TSP Skrevet 1. desember 2006 Del Skrevet 1. desember 2006 (endret) Link til EGEN tråd for diskusjon og informasjon rundt patch 1.2! Oppdateringen er IKKE kommet. Hvilke patcher er utgitt hittil? (Linkene er til egne tråder for diskusjon rundt oppdateringene) Patch 1.01 - Kom ut 15. Desember 2006. Kommer det flere oppdateringer? / Når kommer neste oppdatering? Jepp. 1.2 er på vei, den skulle egentlig komme rundt 10. Mars, men det har skjedd en utsettelse. De mener at de vil gå inn i en siste lukket testfase 16. Mars og om alt går bra kan vi vente oss oppdateringen en uke senere, rundt 23. Mars. Det er kommet en ny utsettelse siden det ble oppdaget flere feil. Ikke utenkelig at det kan komme en 1.3 innen sommeren etter dette. Kilder: https://www.diskusjon.no/index.php?showtopi...dpost&p=8112926 http://p223.ezboard.com/fshoguntotalwarfrm...rt=441&stop=460 http://www.twcenter.net/forums/showthread....t=85028&page=26 Hva fikser neste oppdatering? 1.2 fikser (i følge Creative Assembly) det som står i denne listen: Klikk for å se/fjerne innholdet nedenfor Hi guys, We have received the features and fixes list for the forthcoming Medieval II Update overnight from Wikiman at CA Australia. Primary features for Update 2: 1) The Launcher 2) Fully implemented Hotseat mode 3) Cinematic Editor 4) Battle Editor (now fully functional) Resolved Bugs/Issues: AI • Units do not clump together when told to complete a 180 degree turn. • Janissary Musketeers now fire consistently. • Enemy AI army formations in bridge battles now allow their own artillery to fire. • Enemy cannons do not fire at unbreakable walls. • Grouped archers out of ammo will attack enemy units in melee combat when ordered to do so. • AI does not deploy outside of enemy gates. • 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. • Cavalry can now charge a spearman army. • General's bodyguard unit now marches correctly outside castles. • AI now effectively assaults 2nd tier of a Fortress. • Sallying AI army now reacts properly to being assaulted from 2 sides • Attacking Siege AI concentrates on taking the settlement rather than chasing down units outside the settlement. • Generals are now more effective at chasing down routing units. • Enemy AI reacts to being bombarded with Trebuchets while inside a settlement. • Siege AI now more difficult to defeat if player places missile units outside the walls. • AI controls it units more effectively in a Citadel • AI artillery more decisive in its positioning • Remaining AI army now advances to use siege equipment • AI Cavalry can now flank a Spear Wall • AI now responds to missiles when sieging settlements • AI now crosses bridges to attack • AI responds more quickly to gates that have been opened by Spies (while sieging). • Units do not break formation when chasing routers • Enemy AI effectively attacks when player's units in a settlement square • Enemy AI now utilises spare rams • Improved enemy AI response to stakes • Shortened Siege attack timers • Enemy AI will no-longer send out General's bodyguard on a suicide mission while defending Diplomacy • Improved responses to monetary offers • Bribery attempts do not always fail after an unsuccessful first attempt • Diplomatic 'Just Rejected' response no-longer to 'Not Interested' response to counter-offer, no matter how generous • Aztecs now appear in the correct year (for diplomacy actions) • Generals in a Crusade do not get inquisition • Improved diplomacy mechanic - AI Factions now stick with alliances and/or attack 'more intelligently' Crash • Soft-locks in MP Lobby no-longer occur • Host random hangs fixed • Resolved issue with client CTD when host ends game that client is joining • Auto-resolve Siege battle hangs fixed • Siege tower catching fire no-longer causes random hangs • Random hangs after loading Campaign save game Pathfinding • Battering Rams no-longer stuck in gates • Ship movement area fixed • Ram crew no-longer stuck between rams • Northern European Castle terrain fixed to allow docking of towers • Improved use of ladders • Southern European Fortress wall fixed to allow docking of towers • Improved the way units use Way-points • Siege of Setenil slow-down tweaked • Units no-longer become stuck on canyon walls on 'Canyon' map • Units do not ascend/descend invisible ladders • Units do not get stuck on Siege towers • Cavalry pathfinding improved when sallying out from a Fortress • Bridge battle pathfinding improved (units do not constantly reform) • Citadel and Fortress paths fixed so that units can avoid assaulting inner walls • Breach pathfinding tweaked Combat • Enemy spearmen do not charge with raised spears • 2H axemen attack tweaked, inc. Attacking Cavalry • Defending units can no-longer enter a siege tower as soon as it docks with the walls Mechanics • Mouse Cursor position now updates when scrolling with the arrow keys. • Assassination exploit fixed. • Mission "Reinforce Region" now functions correctly • Attacking an enemy army from inside a sieged settlement no-longer causes the enemy to lose all built siege equipment • Fixed two family members (brothers) with the exact same name • Rudder event now triggers at the correct time • When an enemy sallies and is defeated you no-longer have to wait for the timer to run out in-order to win. • Assassin mechanics tweaked • Mercenary recruitment tweaked • Diplomatic Information scroll updates correctly. • Online replays now match • Slowdown fixed on Desert Sanctuary • Metallic Resource now support Mines • Cavalry charges do not fail when charging skirmishing/moving units or if a knight is out of position • Units can now withdraw on the Eifel Mountains Battle Map • Construction queue exploits fixed • The carroccio standard can now fit through the gate on a sally out battle. • Southern European > Fortress: routing Enemy AI now leaving the map • Printing press event triggers at the correct time • Ladder docking/undocking tweaked • Faction standings tweaked • Priests no-longer convert to heretics if travelling on a fleet • Hotseat Game-mode added • Upper limit added on how long units stay in loose formation for. • Traits/VnV triggers tweaked Camera • Camera height does not drop under bridge in River Po Custom Battle map. • Camera does not drop below water's surface in Palm Beach, Andalusia and Italian Wars map/scenarios. • Camera does not show the underneath of a bridge when General is killed on the bridge Controls • Drag Deploy functionality tweaked • RTS camera functionality tweaked Graphics • Princess character now greyed out upon death on Family tree • Venice battlemap ambient building placement tweaked • Fixed issue with trees disappearing when panning camera • Added paths to doorways in Southern European Large City • Added paths to doorways in Southern European City • Fixed minor lighting issue in Southern European City • Fixed misaligned platforms in Southern European Large Town • Tweaked Crusade Army banner • Fixed texture gaps and unwelded verts on Middle Eastern Huge City buildings. • Fixed incorrect Tower Path in Mesoamerican City • Fixed path through wall in Mesoamerican City Wall • Fixed floating buildings above the battle map in Aztec Gold Scenario • Fixed floating spikes in Mountain Redoubt scenario • Added correct image for Paladin ancillary • Fixed grey reinforcement area that states that 'This army cannot fight in night battles' even though the current battle is not a night battle. • Added correct image for Aztec Rebel - Native Archer • Added correct image for Aztec Spearmen • Fixed floating torches in SE Citadel courtyard • Garrison quarters no-longer change to Town Guard when in Construction queue • Armoury building image in construction queue no-longer changes to an armoury • Fixed issue with Trebuchets sometimes disappearing when zooming in close • Fixed maps have the winter option but don’t have winter texture on the battle map • Night attack selection tick and reinforcements do not disappear if user selects night attack option and then views enemy army details. • Fixed officers not animating while riding • Removed trees in the water in The Battle of Otumba. Deployment • Units can no-longer be deployed on inaccessible sections of wall • Fixed deployment issues with Southern European Wooden Castle on either side of the main gate. • Units no-longer deployable in buildings in Mesoamerican City Collision • Ballista collision improved • Southern European Citadel gate collision improved • Middle Eastern Gatehouse collision improved • Issues with units getting pushed into areas that can't be deployed into. Battle Editor/Cinematic Editor • Numerous issues with both editors fixed and improved so that they can be released for public use. UI • Mission scroll hotkey added • Financial Details hotkey functionality and tooltip added • Reveal/Advance advice hotkey functionality added • Battle Tutorial Dismiss advice functionality added • Magnifying glass added to Disaster Strikes scroll • Princess appears correctly on family tree • Chat Window errors fixed • Family Tragedy scroll triggered correctly • Console text appearance tweaked • Now possible to launch game from autorun launcher • Fine Grain time control added (accessible by holding Shift and clicking + and - on battle UI) Save/Load • Loading saved game of the same turn no-longer allows user to keep both allies when they declare war • Russian and Czech autosave fixed Audio • Movement_Embark speech now triggered correctly • Allies breaking through gates of citadel now triggers correct speech • Battle ending in draw when timer runs out now triggers correct speech • Campaign Map interface sounds added • End Turn sound now fades out nicely • Win/Lose music is now representative of the Faction • Enemy King killed speech now triggered • Enemy Reinforcements arrive speech now triggered correctly • Player Army Tired Battle Event Speech is now triggered. • Player Army Half Gone Battle Event Speech is now triggered. • Enemy Army Half Gone Battle Event Speech is now triggered. • Player Under Attack Idle Battle Event Speech is now triggered. • Player Winning Combat Battle Event Speech now triggered correctly. • Player Losing Combat Battle Event Speech now triggered correctly. • Leaves Fleet speech now triggered correctly. • Player Tide Of Battle Up Battle Event Speech now triggered correctly. • Player Tide Of Battle Down Battle Event Speech now triggered correctly. • Muslim Enemy General Killed Battle Event Speech now triggered correctly. • Christian Enemy General Killed Battle Event Speech now triggered correctly. • Allied General Captured Battle Event Speech now triggered correctly. • The "spy infiltrated our settlement" audio/speech is now played when "Start battle" is pressed during cutscene • Correct region music plays when loading a saved campaign game. • Added sound trigger for planting archer stakes in ground. • Clicked-on characters on the Campaign Map no-longer stack their audio response if clicked multiple times. • In the Historical battles, Battle of Otumba and the Battle of Hastings the music speeds up when you attack • Other minor audio tweaks also carried out. Text • Minor grammar/spelling errors fixed Listen er riktignok ikke komplett og alt står ikke der, en feil som mange ønsker fikset er "Shield Bug", dette er rettet opp i selv om det ikke er nevnt på listen. Som sagt kan dette og gjelde flere feil, så listen kan ikke anses som komplett eller 100% pålitelig. Denne informasjonen er bekreftet av representanter i CA. Kilder: http://totalwarcommunity.blogspot.com/2007...tures-list.html http://www.twcenter.net/forums/showpost.ph...59&postcount=89 ( http://www.twcenter.net/forums/showthread.php?t=85028&page=5 ) Hvor stor er neste oppdatering? Det blir sagt av representanter i CA at 1.2 kommer til å være på 650MB, så det kommer til å gå med tid på å finne gode nedlastningssider fra CA sin side. Kilder: https://www.diskusjon.no/index.php?showtopi...dpost&p=8112926 http://p223.ezboard.com/fshoguntotalwarfrm...rt=441&stop=460 Eldre informasjon: (i forkant av oppdateringen 1.01) Hei. Den 14. November sa Creative Assembly at de hang på etterskudd med tanke på patchen som skulle kommet ut da. Og de mente at den ville være ute i løpet av de neste to ukene. 29. November kunne The Shogun på totalwar.com fortelle at en oppdatering rundt hvordan det gikk med patchen ville komme om ikke så altfor lenge. 1. Desember, opplyste The Shogun om ett blogginnlegg omhandlende patchen og kavaleriangrep. http://p223.ezboard.com/fshoguntotalwarfrm...icID=9654.topic Bloggen er her: http://www.totalwarblog.com/ Noen utdrag: Just a heads up on the progress of the update, not that anyone is counting the days . The update is currently in QA testing so it is real close. As promised, a list of the fixes will be available for viewing before the update is released. So all going well you will have it in a matter of days not weeks. So just a reminder then - it’s a matter of days not weeks before you have the update. Just how many only QA can tell, may I suggest you send them gifts of caffeine and goodwill to help them along.Regards, Jason Oppdatering 08.12-2006: http://p223.ezboard.com/fshoguntotalwarfrm...cID=10769.topic Oppdatering 12.12-2006: Hi guys, Ok here’s another progress report on the update just to keep you guys in the loop. The update is currently going through specific testing in the US to ensure that the issues with the multiplayer incompatibility with digital distributed versions is fixed. Once this is confirmed, we’ll update the current list of fixes included in the update and, all being well, we’ll be able to post this list for you tomorrow. It’s then a case of preparing the bandwidth and mirror download sites so very soon we’ll be able to give you a confirmed release date for the update itself. Again, many thanks for your patience - we’ll keep you updated as we have developments. Thanks, Mark O'Connell aka SenseiTW Endret 19. april 2007 av TSP Lenke til kommentar
Zerox_Total_War Skrevet 1. desember 2006 Del Skrevet 1. desember 2006 Bra du sier i fra så folk husker det Lenke til kommentar
koronag Skrevet 1. desember 2006 Del Skrevet 1. desember 2006 Ja, jeg er innom her hver dag på jakt etter oppdateringer. Jeg vil spille igjen! Men jeg venter til patchen er ute, jeg vil ikke ødelegge spillet. Lenke til kommentar
dravisher Skrevet 1. desember 2006 Del Skrevet 1. desember 2006 (endret) Hadde jo så håpet at de kom til å få gitt den ut i dag slik at jeg fikk spilt i helgen, men nei nei. Med eksamen på mandag er det kanskje like greit Veldig bra å se litt kommentar til kavaleri-charge i allfall. Høres ut som et finfint system hvor det skal litt mer til for å få et skikkelig kraftig charge. Var dette allerede kjent informasjon eller er det like nytt for alle andre som for meg? Endret 1. desember 2006 av dravisher Lenke til kommentar
DurinVIII Skrevet 1. desember 2006 Del Skrevet 1. desember 2006 Nei, dette er vel første gangen etter release man hører noe fra CA vedrørende kavaleri-charge. Lenke til kommentar
DeZtr0 Skrevet 8. desember 2006 Del Skrevet 8. desember 2006 (endret) Readme version 1.1a tråd har kommet This is not an offical CA post - comments removed. Endret 8. desember 2006 av DeZtr0 Lenke til kommentar
TSP Skrevet 8. desember 2006 Forfatter Del Skrevet 8. desember 2006 Informasjonen som kom er på ingen måte sann! Dere må sjekke kildene godt. I dette tilfellet var det ikke noen tittel ved siden av brukerens navn som på noen måte indikerte at han var fra Creative Assembly. Han hadde heller ikke mer enn to poster og om du hadde lest hans første innlegg tror jeg med stor sikkerhet at du ville skjønt at det hele var en bløff. Lenke til kommentar
DeZtr0 Skrevet 8. desember 2006 Del Skrevet 8. desember 2006 This is not an offical CA post - comments removed. var for opptat med opdateringen for å se etter skulle ha banna na fyren Lenke til kommentar
TheroNius Skrevet 8. desember 2006 Del Skrevet 8. desember 2006 det var da jaævlig så lang tid de skulle bruke på patchen!! Lenke til kommentar
DeZtr0 Skrevet 8. desember 2006 Del Skrevet 8. desember 2006 Ny oppdatering Medieval II Update progress Lenke til kommentar
Ghaundan Skrevet 8. desember 2006 Del Skrevet 8. desember 2006 Siden det er AI fiksing kan jeg nesten forstå att det tar endel tid, og vil heller ha en skikkelig patch enn å få en som skaper nye problem som må taes hånd om. Håper bare de får det til nå =) Lenke til kommentar
TSP Skrevet 8. desember 2006 Forfatter Del Skrevet 8. desember 2006 Ny oppdateringMedieval II Update progress 7456776[/snapback] Ypperlig, nå var det riktig informasjon ja, fint at du og informerer, men jeg hadde nok vært før deg om jeg ikke hadde sovet. Jeg kan jo kanskje i et kort sammendrag fortelle hva status er; patchen er på vei, og den er nå avlevert til testing, de prøver å få tak i en liste med hvilke feil og problemer som har blitt fikset, til vår fonøyelse. Forøvrig virket CA noe lei av alt maset, det var hvertfall mitt inntrykk når jeg leste det og det kan jeg forstå, vi loves flere oppdateringer over helgen. Lenke til kommentar
TSP Skrevet 12. desember 2006 Forfatter Del Skrevet 12. desember 2006 Er kommet en oppdatering igjen om hvordan situasjonen ligger an. Den forteller at det foregår testing nå og at det er meget mulig at en liste med hva som er fikset på kommer i morgen. Etter det vil de forberede båndbredde på etterspørselen som vil komme. Hi guys, Ok here’s another progress report on the update just to keep you guys in the loop. The update is currently going through specific testing in the US to ensure that the issues with the multiplayer incompatibility with digital distributed versions is fixed. Once this is confirmed, we’ll update the current list of fixes included in the update and, all being well, we’ll be able to post this list for you tomorrow. It’s then a case of preparing the bandwidth and mirror download sites so very soon we’ll be able to give you a confirmed release date for the update itself. Again, many thanks for your patience - we’ll keep you updated as we have developments. Thanks, Mark O'Connell aka SenseiTW Lenke til kommentar
Jalladoode Skrevet 13. desember 2006 Del Skrevet 13. desember 2006 (endret) Her er en liste over alle oppdateringene: Klikk for å se/fjerne innholdet nedenfor Medieval 2:Total War Update 1 Major Fixes ======== -Fix crash in Deathtrack MP map with empty Team 3 slot -Fixed Battle AI - armies not engaging enemies at close range. -Fixed CTD when client attempts to join game that the host is ending. -Fixed instances when A.I is passive on the campaign map and lets the user win on a campaign battle when stuck in-front of open gates. -Fixed loop between the windows for 'Possible Connection Problems' and 'Really Quit?' -Fixed AI: Calvary not charging a spearmen army in a Custom Battle. -Fixed cavalry not attacking - instances when AI sieges a town with infantry and Calvary, if the infantry die and rout and the player still holds the city, the cavalry do not attack nor rout. -Fixed passive Siege Attack AI -Fixed Timurids crash (related to elephant artillery not having enough riders, CTD when trying to shoot) -Fixed Siege Attack AI trying to attack the back of settlements. -Fixed Passive attack AI -Fixed Cavalry charge consistency and power. (Still raise and lower lances occasionally) Added ModTool Unpacker -Fixed Crash - Auto resolving a siege battle on Gaza and repeatedly Right - Clicking the settlement -Fixed Merchant Resource value dropping after load/save -Fixed CTD caused by Turks AI -Fixed Cavalry not flanking spear walls -Fixed AI not crossing river to attack (River Jordan) -Reduced the effect of morale - enemy AI does not rout so easily -Reduced the power of inquisitors -Fixed 'move to point' crash -MP Multinational support -Fixed Cavalry sallying out and not attacking (bunching at corner of settlement) Medium Level Fixes ============= -Fix construction crash when converting settlements when buildings relating to initial settlement existed in construction queue. -Fixed Settlement still showing as under siege even though sieging army had been defeated. -Fixed repeating missions -Fixed indecisive infantry / broken formation (when ordered to a location they would head in the wrong direction first) -Fixed being able to open gates with siege towers or embed them in walls -Fixed victory video not always appearing -Diplomacy - AI no longer counters an open proposition with a gift. -Fixed deployment lines being rendered incorrectly around ambient buildings -Fixed Enemy units remain stationary with flags flashing when ladders are thrown off a destroyed wall in a siege. -Fixed the carroccio standard not fitting through gates -Fixed gunpowder units being stuck reforming -Fixed trebuchets disappearing and reappearing when zooming -Tweaked morale system -Partially fixed units moving through settlement buildings. -Units now check if destination is in a building or not. -Enabled command-line switch to allow unlimited soldiers (removes message) -Fixed MP player-names being lost on battle results screen if they quit the battle early -Fixed the ability for a user to 'buff' their assassin experience by continually assassinating different captains Other Fixes ======== -Fix difficulty level in MP (Affects Morale). Previously defaulting to Normal. -Fix lobby tooltip that showed incorrect unit sizes. -Fix Florins display during diplomacy -Fix Money field looping into negative/positive value when removing / adding money -Fix overlapping and incorrectly sized deployment zones -Fixed cut-off graphics in civil disorder message -Fixed unclear 'Start Diplomacy' button functionality -Fixed MP Admit Defeat button functionality -Fixed missions showing as expired even though they have been completed -Fixed mouse-overs showing incorrect diplomatic information -Fixed minor FE Historical Battle error (shield remaining highlighted) -Fixed MP team chat - colours now match recipient and sender. -Fixed minor audio issue - Audio: Campaign Map when an English Spy is ordered to join an English army he triggers two "Joins_Army" speeches. -Fixed minor audio issue - Campaign Map when an English Merchant is ordered to disembark a boat, two "Movement_Disembark" speeches are triggered. -Fixed Mine income -Fixed MP ignore/ban toggle permanently banning player from chat -Fixed - Making an offer gives a blank scroll on the Diplomacy Scroll, but removing the offer gives the player help text -Fixed Mouse Cursor not updating when over certain parts of the UI. -Fixed miscalculation of some naval unit movement points. -Fixed units not leaving an army when ordered to abandon it. -Fixed 'Possible Connection Problems' message not appearing if user alt-tabs -Fixed On campaign map, castles appear under 'town' or 'city' title on UI -Fixed Reinforcements box remains greyed when the user deselects 'Attempt a night battle' -Fixed double speed on units that should only go at one speed. -Fixed Stakes not appearing correctly in weather conditions -Fixed non-functional help button on ransom scrolls -Fixed intro movies playing at x3 speed in Historical battles -Fixed transfer army functionality - When transferring men the transfer resets after viewing the description -Fixed Gunpowder units running forward when given targets. -Fixed clumping units when they are told to do a 180 degree turn -Fixed stuck Camera issues -Fixed Fleeing units rallying at breached walls or gates of settlements they are attacking when they should not Står ikke noe om fiksing av soldater som bruker diverse 2 hånds våpen Edit: Lagde en slik fin spoiler sak. Endret 13. desember 2006 av Jalladoode Lenke til kommentar
TSP Skrevet 13. desember 2006 Forfatter Del Skrevet 13. desember 2006 (endret) I dag kom endelig det som tilhengere av Total War -spillene har lengtet etter i lang tid, nemlig en liste over hva som er fikset i deres første oppdatering til det nye spillet i serien, nemlig Medieval 2 Total War. Ikke lenge etter at Medieval 2 Total War var kommet på plass i butikkhyllene var det allerede rapportert inn mange feil og problemer med spillet. Enkelte har fra dag 1 sagt at de ikke kjøper eller skal spille spillet før problemene er fikset. En god del har dog ikke latt spillet ligge å samle støv særlig lenge for å vente på patchen og har til tross for sine "trusler" likevel begynt å spille, noe som sier mye om hvor fristende spillet er for mange. Etter at Creative Assembly i en månede har lovet oss en oppdatering som skulle komme ganske tidlig etter utgivelsen av spillet, men som både en, to og tre ganger er blitt forsinket på grunn av diverse årsaker og det faktum at de fant ut av alle feilene og problemene som faktisk var i spillet når kjøpere "testet" det. Patchen skulle nemlig komme ut dag 1 og skulle inneholde en fiks på AI og inneholde en utpakker av .pack -filer og filene i dem. Nå som listen over hva som er fikset kan finnes i deres offisielle blogg ser vi derimot at en hel del andre ting er blitt fikset. En rekke ting med AI, "Crash to desktop" -problemer, generelle krasjproblemer, redusering av hvor mektige inkvisitører er noen eksempler. Blogginnlegget deres inneholder en oversikt over mer enn 70 feil og problemer som er fikset. I samme slengen kan CA også offisielt si at det allerede jobbes med og planlegges en andre oppdatering, den oppdateringen vil komme en gang i midten av Februar og de håper at de oppdateringene som er gjort i den første oppdateringen som vil være tilgjengelig om ikke lenge, vil holde oss mette til da. http://totalwarcommunity.blogspot.com/2006...pdate-news.html Liste over alle feil og problemer som er fikset. Klikk for å se/fjerne innholdet nedenfor Major Fixes======== -Fix crash in Deathtrack MP map with empty Team 3 slot -Fixed Battle AI - armies not engaging enemies at close range. -Fixed CTD when client attempts to join game that the host is ending. -Fixed instances when A.I is passive on the campaign map and lets the user win on a campaign battle when stuck in-front of open gates. -Fixed loop between the windows for 'Possible Connection Problems' and 'Really Quit?' -Fixed AI: Calvary not charging a spearmen army in a Custom Battle. -Fixed cavalry not attacking - instances when AI sieges a town with infantry and Calvary, if the infantry die and rout and the player still holds the city, the cavalry do not attack nor rout. -Fixed passive Siege Attack AI -Fixed Timurids crash (related to elephant artillery not having enough riders, CTD when trying to shoot) -Fixed Siege Attack AI trying to attack the back of settlements. -Fixed Passive attack AI -Fixed Cavalry charge consistency and power. (Still raise and lower lances occasionally) Added ModTool Unpacker -Fixed Crash - Auto resolving a siege battle on Gaza and repeatedly Right - Clicking the settlement -Fixed Merchant Resource value dropping after load/save -Fixed CTD caused by Turks AI -Fixed Cavalry not flanking spear walls -Fixed AI not crossing river to attack (River Jordan) -Reduced the effect of morale - enemy AI does not rout so easily -Reduced the power of inquisitors -Fixed 'move to point' crash -MP Multinational support -Fixed Cavalry sallying out and not attacking (bunching at corner of settlement) Medium Level Fixes ============= -Fix construction crash when converting settlements when buildings relating to initial settlement existed in construction queue. -Fixed Settlement still showing as under siege even though sieging army had been defeated. -Fixed repeating missions -Fixed indecisive infantry / broken formation (when ordered to a location they would head in the wrong direction first) -Fixed being able to open gates with siege towers or embed them in walls -Fixed victory video not always appearing -Diplomacy - AI no longer counters an open proposition with a gift. -Fixed deployment lines being rendered incorrectly around ambient buildings -Fixed Enemy units remain stationary with flags flashing when ladders are thrown off a destroyed wall in a siege. -Fixed the carroccio standard not fitting through gates -Fixed gunpowder units being stuck reforming -Fixed trebuchets disappearing and reappearing when zooming -Tweaked morale system -Partially fixed units moving through settlement buildings. -Units now check if destination is in a building or not. -Enabled command-line switch to allow unlimited soldiers (removes message) -Fixed MP player-names being lost on battle results screen if they quit the battle early -Fixed the ability for a user to 'buff' their assassin experience by continually assassinating different captains Other Fixes ======== -Fix difficulty level in MP (Affects Morale). Previously defaulting to Normal. -Fix lobby tooltip that showed incorrect unit sizes. -Fix Florins display during diplomacy -Fix Money field looping into negative/positive value when removing / adding money -Fix overlapping and incorrectly sized deployment zones -Fixed cut-off graphics in civil disorder message -Fixed unclear 'Start Diplomacy' button functionality -Fixed MP Admit Defeat button functionality -Fixed missions showing as expired even though they have been completed -Fixed mouse-overs showing incorrect diplomatic information -Fixed minor FE Historical Battle error (shield remaining highlighted) -Fixed MP team chat - colours now match recipient and sender. -Fixed minor audio issue - Audio: Campaign Map when an English Spy is ordered to join an English army he triggers two "Joins_Army" speeches. -Fixed minor audio issue - Campaign Map when an English Merchant is ordered to disembark a boat, two "Movement_Disembark" speeches are triggered. -Fixed Mine income -Fixed MP ignore/ban toggle permanently banning player from chat -Fixed - Making an offer gives a blank scroll on the Diplomacy Scroll, but removing the offer gives the player help text -Fixed Mouse Cursor not updating when over certain parts of the UI. -Fixed miscalculation of some naval unit movement points. -Fixed units not leaving an army when ordered to abandon it. -Fixed 'Possible Connection Problems' message not appearing if user alt-tabs -Fixed On campaign map, castles appear under 'town' or 'city' title on UI -Fixed Reinforcements box remains greyed when the user deselects 'Attempt a night battle' -Fixed double speed on units that should only go at one speed. -Fixed Stakes not appearing correctly in weather conditions -Fixed non-functional help button on ransom scrolls -Fixed intro movies playing at x3 speed in Historical battles -Fixed transfer army functionality - When transferring men the transfer resets after viewing the description -Fixed Gunpowder units running forward when given targets. -Fixed clumping units when they are told to do a 180 degree turn -Fixed stuck Camera issues -Fixed Fleeing units rallying at breached walls or gates of settlements they are attacking when they should not Endret 13. desember 2006 av The Strategy-player Lenke til kommentar
DurinVIII Skrevet 13. desember 2006 Del Skrevet 13. desember 2006 Ser ingen fiks på tohånds-problemet jeg heller, og mulig jeg er blind, men ser ingenting som angår dreping av routende units heller. Noen som vet om den er kompatibel med gamle savegames? Lenke til kommentar
andre_sn Skrevet 14. desember 2006 Del Skrevet 14. desember 2006 savner at ai bruker båter Lenke til kommentar
DurinVIII Skrevet 14. desember 2006 Del Skrevet 14. desember 2006 (endret) Fra www.totalwarblog.com: That’s right folks, we’ve just had confirmation from SEGA that Update 1 will be released on Friday 15th December! As Wikiman mentioned in his previous blog, we’ve addressed as much as we could so you would get the update before Christmas. We’re currently working on the second update and are in constant discussion with community leaders to be sure your biggest concerns get looked at first. But to the modders out there, you’re finally getting the unpacker so you can mod even more of the game, enjoy. As a teaser for Update 2, we’re currently playing with some of the fixes and tweaks and have to say, you will absolutely love the more aggressive Scotland and Mongol campaign AI, more naval assaults, an even more consistent less powerful cavalry charge, less devastating gunpowder units and last but not least, stronger 2-handed axe men and billmen. If I don’t see you till after Christmas have a happy healthy holiday and enjoy your Total War. To those multiplayer people my sword will be sharp and my aim steady so watch out in the lobby. Vel, jeg er egentlig ganske skuffet. Februar for å fikse at AI'en ikke bruker båter til å frakte hærer er en ting, men til februar for å fikse noe som personer har klart å finne brukbare løsninger, alt FØR patchen er kommet ut? Edit: Tag-kødd Endret 14. desember 2006 av DurinVIII Lenke til kommentar
Jalladoode Skrevet 14. desember 2006 Del Skrevet 14. desember 2006 Enig! Skuffende at de ikke greide å fikse 2-hånds våpen før neste oppdatering! Men det er jo allerede fikset i mods da (heldigvis). De nevner heller ikke noe om über-lag når man forsvarer en by/borg og alle de fiendtlige soldatene prøver å gå opp den samme stigen samtidig Lenke til kommentar
koronag Skrevet 14. desember 2006 Del Skrevet 14. desember 2006 De nevner heller ikke noe om über-lag når man forsvarer en by/borg og alle de fiendtlige soldatene prøver å gå opp den samme stigen samtidig 7504605[/snapback] Jo, det stod i listen som kom for litt siden. Lenke til kommentar
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