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ady5
Posts: 263
Location: A planet near you
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Posted: Fri, 15th Dec 2006 16:31 Post subject: |
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The 1.1 patch was released today. Here's the contents of the update:
Quote: | 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 |
Download links:
http://www.computergames.ro/ro/downloads/viewitem/id/7696/name/medieval-2-total-war-v11-english-patch.html
www.gamershell.com/download_16914.shtml
www.jolt.co.uk/index.php?articleid=7722
www.worthplaying.com/arti...?sid=39361
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snoz
Posts: 244
Location: England
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Posted: Fri, 15th Dec 2006 17:20 Post subject: |
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Major Issues
1.Crash while watching a Custom Battle Replay that ends during a cutscene.
2.Crash when Elephant Artillery fire.
3.Crash killing every enemy unit in Tunis Settlement during Spanish Grand Campaign.
4.User unable to progress in the Battle Tutorial when moving all units to the highlighted area instead of just the cavalry unit.
5.Crash when Auto resolving a siege battle, gaining victory, and repeatedly Right - Clicking the settlement the players army is moving into.
6.Enemy AI Cavalry not attacking spearmen.
7.AI defect on the Battle Map when enemy AI seiges a town with infantry and calvary, and the infantry die and rout, the player still holds the city, and the enemy cavalry do not attack or rout.
8.Units ascend invisible ladders when one unit ordered to climb them and another to take the ladders away on the Battle Map.
9.Units descend invisible Siege Tower when one unit is ordered to descend whilst another is ordered to move the tower away on the Battle Map.
10.General's Bodyguard unit unable to find a path back into a settlement through destroyed wall.
11.Corrupt deployment boundary in Tannenberg Custom Battle Map during the Deployment phase.
12.Crash in turn roll-over during English Grand Campaign.
13.AI sallying army confused by user besieges from 2 sides.
14.Attacking siege AI chases cavalry in circles rather than concentrating on taking the settlement.
15.Slow siege equipment and weapons can perform double speed when moved by double clicking on the mini-map.
16.Battle of Agincourt Historical Battle intro movie playing at triple speed.
17.Arquebusier units do not stop running towards their initial target when given another target to shoot at.
18.Trebuchets disappear when viewed at a close distance on the Battle Map, the crew remain visible.
19.RTS Camera mode breaks camera restrictions when player holds down left mouse button.
20.Corrupt deployment boundary in Bordeaux settlement occupied by England during the Deployment phase of a battle on the Battle Map of the Moors Grand Campaign.
21.Deployment Zone allowing player to deploy units in enemies settlement central plaza during Spanish Grand Campaign.
22.Enemy Deployment Zone restricted to a small area around a monastery building in Quick Battle on the Scottish Glen Battle Map.
23.Corrupt deployment boundary in Deathtrack Custom Battle Map during the Deployment phase.
24.Resources loose value in the World Map of Grand Campaign Mode when a game is reloaded from a previous save game.
25.Corrupt deployment boundary in Spain in French Grand Campaign during the Deployment phase.
26.No indication whether the game is patched or not.
27.Camera becomes stuck if player zooms to a unit holding down the scroll wheel and releases it when the camera shows a battle event such as a generals death or falling wall on the Battle Map.
28.Invisible enemy siege equipment during Grand Campaign mode as Spain when the English assaulted the users Fortress of Bordeaux.
29.Invisible players Trebuchet Siege equipment in a Custom Battle with the player defending a fort.
30.Deployment areas too close in Scottish Glen Custom Battle when the player does not move their units during the deployment phase and starts the battle, both factions can instantly engage.
31.Camera becomes stuck if player zooms to a unit holding down the scroll wheel, pauses the game with the Escape Key then releases the mouse wheel and un-pauses the game.
32.Cannot use unpacked data by using the --io.file_first command
33.Cavalry become stuck in corners of the Middle Eastern Fortress they are defending after sallying through a breach in the wall.
34.Carroccio standard cannot fit through the gate on a sally out battle.
35.Trebuchets are unable to fit through gates when sallying out.
36.Troops armed with gunpowder weapons stop firing on the Battle Map.
37.AI enemy Cavalry flanking the player but do not attack.
38.Readme file included with installer out of date.
39.Defending AI does not respond to missile damage on the Battle Map when player is sieging settlements. i.e. change to a loose formation.
40.Assaulting AI units moral swings from very low to normal too quickly.
41.Crash showing results scroll of Custom Battle with six AI allies against one AI opponent.
42.Advisor giving misleading information in Custom Battle about destroying buildings on the Battle Map affecting the buildings on the Campaign Map.
43.AI Cavalry units failing to engage archers on the Battle Map during Custom Battle Mode.
44.Weather condition settings in Custom Battle Mode.
Minor Issues
1.Frame rate drop during French short Campaign.
2.Audio: The Battle Event "Player_Ram_Breached_Gate" speech triggered when the enemies gate only damaged by 20% on the Battle Map.
3.The "Spotted by Subterfuge:" field of the Enemy Character Details scroll in the English Grand Campaign crops the characters name down to 3 letters with a '...' after it
4.Tribute in florins, is not clearly displayed on the Diplomacy scroll during Grand Campaign Mode when returning to the same faction the player holds the tribute agreement with. It always displays 0(zero) florins.
5.No video displayed in the Victory scroll after completing the Grand Campaign as England.
6.English spy joining an English army lead by a general and triggered two "Joins_Army" speeches on the Grand Campaign Map.
7.English Merchant ordered to embark a boat on the Grand Campaign Map did not trigger the "Movement_Embark" speech.
8.English Merchant ordered to disembark a boat on the Grand Campaign Map did not trigger the "Movement_Disembark" speech.
9.Janissary Heavy Infantry unit has incorrect spelling in Unit Description card accessed on the Battle Map.
10."Select_Ally" speech played incorrectly on Campaign Map when selecting an allied Merchant of Milan.
11.English Priest ordered to disembark a boat on the Grand Campaign Map triggered the "Movement_Disembark" speech twice.
12.Floating wall to the east of the English Army in the Battle of Agincourt Historical Battle.
13.Raised area of terrain on cliff edge in the Battle of Agincourt Historical Battle appears tiled.
14.Graphical glitches / lines near 'BACK' and 'START' options on Select Army screen on front end.
15.Black Square on the Main Menu background image just after the word "Total War".
16.Three flanking cavalry units will not attack if all the Yeomen Archers have been killed/routed in Battle of Agincourt Historical Battle.
17.Hidden units on the Battle map can still be seen on the mini-map.
18.Byzantine Latinkon units individual men have arms missing where they should have Armor Upgrades.
19.Misquotation of Shakespeare in German version.
http://www.computergames.ro/ro/downloads/viewitem/id/7696/name/medieval-2-total-war-v11-english-patch.html
WTF - ? what is this changelog ?
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Posted: Fri, 15th Dec 2006 17:33 Post subject: |
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and the third one - from game dir
Medieval II: Total War README
Last Updated: 2006-12-05
v1.1
Medieval2 v1.1 contains the following changes:
- Battle AI, Siege AI and Campaign AI are no-longer passive
- Close-range AI attacks are more consistent
- Cavalry Charge and Cavalry power are more consistent
- Merchant trade values no-longer drop after load / save
- Elephant Artillery does not cause problems in Campaign Battle
- Reduced Inquisitor power
- Morale effects tweaked
- Autoresolve
- Increased effectiveness of naval invasions
- MP lobby crashes removed
- MP in-game soft-locks removed
- Added support for international MP
- Minor issues with deployment lines / zones have been solved
- Tweaks made to Diplomacy mechanic
- Sieged Settlements no-longer showing as sieged even if besieging army has been defeated
- Gunpowder units do not get stuck re-forming
- Siege equipment does not disappear while zooming
- Removed Assassin exploit
- Tweaks made to unit pathfinding in settlements
- *Command line switch added to remove 'reinforcements delayed' message
- No-longer possible to open gates with siege towers or embed them in walls
- Minor UI changes
- Added missing Audio triggers
- Controls and Camera tweaks
- Added ModTool - Unpacker
*To remove the Reinforcements Delayed message use the following command line switch:
medieval2.exe --game.unlimited_men_on_battlefield
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CaptainCox
VIP Member
Posts: 6823
Location: A Swede in Germany (FaM)
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Posted: Fri, 15th Dec 2006 17:39 Post subject: |
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Cheers for the heads up. Maybe time for some MIITW after all the R6LV 
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Posted: Fri, 15th Dec 2006 17:49 Post subject: |
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At last, now it might be worth playing!
Hmm i used the updater and took the old crack file. But when i get into the game it still sais 1.0. If i try to update again it sais its already 1.01.
How did you guys do?
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Posted: Fri, 15th Dec 2006 18:12 Post subject: |
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use the clone image if exist or w8 for 1.01 crack
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Frant1c
Posts: 311
Location: Not here.
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Posted: Sat, 16th Dec 2006 00:26 Post subject: |
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Does not comput...
error....
failur...
error...
shut down *boom*
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Baleur
Posts: 2343
Location: South Sweden
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Posted: Sat, 16th Dec 2006 00:35 Post subject: |
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lol they didnt even touch the campaign map ai, ill stay with 1.0 and the diplomacy mod
CPU: Intel Core 2 Duo E6600 RAM: 4gb Kingmax DDR2 800mhz Video: Asus GeForce 250GTS 1gb Sound: Asus Xonar.
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Posted: Sat, 16th Dec 2006 01:01 Post subject: |
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Baleur wrote: | lol they didnt even touch the campaign map ai, ill stay with 1.0 and the diplomacy mod |
You didn't read the changlog properly did you...
"Techniclly speaking, Beta-Manboi didnt inject Burberry_Massi with Benz, he injected him with liquid that had air bubbles in it, which caused benz." - House M.D
"Faith without logic is the same as knowledge without understanding; meaningless"
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ady5
Posts: 263
Location: A planet near you
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Posted: Sat, 16th Dec 2006 08:31 Post subject: |
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hehe, i don't blaim him, the changelog is huuuge.
But yeah, they touched the campaign AI, the inquisitors, the naval invasion...
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Posted: Sat, 16th Dec 2006 17:58 Post subject: |
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there is a maxi-image on the forum related on MTW2 on gamecopyworld.. u can use it with sd4hider.. works like a charm here
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Posted: Sat, 16th Dec 2006 19:03 Post subject: |
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ThunderStrike wrote: | there is a maxi-image on the forum related on MTW2 on gamecopyworld.. u can use it with sd4hider.. works like a charm here |
Yea it worked, thx!
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Posted: Sun, 17th Dec 2006 13:39 Post subject: |
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KeyserSoeze wrote: | ThunderStrike wrote: | there is a maxi-image on the forum related on MTW2 on gamecopyworld.. u can use it with sd4hider.. works like a charm here |
Yea it worked, thx! |
.......now there is a crack too.
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kosmiq
Posts: 2304
Location: Somewhere
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Posted: Sun, 17th Dec 2006 14:27 Post subject: |
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yep maciozo cracked the ActiveMark protected version of 1.01 and it seems to work a charm with the retail version too... 
Behold his GLORY! Bow for the technical master!
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Posted: Sun, 17th Dec 2006 16:17 Post subject: |
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does anyone tested the nocd 1.1?... I click to enter in the game and nothing happens...anyone with the same prob?
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Posted: Sun, 17th Dec 2006 16:50 Post subject: |
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has unit spacing already been fixed?
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Posted: Sun, 17th Dec 2006 21:28 Post subject: |
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erhm a quick question, dunno if it has been answered before but;
When I start a new campaign and uncheck "show ai movement" it works fine, but when I then save the game, and later returns... its on! Takes like forever each turn, even though I press space, or click every time an AI moves...
Anyone know how to disable this pernament?
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kaine
Posts: 423
Location: Under your bed
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Posted: Wed, 27th Dec 2006 08:24 Post subject: |
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Just get ViTALiTY crack from a dox ftp, the other one is nuked
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Posted: Sun, 7th Jan 2007 09:58 Post subject: |
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Can somebody tell me if this is a real release.
Medieval.2.Total.War-Xenosis
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Posted: Mon, 8th Jan 2007 22:12 Post subject: |
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I havent had time to play last couple of weeks.
So im wondering, did the patch live up to its name?
Is there any challange on the hardest setting now?
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Ankh
Posts: 23239
Location: Trelleborg
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ginge51
Banned
Posts: 1692
Location: England - Manchester
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