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Sin317
Banned
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Location: Geneva
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sanchin
Posts: 764
Location: Poland
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Posted: Thu, 26th Feb 2015 15:34 Post subject: |
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Sin317 wrote: |
edit :
and the DLC is unlocked now as well. Ency working, no crashes whatsoever here ... |
Is it? How? New crack?
EDIT: Nvm, found it on the usual source. Thanks for the info.
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prudislav
VIP Member
Posts: 29148
Location: The land of beer and porn
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Posted: Thu, 26th Feb 2015 16:38 Post subject: |
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Patch + Longbeards delayed for a week according to Facebook
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Posted: Thu, 26th Feb 2015 19:28 Post subject: |
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Sin317 wrote: | fuck around ? Dude, it's putting 1 file into the game folder ...
i don't see how that is so much different from , lets say, putting a cracked exe in it lol.
Of course if you're not up to the "challenge", well by all means, keep bitching about there being no crack while we other normal people play the game
edit :
and the DLC is unlocked now as well. Ency working, no crashes whatsoever here ... |
Fucking around entails - among other factors - being at the whim of sam, who's a great guy, but who's to blame him if he doesn't make a zillion crack variants for each and every update CA release...?
If you actually took the time to read my post properly, I'm not bitching about a lack of crack, as I own the legit game. EUR 25 was more than worth it for me. And I will grab all possible DLCs using the appid tool, of course.
Edit: you sanctimonious pos... you try and strike a condescending tone with me, while YOU ARE the one bitching on a certain other forum...? ..|.,
Frant wrote: | Shitass games are ruining piracy. |
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Sin317
Banned
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Location: Geneva
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Posted: Thu, 26th Feb 2015 20:20 Post subject: |
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bitching ? My last post there was about me problem solving an issue and fixing it. So i don't see what you mean lol.
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Sin317
Banned
Posts: 24322
Location: Geneva
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Posted: Thu, 26th Feb 2015 23:57 Post subject: |
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there is now a steamless version out on that other forum.
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HIz
Posts: 2187
Location: Wrong_Timeline
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Posted: Sun, 1st Mar 2015 02:09 Post subject: |
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Don't use the offline patch, use the first crack with steam running, you don't need to login into steam.
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HIz
Posts: 2187
Location: Wrong_Timeline
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Posted: Sun, 1st Mar 2015 12:55 Post subject: |
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So how is this compared to total war 2?
Ryzen 5 3600 cpu@3.60 Mhz.
hyper x 32 gb ddr 4 memory.
Msi Carbon gaming pro ac motherboard.
Evga 600 psu.
Msi Armour rx 8 gb 5700 Graphic card.
Ps4 Standard 500gb.
Lg 4k 42 inch tv.
Oculus Quest 2.
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Sin317
Banned
Posts: 24322
Location: Geneva
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Posted: Sun, 1st Mar 2015 13:05 Post subject: |
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Posted: Sun, 1st Mar 2015 15:58 Post subject: |
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why exactly people are messing with these cracks. you can get this for like 23eur from g2a with one DLC included. total war games are usually a bitch to play cracked due to many updates and now this cpu check thingy. just seems to me this is one of those 100 hour games so ppl really are too cheap to spend 23 eur for 100s of hours?
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prudislav
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Posts: 29148
Location: The land of beer and porn
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Posted: Sun, 1st Mar 2015 16:00 Post subject: |
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I will personally wait for some kind of complete pack
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Posted: Sun, 1st Mar 2015 17:16 Post subject: |
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Best bet is to wait over a year, for some decent overhaul mods.
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Posted: Sun, 1st Mar 2015 19:22 Post subject: |
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Imoen wrote: | Best bet is to wait over a year, for some decent overhaul mods. |
Yeah, expect the majority of those overhauls either never get finished or are as buggy as fuck.
There's nothing inherently wrong or amiss with vanilla Attila; it needs some fine-tuning here and there, but it's completely playable and utter fun. Like rgb mentioned above, it's totally worth the 20-odd Euros. I'm all for pirating games, but when there's no guarantee that you can enjoy future imporevements and content using a crack, then fuck it, I'm buying the game at this price.
Frant wrote: | Shitass games are ruining piracy. |
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prudislav
VIP Member
Posts: 29148
Location: The land of beer and porn
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Posted: Sun, 1st Mar 2015 20:24 Post subject: |
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Well i just dont like their DLC policy so i will wait until they are done with it, I like to play my games as complete as possible.
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Posted: Sun, 1st Mar 2015 22:40 Post subject: |
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Just to be clear: I'm not trying to persuade anyone here. I've been itching to play as the Vikings and I defeinitely don't regret buyign the game. I really cba about the rest of the DLCs, although a nice, fully flesjed-out mini-campaign or two will most certainly be welcome.
This, and DLCs can usually be unlocked pretty easily. I'm pretty sure that the Longbeard DLC will be included in the next patch (hence have been both delayed), so all I need is the trusted appid patch.
Frant wrote: | Shitass games are ruining piracy. |
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Posted: Sun, 1st Mar 2015 23:22 Post subject: |
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this game is polished and complex enough to be worth the money, dont see any reason to pirate
ASUS TUF B550M-PLUS | RYZEN 5600x | RTX 3060TI | 16GB DDR4
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LeoNatan
☢ NFOHump Despot ☢
Posts: 73206
Location: Ramat Gan, Israel 🇮🇱
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Posted: Sun, 1st Mar 2015 23:26 Post subject: |
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For DLCs, wait for a Steam sale. They usually drop prices into less than 1$ For the smaller ones and 2-3 for the larger ones.
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Posted: Sun, 1st Mar 2015 23:31 Post subject: |
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lol cmon man... It's the same olde stuff.. And, yes the game is broken in many areas, a major part being AI that doesn't move!.. EVERYONE has this problem, and some call this polished and complex enough, to buy?..? Wow. WTF hapened to this place lol. I am in the camp that in a year or two after the DLC rape and multiple GOTY editions, it may be fine enough to play. As with all of their tittles, there will be plenty they do not fix, and it carries over to the next IP. It is the same story each game.. Seriously, I did not expect that from Vikerness // I was a tiny bit tempted to buy this at launch, but the smae old shit, long turns mid to endgame, AI that doesn't fucking move. Broken mechanics.. It's the same shit!.. Ah well to each their own 
2600k, GigaByte R9 290x, 8 gis of ram on Windows 7 X64
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Posted: Mon, 2nd Mar 2015 01:30 Post subject: |
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Anyone else having startup problems? I bought this but every time I start it up it instantly crashes. Verifying steam cache tries to update 12 files every time and the launcher says my drivers may be out of date. Tried updating drivers, redist files and even resetting tcp/ip status.
EDIT: FIXED!
I had steam and Attila installed on a same SSD partition. Reinstalled it to a standard HDD partition and it seems to be working now.
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Moshi
Posts: 346
Location: Slovenia
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Posted: Mon, 2nd Mar 2015 11:47 Post subject: |
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Posted: Tue, 3rd Mar 2015 02:29 Post subject: |
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r3dshift wrote: | Imoen wrote: | Best bet is to wait over a year, for some decent overhaul mods. |
Yeah, expect the majority of those overhauls either never get finished or are as buggy as fuck.
There's nothing inherently wrong or amiss with vanilla Attila; it needs some fine-tuning here and there, but it's completely playable and utter fun. Like rgb mentioned above, it's totally worth the 20-odd Euros. I'm all for pirating games, but when there's no guarantee that you can enjoy future imporevements and content using a crack, then fuck it, I'm buying the game at this price. |
Sure but there is always a few that stand out and are not buggy. I find it hard to justify any vanilla total war game without a decent mod -yes I might be a bit spoiled. There is also the wacky release state of previous titles telling me nonononono nay never.
Also I dislike buying a game that get's 34534534 dlc's. I can wait to perhaps buy the whole collection and play it with decent mods.
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prudislav
VIP Member
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Location: The land of beer and porn
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Posted: Tue, 3rd Mar 2015 07:34 Post subject: |
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Seems like kind fellas on that forum beat CPUid CEG and created much better to use crak, but it still needs steam running
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Sin317
Banned
Posts: 24322
Location: Geneva
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Posted: Tue, 3rd Mar 2015 15:03 Post subject: |
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you don't need to be online with steam or even be logged in at all. So that's not a issue anyway.
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JBeckman
VIP Member
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Location: Sweden
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Posted: Wed, 4th Mar 2015 12:30 Post subject: |
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http://wiki.totalwar.com/w/Update
Patch is out.
Quote: |
Gates
Torching settlement gates has been replaced with the ability to hack them down with melee attacks. This new last-resort feature has been made in response to community feedback, and is an important mechanic to enable the attacking side to still have a chance of besieging a settlement even when their siege engines have been destroyed. The trade-off is that it comes at an extremely high price for the attackers. It’s the pyrrhic act of a desperate general.
Certain weapons are more effective at destroying gates than others. Axes and two-handed weapons are the most effective, followed by swords and maces, followed by spears, daggers and pike. The less effective a weapon is, the more time it takes to break through.
Given the prominence of towers, boiling oil etc in ATTILA, attacking gates is a very costly exercise for the attacker, and the AI will only use it as a last resort.
If the AI attacks gates, it will employ more heavily armoured troops to do so, though it will deprioritise the use of elephants and its general.
Basic barbarian settlement gates can be burned down at range using fire-arrows, though this is less efficient than before. Reinforced or bronze gates are immune to fire altogether, and when no artillery is present, will need to be engaged in melee.
The AI is more likely to build siege equipment on the campaign map before assaulting a settlement.
Technical and Performance improvements
Battle
Level of detail on certain units in battle is now handled better on Mac.
Improved how the level of detail changes on trees on the campaign map, to make it less noticeable.
Optimisation for unit banners in battles.
Memory optimisation for imposter sprites.
Fixed various instances which may cause crashes.
Added missing Hadrian’s Wall back into battle outfields.
Campaign
Fixed a 30-60 second freeze that sometimes occurred after ending turn in Campaign modes.
Improved video playback.
Fix for the Campaign map terrain sometimes turning dark/black after leaving a Campaign battle during the End Turn sequence on Mac.
Some beaches around the coast of Britain will no longer appear white through the Campaign shroud, as they did before with certain graphics settings.
End Turn times optimised.
Fix for error in event generation logic.
Fixed various instances which may cause crashes.
General
Improved performance with AMD graphics cards.
AMD MSAA optimisation.
Changing the "Unit Detail" graphics settings during battle will no longer cause some units to lose their weapons.
Optimisation to reduce the VRAM usage in battles.
Gameplay Improvements
Battle
Updated some battle environments.
Updated Barbarian gate house, shifting the gate forward so attacking units would be effected by boiling oil.
Fix for a battle map near Constantinopolis, where the terrain previously allowed the player to deploy land units in midair above the sea
AI controlled elephants are now less likely to attack settlement gates in battles.
Improved the coordination of the siege AI when attacking walled settlements in order to use their artillery and siege equipment more effectively.
Added more variation to the environment lighting in late game battles.
Campaign AI no longer always accepts war coordination targets.
Improved Battle AIs placement of units within settlements.
Fixed a battle AI bug which caused units to reform unnecessarily when being commanded by the AI to attack walls.
Campaign
Updates to victory conditions:
Reduced number of units required for Western Roman Empire to achieve Divine Victory.
Reduced number of buildings required for Divine Victory for Western and Eastern Roman Empires.
Fix for the wrong port building being specified in the Divine Triumph Victory requirements for the Eastern Roman Empire.
Improved Prologue scripting to prevent some strange behaviours, such as the Huns wandering off in the late stages of the prologue, the Eastern Roman Empire not declaring war for many turns at the end of the prologue, and a progression blocking issue when the player did not own Apulum at the time the script expected them to.
Campaign AI is now more likely to hold sieges for longer.
Campaign AI is less likely to underestimate its chances when attacking enemies in Forced March stance.
"Controlled water" morale effects are now also applied in "Shared water" in the sea during Campaigns.
Fix for armies controlled by Campaign AI sometimes getting stuck in a settlement’s Zone of Control.
Fix for a bug causing Blockades and Sieges to not end, when a settlement was razed during Campaign modes.
Non-Horde region-less Factions, and Hordes with navies but no armies, are now forced to capture settlements instead of razing, sacking etc.
Fix for "Governed Province" bonuses applying as "Local Province" bonuses when the character is not a Governor in Campaign modes.
Infighting effects are now removed when going to sea in Campaign modes.
Infighting effects are now removed when a faction is no longer a Horde in Campaign modes.
Fixed some campaign Dilemmas that were not spawning the agents they promised.
The "Employ Him" option on the Stonemason subject dilemma no longer kills a random character.
The "Do Nothing" option on the Tribal Loyalty" subject dilemma no longer has a public order reduction effect.
Fixing issue where Huns would not get any missions after a prolonged period of play.
Added a rematch button for final battle in the Prologue when the player loses.
Adding more conditions to diplomatic events in Campaign modes.
The calculation of the "Ferocious Warriors" passive bonus has been changed to better match its tooltip. It was previously calculated based on casualties sustained during the current battle. It is now calculated based on casualties compared to the unit’s full strength.
Balancing Changes
Battle
Balance pass on building damage.
Fixed shields appearing too dark on the battlefield.
Corrected some unit selection voiceovers.
Music-ducking when horses pass under the camera has been improved.
Burning embers on trees in battle have been improved on Mac.
Fixed a descynchronisation in the Multiplayer battle setup lobby, which could cause a crash.
Removed "Fire damage" from gates tool-tip in battles, as they can no longer be burnt down.
Refined wavering animations and fixed additive animation on certain units
Vegetation now correctly impedes projectiles.
Added a new dynamic state to the music to break up the intensity in battles.
Fixed text clipping on second player’s faction dropdown in the battle setup screen.
Fixed the rotation of certain upgraded battle tiles, so they fit into the terrain properly.
Fixed incorrect positioning/scaling of unit marks in battle, which sometimes obscured the unit health bars on unit markers when the games resolution was set below native resolution. Also improved the sharpness of these when the game is played above native resolution.
The sun colour in the battle environment no longer affects the colour of the battle deployment areas.
Fixed clipping and visibility issues with some Longbow, Camel and Falx units.
Unit markers now appear in the Tactical Map view during battles, when enabled with the "Show unit markers" game setting.
Decals on top of settlement walls in battles will "smear" less down the face of the wall.
Campaign
Rebalanced spawned Hunnic enemy armies in Campaign Modes.
Various subjects and their effects have been updated.
Fixed a texture on the nomadic spy model in Campaign modes.
Fix for lighting with climate change in Campaign modes.
Fixed a screen corruption for the Player 2, which occurred while Player 1 watched the "Attila is born" full-screen cinematic in Multiplayer Campaign mode.
The correct attribute tooltip is now displayed in the factors tooltip when hovering the mouse over attribute icons in the Diplomacy panel.
Defeating an army that is besieging an ally's settlement will no longer cause the occupy settlement UI to appear in Campaign Modes.
Public order mission will no longer remain after being completed in the Prologue.
When researching the "Manoral Lands Civil" technology in the Prologue, the exclamation mark to indicate that the technology is fully researched will no longer appear 1 turn before it is completed.
Fixed cases where the player could not allocate a General into the Warlord seat in Office after meeting the requirements in Campaign modes.
Characters will no longer disappear from the Family Tree when married off to a Widow.
Players are no longer able to construct multiple lower-level variants of the same building in hordes when this is not the intended design.
Migrating Barbarian civic buildings no longer transform into an industrial building when demolished.
Added missing building entries to the encyclopaedia.
Changes to how the Campaign Victory screen is displayed when completing multiple Victory conditions:
For every victory type, the victory panel with "Quit" and "Continue" options is displayed.
The first ("Minor") victory does not play a movie, just the panel.
The second ("Cultural or Military") will show a movie, then the Victory panel.
After choosing to "Continue", achieving the other ("Divine Triumph" and the remaining "Cultural" or "Military") Victory conditions will once more prompt the player with the Victory panel with options to "Quit" or "Continue".
When clicking the faction icon for a faction with no regions owned and no faction leader in the Diplomacy panel, the camera will now centre on an army or navy owned by this faction instead of an agent.
Fixed blank missions panel being shown in the Prologue.
When the player choses to withdraw from an enemy attack during the End Turn sequence in Campaign Modes, the "Army Withdraws" message will no longer be received twice.
In the Prologue Campaign, the Governor slot on the Family Tree panel will no longer overlap the details panel to its right.
Tweaked the sensitivity of campaign map tooltips, to fix issue where would immediately disappear when opening up due to subtle camera movements.
Siege attrition is now updated on the Pre-battle panel and tool-tip, so it's now clearer how long a garrison has before supplies run out and they suffer attrition.
Fixed incorrect display of trade partner values when blockaded.
The Sea Route icon has been updated so the player can tell it apart from Sea Route Blockaded icon.
Updated trade breakdown tooltip to have long term relationship value on it.
Added raided/blockaded to tooltip of resources on the Finance panel, as red state was a bit unclear.
Added raided/blockaded texts for trade tooltips in Campaign Modes.
Fixed Total Export label text shrinking prematurely on the Finance Panel in Campaign modes.
Fixed incorrect positioning of faction icon on agents on the Tactical Map in Campaign modes when no regions owned and no faction leader.
Fixed spy effect icons spilling out of the Settlement panel in Campaign modes, the icons now overlap when necessary to fit in the available space.
The "Influence Breakdown" subheading on the Province Overview panel in Campaign Modes now fits better in the available space.
Added more room for text on the campaign dilemmas user interface.
Fix for pre-battle camera location loading incorrectly in Legendary difficulty campaign autosaves.
The target for a War co-ordinator can now be set by clicking on the army/faction icon in Campaign modes.
The encyclopaedia is now closed when a fullscreen movie is played.
General
Correct number of SSR options will now be displayed in the game’s settings menus.
Non-migratory Barbarian City and Towns building descriptions have been updated.
Added missing cursor variants in the Mac version of the game.
The opening cinematic at the start of the game will no longer freeze when the player minimises the game window.
Fix for loading screen sometimes not having any audio.
Improved advisor lip syncing in Italian.
Port building chain descriptions have been corrected.
Fixed the label for the "Show unit banners" (Zobrazovat praporce jednotek) option in the Game Settings in the Czech language version.
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Posted: Wed, 4th Mar 2015 12:35 Post subject: |
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1.6 GBs. Jesus. But fuck it, seems like a neat patch and finally being rid of those stupid torches is just amazing.
2011 - 2016 Build • Fractal Design R5 Titanium (Window) • i5-2500K @ 4,5GHz • Corsair Hydro h115i • ASRock Fatal1ty P67 Performance • 2x4Gb G.Skill Ripjaws F3-10666CL9-4GBRL • EVGA GeForce GTX 970 SSC ACX 2.0+ • Corsair RM550(W) PSU • 2x Samsung 850 Evo (120gb/500gb) •
2018 - x Build • Fractal Design Define R6 Gunmetal • Intel Core i9 9900K • Corsair H150i Pro RGB AIO • Asus ROG MAXIMUS XI HERO • 2x16Gb Corsair Dominator Platinum DDR4-3200 • EVGA GeForce GTX 970 SSC ACX 2.0+ • Corsair HX850i PSU • 1x Samsung 970 Evo M.2, 1x Samsung 860 Evo SATA, 1x Samsung 850 Evo SATA •
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Posted: Wed, 4th Mar 2015 15:15 Post subject: |
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80% of it is dlc crap they put into that patch, they are now only patching when they have a dlc ready, scumbags
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Posted: Wed, 4th Mar 2015 15:37 Post subject: |
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Yep, patch is out and performance has improved. Also, the DLC can be unlocked with the patcher, even on a legit copy.
Frant wrote: | Shitass games are ruining piracy. |
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Bsham
Posts: 56
Location: England
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Posted: Wed, 4th Mar 2015 16:08 Post subject: |
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Tempted to buy now, but something inside me is saying no, stay with the dark side.
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