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Thema: Betreff RTW Patch

  1. #46
    Das Spice muss fließen!!! Avatar von Barthi
    Registriert seit
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    @Kermit schau ins Readme
    Fragen/Download = PN an mich:

    Civ 2 unter Vista/Win 7 Spielen

    Meine Civ2 Szen's:

    Star Trek Galaxy, Sezessionskrieg, Star Wars: Rise and Fall*

    Meine Mods:

    HoI2DD, EU3, Empire at War FoC#, North & South Pirates, Port Royale 2,

    Meine Maps:

    Civ5, Civ3, Patrizier 2, Warcraft 3 Frozen Throne, Railroad Tycoon 3, Strategic War Command,

    *in Arbeit, # auf Eis gelegt

  2. #47
    anarchische Grünhaut Avatar von Kermit
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    Geb's zu, blöde Frage
    ---------------------------------------------------------------

    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.

  3. #48
    Registrierter Benutzer
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    Auf den richtigen großen Patch warten wir ja immer noch.

  4. #49
    fozzie_bear
    Gast
    Und wie...

  5. #50
    Registrierter Benutzer
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    News: Rome1.de

    "Es gibt mal wieder Neuigkeiten zum Thema Rome Total War und Patch. Und zwar wurde der Patch Release mal wieder verschoben von nun mitte Januar auf Ende Januar 05. Eigentlich nicht so tragisch solange er das bringt was wir alle erwarten.

    Fakt ist der Patch wird gerade von Activision getestet und auf Fehler geprüft. Naja und ein kleines Danke schön an die Community wurde auch mitgeteilt. Und die paar Tage kriegen wir auch noch rum."

    "- Der Patch soll die KI auf der Strategie-Karte und auf dem Schlachtfeld erhöhen
    - bisher unbekannte Extras einbinden (neue Einheiten?, historische Schlachten?)
    - die üblichen Bugfixes"


    "Hier die Original Message:

    So just a quick update on the patch. The patch is now with Activision for testing. This process needs to be thorough and may pick up on issues that need to be addressed (which is the whole purpose of testing and QA).

    That said we expect to release the patch by the end of January at very the latest. This is obviously open to change depending on QA but we will inform you as soon as we have the green light to go.

    A big thank you to every one for being so patience and we will continue to keep you up to date through the forums."

  6. #51
    ...dankt für den Fisch! Avatar von luxi68
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    Cool, dann kommt der Patch hoffentlich zeitgleich mit meinem neuen Rechner.
    .
    Somewhere over the rainbow...
    ...there's no place like home.

    Judy Garland, The Wizard Of OZ

    Ci[Wii]lization @ 1292 6114 9198 7307

  7. #52
    Registrierter Benutzer
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    Zitat Zitat von luxi68
    Cool, dann kommt der Patch hoffentlich zeitgleich mit meinem neuen Rechner.

    Glaub ich eher nicht.

    Newstime wie immer von Rome1.de.


    Als wäre es nicht schlimm genug die Rome Total War Community mit "null" wirklich "null" News zu versorgen, stellt sich nun heraus das der Patch noch einmal überarbeitet werden muss. Somit verschiebt sich der Release erstmal auf unbestimmte Zeit.


    Zitat: What can we say? Strange things happen in software development. That's no excuse, but we are now clearing up the problem.

    Firstly, we'd like to thank players for finding this issue in Rome: Total War. We've calculated that the community has now spent 17,000+ man years in playing RTW. Unfortunately, we don't have the resources to match the dedication of our players so we hope you can forgive us for the lapse in not spotting this bug, which was introduced late in the project. We're less than happy that we missed it. Even if we'd put everyone involved on the project into testing (and stopped putting any cool stuff in the game) it would have taken about 300 years to match your efforts, and we're pretty sure that most people wouldn't have wanted to wait for 300 years for the game to be published.

    We've now addressed the problem. In the current build units now use their secondary weapon values where appropriate. Archers and skirmishers, for example, now 'know' to use their knife or shortsword combat values instead of their missile values. The main results of the fix is that some missile troops won't be as effective in hand to hand combat, and lance armed cavalry will be more effective than is currently the case after their initial charge. We're now playtesting to make sure that unit balancing hasn't been affected in any overtly strange ways and that combat results are what we'd exect them to be. You'll be happy to know that so far, so good...

    This late change does mean that other patch elements have to be retested. As a result, the patch has been slightly delayed and won't be available when we expected. But, having monitored the forums, we know that this is an issue that needs to be addressed. We also know that you're eager for the patch. We are too, but we want to do the job *properly*. That's going to take slightly longer than we thought it would.

    So thanks for your continued patience. In the meantime, the game still works and is extremely playable. Once the patch is out you'll find that is even better.

  8. #53
    sehr stylisch Avatar von Polly
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    Es ist natürlich ärgerlich, aber dennoch warte ich gerne noch ein paar Wochen auf einen wirklichen Qualitätspatch statt wie bei manch anderem Spiel Monat für Monat mit einem "Halbpatch" beliefert zu werden, der zwar einige Sachen korrigiert, aber dafür an anderer Stelle Bugs und Abstürze verursacht. Besonders im Falle von Rome scheint mir ein sorgfältiges Vorgehen wichtig zu sein, da es ja voraussichtlich keinen weiteren Patch mehr geben wird.

  9. #54
    Registrierter Benutzer
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    Das stimmt einerseits schon. Aber das man ein Spiel, trotz offensichtlicher Fehler, über vier Monate ungepacht lässt, noch sonst irgendeinen Service oder News bietet, das ist schon ein starkes Stück. Sowas hat meines Wissens, noch kein Spieleanbieter geboten. Wenn das so weitergeht, dann können wir die Verbesserungen im zukünftigen Addon bewundern. Und wer sagt denn, das der Patch dann fehlerfrei ist. Die Fehler bemerken doch meistens eh erst die Spieler, die sich das Spiel gekauft haben.

  10. #55
    sehr stylisch Avatar von Polly
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    Es gibt jetzt eine Liste der Patch-Details:

    PATCH FIXES v1.2

    This 1.2 patch contains many improvements as well as fixes for Single and Multiplayer issues. Listed below are some of the main changes/fixes.

    Battles

    · Fixed missile collision code to reduce friendly fire casualties
    · Reinforcement AI – AI Generals are now less suicidal
    · Fixed phalanx pursuit bug
    · Fixed multiple groups converging on a single point when ordered to move
    · Player can now select between drip-fed and AI controlled reinforcements before a battle
    · Custom battles in both single player and multiplayer involving multiple
    armies of the same faction are now supported. Armies of the same faction must all be on the same team.

    · Allowed troops defending a city with no walls to leave the wall boundary
    · Allowed men in siege towers to panic to stop men 'fighting to the death'
    becoming stuck in an inaccessible place.

    unter Weiterlesen gehts weiter ... Sobald der Patch draussen ist könnt Ihr Ihn natürlich bei uns runterladen!

    Link: - Forum Diskussion Rome Total War Patch 1.2

    · Chariots carrying an officer or the general now get the appropriate health bonus
    · Stopped men on bridges from panicking (thus leading to mass extinctions).
    · Fixed armies withdrawing from an ambush on the battlefield where they couldn't escape the battlefield.
    · You can now see settlements, wonders, ships on adjacent tiles when
    going down to the battlefield

    · Increased the fatigue combat penalties by 50% to make them more
    noticeable

    · Fixed amok elephants not killing anyone after they went into a path following individuals.

    · Numerous fixes to the testudo formation, particularly movement in cities, colliding with other testudos and getting stuck in the reform task

    · General Improvements to unit movement when grouped.
    · Fixed bug in locomotion, which was leading to men sometimes being trapped in the testudo state.
    · Fixed path finding not taking constrictions (e.g. bridges) into account when moving to points within the constriction in some cases. (Usually manifested as people running into the river when asked to attack a unit standing on a bridge).

    · Allowed troops defending the plaza to leave the plaza if being shot at
    · Stopped elephants/chariots and cavalry running into rivers in an attempt to reach their combat target
    · Units with shields can now effectively shield themselves when marching.

    Sieges

    · Fixed siege towers colliding (producing a rattling behaviour), when dragged out as close as possible then ordered to move.
    · Fixed a crash when a unit tries to pick up ladders in deployment but doesn't have enough men in unit.
    · Fixed siege towers creating arrows during deployment when in range and set to fire-at-will, which would all fly forwards in one huge volley when you started the battle.


    Interface

    · Added option to enable/disable unit shaders to graphics options
    · Added option to enable/disable gloss maps to graphics options
    · Stopped ancillary transfer ‘cloning’ issue
    · Added total cost of queued mercenaries to recruitment scroll
    · Sieging armies can now bring up siege equipment scroll when they have no Movement Points
    · Added optional multiplayer quick chat system, and ability to set message duration (in preferences.txt)
    · Added 'minimal UI' for battles, set MINIMAL_UI: TRUE in preferences.txt
    · Added shortcuts for hiding elements of minimal battle ui, F5 – toggle radar, F6 - toggle buttons, F7 - toggle cards
    · Added a button to admit defeat in multiplayer battles
    · When using 'quick chat' system, messages are now colored depending on source of message in categories: friend, enemy, all, private
    · Added logical unit selections (ctrl + shift + 1-9 to set, alt + 1-9 to select) as in Medieval. There is no visual representation of this.

    · Added keyboard shortcuts to select next and previous of a given selected object type (character, settlement, fort etc.)
    · Added multiplayer message log (use the ` key)
    · You can now view all queued multi turn paths (equals key)

    Multiplayer

    · Added filter check box to game list to filter games that cannot be joined
    · Added ignore player chat button to filter unwanted chat from players in the lobby
    · Players who quit the game now have their armies taken over by AI.
    · Dropping players who have lost contact (either through connection problems or because of a machine lock-up) is now possible. In army selection stage, if there is a problem that causes the game to stall a chat message will notify players. If there is ONE player causing the problems, the host may kick them using the relevant 'kick' button. If the game resumes, either because the problem has been resolved or because the player causing the problem has been kicked, then a message will inform players. Players can leave the game even when stalled.


    · In battles, if the game stalls a window will pop up to inform players of the problem. If one player is causing the problem, a 'kick' button will appear in this window on the host machine. All players will also have a 'leave game' option. If the game resumes, the window disappears

    · Desyncs in game state are now reported in the release version of the game. A message will inform players that the game is not synchronized. The host may then kick players who have desync’d from the host game state, by using chat commands. These can be entered in battle games, by selecting any chat option. Supported commands are: '#players' - which displays a list of players in the game, with indexes that can be used to kick them, and also displays if the game is currently synchronized, and if not shows who is synchronized with the host; '#kick', which allows the host to kick players from the game, either by specifying a single player index (eg, '#kick 1'), or if the chat command has been sent 'to' a specific player, '#kick you' will kick that player. Finally, if the game has desync’d, '#kick desync' will kick all players not synchronized with the host. If the game then becomes synchronized again, a message will inform players

    · Logfiles: To allow people to view stats without using the online stats tracking, a logfile report is generated after all MP battles. This lists various stats about the game. Preferences options allow you to force logfiles to be generated after ALL battles, even single player campaign ones. By default this is off - the preferences.txt file must be edited by hand, there is no in-game UI to change these. The name of the file used is online_mp_DD-MM-YY_HHMM.txt, for day, month, year, hour, minute, saved to 'logfiles' directory. Another preferences option allows you to switch off time stamped logfiles and just use logfile.txt.


    · Player Id’s: In Online play, users can choose any name they like at login. We do however have a CD-key specific ID that is unique, and we've implemented a system that lets people use this information. It's disabled by default - preferences settings (starting with GS_PID) enable this, although you can also enable it through the chat window in the lobby. The basic idea is that information derived from a player's CD ID is displayed as a tooltip for that player's name; the CD ID itself can be shown, and/or it can be used to look up entries from listings. The system uses listings found in playerlists directory. Lists have titles and a series of player CD ID/name pairs. If a CDID is present in a list, the tooltip for that player will appear and show the list title and the name found. One listing is (optionally) maintained by the game - current.txt, which has a default title 'Known'. When you log out, any CD IDs not previously seen are appended to this list. You can also force saving the list with #cur. Use #cur TITLE to save and also change the title used. By default, current.txt is used - this can be toggled with #usecur. Chat-window commands control this system. #pid - enables and disables the system. #fullid - toggles display of CD ID. This is not active by default, as the ids are just numbers. #usecur - toggle use of current.txt listing (active by default) #lists - reload all player lists; also displays the position of any errors if it failed to load, so people can create their own lists and try them out more easily. Check current.txt for format. With this system active, you can see what people called themselves the first time you met them. The community can create and distribute additional listings, for tournaments, clans, and rankings. This goes some way to letting people have confidence in identities. It's disabled by default, and is entirely optional, so only those who feel the need for it will use it. The tooltips for players can take a second or two to appear as GameSpy has to be queried for CDID info. If there is no listing, nothing will appear - also, if the player is in GameSpy Arcade, no CDID info is available, so again nothing will appear.


    · Battle chat commands: In MP battles, there are some chat commands available. Send chat to anyone or everyone (anything starting # is not actually sent as chat). #players (or #p) shows info about players in the game - names, factions, denari spent if custom battle, whether the game is synchronised. In deployment, it also lists who the game is waiting for, so you can see who is taking too long to deploy. #kick allows the host to kick players (using the player number listed with #p) #kick desync allows host to kick players who have desynced with the host game #drop allows the host to attempt to drop players who have lost contact with the game, possibly as they have crashed - this is managed by a pop-up window in-game, but while the game is still loading on some machines this window is disabled, and #drop is the only way the host can drop such players. Note that this will work only if a single player has lost contact - multiple drops are not supported.


    Editor

    · Battle editor enabled – can be accessed by entering command line switch –enable_editor

    Campaign Map

    · The Campaign Map camera movement has been made considerably smoother with the addition of inertia to remove camera judder. This option can be switched on and off in the preferences.txt file by changing the value of CAMPAIGN_MAP_CAMERA_SMOOTHING between TRUE and FALSE.

    · Added 'show character details' button to coming of age message
    · When accepting a marriage proposal, a marriage message is generated with a 'Show character details' button, so the character can be located

    · You can now sally out against a besieging army only once per turn
    · Heirs are chosen through their influence rather than their
    management or command skills

    · Decreased movement cost for deep sea, hence an increase in movement per turn
    · Brigands now more active - they will move around more often
    · Brigands now have the option of attempting to conquer human-controlled settlements on difficulty levels hard and very hard
    · Reinforcements will now only be available in a sally battle outside a settlement, if the army that is attacked is the besieging army

    · Fixed crash bug when doing a multi turn action on a fort or port which
    then disappears before the action is finished

    · Watchtowers were not using their height advantage to see over obstacles and terrain
    · Limited the effect of squalor on public order to 100% max
    · Rebalanced elephants and chariots in auto-resolve, they were hugely undervalued
    · Improved behavior of the auto-resolve on hard and very hard
    · Increased frequency of ambushes
    · Losing or drawing army withdrawing now reforms with all it's routed units as long as there are enough soldiers to reform the army
    · Assassinating generals is much more difficult if his army has a substantial number of men
    · Slightly increased movement extends for agents
    · Can now disband units in enemy territories
    · Map information diplomacy costs increased in line with the amount of information received
    · Post Marius upgraded bodyguard units are now working
    · Subterfuge AI now much more active
    · Sally battles are now only available against a besieging army rather than just an adjacency check
    · Fixed many trait and ancillary issues
    · Battlefield now shows adjacent settlements, forts, wonders, ships and ports
    · Extermination cash reward reduced
    · Bribing settlements and characters is now a transgression
    · Fixed bug where spies in an enemy settlement were getting killed when the settlement changed hands
    · Improved campaign map scroll speed control.

  11. #56
    sehr stylisch Avatar von Polly
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    Naval

    · Navies are now more likely to blockade enemy ports
    · Navies will consider moving to reinforce a navy that is transporting troops, as long as the moving navy has not already moved that turn, and can reach the transporting navy within one single turn

    · Navies transporting passengers will no longer consider merging with other navies
    · Fixed bug that was preventing navies from merging (hence lots of little
    ships in version 1.0)


    · Fleets may split into smaller fleets if the faction doesn't have enough
    individual navies to satisfy all transport requirements

    · Added contiguous coastlines to help with long range naval pathfinding
    · Fixed admirals not getting command stars after battle

    Characters/Agents

    · Fixed bribery attribute so that it increases your chance of bribing
    rather than reducing it.

    · You cannot bribe a family member back after another faction has bribed them. He is disinherited from any of
    his former factions

    · Cannot bribe fellow Romans anymore whilst you're allied
    · Bribery costs increased to double and also according to the wealth of the briber
    · Bribery of a captain with agents and incompatible units was disbanding the agents with the army. Now fixed.
    · Infiltrated spies remain when a settlement changes hands
    · Maximum chance of assassination and sabotage is changed from 100% to 95%
    to stop assassins assassinating everything.

    · Characters can now be cured of the plague when they are not in a settlement
    · Character plague duration has been reduced from 8 to 5 turns
    · Command stars will not be assigned in battle when the odds are overwhelming in favor of the winner and vice versa for the loser
    · Fixed transgression bug when making small value deals


    Events

    · Birthplace, marriages, and adoptions can be at other settlements now, not just capital. New characters will appear in the settlement where their father (or father in law in the case of marriage, and adopted-father in the case of adoption) is garrisoned

    · Tweaked the age of marriage candidates so that you get less old suitors and overly young suitors.
    · Marius is now more likely to happen later on in the game
    · All future disaster events and historical events were being erased when a save game was loaded up. This is now fixed


    AI

    · Improved the AI unit re-training behavior
    · Tweaked the AI subterfuge so that assassination missions, sabotage
    missions, infiltration missions are actually carried out. Is now less
    cautious with lower ranked assassins and spies.

    · Tweaked the AI tax level setting code (also affects player-assist)
    · Fixed the player-assist AI updating the tax policy when part or all of the
    garrison is moved out of a settlement

    · Fixed the AI not attacking enemy controlled forts in its territory
    · Changes to campaign AI strength evaluation
    · Improved likelihood of AI sallying
    · Allowed AI armies to move again after executing an attack
    · Increased AI target evaluation of provinces which contain Wonders
    · Changed campaign AI production behavior to make it more likely that elephants and Artillery are produced
    · Fixed protectorate behavior (Tribute and not attacking)
    · Fixed other Romans attacking your protectorates
    · Fixed bug stopping the AI defending fords in river battles
    · Reinforcement AI – AI Generals are now less suicidal


    Many more general tweaks and fixes.

  12. #57
    anarchische Grünhaut Avatar von Kermit
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    Na das ist aber eine ganze Menge.

    Und, dem ersten "Überfliegen" nach zu urteilen, die wichtigsten Kritikpunkte wären damit beseitigt - wenn es wirklich klappt.
    ---------------------------------------------------------------

    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.

  13. #58
    - der Grieche - Avatar von Achilles
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    Da bin ich ja mal gespannt....

  14. #59
    fozzie_bear
    Gast
    Ich auch.,

  15. #60
    ...dankt für den Fisch! Avatar von luxi68
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    Und ich erst...

    Gibt es denn schon einen neuen Termin?
    .
    Somewhere over the rainbow...
    ...there's no place like home.

    Judy Garland, The Wizard Of OZ

    Ci[Wii]lization @ 1292 6114 9198 7307

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