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AndyMac
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Damn it, having to reinstall for the second time.

The first time was my fault, I broke something while modding. This time I think it was something with the latest patch.

3/26/2009 7:21:28 PM

Arab13
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my computer died sometime last night while i was asleep, i think it's the power supply...


the game was on but on the menue screen, turned it on, went to sleep...

[Edited on March 27, 2009 at 11:04 AM. Reason : s]

3/27/2009 11:04:00 AM

BEU
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I am at a point where if I try to declare war on anyone the game crashes.

I am Russia and hold territory from persia to norway to eastern germany. gotta get 40 provinces but the fucking game wont let me attack anyone.

4/29/2009 8:14:58 PM

G.O.D
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patch today, try it now

[Edited on April 29, 2009 at 9:07 PM. Reason : oops this is arab13 on G.O.D's laptop]

4/29/2009 9:06:46 PM

RedGuard
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It'll be interesting to see how the game balancing works, particularly as they tweak upkeep costs and reduce the massive incomes of the late game. I got through a short campaign recently as the Austrians, and I got a bit bored at the end when the money was plentiful and all the goals were accomplished years ahead of schedule.

So to kill time, I conquered France. I blame the Germanic influence on the faction.

4/29/2009 9:55:17 PM

slackerb
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The game was kinda ruined for me with the no naval invasions bug. I mean, how can you cover this time period of empires without naval invasions?

Hopefully they fixed it in the patch. Any word on it yet?

4/30/2009 10:42:04 AM

Ytsejam
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Quote :
"The game was kinda ruined for me with the no naval invasions bug. I mean, how can you cover this time period of empires without naval invasions?"


Hate to tell you, but they will never fix this. Since Rome this has been a huge problem, and they have never really addressed it.

4/30/2009 12:23:48 PM

Arab13
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Quote :
"Hi guys,

Update 1.2 for Empire: Total War is available to download now via Steam. Below is a list of all the major fixes included with the release.

Many thanks,

Mark O'Connell
(aka SenseiTW)

CRASH FIXES
- Fixed crash when disbanding generals unit.
- Fix for crash on trying to merge ships from port into ships next to port.
- Fixed rare crash relating to boarding.
- Fixed crash to do with reinforcing armies.
- Fixed crash on revolution video attempting to play.
- Fixed crash for double clicking on sinking ship on campaign map.
- Fix for crash on merging units but moving into fort before army arrives.
- Fixed several crashes related to rakes.
- Fixed crashes relating to battles when running Czech or German versions of the game.
- Fixed crash on moving army into region of faction player has military access and then cancelling military access.
- Fixed crash on trying to exchange ships between 2 fleets.
- Fixed crash on spamming move orders to puckle guns locked in melee combat.
- Fixed hard lock on inviting host to their own MP game.
- Fix to prevent loading of mod causing crash post patch.
- Various end turn crash bugs fixed.
- Fixes to crash bugs relating to completion of revolutions.
- Some fixes relating to merging and disbanding.
- Fix for several crashes in land battles.
- Several crashes relating to attacking cities fixed.
- Several load save game crashes fixed.

CAMPAIGN
- Armies now placed correctly on battlefields in relation to campaign.
- Fix for nearby ships sometimes not being included as reinforcements for battles.
- Fix for incorrect numbers sometimes showing on trade routes.
- Units with limits on how many can be recruited now show how many are available.
- Various fixes relating to rakes and infiltrating.
- Fixes relating to problems moving armies/merging into army's right next to settlements.
- Various trade bug fixes.
- Fix for moving agent from settlement moving army instead of agent.
- Fix for several bugs relating to military access and armies being in regions.
- Fix for tattered flags appearing on fleet/armies even when at full strength/fully repaired.
- Fix for sallying out armies breaking siege at times even when losing the battle.
- Fix for bugs relating to capturing ships on returning to campaign map from naval battle.

LAND BATTLE
- Improvements to path finding have been made.
- Some fixes to units not garrisoning buildings.
- Fort gate ownership made clearer with faction flags appearing at the gatehouse.
- Fix for problem relating to artillery unlimbering after being ordered to limber.
- Fix for puckle guns moving on their own in some circumstances.
- Fix for big slowdown in unit movement on some battle maps in the Road to Independence episodes.
- Fix for missile cavalry not reloading when out of combat.
- Jaegers now have muskets instead of incorrect rifles, Prussian Jaegers keep rifles.
- Quebec episodic land battle fixed ground type in deployment area
- Fix for unrealistic numbers when ending a land battle by quitting on the battle results screen.

NAVAL BATTLE
- Several fixes for ships clipping into each other.
- Improvements to boarding have been made. Crew is more fluid in attack and more resolute in defence. Men survive long fall and officers join in the boarding attack.
- Crew uniforms improved to make identification of the crew type and faction easier.
- Defending ship is not allowed to fire cannons anymore during boarding procedure.
- Improved naval grouping UI and group movement made.
- Improvements made to ship collisions to reduce chance of ships getting stuck.
- Fix for sail damage not being shown when volumetric effects turned on.

MULTIPLAYER
- Various fixes for joining games/game lobby issues.
- Fixes for problems relating to spectators being kicked/locking up on other players joining games in certain instances.
- Long riflemen and winged hussars removed from early era battles.
- Fix for insufficient funds always showing on unit cards even when enough money is available.
- Player name is now displayed on unit tooltips.
- Team chat is now displayed in a different colour.

AI
- Basic fix for AI being unable to move army by fleet.
- Aggression of factions in campaign improved, as well as tweaks to diplomacy.
- Improvements to campaign AI relating to its waging of wars, recruitment and movement of armies.
- Improvements made to battle AI to make it more reactive, use buildings better as well as squares and rakes.
- Siege battle AI improvements made.
- Improvements to naval AI to make it bunch up less, its use of galleys and long range units such as bomb ketches.

MISCELLANEOUS
- Delete save game button added to save game list.
- View replays button added to single player Play Battle menu.
- Various sound fixes and improvements.
- Various incorrect text messages fixed.
- Fixes to various graphical glitches with display of walls.
- Fixes made for stuttering videos.
- Fix for several game option settings not being saved correctly, including settings such as floating flags.
- Fix for unit voices/attack confirmation being heard for all units in an alliance instead of just for the player's army.
- Armour and shield values are now added into melee defence value shown on unit cards.
- Lots of other small and minor bug fixes.

BALANCING
- Land unit recruitment cost in campaign has been increased, with higher cost on higher difficulty level.
- Ship recruitment and upkeep costs have been increased in campaign.
- Various balancing and cost adjustments to improve multiplayer land battle balance.
- Ship costing improvements made for both campaign and multiplayer.
- Economic tweaks have been made to campaign to reduce amount of money made in later part of campaign.

EXTRA NOTE:
- We are aware of an issue with community created maps that results in a crash when someone without the map tries to join the game. This crash will be fixed in the next patch.
- Further work is being done on improving AI Naval invasion behaviour and this will be included in the next upgrade patch.
- Please also note that this update is save game compatible but you should start a new game to see all of the benefits.
- For consistancy with the build number, I will now be refering to the latest update as version 1.2, rather than Update 3. For those wondering, 1.1 represents the previous updates we have released."


Released 4/29/09

i thought they fixed the naval thing in Rome pretty well, wasn't done well by the AI but at least it was done on occasion. but then again this sort of thing didn't really happen a lot back then either. the same issue cropped up with Medieval 2 as well but they fixed it as well (mods helped as well)

it should be much more "playable" now and when some nice mods come out for it much more open.

4/30/2009 12:35:26 PM

Arab13
Art Vandelay
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massive change in the tax rate results in massive loss of income

5/1/2009 10:35:29 AM

BEU
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hahahahahahahahahahahaahahahahahahahahahaha

I have about 6-8 ~full armies waiting to invade the otoman empire all at once. They have so many fleets I wanted to take them out asap so my trade lanes would not blockaded to long. Before this patch I was pulling in 10-12 thousand dollars every turn even with all these armies.....

After this patch.....I AM LOSING THIRTY THOUSAND DOLLARS PER TURN!!!!!11111 MAXIMIZING MY TAXES I AM LOSING 24 THOUSAND PER TURN!!1

Basically going to have to start over and deal with the new taxes as you progress......

And it still crashes when I attack someone.....sooooo....I have to start a new faction.

Who should I play? No naval invasion is hella gay.

5/1/2009 7:55:31 PM

AndyMac
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There are naval invasions post patch.

Still rare though, so someone land-locked might have a more challenging campaign. Try Prussia, they are fun, and they have great line infantry.

[Edited on May 2, 2009 at 4:42 AM. Reason : [.][.]

5/2/2009 4:41:16 AM

AndyMac
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BTTT

New patch is out.

Added 14 new free units with the patch

Plus there's an "Elite units of the West" DLC with 14 more units, $3.50

6/28/2009 10:52:05 AM

Arab13
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patch info:
Quote :
"We've worked on implementing the multi-threading in the game for multi-core processors and made many optimisations that will also help increase performance on single core machines.

Players will see huge benefits through increased frame rates particularly in land and naval battles.

14 Free Units have been included in this patch, adding a large amount of diversity to the playable factions and the armies the player will face. These units replace 'generic' equivalents giving each faction a unique identity on the battlefield. Here is a description of each free unit available in the update:

Prussian Grenadiers

Wearing a distinctive brass fronted mitre cap, the Prussian Grenadiers are an explosive force to be reckoned with on the battlefield.

Spanish Guardias de infateria

These elite guard infantry are charged with protecting the monarch and are a potent force on the battlefield.

Swedish lifeguard horse

This cavalry regiment forms part of the monarchs' household guard. Superbly drilled, they act as a shock force on the battlefield.

Holland Horse Guard

Armed with heavy cavalry sabres, these disciplined cavalrymen represent the elite of the army.

Prussian Garde Du Corp

The Prussian Garde Du Corp are a replacement for the Prussian standard Household cavalry. These heavy horse shock troops are best used to break enemy lines and overrun enemy positions. With a strong charge and fearsome attack, these riders make short work of those who would oppose a Prussian monarch.

Prussian Life guard

The Prussian life guards are equipped similarly to line infantrymen. However their uniforms are altogether more splendid, marking them out as a superior force, in arrogance if nothing else. They do a good job as garrison troops and are dedicated to the crown.

Russian Grenadiers

This new Russian unit is great for assaults and their grenades pack a mighty punch!

Spanish Guardias De Corp

The Spanish Guardias De Corp replace household cavalry for Spain. With almost unbreakable morale, on the charge they are almost unstoppable.

Spanish Grenadiers

These are a replacement for the standard Spanish Grenadiers with a distinctive bearskin hat to mark them out as exemplary on the battlefield.

Swedish 'Lifeguards of foot'

These are a highly trained replacement for the standard Swedish guard. They are often used as a force in a system that defends a monarchy and can be relied upon for utter loyalty and deadly accuracy in the field. Their professionalism is reflected in their fearsome battle reputation.

Holland Guard

The Holland Guards from the United Provinces are superior line infantry units. Carrying smoothbore muskets, they were traditionally chosen to protect the royal family and have an incredibly high morale, often making them the last troops to break in a fight.

Scots

The Scots are a Highland ex-patriate infantry used by the United Provinces, renowned for their deadly charge.

Swiss Infantry

Very disciplined infantry of the United Provinces with quick reload and excellent marksmanship.

Mamelukes

Mamelukes are fearless light horsemen, deadly when deployed against a broken or unsupported enemy.

Additionally the Spanish nation has had a new uniform design to better reflect its historical look.

Audio:

Sound loading has been made asynchronous, so heavy disc access is reduced to a minimum. This makes loading times faster and reduces any instances of 'stuttering'. Unit group sounds have also been improved, for more realistic group movement. The primary sound library (Miles DLL) has been updated to stop occasional clicking. And we've added more sound variation for unit deaths and musket fire.

Campaign:

* Several crash bug fixes in saves, movement, agents and logic.
* Various optimisations have been made to AI and path systems to reduce the campaign map turn times.
* When the pirates are destroyed and re-emerge they now maintain a status of at war with all and are unable to enter into diplomatic negotiations.
* Added small ships on domestic trade routes from the trade nodes to home regions moving in the correct direction, i.e. with the flow of trade.
* The AI should now no longer repeatedly sign a diplomatic agreement and then break it the next turn. Treaties are more valuable and adhered to.
* We've fixed some border trade agreements allowing greater numbers of bordering factions to properly trade with one another.
* Movement arrows now reflect the range of the selected units, not the whole army/navy.
* AI will no longer counter-offer and ask for more money than the player has available.
* Fixed commerce raiding taking money from blockaded trade routes.
* Fixed navies getting stuck when forced to retreat from ports (tactical retreat).
* Fixed rare inability to attack certain ports.
* Fixed middle mouse button camera drag stopping working occasionally.
* Made emergent factions be at war with the faction they emerged against if that faction is human.
* Fixed various movement extent crashes.
* Changed background income for minor factions.
* Fixed diplomatic relations with emergent factions.
* Tactical withdrawal will now always leave armies on the landmass containing the settlement of a region.
* Changed war score system to make the AI more likely to accept peace.
* Fixed crash when embarking and disembarking armies at ports.
* Fixed trade ships not being correctly registered in trade nodes after splitting forces.
* Fixed government change diplomatic effect.
* Improved commerce raiding display on trade screen.
* Faction specific text is now used in diplomacy.
* Prevent players cancelling the movement of fleeing agents.

Balance changes

Units

* Charge bonus generally increased across the board for all units and melee defence reduced.
* Greater diversification of stats between different unit types designed to emphasise differences and improve balance.
* Redone costs for all units for multiplayer to improve game balance which better reflects the actual battlefield worth of each unit.
* Mob formation added in for Native American, irregular and some skirmisher units.
* Spot distance for light infantry, skirmishers, irregulars, light cavalry and missile cavalry increased allowing them to spot hidden units at longer distances.
* Russian line infantry stats have been boosted to allow them to compete more with other factions' line infantry.
* Movement speed of all unit types reduced by 10%.
* Ammo for light infantry increased to 20, line to 15.

Land battle morale

* Charge morale bonus reduced from 10 to 4.
* Recent casualties, extended casualties and total casualties morale penalties increased slightly for higher percentages.
* Rear and flank exposed morale penalties increased.

Fatigue

* Fatigue penalty for melee reduced from 18 per tick to 10.
* Running fatigue penalty for heavy and light cavalry reduced from -3/-2 to -2/-1.

Artillery Changes

* Calibration area for cannons and howitzers reduced. Accuracy of non-round shot shot types reduced to compensate.
* Muzzle velocity of round shot for cannons increased to make them fire lower and bounce more, accuracy also increased.
* Lethality of shrapnel pieces reduced to match canister shot, range also reduced to 350.
* Load time for special shot types for howitzers increased slightly, and range reduced to 350.
* Calibration area for mortars increased, accuracy of round shot increased to compensate. Reload time increased slightly.
* Accuracy of 18 lbr horse guard artillery restored to 65.
* Hit points of gun trains increased to 50, all guns and caissons to 25. "


i like it actually, the only problem with the cash issue is in the early game with factions less involved in trade

6/28/2009 7:29:45 PM

AndyMac
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Expansion announced.

Napoleon: Total War

http://www.youtube.com/watch?v=k2dtsGDbD0E

8/22/2009 12:18:13 PM

Arab13
Art Vandelay
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unfortunately it's not going to be a expansion, it's a entire new game

8/22/2009 1:16:58 PM

Republican18
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as cool as this game looks, my computer cant run it, and it seems its a mess that needs to be patched and repatched. Im glad i did not waste the money to upgrade the computer and buy this

8/22/2009 1:48:35 PM

Arab13
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it hasn't been patched that much, for me there have been relatively few bugs, no more than with any other game.

other folks have had bigger problems of course.


napoleon total war SHOULD be just a major expansion...

8/22/2009 2:32:14 PM

AndyMac
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Eh, I was under the impression it's kind of a standalone expansion.

Like Dawn of War: Dark Crusade or Supreme Commander: Forged Alliance

8/22/2009 2:52:38 PM

Arab13
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i hope it is to be honest, even better would be a expansion of the main game, with campaign start choices being 1700 or 1790 (1790 leads up to napoleon, 1700 can but doesn't have to (destroy france for instance?)

theoretically this engine works up through 1903 at least

8/22/2009 3:31:01 PM

Drovkin
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Napoleon: Tptal War

8/24/2009 1:28:09 PM

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