TSP Skrevet 4. mai 2007 Del Skrevet 4. mai 2007 (endret) Hei på deg =) Her har vi en quote: Jeg er dum, sa Bernt Kåre Ullviken fra Stavangers vestkant. Dette er skjul: Klikk for å se/fjerne innholdet nedenfor Så vidt jeg vet finnes ingen med det navn... Men hva med quote i skjul? fØLG MED! Klikk for å se/fjerne innholdet nedenfor Heihei, jeg er i skjul Heihei, jeg er quote i et skjul, men går det? o_O Fadern... det gikk jo. Det betyr at det må være et annet problem med posten jeg ikke får oppdatert, men hva? Hmm, tenke, tenke. Endret 5. mai 2007 av Ueland Lenke til kommentar
djgudleif Skrevet 4. mai 2007 Del Skrevet 4. mai 2007 (endret) Klikk for å se/fjerne innholdet nedenfor Hei, jeg er en spade i skjul! Endret 4. mai 2007 av ikkespisgress Lenke til kommentar
TSP Skrevet 4. mai 2007 Forfatter Del Skrevet 4. mai 2007 (endret) Det gikk jo ypperlig, men hva er problemet i tråden jeg prøver oppdatere? xO Må være engangstilfelle. Slette cache i Opera og håpe på det beste. Kryss fingra Preben! =) Merkerligste problem jeg har vært borti på de syv kategorier. Får ikke oppdatert tråden med dette selv om cache er slettet og jeg prøver i Interenet Explorer, Firefox står for tur. Attpåtil får jeg den latterligste feilmld av alle, setter meg ikke på sporet av noe som helst. Diskusjon.no opplever tekniske problemer, vennligst prøv igjen senere.Jeg vet tross alt det ikke kan være tilfelle at diskusjon har tekniske --R6B33e0er er s0art, fadern n40 36c2, sorry, num lock, smarteste ever. Hei, i denne tråden skal diskusjon om hva dere synes om den andre patchen gitt ut til spillet Medieval 2 Total War. Husk at denne tråden hovedsakelig er til diskusjon om erfaringer og meninger om patchen. Om du har noen nyheter vedrørende nye patcher skal dette opplyses om i denne tråden: https://www.diskusjon.no/index.php?act=ST&f...=0#entry7402143 Hvis jeg har noe å fortelle om en ny kommende patch, skal jeg poste her da? Nei, den diskusjonen skal taes i tråden: Post nytt om m2tw sine patcher her (klikk her) Når kom oppdateringen? 4. Mai 2007, omtrent klokken 16:10 Tidligere informasjon fra før patchen kom ut: Klikk for å se/fjerne innholdet nedenfor Den andre patchen heter 1.2 og kommer 5. April.Grunnet feil som ble oppdaget i tolvte time før den skulle være ute kommer det ikke til å komme noen offisiell versjon støttet av Sega og CA, på nåværende tidspunkt, det er ikke kjent når feil kan være rettet. Det er en versjon ute på nettet, men denne er ikke støttet av CA og inneholder feil. Under kan du lese hele uttaelsen. 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. Hvor kan jeg laste ned patchen fra? En offisiell oppdatering fra Sega og Creative Assembly er ikke kommet, det ligger en versjon ute på nettet, men denne versjonen blir ikke støttet av Sega og CA fordi den inneholder feil som ikke ble oppdaget i tide, les og svaret over. Hvor stor er patchen? 629MB Hvordan installerer jeg den? Patchen er ikke kommet. Hva er det CA sier er fikset? http://totalwarcommunity.blogspot.com/2007...tures-list.html Klikk for å se/fjerne innholdet nedenfor 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 Dette er ingen komplett liste og listen var fremsatt før oppdateringen fant sted. Flere ting har blitt fikset, blant annet Shield bug'n har blitt fikset selv om det ikke står i listen. Siden det oppsto en del komplikasjoner og vanskeligheter med å fullt implementere "hot seat mode" er dette utsatt til tilleggspakken, for å unngå å utsette patchen lenger. Begynn å diskutere! Problem løst! Takk til alle de involverte som fikset feilen... øhm, det vil si Ueland Endret 4. mai 2007 av TSP Lenke til kommentar
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