#1
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Medieval 2 Problems 1.0 Works 1.1 Works 1.2 Not
Hello
i have no problems to play 1.0 and 1.1 Medieval 2. But when i install Patch 1.2 and i will start the game,the loading screen came and then back to desktop. I follwed exactly this instuctions: Quote:
I have a new system(Core 2 Duo and Geforce 8) Had somebody any idear or need some additional information? Greetings |
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#2
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Why make a new thread about this?
Have you tried with the original disc to see its not a software problem/bug? |
#3
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I donīt read about exactly this problem in the other topics.
If i read over something in the other topics,I am soory. Yes of course, with orginal it works. |
#4
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There is an old saying, if it aint broke then dont try to fix it.
The amount of people who will update a game even when it was working fine is amazing. If the game worked for you 1.1 then why update it to 1.2? |
#5
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Because it is a huge patch 613 mb.
He fix some very anoying things. Here is the log: 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 dont 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. Battle Editor This tool is unsupported by either Creative Assembly or Sega, it is provided as is and there are no guarantees that it is free from bugs. You can run the Battle Editor in two ways: 1. Run Medieval2.exe with the commandline switch: medieval2.exe --features.editor 2. In the config file add the following option: [features] editor = true Cinematic Editor This tool is unsupported by either Creative Assembly or Sega, it is provided as is and there are no guarantees that it is free from bugs. NOTE: When viewing movies created in Cinematic editor in pro applications. e.g. Premiere, the Alpha channel will always be set at 0. As a result you must ignore the Alpha channel setting in the application. Unedited movies playback normally in standard Media Player apps such WMP or VLC. To run the Cinematic Editor you must create a new config file with any filename (e.g. CineEd.cfg) and launch medieval2.exe with the following command line switch: Medieval2.exe @CineEd.cfg The Config file must contain the following: [video] windowed = true movies = false tga_width = 800 #tga capture size [capture_tga] fps = 20 [misc] tga_front_buffer_capture = true [audio] disabled = true [cine] show = true width = 800 height = 600 [replay] play = true file = replays/replay.rpy camera = cameras/cam1.cam #default camera to load #The file will also need to contain one or both of these options: [cine] capture = true #captures the movie as .tga files using the default camera (required) avi = true #use this if you want an AVI instead of .tga files 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) Save/Load Loading saved game of the same turn no-longer allows user to keep both allies when they declare war Russian and Czech autosave fixed Audio Movement_Embark speech now triggered correctly Allies breaking through gates of citadel now triggers correct speech Battle ending in draw when timer runs out now triggers correct speech Campaign Map interface sounds added End Turn sound now fades out nicely Win/Lose music is now representative of the Faction Enemy King killed speech now triggered Enemy Reinforcements arrive speech now triggered correctly Player Army Tired Battle Event Speech is now triggered. Player Army Half Gone Battle Event Speech is now triggered. Enemy Army Half Gone Battle Event Speech is now triggered. Player Under Attack Idle Battle Event Speech is now triggered. Player Winning Combat Battle Event Speech now triggered correctly. Player Losing Combat Battle Event Speech now triggered correctly. Leaves Fleet speech now triggered correctly. Player Tide Of Battle Up Battle Event Speech now triggered correctly. Player Tide Of Battle Down Battle Event Speech now triggered correctly. Muslim Enemy General Killed Battle Event Speech now triggered correctly. Christian Enemy General Killed Battle Event Speech now triggered correctly. Allied General Captured Battle Event Speech now triggered correctly. The "spy infiltrated our settlement" audio/speech is now played when "Start battle" is pressed during cutscene Correct region music plays when loading a saved campaign game. Added sound trigger for planting archer stakes in ground. Clicked-on characters on the Campaign Map no-longer stack their audio response if clicked multiple times. In the Historical battles, Battle of Otumba and the Battle of Hastings the music speeds up when you attack Other minor audio tweaks also carried out. Text Minor grammar/spelling errors fixed Medieval II: TW Update 2 also contains fixes that were included in Update 1: Battle AI, Siege AI and Campaign AI are no-longer passive Close-range AI attacks are more consistent Cavalry Charge and Cavalry power are more consistent Merchant trade values no-longer drop after load / save Elephant Artillery does not cause problems in Campaign Battle Reduced Inquisitor power Morale effects tweaked Autoresolve Increased effectiveness of naval invasions MP lobby crashes removed MP in-game soft-locks removed Added support for international MP Minor issues with deployment lines / zones have been solved Tweaks made to Diplomacy mechanic Sieged Settlements no-longer showing as sieged even if besieging army has been defeated Gunpowder units do not get stuck re-forming Siege equipment does not disappear while zooming Removed Assassin exploit Tweaks made to unit pathfinding in settlements *Command line switch added to remove 'reinforcements delayed' message No-longer possible to open gates with siege towers or embed them in walls Minor UI changes Added missing Audio triggers Controls and Camera tweaks Added ModTool - Unpacker *To remove the Reinforcements Delayed message use the following command line switch: medieval2.exe --game.unlimited_men_on_battlefield true |
#6
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I guess be patient then perhaps a crack will appear that works for you.
Have you tried a mini-image? |
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