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Thread: Coming back to this game. Questions, if you wouldn't mind

  1. #1

    Default Coming back to this game. Questions, if you wouldn't mind

    After selling this game and leaving it months ago, I have decided to give it another go, buying it and pre-ordering the expansion. I have a brand new laptop coming that should whack this out on full settings, so I got a little excited.

    Anyway, I was just wondering about the general status of the game now. I left the game with a lot of bugs, especially with the battle AI.

    Namely passive AI, and the fact that engaging an enemy unit triggered a full on, suicidal charge from the entire enemy army.

    How as the patches for the AI, and how have mods managed to amend the battle AI?

    Any insight would be great, thanks.
    Candide fainted...

  2. #2

    Default Re: Coming back to this game. Questions, if you wouldn't mind

    Selling the game thats a Sin! The game as been patched upto 1.2 which fixs alot of things there is a sticky tread here with a full list.


    But the A.I as been improved on attcking/seiges and the cavalry now charge!

    EDIT: a full list on patch 1.2

    * 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.
    * Improved Siege AI.
    * 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


    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


    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)


    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


    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.
    Last edited by J@mes; July 23, 2007 at 02:56 PM.

  3. #3

    Default Re: Coming back to this game. Questions, if you wouldn't mind

    For me, it seems to have improved great lengths with 1.2, playing vanilla with a few minor tweaks of my own. So far, there are only minor annoyances left... diplomacy works okay - considered it is AI directed diplomacy, and that was whacky in every game i've played so far, AI haywires far less, and the shield- and 2h bugs seem to be mended too. Only thing that still bugs me are the pike formations which switch to swords on first contact - easily repaired, but the repair tends to make them über...

    I'd give it a go - and congrats on this obviously nice new rig

    edit, kk too late - see above for the details

  4. #4

    Default Re: Coming back to this game. Questions, if you wouldn't mind

    sorry Latorque

  5. #5

    Default Re: Coming back to this game. Questions, if you wouldn't mind

    Thanks for the replies, definitely looking forward to setting all this up on the new laptop (Inspiron 1520).

    Cheers, looking forward to it. Is there any news on an up-coming update to fix the things in the stickied bug list?
    Candide fainted...

  6. #6

    Default Re: Coming back to this game. Questions, if you wouldn't mind

    I have not heard of anythink tho kingdoms may have some effect on medieval II Grand campaign.

    EDIT:

    well heres hoping.
    Last edited by J@mes; July 23, 2007 at 03:03 PM. Reason: type-o

  7. #7
    antaeus's Avatar Cool and normal
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    Default Re: Coming back to this game. Questions, if you wouldn't mind

    they said no, they wont be touching the grand campaign in the q n a
    IN PATROCINIVM SVB MARENOSTRUM

  8. #8

    Default Re: Coming back to this game. Questions, if you wouldn't mind

    Thats a shame looks like if anythink an unofficial patch.

  9. #9

    Default Re: Coming back to this game. Questions, if you wouldn't mind

    Quote Originally Posted by J@mes View Post
    sorry Latorque
    I'm very mad at you .

    @ J@mes

    By unofficial patch you mean kingdom? I won't commit myself on this statement as long as i haven't played it myself, but it looks like one of the most heavily content-heavy addons i've seen for seem time. Shame about the campaign, i'm positive but modders will take care of that... besides, i wouldn't know what the new units would do to precarious power balance in 1.2. - it's not perfect, but i'm more or less content.

  10. #10

    Default Re: Coming back to this game. Questions, if you wouldn't mind

    Quote Originally Posted by antea View Post
    they said no, they wont be touching the grand campaign in the q n a
    They have not ruled it out altogether, but certainly by the time Kingdoms is released, the Grand Campaign will not be receiving any love.

  11. #11

    Default Re: Coming back to this game. Questions, if you wouldn't mind

    The campaign is not what bothers me, it's the battle AI that can be switched to suicide mode by engaging them in melee.
    Candide fainted...

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