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Компьютерный форум Ru.Board » Игры » Strategy » Medieval 2: Total War | Kingdoms

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0Vovan0



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Medieval II: TW v1.2 contains the following changes:
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 traveling on a fleet  
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.

Всего записей: 2370 | Зарегистр. 15-07-2005 | Отправлено: 17:05 05-05-2007
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