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Thema: Patch1 - Erste Aussagen

  1. #16
    anarchische Grünhaut Avatar von Kermit
    Registriert seit
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    16.125
    Wo?
    Hast du einen Link?

    ---------------------------------------------------------------

    Zitat Zitat von Des Pudels Kern Beitrag anzeigen
    Zitat Zitat von Der Falke Beitrag anzeigen
    Weil so weit ich weiß sind in D auch Lügen meistens von der Meinungsfreiheit erfasst.
    Man kann dich auf diesen Nebensatz durch "weil" Konjunktion reduzieren, Falke. Immer wenn son Ding vom Stapel läuft, weiß selbst der nachsichtigste Leser, dass jetzt der richtige Zeitpunkt ist, sich zurückzulehnen, kurz in sich zu gehen und wichtige andere Tagesgeschäfte zu evaluieren. Mir fiel beispielsweise plötzlich ein, dass ich schon seit geraumer Zeit mal einen abseilen wollte, ohne abzukneifen.

  2. #17
    Registrierter Benutzer
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    @Kermit
    Kommt davon wenn man nachts schläft
    http://www.twcenter.net/forums/showthread.php?t=71765

    Mod Deus lo vult 1.5 benützt bereits die ersten veränderten dateiein

    repman
    "BareBonesWars 8.1": Mod für Rome 1.5 mit neuen Karten/Einheiten/Skins + neuem Gameplay
    "Deus lo Vult" 5.4" Mod für MTW II Kingdoms
    mittelalterliche Rollenspiele mit Flandern, Norwegen, Litauen, Deutschorden, Armenien, Georgien, Kiev, KoJ

  3. #18
    Registrierter Benutzer
    Registriert seit
    04.12.06
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    47
    Hallo...

    Da ich garkein bisschen englisch, würde ich mich freuen, wenn mir jemand sagen könnte, wo ich den patch genau runterladen kann...
    Und ganz wichtig, wie ich ihn einsetzen muss???

  4. #19
    Nordlicht Avatar von Hadrian
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    4.867
    Das ist ein Tool, was Erstellern von Modifikationen des Spiels hilft. Einen Patch für das Spiel an sich gibt es noch nicht.
    "Alles, was überhaupt gedacht werden kann, kann klar gedacht werden.
    Alles, was sich aussprechen lässt, lässt sich klar aussprechen.
    "
    Ludwig Wittgenstein

  5. #20
    Wild Thing Avatar von Faithara
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    Hoffentlich gibs den noch als Weihnachtsgeschenk...

  6. #21
    sehr stylisch Avatar von Polly
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    Der wird auf eine DVD gebrannt, mit "Medieval 2 - Bugfix Invasion" betitelt und für 29,99€ in den Läden verkauft.

  7. #22
    Registrierter Benutzer
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    Zitat Zitat von Polly Beitrag anzeigen
    Der wird auf eine DVD gebrannt, mit "Medieval 2 - Bugfix Invasion" betitelt und für 29,99€ in den Läden verkauft.
    Wenn das nicht Polly geschrieben hätte, würde ich glatt glauben, das ist Spam...

  8. #23
    Inquisitor Avatar von Crusader
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    Na toll Polly, da muss ich ja noch mindestens 1 Jahr warten!

    :D
    INTEL CORE 2 DUO E6600 (2 x 2.4 GHz)
    4096 MB RAM DDR2 800 (Corsair)
    ATI Sapphire Vapor-X HD4890 2 GB PCI-E 2.0
    ASUS P5Q-E
    WINDOWS Vista 32Bit

  9. #24
    Registrierter Benutzer
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    "BareBonesWars 8.1": Mod für Rome 1.5 mit neuen Karten/Einheiten/Skins + neuem Gameplay
    "Deus lo Vult" 5.4" Mod für MTW II Kingdoms
    mittelalterliche Rollenspiele mit Flandern, Norwegen, Litauen, Deutschorden, Armenien, Georgien, Kiev, KoJ

  10. #25
    der 397ste von 29355 Avatar von X_MasterDave_X
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    @repman


    war wohl nix !!!

    HOAX lässt grüßen. Aber ein sehr guter, wie ich hinzufügen will.

    Habe ihn rechtzeitig vorher "konserviert".

    ----------------------------------------------------------------
    Eine "kleine Sekretärin" hat gerade den Patch angekündigt....ohne offizielle CA Kennung:

    Hier der Inhalt:
    ---------------------------------------------------------
    Author
    Rinsui
    Registered User
    Posts: 2
    (12/8/06 12:46 pm)

    ------------------------------------------------------
    readme version 1.1a / Hello Community.
    --------------------------------------------------------------------------------
    Hello community, this is wikiman`s secretary Rinsui from CA “down-under”.
    We deeply apologize for the long delay finalizing the upcoming patch took us, but as Wiki(the)man already stated before: Rome wasn’t built in a day, and neither is this update going to be.

    ( p223.ezboard.com/fshogunt...6608.topic )

    After several days of sheer endless discussion, we finally agreed on one central issue: since it is close to impossible to fix all minor issues in one update, the upcoming 1.1a patch is intended to fix only major “game breaking” issues (as the notoriously passive AI during sieges/when encountering massed missile units and the CTD with the Timurid`s Elephant Units), leaving the correction of smaller and less critical to (an already pending) future update. A more-or-less complete and commented list of all the issues taken care of was compiled into the list below.
    We are working really hard to do our best here, however there are many smaller issues that simply eluded our attention due to being uncommon, system- or faction-specific or simply the emerging product of several independent factors influencing each other.

    As already stated before, a part of this update will be the unpacker for the modders. We would have released it earlier but it is only compatible with the update 1.1a code. However, as we have been really pleased with the reaction and support you guys have been giving us concerning this game, we definitely wanted to give back a small portion of right that: Support and feedback. Have fun modding!

    With the final test phase coming to an end this evening (Friday, Dec. 8th), we are looking forward to release the update on the official total war site (www.totalwar.com) as well as on several mirrors (to be announced at release) around Saturday, Dec. 9th, morning (GMT). Assuming nothing goes wrong you should have it after then.

    Stay keen,
    Rinsui




    Issues (hopefully) taken care of include:

    -The “slow-motion-bug” that saw some infantry units losing due fighting/movement at vastly reduced speed has been completely corrected.

    -AI will now react to prolonged missile fire more “intelligent”, depending on the AI army general’s command rating.

    -During siege battles, once an AI spy has succeeded in opening the gates, at the beginning of the battle the AI will rush its heaviest units towards the gates. This should guarantee much more challenging siege battles. Be prepared to sweat.

    -Unless the unit originally manning a siege tower/ladder is routing or fully engaged in combat on the walls, the AI will no more consider this siege tower a viable access point into the settlement, thus “crowding” and the associated lag during some siege battles will be effectively prevented. This issue is also connected to the AI not moving on from outer defences to inner walls during a castle siege, which has thus likewise been dealt with.

    -AI will now react to flanking manoeuvres more “intelligent”, depending on the AI army General’s command rating.

    -Merchants will now always produce the appropriate amount of Florins, taking into consideration distance to capital even after loading/reloading a game.

    -Mostly during VH setting, the AI sometimes used to defend their most valuable settlements with only a tiny number of troops. This has been corrected.

    -The triggers and scripts for cavalry have been amended in order to give players a good chance of a good charge while retaining some sense for realism. Likewise, pursuing fleeing enemies with lowered lances has been enabled for some units. However, this is a work-in-progress, and the final outcome will be heavily influenced by the community’s reactions to the new mechanism, as we always try to stay in touch with your opinions.

    -Missile units will now always fire on the target they are ordered to fire at while “fire at will” is switched off.

    -Melee units wielding two-handed weapons will now engage cavalry correctly.

    -Missile Units ordered to charge the enemy will now do so correctly.

    -Some minor issues concerning graphical bugs with some ati cards have been corrected. A full list will be posted in the update’s readme.

    -Crossbow units will now stop firing at steep angles. This has proven to cause them to virtually waste their ammunition in some cases.

    -Units that can fire in ranks will now stop re-reforming after taking casualties by enemy missile fire. Also, an issue where reforming soldiers kept bumping into each other after every volley has been taken care of. Happy annihilation.

    -Crusading armies that do not reach the target settlement in time or until another faction’s crusade has taken the settlement will now simply disband. Family members in those “lost crusades” will have a chance of being either captured and ransomed or reappearing in one of the original crusading faction’s border cities within a few turns after a crusade is disbanded.

    -Jihads can now only be called by the Imam with the highest piety rating in game, and only if his piety rating is equal to or above 7. This amendment was made to prevent the Turks from conquering most of Byzantine within the initial 3 turns.

    -The AI will now take into consideration its own power and current situation more accurately when negotiation a ceasefire or an offer to become a vassal.

    -Finally, the CTD caused by battling Timurid Elephants that had taken losses in previous battles has been fixed.




    Issues that will be taken care of in a future patch:

    -Further balancing of cavalry charges.

    -Melee units sometimes „spreading out“ to engage enemies are a known issue that is rooted deep within the combat mechanisms. In fact, as far as battles on crowded grounds (e.g. within castle walls) are concerned, this is more of a feature. However, this may need some more balancing in the future.

    -Voice castings for the Aztecs and Danes will be reconsidered.

    -Siege equipment sometimes not firing at enemy units, although they are in range and no obstacles are in the way. This issue is hard to replicate, and under investigation. Stay tuned.

    -Population growth rate is under observation.

    -An option to expel another faction’s troops from territory controlled by the player will be added to the diplomacy interface. Likewise, an AI factions reliability rating will go down upon transgression if it is a) allied with another faction, but does b) not have military access granted.




    “Issues” that are features and will not be changed:

    -AI sometimes placing units in inaccessible areas - on top of mountains, for example - is not a bug, but a feature. Part of the problem armies had in defeating their opponent’s way into modern warfare was reaching entrenched positions. However, to prevent player-controlled and AI armies from fortifying their positions “ad infinitum”, it was ensured that defending armies can always be reached from at least one direction of the strategy map. It is up the player to find out which direction that is, though.

    -Diplomacy has been the topic of one of the most heated discussions among CA members and up to now. Reports of long-time allies suddenly backstabbing the player keep floating around the forums in countless numbers. However, there have been equally countless accounts of similar incidents in medieval, as well as in modern history, and since AI factions also try to “win” the game, they will, according to their leaders characteristics and a multitude of other factors, choose to attack allies as well as long-standing enemies (just as most human players do, btw). Be on your guard.

    -The pope will only excommunicate players that attack the faction named in the respective papal mission from outside of a settlement of the player that is threatened to be excommunicated. Example: Lets say you are Hungarian, and the pope threatened you with excommunication, should you attack the Polish. Now the Polish lay siege to one of your settlements. In case you now sally forth to lift the siege, this will be considered an act of mere self-defence, and not be punished in any way by the pope. Should you however use another army on the campmap to assault the besieging army, you will be considered “aggressive” by the pope and thus be excommunicated rightfully. To cut it short: the only way you are allowed to engage in battle with the Polish is by sallying forth out of a settlement besieged.

    -Time progressing at 2-years-intervals is intentional, since 1-years-turns would have most players never seeing the invention of gunpowder or America. One possible solution to this issue would have been the introduction of different starting periods (as seen in Shogun, and MTW). Since this would have some severe impact on the game’s mechanics, we have no intention of changing this system as of yet. However, depending on public demand, this feature may be part of a future expansion.


    That’s all for now, folks. Depending on where you are, enjoy X-mas time, praise Allah, God, Amaterasu or whatever you chose to believe in, and lets hope more people choose to have “Total War” on their computers than with their fellow humans.
    Dewa dewa,
    Rinsui/CA “down under” (^.^)/
    ---------------------------------------------------


    genial gemacht. Muß man dem Ersteller echt zugestehen.

  11. #26
    Großvezir des Sultans Avatar von mesut
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    OMG bin drauf reingefallen.
    GrandViZ
    Creator of the Ultimate AI
    Broken Crescent Team Member

  12. #27
    365 Avatar von Fenris
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    wär auch zu shcön gewesen
    "If you’re going to be thinking anyway, you might as well think big."
    Donald Trump

  13. #28
    Registrierter Benutzer
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    hier gibts nun die reale info:
    http://p223.ezboard.com/fshoguntotal...ID=10769.topic

    repman
    "BareBonesWars 8.1": Mod für Rome 1.5 mit neuen Karten/Einheiten/Skins + neuem Gameplay
    "Deus lo Vult" 5.4" Mod für MTW II Kingdoms
    mittelalterliche Rollenspiele mit Flandern, Norwegen, Litauen, Deutschorden, Armenien, Georgien, Kiev, KoJ

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