calius Posted December 14, 2006 Share Posted December 14, 2006 The update is out tomorow : 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. Till next time, Jason http://www.totalwarblog.com/ Quote Link to comment Share on other sites More sharing options...
firefly2442 Posted December 14, 2006 Share Posted December 14, 2006 Sweet! I was getting worried there that they wouldn't be releasing anything soon. Quote Link to comment Share on other sites More sharing options...
Pritzl Posted December 15, 2006 Share Posted December 15, 2006 I only dabbled in M:TW at around the time R:TW was released. Absolutely brilliant concept no doubt and CA's production values are really high. Their support for the modding community is also exemplary with pretty much everything (even diplomacy rules this time around it seems) in simple text files. Still, I'm not liking some of the directions taken so far with M2:TW so, outside of an impulse buy, I'm goint to wait and see how it turns out. If a patch or a really good mod slows down the pace more to my liking I think I'm going to get lost in the medieval world again. Quote Link to comment Share on other sites More sharing options...
firefly2442 Posted December 15, 2006 Share Posted December 15, 2006 The patch just got released. Check 3dgamers. Quote Link to comment Share on other sites More sharing options...
Hockeystick Posted December 15, 2006 Share Posted December 15, 2006 (edited) The AI are no longer uber passive during sieges anymore. However, when the autostart menu appear you can't select the Play Medieval II - Total War button. You have to go thorugh the start menu or the desktop, which sucks. Edited December 15, 2006 by Hockeystick Quote Link to comment Share on other sites More sharing options...
Suicide Commando Posted December 19, 2006 Share Posted December 19, 2006 Haven't installed the patch yet but I've almost beaten the campaign as the British. Really cool game all in all. Can't wait to try with the new patch. Probably do so as a new faction once I'm done completely conquering the world. And watch out for the Black Death. Certainly screwed me up for quite a number of turns. Quote Link to comment Share on other sites More sharing options...
calius Posted December 19, 2006 Share Posted December 19, 2006 Nab the patch as its added naval invasions to the campaign No more sitting in England thinking AI wont pile on over on a ship and kick off I have found that 2 mods that realy work well with this game after patch are these two: Lands to Conquer v1.21 Combined with : DIPLOMACY MOD 1.4 (obviously patch before hand). Makes the campaign better in terms of fixing out of box issues and also pacing it down a little more to build up your financial side & gettng a decent army in the right places before things "go wobbly" with alliances / the neighbours So far I conquered the scotts only to land my largest army slap bang into a Plague infested castle ... so Im taking them off to fight a holy war to "spread a little bug love" I was so inspired by the whole game that I made myself a new sig to compliment it ... hope you like it. Quote Link to comment Share on other sites More sharing options...
Sup Posted January 30, 2007 Author Share Posted January 30, 2007 Really enjoying the (patched) game so far. England's Ai was a bit perplexing (they left two of their kings in a row; the only surviving nobles, alone with their guard units in cities twice. I never even had to fight 60% of their armies) and a bit too easy to eliminate, but overall it's been really great. Quote Link to comment Share on other sites More sharing options...
Hockeystick Posted February 25, 2007 Share Posted February 25, 2007 (edited) Here is the fix list of the upcoming patch. 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 Edited February 25, 2007 by Hockeystick Quote Link to comment Share on other sites More sharing options...
Kamakazi Posted February 25, 2007 Share Posted February 25, 2007 Thank goodness for all that siege stuff. It gets pretty boring just sitting on the walls waiting for the enemy to attack. Especially when attacking them isn't an option, being outnumbered 4 to 1. Quote Link to comment Share on other sites More sharing options...
Hockeystick Posted February 25, 2007 Share Posted February 25, 2007 Yeah and thank god they finally fixed the diplomacy. Seems like you can finally trust your allies I may have said it before, but I got stabbed by Venice (allied) even though I was the most powerful nation in the known world and all they had was two regions. On top of that we also had a near perfect relationship, according to the stats. Just a few turn earlier I had given them a quite large amount cash to get a perfect relationship. How do they thank me? They stab me in the back Anyway, as I said, it seems like it will be fixed in the upcoming patch. Quote Link to comment Share on other sites More sharing options...
Kamakazi Posted February 25, 2007 Share Posted February 25, 2007 Yeah, I don't even make alliances, and if they ask me for one, I accept, but still treat them as an enemy. Hopefully I won't have to do that now, will save me lots of money in front line garrisons. Quote Link to comment Share on other sites More sharing options...
Rocky Posted February 25, 2007 Share Posted February 25, 2007 Here is the fix list of the upcoming patch. <snip> Crikey that is one HECK of a list of fixes - was the game playable before that?! This is the first of me seeing this thread, so I am downloading the demo (gold version from fileplanet) now, all 650Mb of it. Quote Link to comment Share on other sites More sharing options...
Hockeystick Posted February 25, 2007 Share Posted February 25, 2007 (edited) The game was playable but not very good. The AI was extremely (no I'm not exaggerating) passive. They didn't even react on arrow attacks. They would just stand there and die. You could literally wipe out an entire army only by using archers. Sometimes the enemy AI would send all it's infantry to one ladder during sieges which would slow the game down to 1-2 fps. And that was before patch 1.1 (!) However, they did a pretty good job on the stability. The only times the game crashed to desktop was when a specific cannon was fired (a known bug that was fixed in 1.1). About the demo. In the demo the AI is unfortunately (or should I say fortunately?) scripted. They will do the same moves every time you play it so don't expect any spectacular maneuvers by the AI. The game looks good though, very good actually and it's pretty well optimized compared to it's predecessor Rome - Total War. If you like the demo you should definitely try the retail updated to the latest patch (that will be released soon) Edited February 25, 2007 by Hockeystick Quote Link to comment Share on other sites More sharing options...
Kamakazi Posted February 25, 2007 Share Posted February 25, 2007 Isn't the demo the one with just a few historical battles? If so, have fun with them. They can be pretty tough. All in all, after putting in countless hours on the game I only have a few gripes (I will ignore the AI thing as it is being fixed). 1. I hate inquisitors, they kill all my generals. 2. I hate the pope, I start as England which means I can attack absolutely noone. 3. I think I liked Rome better, but I think that was just because I love me some phalanx battles. Quote Link to comment Share on other sites More sharing options...
Hockeystick Posted February 25, 2007 Share Posted February 25, 2007 (edited) I liked Rome better too. Probably becasue I had never played any other Total War game so it was a totally new gaming experience for me It was my favorite game for quite some time. I didn't like the Total Realism mod though. It was so hyped and everybody said it made the game so much better but I didn't really like it at all. For instance, it made the units soooo much slower. They almost ran as fast as they walked. So I preferred vanilla Edited February 25, 2007 by Hockeystick Quote Link to comment Share on other sites More sharing options...
Kamakazi Posted February 25, 2007 Share Posted February 25, 2007 Yeah I liked the vanilla also. Although defending a siege was so easy for anybody with phalanxes. wall of spears at the gate was so wonderful. Quote Link to comment Share on other sites More sharing options...
calius Posted February 25, 2007 Share Posted February 25, 2007 If you think, this game is big in terms of whats in it, so yes the fixes look massive & they are great to have but that didnt mean it was unplayable, not at all. As regards diplomacy, yeh that was a big issue, I assume the patch will help loads but nothing like MODS that have already sorted that out. Lands To Conquer does a fine job if fixing that so when playing campaign its much better & long alliences, time to build up over many many turns. playing England with this mod I was over 100 turns and had alliences with many neighbours & never broke untill I started going in ... one to have no question. For a larger map and a grander scale try out The Long Road bigger map all diplomacy fixes, AI battle tweaks etc. With both the patches & these mods it will be superb, with these mods and patch 1 its already great. To find the mods go here (best site IMO) : http://www.twcenter.net/forums/forumdisplay.php?f=211 Quote Link to comment Share on other sites More sharing options...
firefly2442 Posted March 1, 2007 Share Posted March 1, 2007 Are there any mods in the works that are similar to Shogun? I know someone was working on one for Rome Total War involving China but I haven't heard of any using the new updated MTW2 engine. Quote Link to comment Share on other sites More sharing options...
Hockeystick Posted March 7, 2007 Share Posted March 7, 2007 (edited) As promised, here is an update regarding Update 2. It is due to go into final testing at SEGA on 16th March. All going well, we then hope to have it ready for release approximately a week later. Because of the new tools included in the update (such as the cinematic editor and battle editor), the update size will be about 650 megs. This also means that we required additional time to set up sufficient mirror sites to cope with demand for the update. The team would like to thank you again for your patience, and will bring you any further news as soon as possible. 650 megs! And I thought the GRAW updates where big. Edited March 7, 2007 by Hockeystick Quote Link to comment Share on other sites More sharing options...
firefly2442 Posted March 8, 2007 Share Posted March 8, 2007 Wow great news! I didn't realize they were working on tools and stuff too! Quote Link to comment Share on other sites More sharing options...
calius Posted March 8, 2007 Share Posted March 8, 2007 Yeh 650MB ... thats because it contans the new editors and additions plus the original 1.1 patch combined. Just one big fat patch to (hopefully) end all patches. The cinematic editor sound good though, ive put playing this game off for now (not because its bad or anything) until this patch arrives and the mods I have then re-adapt to the new patch. Will be very interest how this turns out after this big update. Quote Link to comment Share on other sites More sharing options...
calius Posted March 21, 2007 Share Posted March 21, 2007 As of today : Hi guys, Testing revealed a couple of issues in Update 2 that need to be ironed out. We have now submitted a new build to SEGA and it is currently undergoing further testing. As always, we will keep you informed… Thanks, Mark O'Connell (aka SenseiTW) So obviously a delay as this has to be sent back to devs and then back again for testing, so a week or more yet. Quote Link to comment Share on other sites More sharing options...
firefly2442 Posted March 22, 2007 Share Posted March 22, 2007 Dang, you got me all excited at the new post. Quote Link to comment Share on other sites More sharing options...
Suicide Commando Posted March 22, 2007 Share Posted March 22, 2007 Well at least the new patch will be out pretty soon. Once it's out I think it'll be time to conquer the Medieval world again. Quote Link to comment Share on other sites More sharing options...
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