaaaaaarg! Senior Member Lusted's Avatar
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    Default Re: So, is 1.2 actually good enough?

    Anyone else noticed that Inqusitors can no longer target faction leaders, heirs or people on crusades in 1.2.

  4. #4
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Re: So, is 1.2 actually good enough?

    Code:
          <inquisitor_target_crusades bool="false"/>
          <inquisitor_target_leaders bool="false"/>
          <inquisitor_target_heirs bool="false"/>
    Yeah, but I turned the leader and heir thing back on personally. Inqs have been toned down generally by lowering their base chance and their per skill chance. Makes them almost never target witches and heretics either because their chance of winning is too low.
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  5. #5
    Masticator of Oreos Member Foz's Avatar
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    Default Re: So, is 1.2 actually good enough?

    A bit of speculation on the seemingly "random" happening of the training bug when you build a bonus-granting building. Let's assume that this experience problem occurs when the game tries to retroactively apply an XP bonus to a unit that's already in a queue. In the main case, that would mean when you load a saved game that has units in the queue, the game likely sets up the queue before it applies the XP bonus. Then when it tries to do so, the glitch happens.

    Now how about the building problem? Well, let's say the game pumps out the upgrade building before it deals with any units that are currently in the queue. Then, if you have a unit that should come out with higher XP in the queue the turn when that building completes, the game would again try to retroactively change that unit to receive the upgrade, but it instead would cause the glitch. So basically I'm guessing that if you are training a unit that should receive the upgrade on the turn when the new building will complete, then you get the bug.

    This would likely hold true for faction bonuses as well, meaning you have to be careful about your queue if you're accepting a guild building upgrade, as some include unit bonuses. If you normally queue cautiously, though, then your unit queues should typically be empty when the guild upgrades are offered at the beginning of the turn, so it is an easily avoided problem at least where guilds are concerned.

    Note that I haven't tested this, it's just a thought from reading the thread. Perhaps FactionHeir would want to? I'm at work for a while, so cannot do any testing ATM, but I know some people at least are really motivated to pin this one down so it can be avoided since it's annoying to clear the status once it triggers, so I wanted to get the thought out there.


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  6. #6
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Re: So, is 1.2 actually good enough?

    Probably won't be till the weekend. Practicing M2TW abstinence to get my work up to schedule. Although being on the forum doesn't really help with that now.
    Want gunpowder, mongols, and timurids to appear when YOU do?
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  7. #7

    Default Re: So, is 1.2 actually good enough?

    Just did some testing and found that crossbows work better now.

    There's a noticeable difference between 12 and 14 missile attack, in contrast to 1.1 where the effective xbow missile attack was capped at 10 (according to Carl).

    Aventuriers and Genoese Xbows can now do more damage per volley at medium range than even Musketeers.

    On a side note naphtha bombs get a new exploding animation upon impact. Sure makes using them a lot more satisfying.

    I wonder what other neat improvements 1.2 has up its sleeves.

  8. #8
    Confiscator of Swords Member dopp's Avatar
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    Default Re: So, is 1.2 actually good enough?

    Since the whole crossbow unit fires each volley rather than just 33% of a musket unit (in fire-by-rank mode), it's no wonder that crossbows do quite a bit more damage.
    Last edited by dopp; 05-26-2007 at 02:43.

  9. #9
    Cellular Microbiologist Member SpencerH's Avatar
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    Default Re: So, is 1.2 actually good enough?

    Hmmmm, I thought I'd drop in and see whether M2TW was worth buying yet (given the bugs etc of RTW and what appeared to be a focus on form rather than substance in the pre-release hype I was determined to wait). So I guess I made the right choice?

    Maybe I'll wait for Kingdoms to go 'gold' and drop in price. Pity really, I bought a PC with a decent VC s I could play M2TW.
    Last edited by SpencerH; 05-26-2007 at 14:51.
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  10. #10
    blaaaaaaaaaarg! Senior Member Lusted's Avatar
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    Default Re: So, is 1.2 actually good enough?

    Kingdoms is the expansion which will be out in the Autumn sometime, i heard a September release date posted on gamespot or something.

  11. #11
    Confiscator of Swords Member dopp's Avatar
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    Default Re: So, is 1.2 actually good enough?

    Quote Originally Posted by a_ver_est
    It's great to see that now you cannot build large armies of high tech units, it seems that the number of them available in the recruit queue are tunned down.
    Really? The recruitment pools seem to be the same.

  12. #12
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Re: So, is 1.2 actually good enough?

    They are the same according to the buildings file.
    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)

  13. #13
    blaaaaaaaaaarg! Senior Member Lusted's Avatar
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    Default Re: So, is 1.2 actually good enough?

    Yeah, but I turned the leader and heir thing back on personally. Inqs have been toned down generally by lowering their base chance and their per skill chance. Makes them almost never target witches and heretics either because their chance of winning is too low.
    I just increased their max chance float to make up for it.

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