Koci Posted March 22, 2006 Share Posted March 22, 2006 So, we have 1.03 now, just asking: I must reinstall game because of mods, or I can apply this patch when I use mod (more specific - Open Conflict mod) ? Best Regards Koci Link to comment Share on other sites More sharing options...
Koci Posted March 22, 2006 Author Share Posted March 22, 2006 Nevermind :-) I make some survey, 1.03 is a crap, multiplayer worse than before, so...............waiting for 1.04 :-) But question still worth of thinking IMHO Have a good day :-) Koci Link to comment Share on other sites More sharing options...
stingerhs Posted March 22, 2006 Share Posted March 22, 2006 to those that actually do care, the only thing modders should be concerned with is if they have editted the 'MasterTextFile_***.dat (where *** is whatever language pack your game uses) since the 1.03 patch replaces the original. Link to comment Share on other sites More sharing options...
Rhedd-5 Posted March 22, 2006 Share Posted March 22, 2006 How on earth can muliplayer (which I don't play, so I have no personal opinion) be that much "worse than before"? I ran a test on the new files to see what EXACTLY had changed, so I'd know if I should update my mods, and I found like, one line that isn't in the readme file: Losing players get a smaller credit bonus than they used to. That's it. So, almost nothing is different. Things can't get worse if nothing changes. People sure can get whinier, though. ^_^ Oh, and singerhs is right; the text .dat is the only thing that might cause trouble. Link to comment Share on other sites More sharing options...
Three60 Posted March 22, 2006 Share Posted March 22, 2006 How was it changed? I haven't gotten the patch yet. Link to comment Share on other sites More sharing options...
Athanasios Posted March 22, 2006 Share Posted March 22, 2006 The text file is not big deal, especially for mods that added way more changes into it. As for the rest, as seen in PFF forums, they patched mainly the Config file, so, we shouldn't have any problem. The MP issues are not .xml side but code side (obviously, otherwise we would have fixed them ). EaW:Total Realism in fully compatible for sure. The changes to hardpoints and the rest "balance" labeled issues have been already tweaked. One .xml conflict would be the spawning times, but that's already tweaked too. Yet, i cant assure for the rest mods... Link to comment Share on other sites More sharing options...
Master Leffe Posted March 22, 2006 Share Posted March 22, 2006 Wait a second. Are you telling me that we'll have to re-edit our text files now? Link to comment Share on other sites More sharing options...
Slocket Posted March 22, 2006 Share Posted March 22, 2006 They changed the garrison respawn time (that is in the XML if your mod changed that file building). They changed the hitpoints of the Tractor Beam hardpoints any changes to that file needs to be updated if you want to be on par with 1.3. Or just leave it alone. Link to comment Share on other sites More sharing options...
EAWFAN Posted March 23, 2006 Share Posted March 23, 2006 for a mod like mine which is meant for multiplayer use only i was very very relieved that i wouldnt have to make some sort of special program to allow people play my mod. and mp has actually gotten way better i have connected to every game since the patch(20 or so) so im happy Link to comment Share on other sites More sharing options...
MistenTH Posted March 23, 2006 Share Posted March 23, 2006 Shouldn't have any issues as far as I know. Basically mods are EAW 1.2 + Changes Patch is EAW 1.3 If you place the Mod files into the data directory, the game reverts to EAW 1.2 + Changes So Mods will still run as per normal, but may not have the EAW 1.3 changes. But that is minor. Link to comment Share on other sites More sharing options...
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