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Myrddraal
04-16-2005, 19:21
But about the idea of a list of community issues, I think that's a fine idea. There might be some problems putting it together in that some people think, "oh, this is a huge problem" while other people are of the opposite opinion, but then you'll always get these things when lots of people try to work together ;) It will definitely help flag some areas for us that you guys have noticed as being either broken or not working as well as they could.

This is what Jerome Posted in this thread (https://forums.totalwar.org/vb/showthread.php?t=46177&page=1&pp=30)

So basically its down to us now.


This is how it will work.
You post bugs here, and they will be compiled into a concise list to give to CA. Thanks guys, we will soon be adding some of the bugs already mentioned.


Current Reported Bugs - IMPORTANT: please could someone read through these inform me of any mistakes or unproven bugs.
Note: Sometimes when it says me or I it is simply where I have copied the text of those who reported the bug.


AI bugs

General notes on AI (not specific bugs, these may be moved to issues):
Battlefield AI - an AI army will approach to attack in a line, but when it gets near to the player's force, it will break up, with units veering off in piecemeal attacks. This allows its individual units to be flanked and destroyed in detail. It is particularly disasterous when the AI is fielding phalanxes. The AI would do better to just try to march straight through the player's line in a frontal attack.
Campaign AI - the AI does not sufficiently concentrate its forces. Some simple code to make weak stacks keep out of range of stronger player's stacks (ultimately hiding out in a walled town if need be) would help a lot. Heroes of Might and Magic III had such AI behaviour and it made for a decently challenging game.

Siege

Loosing seige equipment - AI units who loose their siege equipment whilst approaching the walls, seem to be frozen for the rest of the game. Standing there getting shot.
AI can do multiple sallies - Oaty has reported that this only has occurred on the turn they are to be starved to death
A.I. builds sap points on wooden walls - I can't build them for a wooden wall and the sap points do'nt show up when I'm assaulted so this is a bug.
Computer controlled rienforcements bug - In siege assaults, computer controlled rienforcements for both the AI and player sometimes come on, line up in from of the wall and stand there getting shot. It seems they may be continuously be being given orders to move and halt, move and halt. See here (https://forums.totalwar.org/vb/showpost.php?p=756275&postcount=177)

Loading bugs (all one bug?)


AI break siege- the AI will often break up sieges after loading a saved game
AI become protectorates - After loading a saved game, the AI seem very susceptible to diplomatic overtures such as the offering of protectorate status, ceasefires, alliances, etc.
AI behaves passively on the turn after a load - AI is also behaving passive in turn after reload. It would never take unwalled cities for example. If AI had "goto" toward enemy provice, it would also retreat.
See an in-depth discussion of the whole issue here (https://forums.totalwar.org/vb/showthread.php?t=45860)

Strat map bugs


Settlement bugs

Fog of war - When a settlement gets upgraded, it sometimes becomes envelopped in fog of war, so that you can no longer see its contents or surroundings. You can still move into and manage the city. See here (http://img252.echo.cx/img252/8684/00215ez.jpg), more info here (https://forums.totalwar.org/vb/showpost.php?p=778126&postcount=213)

Character bugs


Character portraits - continue to age after death.
Trait bug - After a battle is played, the triggers for traits are set off twice if the battle is played manually (once at the end of the battle and once on reload of the strat map?)
Spy/Assasin traits - Sabotage gives no experience to assassins. It was found that traits such as conspirator were triggered after sabotage, but are only for spies, yet spies cannot sabotage...
Additional trait bugs - the traits with "scarred", "coward" and "IndecisiveAttacker" are not working correctly
Numidians don't get priests - numidian generals never get any priests in their retinue. this is due to the trigger for carthaginian priests only works for carthage. a separate trigger needs to be created for numidians to get priests of tanit/baal/milqart

Unit recruiting bugs


Retraining experience units keep their experience for no extra cost - Retraining units with high experience costs no more than retraining units with no experience, yet the experienced unit is filled with new recruits who have the same experience as the unit (there is no fall in experience) See discussion here (https://forums.totalwar.org/vb/showthread.php?t=47142)
Strange retraining costs - Could someone post a concise description of this bug. Is it part of the above bug?
Praetorian Cohort is available before Marian Reforms
Seleucids Armored Elephants are available in provinces without elephant resource
Thracians can not recruit Phalanx Pikemen with their higher level barracks
Gauls can recruit Naked Fanatics in farming shrines
Spain cannot build Long Shield Cavalry and Onagers
Mercenary Horse Archer cannot appear in Armenia
Pontus and Scythia do not get upgraded generals
Several other apparent inconsistencies are discussed here (https://forums.totalwar.org/vb/showthread.php?t=44735)




Sea bugs

Attacking ships in port - It is possible to attack ships in port (see this thread) using a roundabout method of selecting the unit cards of your ship, but not otherwise. Should we or shouldn't we be allowed to attack ships in port?

Senate bugs


Senate allocates redundant units - After Marian reforms Senate still give triarii for successful missions.
Senate outlaws factions after capture of settlement - When capturing certain cities as part of a Senate mission (Sardis seems to be particularly prone to this, but other cities, including Corinth and Sidon have been known to cause this too), the Roman player gets outlawed for no logical reason. I say "no logical reason" because it apparently has nothing to do with prior Senate/Pleb popularity, number of regions controlled, etc. After this premature outlawing, the Senate behaves irrationally: it outlaws the other Roman factions, hands out new missions to the already outlawed Roman player, etc. Could someone please confirm this

Protectorates


Protecting protectorates - If some faction declares war on your protectorate, you may not declare war on aggressor and still be protector of that faction. Could someone please confirm this

Diplomacy bugs


Diplomats can't talk to cities - Often a diplomat seems to want to talk to a city. The turn sequence pauses and the diplomat faces the city and opens his scroll. There have been suggestions that this might be an attempted bribe, but it happens frequently between the Roman factions early in game. It seems the diplomats are having trouble starting a conversation.

Siege


Siege but no siege - Sometimes it happens that a settlement is besieged by ghosts. There is no army there to actually lay the siege but still the stakes are up around the settlement and it is declared under siege. We have all seen the humerous screenshot of a city in Germania under siege with a great caption. Could someone pls confirm this or give a link to the screenshot

UI bugs


Roman images for Numidia - (so I guess the other possible Carthaginian culture factions too) have Roman event pictures.
Parthian horse archers - have wrong unit's info picture and icon.

Watchtower/Fort bugs


Captured watchtowers not working - When an enemy army parks an army on my watchtower, only about 10~20 percent of the time it gets diasabled.

Other bugs


Weapon and armour upgrades have a maximum bonus of +3 - rendering the existing Awesome Temple of Artemis and its Pantheion useless. Right-clicking a unit in the Unit Recruitment screen will show the expected +5 missile weapon bonus, but when you actually (re)train a unit it only gets +3. The same problem manifests when a Temple of Artemis (or above) is combined with a Foundry. The combination should give units a +4 missile attack bonus.

Prologue bugs


Missing unit cards - Gallic Archers (from Prologue) and Spanish Onagers (MP game) have their large unit cards missing.
They show brown peasant instead.

Battle bugs


Grouping bugs

Grouped archers bug – Grouped archers don't fire where it is directed (first reported by hoom). They still obey individually.
Grouped speed bug - Grouping a quick unit with a slow unit results in both units moving at the speed of the fast unit. Surely the fast units should slow down for the slow ones?
Phalanx ability in groups - selecting an infantry unit without phalanx ability then adding a phalanx unit resaults in phalanx ability button appearing for the whole selection but indicating that phalanx formation is not chosen even if it is.
Grouped units not following orders - Sometimes, not all the units in the group follow orders given to the group. Also reported is that sometimes a unit not in the group follows orders given to the group.
Grouped units sometimes move rather than attack - Sometimes a group of units ordered to attack an enemy unit (double-click) will behave as if ordered to run to that location. The problem can be solved by choosing the individual unit cards and then ordering the attack, so I don't know the reason. I suspect the trouble is from groups created before the battle begins? Has anyone apart from Magraev experienced this?
Unit destinations - During pause grouped units destination position is not visible until you turn off pause.

Battle map generation bugs


Coastline bug - Sometimes areas of sea near coastlines disspear in battle, leaving a perfectly square area of brown land. See here (http://users.adelphia.net/~j.r.engdahl/josh/Clip1743.gif)

Fords and bridges bugs


Ford Bug - Some ford maps don't work properly in battle. For instance: the ford south of the town at Carthago Nova. Many of us have found infantry utterly unable to cross this ford and others. The ford was in the location where a bridge would normally be (if roads had been built.) There were no other fords on the map. The AI attacked, but could not find a crossing. It took me 10 or 15 minutes of experimentation and exploring to figure out how to get my cavalry into a formation that would allow them to cross (long narrow column very near the ford and perfectly alligned with it.) I never could get infantry across.

Bridge Routing bug – Bridge routing bug where the enemy unit routs to the player's side.

Siege bugs


Routing on walls - Units still Fight to the Death on walls when they should be routing, despite supposedly fixed in 1.2.
Ladder bugs – Occassions where the unit who drops the ladder during deployment precludes it from picking it up again. Also, ability to build ladder on huge/epic stone walls even though not usable during siege.
Sallying Enemy bug I – Killing all the sallying enemy's forces doesn't give automatic victory to player (reported by Oaty). I think Oaty was trapped outside.
Sallying Enemy bug II - Sometimes the AI sallies, but once in battle, doesn't move, just hides behind the walls till the timer runs out.
Enemy never attack - On the battle map, when the AI is sieging one of your towns, the order of the AI's attack seems to be to fire all siege weapons first (e.g. onagers) until they run out of ammo, before using siege equipment to take the walls etc. But the problem is that Scorpions, who cannot attack walls, are included in this, so if the AI has Scorpions, it will not launch an attack on your walls until you run out and destroy them.
Endless Siege bug - Defending Enemy units that rout getting stuck in between tight alleys of buildings where they can't be reached by skirmishers.
Barbarian city Pathfinding bug – Units will SKIRT the closest route inside barbarian cities when there are no roadway/tracks presents. Instead they follow the roadway/tracks ( going around the city) even though the clicked destination only meant crossing between two buildings (with no tracks)
Pathfinding when entering city plazas - All units usually insist on entering the plazas in the middle of the square borders rather than a direct line inward. This screws up cavalry support, infantry charges, and phalanx formations.
CTD when ordering units to line up beside dropped ladder - When the A.I. sallies and you drop your ladders (the 15 build point ones). With the ladders on the ground select some unit(s) and go to string them across in a line. When you do this if the mouse cursor has a palm(grab icon) and you go to string them out you get a CTD every single time. In the heat of battle this can be annoying.
Units fall off siege towers - Units tend to fall to their death between the gap (invisible one) between the ramp of the Siege Tower and the Wall they are trying to get onto through the said Siege Tower. This doesn't happen always and I have personally noticed this bug occassionaly on the Large Stone Walls.
All units die - In the Carthies initial seige of Syracuse, after my (Greek) forces sally all Carthage forces die or retreat (Elephants are amok). I click End Battle with my forces outside of my town and get DRAW instead of completely breaking the seige. Could someone explain, do they just drop dead?

Archery bugs


Flaming Arrows - Flaming ammo from archers do not light up or damage buildings like it says they do in the manual.
Horse archers don't fire when skirmishing - Bow-armed cavalry fail to fire on the run when skirmish mode is engaged. Possibly related to bugged animation cycles; units go through the motions of firing arrows but arrows are not (or rarely) released. Cantabrian circle still functions fully. Javelin-armed cavalry are unaffected.

Other bugs


Cavalry Movement Point bonus bug – Left-clicking on a cavalry unit "on-screen" and Left-clicking on the same cavalry unit on the "unit card" confers different movement point values (being higher on the latter).
Cavalry don't use secondary weapon - Cavalry don`t change weapon when they stay in prolonged melee unless you press ALT key before you charge.
Impossible to attack dogs - (wardog/warhound) "formations" cannot be selected or attacked, even when their handlers are defeated or routed off the battlefield.
Flying Corpses - In some situations, (I belive melees with many men in tight situations) a corpse will decide to fly. Click here (http://img254.echo.cx/img254/687/deadfly6fy.jpg) for a picture
Phalanx unable to fight up hills - Phalanx fighting uphill still hold their pikes horizontally. The effect of this is that units can run down the hill and ignore the pikes completely as the pikes end up stuck in the ground. Even on fairly shallow inclines the phalanx can't bring their pikes to bear on a enemy. Even with the pike tips well above the ground they simply let the enemy pass. And this really looks odd because it is happening on terrain where you wouldn't expect it to. I don't know how much the curvature of the incline matters as I tested it on many different hills and it happens nearly all the time.
Units running into walls - Sometimes when you give a unit an order, they start running continously into a wall. See here (https://forums.totalwar.org/vb/showpost.php?p=756303&postcount=178). This is not the same as the units getting stuck in narrow allyways, as giving them another order will cancel the effect. Pathfinding problem?
The Sprites for Creten archers are half the size they should be
Cutscene for generals death on foot Will play multiple times, the first to third cutscene usually zooms in but quite often it's not a generals death. Occasionally it only shows 1 for his death. All other times it goes to the cutscene up to 4 times and on the last it shows the cutscene ALONG with the line that gets thrown in for the generals death. All previous cutscenes don't have the generals death audio. Again this is only armies led by captains/generals on foot.Could someone please confirm this

UI bugs


Pausing in minimal UI mode unreliable - Pausing in Minimal UI' doesnt work properly, its as if one click of the pause button registers numerous clicks and u see the pause icon flash 10 times before you (in a milli-second) upon one click. Sometimes it ends up with a pause and sometimes it doesn't
















Will continue to update this later...





















Issues: Note this list is very incomplete, I'm overwhelmed with issues, and I'm concentrating on the bugs for the time being.
These are not strictly speaking bugs, but things which we think are noteworth and should be considered in the expansion. CA can do with these as they like.

Ports - ships shouldn't be able to exit or enter a blockaded port.
Fire at will - Units in Fire at Will will not fire at a unit engaged, nice. But it will fire at a unit that is routing, even if it is pursued by a friendly unit. This has the same friendly fire effect as firing at a unit in combat.
Charge Effect - The charge bonus stat works, but doesn't seem to have a significant impact--negligible for "normal" stat levels. Instead charge kills seem to be more controlled by armour level of the charging unit and by base attack. Mass has some impact but again less than the armour level. And the very act of charging itself seems to have a rather large sort of fixed effect. It is not that charges are weak (most of us agree they are VERY powerful, especially with the very high overall kill rates). It is instead that the charge bonus has almost nothing to do with the power of a charge, while other things that shouldn't matter as much have a large impact.
Pila Animation Halting Charges - Units raising their pila can stop a charge cold at times (quite frequently in 1vs1 tests), and then inflict heavy casualties on the chargers when they do release. When they are preparing to throw one would think they should be quite vulnerable to the shock of a charge. It might be intentional to make up for the difficulty of units being able to release their pila in time, but the fact that they are then causing heavy damage with the pila after taking the charge seems quite wrong/buggy.
You cannot demand a city which you are besieging
Exploit of the sallying A.I. Siege equipment is already equipped allowing the human to assault the walls immediately, as soon as towers/ladders hit the wall the A.I. calls off it's sally. Siege equipment should not be easily accessable on a sally.
Siege equipment uneffected by unit size settings No matter if huge units or small units are selected you always get 2 onagers or ballistas. It should be 1,2,4,8 respectively. Or 1,2,3,4 for balance issues.

Myrddraal
04-16-2005, 19:58
NOTE: this is not a place to discuss CA policies, this is a place to get on a post bugs, any unrelated posts will be deleted!

The_Mark
04-16-2005, 20:12
This is excellent news, I hope that this will give us a base for a more prolonged developer-community interaction.

My share for this, something minor as most of the big stuff is already known. Grouping units affect unit speeds, e.g. infantry can be grouped with cavalry to get the infantry run (even) faster than usual. Some research here, topic gets switched from movement modifiers to group speed issue.: link (https://forums.totalwar.org/vb/showthread.php?t=44388)

Quietus
04-16-2005, 20:25
Siege bug - I didn't do extensive tests on this so I leave the details to the ORG testers (It was first reported here but Tai4ji2x, but I’m not sure who discovered this first. Anyone?)
Cavalry Movement Point bonus bug – Left-clicking on a cavalry unit "on-screen" and Left-clicking on the same cavalry unit on the "unit card" confers different movement point values (being higher on the latter).
Grouped archers bug – Grouped archers don't fire where it is directed (first reported by hoom). They still obey individually.
Red-zone bug (?) – The players' army units get stuck when they land on the enemy's red-zone no matter how much movement points they still have. Bug or Feature?
Port Blockade Bug – Plain blockade doesn't stop the enemy from escaping (first reported by hoom)
Ladder bugs – Occassions where the unit who drops the ladder during deployment precludes it from picking it up again. Also, ability to build ladder on huge/epic stone walls even though not usable during siege.
Sallying Enemy bug – Killing all the sallying enemy's forces doesn't give automatic victory to player (reported by Oaty). I think Oaty was trapped outside.
Endless Siege bug - Defending Enemy units that rout getting stuck in between tight alleys of buildings where they can't be reached by skirmishers.
Bridge Routing bug – Bridge routing bug where the enemy unit routs to the player's side.
Barbarian city Pathfinding bug – Units will SKIRT the closest route inside barbarian cities when there are no roadway/tracks presents. Instead they follow the roadway/tracks ( going around the city) even though the clicked destination only meant crossing between two buildings (with no tracks)

I'll add some more later. :charge:

player1
04-16-2005, 21:10
This would be good place to post link to BUG-FIXER (http://www.totalwar.org/patrons/lm/ConsensusPatches/player1_bug_fixer.zip).
(while discussion thread is here (https://forums.totalwar.org/vb/showthread.php?t=44795))


This is some sort of unofficial patch which fixes some bugs (or oddities), that can be done by just modifing text files.
Word of warning, some of the fixes are just workarounds, since real fixes would need change in code.

Still, it's good to indentify some problems in RTW.

player1
04-16-2005, 21:20
AI needs at least 3 turns to take city.
While human player can seige in first turn, and attack in 2nd, AI never does that, it attacks at 3rd turn earliest.

EDIT:
Still not in bug list.

Myrddraal
04-17-2005, 00:04
I don't know if this is what you mean by the siege bug, but sometimes when the AI sallies, they just sit there. They don't actually sally at all. Has anyone else experienced this?

Spartiate
04-17-2005, 00:36
Yes.I have experienced this and it's extremely annoying if you are sitting out-side the walls with no siege equipment unable to get into the city and the bloody AI army sits on the other side of the wall even though they are supposed to be sallying.

Bhruic
04-17-2005, 00:41
That's why I won't play with the timer off.

One visual bug that can be nasty is the shoreline 'bug'. I posted a screenshot of an extreme version of it in this thread (https://forums.totalwar.org/vb/showthread.php?t=45506).

Bh

Simetrical
04-17-2005, 04:29
In the trait files, you don't get a popup for gaining a trait if you gained it when you ended your turn, or at least I don't think you do. You do get popups if you gain a trait that gives them (e.g., Coward) during the course of your turn, but I've never seen such a popup at the very beginning of a turn. This could be tested more systematically, however.

When you have more than two rows of building options, as of 1.2, you can't always scroll down correctly.

When using the minimal UI, pressing the pause button once often causes the game to pause and then unpause in rapid succession, no matter how quickly you hit the button. Likewise, I think, for other buttons, but those mostly aren't toggles, so you just hear the sound multiple times at worst.

-Simetrical

barocca
04-17-2005, 11:43
are my protectorates supposed to be capable of going to war with me?

tibilicus
04-17-2005, 11:52
I dont think so i think that would go against the whole Protectorate rule. Has never hapend to me.

Kekvit Irae
04-17-2005, 15:57
The Colisseum would be a great place to copy this thread to. Not many people look in the game mechanics sub forum

tibilicus
04-17-2005, 18:49
Yep im only here once every 5 days. Also another bug is that if you sally out to attak your enemy and dont even kill that many of there men before the timer runs out the next turn the A.I just wonders off braking the seige. Its really annoying im at the point were I actually want the germens to take one of my cities !

Red Harvest
04-17-2005, 20:33
Charge Effect I suggest the charge effect/charge bonus be added as a discussion item. There was a thread about this recently. It is not what I would call a bug, but it is a feature that when investigated leaves most of us scratching our heads and appears to be an area for improvement.. Short of it is that the charge bonus stat works, but doesn't seem to have a significant impact--negligible for "normal" stat levels. Instead charge kills seem to be more controlled by armour level of the charging unit and by base attack. Mass has some impact but again less than the armour level. And the very act of charging itself seems to have a rather large sort of fixed effect. It is not that charges are weak (most of us agree they are VERY powerful, especially with the very high overall kill rates). It is instead that the charge bonus has almost nothing to do with the power of a charge, while other things that shouldn't matter as much have a large impact.

Pila Animation Halting Chargers
Another one to add as an odd effect is that units raising their pila can stop a charge cold at times (quite frequently in 1vs1 tests), and then inflict heavy casualties on the chargers when they do release. It seems to be a timing issue, and it is very counterintuitive. When they are preparing to throw one would think they should be quite vulnerable to the shock of a charge. It might be intentional to make up for the difficulty of units being able to release their pila in time, but the fact that they are then causing heavy damage with the pila after taking the charge seems quite wrong/buggy. There could be quite a bit happening that we don't know about with this, the whole volley delay effect might be playing havoc here. It is worthy of scrutiny at least. Not sure if it ever happens for other missile units or when changing formation for any other types...could be a deeper glitch.

Red Harvest
04-17-2005, 20:38
Ford Bug
Some ford maps don't work properly in battle. For instance: the ford south of the town at Carthago Nova. Many of us have found infantry utterly unable to cross this ford and others. The ford was in the location where a bridge would normally be (if roads had been built.) There were no other fords on the map. The AI attacked, but could not find a crossing. It took me 10 or 15 minutes of experimentation and exploring to figure out how to get my cavalry into a formation that would allow them to cross (long narrow column very near the ford and perfectly alligned with it.) I never could get infantry across.

Red Harvest
04-17-2005, 20:53
Missile unit rank effect, no LOS, distance attenuation
A large departure between previous TW series games is in rank effects, non LOS shooting, and apparently distance attenuation. Archers can fire effectively from extremely deep formations in RTW. Additionally, units don't seem to pay a significant non-LOS penalty. Indirect fire (when screened behind one's lines, a wall, other ranks of the same unit, etc.) should have a substantial impact on accuracy of fire and therefore killing power. Also, what testing I've done suggests that missile attack (or accuracy) is not modified for distance. However, the collision code does apparently slightly reduce the number of impacts at distance because the individual soldier cross sections are smaller at distance due to firing angle.

Distance attenuation would reduce the effect of archery, without unfairly penalizing it.

Indirect fire/LOS penalties would encourage more historic use of skirmishers and archers: thin formations in front and at the flanks.

Red Harvest
04-17-2005, 21:02
Hidden Unit Pathing Issue
This is probably a small bug rather than merely an issue, but it is a result of FOW. If the banner of an *unseen* army projects over the tile the player selects for movement, then the player's path detours toward the army, rather than the intended destination. This is most often seen when moving along a road. The player can't see the enemy army and is not selecting them or their tile, but the player's army goes that way regardless when the road destination is selected.

Suggestion: halt movement when new unit/agent is seen
One thing that is annoying is having one's armies or agents change course or try to march around the world because an unseen army or agent now blocks their path. The correct approach would have them proceed along the intended route until they can see that the blocking force, then halt. At that point their orders could be altered. (The AI should be allowed to benefit from this as well!) Another approach would be to have the unit halt and be allowed to re-evaluate each time a new unit is revealed.

Narayanese
04-17-2005, 21:31
After installing patch 1.1 or patch 1.2 the game can no longer find the game CD, although CD I is in the drive, thus preventing me from running the game patched. I have this problem both when the install and the game is run from my DVD drive (D:) and when from my CD-burner (E:). The version istalled from the CD, unpatched, runs without such a problem.
I've seen in the forums a few other people with the same problem but never seen anyone post a solution.

tai4ji2x
04-17-2005, 21:45
:sigh: i miss those days in STW, where i knew the optimal formation for archers was two-lines deep...


Missile unit rank effect, no LOS, distance attenuation
A large departure between previous TW series games is in rank effects, non LOS shooting, and apparently distance attenuation. Archers can fire effectively from extremely deep formations in RTW. Additionally, units don't seem to pay a significant non-LOS penalty. Indirect fire (when screened behind one's lines, a wall, other ranks of the same unit, etc.) should have a substantial impact on accuracy of fire and therefore killing power. Also, what testing I've done suggests that missile attack (or accuracy) is not modified for distance. However, the collision code does apparently slightly reduce the number of impacts at distance because the individual soldier cross sections are smaller at distance due to firing angle.

Distance attenuation would reduce the effect of archery, without unfairly penalizing it.

Indirect fire/LOS penalties would encourage more historic use of skirmishers and archers: thin formations in front and at the flanks.

Kekvit Irae
04-17-2005, 22:31
Pathfinding when entering city plazas
All units usually insist on entering the plazas in the middle of the square borders rather than a direct line inward. This screws up cavalry support, infantry charges, and phalanx formations.

Flaming Arrows
Flaming ammo from archers do not light up or damage buildings like it says they do in the manual.

Kraxis
04-18-2005, 00:39
Possible bug:
Units do still at times Fight to the Death when routing on walls. Not a great situation if you happen to get beaten from the walls in an attack and have a a few men standing there you can't withdraw (with the timer off). You will suffer losses to units you have never sent into combat because you need to use the Esc button.

I second the effect of armour on the charge. It can't be right that Cataphract Archers are possibly the third best chargers (discluding eles and chariots) in the game.

Major balance issue:
Chariots apparently are overpowered in regards to autoresolve. That makes Egypt trounce the Seleucids easily (as if they didn't have an easy enough time) and more importantly makes the Britons kick the rear of the Guals and Germans with obvious ease.

There are plenty of inconsistencies in the stats, but I don't know if this is the place for it.

Myrddraal
04-18-2005, 09:31
Maybe I should divide it into two sections, bugs and issues...

MajorFreak
04-18-2005, 10:26
yes, please. Issues are just that. issues over a game that invariably involve "balance" issues...The fact is that chariots are devastatingly easy to win with even without using autocalc. (their ammo supply is awe-inspiring)not to mention the scythes are scary as hellAs for bugs, i'd definitely have to mention the "load game" bug that makes replaying a really cool battle, where the AI attacks, impossible...and sadly this was the major reason i loved the earlier series.

screwtype
04-18-2005, 10:48
1/ Nine times out of ten my skirmishing units do a great job of keeping out the way of enemy units. But now and again, they completely fail to get out of the way, or just barge right into the enemy. And it's not because they are trapped or have nowhere to escape. They just seem to forget to skirmish. It's very annoying.

2/ The pathfinding bug in cities is still extant. In my last siege battle for instance, I directed my missile cav to run away from an advancing phalanx, instead they charged straight INTO the phalanx. (Oh, and they had skirmish mode on too).

3/ I've had repeated problems getting missile units to actually throw their weapons. Three times in one battle the other night, for instance, I directed a peltast to fire at an enemy unit, three times I came back to find it still standing there, "Idle". It seems that the only way to reliably get missile units to fire is to put them on autofire. If you turn them off autofire and try to get them to fire at a particular unit, much of the time they won't do it. Or they will fire one volley and stop. So I just have to leave them mostly on autofire now.

4/ Still got the problem of grouped units not all following orders, or of some unit that is not part of the group following the group's orders instead.

5/ Occasionally when I've had my missile cav grouped and taken them off skirmish mode, they continue to behave as though skirmish mode is enabled and can't be used to charge enemy units. Taking them out of group seems to make them work properly again.

6/ When you direct a unit to "run" when the game is paused, and then unpause the game, the unit immediately reverts to walking. Also, ordering a unit to disable phalanx formation when the game is paused only works about 50% of the time, ie half the time they will stay in phalanx formation.

7/ Problems with units ignoring orders generally.

Conqueror
04-18-2005, 10:53
A note about the Port Blockade Bug: It is also possible for the player to enter one of his ports (that is being blockaded by a hostile AI fleet) with his fleet, without needing to fight the enemy.

ZZR Puig
04-18-2005, 11:01
Probably this topic can help to list all bugs:

http://p223.ezboard.com/fshoguntotalwarfrm33.showMessage?topicID=5.topic

Kraxis
04-18-2005, 11:10
I think the Blockade bug is not a bug. I think it was mentioned to be a feature sometime around the patch being released. And that is fair enough as the Carthies managed to run the gauntlet to Lilybaeum and Drapana to bring in supplies in the First Punic War.

Anyway, I can confirm the no-sally-survivor-yet-no-victory bug, as I have experienced it myself. In fact it happened right after the Fight-to-the-Death bug I mentioned earlier.

PseRamesses
04-18-2005, 11:33
1: Fire at will command enables a unit to fire at an enemy that is not engaged with one of yours which is fine since it reduces friendly fire losses. The problem is that sometimes you do want to fire at an unit that is overpowering one of yours. Now, with a hastaii or principii unit they will throw two spears then charge. Put on guard command they should remain in their position and fire until ammo is depleted and not charge afterwards. Am I making sense?
2: Many units runs past their given deployment location and then back again to it. This causes units that are given a deployment close to a enemy unit to actually run into them and then try to return to their place.
3: Battelmaps needs fixing since there is a lot of screwed up coast lines. I can´t even remember when I played a battle last without the coast looking like a landfill area.
4: All the different CTD´s that people are experiencing. RTW needs to be more compatible with XP, nVidia and ATI cards etc. CA should really take a look at this and the save-game bug.

Thanks for listening and a truly epic game that has brought me countless hours of pure joy.

Magraev
04-18-2005, 12:19
Sometimes a group of units ordered to attack an enemy unit (double-click) will behave as if ordered to run to that location. I've found that the problem can be solved by choosing the individual unit cards and then ordering the attack, so I don't know the reason. I suspect the trouble is from groups created before the battle begins?

Myrddraal
04-18-2005, 12:19
6/ When you direct a unit to "run" when the game is paused, and then unpause the game, the unit immediately reverts to walking. Also, ordering a unit to disable phalanx formation when the game is paused only works about 50% of the time, ie half the time they will stay in phalanx formation.

Are you sure of this, I've never experience any such problem.

Remember, we only want confirmed bugs. Don't put CA off with lots of minor issues. Stuff like "Problems with units ignoring orders generally." needs to be explained a bit more. They will probably want definate instances, like "units ignore orders when in group".

Myrddraal
04-18-2005, 12:30
1: Fire at will command enables a unit to fire at an enemy that is not engaged with one of yours which is fine since it reduces friendly fire losses. The problem is that sometimes you do want to fire at an unit that is overpowering one of yours. Now, with a hastaii or principii unit they will throw two spears then charge. Put on guard command they should remain in their position and fire until ammo is depleted and not charge afterwards. Am I making sense?
Um, not to me :embarassed:.

Could you explain again?

Camp Freddie
04-18-2005, 12:44
I think we could do with a quick list of trait bugs:

Of course, there's the double combat trait bug for starters. If you fight in manual combat, all trait triggers are checked twice.

GeneralLostHPRatio trigger is bugged so that it wors differently in auto and manual battles.

Heroic saviour and shieldbearer ancilliaries use GeneralLostHPRatio as a percentage (0-100) when it should be a ratio (0-1.0).

GeneralFoughtInCombat trigger doesn't work properly. Affects coward traits.

Good farmer traits have very high thresholds, making them impossible to gain without farming temples and extreme luck/micromanagement.
Bad farmer traits have very low thresholds, making them very easy to gain. Swapping the good/bad farmer thresholds would make it work sensibly.
Poor Assessor is perhaps a bit too easy to gain too which especially annoys newbies who don't understand exact triggers. Increasing the threshold or trigger chance would be a good idea.

And since no-one's mentioned it yet: The difficulty levels are bugged, making it easier on V.Hard for some reason (tested in 1-on-1 custom battles)!

Viking
04-18-2005, 13:53
2/ The pathfinding bug in cities is still extant. In my last siege battle for instance, I directed my missile cav to run away from an advancing phalanx, instead they charged straight INTO the phalanx. (Oh, and they had skirmish mode on too).


Skirmishers with skirmish mode turned on is somewhat uncontrollable when the enemy is that near that they (the skirmishers) consider to fall back.
Turn off skirmish mode and you will avoid this problem.

SpencerH
04-18-2005, 14:09
Issue: Retreating ships

1) They should be effected by ZOC.
2) Their pathfinding of the AI's retreating ships appears to be bizarre. If not, why does a decimated AI fleet often "retreat" through the players fleets ZOC (see point 1) and continue toward player controlled territory rather than back toward its own territory.
3) AI controlled retreating ships appear to be given extra movement points (I dont know how this could be tested so its just an observation). How else could one explain playing ping-pong with AI ships back and forth across the Adriatic 3 times when I can only move across once during my turn?

Kraxis
04-18-2005, 14:16
Archery bug/oddity:
Units in Fire at Will will not fire at a unit engaged, nice. But it will fire at a unit that is routing, even if it is pursued by a friendly unit. It is as if they ignore the change made with 1.2 when the enemy routs.
Not fun when the enemy unit consist of one man while your unit consists of lightly armoured troops such as light cavalry or mercenaries.
Also it can at times be hard to force units to fire into a melee (but that is way better than no being able to stop them).

Routbug on walls:
Why has this been ignored two times already. At least there should be a comment about others perhaps experiencing it.
Units still Fight to the Death on walls when they should be routing, despite supposedly fixed in 1.2. Not a good situation most often.

SpencerH
04-18-2005, 14:18
Issue: attacking ships in port

IMO, it should not be possible to always (or ever) attack ships in port (which often had their own highly effective defenses against attacking ships). OTOH, ZOC should prevent ships from leaving or entering without fighting.

SpencerH
04-18-2005, 14:22
Issue: Routing enemy

IMO, we need a "pursue" command that will allow all friendly units that are without existing commands to to engage the nearest routing enemy unit. Too often the end of battles consists of spotting units that have stopped dead and ordering them to attack a routing enemy unit that is passing near ,or even through, the players stopped unit.

Myrddraal
04-18-2005, 14:56
Hm, I dunno if we should include that. Its not a feature which doesn't work, its not really an issue, its more of a wishlist. Oppinions?

Sorry about that Kraxis, I've added it now.

Myrddraal
04-18-2005, 15:00
AI controlled retreating ships appear to be given extra movement points (I dont know how this could be tested so its just an observation). How else could one explain playing ping-pong with AI ships back and forth across the Adriatic 3 times when I can only move across once during my turn?

Don't retreating armies get extra movement points too? I think this is a feature.

Lord Preston
04-18-2005, 15:14
replay bug
when exiting a replay occationally it will start again

Ahmose
04-18-2005, 15:38
mybe it is not a bug .. but when I order alot of my troops to do movements while my general beeing chased by a chariot his horse halt and he do his imotion of raising his sword and then continue running but this result beeing cought alone with the deadly chariot and his boudygards away from him.
thx for all :bow:

The_Mark
04-18-2005, 15:44
Grouped cavalry speed bug - Grouping a quick cavalry unit with a slow unit results in both units moving at the speed of the fast unit Please could someone confirm this, the final list should only contain confirmed bugs
This might be, again, one of the issues that could be a "feature" instead of a bug, as the units seem to use something of an average speed for the group's units in order to keep form, and it affects infnatry as well.

I don't know if this qualifies as a confirmation, but here (http://koti.mbnet.fi/makealho/groupspeeds.rpy) is a replay showing the issue. Two silver shield legions and two militia cavalry units are placed on line, with one silver shield grouped with other militia cav. Others are ungrouped. Single units and the group are ordered, at the same time, to run to a line some ways away. Grouped units stay in form, militia cav slows down and the silver shields accelerate. The ungrouped units travel at normal speed. As a result, ungrouped militia cav is the first one to arrive, grouped units are second, with the grouped silver legion leaving the ungrouped silver legion significantly behind.

Myrddraal
04-18-2005, 16:08
If the manual states otherwise its a bug. I'll add it.

I'll put the grouped unit speed on hold till I can find out more.


Has anyone else experience the difficulty level bug? Any research?

SpencerH
04-18-2005, 16:24
Don't retreating armies get extra movement points too? I think this is a feature.

I think they do but, it doesnt appear to be near the same extent and so doesnt cause the same (irritating) glitch. I've attacked fleets near the nile that retreated toward Crete/Cyprus, were attacked again and retreated toward Crete, were attacked again and ended up near Greece. Its too much especially when the movement ignores ZOC. Naval 'strategy' becomes meaningless.

SpencerH
04-18-2005, 16:29
Hm, I dunno if we should include that. Its not a feature which doesn't work, its not really an issue, its more of a wishlist. Oppinions?

Sorry about that Kraxis, I've added it now.

The issue is that player (but not AI) units will stop in the middle of a battle instead of pursuing an enemy that is moving close to or even through the stopped unit. I find it especially noticable with horse archer varieties and cav (since my inf units almost never catch the olympic caliber sprinting of the routing units).

Red Harvest
04-18-2005, 16:47
Myrddraal,

Please add the charge effects/charge bonus to the "issues" category. Those of us who have tested it agree that it doesn't work in a logical fashion. While it may be intentional, it doesn't work right and results in cataphract archers having more powerful charges than heavy lance armed units that were designed for charging.

The horse archer bug also afflicts chariot and elephant archer units. Also, the skirmish description for it is incorrect IIRC. The units fail to fire on the move, whether in skirmish or out of skirmish. They will fire once, then stop firing or go through th motions but fail to fire. Issuing a new set of orders will get them to fire once, then they get stuck again. As a result sometimes the AI can keep them firing this way since it continues modifying orders, but it is very challenging for a human.

Pila Animation Halting a Charge I would describe as a bug since its effect is very wierd and reverses what should happen. It should certainly make the issues list if it isn't on the bug list.

Myrddraal
04-18-2005, 16:52
K, I'm trying to stay on top of this. Any help from another mod would be appreciated...

Shambles
04-18-2005, 16:58
If the manual states otherwise its a bug. I'll add it.

I'll put the grouped unit speed on hold till I can find out more.


Has anyone else experience the difficulty level bug? Any research?


In real life they would usualy put slow mooving Units at the front
Then they would force faster mooving units to slow down When grouped in formation,

I think that should be the case for the game as well,

Honestly a slow mooving unit should not be able to moove faster becous you grouped it with a faster mooving unit,
Id say its a bug or glitch.

Puzz3D
04-18-2005, 17:49
In city streets, all AI units incur fighting fatigue even when not actually fighting
When I am defending a city street and many AI units come down that street to engage me, all the AI units are designated as "fighting", thereby incuring the fighting fatigue rate eventhough only the front unit is actually fighting my unit. The other AI units are not engaged, but are blocked from engaging by their own men. The effect of this is to cause all the AI units to become exhausted which lowers their morale, fighting ability and movement speed. Usually this results in all of the AI units in that street routing when the unit up front that is actually engaged routs. The AI has no chance unless its lead unit can break through fairly quickly. This is particularly noticable in RTW v1.2 because the fighting fatigue rate was increased.


In cities, the AI doesn't use ranged units effectively
The AI doesn't position ranged units at the head of a street and shoot down the street in an attempt to damage the enemy units blocking that street. It will often use these ranged units in melee when they would be more effective shooting.


The AI is too likely to use the general early in the fight
This is disastrous for the AI when it has a general with command stars leading the army. It's disastrous for the current tactical battle, and for the long term strategic campaign since the AI general might have gained a command star if he had stayed back and his army won the battle, but he is now eliminated entirely from the game. Even if the AI had lost the battle, it would retain its general possibly with one less command star which is still better than loosing him.


Phalanx is not effective enough against cavalry
There is too much frontal pentration of the Phalanx by cavalry forcing the phalanx to switch to its sword thereby loosing its anti-cav ability.


Phalanx game mechanic problems
The level pikes are held parallel with the angle of the feet, and this means they are somehow rendered ineffective when the phalanx is operating on a slope which is curving upwards. The pikes should be raised so that the points are high enough above the ground to be effective.

Sword infantry that is ordered to run into the front of a phalanx to a position behind the phalanx will pass between the pikes and force the pikemen to switch to their less effective sword. In other words, it's more effective to double click on a point behind a phalanx rather than to double click on the phalanx when attacking it frontally.

The tactical AI uses the phalanx as individual units and therefore targets individual enemy units. It exposes phalanx flanks when it does this, and doesn't seem to see the value of maintaning the integrety of the battleline.


Battle difficulty bonus is being added to both human and AI
The melee bonus for hard and very hard difficulty settings should go only to the AI not to both AI and human player. In addition, that bonus should not be entirely a bonus to the attack value. At least some of it, if not all of it, should go to the defend value. The fighting already goes too fast and adding bonues to attack makes it go even faster, and it's stuff like this that is driving away the people who used to play total war series.


Charge Bonus
There is something strange going on with the way charge bonus works, and I'll back Red Harvest that it should be looked into by CA. It's impossible for the community to figure out what's going on with this since no info on how the game calculations are made was ever released by CA.

frogbeastegg
04-18-2005, 18:05
The pause and speed altering hotkeys in battle are unreliable.
Many times when I tried to use them the effect would toggle twice, e.g. pausing and then instantly unpausing. It's not a case of holding the keys down too long; this happens even when the keys are only tapped lightly. The problem is not constant; about half the time the hotkeys do work as expected. The interface shortcuts work correctly, but in the minimal UI those buttons are missing. This isn't a frame rate relayed issue either; it happens in both large and small battles.

There was a thread about this a few months back; no solution was found.

.Spartan
04-18-2005, 18:57
@Myrddraal - good effort on your part for the community.

I suggest you also look at the CVP's readme for around 20 bugs as well as many issue fixes to add to your list as a well as the stuff we have on the thread at TWC. (personal note: with Therother already active with your support efforts I'm sure he will see to it that at least the stuff in the CVP is covered.)


-Spartan

TF923
04-18-2005, 19:43
Can we include specific AI bugs?

On the campaign map, the AI doesn't attack when it clearly has superior forces. For example, Scipii (AI) is at war with Numidia (AI) but instead of attacking they will continue to amass many large stacks of armies on the border that do not attack, or even enter, Numidian territory. This goes on for many years.

Another one--In RTW 1.0 the AI would over-build its naval forces to the extent that it would eventually bankrupt itself if it never lost any of those naval units in battle. This was fixed in 1.2 but now it has gone the other way. Now the AI rarely builds naval units, and when it does they are easily defeated because they won't stack them into large fleets like they used to. (This might be related to Scipii not expanding reliably.)

Brutii (AI) don't expand across the Aegean. Instead, once the Greek/Macedon region is conquered they expand northward into Thrace, Dacia and even Scythia. This is probably related to the AI naval deficiency bug above. Since the Romans never bothered with conquering Germania or "Scythia", I think this should be considered a bug on both a historical basis and the fact that the AI still obviously has trouble crossing bodies of water via ships, unless it is near the beginning of the game, (it appears to be "scripted" to do so.)

The AI never attacks Crete or Hibernia.

On the battlemap, when defending wooden walls that haven't been breached and entered yet, the AI will run its forces back and forth behind the walls, making them exhausted and allowing them to be picked off easily by missile troops. What it should do is attempt to conserve stamina. Run them to a destination allow them to rest up.

On the battlemap, again stamina should be a consideration for all possible courses of action. For instance, when the AI can't make up its mind what formation it should use to defend with, it will wear its units down by running them all over the place including up and down a hillside. No formation can be so good that it would be worth making your units exhausted trying to get into it. The AI should continue to attempt to change formations when it deems necessary, but if its troops are getting too tired it should be less likely to change.

Last one--On the battlemap, the AI will give up a hilltop position by maneuver. If facing an army with no apparent weaknesses, (i.e. the AI has decided it's not ready to charge yet), the AI will allow the player to march up the hill and take it, while the AI retreats off the hill. This maneuver involves the player keeping the lines facing the AI while moving troops sideways up the hill as if flanking. The AI is attempting to prevent a flanking maneuver, but in doing so it gives up its hilltop advantage to the player. Instead, the AI ought to take its height advantage into account while responding to an obvious flanking move. If the player tries to flank up the hill, instead of moving away as it would on flat ground, the AI should hold position and/or attack the player's flanking maneuver while it holds the height advantage, rather than rotate its formation allowing the player to take the hill. Rotating away from the player's flank attempt works only on flat ground. When holding a hill, the AI should take advantage of the hill while it still has it. It's as if the AI only values a height advantage during pre-battle, but during the battle it forgets that there is a hill there and it should attempt to hold that hill at all costs.

Marcus Maxentius
04-18-2005, 19:59
I've had two instances of my general freezing and getting slaughtered by other troops. It says he's marching, but he aint marching as far as I can tell. I keep double-clicking and nothing happens. He just stands there looking around. I think he's high or something.

Another thing with generals. I charged my greek general unit into the back of a carthaginian general and did zero damage. Infact his movement was stopped like he hit a stone wall. The other general turned around and killed mine. I guess some leaders are born with an iron ass or something.

Marcus Maxentius
04-18-2005, 20:01
Aw crap, I forgot I'm using 1.1. I don't want to waste space with something already fixed. Can anybody confirm, please?

Simetrical
04-18-2005, 20:08
I suggest two things:

1) Every single bug needs to either include a save that displays it clearly, or a method that shows it clearly. This is critical. It's not enough to say "it's been tested," you have to specify what the test is so CA can see for itself. There's no point otherwise.

2) Only the most egregious, consistent, and specific AI flaws (e.g., "loading a saved game severely inhibits AI aggressiveness in the first turn after the load") should be mentioned. AI is immensely complex, and you can't fix a problem like "the AI doesn't attack when its forces are clearly superior" the way you can fix a UI problem or an animation problem or whatever. There's no point in including fundamental AI inadequacies here—of course they know that the AI isn't top-notch. We don't need to tell them that.

-Simetrical

Barbarossa82
04-18-2005, 21:31
Marian Reforms Bugs

1. Praetorian Guard are trainable before the Marian Reforms take place. This occurs because they are trainable at the Imperial Palace, which no longer immediately triggers the Marian Reforms event. The effect is to improperly give the Romans access to a legionary-style unit before the reforms.

2. Pontic and Scythian generals are not upgraded to their armoured model. This is apparently due to a missing "general upgrade" attribute.


Marian Reforms Issue, Possible Bug

After Patch 1.2, non-Roman factions are completely dependent on the progress of the Roman factions for the upgrade of their generals, rather than being able to effect this themselves by building their highest level governor's building.

Ab Urbe Condita
04-18-2005, 22:48
Apparently nobody's mentioned this, but AI armies will sometimes exit the battlefield without a fight even when they don't have the option of retreat, so they end up losing all their units.

Marcus Maxentius
04-18-2005, 23:14
About Assasins not getting experience for sabotage. It could make sense since they need the spy's expertise to get information about the target. The spy should get more of the credit. Assassins, assassinate and get points for that. The spy should be the one to destroy buildings get a saboteur rating. How subtle is conan the destroyer with a spiked club?

Kraxis
04-19-2005, 02:15
Well since neither get any bonus from it, you can bet it is a misplaced feature. Either the spy was the old saboteur or a coder made a small mistake. Result: It doesn't work as it should, thus very much fixable.

There are many small inconsistencies in the stats of the units. We can supply a lengthy list of them if it is deemed worthy of mention. But none of them can be considered bugs and as such are less important.

About the grouped units' speed:
It is very much worthy of mention, even if it isn't a bug per se. The units act strangely and in a way we in general do not like. So I think it is perfectly ok to include it as a bug so that it has a chance of being looked into (even if only to be determined a working feature). If we let it sit on the sideline there is a chance it will be ignored.
Also we have had it confirmed, and personally I remember a lengthy discussion about it some time ago. So it is far from an unknown entity.

screwtype
04-19-2005, 02:59
1: Fire at will command enables a unit to fire at an enemy that is not engaged with one of yours which is fine since it reduces friendly fire losses. The problem is that sometimes you do want to fire at an unit that is overpowering one of yours. Now, with a hastaii or principii unit they will throw two spears then charge. Put on guard command they should remain in their position and fire until ammo is depleted and not charge afterwards. Am I making sense?

Yeah, I forgot about that because it's a while since I played the Romans. The only way you can fire your missiles without charging as hastati or principes is to put the units on autofire, but then you can't direct your fire at a particular unit. There should be some way to direct your fire without having your units charge afterwards.


Many units runs past their given deployment location and then back again to it. This causes units that are given a deployment close to a enemy unit to actually run into them and then try to return to their place.

I think that's a "feature" rather than a bug.

Oaty
04-19-2005, 03:03
Sallying Enemy bug I – Killing all the sallying enemy's forces doesn't give automatic victory to player (reported by Oaty). I think Oaty was trapped outside.

I believe that's a misinterpretation if I remember correctly. The A.I. might possibly have unlimited sallies on last turn at least 2 for sure, could be the human has multiple sallies on last turn too and noones noticed. They sallied twice on the last turn to be starved out. First turn they sallied grouped up outside the walls, did not engage timer ran out. Returned to the campaign map expecting the occupy/enslave/exterminate message. Instead the A.I. sallies again, at least this time they grouped up and attacked. This time I had either taken the town square or decimated thier army to 10 percent of it's original size. Forget wich but this time it allowed me to have the city even though I should have had it on the first unsuccesful sally. Part of this problem might have been the A.I. had trouble coping that I was deployed on a side that had no gate on that wall.

BUGS

The A.I. can do multiple sallies or at least 2 when it is the turn they starve to submission/death.

CTD very easy to reproduce When the A.I. sallies and you drop your ladders (the 15 build point ones). With the ladders on the ground select some unit(s) and go to string them across in a line. When you do this if the mouse cursor has a palm and you go to string them out you get a CTD every single time. In the heat of battle this can be annoying.


Exploits

Siege towers/rams create an obstacle course or great flank protection. The second exploit is the unit with a siege tower/ladder has it already equipped and if it is far from the gatehouse can quickly march forward take the wall and automatically forces the A.I. call off it's sally. I feel that on a sally siege equipment should be deployed behind your lines unequipped as siege equipment was usually very well protected. Plus this allows the A.I. some time to prevent you from taking the walls.

A.I. attacking across bridges. I'd prefer the A.I. park there army next to mine instead of attacking and wasting a full stack unless the odds are about 5 to 1 in thier favour.

Expendable units. too often I route wardogs befor they have a chance. A.I. should release them right away with a proximity trigger.

Issues

A.I. assaulting towns many issues here.

First is an all cavalry army trying to assault.. The A.I. did have 1 unit of archers on a battering ram that was quickly destroyed by the gatehouse. So I'm not sure if they would not have tried an assault if the 1 foot unit was'nt there.

Second Rams are nearly worthless on stonewalls with less than a ~ 10 percent chance of success. But the A.I. still makes an attempt with them

Third breach in the wall/ spy opens gates. The A.I. bumrushes that breach allowing a potential massacre of thier army with a small garrison.

Fourth A.I. does'nt seem to use all thier build points, quite often I see a stack of 20 units Wich usually equates to 250-300 build points for me and when I am assaulted I do'nt think I ever see more than 200 worth of build points used. Also A.I. building sap points on wooden walls.

Fifth the A.I. does'nt do a good calculation of siege equipment to garrison ratio. 20 units VS 10 should maybe have the A.I build for 2 turns instead of aggresively assaulting as soon as it has siege equipment.

Sixth when the odds are overwhelming such as 20 units to 2 the A.I should send in waves instead of exhausting there whole army.

Seventh the bumrush all together. The A.I. should agrressively try to take the breaches, after that though I think the A.I would be better suited in taking the town center in more of a column style and NOT overlapping units. Along with this not engaging more than 2 units per path but to have a unit waiting close behind.

Eigth Generals might have a chance on the battlefield but is near nada when sending them in first on an assault.

Ninth routing units at the gate. Half there army is inside and routing, the other half is outside and trying to get in.

Tenth Automatically on deployment skirmishing should be turned off by default as skirmishing works very poorly in cities and in reality makes sense. The A.I. has too many problems with this.

Eleventh defending missile units, they are perfectly in good range of my units fire 1-3 rounds then dance around all in the meanwhile allow my archers to take them down to nothing. If my archers can hit them that means they can return the favour if they are matched in range ability. So stop A.I. archers from moving if they are in range of something. Same should go for assaulting

Twelfth does'nt occur too often but the overshoot feature should be disabled in city battles. Do'nt know if it's the overshoot feature or pathing causing this but units will run way way past thier destination then come back and line up.

Thirteenth ability to move sap points on the deployment stage, unless I'm doing something wrong. Because Marcus(advisor) says I can move them.

Battlefield archers same as towns stop the A.I. from dancing archers if there is an enemy in range unless of course it is the skirmishing feature causing this.

Battlefield, the A.I. does'nt do a good asessment of when you can shoot them to death.

Trapped skirmishing unit, Example Roman cavalry auxilia get chased to the redline. I hit withdraw, instead of running across the line they were chased to they try to withdraw the direction the army came from. Cavalry at least should be able to withdraw across the line that is closest to them.

Skirmishers in general I micromanage them so that they are no longer in between the redline and an enemy but for some odd reason if they are close to the redline they try to run around the enemy getting themselves pinned again.

I do'nt mind the horse archers being nerfed but the fact that they are pinned in by redlines makes this toning down a bit harsh

All cavlry armies/cavalry scouts. They should always have the withdraw option unless also opposed by an all cavlry army.

Also the no withdraw option should only be enabled for the first 5 to 10 minutes. Or at least units that have been routed then rallied should be able to withdraw.

A.I. not retraining fleets, also ships should try to retreat to the nearest friendly unblockaded port.

Campaign armies. A.I. does'nt make good choices when you play as an eastern faction. Boring battles when the A.I. attacks you with an all infantry army minus up to a few units of cavalry.

Cavalry needs a population/control method.

A.I. not milking any cities/towns to allow population increase. It should at least try to milk some cities that are'nt on a threatened border.

Capitals can be bribed at least the A.I. can bribe them.

Also the A.I. bribes towns well out of thier reach such as Briton bribing Croton or Julii bribing Condate Redundem that's taking in the fact that the Julii are still maintained to the Italian peninsula. Perhaps bribed cities should be limited to borders or distance to friendly territory. Islands can/should be excluded

A.I. emisary has a mission to bribe a city before it is under siege. The A.I. somehow bribes the city when it gets besieged.

A.I. Phalanxes trying to squeeze in between 2 units to get at there flanks. A.I. phlanxes need to concentrate on what's in front of them after that if there is nothing in front of them work on a flank of a unit

A.I. rarely uses reserves wich allows easy breakthrough in it's lines.

Multiple basic A.I. tactics such as engaging the center withdrawing cavalry on 1 flank and moving it to the other and try to roll down. Also perhaps make a record of succesful/unsuccessful plans making it more likely to use one it is more successful with.

A.I. needs to concentrate less on trying to hit the flank of every single unit and try to maintain a line of cohesion for at least a portion of it's line.

Cavalry is too often seen in the opening phase especially in the center where cavalry is usually most thretaned

Less predictability too often well protected skirmishers get charged right away, allowing me to quickly destroy there strongest part of there army there cavalry

A.I. needs to stop moving thier infantry and rely on thier cavlry/reserves for adjustments, currently the A.I. is left with too many gaps wich cause them to loose thier center quite early too often.

A.I. does not change depth of unit according to the unit sizes you selected wich leads to a very thin A.I. line up to 4 times as long as mine on huge settings. Leads to an easy breakthrough on the A.I. line and to work out on them.

Advance and engage, allows units you select to march forward and only attack what's in front of them.

Deployment phase 1.1 showed an x where the enemy was approximately deployed. 1.2 this feature was taken out. I like that feature,

the main reason I liked was that it allowed you to deploy your army parallel to thiers. Now when I hit start battle if the lines are'nt paralel to each other I occasionally get the A.I. dancing around due to my moves when all I'm trying to do is to match my line paralel to thiers before I march on them.

Just my short little list ~:cheers:


Side note: fighting to the death workaround. If they are stuck on the wall and you can clear enemy troops close by, you can then walk a unit up on the wall, they then they quit panicking allowing you to get them off. However if there are enemy troops down below you may or may not stop them from paniking by walking a unit by. So it does work to a degree.

screwtype
04-19-2005, 03:05
screwtype: When you direct a unit to "run" when the game is paused, and then unpause the game, the unit immediately reverts to walking. Also, ordering a unit to disable phalanx formation when the game is paused only works about 50% of the time, ie half the time they will stay in phalanx formation.


Are you sure of this, I've never experience any such problem.

Remember, we only want confirmed bugs. Don't put CA off with lots of minor issues. Stuff like "Problems with units ignoring orders generally." needs to be explained a bit more. They will probably want definate instances, like "units ignore orders when in group".

Oh, absolutely. It happens EVERY time I tell a unit to run when the game is paused. I am really suprised you have not experienced this. I thought everyone would be aware of it.

The phalanx bug is similar, but it only occurs about half the time. Not too sure about the guard button, I'd have to check that one.

Betito
04-19-2005, 03:16
Haven't played in a while, so i don't remember the exact mecanic of this bug:

Protectorates are still bugged in 1.2, mostly in the economic side: (IIRC) when i demand a protectorate and the other one accepts, it is now THEIR treasury the one that gets severely decimated. This error continues to show up in every single turn( in the economic summary), but the money is added no more.


Ok, perhaps i don't explain myself very clear, so let's give an example: I was Carthage and was at war with egypt. I had 200k and they had 300k in treasury. Somehow, they accepted to be my protectorate.

The next turn, i noticed my treasury has gone from 200k to nearly 500k, i saw the diplomacy section of the summary and noticed that i had 300K of income just for the concept of diplomacy... this part is where begin to suspect this is a bug

Next turn, everything goes back to normal (from 500k to 505k in treasury), however, the economic report indicated that i had ANOTHER 300k from diplomacy... at this point i AM certain this is definately a bug

This campaign was played in unmodded RTW 1.2... could someone give any confirmation of this happening to you??

screwtype
04-19-2005, 03:18
Skirmishers with skirmish mode turned on is somewhat uncontrollable when the enemy is that near that they (the skirmishers) consider to fall back.
Turn off skirmish mode and you will avoid this problem.

The enemy wasn't that near. It was absolutely blatant - I ordered the cav to retreat around the corner and instead they charged straight in the opposite direction right into an enemy phalanx. And would not obey any orders to do otherwise. In the end I just had to bum rush the phalanx with everything available in order to save the cav.

But IMO, I think this bug occurs whether or not a unit is on skirmish mode. You tell a unit to run one way in a city and it races in the opposite direction. Haven't you ever experienced that? It's happened to me quite a bit.

screwtype
04-19-2005, 03:34
The issue is that player (but not AI) units will stop in the middle of a battle instead of pursuing an enemy that is moving close to or even through the stopped unit. I find it especially noticable with horse archer varieties and cav (since my inf units almost never catch the olympic caliber sprinting of the routing units).

Oh, you've noticed that too? It's not just me then.

Yes, I had just that problem with horse archers the other day. Ordered to attack a routing unit, they repeated pulled up in a dead stop just behind the routing unit and failed to attack it. And I definitely did not have skirmish mode on.

The unit ended up routing across half the battlefield and escaping because I just could not get the horse archers to press the attack.

I'm not sure though whether this happened when the horse archers were grouped or ungrouped.

screwtype
04-19-2005, 03:45
The pause and speed altering hotkeys in battle are unreliable.
Many times when I tried to use them the effect would toggle twice, e.g. pausing and then instantly unpausing. It's not a case of holding the keys down too long; this happens even when the keys are only tapped lightly. The problem is not constant; about half the time the hotkeys do work as expected. The interface shortcuts work correctly, but in the minimal UI those buttons are missing. This isn't a frame rate relayed issue either; it happens in both large and small battles.



I wouldn't go along with your exact description of the problem but the game's response to pause button keypress when on high speed is definitely random. That is one reason I would never use the minimal AI.

PseRamesses
04-19-2005, 08:56
Sometimes a group of units ordered to attack an enemy unit (double-click) will behave as if ordered to run to that location. I've found that the problem can be solved by choosing the individual unit cards and then ordering the attack, so I don't know the reason. I suspect the trouble is from groups created before the battle begins?

Well, I always group and place my units before the battle so I wouldn´t know but I will try it. I defenitely know that this occurs when you order a group of units to a certain location so there defenitely must be a bug.

Dead Moroz
04-19-2005, 10:01
On the campaign map, the AI doesn't attack when it clearly has superior forces. For example, Scipii (AI) is at war with Numidia (AI) but instead of attacking they will continue to amass many large stacks of armies on the border that do not attack, or even enter, Numidian territory. This goes on for many years.
I have the same experience. Ifaik many people too.

Dead Moroz
04-19-2005, 10:18
Campaign:

1. City passed to new level and its surroundings may be covered by "fog of war". Units near such city may became unselecteble.

2. Family members in cities immediately starts to gain bad traits.

3. Governors gains almost only bad traits.

4. Squalor effect is too big.

5. In 1.2 AI builds too small number of ships. Those ships are of worse types though best types are already available to faction. Now AI builds ships only in Mediterranean and Atlantic and doesn't build ships in other seas (this possibility is required for any non-original maps).

6. After Marian reforms Senate still give triarii for successful missions.

7. Reward for Senate's mission may not be shown sometimes. Though you will be rewarded after success.

8. You cannot demand a city which you are sieging.

9. Seleucids are too easily to agree to became protectorate of Egypt.

10. If some faction declare war on your protectorate, you may not declare war on aggressor and still be protector of that faction.

Battle:

1. Skirmishing units in skirmish mode may run straight into enemy instead of running away.

2. Some of barbarian rebel archers may became British swordsmen (after falling?).

3. Pike units lose in phalanx combat with hoplites. But indeed they must win, 'coz pikes are longer then spears - so hoplites just cannot reach their opponents.

4. During pause grouped units destination position is not visible until you turn off pause.

5. Archers (maybe Roman only) in skirmish mode begin to run away from attacker too late. So they became engaged in combat and defeated.

6. Some units may gain value even without any engaging in battle.

Siege:

1. When you fights with enemies climbing on ladder and kill first enemy all soldiers in this unit immediately die and drop down the wall.

2. Flaming arrows don't fire siege equipment.

3. When you assault the city with player-controlled reinforcement and this reinforcement have some units with seize equipment, those units may disappear before entering the battlefield.

4. Units standing on walls may loose soldiers without any visual causes (such as fighting, being under fire, some soldiers dropped down)

5. Assaulting AI armies may frieze near walls if their seize equipment is damaged. So you can just simply shoot 'em all.

Dead Moroz
04-19-2005, 10:30
Dunno if it's bug or feature. Some different farm levels have the same income value and effect on population's growth.

slackker
04-19-2005, 12:04
Hi guys, i dunno if any bugs/issues have been mentioned abt pathfinding in cities and towns and also abt sieges. Also correct me if its intended to be a feature.

1. Units in cities moving through streets often get stuck in a house at the side of the street, u click on a spot, and u can see foot/calvary units all bungling together and "sticking" to the walls of the houses as they move to the spot.

2. Don't know if this is a feature or bug: when u assault walls with siege towers, the damage counter in percentage is not accurate, i always get 0% even though fire arrows are fired on it and when it reaches the wall, soldiers climb to the top and b4 they descend on the wall, it collaspes! doesnt happen everytime..but wondering if others experience the same prob? and at least the damage counter should reflect something...it does for rams on wooden walls.

side note: is the enemy ship ability to move out of the port that i blockaded a feature? and i also xperience the AI problem where huge stacks massed at borders without doing anything. Esp when i played the germans once, when i reached the roman borders, i found out only the scipi expanded into africa and Bruti took some rebel towns, Julli hardly touched the gauls and i was hoping they would give me a helping hand!

Myrddraal
04-19-2005, 12:34
The A.I. can do multiple sallies or at least 2 when it is the turn they starve to submission/death.
So Oaty are you saying that the sally bug where you don't win despite killing everyone doesn't exist. I thought someone else confirmed it. Could you write the bug in the same format as I've been using in the list.


I don't think that's a bug, I think it's a feature.

And the reason I say that is because you pay more to retrain units with experience - a LOT more. I've got some units of militia hoplites in my current game I won't retrain because the game wants me to pay several hundred denarii for 2 or 3 new soldiers.

In fact now I tend to just merge units with high experience so I'm not faced with the expensive business of retraining them.

This is strange, in the manual it says it waters down the experience (is that right?) but you pay extra to retrain them. Ur right this seems like a feature not a bug. I'll take it off the list.



screwtype: When you direct a unit to "run" when the game is paused, and then unpause the game, the unit immediately reverts to walking. Also, ordering a unit to disable phalanx formation when the game is paused only works about 50% of the time, ie half the time they will stay in phalanx formation.

Strange, I've never experienced this. (or perhaps I didn't notice) Could someone else confirm it to make sure its not unique to screwtypes computer...


About AI bugs

Many of the bugs reported are AI bugs. I would define a bug as a feature which is supposed to do something, but doesn't. Stuff like "The AI should attack more often" isn't a bug, its a lack of feature. Its not something they need to fix, its something they need to add, so I won't be adding it to the list.



1. City passed to new level and its surroundings may be covered by "fog of war". Units near such city may became unselecteble.
Is there a link to some research. This seems a bit vague. Is it that when a city gets upgraded it can no longer see (hence the fog of war)?


2. Family members in cities immediately starts to gain bad traits.

3. Governors gains almost only bad traits.

4. Squalor effect is too big.
These are issues not bugs. I'll try to add them to the issues list, but I'm a bit short for time so for the time being I'll concentrate on the bugs.


8. You cannot demand a city which you are sieging.

9. Seleucids are too easily to agree to became protectorate of Egypt.
Again, more like issues. I'll try to get around to it :smile:


Some of barbarian rebel archers may became British swordsmen (after falling?).
What do you mean? Do they just change into a different unit? In what situation?


When you fights with enemies climbing on ladder and kill first enemy all soldiers in this unit immediately die and drop down the wall.
Do you mean if you kill the first man on the ladder? Is this only the men on the ladder or the whole unit? Are you sure this isn't a feature, like pushing away ladders or something?


1. Units in cities moving through streets often get stuck in a house at the side of the street, u click on a spot, and u can see foot/calvary units all bungling together and "sticking" to the walls of the houses as they move to the spot.

Is this the same as the bugs where units get 'stuck' in allyways?

Thx for clearing these points up for me. I've added some now, I'll add more later..
Thx

buujin
04-19-2005, 14:09
The CHARGE BONUS issue MUST BE ADDRESSED ,

FOR THE SAKE OF ALL FUTURE MODDING !!!

"Charge Bonus" has NEGLIGIBLE effect in battle
The Damage caused on charge impact is largely effected by "ATTACK SKILL" and "ARMOUR VALUE".

This is a SERIOUS problem in the battle mechanics which hinders unit stats balancing almost FATALLY.

The EFFECT of this bug/issue is:

-One can NOT make a unit vunerable to normal ( non- armour piercing ) weapons or missile fire, and still keep the charge inpact high.
-One can NOT reduce the overall kill/death rate of a unit while still keeping the charge bonus of that unit high.

This causes a whole array of further stats issues which i wont mention.

In short :
Having to use ATTACK SKILL and ARMOUR RATING as methods of balancing charge bonus puts HUGE flaws into all unit balance processes AND IS ALSO AN ODVIOUS REASON FOR ANY CURRENT INBALANCES IN VANILLA RTW's STATS

Viking
04-19-2005, 14:19
screwtype:Also, ordering a unit to disable phalanx formation when the game is paused only works about 50% of the time, ie half the time they will stay in phalanx formation.


I can confirm the phalanx bug. Happens to me quite often.

SpencerH
04-19-2005, 14:20
I think many of the 'issues' are more important than the 'bugs'. Maybe it requires a seperate list?

When I get home, I'll check out the effect of pausing (since I do it a lot anyway given the battle speed).

Dead Moroz
04-19-2005, 14:50
1. City passed to new level and its surroundings may be covered by "fog of war". Units near such city may became unselecteble.
Is there a link to some research. This seems a bit vague. Is it that when a city gets upgraded it can no longer see (hence the fog of war)?
I can share only my personal experience. When the city gets upgraded it became covered with FOW such as it belongs to another faction. But the banner is yours and you can get into and manage this city. Units can come in and out. But units that where near this city at the end of previous turn becomes unselectable until you get another unit close to it and uncover FOW. In some case it's enough to just come out of city some unit to uncover FOW around city. But sometimes you have to wait for one or few turns until FOW uncover itself. "Hope", I'm not the only one who saw this bug?



These are issues not bugs. I'll try to add them to the issues list, but I'm a bit short for time so for the time being I'll concentrate on the bugs.
As my boss love to say: Documented bug is feature. ~;)




Some of barbarian rebel archers may became British swordsmen (after falling?).
What do you mean? Do they just change into a different unit? In what situation?
Yes, they become another unit - British chosen swordsmen, with their model, skin and weapon. I'm not sure when it happens, seems that they may became swordsmen after falling and stand up (you know, some units falls, but they not dead and stand up to fight again). I even saw a post about it somewhere on TWC.




When you fights with enemies climbing on ladder and kill first enemy all soldiers in this unit immediately die and drop down the wall.
Do you mean if you kill the first man on the ladder? Is this only the men on the ladder or the whole unit? Are you sure this isn't a feature, like pushing away ladders or something?
Enemies climbing on ladder, first men getting to wall and you begin combat. When you kill any enemy all units from his squad that were on ladders becomes laying dead on the ground. They just lay in line like they climbed a moment before. If this is imitation of pushing away ladders - then it's very stupid and annoying imitation.

slackker
04-19-2005, 14:57
Is this the same as the bugs where units get 'stuck' in allyways?

Thx for clearing these points up for me. I've added some now, I'll add more later..
Thx

erm allyways? sorry not familiar with this slang ;)
surely u don't mean corridors? ~:confused:
thats how i interpret lol..ok back to topic, i mean those streets in cities. when u click a point on a street, it will proceed and turn as normal but sometimes it ends up piling onto the side of the street, i.e. the walls of the houses and gets stuck until u issue a new command. annoying esp when u r trying to co-ordinate a multi-pronged assault on the city square...

Oaty
04-19-2005, 15:07
So Oaty are you saying that the sally bug where you don't win despite killing everyone doesn't exist. I thought someone else confirmed it. Could you write the bug in the same format as I've been using in the list.

AI can do multiple sallies This only has occurred on the turn they are to be starved to death

A.I. builds sap points on wooden walls I can't build them for a wooden wall and the sap points do'nt show up when I'm assaulted so this is a bug.

A.I. does not use up all of it's build points for its besieging army

Also I'd appreciate if you add this CTD to your list as I've learned to avoid this but limits on where and how you can move your troops to avoid this

CTD very easy to reproduce When the A.I. sallies and you drop your ladders (the 15 build point ones). With the ladders on the ground select some unit(s) and go to string them across in a line. When you do this if the mouse cursor has a palm(grab icon) and you go to string them out you get a CTD every single time. In the heat of battle this can be annoying.

Diplomats with a mission before a city is besieged both mine and the A.I.'s diplomats appear to be able to talk to besieged cities if they were assigned to that mission before it is besieged. Does not happen 100 percent of the time but it leads to the A.I. bribing besieged cities.

Feature that was taken away Deployment phase 1.1 showed an x where the enemy was approximately deployed. 1.2 this feature was taken out.

Rams built to go against a stonewall Theres less than a ~ 10 percent chance of success so there chances need to be increased or the A.I. needs to abandon building them

Besieged A.I. leaves skirmish on Skirmishing does not always work well in cities and should be off by default upon starting the battle.

Overshoot feature in cities units run way too far past thier intended position then run back. If the intended target position was close to the center of the city they overshoot as far as the city walls or out the gate then come back. This occurs occasionally.

ability to move sap points on the deployment stage, unless I'm doing something wrong. Because Marcus(advisor) says I can move them

Exploit of the sallying A.I. Siege equipment is already equipped allowing the human to assault the walls immediately, as soon as towers/ladders hit the wall the A.I. calls off it's sally. Siege equipment should not be easily accessable on a sally.

This last one I'm sure this is not right but will go into the game when I can and see if I have the option to bribe away the enemies capital, The only thing I know for sure is you can't bribe thier last city. Has anyone else run into this as I've had my capital bribed away more than once.

A.I. diplomats can bribe your capital out from under you unless I'm wrong here I thought this was'nt meant to be possible

Well I put it in a much better format this time and hope these can make it to your list.

frogbeastegg
04-19-2005, 15:13
I wouldn't go along with your exact description of the problem but the game's response to pause button keypress when on high speed is definitely random. That is one reason I would never use the minimal AI.
In my experience the problem also happens when the game speed is normal, not just when the speed has been turned up to maximum. I had the same difficulty pausing and/or speeding the game up that I did slowing it back down.

derF
04-19-2005, 15:20
- A phalanx should be able to turn without the lifting of Pikes and hoplons.
- Moving units around in a town/city is unwieldy.
- Selecting multiple units in battle and clicking forward for them to advance in the same formation doesnt work. They often end up facing the wrong direction and the formations are totally mixed.
- Archers fire at a close-by unit 1 man rather than target a unit of 200.
- Pursuing cavilry sometimes just rides beside the target at walking pace, not killing the fleeing soldiers.
- Elephants are supernaturaly immune to ballista and scorpion attacks.
- Heavy cavilry are too immune to archer fire.
- Enemy AI will make its army absorb insane amounts of casualties from missile fire by standing still throughout the entire battle.

Camp Freddie
04-19-2005, 16:22
I'd just like to to confirm that the Fog of War can hit your own cities.
I thought it was just a wierd unpredictable random thing, that fixes itself after a few turns.

I hadn't spotted the link - that it happens when your city expands - but that sounds about right.

It's not a big bug, (you can still select the city and units within it) but it's worth looking at.

Ginger
04-19-2005, 16:46
i can also confirm that coastal battles often have large, square areas of land projecting into the sea in vanilla rtw, often when you can see your ships in the distance after disembarking.

Daveybaby
04-19-2005, 16:58
*cough* reload AI siege lifting bug *cough*

Also, an issue (or is it a feature request):
When clicking the prev/next buttons when on the cities tab, prev next city is selected. When clicking prev/next buttons when on the armies tab, the prev/next army is selected. But when clicking the prev/next buttons when on the agents tab, the game selects the prev/next agent *OR ARMY*

So can we have it so that we can just scroll through agents only please? Sometimes its hard to remember where you left that spy - was he in an army, a city, or just in a remote corner of the map?

sunsmountain
04-19-2005, 18:07
1. Make the AI programmable, like an export_descr_AI.txt !!!
2. See 1!!
3. Perhaps add a section in descr_strat.txt?
4. If you don't, total war fans will keep moaning for ever and ever.

5. No bugs found or reproduced except those found by player1-bugfixer thread. NONE.



Phalanx game mechanic problems
The pikes should be raised so that the points are high enough above the ground to be effective.

Well if they do they should tire more quickly than anything. Phalanx should not fight on a slope.



Battle difficulty bonus is being added to both human and AI

I agree it should only go to the AI, but make it a morale bonus like in medieval, NOT an attack or defense bonus.

@ oaty
Your list is way too long, could you please test your 'bugs' before you post them? This goes for the other long lists as well!

Benny Moore
04-19-2005, 18:08
Flaming ammo from archers do not light up or damage buildings/siege equipment like it says they do in the manual.

They do light up siege equipment, excepting ladders, but the damage indicator does not show the damage until the thing lights up.

And here (http://users.adelphia.net/~j.r.engdahl/josh/Clip1743.gif) is another example of the shoreline bug which so many people feel is not a problem.

SpencerH
04-19-2005, 18:40
Pausing in minimal UI (after much button mashing and swearing->see previously mentioned bug) had no effect that I could observe on any unit in the brit faction.

Red Harvest
04-19-2005, 19:20
Dunno if it's bug or feature. Some different farm levels have the same income value and effect on population's growth.

I don't think this is a bug, but we have no documentation to really tell us how the game is supposed to work. There are certain upgrades that don't "count" until later upgrades are done. Farming temples don't give bonuses until the farm level for that city level is completed, etc. Can't remember the details at the moment, but somebody had already figured out how it works.

slackker
04-19-2005, 19:45
*cough* reload AI siege lifting bug *cough*

Also, an issue (or is it a feature request):
When clicking the prev/next buttons when on the cities tab, prev next city is selected. When clicking prev/next buttons when on the armies tab, the prev/next army is selected. But when clicking the prev/next buttons when on the agents tab, the game selects the prev/next agent *OR ARMY*

So can we have it so that we can just scroll through agents only please? Sometimes its hard to remember where you left that spy - was he in an army, a city, or just in a remote corner of the map?

ahem OT but i had to reply :) if u right click on the town,army, agent, fleet tabs at the bottom middle of ur screen(juz above the unit icons) it will display all ur army stacks, agents and ships respectively Locations all provided, juz double click on the unit and u r there! and the description pops up too.

Cheers

HarunTaiwan
04-20-2005, 04:41
Definitely the "issue" where you cannot demand the city that you are currently beseiging should be a problem.

Why else am I besieging unless I want it?

I guess I should besiege a different city in order to get the one I want?

Dead Moroz
04-20-2005, 07:51
To illustrate some of my descriptions.

When your city get upgraded it may be covered by FOW. Though you still can access this city.

http://img252.echo.cx/img252/8684/00215ez.jpg

That's what happens when you fight with enemies climbing on ladders:

http://img252.echo.cx/img252/7402/00205ok.jpg

Also another graphical bug happens sometimes with other people too:

http://img252.echo.cx/img252/2820/00135wz.jpg

Dead Moroz
04-20-2005, 07:57
Sabotaging doesn't give experience to Assaisns.

I looked VnV code and I saw that Conspirator like of traits is triggered after sabotage.
But, since Consipirator is reserved for spies only, assasins won't get any benefit from it.
No doubt this is bug! Spies just cannot do sabotage missions. The real character type for this trait must be assassin instead of spy.

Daveybaby
04-20-2005, 10:49
ahem OT but i had to reply :) if u right click on the town,army, agent, fleet tabs at the bottom middle of ur screen(juz above the unit icons) it will display all ur army stacks, agents and ships respectively Locations all provided, juz double click on the unit and u r there! and the description pops up too.
Oh, yeah, but it would still be nice to be able to just cycle through them like you can for cities and armies without opening the scroll.

Oh, and another bug which i havent spotted in this list yet.

If you start a battle, and manually rearrange all of your units into the formation you want, and then select all of them and click where you want them to go, they will usually stay in the formation you chose when they get to their destination.

However, sometimes they will magically decide that they want to revert to the initial default formation. So instead of an ordered advance you get a godawful mess as all of your units criscross each other to get back to their original relative positions. Very annoying as it can actually lose you the entire battle.

SpencerH
04-20-2005, 11:23
To illustrate some of my descriptions.

When your city get upgraded it may be covered by FOW. Though you still can access this city.


That's what happens when you fight with enemies climbing on ladders:


Also another graphical bug happens sometimes with other people too


I may be wrong but CA have shown no interest in bugs that occur in mods.

Pritzl
04-20-2005, 11:40
If an enemy with ranged units attacks you on a bridge, they will not cross until they expend all their missile ammo. Since prudence demands you withdraw your troops to a safe distance this means that the battle comes to an impasse. When the time-limit is turned off, the result is a stalled game as exiting causes you to lose the battle. Ideally, the AI should not attack unless they intend to follow through.

After loading a saved game, the AI seem very susceptible to diplomatic overtures such as the offering of protectorate status, ceasefires, alliances, etc.

Oh, and Kudos to CA for the initiative... ~:cool:

nickersonm
04-20-2005, 12:19
Note: I'm just writing this as I read through the thread, so the paragraphs may seem disjointed.


Flaming Arrows
Flaming ammo from archers do not light up or damage buildings like it says they do in the manual.
They do. It can just take several large volleys, but I have had it happen in RTW 1.2 vanilla. It should be fairly easy to test, for those who haven't seen it - do a custom battle where you assault a city (w/ walls), give the enemies all archers, and take a few onangers for yourself. Keep everything but the onangers out of firing range of the defending archers, and they should use fire (they did in the battle like this that I played). In my battle, several of my onangers burst into flames and burnt down after a few volleys of flaming arrows.


Also, I can confirm that in minimal UI (not sure if it is exclusive), the pause button, and a few others, appears to suffer from rapid key repetition - it toggles rapidly if the key is pressed for more than a few fractions of a second. In 1.1, and some cases in 1.2, the pause button is a single-depress toggle.

Another comment: I believe that some of the group attack 'issues' are really a certain feature asserting itself. In my experience, when a group is ordered to attack an enemy, it will attack the whole enemy group, with each individual unit generally attacking it's "counterpart" in the enemy formation. This is useful for large formation combat, as you don't want your whole group of legionaries attempting to attack the single enemy unit in the middle of their formation. Archers and other projectile units, on the other hand, are often used for concentrated fire, and this feature is not always desired. Perhaps some kind of toggle would be useful.

I have also experienced the problem with un-grouped units following grouped units orders. It is very annoying, but I can usually (temporarily) solve it by un-grouping and re-grouping everything. That doesn't help if I didn't notice immediately, though. As far as I can tell, it occurs randomly.

Also, I have the run/walk issues with pause. I'm not certain what the pattern is, but sometimes a unit ordered to run while paused will revert to a walk when the game is unpaused. Note: in my experience, this only occurs with grouped units. So it can be worked around by ordering individual units to run. Perhaps it is an artefact of the stay-in-formation feature?

From my observations, the reason for the "Pursuing cavalry sometimes just rides beside the target at walking pace" bug is that attacking units aim for the average/center of an enemy formation. If there are stragglers, as often happens when a unit is routing, the center of the routing unit will be a bit behind the main concentration of men, so the pursuing unit will have nothing to kill at its target. I imagine this kind of targeting was done to avoid computing each individual unit position in the attack AI, so I don't know how it can be avoided.

- nickersonm

Myrddraal
04-20-2005, 12:42
Has anyone else experienced the dead people on ladders bug apart from Dead M. I've never seen the like despite having played many sieges. I just want to check its not unique to your comp DM...

sik1977
04-20-2005, 13:15
Protectorates shouldn't attack each other (where you have two or more protectorates in a game), or attack your allies (those which are not protectorates). Your allies may attack your protectorate just like they may attack you, but that should be considered an attack on you and not just another ally which typically makes you choose between two allies now engaged in war, thus, an attack on your protectorate by a neutral or ally faction should change your diplomatic stance towards that faction as hostile.

Will we see the 'Loadgame issue' mentioned in the bug list?

Kraxis
04-20-2005, 13:47
Ok these might be issues, and we have discussed them before here in LM.

Odd Pontic Pikes: Pontic Phalanx Pikemen are oddly enough given the bonus of a large shield despite they are in fact carrying the smaller pikemen shield. Also they are given the smaller hoplite size in terms of their unit.

Shieldbonus for Pharaoh's Guards: A large shield for a unit that obviously has none, that makes no sense.

Shieldbonus for Beduin Archers: They have no shield... Again makes no sense.

Thracian upgraded Bodyguards: These guys are exactly the same as the unupgraded ones in terms of stats, they even have a shield they shouldn't have. Their look is very much heavier though, so that can't be right.

Lack of shieldbonus: The Pontic upgraded bodyguards have a shield but no bonus. Cosmetics perhaps, but at least something to make them aware of.

Mass of units inconsistent: Many units are weaker in mass than comparable unit. In particular the Silver Shield Legionaries have 1.0 in mass while Legionary Cohorts (the same unit) has 1.3. Mercenary Bastarnae are also at 1 while both the normal Bastarnae and Thracian Mercenaries are at 1.2 (the level of basic barbarian infantry). There are plenty of other instances that I (and others ) can provide if need be.

Unhardy Praetorians? Of all the cohorts only the Praetorians are not Hardy. Even the Silver Shields are Hardy.

Lost mount_effects: Sarmatian Mercenaries don't get the negative mount_effect for camels andelephants. Illyrian Mercenaries don't get the positive effect against chariots and elephants as other skirmishers.

Mount_effects where it is not supposed to be: the Eastern Heavy Spearmen have the spearman bonus against mounted units, the only phalanx unit to have it.

Blue Spaniards? Spanish generals are blue... Not brown. What gives?

Strange officer: The barb archer slave unit get an officer, a chosen swordsman actually, and he is even blue. Can't be right.

Silver Shield Legionaries prior to Marius? They are the same as Legionary Cohorts (minus the mass). How can an immitation come first compared to the original? Make them post-Marius.

Pila instead of javelin: Both Light Auxilia and Cavalry Auxilia throw javelins, but their animation have them throwing pila.

There are also issues about other unitsizes, such as Desert Cavalry and Bowmen, but they get into personal issues, though they might in fact impact the game quite substantially.
Many units also have strange sounds for when hit, such as Merc Bastarnae that has the metal sound eventhough they are nearly naked (and have very low armour).

Damn that was a lot of stuff... I don't exepct it all to get in there, but as you can see the stats are far from being correct all the way. Maybe such a list will get the devs to fix what is needed (they can determine if it was intentional that this or that was different from the rest, we can only point it out).

Zatoichi
04-20-2005, 14:10
Ok - there has been some mention of phalanx behaviour, but I haven't spotted this one in the list yet, so here goes:

Phalanx Reversing Into Combat
Pretty much just that - occasionally (predominantly in cities, but not exclusively) a phalanx when ordered to engage a unit in combat will turn around and back towards the enemy slowly, and fight in this way - still in phalanx formation, but facing in the wrong direction. This can put quite a dent in their offensive and defensive capabilities. I'm not sure if this is an extension of the shuffle issue which was mostly fixed in 1.2, but as far as I remember, the times I've seen it the phalanx in question is doing this to a new enemy unit, not one it's currently engaged with, if you see what I mean.

Dead Moroz
04-20-2005, 14:33
So what about this?


Skirmishing units in skirmish mode may run straight into enemy instead of running away.

Archers (maybe Roman only) in skirmish mode begin to run away from attacker too late. So they became engaged in combat and defeated.

Do you think it's not bugs? For me these "features" are very strange and annoying.

sik1977
04-20-2005, 18:05
The Senate mission and Sardis bug (issue?). Please see here for details (one is a link to .com thread, the other is a link to TWC forums)

http://p223.ezboard.com/fshoguntotalwarfrm7.showMessageRange?topicID=24041.topic&start=1&stop=20

and/or

http://www.twcenter.net/forums/index.php?showtopic=26949

BDC
04-20-2005, 18:30
i can also confirm that coastal battles often have large, square areas of land projecting into the sea in vanilla rtw, often when you can see your ships in the distance after disembarking.

Yes I can confirm that. Looks very odd.

The_Mark
04-20-2005, 21:51
Grouped speed bug - Grouping a quick unit with a slow unit results in both units moving at the speed of the fast unit. Surely the fast units should slow down for the slow ones?
A small correction: Slow units get a speed boost but the faster units also slow down, it's more like an average speed of the group's units on which the group's units move.

Oaty
04-21-2005, 01:18
Has anyone else experienced the dead people on ladders bug apart from Dead M. I've never seen the like despite having played many sieges. I just want to check its not unique to your comp DM...

I just tried in custom battles and I can't replicate that.

With much testing ladders have a 1 way switch once a ladder has men going in one direction you can't reverse the direction until the ladder is clear.

If it's an exploit that needs detailed instructions you should maybe PM Myddraal how it's done.

Also was this prior to 1.2 patch?

QwertyMIDX
04-21-2005, 01:53
The fact that Custom battles maps use the orignial campagin map to generate rather than the modded one.

ElmarkOFear
04-21-2005, 05:16
Mydraal. Thank you for all of your efforts to present these issues in a way, which will increase the likelihood of CA seriously considering making changes.

I would also like to compliment the wonderful presentation everyone has given with their list of problems and preferences.

Sorry to have gotten off-topic, but I wanted to express how pleasureable it was to see a well-organized, civil presentation of the single player campaign issues which are important to everyone. ~:cheers:

PS: Please feel free to delete this post, since it IS not on-topic. I will not be offended in the least. ~:)

Mordred
04-21-2005, 07:40
I think the complete grouping system should be redone. Apart form the many bugs written earlier in this thread, units when grouped often attack the wrong enemy unit, most of the times they pick enemy units closest by, instead of the unit you click on.

Ordering a group into the far distance by right click and draw, often results in the game getting stuck, especially when you get close to minimap or command icons. To avoid that you need to zoom in first on the spot you want the unit to go, then give the order. Rather annoying.

screwtype
04-21-2005, 07:42
@ Myrddraal,

I previously stated:

"When you direct a unit to "run" when the game is paused, and then unpause the game, the unit immediately reverts to walking."

I was certain this was the case, but blow me down when I tried to replicate it last night it didn't happen!

However, I still believe it was happening before, and I still think there's something screwy about this feature, but I will have to look into it more before I confirm the nature of this bug.

screwtype
04-21-2005, 08:09
1. Make the AI programmable, like an export_descr_AI.txt !!!
2. See 1!!
3. Perhaps add a section in descr_strat.txt?
4. If you don't, total war fans will keep moaning for ever and ever.

Nice idea. But would they have to compromise even further on AI complexity to do so?

someone: "Phalanx game mechanic problems
The pikes should be raised so that the points are high enough above the ground to be effective."

sunsmountain: "Well if they do they should tire more quickly than anything. Phalanx should not fight on a slope."

Actually the closer to vertical a pike is held, the less tired a phalangite should get. So I don't agree they should tire more quickly just because their pikes are at an angle to the horizontal - quite the contrary.

Myrddraal
04-21-2005, 08:20
The fact that Custom battles maps use the orignial campagin map to generate rather than the modded one.
I thought they used the base map...

screwtype
04-21-2005, 08:33
Also, I have the run/walk issues with pause. I'm not certain what the pattern is, but sometimes a unit ordered to run while paused will revert to a walk when the game is unpaused. Note: in my experience, this only occurs with grouped units. So it can be worked around by ordering individual units to run. Perhaps it is an artefact of the stay-in-formation feature?

I'm glad I'm not the only one who has experienced this. But trying to replicate it last night, it didn't happen! And I'm sure that in the previous night's play it happened EVERY time, LOL.

I still think there's something odd going on though, in the heat of battle sometimes I'm not sure exactly what it is, but that run/walk button is not working correctly and it's a danged nuisance.


From my observations, the reason for the "Pursuing cavalry sometimes just rides beside the target at walking pace" bug is that...

I don't think this is a bug at all. I think it's a deliberate feature. The cav like to attack in a semicircle, and to sort of stop and have a little break between attacks. They did a similar sort of thing in STW/MTW, when they would constantly reform before attacking again.

I don't think it's so unrealistic that cav units should sometimes take a long time to run down enemy units, or maybe even not get them all. History is full of instances of cav chasing down routing units and not returning to the main battle when they are needed.

If you think about it, the unrealistic bit is not so much in the way cav chase routing units, but the way routing units all run away in a clump that makes them relatively easy to kill. In real life a unit being chased by cav would most likely scatter in all different directions, creating multiple targets for the cav to choose between and allowing more opportunity for some to escape.

Myrddraal
04-21-2005, 08:36
About the loadgame bug, isn't this enough

Loading bugs (all one bug?)

AI break siege- the AI will often break up sieges after loading a saved game
AI become protectorates - After loading a saved game, the AI seem very susceptible to diplomatic overtures such as the offering of protectorate status, ceasefires, alliances, etc.

:smile:

Torvald
04-21-2005, 10:36
I've been diligently reading this thread before posting. I usually post on the .com forum, but am seriously thinking about a permament "move" to the .org just because the atmosphere seems so much nicer here. Anyways, just wanted to say that what you're doing in this thread is really productive, and for whatever it's worth, you have my full support.

Also, the issue I want to bring up was touched upon by sik1977 a couple of posts above. I am Mindblank, the original poster of one the .com link he provides. Again, here is the link:

http://p223.ezboard.com/fshoguntotalwarfrm7.showMessage?topicID=24041.topic

Game version is RTW 1.2 (i.e. vanilla, no downloaded mods, no personal mods or tweaks to any text files)

It is actually a twofold issue:

1) When capturing certain cities as part of a Senate mission (Sardis seems to be particularly prone to this, but other cities, including Corinth and Sidon have been known to cause this too), the Roman player gets outlawed for no logical reason. I say "no logical reason" because it apparently has nothing to do with prior Senate/Pleb popularity, number of regions controlled, etc.

2) After this premature outlawing, the Senate behaves irrationally: it outlaws the other Roman factions, hands out new missions to the already outlawed Roman player, etc.

For more details I recommend checking out the link I provided.

Also, I can provide a saved game to illustrate this problem.

Myrddraal
04-21-2005, 10:41
Thx Torvald, and welcome to the .org :smile: Enjoy your stay.

I'll look into that and add it to this list. sorry about the lack of speed with which the list is updated. You guys post so many a day, I'm running hard to catch up, but I can't be online very often these last few days. Keep it up though :smile:

screwtype
04-21-2005, 10:47
Here's a little something else in my current game that may or may not qualify as a bug, depending on your POV.

On about the fifth turn of my current campaign, a Pontic army crossed over the straits and parked itself outside my newly acquired city of Byzantium. I suspected it was planning to attack, but since I had a diplomat handy I sent him to ask for trade rights, hopeful that this might dissuade the AI from attacking.

Well, Pontus accepted the trade offer. And it's army stayed outside Byzantium where it had first moved. And stayed. And stayed. And stayed.

I'm now 30 turns into the campaign and this Pontic army is still standing there. But what really bothers me is that two Pontic ships (in separate stacks), one of which I think was used to transport the army, are ALSO just staying there, apparently stuck, in the straits. This means I cannot move ships into or out of the Caspian. It's absurd.

Oh and while I'm on the topic of ships, can anyone tell me why the heck a neutral ship would have a ZOC that restricts your movement? Surely only enemy ships (and armies) should have ZOC's that affect your units? I'm tired of neutral ships being in the way when I want to move my ships somewhere.

Dead Moroz
04-21-2005, 11:36
I'd like to remind about well-known bug of "flying deads". Sometimes dead bodies hangs in the air.

http://img254.echo.cx/img254/687/deadfly6fy.jpg

You can find many similar pictures in "Picture of the day" section on TWC.

I think CA should fix some glitches of hoplites and pikemen. This one:

http://img58.exs.cx/img58/5729/bug5.jpg

and another one: spear or pike passing through shield when units are in phalanx formation.

Dead Moroz
04-21-2005, 11:38
Here's a little something else in my current game that may or may not qualify as a bug, depending on your POV.

On about the fifth turn of my current campaign, a Pontic army crossed over the straits and parked itself outside my newly acquired city of Byzantium. I suspected it was planning to attack, but since I had a diplomat handy I sent him to ask for trade rights, hopeful that this might dissuade the AI from attacking.

Well, Pontus accepted the trade offer. And it's army stayed outside Byzantium where it had first moved. And stayed. And stayed. And stayed.

I'm now 30 turns into the campaign and this Pontic army is still standing there. But what really bothers me is that two Pontic ships (in separate stacks), one of which I think was used to transport the army, are ALSO just staying there, apparently stuck, in the straits. This means I cannot move ships into or out of the Caspian. It's absurd.

Are you playing 1.1 or 1.2?

Myrddraal
04-21-2005, 12:14
Ah yes, I'd forgotten about that corpse. It happened to me in this situation.

There were many many men in a very small area, hoplites included. Are these similar conditions to when others get flying corpses?

screwtype
04-21-2005, 13:38
Are you playing 1.1 or 1.2?

1.2. I am playing the RTR mod though, which in theory might be responsible, but I doubt it would be.

sik1977
04-21-2005, 14:03
I think this has been mentioned before.

Just wish to confirm that 'Pausing in Minimal UI' doesnt work properly, its as if one click of the pause button registers numerous clicks and u see the pause icon flash 10 times before you (in a milli-second) upon one click. Sometimes it ends up with a pause and sometimes it doesn't. Thus making the pause feature very frustrating, specially when every second is crucial during an engagement.

Viking
04-21-2005, 14:06
About the loadgame bug(or?):

I have never experienced that sieges have been broken after I have reloaded a game.

But what I do experience, is that the AI very often break sieges the turn they should have attacked, and that is quite annoying.

I read that this was a part of the loadgame bug, but is it? ~:confused:

sik1977
04-21-2005, 14:17
@ Viking

The sieges are not lifted till you press end turn after a load. Its not like you load a game and the siege is not even there.

You may read the other thread on the Ludus Magna on this issue for more information and detailed testing by patrons.

@ Myrddraal

I just checked the list. It may be that you have yet to add the following issue but haven't done so due to lack of time, but just in case mentioning here:

Units tend to fall to their death between the gap (invisible one) between the ramp of the Siege Tower and the Wall they are trying to get onto through the said Siege Tower. This doesn't happen always and I have personally noticed this bug occassionaly on the Large Stone Walls.

pariya
04-21-2005, 18:11
This is what the vast majority of the multiplayer community want

1) egypt to be downgraded
2) cataphrat factions to have there cataphrat units downgraded and have better infantry units
3) to be able to adjust team denari..... aka attackers get 10k and defendors get 20k ect..... this way seiges will be more playable as attackers NEED more money...
4) to be able to pick the same factions on both sides..... aka attackers and defendors can both get the same faction except they must get a different color..... like it was in mtw :-)
5) when u have the quick_chat enables in the preferences file make the font in the game not yellow but a color that is more visible against the backround in the daytime settings
6) get rid of some of the extra roman foot units
7) give every faction the basic archer unit
8) give all barbarian factions better infantry.... give a few of them like *dacia* better cavalry as well
9) have a ban/ignore feature that is perminant..... this way you dont have to re-do it everytime u logon
10) when u boot sumone from a game have an option where u can choose that they not be allowed back in unless u rehost or host a new game ect.
11) have a option were if sumone says to many things.... aka 4 posts in 6 seconds *which is almost always spamming* then make it so that when they spam they get booted from the lobby and have to log back in.... this will ensure people do not spam.
12)whenever u preselect a unit destination oftentime they run over there targeted spot and then run back to it..... get rid of this
13) THIS IS THE BIGGY: ****** give units penalties when they are packed very tightly togethor aka like 3 units over top of one another..... this will eliminate those anooying and skilless spam strategies so many people use*****


thats all i can think of for now..... ill egt back to ya with sum more :-)

econ21
04-21-2005, 18:16
Myrdaal, I understand you are focussing on bug fixes, but I don't think Jerome was just asking for those. From what I can gather, two of the biggest issues which people in the Org have identified are to with the AI, specifically:

Battlefield AI - an AI army will approach to attack in a line, but when it gets near to the player's force, it will break up, with units veering off in piecemeal attacks. This allows its individual units to be flanked and destroyed in detail. It is particularly disasterous when the AI is fielding phalanxes. The AI would do better to just try to march straight through the player's line in a frontal attack.

Campaign AI - the AI does not sufficiently concentrate its forces. Some simple code to make weak stacks keep out of range of stronger player's stacks (ultimately hiding out in a walled town if need be) would help a lot. Heroes of Might and Magic III had such AI behaviour and it made for a decently challenging game.

If CA could correct one or other of the above AI flaws, I think it would be better than fixing all the bugs we've identified. To be honest, I think RTW does not suffer much from bugs for a game of its scale and ambition.

I would also flag up a couple of game balance issues. Adjusting the difficulty levels is not really adequate, as this leads to ahistorically weighted unit match ups or "unfair" sea battles that are hard for some to swallow.

AI factions are too weak: with the exception of the Romans and Egypt, the AI factions could be strengthened to make a more challenging game. Carthage is particularly disappointing in this respect. Anything CA can do to bump them up a little would be appreciated.

Human leaders gain command stars too quickly relative to the AI: the human is much more aggressive than the AI and wins more battles, getting more command stars. This is compounded by the AI often using captains to lead its army. Making it harder for the human to gain stars or bumping up AI leader's stars would be easy to do.

Finally, in terms of the balance of arms, I suspect a little re-balancing of cavalry and missiles towards their effectiveness in MTW would fit most Org members' understanding of ancient military history. If anything melee infantry in the ancient period should be stronger relative to cavalry and missiles than in the medieval period, whereas currently in the TW games, the reverse is true.

Cavalry are a little too strong: especially the ability of leaping horses to disrupt phalanxes.

Missile attacks are a little too strong: especially elites, who seem to mow down unarmoured enemies like machine guns.

Please note that with STW and MTW, CA have used patches to tweak faction strengths (eg. Almohads used to be a powerhouse in MTW 1.0; VI allowed AI Danes to break out of Denmark etc) and the balance of arms (eg. raising swords over spears when patching MTW, raising the power of knights after 1.0 etc).

Elmar Bijlsma
04-21-2005, 18:37
Phalanx unable to fight up hills
Puzz3D already included it and I want to back him up and expand on it. Even on fairly shallow inclines the phalanx can't bring their pikes to bear on a enemy. Even with the pike tips well above the ground they simply let the enemy pass. And this really looks odd because it is happening on terrain where you wouldn't expect it to. I don't know how much the curvature of the incline matters as I tested it on many different hills and it happens nearly all the time.

I had an exchange on this issue with MikeB who called this "emergent behaviour" which I am frankly not very satisfied with. It's a big handicap for phalanx players and when you see troops charging through the spears it just looks so incredibly odd and unrealistic especially since phalanxes aren't handicapped in such a way in forrests or rocky ground which would be ground where you'd expect a phalanx to perform badly.

Sorry to bang on about this again but this is my pet peeve.

Betito
04-21-2005, 21:49
So is it a recognized bug the one i addressed before about the protectorate???

Because i can get real big (see this thread (https://forums.totalwar.org/vb/showthread.php?t=46515) )

BTW sorry if i'm being too insistent with this, but it just seems no one seems to care about this one

Dead Moroz
04-21-2005, 22:55
1. Every time in sea battle of your quinquiremes with enemy's quinquiremes you lose one of your ships, even if you win.

2. You lose some of your soldiers during flood even if they far from puddle.

3. Diplomats trying but cannot start dialog with your city. Some people thinks that these diplomats are just trying and failing to bribe your subjects. But I'm sure it's a bug in diplomacy engine. These attempts are so numerous, they starts from the very beginning of the game, and those "unlucky" diplomats could be your allies and even units of another Roman family (if you play as Romans). And these failed attempts happens only with diplomats who talk to units in cities. Every time (very rear indeed) they try to bribe my armies "on open air", they succeed. On the other hand I never saw that diplomats negotiates about something but bribery with units outside cities. Every time AI deal with me was initiated by diplomats talking to cities.

Magraev
04-22-2005, 00:06
Just met another bug tonight that made me give up that game (yeah - I didn't save often enough...). I thought I'd add it to this excellent list.

1) I chased a julii army onto a ship in their port (they retreated before me).
2) Same turn I attacked and conquered the city owning that port (thanks to some elephants I had).
3) The Julii ship left the port, but the retreating stack didn't...

The result was an army stuck in a water square, that couldn't be attacked/bribed/deleted in any way. It didn't even help to delete the port.

I must admit to playing on a modded world map, with fixes(mods) installed for some of the bugs, but this seems like it could happen in a clean game too.

BTW I've seen the battlegrouping bug I've mentioned above several time, so surely someone else has too?? Help me out here.

Edit: And to Kraxis - new recruit should be green (though I'd expect the bonus from temples to count).

screwtype
04-22-2005, 07:31
Somebody mentioned a bug where a selected group of units will attack the closest enemy unit instead of the one you click on. That happened to me last night. I had two general units grouped and ordered them to attack an enemy cav unit and instead of attacking that one peeled off in a right hand turn to charge a phalanx which it was closer to.

Also I had the same problem with grouped missile units skirmishing as has been mentioned before, that is, missile units don't skirmish reliably when grouped.

There are clearly still a lot of issues with grouped formations. This is one area that CA really need to take a look at IMO.

screwtype
04-22-2005, 08:02
Myrdaal, I understand you are focussing on bug fixes, but I don't think Jerome was just asking for those. From what I can gather, two of the biggest issues which people in the Org have identified are to with the AI, specifically:

Yes I think we really do need an issues thread as well.


Battlefield AI - an AI army will approach to attack in a line, but when it gets near to the player's force, it will break up, with units veering off in piecemeal attacks. This allows its individual units to be flanked and destroyed in detail. It is particularly disasterous when the AI is fielding phalanxes. The AI would do better to just try to march straight through the player's line in a frontal attack.

IMO, this is by far the biggest problem with the game as it stands. The AI does not keep its forces massed, and does not support one type of unit with another.

I might start a new thread on this.


Campaign AI - the AI does not sufficiently concentrate its forces. Some simple code to make weak stacks keep out of range of stronger player's stacks (ultimately hiding out in a walled town if need be) would help a lot. Heroes of Might and Magic III had such AI behaviour and it made for a decently challenging game.

Yes, and the AI also seems to lack aggression. This may be due to the different "personalities" assigned to various factions, I'm not sure, in my next campaign I'm going to try and program every faction to the highest aggression level to see what sort of difference that makes.


If CA could correct one or other of the above AI flaws, I think it would be better than fixing all the bugs we've identified.

Agreed.


AI factions are too weak: with the exception of the Romans and Egypt, the AI factions could be strengthened to make a more challenging game. Carthage is particularly disappointing in this respect. Anything CA can do to bump them up a little would be appreciated.

I don't really care about that. Mods can fix that kind of issue.


Human leaders gain command stars too quickly relative to the AI: the human is much more aggressive than the AI and wins more battles, getting more command stars. This is compounded by the AI often using captains to lead its army. Making it harder for the human to gain stars or bumping up AI leader's stars would be easy to do.

Good point. To that I would add, do we really need TEN command stars? Seven seemed like more than enough in the earlier games. Once my generals get to 5 or 6 stars they seem to win everything in a walk anyhow.


Cavalry are a little too strong: especially the ability of leaping horses to disrupt phalanxes.

Yes, I would like to see a new mechanic introduced where cav units veer off at the last moment when asked to make a frontal charge on spears. Perhaps there could be some rider spillages and the like to punish the player for making such a dumb attack.


Missile attacks are a little too strong: especially elites, who seem to mow down unarmoured enemies like machine guns.

Combat is much too deadly generally. It's the other major issue with the game IMO. It wouldn't compromise at all on the game's accessibility to make the melee battles last considerably longer. Indeed it would add a lot more to the enjoyment, and give the AI more time to recover from its stupid maneouvres.

tai4ji2x
04-22-2005, 08:10
numidian generals never get any priests in their retinue. this is due to the trigger for carthaginian priests only works for carthage. a separate trigger needs to be created for numidians to get priests of tanit/baal/milqart

screwtype
04-22-2005, 08:21
Phalanx unable to fight up hills
Puzz3D already included it and I want to back him up and expand on it. Even on fairly shallow inclines the phalanx can't bring their pikes to bear on a enemy. Even with the pike tips well above the ground they simply let the enemy pass. And this really looks odd because it is happening on terrain where you wouldn't expect it to. I don't know how much the curvature of the incline matters as I tested it on many different hills and it happens nearly all the time.

I had an exchange on this issue with MikeB who called this "emergent behaviour" which I am frankly not very satisfied with. It's a big handicap for phalanx players and when you see troops charging through the spears it just looks so incredibly odd and unrealistic especially since phalanxes aren't handicapped in such a way in forrests or rocky ground which would be ground where you'd expect a phalanx to perform badly.

Sorry to bang on about this again but this is my pet peeve.

I haven't confirmed this one, but if true I agree it's an important bug that needs to be fixed.

I did have a battle the other night with my greek militia hoplites on high ground battling phalanx pikemen coming up the hill. I had a general with a few stars, and my hoplites had experience, but I didn't lose one hoplite and the enemy phalangites got cut to pieces and ran.

I did notice one strange phenomenon before they ran though and that is that they all started to turn to the left and seemed to sort of try to attack at a 45 degree angle. Were they trying to compensate for being on lower ground? I don't know, but it was an odd maneouvre.

player1
04-22-2005, 12:04
Notice:

I would advise fellow members to please post scaled down versions of their screenshots.
Some people still have dial-up, and poor dial-up nevertheless.

Puzz3D
04-22-2005, 12:22
Rome Shell
Enable all the Rome Shell commands pertaining to the SP campaign, and allow them to work more than once during a campaign. With this capability, a working MP campaign can be estabished.

Kraxis
04-22-2005, 12:40
Notice:

I would advise fellow members to please post scaled down versions of their screenshots.
Some people still have dial-up, and poor dial-up nevertheless.
178kb is not much even for a dial-up.
I use a screencapture program that I don't know how to make smaller (can't seem to make it 640*480 for instance) images of. Howies if you know it.

player1
04-22-2005, 12:52
178kb is not much even for a dial-up.
I use a screencapture program that I don't know how to make smaller (can't seem to make it 640*480 for instance) images of. Howies if you know it.

1) open Paint.
2) use Image - Stretch/Skew option

150KB+ does matter, especially if there is more then a few images on same page.

That why I hate Bioware forums. So bandwith intensive.

Kraxis
04-22-2005, 22:10
Haven't experienced any problems with that player1. And I have letthe greeks and romans share all temples of their culture above shrinelevel (thus they can only increase those temples but not build them initially). I have no problems in Custom Battle.

Anyway I just remember a bug.

Siege but no siege: Sometimes it happens that a settlement is besieged by ghosts. There is no army there to actually lay the siege but still the stakes are up around the settlement and it is declared under siege. We have all seen the humerous screenshot of a city in Germania under siege with a great caption.

And another one I just noticed today.
Commander at the ready... always: The commander of a besieged city appears to be standing ready to take on the besieger at all times, he even doesn't mind having the flag in his face. I was not the besieger nor the besieged.
Screenshot of it.
http://www.totalwar.org/patrons/sd/bug.bmp

therother
04-23-2005, 00:45
Mydraal. Thank you for all of your efforts to present these issues in a way, which will increase the likelihood of CA seriously considering making changes.

I would also like to compliment the wonderful presentation everyone has given with their list of problems and preferences.Ditto from me.


Newly founded bug (first noticed at twcenter):

Numidian governors can never get priests as their retunue mebers, since only triggers for their pantheon of gods are reserved to carthaginians only.Discussion of this problem and solutions have been moved to the Research: Fixing the trait bugs (https://forums.totalwar.org/vb/showthread.php?t=44048) thread.

CODE tags have respected text formatting since the forum was updated to 3.0.7, and the optimization hack that removed any whitespace at the start of a line was removed.

Kraxis
04-23-2005, 01:22
I can now confirm that the units do indeed need odd retrainingcosts at times.
I had to perfectly equal unit in need of retraining. The one that needed a few replacements cost nearly double the amount of the one that needed more than 30. I was quite surprised.
For the record they were both 3 XP and one weapon (the city didn't have the upgrade though).

I can also confirm the running but no attack bug. I had sent a unit of hastati to attack a unit of rebel Town Watch some distance away. My men hit the rebels in the flank and I expected them to crumble fast, but no, they held firm and began to kill my men who tried to run past them. It was only when I clicked attack again that my men began to fight back properly (and then they broke the rebels easily).
I have also noticed what might be a result of this on the AI. Often the AI tries to attack skirmishers or other ranged units in front of the main line with cavalry (and often the general). But surprisingly often they don't do much damage (you don't see those flying men even if your men didn't obey your orders to flee) and they keep pushing into the main line and sometimes even beyond it. Long I have thought that the AI had originally meant to attack the main line behind my light troops, but now it begins to fall into place as that is exactly the behavior I noticed my troops doing. This can actually be rather important to the AI.

screwtype
04-23-2005, 16:31
LOL, EVERY time I play another session with this game I find more bugs. It's amazing! They crop up everywhere :laugh4:

Anyhow, I think I've figured out that one I was confused about before, where units won't take instructions to run when the game is paused. Here's how it seems to work. If you select a bunch of units (either grouped or ungrouped) and order them to move somewhere, the "Run" picture appears automatically in the Run/Walk button. It seems to appear whether or not you order the units to run or walk. You don't get a choice about it, the game just selects "Run" for you when you select multiple units and order them to move.

Then, as soon as you take the game off pause, the units will switch to walking. So what it means in effect is you *can't* select multiple units to run when the game is paused, because "Run" is already selected for you whether you asked the units to run or not. But they DON'T run when the game is unpaused, rather the "Run" picture switches straight back the "Walk" picture the second you unpause and you have to hit the button again to make them run.

Also, I'm finding again and again that the group commands don't function properly. In particular, there's always ONE unit in the group that fails to do what it's ordered to do. I had the most blatant example of this tonight when I ordered a group of militia hoplites to advance from their initial deployment line at the start of a siege battle to the the settlement walls. I went away to do something else, and when I came back the militia hoplites had advanced to the position I ordered them to, except that there was a gap in their ranks. Sure enough, one of the units had not even budged, it was still way to the rear in its initial deployment position.

Also found a minor bug this session where after I built a stable in a city, two stable icons appeared in the city control panel, one of them with screwed up text in it. I deleted that stable and the other stable appears to be working fine.

Oaty
04-23-2005, 17:34
Anyway I just remember a bug.

Siege but no siege: Sometimes it happens that a settlement is besieged by ghosts. There is no army there to actually lay the siege but still the stakes are up around the settlement and it is declared under siege. We have all seen the humerous screenshot of a city in Germania under siege with a great caption.




If it is at the edge of the fog war you are very unlikely to see the besieging army. When I'm about to run into a newly discovered city, where the city should be is not there. Next turn when I march that direction and the fog of war goes past the city it is then visible. This happens with armies too as I've marched an army to a place that had no fog of war but there was appearantly an army parked at the very edge of my sight.


And another one I just noticed today.

As far as the guy standing up while besieged. Heres what causes this. An army standing next to the city was attacked, that army in the city stood up because it was to participate as reenforcements. The attacked army withdrew leaving the garrison standing up. The real pain of the butt is when it's your army that gets caught standing up, you cannot select it from the city but you have to go to armies tab to select. Although that happened a while ago and will have to replicate it to make sure that stil occurs 1.2 patch

unseen11
04-23-2005, 17:37
I don't know if anyone has mentioned this but there is a issue with the Leadership temple for The Greek cities and The house of Julii. The issue is that when you build a Awesome temple or equivalent of leadership for these 2 factions you get 20% law bonus but when you build a pantheon of Leadership, you only get 10% law bonus


*EDIT* just to show what i mean, i'm just going to borrow a bit of info from sinners temple guide. and i deleted the issue about leadership pantheons getting 35% happiness since it seems irrelevant

Julii

Jupiter (Leadership)
Shrine
Public order bonus due to happiness 5%
Public order bonus due to law 5%
Temple
Public order bonus due to happiness 10%
Public order bonus due to law 10%
Large Temple
Public order bonus due to happiness 15%
Public order bonus due to law 15%
Awesome Temple
Public order bonus due to happiness 20%
Public order bonus due to law 20%
Arcani
Pantheon
Public order bonus due to happiness 35%
Public order bonus due to law 10%
Population growth bonus 1%
Arcani

As you can see, after a player builds a pantheon for leadership, he only gets 10% bonus on law when he should get 25% bonus on law since for every temple upgrade you do with law you get a extra 5% this is the same for Greece

Myrddraal
04-23-2005, 18:26
Could someone run a quick check of the bug list. Is it up to date?

player1
04-24-2005, 00:04
Awesome Temple
Public order bonus due to happiness 20%
Public order bonus due to law 20%
Arcani
Pantheon
Public order bonus due to happiness 35%
Public order bonus due to law 10%
Population growth bonus 1%
Arcani

As you can see, after a player builds a pantheon for leadership, he only gets 10% bonus on law when he should get 25% bonus on law since for every temple upgrade you do with law you get a extra 5% this is the same for Greece

EDIT:
I reverse my oppinion.
I now think it's design oversight.

No other temple upgrade loses any of its benefits so why should this one.

Not technicly a bug, but an issue that should be documented in the list.

Marcus Maxentius
04-24-2005, 01:11
Yeah, the pantheons are combinations of all the different benifits from the temples you can build. It would be a little uber if you got all temple bonuses upped from awesome level.

LegolasII
04-24-2005, 02:22
i dunno if ne1 posted these yet but.....w/e

sumtimes for me on the campaign map every like 5 seconds it skips a half second or so and is kinda weird....

not on my current computer but on my old there were archer auxilia that turned invisible or black as if they had been hit by flaming arrows, the only sign of existense was the green arrows and the unit card.

im betting the wardog/hound thing is on here bout how they run off the screen chasing like 1 guy and all die....

ive also experienced fog of war on my settlements occasionally and mostly i need to build a watchtower or have units outside it to be able to see its details.

also i dunno if this is a bug but nearly every family member of mine has the mildly extravagent or higher trait.... i have nearly all the cities on maximum tax.

there are more ive experienced which im sure r in here and like i said i bet all of the above r in here too but w/e, didnt wanna read everything

Bhruic
04-24-2005, 03:13
The AI has a real tendancy to under-staff its cities. This can lead to a great deal of city revolts, especially on cities the AI has conquered recently (and the farther they get from their capital).

The AI also does not respond well to 'threats' against their cities. When a foreign army (that you are at war with) is within one turns march of your city, having the majority of your army leave the city and park a few squares away is foolish. Yes, your army may be able to reinforce if the enemy needs to siege, but if they have catapults or elephants (for non-stone walled cities), the enemy can get into the city that very turn. This can make a lot of city sieges much easier than they should have been, because you only fight against about 10% of the forces the AI actually has.

The AI seems to get locked into 'bribe' mode. It will stand outside a city and turn after turn try and bribe the city. This can go on for more than 10 turns.

The AI seems incapable of resisting blockading nearby ports. Immediately after negotiating a peace treaty (even if it had to pay to get it), it will use its ships to blockade a port, restarting the war. It will also start wars by blockading ports, even when it has no armies in the area.

Bh

Red Harvest
04-24-2005, 06:38
Bhruic,

I agree about the AI doing stupid things with garrisons in cities. This point struck home when I modded in larger AI *rebel* armies in the cities at the start of the campaign. I wanted the cities to be harder to take. What did the AI do? It immediately pulled the bulk of the rebel armies out of the city to go stand a fair distance off out in the sod. Flippin' stupid. This was about the same time I gave up on the strategic game and quit playing...

screwtype
04-24-2005, 09:26
The AI has a real tendancy to under-staff its cities. This can lead to a great deal of city revolts, especially on cities the AI has conquered recently (and the farther they get from their capital).

Is that why I'm finding rebel cities everywhere as I expand? I've been really suprised, I'm in the 40th turn of my current campaign, which is further than I've got before, and now I'm finding every second city is rebel held. There's an unbroken array of rebel cities from the Illyrian coast right through to the English Channel, between the Gauls and the Germans. There are rebel cities to the east between Germany and Sarmatia. And there are rebel cities all around the Black sea.

Whatever the reason, it's very disappointing to find all these rebel cities so late in the game because it means the AI factions are much weaker than they ought to be. I assumed it was a complete lack of AI aggression causing this. I thought the AI was immune from city revolts. Maybe it should be?


The AI seems to get locked into 'bribe' mode. It will stand outside a city and turn after turn try and bribe the city. This can go on for more than 10 turns.

Yeah, I've noticed that too. It looks really weird to have diplomats constantly gesturing toward your cities.

But if this is the explanation for the diplomats' odd behaviour, why the heck don't they pick cities with small armies to bribe instead of those that are two thirds full?


The AI seems incapable of resisting blockading nearby ports. Immediately after negotiating a peace treaty (even if it had to pay to get it), it will use its ships to blockade a port, restarting the war. It will also start wars by blockading ports, even when it has no armies in the area.

Hmmm, is this the reason wars keep restarting? Maybe ships aren't getting the message that the war is over? - ie another bug.

barocca
04-24-2005, 23:12
Interface Issue
i actually forgot to check this before i started re-building my pc
(at the moment i have virtually nothing installed here)

when you are checking cities/units etc using the "tabs" and the previous next buttons
IF, for some reason you click out of that menu to attend to something on the campaign map you must return to the city/unit/leader you were last at to re-enter the menu's OR the whole shebang goes right back to the beginning of the list

in short the program does not remember the last city/unit/leader you "checked"

as stated i forgot to check this in 1.2 before i rebuilt (and reformated) my PC

has this been changed, or is it the same as 1.0, 1.1 ??

Kraxis
04-24-2005, 23:46
Bad AI behaviour.

AI cavalry units, after the charge, never switch to their backup secondary weapon if it is better then primary one, like cataphract maces.
Indeed. I can't understand why I didn't think of it.
Anyway it is not only the cavalry, but they are just the only case where it might have an impact.

HarunTaiwan
04-25-2005, 09:13
When you kill of a faction, the remaining faction leaders become rebels.

However, I recently killed of SPQR, and two leaders who were in a fort died instead of becoming rebels. Well, they went to rebel colors, and then keeled over in animation (like the diplomats do on boats.)

Bug, feature? I don't know but it's different from when leaders are in the field.

teecee
04-25-2005, 18:40
I looked through the thread and didn’t see this one mentioned. Apologies if I missed it.

This issue concerns AI reinforcements moving to help defend a city assault. Sometimes the AI units will move in toward the city and just sit within range of the walls and be shot to pieces. This happens on AI siege assaults as well.

I had this happen last night. I had 2 archer units that had hustled around and gained control of all of the gates and towers. I then moved them to the wall near where the AI reinforcements were sitting. While the captured towers and my two archer units were slaughtering the AI reinforcements, they just sat there.

I noticed something interesting while watching the AI units. If you move your cursor over a unit, you can see what it’s doing. Reloading, firing, moving, etc. When I did this to one of the AI reinforcment units, I could see that it was constantly receiving a move command followed by a stop command. Endless loop. The commands repeated too quickly for the unit to react to the move command.

The other issue is that if the AI reinforcements have to move around outside the city walls, they will get as close to them as possible and get shot to pieces as they move around to the other side of the city. Pathfinding issue?

tc

slackker
04-25-2005, 19:10
to reinstate my earlier post abt the "walls sticking" pathfinding issue, happens to walls in cities as well as buildings..this screenshot is at the wall. i wonder wats so nice abt the walls...and when i found them in this position when i had ordered them to move a few metres away..i had to re-issue my order b4 they broke up their little love with the walls.

http://img102.echo.cx/img102/5894/lovelywalls1nn.th.jpg (http://img102.echo.cx/my.php?image=lovelywalls1nn.jpg)

Bhruic
04-26-2005, 05:12
Situation: Had an army with 2 generals in it. Had another army that I was going to bring up to support them. I originally was going to have one of the generals meet the army and lead it in, so I clicked to do that, then realized that was silly, as the army was going to get there in one turn. So I hit the "bkspc" key to halt the general's movement, and moved the army up.

The general that I was going to move had left the army. I couldn't select him. The army he came from no longer contained any generals. I hit 'end turn', hoping it would solve itself. The next turn I could now select the general that left the army, but the general that was supposed to be with the original army was still gone.

edit:

And for situations like this - it would be nice to have more than one Autosave, so that if your current one gets bugged, you can reload an earlier turn.

Bh

unseen11
04-26-2005, 06:20
No real need to complain, since extra +15 to happiness is better then lost 10 points from law (both add too public order anyway). You also get extra growth.

all other pantheons for other temples give a upgrade to the bonus from a awesome temple so it should be the same for the leadership pantheon. it is obviously a typo in the buildings txt because no other pantheon takes away the bonus from a awesome temple and law is better then happiness because it cuts out corruption.

Paul Peru
04-26-2005, 07:22
Minor bug:

I've noticed something in the diplomatic information boxes that seems a bit silly to me. It has to do with how all the Romans try to maintain the same diplomatic stance towards each of the other factions.

If all Roman factions are at war with faction X, and one of them gets a ceasefire, the other Romans will follow suit on the next turn. The Roman faction that originally got the ceasefire, will go back to war with X - presumably because the other Romans were at war with X at the end of the previous turn. They sometimes flip-flop like this for a few turns.

They never do this to my faction, it only affects "third parties".

This could probably be fixed if they implemented a quarantine thingy...
"Roman factions cannot follow the lead of other Roman factions in changing diplomatic stance towards a faction to which they changed their stance on the previous turn/2turns."
That would probably fix it.

Dead Moroz
04-26-2005, 07:53
@ Myrddraal
Please, add another UI bug: when you have more then 2 lines of buildings in construction list down/up arrow don't work proper.

One more bug. If camera restriction turned on and you select some unit, you cannot move to other your units even if they quite close.

marechalOYO
04-26-2005, 17:02
you want a bug? :
http://oyonicolas.ftpmarechaux.com/bug.JPG

Myrddraal
04-26-2005, 18:55
Whaa, this looks like a job for Doctor Who.... :smile:

Thats very impressive, but is it a bug? If its unique to your computer, then its a problem with your installation, not the game. Has anyone else seen the like?

Squid
04-26-2005, 22:04
Missile attacks are a little too strong[/b]: especially elites, who seem to mow down unarmoured enemies like machine guns.


An elite archery unit (even javelin/pilum units) should be able to mow down unarmored enemy unit, just look at the English longbow weilding army of the hundred year war, they could kill 10,000 men in short periods of time and they were fully armored knights. So I don't think its unreasonable especially for unarmored units.



Charge Effect – The charge bonus stat works, but doesn't seem to have a significant impact--negligible for "normal" stat levels. Instead charge kills seem to be more controlled by armour level of the charging unit and by base attack. Mass has some impact but again less than the armour level. And the very act of charging itself seems to have a rather large sort of fixed effect. It is not that charges are weak (most of us agree they are VERY powerful, especially with the very high overall kill rates). It is instead that the charge bonus has almost nothing to do with the power of a charge, while other things that shouldn't matter as much have a large impact.

I would argue that this is actually how they intended it to be, look at it this way what's going to hurt you more when it hits you, a horse with a man in leather armor or an armored horse with a man in full metal armor, yes they will both hurt like @%$#. CA probably also decided to just have one horse type, and not different kinds for heavy and light cavalry, making the mass between heavy and light cavalry determined by armor and weapons.

Squid

Kraxis
04-26-2005, 23:24
An elite archery unit (even javelin/pilum units) should be able to mow down unarmored enemy unit, just look at the English longbow weilding army of the hundred year war, they could kill 10,000 men in short periods of time and they were fully armored knights. So I don't think its unreasonable especially for unarmored units.
Not at all... it has been proven that the archers killed the horses but hardly affected the riders or infantry. They did, though, force the French to keep their heads down to not risk a facehit, so they were at a decisive disadvantage in the melee (which was where the majority of the French lost their lives).
If archery had been this effective we would never have seen Alexander win against the archer-heavy armies of the east.
Besides, even if this was true it was still affecting the gameplaybalance in an unwanted fashion.




I would argue that this is actually how they intended it to be, look at it this way what's going to hurt you more when it hits you, a horse with a man in leather armor or an armored horse with a man in full metal armor, yes they will both hurt like @%$#. CA probably also decided to just have one horse type, and not different kinds for heavy and light cavalry, making the mass between heavy and light cavalry determined by armor and weapons.

Squid

Your argument would have had some merit if it wasn't for the fact that mass has already been calculated into the equation. Each mount (four different horses, eles and camels) have a different mass value (a few might be the same but the mass is equated from each different mount). So armour has nothign to do with it as it has already been taken care of, by mass.
Especially when you consider famous hard chargers like Companions are pushovers compared to Cataphracts, even Cataphract Archers can deal harder charges. No the equation has been messed up by armour.

Bhruic
04-27-2005, 00:05
The "Withdraw" button should immediately move a unit towards the nearest border (barring an enemy in the way, of course). Instead, it will often walk half-way across the map before withdrawing. Also, if a unit is skirmishing away from an enemy (while withdrawing), even if it gets to a map border, it won't continue across it. It will simply stop, and get destroyed.

Bh

sik1977
04-27-2005, 01:56
This is a readme from player1's unofficial bug-fixer. I have not seen the entire list included so I am just posting it here.


BUG-FIXER, an unofficial patch for Rome: Total War
Compiled by player1
Version 1.1

Requires:
Official v1.2 patch for Rome: Total War


Introduction:

This is compilation of fixes to various bugs that can be found in Rome: Total War. Most of the fixes were not my idea, but ideas of many members form gaming community. I just compiled them in one unofficial patch. Since unofficial, it is in no way associated with Creative Assembly or Activision.

Download from this link.


Fixes:

-Fixed the issue with Praetorian Cohorts being available before Marius reforms
-Fixed the issue with Seleucids Armored Elephants being available in provinces without elephant resource
-Fixed the bug when Thracians could not recruit Phalanx Pikemen with their higher level barracks
-Fixed the bug when Gauls could recruit Naked Fanatics in farming shrines (and Gauls don't have farming shrines)
-Added ability for Spain to recruit Long Shield Cavalry and build Onagers in the campaign, since they could already use them in custom battles
-Law bonus for Leadership Pantheon increased from 10% to 25%, in order to fix the problem with Athena and Jupiter Awesome Temples getting their law bonus lowered after upgrade to Pantheon.
-Fixed the typo which prevented mercenary Horse Archers to appear in Armenia area
-Fixed the issue with Pontus and Scythian generals, when they would not upgrade with Marius reforms
-Fixed the issue with all horse/camel/chariot archers, when they are unable to fire while skirmishing
-Fixed inconsistencies with effects on mounts for Armenian Heavy Spearmen and Illyrian and Sarmatian mercenaries
-Fixed the wrong color of Spanish generals (should be brown, instead of blue)
-Removed "annoying" blue officer from rebel Archer Warband
-Fixed the problem with sprites not being generated for following units: Libyan Spearmen, Poeni Infantry, Spartans, Egyptian Slingers, Egyptian Siege Crew, Gallic Swordsmen and German Skirmisher Warband
-Fixed the issue with Numidian governors not gaining priests as their retinue memebrs
-Fixed all related issues with Scarred and Coward traits
-Patched the hole in trigger for IndecisiveAttacker trait
-Partially fixed the bug when generals fought in manual battles would get checked twice for trait awards (leading to more powerful human controlled generals)

sik1977
04-27-2005, 02:00
What about the fixes in the Cherry Vanilla Pack? Are any of them relevent for inclusion here.

Bhruic
04-27-2005, 02:32
With the advisor completely turned off, I still get the advisor popping up when conducting a siege battle with elephants, or when a spy has opened the gates.

Bh

PseRamesses
04-27-2005, 07:25
More formations options especially in city-battles. I don´t want to pause ever so often just to micro-manage and move all my units 100 yards or so.

Have you ever noticed that when fighting in a city there seems to be "entry-point or -corridors to plazas at the gate etc? This is especially annoying when trying to outmanouvre and flanking a unit in a tight place. And why the h_ll does a unit that charges through the gate suddely stop when in the gate and then move on to it´s given target???? What do they do there, pay an entry-fee?

Paul Peru
04-27-2005, 11:32
all in all skirmishing works OK, as long as I handle the red line and cities manually,
but I'm plagued with units trying to evade through enemy units.
In general, this gets quite ugly...
I guess it's part of a bigger pathfinding problem complex.

Paul Peru
04-27-2005, 11:35
you want a bug?
What graphic card have you got?
Have you got the latest drivers?

marechalOYO
04-27-2005, 12:42
My bug in not unique to my computer. Other marechal in my clan have same problem but not always.
alt+ tab and the bug disepear.
I have seen other graphic bug, i search screen in my computer.

teecee
04-27-2005, 18:41
The "Withdraw" button should immediately move a unit towards the nearest border (barring an enemy in the way, of course). Instead, it will often walk half-way across the map before withdrawing. Also, if a unit is skirmishing away from an enemy (while withdrawing), even if it gets to a map border, it won't continue across it. It will simply stop, and get destroyed.

Bh

I've seen this on more that one occasion. I lost a couple of very experienced archer units with this bug. I wonder if turning off skirmish mode would have any effect on this.

tc

Oaty
04-28-2005, 12:58
My bug in not unique to my computer. Other marechal in my clan have same problem but not always.
alt+ tab and the bug disepear.
I have seen other graphic bug, i search screen in my computer.

Bugs occuring from mods are unsupported. That looks way too clean to be a bug. I've seen mods done to the night sky. And since this bug is common to your clan buddies and I've never seen anyone else make a report of this it is most likely caused by a mod somone in your clan has done.......... or just a complete hoax where you modded in a rainbow sky.

cunobelin
04-29-2005, 00:22
Another bug !!!

If an admiral gains a comand star while he is blockading a port, this breaks off the blockade.

Very anoying if you blocckade a port and forget about it, then find it has stopped blockading !

Bhruic
04-29-2005, 01:09
Another bug !!!

If an admiral gains a comand star while he is blockading a port, this breaks off the blockade.

Very anoying if you blocckade a port and forget about it, then find it has stopped blockading !

Not to mess the thread up, but how did he gain a command star without participating in battle? It's more likely that he got attacked (which gained him a star) and that caused the blockade to stop.

Bh

Pritzl
05-03-2005, 03:42
A while back I posted on this thread regarding AI choosing to attack on the campaign map the player's army as they are straddling a bridge/river ford but failing to follow through on the battle map. It appears that if the AI has missile infantry in the stack they refuse to cross until they expend their ammo. It was added to the list but now it's gone. Just wanted to know the reason.

One way around this by the way is a configurable timer. The default battle length is too short for epic city battles and with the timer off AI behaviour like above becomes a real issue.

Pritzl
05-03-2005, 03:43
If an enemy with ranged units attacks you on a bridge, they will not cross until they expend all their missile ammo. Since prudence demands you withdraw your troops to a safe distance this means that the battle comes to an impasse. When the time-limit is turned off, the result is a stalled game as exiting causes you to lose the battle. Ideally, the AI should not attack unless they intend to follow through.

After loading a saved game, the AI seem very susceptible to diplomatic overtures such as the offering of protectorate status, ceasefires, alliances, etc.

Oh, and Kudos to CA for the initiative... ~:cool:
Here is the original post...

QwertyMIDX
05-03-2005, 08:37
What about Cavalry never switching between secondary weapons in melee (i.e. if they have a sword and a spear).

Dead Moroz
05-03-2005, 08:45
In city battles any units of some factions (I noticed it for Britons and Numidians) just cannot pursue routing enemies. You can order to pursue but when they reach the routing unit they just stand up saying that order is done.

Another UI bugs:
- Numidia (so I guess the other possible Carthaginian culture factions too) have Roman event pictures.
- Parthian horse archers have wrong unit's info picture and icon.

NihilisticCow
05-03-2005, 13:15
I have came across a very annoying bug (though only rare) online. Occasionally, as host, when people disconnect or are disconnected, the Kick Player/Quit Game dialog pops up as expected, but pressing Kick Player does not always work, and the dialog remains visible. Strangely enough, when you give up waiting and press Quit Game, the dialog disappears, and a message saying the player has been kicked is shown (as it would be if kick player had worked properly), and you are quite often able to play for a few seconds before the game quits. This kind of feels like a deadlock situation. I also know many other people who have also experienced this happening, so I don't think this is specific to me.

Oaty
05-04-2005, 04:54
Captured watchtowers not working When an enemy army parks an army on my watchtower, only about 10~20 percent of the time it gets diasabled.

Dead Moroz
05-04-2005, 07:42
It's actually an issue than bug. I think that number of rebellious units in city uprising must be not larger than number of available population in the city. And their chevrons, armour and weapon must be not gold. It's very strange when very small town produce about 15-20 units of best peasants.

FlorianG
05-04-2005, 18:07
The FAMILY TREE has a major bug. At about the 5th generation in the tree I can no longer see my factions tree. For example, as the Romans I click on the Family tree of my faction--and I get the tree of the Guals or Greeks. I can no longer see my faction's tree or select a new heir. This has happened on all three of my campaigns with the Julii/Romans and also with the Seleucids. It really takes away from the fun of the game.

Simetrical
05-05-2005, 03:36
Are you using a mod?

-Simetrical

Viking
05-05-2005, 14:07
Sorry if it has been listed before, but I couldn`t see it in the bug list:

Cavalry don`t change weapeon when they stay in prolonged melee otherwise you press ALT key before you charge.


-edit-
Oh dear, it says the same just a few post above :embarassed:
really sorry..

ZZR Puig
05-06-2005, 12:23
1.- On the battlefield, usually issuing orders that implies moving small distances results in a complete mess. The most usual situation is that where you are advancing a unit of archers a few meters ahead just to reach the point where the desired enemy unit is in range (has nothing to do with the fact that is difficult to get the desired alignment on the first attempt). After the order is given the unit starts advancing but don't stop at the supposed location which can be clearly seen pressing the space bar. Instead, the unit continues to advance towards the enemy until you order them back again. Sometimes they don't advance further, but end up facing a very different direction that the one ordered. It also happens when you issue the order by dragging the formation shape on the desired location, so it seems that the problem isn't related to the order itself, but to the proximity of the destination point from the initial position.

2.- This one is not necessarily a bug, but I wonder why spies always die when they fail to accomplish a mission. That doesn't happen with assassins, and I think it's more realistic. The fact that the spy fails doesn't necessarily mean he should get slaughtered.

Note: I'm also wondering why multiple sallies in one turn are considered a bug. I don't know if that is inconsistent with the manual, but every army can fight as many battles you want each turn, it only depends on its available movement points. So if the AI or the player has still some units left should be able to try to sally forth as many times as he want.

Bhruic
05-06-2005, 16:16
Note: I'm also wondering why multiple sallies in one turn are considered a bug. I don't know if that is inconsistent with the manual, but every army can fight as many battles you want each turn, it only depends on its available movement points. So if the AI or the player has still some units left should be able to try to sally forth as many times as he want.

It's because the AI is incapable of winning against a sally. The AI doesn't get its siege weapons, and it isn't programmed to follow your units back inside the city. Therefore, it has no effective win scenario.

Furthermore, it is too easy to exploit that fact. Especially with missile units, and even more especially with horse archers.

Bh

Squid
05-06-2005, 16:47
It's because the AI is incapable of winning against a sally. The AI doesn't get its siege weapons, and it isn't programmed to follow your units back inside the city. Therefore, it has no effective win scenario.

Furthermore, it is too easy to exploit that fact. Especially with missile units, and even more especially with horse archers.

Bh

I found out to my misfortune that isn't entirely accurate, I had a city under seige and sallied out, however I made a serious blunder and my entire army routed when my general was killed and the AI units followed me back into the city to keep up the attack. I will admit that they did pull out but only when my reinforcements hit them from behind.

Squid

EDIT: The rest is accurate however, and missle troops can just sit behind the walls and kill off the enemy army because they will come right up.

Myrddraal
05-06-2005, 18:48
I've tried to include everything in the first post tai4ji2x, what have I missed?

UltraWar
05-06-2005, 19:30
I have a problem with my diplomats,assassins,spies...etc...
They just dont show up on the campaign map.
I can only see there shadows in certain places but i think this is a bug because it's slowing my progress as Greek Cities down... :help:

player1
05-06-2005, 20:24
I've tried to include everything in the first post tai4ji2x, what have I missed?

Half-sized sprites for Creten Archers problem for example.

SpencerH
05-07-2005, 13:50
The minimal UI pause bug also includes the controls for speed (CTRL-T). I've noticed that the problem doesnt seem to happen in the turn after reloading and gets somewhat worse if one leaves the game running to avoid reload features and uses alt-tab to go back to desktop.

bouis
05-07-2005, 15:15
Negative building "bonuses" don't work -- it would be nice if some buildings could have negative as well as positive traits.

A.Saturnus
05-07-2005, 16:41
myrdaal-

yes, i understand you update the original post, which is great. i'm just saying that superfluous and off-topic posts in this thread should be considered for deletion, if only for ease of navigation. anything that you missed could be more easily spotted, for example. i assume it would also be nice for CA devs, who might like to also have reference to the original bug reports and descriptions for each specific problem - hence cleaning up the thread would make that easier.

The easiest way to clean up the thread would be if anyone checks his posts whether what he said is now included in the list. If it is, delete the post.

Myrddraal
05-08-2005, 10:13
Yes, if you could delete the contents of the post (replace it with spaces if it says its too short), then I'll go round and mop up the old posts.

Puzz3D
05-08-2005, 12:48
Increasing the battlefield difficulty adds an attack bonus to both the AI and human player's units. It should only add a bonus to the AI's units as it did in v1.1.

Simetrical
05-08-2005, 22:20
Suggestion, Puzz3D: submit proof of that to the Research: Battle Difficulty thread. I don't see how you can figure out that the difficulty adds more attack to both sides, rather than being messed up in some other way.

-Simetrical

sik1977
05-09-2005, 19:34
Is there a deadline for collection and submission of this list to CA? Or are we expecting CA to visit and note the list by themselves instead of a formal submission?

There has been no comment from CA since the one posted at the begining. Would be nice to know that they have been keeping up.

Shigawire
05-09-2005, 20:00
This is definitely one of their better ideas in a long time. And of course Jerome, the LEAD PROGRAMMER, is doing a better PR-job than CA's designated PR-guys (hype-maestros). ~:)

yacoub35
05-10-2005, 01:35
add Unlimited Ammo option box to Options menu for missile-based ammunition as seen in both previous Total War games.
add option to Custom Battles to allow users to Deploy Forces and choose to Start Battle instead of dumping them right into battle, again as per both previous Total War games.

I consider both of those bugs because they are indeed "broken" in that they aren't implemented when they should be and there was a logical expectation for them to be in the game, especially considering their useful existence in previous TW games.




(can't remember my old acct password or email address. ugh.)

Yukon Cornelius
05-10-2005, 08:23
Weapon and armour upgrades have a maximum bonus of +3, rendering the existing Awesome Temple of Artemis and its Pantheion useless. Right-clicking a unit in the Unit Recruitment screen will show the expected +5 missile weapon bonus, but when you actually (re)train a unit it only gets +3. The same problem manifests when a Temple of Artemis (or above) is combined with a Foundry. The combination should give units a +4 missile attack bonus.

I'd consider this a bug since two existing buildings explicitly state that any missile units (re)trained with that building should get a bonus greater than +3, yet it still only gives +3.

yacoub35
05-10-2005, 13:21
Since I can't edit my previous post: I see now that these options are tied together with other options all under the "Arcade Battles" option. It would be nice to have them separated as they were in the past (Fatigue, Unlim. Ammo, Deployment, etc).

Puzz3D
05-10-2005, 13:46
Since I can't edit my previous post: I see now that these options are tied together with other options all under the "Arcade Battles" option. It would be nice to have them separated as they were in the past (Fatigue, Unlim. Ammo, Deployment, etc).
You can adjust them separately by editing the preferences.txt file.

Puzz3D
05-10-2005, 13:54
Suggestion, Puzz3D: submit proof of that to the Research: Battle Difficulty thread. I don't see how you can figure out that the difficulty adds more attack to both sides, rather than being messed up in some other way.

-Simetrical
The proof was done by other people, and posted at .com. They did very good testing which clearly showed the speeded up combat resolution at higher difficulty with no difference in the probability of which side won. Unfortunately, they don't save threads at .com no matter how important they are.

mfberg
05-10-2005, 17:23
From another thread, more of an issue than a bug.
The number of seige weapons in a unit stays the same, no matter how large your army.


Siege artillery has a problem when used in the battlefield, and not just to breach enemy walls. The problem is that their numbers don't increase with the unit size option. So you get two onagers per unit in small size and also two onagers on huge.

There may be some reasons for this, basically if you get only one onager in small unit size you wouldn't probably be able to breach a wall with a single unit of onagers. By contrast, with 6 onagers on huge you would be able to destroy half of the city walls with a single unit.

The result of that situation is that siege units are only worth it in combat on smaller unit sizes. The right solution would have been to change the walls resistance with the unit size and also increase the number of onagers with it. In addition, some other siege engines like scorpions that can't attack walls get the very same limitation as onagers, which doesn't make much sense.

Personally, playing on large unit size, I recently changed the siege engines per unit for all types from 2 to 3. On large unit size, it should have been 4, but I left it in 3 not to get them to powerful against walls. This way are a bit more useful in the battlefield and may be worth using in some situations.

Note: Another solution that has come to my mind right now to really balance their usefulness either in combat or sieges is to also change their damage to buildings value. For example, you could mod the number of onagers per unit from 2 to 4 for large unit size and also reduce their damage against buildings to one half. This way they would be as effective against troops and buildings as they are on medium unit size. All these changes can be made in a few minutes, so it don't involve any problem.

mfberg

Oaty
05-10-2005, 18:03
@ Mfberg, you need to put it in a short format and not a detailed description of the problem.

Siege equipment uneffected by unit size settings No matter if huge units or small units are selected you always get 2 onagers or ballistas. It should be 1,2,4,8 respectively. Or 1,2,3,4 for balance issues.

yacoub35
05-12-2005, 01:19
You can adjust them separately by editing the preferences.txt file.


Can you figure this one out for me perhaps?

http://p223.ezboard.com/fshoguntotalwarfrm7.showMessage?topicID=25767.topic

Thanks.

professorspatula
05-12-2005, 04:53
Crazy running around enemy:
If you are fighting an enemy unit and he choses to voluntarily retreat (possibly to initiate another charge), when your men chase after him, they often end up running through the enemy unit, and then run around him in chaotic fashion, getting cut down to pieces by the enemy in the process - instead of fighting immediately. This happens on other occasions whereby one unit seems disinterested in fighting with the enemy and just runs around them like a bunch of stupid cretins who have a tendancy for lemming-type life decisions.

Units half-on-walls-half-on-ground:
If a unit has some men on a wall, and others on the ground, and you order the unit to move elsewhere, those on the ground become instantly drunk, and are unable to co-ordinate themselves in an organised manner. They often refuse to carry on using siege towers and ladders, or gates, and spend much of the battle going everywhere but where you want them. Also, if some of the men are at the top of a siege tower when you suddenly give a new movement order, they can walk to the side of the tower, in mid-air. I had screenshots, since deleted I think.

Spotting hidden agents in settlements:
It's possible to find out if there are agents in another settlement, even if you shouldn't know. I'm trying to remember how I stumbled upon this... I think if you select a settlement, and right click on any unit card stationed there so it brings up their info scroll, when you click on the magnifying glass to show where this unit is, the scroll will change to a page showing an agent if there is one in the settlement, or just a family member or someone else if there isn't an agent. Hence you can scan each of your settlements for enemy spy activity by using this method - or even AI settlements. Not a big bug, but surely one.

Flashing unrest disappearing:
I find at the start of a turn, many settlements show x amount of unrest, some of it flashing. Any change to the settlement (changing tax, adding or removing a unit from the build queue) and the flashing unrest disappears, even if you actually have made no real changes.

AI's lack of multiple unit co-ordination on the strategy map :
The AI can perform one diplomatic action in a turn, and it's next unit can perform the exact opposite, making a mockery of the game's diplomacy. Several times I have seen offers of alliances/protectorates etc, and the very next instant being attacked by the same faction, thus rendering the last action null, and making me laugh at the AI at the same time. The AI needs to re-evaluate its situation more often and co-ordinate all its units together with more conviction so such nonsense is a thing of the past. This also includes the AI no longer sending a series of single units to kill rebels, with each unit losing until one finally wins.

AI and siege equipment:
Probably been said 2000 times before, but the AI must start using its siege equipment and not leave half of it on the floor and just stand around getting shot. It's bad enough it often builds entirely the wrong equpiment which isn't available in the battle, but during the battle itself, the AI frequently gets confused and refuses to use ladders, siege towers and sap points. Sometimes the AI will go to great lengths to break open a gate with a ram, but then refuse to go through the gateway, and then just leave its army in front of the towers to slowly die. Nine out of ten sieges I find completely wrecked by the AI unable to use siege equipment with any ounce of intelligence. In fact, apart from village siege battles (where the AI shows a hint of smarts), they might as well be removed altogether.


Not a bug but:
When you have two or more armies together and one is attacked by the AI, please let us decide which one we control, and which one the AI can control. The AI loves to target the weaker army, which typically doesn't have your best general in it. You therefore risk losing the general to a suicidal charge if you let the AI control his army. Sticking the general in the smaller army defeats the point of him being in charge in the first place really.

And how about a mini-map on the Battlemap editor? Unless I'm missing something, I don't see one and I end up getting dis-orientated.

And if you make a historical battle and use a barbarian settlement, but try to use non-barbarian stone-wall defences, the stone wall won't appear in the battle itself. Any units stationed on the walls will make the game crash if you try and play it. In the campaign, you can have stone walls around barbarian cities, so why not in custom or historical battles?

tai4ji2x
05-12-2005, 05:09
When you have two or more armies together and one is attacked by the AI, please let us decide which one we control, and which one the AI can control. The AI loves to target the weaker army, which typically doesn't have your best general in it. You therefore risk losing the general to a suicidal charge if you let the AI control his army. Sticking the general in the smaller army defeats the point of him being in charge in the first place really.


huh? ever since 1.2, you could always choose...

professorspatula
05-12-2005, 06:25
Really? Well if there isn't a general about, you have no say in what army you control - it's automatically the one that is attacked. The others you can get the AI to control as reinforcements, but that's about it. Perhaps having generals in either or both armies means you can control whichever one you like then, but I seldom find myself in that position, typically relying on captains.

A.Saturnus
05-12-2005, 11:35
Really? Well if there isn't a general about, you have no say in what army you control - it's automatically the one that is attacked. The others you can get the AI to control as reinforcements, but that's about it. Perhaps having generals in either or both armies means you can control whichever one you like then, but I seldom find myself in that position, typically relying on captains.


You can choose whether the second army is controlled by AI or by yourself. There`s a little check-box. The first army has to be controlled by you in any case though.

tai4ji2x
05-12-2005, 18:23
if you mean whether or not you can choose which stack becomes the primary stack which appears in battle first, then no, you can't choose.

tai4ji2x
05-15-2005, 08:36
just wanted to add some more info about the settlement-upgrade/FOW bug:

all units within this new blackened area cannot be selected on the campaign map unless you toggle FOW off via the RomeShell console, although you can click on the city and select the unit cards individually. moving a unit into the blackened area will momentarily restore vision, but will revert back to the bugged state once the unit moves out of the field-of-view. moving a new unit into the city itself will not restore vision either, as it become a part of the stack within the city, which is somehow now marked as "visionless". things will stay this way in all consecutive turns unless the game is reloaded. i think there is a chance it will be restored once you upgrade the residence again, though i haven't bothered to test this.

player1
05-16-2005, 19:22
Gallic Archers (from Prologue) and Spanish Onagers (MP game) have their large unit cards missing.
They show brown peasant instead.

Oaty
05-17-2005, 04:28
Flanks getting turned in city battles Too often, especially when hit with cavalry, the unit's facing will get turned into a wall causing the flank penalty even though the unit was facing the opposing unit and the flanks protected by the narrow street and no chance to get hit in the rear.

PseRamesses
05-17-2005, 14:22
Deployment in battles sometimes gets confusing especially when your surrounded and therefore must engage multiple enemies. The only help you get is, when the pre-battle zoom-in starts you can see where your army is facing, that´s the attacking army. My suggestion is that during the deployment phase you should get some indication as from what direction the enemies will enter the battle-map either as flags on the edges of the battlemap or as cursors on the mini-map. Many times you get aided by the terrain, mountains, forrests, rivers etc to determine from where your attackers will come and your initial unit-facing determines the direction of the army that engaged you. This is a huge problem though when fighting in a non-corfirmative and non-identifyable terrain as the deserts or when your sight is reduced by a blizzard, sandstorm or heavy fog.
The ability to choose which foe to engage first is an inportant strategic feat IMO otherwise theese kinds of situations is more like an ambush-situation which is not intended. In ancient times good pre-battle intel was available through scouting and most of the time a battlefield was "choosen" by either or both sides in the conflict. This is not the situation at the present and poorly handled by this game. Any thoughts?

mfberg
05-17-2005, 15:51
Just saw this today.
Sally bug
In the Carthies initial seige of Syracuse, after my (Greek) forces sally all Carthage forces die or retreat (Elephants are amok). I click End Battle with my forces outside of my town and get DRAW instead of completely breaking the seige.

mfberg

Lord Hammerschmidt
05-17-2005, 17:17
mfberg, I can confirm that seige bug for you. I've had it happen a few times, and it's darn annoying to chase down those amok elephants or chariots, often at significant casualties to my troops.

mfberg
05-17-2005, 17:24
Routing units running towards the enemy (trying to stay together) instead of running away. This is probably a pathing issue or something like that, But I think its a bug. (They should scatter towards their unbroken friendlies and lines of retreat, not attempt to stay together as a unit.)

mfberg

Dead Moroz
05-18-2005, 08:49
Looks like we all forgot about totally wrong gloss files. ~:handball:

mfberg
05-23-2005, 15:17
Forced march to assault bug.

I can move my army much farther than the green zone if I click on a city to attack. I have not tested much, but in the first turn I can move my army from from Selucid to Susa and one from Antioch to Sidon.

mfberg

Oaty
05-23-2005, 18:12
@ Mfberg

I could be wrong but I do believe it is a feature. This can ONLY happen to stacks with general in them. This never happens to stacks W/O a general. Also generals seem to only have that forced march ability only if no movement points have been used.

NihilisticCow
05-23-2005, 18:33
A couple of bugs I've seen that I haven't noticed listed are:

On the battle map, when the AI is sieging one of your towns, the order of the AI's attack seems to be to fire all siege weapons first (e.g. onagers) until they run out of ammo, before using siege equipment to take the walls etc. But the problem is that Scorpions, who cannot attack walls, are included in this, so if the AI has Scorpions, it will not launch an attack on your walls until you run out and destroy them.

The second problem is related to group movement I believe, when ordering grouped units to move, often a couple of units will continue moving past their destination for a bit before running back to where they were meant to stop. This is a problem if you are moving your Phalanxes close to your enemy...

bodidley
05-26-2005, 03:30
Units that go into "fight to the death" mode on walls are stuck that way even if all enemies have been repulsed.

Myrddraal
05-28-2005, 10:13
r u sure about that bodidley?

sik1977
05-29-2005, 00:31
r u sure about that bodidley?

Yeah I can confirm the 'fight to death' syndrome on walls. Once they go to fight to death, and their number is very small i.e., under normal conditions they cannot be rallied, they will stay stuck at fight to death on the walls.

I usually ignore them anyway, but would be better if they could retreat to the central plaza.

Jango Fett
05-29-2005, 18:56
Reinforcements that come on to the field do not have any sound effects..you cannot hear them walking running or anything...even if you are commanding them this bug was present before 1.2 and still isnt fixed..

Oaty
05-31-2005, 04:59
Cutscene for generals death on foot Will play multiple times, the first to third cutscene usually zooms in but quite often it's not a generals death. Occasionally it only shows 1 for his death. All other times it goes to the cutscene up to 4 times and on the last it shows the cutscene ALONG with the line that gets thrown in for the generals death. All previous cutscenes don't have the generals death audio. Again this is only armies led by captains/generals on foot.



Minor bug but Might as well report them all since it's a bug report, plus there could be an unoticable bug hidden behind this where theres a bug with a generals hp's

Quite often there only time I run into a foot general is when its a small rubbish rebel army.

Myrdraal Have you sent this list via email to either acknowledge them this thread with a link or sent in the full list. If not I highly reccomend it. As it is getting very close to a BIG official anouncement on the expansion(or at least I suspect) and in short time it will be too late for CA to investigate these bugs at least for the CD release.

Oaty
05-31-2005, 05:15
A.I. unable to withdraw engaged wardogs handlers with intentions of withdrawing the whole army.

Oaty
05-31-2005, 05:27
Wardogs handlers either bugged or exploitable If wardogs run into any other unit than the intended 1 the handlers or forced to follow the wardogs. For the A.I. it leads its handlers into unnecessary slaughter, for the human they can cancel this by giving the unit a new order. The A.I. gets shortchanged on this deal.

player1
05-31-2005, 06:05
Most traits that need 2 or more points to get first level, can't really be gained by birth triggers. And that's since most birth triggers only add 1 point, instead of minimal number needed to gain level. Great oversight by developer in my oppinion.

Here is a full list (way to many of them):

BadCommander (rb)
BadAttacker (rb)
BadDefender (rb)
Feck (dad, rb)
Girls (dad, rb)
Sobriety (adoped, married, lesser gen. adopted)
BadAmbusher (rb)
BadDisciplinarian (rb)
BadSiegeAttacker (rb)
BadSiegeDefender (rb)
Xenophobia (dad, rb)
Xenophilia (dad, rb)
PublicAtheism (dad, rb)
GoodAdministrator (rb, 6)
BadAdministrator (rb)
Aesthetic (dad, rb)
Ignorance (rb, 5)
DeceiverVirtue (dad, rb)
NonAuthoritarian (dad, 3)
SmoothTalker (dad, rb)
GoodMiner (rb)
BadMiner (rb, 8)
GoodTrader (rb, 24)
HarshJustice (rb)
LenientJustice (rb)
GamesFanRomanVice (dad, rb)
RacesFanRomanVice (dad)
Generous (dad, rb, 3)
Perverted (dad)
GoodConspirator (agent create)
Talkative (rb)
GoodInfantryGeneral (rb)
BadInfantryGeneral (rb)
GoodCavalryGeneral (rb)
BadCavalryGeneral (rb)
GoodRiskyAttacker (rb)
BadRiskyAttacker (rb, 3)
GoodRiskyDefender (rb)
BadRiskyDefender (rb, 3)
IndecisiveAttacker (rb, 8)

rb - randombirth trigger
dad - dad trigger
no number - needs to be set to value 2
number - needs to be set to higher value then 2

player1
05-31-2005, 06:09
Beserker (boodyhanded title) can be in same time afraid of blood (due to lack of antitrait).

Character with PublicAtheism can have ReligiousMania and Pious as traits (lack of antitrait).
Character with PublicFaith can have Sacriligious traits (lack of antitrait).

Oaty
05-31-2005, 08:58
A.I. driving its units flank into a units front If Both the A.I. have units ABCDEF and G. In perspective A is in front A B to B...... The A.I will try to drive unit C to B, D to C, ............. The results without me even moving the A.I. drives its own unit flanks into the front of a unit - quick rout. Leaving the A.I. in short with only units A and G. This IMO is probably the # 1 killer of A.I. tactics. The A.I. focuses too much on the flank of every single unit, wich in almost all my battles, allows me to break the A.I.'s center without doing a thing. And what's left an A.I. with poor morale because all his buddies are leaving them behind.

Oaty
05-31-2005, 09:23
Surprised this has missed the bug report and apparantly Shogunta(sp?) had no idea what was meant by this and this was on a post earlier this month. Modders have found out how to kill this bug so a little extra from the modders would help

Infantry acting like cavalry infantry get this odd special ability to run all the way through a unit like they are cavalry. (even town milititias can perform this)(never noticed this with horde formation units but they are far and few in my battles). Anyways oddly enough a unit will run through a unit out the sides back out the front then out the back again......... have no idea what's going on but town militias can wreak havoc on any unit when this occurs. Now mostoften though the first 2 lines of both INFANTRY units intermingle and all seems normal. From what I have read is that modders deleted a certain animation and this is corrected.

Do I have this correct as maybe a modder would be better in answering this or shedding more light.

tek231
06-02-2005, 18:14
AI Diplomacy sucks in 1.2

I'll be totally dominating a war with any faction, then they send me a ceasefire agreement, demanding like 40,000 denari(spl?) and for me to give back like the 8 cities I've captured from them.

Viking
06-11-2005, 19:57
At the request of The_Cortez:


My only gripe (that I haven't seen posted before) is that assassins do not track some victims. If I send an assasin after a spy, and the spy moves, my turn ends, then the assasin has movement points left and moves, he still go through the "assasinate" motions, even though the spy has moved to the next square! The assasin should either track the spy or let me know he has lost the trail.

Mayfield The Conqueror
06-13-2005, 16:46
Admiral's not being able to merge

Once you have an admiral with a command star, he refuses to merge with his other brethren. Now I have 6 little fleets when I would rather have them merge into 2. It seems that as soon as they get a command star the Admirals get a superiority complex. :)

And this does not happen with generals, as everyone knows.

player1
06-14-2005, 01:40
As far as I know, this was done to prevent admirals getting absorbed and forever lost after merging.

Since there is only one admiral per group of units, no specific ship with admiral (similar to captains).

Mayfield The Conqueror
06-14-2005, 15:09
As far as I know, this was done to prevent admirals getting absorbed and forever lost after merging.

Since there is only one admiral per group of units, no specific ship with admiral (similar to captains).

Ok, so the only way to keep adding ships without creating new admirals is to dock your fleet and build new ships. This is someone more "realistic" but not really practical. You should keep the highest ranked admiral when merging fleets.

player1
06-14-2005, 16:35
Of course, you can still merge admirals which have no traits (since losing them is now loss).

CMcMahon
06-14-2005, 19:45
Enter/Exit Town Bug

If you have multiple units selected and tell them to attack an enemy unit or move further inside while at least one unit is walking through the gates, about a quarter of the time your men will all turn around and walk back out the gates.

Skirmishers and Walls Bug

Using horse-borne skirmishers or archers, or regular skirmishers, telling them to attack a unit on the other side of a wall causes them to stop dead in their tracks. However, if you move them close enough to throw/shoot their weapons over the walls at the enemy unit, there is no problem. They should be able to recognize that they're throwing their weapons over the wall at the enemy, not going in for an impossible melee attack.

player1
06-16-2005, 22:08
New bug:
CharacterMarries event does not work!

I did few tests with putting chances for several traits to 100, and neither player's familiy members nor those adpoted by marriage never got any traits from this event.

That's probably the reason why I never saw in play traits like Wife Above Reproach or Well Mannered Wife.

Lonely Soldier
07-01-2005, 07:40
Just give us a freakin' SDK! You said that the game would be the most moddable in the series ~:confused: ! What, accessing an editor via a commandline hack makes the game moddable? Where is the mod selector ala Battlefield, Jedi Knight series? Either make the game completely moddable or not at all! Give us a graphical settlement plan editor! Unlock the hard-coding! Get some proper community support systems in place! Do not place a limit on patches!

Rant over!

PorT_Lobo
07-05-2005, 07:44
- Sieges (AI can't conquer cittys with stone walls because do few engines and approach walls and towers without siege engines if player try lift siege)
- AI in campaign map is few expansive and quit a lot at middle of sieges.
- Difficultty bug in Battles VH, with player getting bonus that shoulded only be for AI.

Duke John
07-05-2005, 09:40
Either make the game completely moddable or not at all!
Just wanted to say that the above is the opinion of just Lonely Soldier, even a smaller targeting group than the MP community :wink:

Cheexsta
07-05-2005, 11:02
First post here at the .org, here are a couple of bugs that I've found in my travels:

- After loading troops into a ship, you can select the ship and move it the full distance. It does not matter what troops you carry or how far they moved before embarking. Note you must select the whole fleet (Ctrl+A) for this to work.

- Phalanxes rarely work properly in cities; they will often lose their Phalanx formation (particularly when defending the plaza) and fight with swords when charged by an enemy (not cool when charged by heavy cavalry). They will also usually lose the Phalanx ability when marching through streets; I've noticed this usually happens when the previously-mentioned bug where units are "Fighting" when they're not even touching an enemy.

- Units get split up and disorganised too easily when attacking/sallying from a town or city. I know that fighting in a city will be disorderly, but when it leads to units getting split up and single troops assaulting an enemy...

- Missile units tend to charge enemies in the plaza rather than shoot them. This isn't only a problem with the AI; it also happens when the player assaults a city. The only solution is to move the unit to their firing range and let them fire at will.

- I've only noticed this with Phalanxes (I'm a bit of a Macedonian fan ;)), but I find that sometimes if a Phalanx kills an enemy unit (particularly in a city plaza but I've seen it at least once in an open battlefield) then some members will continue to attack thin air. The unit is still considered to be "Fighting", too. I'll take a screenshot of this.

- Like others have mentioned, I've experienced the "floating dead" bug, too. I've also experienced a bug where troops will just fly at random intervals, or get knocked over (but not killed) like they were attacked by Elephants as soon as I click "Start Battle". Except for the "floating dead", this usually only happens with mods (especially Roma), so it's probably not a CA thing.

- As has already been said, the AI is incredibly irritating when sallying forth. They just sit there, sometimes sending one or two units to attack (which invariably rout and come back for more).

I'm sure there's more, I'll have to get back to you on that one.

PorT_Lobo
07-06-2005, 01:26
Severe Bugs/Problems/Exploits :help:

- AI don't build fleets after 1.2 so human can take sea with a stack of birremes!
- AI do few Siege Engines and never build Sappers! The most efficient way to enter in a city.
- When Human sail from a city, AI instead still quiet waiting and defending aproach from town and stay fighting at range of Towers and Walls!
- VH Battles AI Bonus (more moral and charge effects) go to Human also, so VH is not really Very Hard...
- AI abandon sieges at middle often.

Smaller Bugs/Problems :book:

- AI don't retrain units.
- AI don't repair walls.
- Accept to be under protectorade of AI don't damage at all Human Player.... instead accept it avoid war and can be a source of money with diplomat answering to AI that accept become protectorade in change a lot of money.
- Other Roman Factions still visible after Civil War
- AI don't attack Forts in our territory. Just attack when we build it on they're
- When defending in a battle, AI often advance in terrain instead having the bonus of wait for the enemy.
- Aldmiral's can't join in the same stack like Generals do in land.

PorT_Lobo
07-06-2005, 06:47
Severe Protectorade Exploit

Well it seems become an AI protectorade is another diplomatic exploit......

Instead of causing problems to human player.... it beneficts him.... Because AI only propose that when has huge military advantage and is in war with human...... so the alternative is:

- Human refuses and must fight a bloody war against a powefull opponent, or;
- Human accept become under protection of AI, and can ask money for it (AI pays a lot), saving from war, and only have to give to the protector civ the remaining money non spent after each turn...... You just have to spent all your income to don't have nothing to pay....

Become a AI protectorade shoulded be a bad situation to human, not a good thing.... so this is a diplomatic exploit.... My sugestion to CA is that when Human become protectorade, must have half income immediatly to AI without can spent it (like it is now) and AI no offeer money (or offeer to few) to Human accept become protectorade......

player1
07-07-2005, 00:19
New bug:

CharacterComesOfAge and CharacterMarries events don't work in regard to ancillary generation.

There is a reason why evil mother-in-law or overprotective nanny don't happen as retinue members. ~D

Armandus
07-07-2005, 13:58
Just issues...

I really hate, when i give the order to turn back. They just go to the center, and still together for a long time (i think this is some kind of a group discussion).

http://www.aquilatp.com.br/site/images/issue.jpg


When i group, lets say, 3 archers, and i send to go back. The unit of right first go to left, and the left go to right, and the center go to nowhere, and after some walk in circle, they finally arrive to his destination. I think they just want to go make a cooper.

The Ai always attack me when im your allie!!??

I think this is a bug...

When i move a entire fleet to repair in a port, the fleet never repair. The repair still there queued forever. When i split the fleet, and put small parts to repair, in some times work. Some times i need to go to the other port in other side of the world to repair my ships.

When the enemy defense the square, and i send skimirshers or archers to attack, they dont. Even making one by one. Only attack after cancelling the orders and put fire at will.

When enemys was passing troght the gates, or exiting from towers , and i send my troops to attack, they just go around, go to the walls, stay stuck, but never attacking.

When i put my phalanx in the gates and bridges, and comes a overrun of enemys, the formation its not broken, but the entire unit (or units) start to walk to the sides, opening the way ( i really hate that).

This is a edit:

Someone say that see unit fly in the air, after press star batle. This happen to me too. Usually happens when i put much units together at the same point, even two units. This was with vanilla, without mods. I think this is not really a bug, and is funny.