Page 1 of 5 12345 LastLast
Results 1 to 30 of 136

Thread: Bug List (Post Patch #3)

  1. #1
    Senior Member Senior Member Fisherking's Avatar
    Join Date
    Feb 2005
    Location
    East of Augusta Vindelicorum
    Posts
    5,575

    Default Bug List (Post Patch #3)

    New patch, new bug list.


    Education: that which reveals to the wise,
    and conceals from the stupid,
    the vast limits of their knowledge.
    Mark Twain

  2. #2
    A Livonian Rebel Member Slaists's Avatar
    Join Date
    Sep 2004
    Posts
    1,828

    Default Re: Bug List (Post Patch #3)

    BUGS

    -- CTD on turn end: ok, I played with France to 1705: all was well (I mean, really well... an engaging campaign, to a degree not seen before in TE series)... until campaign just would start CTD un loading the "next turn" (after all factions have been processed). i tried to reload the campaign from two turns before the crash: still the same deal, it would crash in winter of 1705... i never had a crash like this before the patch of today. very disappointing.

    -- a small thing: if one builds the first road upgrade (the one for 750), it it displays as 'negative promised wealth' (grayed out wealth) increment in the province summary on the turn it's qued. once it's built, the province wealth increase display is correct.

    -- another small thing: the battle advisor loop. before the patch that man was driving me nuts with his inspirational "artillery cannot be deployed in forested areas" advice repeated no fail before every battle... After the patch, the advisor seemed random again. Well, for the first 5 battles or so. After that: back to "artillery cannot be deployed in forested areas"...

    -- CTD in harbors: it seems, nothing has been fixed in that department. Disembarking a unit in Jamaica harbor results in a CTD. If not right away then after clicking on the unit in the harbor...

    -- Queens love their mistresses... I had no idea all British queens were lesbians.

    -- Cavalry getting stuck entering/exiting forts: if you ride a unit of cavalry in/out from a fort a few riders get stuck on one side of the gate (usually inside) rendering the whole outfit useless. This was present before the patch, and was not fixed. Shouldn't be that hard to fix given that there was no issue like that in MTW2, RTW.

    -- AI Sweden: slow on turn end: this was another thing that was present before the patch. About 20/30 years in the game, Swedish AI starts to take forever (a few minutes at times with no AI movement show option) to make decisions for its turn. Before the patch it seemed to be caused by its inability to decide what to do with the land-bridge near Denmark. Once I took Denmark from them (before the patch): Swedes started to make decisions much faster. In my post-patch game, Swedes have not taken Denmark yet though. So, I am not sure what the problem is. They do have about a dozen small (2-3 unit) outfits surrounding Stockholm. All dug in, not having been moved for years...

    -- Land bridges: the AI still does not seem to be able to use those consistently. Innuit would declare war on me, but no Innuit armies would show up in Newfoundland for decades. I can see the same near Gibraltar. Spanish would be at war with Morocco with stacks sitting in Gibraltar, seething in anger but not being able to cross. Then, all of a sudden, a couple decades after DOW one of the stacks would all of a sudden march across... Nothing has changed in this department unfortunately.

    -- Trade theater passivity: the AI still does not attack ships on anchors in trade theaters: neither the pirates nor the enemy fleets.

    -- Trade income fluctuations: Sometimes, adding an Indiaman to a trading stack sitting on an anchor results in total trade revenue dropping (considerably at times...). Note, I did not render the whole trading stack invalid by changing its composition while it was on the anchor; rather I took the whole fleet off the anchor, added a ship and put the stack back on. Not sure, maybe it's a result of reshuffling the goods between trading partners since the total trade output changes and assigning the goods to trade partners whose harbors are blocked.

    -- Adding a trade partner results in total trade revenue drop: for example, in mid game, I add Sweden as my trade partner. As soon as I do that, my total trade revenue drops by 3000... Went into the trade tab to discover that the engine had reshuffled a load of goods from my other trade partners to Sweden, which is supposedly a better decision as long as their ports are not blockaded. Well, the trick was: Swedish port was being blockaded by the Danish. So, I am not sure if this is a bug or just a feature with messed up design.

    -- Autoresolve unrealistic: not sure if this is a bug or a messed up feature too. Autoresolve assigns very unrealistic losses to the attacker if one autoresolves a battle in which remains of a defeated enemy army are 'cleaned up'. The pre-battle odds show there being practically zero chance for an AI win. Autoresolve assigns a win the attacking player but with huge, unrealistic losses, forcing to manually play foregone conclusion cleanups. Example: As British, I fight a big battle with the Iroquois and defeat them. After the battle, 4 (not 4 units, but literally, 4 riders) North American lancers and 10 medicine men retreat deeper into my territory. Fine, I send a few militia units residing in the near-by town to clean up the mess. Pre-battle screen shows that my larger army wants to join in the battle too; odds for the AI to win: practically nil. Autoresolve results in my win, but the militia units suffer about a 60 men loss. Fine, those 14 indians must have been real killers... The nasty surprise came when I checked the main stack: my autoresolve losses there were worth about 3000 florins. It seemed, those 14 must have been true Spartans... So, advice: until the fix it (if they will) make sure you clean up with cheap troops and do not have any big armies near-by.

    -- Light Infantry facing in the wrong direction: for some reason they prefer to look 'sideways' rather than straight on... Even when ordered to shoot straight at the target right in front of them, they frequently prefer to turn their side to the target (and not shoot)...

    -- Chasseurs Britaniques don't stop firing: I have not used other light infantry so I am not sure if that is true for them too, but the British foreign light infantry (Chasseur Britanique if I'm not mistaken in spelling) does not stop firing when the enemy leaves their range. Toggling autofire off or pressing backspace does not solve the issue: they still fire. Only moving the unit a bit stops that nonsense. If one does not play close attention to them: they can lose ammo in no time.

    -- Line Infantry: when firing by rank, frequently they miss the 'shooting bit'... The first row would go on their knee to reload; the second row is supposed to shoot and then go down: instead, they just go down to their knee... same for the third row...& recycle starting with the first row. It looks as if they're doing squat exercises... It does not happen always though, but frequently enough to be annoying.

    -- Line Infantry behind a fence: I am yet to see them shoot... At most ONE guy would get up and fire a bullet once in a while, while the rest just sit and go through non-stop reloading exercise...

    -- Diplomacy: it has happened to me a couple times. I propose a ceasefire to a nation in exchange for let's say 500 ducats. They come back with a proposal in which they offer ceasefire +9000 ducats... The faction that did that was Russia.

    -- Camels scared of camels: if one attacks a unit of camels with camels, both sides display message "horses scared...", no comment...

    -- Battle map, clicking on unit cards that belong to a group: Maybe it's just me, but I find clicking on unit cards all too frequently removes the unit from the group it belongs to.

    -- Reinforcements entering the battlefield sometimes have some soldiers stuck behind a boulder or something and, as a result, become unusable.

    -- Charge pathing. This one is quite annoying actually. If ordered to charge (or shoot at) an enemy unit, player units frequently turn sideways (opening flank to the enemy) and just wander off into the map...

    -- Battle replay sound problem. I recorded a couple battle replays. The battle sound was missing in the replay except for very loud mouse click recordings... Battle sound appeared only at the very end of the recording, I believe from the point when the end-battle pop-up shows up and one selects to continue.

    -- Trade blockades: regardless how many trade ports a country's mainland provinces have if any of mainland ports get blockaded, maritime trade stops and does no reroute to other ports. Similarly, if a player has a multitude of North American (for example) provinces and a single pirate ship blockades the port of a single Carribean island, ALL of North American trade gets stopped (as indicated on the trade goods tab). It does not make any logical sense: since all other North American harbors are still open. Not sure if this is an undocumented feature or a bug. For the lack of logic to it, it seems like a bug.

    NOT BUGS

    -- Industrial Buildings do not cause unrest (from industrialization): this seems to be specific to constitutional monarchies. Does not make much sense (not having the lower class to worry about), but it appears to be a feature.

    -- Transylvanian rebels: not really a bug, but still questionable. The rebels that spawn in Transylvania are labeled "Slav Rebels". Transylvania at the time had Magyar (Hungarian) nobles and Romanian peasants. Hungarian belongs to the Finn-Ugric language family whereas Romanian is a Romance language with strong latin roots same as Italian. So, why Slav rebels?

    -- Russian last name problem: A minor thing, but it still looks sloppy. In Russian, last names can take two gender forms: female and male. For some reason, CA has assigned female last name forms (ending in '-va') to many male characters in the government and among the agents... On the same token, I find it highly unlikely XVIII century Russian army would address anyone with "Da, ser" (Yes, sir). "Ser" is used in Russian for situations translated from English (if there is a reference to "sir" in the original) not in the native speach.
    Last edited by Slaists; 05-18-2009 at 14:37.

  3. #3
    Mr Self Important Senior Member Beskar's Avatar
    Join Date
    Feb 2008
    Location
    Albion
    Posts
    15,930
    Blog Entries
    1

    Default Re: Bug List (Post Patch #3)

    I thought "I know, I will start a new game! I will play as Russia, so I can observe the Naval units in action".

    So I put it as VH/VH like I do, then I noticed that I was basically bankrupt, so I thought "oh, must be more expensive, I will go Easy/Easy to cancel out the costs" and still no money.

    Well, here was the issue, I get no money from taxes.
    Spoiler Alert, click show to read: 


    Edit:

    How to fix the problem -
    Remove all mod files and delete the startpos.esf file and the patch.pack file.
    Delete The Creative Assembly user data folder
    Use Steam, properties > verify installation
    Wait
    Profit.
    Last edited by Beskar; 04-30-2009 at 00:06.
    Days since the Apocalypse began
    "We are living in space-age times but there's too many of us thinking with stone-age minds" | How to spot a Humanist
    "Men of Quality do not fear Equality." | "Belief doesn't change facts. Facts, if you are reasonable, should change your beliefs."

  4. #4
    A Livonian Rebel Member Slaists's Avatar
    Join Date
    Sep 2004
    Posts
    1,828

    Default Re: Bug List (Post Patch #3)

    somebody suggested, reinstalling the patch fixes this.

  5. #5
    Mr Self Important Senior Member Beskar's Avatar
    Join Date
    Feb 2008
    Location
    Albion
    Posts
    15,930
    Blog Entries
    1

    Default Re: Bug List (Post Patch #3)

    -nt
    Last edited by Beskar; 04-30-2009 at 00:05.
    Days since the Apocalypse began
    "We are living in space-age times but there's too many of us thinking with stone-age minds" | How to spot a Humanist
    "Men of Quality do not fear Equality." | "Belief doesn't change facts. Facts, if you are reasonable, should change your beliefs."

  6. #6
    Member Member Fwapper's Avatar
    Join Date
    Mar 2006
    Location
    Edinburgh, Scotland
    Posts
    202

    Default Re: Bug List (Post Patch #3)

    Completing a campaign on hard still doesn't get you the 'Strategic Genius' achievement on Steam.

    Self proclaimed loser of 'User Who Looks Most Like His Avatar' competition.

  7. #7
    Member Member Sol Invictus's Avatar
    Join Date
    Nov 2002
    Location
    Kentucky
    Posts
    229

    Default Re: Bug List (Post Patch #3)

    When I check the building cost of a unit that starts in a new game the cost is the new increased cost, but if I try to build the same type of unit the cost is the old pre-patch cost.
    "The fruit of too much liberty is slavery", Cicero

  8. #8

    Default Re: Bug List (Post Patch #3)

    There are still issues with embarking/disembarking.
    - When you have land and sea units in a port, click the button to bring up the embark/disembark window, select the land units, click the transfer button. Sometimes the units will embark instead of disembark and vice versa. Not always, but sometimes. Moving the fleet out and back into port sometimes puts the units on the correct side of the transfer screen.
    - I experienced the same white screen CTD that I've gotten from release when I tried to disembark a unit in a port. It's a seemingly random bug. Doesn't happen every time I embark or disembark a unit, but it happened, and it's a game-killing bug, so I'm reporting it again. However, reloading the game and not repeating the exact same move allowed me to move past the crash, which used to be impossible. Before, the unit would be bugged, and no matter what you did to it, it would cause a crash. This time, I don't think it was a cursed unit that caused the crash, since I haven't had any problems with the unit since I reloaded.
    - When you embark units on a ship, after you hit the transfer button, the game will appear to freeze for a few seconds as the game figure out where the units are again or something, and then you will only see the army units, even though they're embarked. You will not see the naval units. You have to click on something else besides the port, then click back on the port. Only when you do that will you see the ships and not the land units again.

    Minor bug related to save games
    Also, I noticed that when I load a save game, if any of my land or sea units were following a multi-turn move order (like ordering a ship from England to Boston), if the save is made before that unit has moved in that turn, when you load the save, those units have forgotten their move order. They just stay where they are.
    Last edited by Servius; 04-30-2009 at 14:22.
    Fac et Spera

  9. #9

    Default Re: Bug List (Post Patch #3)

    Not entirely sure if this is a bug or my error, but in cleaning up my save games I deleted the auto save. now the game is not saving at the end of the turn. I cannot find an option to turn it back on either.

    I assumed that a new auto save would be created with a new campaign. guess not.



    update: It doesn't seem to be a bug after all. next day I went to load and the auto save game was there. weird but it is working so I am not sure what went wrong before.
    Last edited by Seyavash; 05-01-2009 at 12:18. Reason: Update

  10. #10
    Guest Dayve's Avatar
    Join Date
    Oct 2005
    Location
    England
    Posts
    1,659

    Default Re: Bug List (Post Patch #3)

    I don't think unit costs have been increased, they're all showing the same recruitment and upkeep costs from the previous version for me. I'm also making just as much (if not more) money as GB in the first 5 years as always, but not doing anything differently, so i think there's an issue with the new unit costs.

    There's also the hull strength of ships issue, but Jack already said they're fixing that.

  11. #11
    Member Member TB666's Avatar
    Join Date
    Jul 2005
    Location
    Malmö, Sweden
    Posts
    1,519

    Default Sv: Re: Bug List (Post Patch #3)

    The Land Battle AI seems to be far more interested in moving their troops around and avoiding combat.
    And if you get in range they usually do a bayonet charge instead of just firing.
    It seems to vary depending on your troop selection however if you move 2 units of line infantry up against their entire army of line infantry, they should not run away or just charge with a bayonet.

  12. #12
    A Livonian Rebel Member Slaists's Avatar
    Join Date
    Sep 2004
    Posts
    1,828

    Default Re: Bug List (Post Patch #3)

    Quote Originally Posted by Dayve View Post
    I don't think unit costs have been increased, they're all showing the same recruitment and upkeep costs from the previous version for me. I'm also making just as much (if not more) money as GB in the first 5 years as always, but not doing anything differently, so i think there's an issue with the new unit costs.

    There's also the hull strength of ships issue, but Jack already said they're fixing that.
    I think, the main new money aspect is that there is 'admin' cost in terms of reduced tax%. The more provinces in a theater you own, the higher is the 'admin penalty' - the lower your tax%.

  13. #13

    Default Re: Sv: Re: Bug List (Post Patch #3)

    No Tobacco being exported from Cuba bug
    While I have not yet bumped into the problem I've heard others have where a city doesn't grant any revenue, even when taxes are enabled, I am experiencing a situation where I have tobacco plantations in Cuba, a trade port there, unblocked trade lanes, but no coffee shows up in London for export. I know this is different from how it used to be, but I can't be sure if it's a bug or if something changed with the way trade works. Perhaps I have to upgrade the trade port in order to allow the export of more than just 1 good. Not sure yet, but thought I should metion this.

    EDIT: SOLVED
    Hang on. There's a new tool tip in Cuba's capital window that says I need to upgrade my Trade Port in order to export the additional goods I'm producing. Let me see if that fixes it... Yes, it did. For exporting regions, you now need 1 trade route / building that creates a trade good.
    Last edited by Servius; 05-01-2009 at 14:15.
    Fac et Spera

  14. #14
    Member Member mmk's Avatar
    Join Date
    Feb 2006
    Location
    Munich, Bavaria
    Posts
    66

    Default Re: Bug List (Post Patch #3)

    Still having issues with trade.

    Playing as GB, owning Jamaica, Bahamas and the Winward Islands. Trade ports in all three regions.
    Pirates are blocking Winward harbour - all trade from the Americas is interrupted. Doesn´t seem quite right to me, as trade from the Bahamas and Jamaica is not taking place via Winward Islands.

  15. #15

    Default Re: Bug List (Post Patch #3)

    Prussia H/H

    CTD when Courland attacks me on their turn with a 3/4 stack. I built a wooden fort on my previous turn and had 1/2 stack inside, when Courland's turn came up I had an opportunity to intercept from the fort and the game CTD on loading screen. Reloaded game and did not build fort, intercepted Courland on their turn with no CTD.

    When I switch theatres the graphics get crazy; flashing color changes and some polygons pop out, but when I switch back to Europe it goes away after awhile. I don't know if this is due to the patch or the new Nvidia driver I just downloaded. Geforce 8800gts, and the new driver is 182.50.

    Plus what everyone else said about trade.
    Last edited by Marquis of Roland; 04-30-2009 at 17:15.

  16. #16
    Slixpoitation Member A Very Super Market's Avatar
    Join Date
    Jan 2009
    Location
    Vancouver, BC, Canada, North America, Terra, Sol, Milky Way, Local Cluster, Universe
    Posts
    3,700

    Default Re: Bug List (Post Patch #3)

    If you look at the trade route on the map, you can see that you still have trade going through other unblockaded ports. I think the trade system should be more in-depth because of that, since we have no way of knowing the true value of our trade routes without surfing around the campaign map and adding up the numbers ourselves.
    Spoiler Alert, click show to read: 
    WELCOME TO AVSM
    Cool store, bro! I want some ham.
    No ham, pepsi.
    They make deli slices of frozen pepsi now? Awesome!
    You also need to purchase a small freezer for storage of your pepsi.
    It runs on batteries. You'll need a few.
    Uhh, I guess I won't have pepsi then. Do you have change for a twenty?
    You can sift through the penny jar
    ALL WILL BE CONTINUED

    - Proud Horseman of the Presence

  17. #17

    Default Re: Bug List (Post Patch #3)

    Quote Originally Posted by Dayve View Post
    I don't think unit costs have been increased, they're all showing the same recruitment and upkeep costs from the previous version for me. I'm also making just as much (if not more) money as GB in the first 5 years as always, but not doing anything differently, so i think there's an issue with the new unit costs.

    There's also the hull strength of ships issue, but Jack already said they're fixing that.
    Starting a new game as britain on H/H cost to recruit a line infantry was 991/290. For a fourth rate
    1720/460. costs for lowest level units didn't change all that much. Maybe check beskars post above if you don't see those costs.

    what's the hull strength issue? I saw jack posted that it was actually displaying correctly now whereas it was bugged prior to patch, but in either case the actual strength remains the same. Or is there a new issue?

  18. #18

    Default Re: Bug List (Post Patch #3)

    Small sound bug during battles: the soundbit for unpausing the game is extremely loud. Whenever I unpause there is about a 2 second lag. I don't know if these two are related. Did not happen pre-patch. Seems like the rest of the sound problems from before have been fixed, I also love the new sounds that were added, very nice.

  19. #19

    Default Re: Bug List (Post Patch #3)

    Trade Bug #1
    Game is only tracking 9 trade partners. I have 11. The Diplomacy screen shows all 11 trade partners. The Trade screen only shows 9. The total Trade Revenue shown at the bottom of the Trade screen is the sum of the 9 trade partners shown. Canceling one of the 9 displayed trade partnerships does not make either of the missing two show up, it just reduces the number displayed trade relationships to 8. My trade revenue dropped when I added the 2 most recent parters (Genoa and Venice) because their relationships were worth less than the 2 they made disappear (Ottoman and Mughal).

    EDIT 1
    I had destroyed the trade port in Bristol, one of my earliest trade ports, and turned it into a shipyard. Since it was one of my earliest trade ports, and since my trade agreements with Mughal and Ottoman were two of my earliest trade partnerships, it's possible that destroying the trade port caused a bug where by I no longer had a functioning trade parternship with those two nations. It seems the bug may prevent other trade ports from picking up the slack.

    EDIT 2
    Destroying Bristol's shipyard and rebuilding the Trade Port did not resolve the problem. Canceling the trade agreements with Mughal and Ottoman, then obtaining them again did allow me to trade with them again, and for the revenue from those trade relationships to appear in the Trade window.

    Trade Bug #2
    The cumulative value for all trade partnerships shown in the Trade screen is more than the revenue shown under Trade Revenue on the National Summary page. Those two numbers should be the same, shouldn't they?
    Last edited by Servius; 05-01-2009 at 18:38.
    Fac et Spera

  20. #20

    Default Re: Bug List (Post Patch #3)

    Upper Louisiana Cotton Plantation Bug
    Upper Louisiana shows Cotton Planation revenue in the Region Wealth window, but there is no Cotton Planation anywhere in the region.
    Fac et Spera

  21. #21

    Default Re: Bug List (Post Patch #3)

    There's a CTD when you perform multiple transfers onto naval units in a turn. As an example: Start campaign as GB, load Marlborough and co onto the Channel fleet, move the Channel fleet to Dublin/Ireland, when loading more units from Ireland the game crashes immediately.

  22. #22
    kwait nait Member Monsieur Alphonse's Avatar
    Join Date
    May 2007
    Location
    Groningen
    Posts
    928

    Default Re: Bug List (Post Patch #3)

    Quote Originally Posted by Servius1234 View Post
    Trade Bug #1
    Game is only tracking 9 trade partners. I have 11. The Diplomacy screen shows all 11 trade partners. The Trade screen only shows 9. The total Trade Revenue shown at the bottom of the Trade screen is the sum of the 9 trade partners shown. Canceling one of the 9 displayed trade partnerships does not make either of the missing two show up, it just reduces the number displayed trade relationships to 8. My trade revenue dropped when I added the 2 most recent parters (Genoa and Venice) because their relationships were worth less than the 2 they made disappear (Ottoman and Mughal).
    Is it possible that they have lost their trade ports, or their connection between their trade ports and their capitals? In my GB campaign I was trading with the Ottoman Empire according to the diplomatic screen, but that trade was not showing up in trade screen. This was because Austria had captured the Istanbul region which contained their trade port. Since their capital now was just above Transylvania their remaining port in Mesopotamia was no longer connected with their capital and they could no longer trade by sea. I have seen the same with the UP. We were trading partners but when they lost Flanders and the Netherlands to France (they still have Westphalia) trade stopped.


    Bug: You still can get a Heroic victory for beating a couple of peasants with a full stack. I just defeated the army of some Spanish captain, he had two units of colonial cavalry and three units of natives and I was rewarded a heroic victory. All my units have been given a Victoria Cross for bravery. heh heh!
    Last edited by Monsieur Alphonse; 05-01-2009 at 11:19.
    Tosa Inu

  23. #23
    Member Member anweRU's Avatar
    Join Date
    Jan 2009
    Location
    Bangor, ME
    Posts
    342

    Default Re: Bug List (Post Patch #3)

    Recruitment & upkeep costs: I thought they were supposed to scale with difficulty? They are the same for Hard and Very Hard.

    CTD on disembarking a single unit: New GB campaign, I embarked the army in Ireland (minus the pikeman) on the fleet in the Irish sea, and docked at the dockyard. Had a CTD when I selected just the general for disembarking and hit the OK (check mark) button. I could disembark the whole army without a problem.
    Last edited by anweRU; 05-01-2009 at 13:19.
    Ancestry: Turkish & Irish. Guess my favorite factions!

  24. #24
    pardon my klatchian Member al Roumi's Avatar
    Join Date
    Mar 2009
    Location
    Sogdiana
    Posts
    1,720

    Default Re: Bug List (Post Patch #3)

    Quote Originally Posted by anweRU View Post
    CTD on disembarking a single unit: New GB campaign, I embarked the army in Ireland (minus the pikeman) on the fleet in the Irish sea, and docked at the dockyard. Had a CTD when I selected just the general for disembarking and hit the OK (check mark) button. I could disembark the whole army without a problem.
    I experienced the same bug last night (on a post patch3 new campaign). To clarify, it happens when only part disembarking a stack loaded on a fleet at port. i.e. selecting one of 2 units for transfer from ships to land and clicking on the transfer button.

    I haven't tried this when landing troops away from a port.

    Disembarking the whole army and re-embarking the desired troops back on the ships is a work around.

  25. #25
    A Livonian Rebel Member Slaists's Avatar
    Join Date
    Sep 2004
    Posts
    1,828

    Default Re: Bug List (Post Patch #3)

    Quote Originally Posted by alh_p View Post
    I experienced the same bug last night (on a post patch3 new campaign). To clarify, it happens when only part disembarking a stack loaded on a fleet at port. i.e. selecting one of 2 units for transfer from ships to land and clicking on the transfer button.

    I haven't tried this when landing troops away from a port.

    Disembarking the whole army and re-embarking the desired troops back on the ships is a work around.
    I encountered the same bug disembarking a unit from a fleet in Jamaica. Disembarking on land instead of the harbor did not cause crash though.

  26. #26
    Spiritual Jedi Member maestro's Avatar
    Join Date
    Jan 2004
    Location
    England
    Posts
    489

    Default Re: Bug List (Post Patch #3)

    GB - VH/H

    I've had the same embark/disembark problem. I think it's actually not hte UI updating or something like that. For example, you can disembark all of your units from a fleet and the Army tab doesn't appear in the UI. If you select something else - another town for example - then back on the port, the UI has updated andhte army tab is available.

    Goddam sodding landlocked fleets still isn't fixed. This is sooooo frustrating. This used to happen all the time and has happened within the first few turns of my new campaign, rendering my entire fleet useless and making me start again. My entire fleet was in port a the Leeward Isles (might be windward but who cares) and an indiaman passing by on the way to Brazil. After ending turn, both the indiaman and the fleet were completely landlocked. Everywhere you try to move them has a cross for a pointer and you get "fleets go on water, sir" from your irritating captains.

    Fleets stuck on same spot still isn't fixed. Again, has happened very early on. A barbary states fleet was raiding one of my trade routes, but occupying the same bit of sea as a Spanish fleet. Both were completely stuck and so I couldn't stop them raiding without either attacking Spain or Destroying Barbary thingies.

    Naval battle AI still a bit retarded. In my first post-patch naval battle, I was a lone indiaman caught out by a pirate Fluyt and Galleon. Bad news. I had the wind behind me and headed towards them , getting off a few shots and circling round the back to cross the T from the rear. They just kept on going... and going ... and going. In a straight line, straight into the wind. WTF? It wasn't until I'd severely damaged one of them that they suddenly turned on me and started fighting but I'd guess I got off 20 or more volleys before they changed course. I won.
    Isn't it funny how people trash God and then wonder why the world's going to hell?

  27. #27
    Member Member Mr Frost's Avatar
    Join Date
    Dec 2002
    Location
    In a chair
    Posts
    520

    Default Re: Bug List (Post Patch #3)

    I've noticed skirmishers {infantry at least} won't skirmish when reloading .

    I know this has been the T.W. standard for at least the last 2 previous games , but given how long it takes to reload a musket it is epic silly to the point it should be called a bug .
    If they're being charged , they don't have time to finish loading anyway {as melee interupts the cycle , death also interupts it} thus the "feature" is not only useless , but it also is basically bugging the skirmish feature {which is only really usefull if your unit can actually use its' missile weapon} to the point of being also useless .

    For what it's worth , the unit I discovered this with was the French Light Infantry {whom got squashed by charging British Line Infantry} .
    7 out of 10 people like me ,
    I'm not going to change for the other three .

  28. #28

    Default Re: Bug List (Post Patch #3)

    Afghanistan Map Bug
    There are a few territories to the east of Persia and the west of India that seem to belong to Afghanistan. However, they do not appear on the world map in the lower left corner when you're looking at the campaign map. Also, when you hold Belughistan (sp) and you go to the Policies window, the first time it will say India but show you the Europe map. If you cycle through the 3 theaters, India will not show up and Europe will show up twice (one of those times it's meant to show you the tax policies for the Indian theater). I think there's some map error where some features, like the Policies window, know that Afghanistan is in the Indian theater, but the map on the Policies page is bugged. The world map in the lower left corner of the campaign map also appears to not recognize the Afghan regions.
    Fac et Spera

  29. #29

    Default Re: Bug List (Post Patch #3)

    Fleet Arrival Bug

    If your fleet arrives at a different theater in the same spot as an AI fleet, your ships will be bugged (not movable), and you have to scuttle them. Seems to kill the AI fleet as well but they do not scuttle, they just leave them in place for the remainder of the game.

  30. #30
    Spiritual Jedi Member maestro's Avatar
    Join Date
    Jan 2004
    Location
    England
    Posts
    489

    Default Re: Bug List (Post Patch #3)

    I found a Dragoons bug in the battle map. Whilst playing as GB, fighting a dirty pirate mob, I had my dragoons dismounted to get a few volleys of and then told them to mount up for a withdraw and charge. However, a couple of the dragoons got caught in the open (literally less than five men) before they managed to mount up and entered melee combat. The problem is that the rest of the platoon just sat there on their horses and did nothing. I couldn't move them, I couldn't dismount them, I couldn't do anything with them - they just sat on their horses and watched their mates die... then continued to sit there.
    Isn't it funny how people trash God and then wonder why the world's going to hell?

Page 1 of 5 12345 LastLast

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO