Empire Earth II - v1.20 Patch (US) - 36.8 mb  
Empire Earth II - v1.20 Patch (UK) - 18.5 mb  
Empire Earth II - v1.20 Patch (German) - 18.6 mb  
Empire Earth II - v1.20 Patch (French) - 18.6 mb    
1.20 PATCH UPDATES    - New GameSpy lobby 
 - Added ladder and rankings system 
 - Added cut / paste functionality to in-game lobby 
 - Increased character buffer to accommodate longer chat messages for in-game lobby 
 - Added end-user scenario scripting system 
 - Added documentation / example for making scripted scenarios (located in Scripting Docs folder)  
 - Added bonus skirmish maps 
 - Added an option for a simplified hot key map 
 - CTRL+ALT+S will save the game 
 - Ctrl+Alt+Q – quit to main screen from anywhere 
 - Geography defaults to Random in skirmish setup 
 - Added Random options for Rivers, Forestation, and Elevation (all default to Random) 
 - Added an option to save favorite skirmish settings 
 - Added profanity chat filter 
 - Improved unit balance 
 - Animals provide more food 
 - Wall / tower sections can be selected more easily 
 - All selected Wall Connectors will now upgrade to Wall Towers when the upgrade is selected, within resource and territory limits 
 - Fixed bug with Attack Move where Ctrl+Right-Click with an enemy under the cursor was interpreted as an Attack order 
 - Fixed Helicopters getting stuck on bridges 
 - Fixed user's online name appearing as (null) to other players 
 - Fixed incorrect unit titles in stats across multiple epoch games 
 - Added epoch name to next epoch numerals 
 - Fixed dead animal reappearing / replaying animation 
 - Fixed team placement on continents 
 - Fixed HERCs firing sound / ammo type issue 
 - Game won't launch game if everyone is set as an observer 
 - Updated art for modern Turkish infantry units  
 - De-intensified weather effects for better visual recognition of units and buildings 
 - Disabled scroll reset when new text is added to chat box 
 - Fixed citizens not continuing to hunt after harvesting an animal 
 - Improved pathing: units use roads more intelligently now 
 - Rams are now placed at the front of formations 
 - Mixed groups of ranged units and rams will no longer cause rams to spin in place when the group is ordered to attack 
 - Units ordered to attack move which are already attacking something will NOT STOP attacking their target 
 - Medics ordered to attack move with a group of combat units will now stop as soon as any unit can attack, and will heal their group members 
 - Improvements to AI building walls / roads 
 - AI units won't get stuck in Hold Position anymore 
 - Deathmatch improvement - AI won't autobuild warehouses 
 - AI won't try to build a wonder if they're under siege 
 - Fixed bug where AI would start construction of the same wonder multiple times  
 - AI deathmatch improvement: Devotes less citizens to wall buildings so as to get military buildings up faster 
 - AI deathmatch improvement: Upgrades units to veteran/elite more frequently    
Thanks: _http://worthplaying.com