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ReadMe(Patch v1-12).txt
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2000-09-27
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370 lines
==============================================
Shogun: Total War (TM) - Version History
==============================================
Patch V1.12
==============================================
*PLEASE NOTE: THIS UPGRADE IS FOR THE
ENGLISH LANGUAGE VERSION OF SHOGUN TOTAL WAR
ONLY. Installing this upgrade on any other
version can damage existing files.*
27 September 2000
http://www.totalwar.com
To install this release, download the self
extracting zip file, execute (double-click) it,
and follow the on screen instructions.
(Note: the version you are currently running
is visible on the Shogun Total War title screen)
----------------------------------------------
Improvements
----------------------------------------------
* Online multiplayer games performance has been
improved to address the issues with the
previous version.
==============================================
Patch V1.11
==============================================
*PLEASE NOTE: THIS UPGRADE IS FOR THE
ENGLISH LANGUAGE VERSION OF SHOGUN TOTAL WAR
ONLY. Installing this upgrade on any other
version can damage existing files.*
06 September 2000
http://www.totalwar.com
To install this release, download the self
extracting zip file, execute (double-click) it,
and follow the on screen instructions.
(Note: the version you are currently running
is visible on the Shogun Total War title screen)
----------------------------------------------
Improvements
----------------------------------------------
* Alphabetically sorted name lists on the
chat server.
* Multiple selection of names allowed
(with CTRL) for private chat.
* Option to talk to just players in your game
or just allies in your game.
* Separate chat window for private chat on
the chat rooms screen and the internet
games screen.
* Filter out public chat option on all other
chat server screens.
* There is a battlefield map info button in
the multiplayer lobby.
* If you have not already registered with
EA|Play to play online, you can now register
with EA|Play via a link from the front end
menus.
* Online multiplayer games performance has been
optimised to improve performance on low
bandwidth/low speed connections.
* Added date-stamp to last quick-save and last
auto-save in the save and load game menus.
* Added a popup window with current game
information for savegames in the save and
load-game menus (rightclick and hold a
selected savegame).
* Log file generator for all battlemap
battles, with on/off toggle in the
front end. The *.log file can be found
in the subdirectory "logfiles" in the
Shogun folder, and can be opened with
any text editor.
* Difficulty selector for historical battles.
* Strategy Map Event Movies on/off toggle.
* Campaign Battle time limit on/off toggle.
* New intelligent texture manager. This makes
more intelligent use of texture memory, only
loading the graphics for the men that are
actually present on the battlefield, and
using the space saved to load higher quality
graphics where possible. This can produce a
radical improvement in quality on some graphics
cards, especially in battles where only a few
different unit types are involved.
* The speed of the transition from the
strategy map to battles has been improved.
* If a besieged castle is assaulted and the
assaulter loses, he now remains besieging
the castle with the remnants of his army.
Previously, the defeated assaulter would
retreat from the whole region and the
castle defender would take the region back.
Assaulting armies also now get an option to
call off the assault and continue sieging
rather than only being able to abandon the
province.
* Generals will no longer be designated by the
AI as primary attacking units unless they
are Warrior Monks, Naginata or Samurai
spearmen. General's units are now always lower
priority attacking units. This means Daimyos
will never lead a charge if there is an
alternative, drastically reducing the
"Suicidal Daimyos" problem. All generals are
more cautious.
* The degree to which the AI increases it's
attacking force size after a failed assault
has now been increased - therefore each failed
assault will lead to a much larger attack the
next season if the men are available. This
reduces the chance of many repeated attacks by
smaller forces on the same region by the AI.
----------------------------------------------
Balancing and Gameplay
----------------------------------------------
* The AI puts up more of a fight for desirable
regions after they have been lost.
* Geisha now take twice as long to build.
* The length of castle sieges has been
increased. We have made castle assaults more
worthwhile by increasing the length of
sieges and making loyalist rebellions more
likely during a siege.
* The AI now gives a higher priority to breaking
sieges.
* Auto-resolving castle assaults has been made
more difficult for the assaulter.
* Routing men no longer get a "charging"
attack bonus when they rout through enemy
lines.
----------------------------------------------
Major Issues
----------------------------------------------
* This patch includes the fix for a problem
with hosting and playing multiplayer games
on the America On Line (AOL) service.
You can now both host and join a Shogun
multiplayer game via the EA|Play
matchmaking service.
* Fixed an issue which prevented users from
entering passworded games after the user
clicks the back button from the "Enter
Password" screen.
* Fixed an issue which could cause armies to
disappear from the Strategy Map.
* Fixed an issue which caused treaty proposals
to be cancelled when picking up the
emissaries piece after already assigning
him to acquire a treaty.
* Fixed an issue that made an heir in charge
of a unit disappear when you assign your
Daiymo to that unit and then enter a battle.
* Fixed a crash related to castle
assaults.
* Fixed a crash when the player is besieged in
his last region.
* Fixed an issue where when a geishas attempts
an assassination of another geisha, only
one of the geisha died (always the one belonging to
the rightmost daimyo). Now both die as
intended (Geishas never fail!).
* Fixed an issue where emissaries failed to
gain honour above 1 on subsequent successful
missions. The emissary now gains honour in
increments of 1, 2, 4, 8 and so on successful
treaty missions. The emissary also loses
honour for each failed treaty mission.
* Fixed an issue where moving a piece to
attack a castle and later changing your mind
and moving it elsewhere could cause an army
to get "lost". It would remain on the map
but would no longer be able to be picked up.
This issue could lead to a later crash.
* A crash caused by all heirs being killed in
the same battle as the Daimyo has been
fixed.
----------------------------------------------
Minor Issues
----------------------------------------------
* 13th building issue is now fixed. It is only
possible to construct 12 buildings at a
time.
* Unit training screen now only shows the
regions that have training capabilities.
* Information screens in battle no longer overlay
each other, and the bottom one is faded.
* Ninja's success chance is now based on the
rank of a general rather than their honour
level.
* The starting domain field for the Imagawa
clan now mentions the eastern most
provinces that this clan controls:
Hizen, Chikuzen, Chikugo.
* The description of clan Hojo's starting
domains now mentions that the province
of Kazusa gives an honour bonus to Emissaries
trained there.
* Fixed an issue which selected all regions
with castles when using the up and down
arrows for selecting regions with training
capabilities, whether they can train units
or not.
* Fixed an issue which stopped the ability to
build anything when 1,000,000 koku is
reached.
* Fixed an issue where the youngest heir
took the throne rather than the oldest.
You won't get unrealistically old heirs now.
* Minor fixes to man level behaviour (eg
pushing back leaders causing whole units to
fall back together).
* Fixed an issue where an earthquake or typhoon
would destroy farmland rather than
downgrading it.
* Earthquakes and typhoons no longer destroy
partially complete buildings.
* Fixed an issue where typhoons would say a
building was destroyed but it would not be.
* Fixed an issue where the training time for
units when the default size was 100 or 120
would revert from the correct 2 seasons to
an incorrect 1 season after a battle, but
would go back to 2 seasons after saving via
the front end.
* Fixed an issue where it was possible to get
in to a state where you would order buildings
to be built but they never actually start
construction, despite having sufficient koku.
* Fixed occasional "could not translate
Hidden rebel base" text issue in attack
dialog.
* Fixed an issue in auto resolved castle
assaults that got the attacker and defender
the wrong way round.
* Fixed an issue in auto resolved castle
assaults that failed to give the defender
the bonus for being in a castle.
* A variety of minor graphical glitches have
been fixed.
* An issue which prevented spies from getting
detailed info on large rebel armies has
been fixed.
* The AI now conducts castle assaults where it
is sensible to do so. They were very rare
before.
* Cathedral income was not taken into account
in the harvest report, giving inaccurate
expenditure figures. Now fixed.
* The Son Born and Harvest speeches were
played in English even if Japanese speech
was selected. Now fixed.
----------------------------------------------
Config Issues
----------------------------------------------
* Fixed an issue in the tutorials which could
cause a crash on Voodoo cards on some
tutorials.
==============================================
CONTACT AND SUPPORT
For Technical Support contact information,
please refer to the documentation that came
with your game and/or the readme file.
==============================================
Software ⌐ 2000 Dreamtime Interactive Pty Ltd.
Documentation ⌐ 2000 Electronic Arts Inc.
All rights reserved.
Shogun Total War and the Total War logo are
trademarks or registered trademarks of
Dreamtime Interactive Pty Ltd. in the
United States and/or other countries.
All rights reserved.
Electronic Arts and the Electronic Arts logo
are trademarks or registered trademarks of
Electronic Arts Inc. in the US and/or other
countries.
DirectX, Direct 3D, DirectSound, DirectDraw,
Windows and Microsoft are either trademarks or
registered trademarks of Microsoft Corporation
in the United States and/or other countries.
QSound and the Q Logo are registered
trademarks of QSound Labs, Inc.
"Environmental Audio" is a trademark and the
Environmental Audio Logo is a registered
trademark of Creative Technologies Ltd.
All other trademarks are the property of their
respective owners.
==============================================