€¢ Added 'minimal UI' for battles, set MINIMAL_UI: TRUE in preferences.txt €¢ Added optional multiplayer quick chat system, and ability to set message duration (in preferences.txt) €¢ Sieging armies can now bring up siege equipment scroll when they have no Movement Points €¢ Added total cost of queued mercenaries to recruitment scroll €¢ Stopped ancillary transfer ‘cloning’ issue €¢ Added option to enable/disable gloss maps to graphics options (in preferences.txt) €¢ Added option to enable/disable unit shaders to graphics options (in preferences.txt) €¢ Fixed siege towers creating arrows during deployment when in range and set to fire-at-will, which would all fly forwards in one huge volley when you started the battle. €¢ Fixed a crash when a unit tries to pick up ladders in deployment but doesn't have enough men in unit. €¢ Fixed siege towers colliding (producing a rattling behaviour), when dragged out as close as possible then ordered to move. €¢ Units with shields can now effectively shield themselves when marching. €¢ Stopped elephants/chariots and cavalry running into rivers in an attempt to reach their combat target €¢ Allowed troops defending the plaza to leave the plaza if being shot at (Usually manifested as people running into the river when asked to attack a unit standing on a bridge). bridges) into account when moving to points within the constriction in some cases. €¢ Fixed path finding not taking constrictions (e.g. ![]() €¢ Fixed bug in locomotion, which was leading to men sometimes being trapped in the testudo state. €¢ General Improvements to unit movement when grouped. €¢ Numerous fixes to the testudo formation, particularly movement in cities, colliding with other testudos and getting stuck in the reform task €¢ Fixed amok elephants not killing anyone after they went into a path following individuals. €¢ Increased the fatigue combat penalties by 50% to make them more €¢ You can now see settlements, wonders, ships on adjacent tiles when €¢ Fixed armies withdrawing from an ambush on the battlefield where they couldn't escape the battlefield. €¢ Stopped men on bridges from panicking (thus leading to mass extinctions). €¢ Chariots carrying an officer or the general now get the appropriate health bonus €¢ Allowed men in siege towers to panic to stop men 'fighting to the death' €¢ Allowed troops defending a city with no walls to leave the wall boundary Armies of the same faction must all be on the same team. €¢ Custom battles in both single player and multiplayer involving multipleĪrmies of the same faction are now supported. €¢ Player can now select between drip-fed and AI controlled reinforcements before a battle €¢ Fixed multiple groups converging on a single point when ordered to move €¢ Reinforcement AI – AI Generals are now less suicidal €¢ Fixed missile collision code to reduce friendly fire casualties Listed below are some of the main changes/fixes. ![]() This 1.2 patch contains many improvements as well as fixes for Single and Multiplayer issues. €¢ LAN play requires network interface card and latest drivers. €¢ Internet play requires broadband connection and latest drivers. €¢ Internet (TCP/IP) and LAN (TCP/IP) play supported. ![]() Please refer to your hardware manufacturer for 100% DirectX 9.0b compatibility. Important Note: *Some 3D accelerator cards with the chipsets listed here may not be compatible with the 3D acceleration features utilized by Rome: Total Warâ„¢. €¢ 3D Hardware Accelerator Card Required - 100% DirectX® 9.0b compatible 64MB Hardware Accelerated video card and the latest drivers*. €¢ 100% Windows® 98SE/ME/2000/XP compatible mouse, keyboard and latest drivers €¢ 100% DirectX® 9.0b compatible 16-bit sound card and latest drivers €¢ 60 MB of uncompressed free hard disk space for patch update €¢ Full installation of Rome: Total War is required for this patch €¢ 8x Speed CD-ROM drive (1200KB/sec sustained transfer rate) and latest drivers €¢ Pentium® III 1.0GHz (1000MHz) or Athlonâ„¢ 1.0GHz (1000MHz) processor or higher €¢ A version of Microsoft® Windows® 98SE/ME/2000/XP
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