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Empire Total War
Topic Started: Dec 13 2008, 11:18 PM (3,436 Views)
Mercurius of Cappadocia
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Funny replay of a red-line camping Aus line getting chained....

http://rapidshare.com/files/222363195/swed...ire_replay.html
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Caradoc of Mercia
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Just noticed this here.

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Hi guys,

Update 1.3 will be released for Empire: Total War on 22nd June 2009. Ahead of its release, here are the major features coming to the update:


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 (tactial 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 faction’s 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.


Thanks,

Mark O’Connell
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Mathias of Dania
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Scots

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

haha, i like that part, apparently the dutch are the only country (exept denmark and norway) crazy enough to use scotsmen for warfare xD
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YellowMelon
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I don't know numbers, but I recall a professor saying the were the second most used mercenaries in european warfare, the most were zee swiss.
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Drowningpool
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i hate how CA are making it out as if they are being gracious and giving the comm free units when they should of been there in the first place.


ffs, "mob" formation... ###### that circle ######, just allow all natives light inf abilities from the get go and you have the problem fixed, they didnt fight in a ######ing circle anyway.

instead of releasing eeurotrash units they need to diversify the natives, im sorry i didnt realise that the inuits were half naked and fought and looked like eastren natives :/

^ is allmost as bad as rtw eygpt.


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Mercurius of Cappadocia
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All excellent changes, it seems.... unless the new units are overly spammable. A bit concerned they didn't mention anything about maps....
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Dinadan of Logris
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Caradoc of Mercia,Jun 18 2009
06:27 PM
Just noticed this here.

Yay, a new game! :lol:
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Dinadan of Logris
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YellowMelon,Jun 18 2009
08:07 PM
I don't know numbers, but I recall a professor saying the were the second most used mercenaries in european warfare, the most were zee swiss.

Depending on the date (and your definition of "mercenary"), that'd vary greatly. But the point of it is true, scots were widely hired. ;)
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YellowMelon
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Don't worry, DP, you can purchase ETW for 25 bucks this weekend >_<
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Drowningpool
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not buying till its fully patched at the very least.
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stoicblitzer
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it's not gonna get much cheaper than 25 bucks for a long time. A "large" patch is coming out on Monday.
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YellowMelon
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They've released "large" patches before, and all they did was make new bugs!
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Dinadan of Logris
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You know what, don't get it! :P
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Caradoc of Mercia
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I get the impression that if CA gave melon £1 million he'd be complaining about the change. :P
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YellowMelon
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After purchasing one copy of shogun, one of medieval, 3 of RTW, 2 of MTW2, and 1 of ETW, I have the right to complain.
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Drowningpool
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only 3 rtw? lol i went thru 4 on my 5th one now. 2 BI discs aswell
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stoicblitzer
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rtw complete for 10 bucks on steam. no CDs needed.

cow, go play single player. ;)
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Caradoc of Mercia
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YellowMelon,Jun 21 2009
02:02 AM
After purchasing one copy of shogun, one of medieval, 3 of RTW, 2 of MTW2, and 1 of ETW, I have the right to complain.

Yes ofc, but with the contact with the community and the patches that actually try to improve MP balance, CA are making far far more effort than they ever did for any of the previous games. They are basically trying to do what we asked for (within limits, yes some features aren't there, and maps are sorely needed). ETW as it stands is quite good and they're actively trying to improve it. RTS games always require a lot more work to get right than FPS. Maybe I'm not so negative as I just didn't bother with MTW2 online, I dunno; but I am optimistic that the game is moving and moving in the right direction.
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Dinadan of Logris
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ETW is in fact quite good B)

If you are bored of the game style, you can always go shoot zombies :D
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Drowningpool
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i still want the dismemberment and blood they promised.


or at the very least units getting dirt effects like in m2 to cover up that shitty bloom effect that makes white pants glow brighter than the sun.
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Dinadan of Logris
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I'm not playing on high gfx, so.. w/e :lol:
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YellowMelon
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If ETW is so good, why are there even less people playing online than...RTW? Why are there so few community competitions? Why is Jack Lusted the person we are talking to instead of their MP programmers? Yes they have taken steps, but they have taken strange steps.

Posted Image
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Caradoc of Mercia
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Knight
Seems to be quite a lot playing, just spread out over all the servers. I never have trouble getting a game. I've no way of comparing numbers with RTW, they do need to ditch the regional servers thing though. It hardly draws people in if there are few playing on yours.

Why would we have cause to talk to the MP programmers? All they need to know is what the bugs are, feedback through Jack Lusted involves balance issues, which isn't something quite as obvious as working/not working.
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Dinadan of Logris
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YellowMelon,Jun 21 2009
05:18 PM
If ETW is so good, why are there even less people playing online than...RTW?

Not in evidence.
Xfire currently logs ~2x the RTW hours for ETW.
http://www.xfire.com/games/rtw/Rome_Total_War/
http://www.xfire.com/games/etw/Empire_Total_War/
Apparently, those who want to play, get to play.

Quote:
 
Why are there so few community competitions?

1st four months of the game, and RTKs have played in 3 team tourneys that I can remember, and some 1v1 competitions that I don't mean to remember, including yours I believe.

Quote:
 
Why is Jack Lusted the person we are talking to instead of their MP programmers? 

I suppose those programmers can't put up with whining as easily as Jack. B)

Quote:
 
Yes they have taken steps, but they have taken strange steps.

So you're the guy sitting in the middle on the wall on his own, refusing to use the steps and get to his friends :D

Quote:
 

Bandwidth theft is not nice. :P
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YellowMelon
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You know I mean multiplayer, xfire does not distinguish.

If you include mine in that 4 month span (a 1 day event) that is sad. ETW revved up with several tournaments in mind, and not even CCS wants to put the effort into this one. ETW has the same MP problems as before: having connection issues with people, uneven maps, and a lobby system that makes no sense. Even if I wanted to play in my prime time, there are only 4-5 games being played. Not very good for a game that was released in the past few months.
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Drowningpool
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lusted a twit
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Dinadan of Logris
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So? It does not distinguish for RTW either. And it's a helluva lot more solid comparison than "some guy"'s personal opinion :P
Xfire users are typically people who play games online.

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not even CCS wants to put the effort into this one

been spreading the ill will, have you :yuk:

Don't you worry, if there's nothing else, Abs will whip up a tourney sooner or later :D

Quote:
 
ETW has the same MP problems as before: having connection issues with people, uneven maps, and a lobby system that makes no sense.

Yawn router firewall mappack invite. The less than brilliant lobby design doesn't have that much to do with being able to play a good game.

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Even if I wanted to play in my prime time, there are only 4-5 games being played. Not very good for a game that was released in the past few months.

In that case, europeans must play the game online a lot more than americans, as the list usually filled the screen whenever I looked. I'd say too bad, but you don't wanna play anyway. You also could be on the wrong server.
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Drowningpool
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melon will sing another toon as soon as victorian age pops out then he wants to show teh l33t mounties off dontcha know aye what im on aboot.
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YellowMelon
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tune*

Perhaps my problem with ETW stems from my overly optimistic attitude prior to its release, and when I saw the end product, it was filled with lies and the same old crap. When I tried to run that tournament -- which should have taken 4 hours -- it took almost 10. I saw the same issues arise that I've seen in every TW game. I seriously wonder what shape the game was in last fall when they decided to delay release.
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Dinadan of Logris
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Come now, surely you can sing a toon with all that creativity of yours? :D

Yea, 1v1 would mean problems between 2 specific persons can be an obstacle. Was the most of the extra 6 hrs actually due to technical problems?
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Drowningpool
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Dinadan of Logris,Jun 21 2009
03:15 PM
Come now, surely you can sing a toon with all that creativity of yours?  :D

exsactly

noticed how he didnt correct my canadian speak :o
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Caradoc of Mercia
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Just so YM can make his usual :yuk: just noticed the basic list for the next patch is posted. Missile cav firing and reloading on move is only interesting change. Still no word on maps so meh..

Quote:
 
Hi,

I am pleased to confirm that update 1.4 will be out in late September.

First off, some new items that will be going into 1.4:

- 2 new historical battles: Battle of Rossbach and Battle of Fontenoy. Both available in single player and multi player.
- Missile cavalry can now fire and reload whilst on the move.

And previously announced, the update will contain the following fixes and balance changes.

Balance changes:
- Overhaul of naval balancing as talked about in 9th July Update.
- There is now a cap on how many of some units you can take in MP. Examples of such units are Ferguson Rifles, many of the Elite Units of the West, and other unique units such as Royal Ecossais etc.
- Dragoons are available from higher building levels and now have fire by rank to allow them to better fulfil the role of mobile infantry.
- Light Dragoons have gained longer range guns to allow them to skirmish better.
- Reworked cavalry costs to better reflect their value on the battlefield.
- Increase in cost to Windbusche Jaegers and Ferguson Rifles.
- Some improvements to projectile balancing.
- Balance improvements made to Road to Independence Episode 3.

Fixes and improvements:
- Significantly increase the rate of naval invasions. Including those across theatres.
- Increase AI aggression and improve use of armies.
- Increase the creation and retention of strong mixed higher level unit armies by the CAI.
- Fix for texture allocation in sprite cache that was causing a memory crash.
- "Backstabber" and "Dishonouring Treaties" diplomatic factors change so don't apply when joining an ally in war.
- Fix for some towns in regions still giving bonuses to income when damaged for raiding.
- Improvements to siege AI in how it approaches and assaults walls.
- Units with fire by rank now fire correctly when behind walls.
- Bug with fort cannon targeting fixed, making them much more accurate.
- Many fixes to sound bugs improving overall sound across the game.
- Fixed issue with default battle preference not being saved.
- Fix to include protectorate owned regions in explicitly-specified victory condition regions.
- Various crash fixes.
- Fixes to various group formations to improve formations used by player/AI.
- Fix for routing unit cards losing faction colour.
- Fix for auto unlimbering causing the attack order to terminate prematurely resulting in an inability to stop the unit from firing.
- Fix for troops on fort walls not using fort gun range when judging when to fire on enemy troops.
- Fix for fort guns using wrong targeting formula.
- Fixes to fort pathfinding and use of ropes.
- Multiplayer soft lock fixes.
- Fix crash in quotes table.
- Cumulative updates to improve AI invasion behaviour.
- Bug fixes and improvements to AI counter offers.
- Improvements to AI diplomatic valuation of military access and alliances.
- Fix for wind sounds not working in naval battles
- Fixed ship wakes not always working.
- Fixed potential crash disembarking agents from navies.
- Fixed armies not being booted out of regions when losing military access gained by joining an ally in war.
- Improved AI diplomacy valuation of technologies.
- Fixed reinforcements from unreachable positions.
- Balance of power fix for attack of opportunity.
- Fixed bug that was causing issues with embarking an army containing multiple characters.
- Minor tweak to stop some ship sails endlessly play furling sound.
- Fixed path blocked bug (pathing into ZoC).
- Diplomacy counter-offer improvements.
- Fix for fast forward not working as intended on some PCs. Will always speed up if camera is still, if camera moves fast forward will be as fast as possible on each PC.
- Fixed issue where artillery would be told to stop firing but continue.
- Fixed issue with the virtual file system whereby on certain hard drives / raid configurations / partitions which were experiencing a crash with sound enabled.
- Fixed a boundary pathfinding crash.

Thanks

Jack
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YellowMelon
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Why must you assume the worst of me, Cow? :devil:
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Sir Lambert of Lancs
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Quote:
 
Missile cavalry can now fire and reload whilst on the move.


shouldnt they been able to do that to begin with? i mean this is the point of missile cav shooting on the go
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stoicblitzer
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Sir Lambert of Lancs,Sep 1 2009
03:18 PM
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Missile cavalry can now fire and reload whilst on the move.

i guess when they are riding they can't reload. it would be a little difficult to reload when trying to ride a horse in formation.
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