#11
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Quote:
Quote:
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#12
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I hope so. I am getting the same thing, a pointer error or address violation at some point in the Koch campaign. It seems to get more frequent the longer I have been playing the game or the more times I start it up after it crashes.
Is it possible there is a 'memory leak' issue? |
#13
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I really hope so yes. I dont really understand if storming really means Storm as in bad weather in this case. The Kock siege doesnt include that, it's always sunny
But lets hope it does. Really good support and work by the developers |
#14
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It's possible but I'd say that it's an error that causes other errors and the whole thing works like an avalanche. If you know the exact moment when the first error happens you can run the game through the editor with debugger activated. The problem is you have to know a little about scripts and where to set break points for debugger.
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#15
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Storming means assaulting in this case.
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#16
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Hi, Sneaksie ! When will you upload the patch? Do you have it now?
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#17
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Should have thought of that
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#18
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Just recieved the changelog in english
The patch 225 is ready and is in waiting to be uploaded on steam and download servers; here in preview the change log Real Warfare 2: Northern Crusades Version 2.2.5 (December 2011) Fixed: - Crashes during sieges - Crashes while generating certain castle layouts - A rare error when mission stayed incomplete when all of its tasks were completed - A rare error when an army was considered to be located in another region, which led to inability to finish a quest - Battle with Prussian foragers near Matowy will be generated correctly now - Error when player info window stayed on screen while playing outro - Exploit when player could escape from any battle - Reserve troops are no longer taken into account while calculating army strength - 'Return' option in some dialogs now works correctly instead of closing dialog window - A castle will be auto-garrisoned after capturing it in all cases - Wrong shadows rendering Improvements - Name generation. All units on strategic map now have correctly generated names. They consist of first names, 2nd name parts (for Mongols), last names or nicknames (for brigands and Prussians). All possible names are historically correct for a given nation. - Tactical AI will react to being under fire more actively - After completing the story campaign and starting the freeplay mode maps boundaries are expanded - Handling of negotiations between weak player and enemy lords - New mouse cursor shows inaccessible map areas Gameplay changes - Maximum AI army size increased to 30 regiments (was 20). If army contains more than 10 professional regiments ("Knights" or "Sergeants" level), it can contain twice the amount of militia troops. - AI will try to hire roughly equal amount of Pikemen and ranged troops (Militia tier) - Army spawn points corrected in quest tactical battles (engagement with Pippin brigands and battle with foragers near Chluhov) - 50% more regiments will be auto-hired to garrison a castle after capturing it - Chance of finding hireable siege equipment in medium and large towns and castles slighhtly increased - Chance of having ranged troops in garrisons of towns and castles decreased - Minimal ransom is now 20. Maximum ransom capped. - AI armies strength hints are now visible near the player and not on the entire map. New 'Recon' skill that affects this distance will be added in a next patch. |
#19
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This must mean that the siege works and my campaign can continue! Will it come out the following hours today? |
#20
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I don't know; there is the technical time for uploading it especially in steam
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