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  1. #1
    dvk901's Avatar Consummatum est
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    Default Hotfix for Released Patch10

    Here is the hotfix for the released version of Patch10.

    http://files.filefront.com/Hotfix_fo.../fileinfo.html


    The following changes were made:

    1.Changed animation of Roman Light Infantry to fs_spear
    2.Fixed broken Free people Barb Archer texture
    3.Fixed misspelled unit name in DMB causing CTD with Free People Pikeman
    4.Fixed missing descriptions of Carthage units
    5.Changed some Roman Hastati, Principe and Triarii unit cards so they are different colors for the three Republicn Legions. They don't macth the textures, but much easier to tell them apart in-game.
    6.Did the same with VE Legions and Veterani cards so they can be distinguished easily.
    7. Angel's new stats Version 3.5 included.
    8. Completely removed the old 'Greek Swordsman and replaced with a 'Hoplite Sword' from Webbird. Much better units and cards.
    9. Numerous small tweaks per player feedback.
    10. Included NR's changes to map, especially in Armenian areas.
    11. Fixed wrong animation for machimoi_pikemen.
    12. Fixed Buggy Roman Legionary Cavalry
    13. Renamed Nubian units to 'Nobataen', which is the more historical name.
    14. Allowed the recruitment of the 1st cohorts wherever regular cohorts are recruitable.
    15. Fixed a bunch of missing\wrong Free People\Slave unit cards.

    Squid, could you create a separate installer for this so players don't have to download the whole thing again?

    It should be save game compatible. I avoided doing anything to wreck people's campaigns.

    UI.bat does have to be run again to get the correct\new unit cards.

    Creator of: "Ecce, Roma Surrectum....Behold, Rome Arises!"
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  2. #2
    ♔Jean-Luc Picard♔'s Avatar Domesticus
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    Default Re: Hotfix for Released Patch10

    this require us to run ui.bat and is it save compatible.

    Skandranon Rakshae

    EDIT: i finally got to the end of dvk's words... i feel stupid...
    Last edited by ♔Jean-Luc Picard♔; May 16, 2007 at 09:40 PM.

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  3. #3
    pseudocaesar's Avatar Campidoctor
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    Default Re: Hotfix for Released Patch10

    im glad you got rid of the greek swordsmen.

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  4. #4
    Squid's Avatar Opifex
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    Default Re: Hotfix for Released Patch10

    I'll make a seperate installer for the hotfix, but include it in the big installer for patch 10, as well as the new full installer.

    If this can wait a bit (noon tomorrow mountain time at the latest) I'm working on adding the gold borders to the faction start position maps like the mundus map has.
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  5. #5
    dvk901's Avatar Consummatum est
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    Default Re: Hotfix for Released Patch10

    OK. Thanks.

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  6. #6
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    Default Re: Hotfix for Released Patch10

    Is the treasury missing text issue fixed in this hotfix? I don't see it in your notes.
    Under the patronage of Roman_Man#3, Patron of Ishan
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  7. #7
    Marku's Avatar Domesticus
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    Default Re: Hotfix for Released Patch10

    can desert infantryman(in africa) be removed in the next fix, he didnt exist historicaly. plus the clothing doesnt match anything ive seen from this period.

    "It's not always possible to do what we want to do, but it's important to believe in something before you actually do it"

  8. #8
    dvk901's Avatar Consummatum est
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    Default Re: Hotfix for Released Patch10

    Quote Originally Posted by SquidSK View Post
    Is the treasury missing text issue fixed in this hotfix? I don't see it in your notes.
    Yes, I fixed that in this.

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  9. #9
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    Default Re: Hotfix for Released Patch10

    The installer for the hotfix is finished, do you want me to link it here or make it available directly in the public forum?
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  10. #10
    dvk901's Avatar Consummatum est
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    Default Re: Hotfix for Released Patch10

    Both.

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  11. #11
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    Default Re: Hotfix for Released Patch10

    Here's the link to the hotfix for patch10.

    Here's the list of fixed/improvements that are included in the hotfix:

    1.Changed animation of Roman Light Infantry to fs_spear
    2.Fixed broken Free people Barb Archer texture
    3.Fixed misspelled unit name in DMB causing CTD with Free People Pikeman
    4.Fixed missing descriptions of Carthage units
    5.Changed some Roman Hastati, Principe and Triarii unit cards so they are different colors for the three Republicn Legions. They don't macth the textures, but much easier to tell them apart in-game.
    6.Did the same with VE Legions and Veterani cards so they can be distinguished easily.
    7. Angel's new stats Version 3.5 included.
    8. Completely removed the old 'Greek Swordsman and replaced with a 'Hoplite Sword' from Webbird. Much better units and cards.
    9. Numerous small tweaks per player feedback.
    10. Included NR's changes to map, especially in Armenian areas.
    11. Fixed wrong animation for machimoi_pikemen.
    12. Fixed Buggy Roman Legionary Cavalry
    13. Renamed Nubian units to 'Nobataen', which is the more historical name.
    14. Allowed the recruitment of the 1st cohorts wherever regular cohorts are recruitable.
    15. Fixed a bunch of missing\wrong Free People\Slave unit cards.
    16. Fixed the text error with various treasury buildings
    17. Changed the faction starting location maps for all factions to have a gold border

    This is the post I put in the public forums.
    Last edited by Squid; May 17, 2007 at 04:01 PM. Reason: Updates the link to the hotfix.
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  12. #12
    Squid's Avatar Opifex
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    Default Re: Hotfix for Released Patch10

    Could someone sticky the hotfix post?
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  13. #13
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    Default Re: Hotfix for Released Patch10

    OK, here's the link for the new hotfix download.
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  14. #14

    Default Re: Hotfix for Released Patch10

    I'll be checking it out soon and giving feedback. I have other things to do first in prep for weekend. (TGIF!) Can't believe it's already Friday though.

    later,
    Gersh

  15. #15
    dvk901's Avatar Consummatum est
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    Default Re: Hotfix for Released Patch10

    The 'third unit' is this:

    {successors_pezhetairoi_pikemen}Late Liby-Phoenician pikemen

    {successors_pezhetairoi_pikemen_descr}
    Can Form Phalanx\nSapping Ability\nCan Form Phalanx\nSapping Ability\n\nAOR UNIT. Phalanx pikemen (or phalangites) form the backbone of Macedonian style battle lines. In phalanx formation these troops can be used to pin the enemy line in place, while mobile forces wheel around the flanks to deliver a decisive blow. \n\nThe phalangites are drawn from families with decent resources, as these men need to provide leather cuirass armour and a metal helmet for protection. Phalanx pikemen carry a small shield strapped to the left arm, leaving both hands free to brandish a lengthy pike (the sarissa). Gripped in both hands above the head up to five ranks’ worth of pikes can be aimed at the enemy. Men in rows further back hold their pikes at a 45 degree angle, creating a shield to ward off enemy arrows. All phalanx pikemen also have short swords.

    {successors_pezhetairoi_pikemen_descr_short}
    Late Liby-Phoenician pikemen (or phalangites) form the backbone of Macedonian style battle lines.

    I don't know why it's doing that.

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  16. #16
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    Default Re: Hotfix for Released Patch10

    It may have been a unit already identified and fixed by you for the hotfix (and that guy just hadn't downloaded the old version of it). I tested the unit with the hotfix and there no non-localized text message occuring.
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  17. #17

    Default Re: Hotfix for Released Patch10

    Quote Originally Posted by SquidSK View Post
    It may have been a unit already identified and fixed by you for the hotfix (and that guy just hadn't downloaded the old version of it). I tested the unit with the hotfix and there no non-localized text message occuring.
    I confirm...I didn't have any problem either. I haven't checked out all the factions, and I'm thinking it might be a while before most of us encounter Ptolemies, Selecids, etc. - but it looks like for now that everything is "under control" and working "smooth as a baby's bottom." Good job guys. I do have a question for you all though...

    My infantry seem to walk fine, but it seems like the running is a bit fast. I no sooner try to chuck some projectiles at them (especially peltasts, velites, hastati & principes), and they're up in my face before I can usually get more than one volley out.

    This is the movement rates with RS currently under "descr_battle_map_movement_modifiers.txt":
    Code:
    climate			default
    
    grass_short		0.75
    grass_long		0.7
    sand			0.6
    rock			0.8
    forest_dense		0.6
    scrub_dense		0.75
    swamp			0.55
    mud			0.6
    mud_road		0.7
    stone_road		0.85
    water			0.5
    ice			0.5
    snow			0.5
    I don't know why...but to me it seems just a little "too fast" when units are running/charging. Perhaps drop the values by 0.1 or 0.2? What do you all think? I did this before at 0.2 and I liked the effects. Any further was way too slow.

    later,
    Gersh

  18. #18
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    Default Re: Hotfix for Released Patch10

    Quote Originally Posted by GershomPatmos View Post
    I confirm...I didn't have any problem either. I haven't checked out all the factions, and I'm thinking it might be a while before most of us encounter Ptolemies, Selecids, etc. - but it looks like for now that everything is "under control" and working "smooth as a baby's bottom." Good job guys. I do have a question for you all though...

    My infantry seem to walk fine, but it seems like the running is a bit fast. I no sooner try to chuck some projectiles at them (especially peltasts, velites, hastati & principes), and they're up in my face before I can usually get more than one volley out.

    This is the movement rates with RS currently under "descr_battle_map_movement_modifiers.txt":
    Code:
    climate			default
    
    grass_short		0.75
    grass_long		0.7
    sand			0.6
    rock			0.8
    forest_dense		0.6
    scrub_dense		0.75
    swamp			0.55
    mud			0.6
    mud_road		0.7
    stone_road		0.85
    water			0.5
    ice			0.5
    snow			0.5
    I don't know why...but to me it seems just a little "too fast" when units are running/charging. Perhaps drop the values by 0.1 or 0.2? What do you all think? I did this before at 0.2 and I liked the effects. Any further was way too slow.

    later,
    Gersh
    If you'd like, make the adjustments, test them and submit the file.
    I agree that they move too fast, but I've not really messed with this file much. I think it was part of Barsooks Enhancements or something.

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  19. #19
    Angel's Avatar Angeal
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    Default Re: Hotfix for Released Patch10

    I already done some work on that movement if you like I can put in my unit stat work thread and you can d/lem. I have tested them long time and they provide great battle realastics in the enviroment.
    Under the patronage of Hader

  20. #20

    Default Re: Hotfix for Released Patch10

    Quote Originally Posted by Angel View Post
    I already done some work on that movement if you like I can put in my unit stat work thread and you can d/lem. I have tested them long time and they provide great battle realastics in the enviroment.
    could you put the code in here to see? I wanna see what you put the values to.

    thanks,
    Gersh

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