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Medieval II : Total War

Sujet : Patch 1.3
1
naxzul666
Niveau 10
05 septembre 2007 à 08:52:11

Voici donc le patch 1.3 pour M2TW et "assurer la compatibilité avec Kingdoms".

Disponible en téléchargement ici :
http://www.clubic.com/patch-jeux-video-5964-0-medieval-ii-total-war.html

là :
http://www.jeuxvideopc.com/news/12316-medieval-2-total-war-version-13.php

Et ici :
http://files.filefront.com/Medieval+2%3A+Total+War+v1.3+EU+Patch/;8477508;/fileinfo.html

cazzolette
Niveau 3
05 septembre 2007 à 12:43:58

Je viens de télécharger et d´installer le patch 1.2 hier !.

Ca m´a pris plus d´une heure.

Je vais attendre pour celui-ci.

killer9_2
Niveau 6
05 septembre 2007 à 12:50:16

Une question: je n´ai pas l´extension Kingdowm, mais est ce que je dois comme même le télécharger?

]Krieger_Korps[
Niveau 10
05 septembre 2007 à 14:24:02

moi il veux pas s´installer...

il me met un message d´erreur : L´actualisation 1.03.000 ne peut pas etre appliquée a la version du jeu

Bonjour2
Niveau 5
05 septembre 2007 à 14:49:05

Dans ce cas ca doit surement repondre a la question de Killer9_2 : ceux qui ont Medieval II Total War ne peuvent pas utilisé le patch 1.3... ou alors c´est qu´il faut deja avoir la version 1.2 pour puvoir l´utilisé...

]Krieger_Korps[
Niveau 10
05 septembre 2007 à 14:57:14

pourtant je connais quelqun qui a que M2TW et lui sa marche... il la installé sur le patch 1.2... mais moi j´ai aussi le 1.2... :doute:

Bonjour2
Niveau 5
05 septembre 2007 à 14:59:25

Ah... inch´Allah alors... <_<

naxzul666
Niveau 10
05 septembre 2007 à 18:35:50

Chose importante,le patch 1.3 ne peut être installé que si le jeu M2TW est patché en 1.2 !! !
Et n´oubliez pas de défragmenter entre chaque phase d´installation.

Je resume :
1- M2TW (1.0)
2- Patch 1.2
3- Patch 1.3

Et voilà ! :content:

]Krieger_Korps[
Niveau 10
05 septembre 2007 à 21:02:06

j´ai du réinstaller M2TW... apparemment il a du bugger...

jupiter3
Niveau 8
05 septembre 2007 à 23:39:04

Si quelqu´un trouve le changelog de ce nouveau patch, qu´il n´hésites à le mettre ici.
Car c´est 500 Mo quand même alors si c´est juste pour assurer la comptabilité avec l´extension "kingdoms" ...

cmbodson
Niveau 7
06 septembre 2007 à 14:13:12

500 Mo, c´est un peu lourd juste pour de la compatibilité (et non comptabilité, lol), il doit y avoir plus.
Y a pas une liste qui circule sur les bienfaits de ce patch ?

Pour Jupiter3 plus spécialement -->
Comptabilité, sert dans les devoirs financiers du comptable !
Compatibilité, assures que deux ou plusieurs choses peuvent s´utiliser ensemble.
LOL.

jupiter3
Niveau 8
06 septembre 2007 à 14:55:42

Lol. Oui merci cmbodson. Je le sais, j´ai juste écrit vite. Méchant ... :-d

naxzul666
Niveau 10
06 septembre 2007 à 22:00:17

Bon,voici le correctif du patch 1.3 (In English)
------------------------------------------------

Medieval II: TW v1.3 contains the following changes:

Core Medieval II settlement data updated to function correctly with Medieval II: Kingdoms.
Fixes some instances of floating settlements in Medieval II: TW and Medieval II: Kingdoms.
Updates version number to 1.3

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.
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

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.

PcManiac3
Niveau 9
06 septembre 2007 à 22:40:17

Oui, OK, mais pour les mods ?

Je suppose que ce patch n´est pas indiqué ?

:(

naxzul666
Niveau 10
08 septembre 2007 à 11:18:32

Tu peux troujours faire l´essai,mais il y a de fortes chances que ça plante ! Au mieux les comportements de l´IA risque d´être "abracadabrantesques"... :-)))

retyo
Niveau 10
08 septembre 2007 à 17:32:49

est ce qu´il faut installer le 1.3 avant d´installer kingdom ?

naxzul666
Niveau 10
08 septembre 2007 à 19:58:44

Non,lorsque tu installes Kingdoms ,la mise à jour en 1.3 se fait automatiquement.

dorian
Niveau 9
08 septembre 2007 à 20:20:04

dite moi si je me trompe
mon jeu est patché sous la version 1.2, je peux donc installer kingdoms sans probleme?

zarbi3
Niveau 10
08 septembre 2007 à 22:12:02

Rester avec voter version qui marche et si vous prener Kingdoms , sa installera les maj automatiquement et sa marche :)

zarbi3
Niveau 10
08 septembre 2007 à 22:13:11

dorian--> Meme en 1.0 tu pourra installer Kingdoms :)
Sur le dvd de kingdoms, ya les autre majs ( 1.2 et 1.3 ) et sa les installe automatiqument quand tu installe kingdoms :)

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Sujet : Patch 1.3
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