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Thread: Bug Reports

  1. #1
    warning- plot loss in progress Senior Member barocca's Avatar
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    I'll copy the content of the old threads over from the old forum when i have some time,

    The rules are simple,

    Post your bug clearly,
    don't whinge about "this should have been fixed" and similar, we take that sort of thing as stated merely by reporting the bug.
    EDIT - IF YOUR BUG IS ALREADY HERE, THEN REPLY QUOTING THE PERSON WHO REPORTED IT AND MENTION YOU'VE SEEN THIS ONE TOO


    Make SURE you have checked this post
    http://www.totalwar.org/cgi-bin....;t=2024


    This is not the place to report technical bugs, if your system worked fine pre-patch please mention that here,
    but make sure to post your PC specifications over in the Tech forum.


    If you can recreate the bug, please descibe as clearly as possible how,

    SP Campaign :- If you have a save game where the bug occurs during the next turn, Please upload it to the Org's Beta Files Section,
    http://www.totalwar.org/Downloads/Up...s/MTWbeta.php3

    Place it in a Zip File.
    Label it as Bug_SaveGame_XXXXX - where X is your name,
    please add a textfile with your email,
    please describe clearly what happens on the next turn that is a bug.

    MP online/lan :- If you are online try to take a screenshot of the bug.
    follow the same procedure for save game, and name them Bug_MP_XXXXX.

    I cannot guarantee that the developers will have a look at your save game or screenshot,
    but if you upload them, well if they want to see the bug they can do so.

    Basically,
    make sure you have installed the patch to a clean copy of medieval,
    make sure you have not tried to use an old save game.
    make sure you have shut down Medieval and restarted the game before you go online.

    try to replicate the bug before you post,
    try to save a game on the turn before the bug happens (SP),
    try to take a screenshot if online (MP).

    oh yes, one more rule - i reserve the right to edit your post in an effort to clarify your report.
    (so don't get bent out of shape if i do so - thanks)
    The winds that blows -
    ask them, which leaf on the tree
    will be next to go.

  2. #2
    warning- plot loss in progress Senior Member barocca's Avatar
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    Angry

    I am still ghosted 90% of the time when i return from a battle.

    Often the people i just played against are ghosted also(50+%),

    Sometimes (30%) I appear ghosted in my own disply, while other report i am NOT ghosted in theirs
    - on all occasions where this happens the person reporting that to me IS ghosted on my display
    The winds that blows -
    ask them, which leaf on the tree
    will be next to go.

  3. #3

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    Just going to bed having been enjoying a fairly trouble free night of mtw online.

    Heres the bugs.

    1) In game disconnects still happen at their usual rate.

    2) Lobby disconnects didnt happen at all (theses where the worst for me)

    3) Black screen when the game loaded and all players where at 100% and present. All could chat but the game didnt start. Not sure why. The host rebooted and launched the server again and it worked fine. Might be fragged memory.

    4) Server list still doesnt show all servers when a game ends either normally or when a host quits.We still find our selves logging out and back in again.

    5) Exiting from multiplayer under winxp started to cause the game to lockup forcing a reboot before the patch. I have just quit out successfully without problems with the patch install. Will test it in single player another day, that was a 100% lockup every time i quit before. I will know for definate if its fixed after a quick test.

    6)Login times are slightly better but still very long (the guys liked my 56ker joke in relation to these long logins hehe).

    7) I played MTW online for 4 hours solid without a reboot. No crashes to the desktop at all. I think this must be a bug as I used to like that random auto return to desktop feature

    8) The pings for all games where actually reasonable tonight. Might be the patch, might be the time of night I played. I just logged out so this time stamp on this post should give you and idea of the time i was playing. The server list was short all night though, but all servers had pings of less than 250. Which is unheard of in the MTW lobby for me.

    Personally i think multiplayer is a lot better, still not 100% but definately better.

    Bed time for me now, the suns coming up already.

    Giskard




  4. #4
    warning- plot loss in progress Senior Member barocca's Avatar
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    Single Player
    Campaign

    Save games and quicksaves and autosaves no longer display any information in the list, nor in mouse over.
    The names of the file is all you can see.

    details for them display $A - or Euor symbol - or o/strikethru - etc...

    no date or time information for any save files.

    ==============

    Single Player
    Campaign

    Random CTD's still occur when you hit esc frome the campaign map, i am still forced to use quicksave before i attempt to save the game properly,
    I estimate 1 in 5 attempts to exit to menu result in CTD
    - this is an increase from pre-patch for my system.
    The winds that blows -
    ask them, which leaf on the tree
    will be next to go.

  5. #5
    Senior Member Senior Member Dionysus9's Avatar
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    This is a repost of a comment I made in another thread, but it is even more appropriate here:
    Below I state my opinion, its just my opinion based on my experience with the patch. I am having the same stability problems as before with no real improvement, and in fact it has gotten slightly worse:

    1) Bizarre numbers by some players names in the lobby are still present (although this is purely cosmetic, it is annoying and suggests deeper problems);

    2) Crash to desktop after approx 3 or 4 hosts still present for me. This was my major concern with v1.0 and it hasn't been improved. I'm still crashing to desktop approx 25% of the time I host a game--what gives?;

    3) "Disconnected from Server" message appears after 50-75% of games, at the results screen. I can still talk to the lobby but cant move from the results screen until I click the red seal on the parchment, which then actually drop me from the server. With quick relog time and the ability to talk to the lobby after games, this is also just a minor inconvenience (also speaks to deeper problems though).

    4) In game stability seems to be the same or possibly slightly less stable. I got numerous "game state diverged" messages and related drops. But with the new non-routing allies this causes lost games, see below.

    5) Big Problem: Now that dropped players dont rout, when they drop before deployment it locks the entire game up and you have to ESC back to the lobby. Since most drops occur prior to deployment this is a serious issue and has resulted in several fouled games (games that we would have been able to continue under v.1.0.). As it stands now, if a single player drops before deployment, all 7 remaining players must go back to the lobby (sometimes getting disconned, see above), host a new game (sometimes getting dropped to desktop, see above), choose armies, and then try again (only to find another pre-deployment drop). Again, this is a serious, serious problem--albeit with an easy fix. If a player drops before deployment his troops should either auto-deploy or rout (no penalties to incur).

    6) This is not a bug, per se, but just a new annoyance: Now that dropped armies don't rout (which is a good feature, dont get me wrong, but needs some fine tuning) it is impossible to tell if the player is still present in the game or if he has dropped. Several times last night I was screaming at my ally to help, only to realize he wasnt even there. F1 doesnt reveal he had dropped, and it seemed like he dropped without a message to the game (I could have missed it in the heat of battle). Anyway, this is frustrating not to know if your ally is there or not. We need some kind of mark by their F1 name to tell us they have dropped.

    7) Another small problem with implementation of non-rout for dropped allies (not a bug, but an unintended problem, I think)--With players dropping left and right when they begin to lose, the battlefield gets cluttered with stationary units facing everywhich way. When the victors destroy the last remaining player, all "stationary reserve" units should rout. But they dont, the dropped players' units still stand around and the victor has to go around and clean them up. This can get incredibly tedious if there are two or more dropped players, if there are any Hashashin in the dropped army, and furthermore it unrealisticly inflates the number of kills that go to the victor. After all active players have been defeated, the non-active armies should immediately rout.

    8) "Invisibile games" may still be present (unconfirmed), as many people were unable to see games that were indeed up. This may be due to the fact v1.1 games are invisible to v1.0 players...too early to say.

    9) Still seems to be some problems with greyed out names of players who are in fact in the lobby.

    All of that being said ther are a few marked improvements:

    1) Log on/off time greatly improved. Pre-patch results suggest a change in gamespy itself and that improved speed is not patch related;

    2) #kick,#ban, much needed thank you.

    3) Color/Faction distinction works great, looks great, and was much needed, again thanks.

    4) Private chat to room chat bug fixed, thanks.

    5) Room count, nice touch.

    6) Announcment of games being hosted and by whom-- nice.

    Also some changes which I am neutral on:

    1) In game chat now scrolls from the bottom of left side instead of up the left side. This is annoying at first, but I suspect I will get used to it.

    2) Dropped players dont rout-- this is causing numerous problems (see above), but the feature itself is a good idea if implementation is improved (pre-deployment drops result in rout; game requires an active enemy player to continue). A step in the right direction, but not a big enough step.

    3) Y/T chat to allies/all. Ok, this is annoying at first because I'm so used to hitting T. I can see the value in it once I retrain my fingers. But sometimes I want to say something and I havent decided if I want to send to allies or to all until I am done typing. Now I have to think before I type, so I seem to talk less because I am busy playing. Good? Bad? I'm neutral on it.

    4) Deployed allies cant see enemy deployment. I think this might end up being an improvement. It certainly changes the dynamic of deployment. I don't know how I feel about this yet-- neutral.

    5) Balancing-- seems like everything is more expensive. Given the tendency to play at 10k (which is higher than officially advised), these cost increases seem to work nicely. Way too early to say for sure. I've notice that armor for ranged troops (at least normal arbs) seems far less expensive (this is an impression, I havent actually looked at the cost difference). With 3 affordable armor upgrades my arbs will stand and fight cav for much longer. Good? I dunno yet. Different.

    OVERALL--

    MP stability has slightly decreased for me. No improvement on desktop crashes, no improvement in staying in sync (possibly worse, too early to say), now I have this "disconned" bug when I return to the lobby from a completed game (minor annoyance). The Big Problem is the fact that pre-deployment dropped players can never deploye and so everyone has to Esc from the game. If it wasnt for the Big Problem, I would say the new improvements ameliorate the new (minor) problem of getting disconned after a game. Once the implementation of the non-rout drop feature is improved we might have a patch I can be happy about. If we could top the desktop crashes I would actually cheer.

    Anyway, nice work on the improvements. Good luck on the remaining problems and new issues. A lot remains to be done.

    Bacchus

    (I will spare you the bitter signature)
    Hunter_Bachus

  6. #6
    Senior Member Senior Member Lord Krazy's Avatar
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    I have yet to get a CTD in campaigne or
    in custom battles.

    I have not tried multiplayer yet.

    LK

  7. #7
    warning- plot loss in progress Senior Member barocca's Avatar
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    SP Campaign
    After you disband units you must open then close then reopen the finance report to get the correct projected income for next year.

    If you merely open it and check it will be the projected income callculated PRIOR to disbanding the unit.
    To display the correct income projections close the report and reopen it.

    ====

    SP Campaign

    Napthat Throwers can fire in the rain????
    (I'll try and get a screenshot next time it happens)
    ==edit==maybe they can fire in light rain?
    The winds that blows -
    ask them, which leaf on the tree
    will be next to go.

  8. #8
    Member Member youssof_Toda's Avatar
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    I know I posted this somewhere else too but can't find the post anymore. My question is related to the #### compass; is the techtree still not working properly after the patch or do I have to wait till a certain timeperiod? I've got the fortress, the harbour, the dockyard and the 'compass invented' event but still the game insists I need a compass for futher upgrade? Which one is it: still not working/ wait for certain time period?

  9. #9
    Senior Member Senior Member +DOC+'s Avatar
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    Glorious Achievements still don't accrue properly. This seems to go wrong when leaving one period and entering another e.g. Early to High for example.

    Some factions get their conquest points added properly, while others do not.

    Serious bug this.
    =MizuDoc=

  10. #10

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    Less game stability. I have 1 or 2 game crashes for day (before almost no crashes). This happen in a screen between end battle and the strategy map screen. I'm not changed any other system options in this time and no new programs installed.
    My system - 1 GHz Athlon, 256 MB RAM, MB - VIA KT133A, Graphic - Kyro I 32 MB

    In 'error.log' I can see only something like:

    C:\Med_Patch\Crusaders_TW\bmradar.cpp(287) : File Error : fopen(".\RadarMap\HillyInland05.map", "wb") - "No such file or directory"(2)

    (direct copy from the log file)

    Tryed to install the latest graphic drivers whithout change (these were released after the outcomming of MTW. I played before with the latest pre-MTW drivers)

  11. #11
    Senior Member Senior Member Kraellin's Avatar
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    i still cant get a castle, made with the editor, to show the walls and towers falling down when detroyed by artillery. they report as damaged when you mouse over them, but still show as standing as if never hit. you can even walk through completely destroyed walls but they dont LOOK destroyed and no animations play when each percentage gets damaged. this is only on castle maps that i make in the editor; the normal game maps work just fine.

    K.

  12. #12
    Swarthylicious Member Spino's Avatar
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    SP Campaign Game

    Playing the English in a Glorious Achievements Early era campaign. This is a NEW 1.1 version campaign. The French succumbed to widespread rebellions (their king was awful) and invasions by Spain. England (myself) and Spain swiped up whatever rebellious territories were left. 30+ years go by and I get the 'faction reemerges' message. It turns out that a French heir has decided to reclaim the throne and is leading an uprising in the province of... GEORGIA??

    Georgia is nowhere near the homeland territories of the French Georgia was not connected to any French territory by an unbroken string of ships How in blazes did this happen?

    Take note that I made sure never to let loyalty in those formerly French provinces fall below 160%.

    UPDATE
    Since establishing a trade fleet in the Black Sea I now can take a look at the French forces in Georgia. There are two stacks comprised of the following units: 5 Royal Knights, 7 Feudal Knights, 8 Spearmen, 2 Feudal Foot Knights, 2 Archers, 3 Militia Sergeants and 1 Catapault That's a bit much don't you think?



    "Why spoil the beauty of the thing with legality?" - Theodore Roosevelt

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    Though Adrian did a brilliant job of defending the great man that is Hugo Chavez, I decided to post this anyway.. - JAG (who else?)

  13. #13
    Member Member Shumeisan's Avatar
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    Post

    I made my first MP games with the patch and noticed (in French version):
    1- A bug in the Faction standard in the result screen. The standards are mixed among the players of the same side. (eg: I played a 3v3 as French my allies were Almohads and Spain and in the final screen -when you come back to foyer- my standard was Spain the one for the real Almohad was French etc.)
    I had this bug in each xvx I played (x>1)
    2- A bug in the logFiles : Amount of florins spent are not the real ones and often are > to the real ones (for me and for players that I am trusting one was #17k instead of #12k &#33
    3- A bug in the logFiles : I never have Attackers noticed at the beginning of the logfiles.

    These 3 bugs if they really are some are really easy to notice...

  14. #14
    warning- plot loss in progress Senior Member barocca's Avatar
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    SP Campaign

    What on earth is the Inquistor mission
    "Inquisition of Individual"?
    they just sit there with this mission and i'm not sure if they are running an Inquisition on the whole province,
    - or if it's an error message of some sort...

    Upload bug files here
    http://www.totalwar.org/Downloads/Up...s/MTWbeta.php3

    download bug files here
    http://www.totalwar.org/Downloads/Mtw_Uploads/MTWbeta/

    ========

    Kraellin Could you upload the map and a screenshot showing mouse over displaying damage/% please.
    B.
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    ask them, which leaf on the tree
    will be next to go.

  15. #15
    Senior Member Senior Member Kraellin's Avatar
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    well, you just solved the dilemma, bar,

    it seems that the problem is if you make a map with a castle and then go immediately to a custom game to play it. that's when the thing goofs up. however, when you asked me for a screenshot, i loaded the game new and tried a map i'd made yesterday and it worked just fine. so apparently something doesnt get loaded when you first make a new map and then go and immediately play it in custom.

    k, i can live with this. this is now a very minor bug. it is still a bug, as far as i'm concerned, but now a very small one compared to how i thought it was :)

    K.

  16. #16
    warning- plot loss in progress Senior Member barocca's Avatar
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    Kraellin,

    now if we add this occurance to the problem that occurs when you are playing SP and then decide to go online and it won't work,
    then what we are seeing is more evidence of a mode switching bug.


    If you Switch between modes, editor to play game the maps may not behave as they should,
    if you switch between playing SP and MP then you may get dropped from MP games,

    PROBLEM
    Some Files that are loaded for different "modes" edit/play SP/MP etc., are specific to the "mode" you are operating in (edit/SP campaign/MP online).
    Switching from one mode to another does not "unload" mode specific files, thus errors and unsual effects" may occur.

    WORKAROUND
    In all cases where you are changing from one mode to another you need to shut down the game and restart the game.


    EDIT - IF YOU SEE YOUR BUG LISTED ALREADY PLEASE MENTION YOU HAVE ALSO SEEN XYZ BUG
    The winds that blows -
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    will be next to go.

  17. #17
    warning- plot loss in progress Senior Member barocca's Avatar
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    Quote Originally Posted by [b
    Quote[/b] ]Originally posted by einar in the Entrance Hall

    I am playing with russians in the high period and i reached the year 1230 and the mongols appeared. They appeared in great numbers and their army were composed of Heavy Cavalry, Horse Archers, Warriors and steppe cavalry. Great. I think all is perfect now with the patch...but no. When i clicked in one mongol unit i saw the portrait of his general. Their face wasn't a face of a mongol, was the face of an occidental man. All the other units were similar to this. ¡No. This bug assigned the christian portraits to the mongol generals instead of the correct pagan (or mongol portraits). I want that this bug will be included in the appropriate section of bugs reports, i can't post in it. Will this bug be corrected????. Anyone else have noticed this?????.
    The winds that blows -
    ask them, which leaf on the tree
    will be next to go.

  18. #18
    Senior Member Senior Member Lord Krazy's Avatar
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    Three days on SP no hangs.
    Did not like switch to multiplayer:D
    So I think I'll go along with mode
    switch thing.

    LK

  19. #19
    Member Member Heinrich VI's Avatar
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    the game became slow and sluggish in the tactical battles (same grpahic settings as 1.0)

  20. #20

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    It's happen for a fraction to have 2 crusades on the same time. I have the save game year after this happen, but unfortunately I can't upload the file. The page say me the file "Bug_SaveGame_goscho.zip" is not a zip file.:
    The spanians have crusades and they wanted to go throught my teritoryes. I(playing Italians) being excommunicated and sieged the pope in Rome and in war with then and don't allow to pass in my teritoryes. In the battle I kill the enemy general and stop the crusade. In the next turn it comes a messagebox - the spanians raised a crusade against another province. The two crusadew were in one province

    P.S. for the admins: I try the upload the file with the beta-version of Mozilla 1.2 under Solaris 8. I think the browser send the zip like octet stream, but the script on the page check only if this is (application/x-zip-compressed) stream. In this fall it is equal and can be accepted from the server. Don't expect to touch IE-shit.

  21. #21

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    Quote Originally Posted by [b
    Quote[/b] (goscho @ Nov. 09 2002,14:50)]Less game stability. I have 1 or 2 game crashes for day (before almost no crashes). This happen in a screen between end battle and the strategy map screen. I'm not changed any other system options in this time and no new programs installed.
    I think I have a workaround for this problem. If I see that the enemy is fleeing from the battle I set the time cursor to 0% and after the end battle screen I wait some seconds bevore to click to the strategy map. No problems playint active ~6-7h MTW. (in this time I should have 2-3 crashes)

  22. #22
    warning- plot loss in progress Senior Member barocca's Avatar
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    goscho

    try emailing the save file to

    barocca_x@hotmail.com
    or
    clan_doragon@hotmail.com





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    will be next to go.

  23. #23
    CA CA GilJaysmith's Avatar
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    Some of the bugs reported here are under investigation at the moment. Thanks for centralising them and for keeping up the flow of info...

    Gil ~ CA
    Gil ~ CA

    This Panda

  24. #24
    through Blood and Fire... Member TechnoMage of Shadows's Avatar
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    I haven't seen this myself yet,
    i will look for it as soon as i get to 1230,

    from the Entrance Hall
    ================
    Reply by einer:
    "...I want to correct the awful christian portraits that the game assign to the mongol generals when they appear in 1230 (or 1231?) in the high period. Maybe i'm a perfectionist but i don't like that bug. I don't know where the mistake is, there are four folders with the portraits images, Orthodox, Muslim, Christian and Pagan. But the game assign the christian portraits to the mongol generals (only after patching, the 1.0 version of the game didn't do this). I am afraid that i won't be able to correct this without hardcoding the game

    Well i will wait for another patch :P. ..."
    ================

    I have noticed that the High period Startpos file has only one tab in this line
    //Faction Cultures
    FN_GOLDEN_HORDE PAGAN_CULTURE
    all others have 2 or 3 tabs, i doubt this causes the error,

    but when i get to 1230 i will have a look.

  25. #25
    Member Member Radahl's Avatar
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    Don't know if is a bug or just something which had it's abilites cut, but spies now just take up space. I started with my standard 10 in a province and no revolt, so now there are 40 and still nothing.

    I only use them when I have to, so no big deal.

  26. #26
    Lost in Filesystem Member einar's Avatar
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    Quote Originally Posted by [b
    Quote[/b] ]Originally posted by TechnoMage of Shadows in The Dungeon:

    have noticed that the High period Startpos file has only one tab in this line
    //Faction Cultures
    FN_GOLDEN_HORDE PAGAN_CULTURE
    all others have 2 or 3 tabs, i doubt this causes the error,

    but when i get to 1230 i will have a look.
    Hmmmm, i think that tab can't be the source of the problem. In the Late period startpos file the line is similar to the high file line and all the mongol generals have a pagan portrait. I don't know what is the cause.
    Rekisteröitynyt Linux käyttäjä nro 221083
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  27. #27
    Senior Member Senior Member Kraellin's Avatar
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    i'm not sure whether to call this a bug or not, but seems like one to me compared to earlier versions of the editor in stw/we/mi.

    if you raise a point of land and then simply click on or around where you raised it, this new click with the mouse seems to do the function that used to be reserved for the space bar. this is annoying, particularly if you are trying to click on a new piece of land to simply get the data for doing a control-click.

    also, if i make a cliff and then click anywhere along the top ledge of the cliff or near it, it raises the cliff edge up. no idea why this is, but it is undesirable.

    btw, i figured out how to get rid of the lapping water in the editor...under certain conditions, anyways.

    impassable areas do not now upgrade in real time or with a mode switch. you have to exit the editor and return to get them to show changes.

    there are no 'curves' for the forested roads, only straight lines.

    fog/haze is undesirable in the editor. it if only going to be either on or off, then i'd prefer off to be able to see better over the long distances.

    since this is only for bug reports, i'm not reporting all the good features in the editor and there are quite a few

    there is a small bug/text error with starting a map in a particular texture mode, like lush, temperate and so on, and then loading that same map and picking another texture mode. this is very small, but somewhat misleading. once a map is started and saved, you can go back and start the map again and pick another texture mode and restart the map. it still comes up in the original mode with the original textures, so this is a VERY small thing (though it would be kind of cool to be able to mix and match the modes).

    impassable zones are still a very large annoyance in trying to trim or delineate or mold. because of the ellipse method being used, you often get the impassable zones running over into areas that you dont want as such. you also get sides of hills that shld be impassable but arent, which leads to some pretty steep inclines that the ai just seems to love to climb. kind of funny seeing men and horses running up an 80 degree incline. the whole impassable zone thing shld be determined manually or at least be adjustable by hand somehow. a nice drag the edge of the zone might work. or, if it could be done completely by hand, then an adjustable overlay system would be my preference. this would also work wonders with water areas such that you could rope off areas that were too deep, but still allow some shallow water traversing.

    the lack of the starting position request to have these available for editing into the maps is not truly a bug, but is highly desirable. why not simply put this data into the header portion of the map and allow it to be edited. you could add each players starting position with a flag, this flag would determine where the center of that player's deployment zone is and this would simply, by computing, stretch out and meet the other zones, or end off if it had hit its limits. random start postions could also be designated, or 'traditional' start positions and even the 'thirds of the map' idea could be used, where each team starts on one side of the map with one third of the territory of the map as the starting deployment zone for that team and the middle third as a no man's land.

    the new generate a random height map works nicely. could we possibly have a extra slider or percentage input thing that would allow us to make smoother maps and less smooth by percentage? the current feature tends to make only very hilly maps...very hilly. i do like it though.

    ok, i'm exceeding the boundaries of this topic. i'll stop now :)

    K.

  28. #28

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    Novel Bug post patch
    just to keep centralized




    ==== edit by barocca ====
    GilJay - you have to go look at this one,

    Ichabod - could you zip the save file/files and upload them here
    http://www.totalwar.org/Downloads/Up...s/MTWbeta.php3
    label "BUG_savegame_ichabod1.zip", "BUG_savegame_ichabod2.zip" etc.




  29. #29

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    This is pretty minor by the accounts above, but in Tunisia the Port Icon is in the "Gulf of Gabes" yet your ship must be in the "African Coast" to move units...

    I will admit, though, that this is a 1.0 started game now under 1.1, but shouldn't be hard to verify...
    The ignorant shall be ignored

  30. #30
    CA CA GilJaysmith's Avatar
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    Quote Originally Posted by [b
    Quote[/b] (ichabod @ Nov. 14 2002,18:39)]Novel Bug post patch
    just to keep centralized




    ==== edit by barocca ====
    GilJay - you have to go look at this one,

    Ichabod - could you zip the save file/files and upload them here
    http://www.totalwar.org/Downloads/Up...s/MTWbeta.php3
    label "BUG_savegame_ichabod1.zip", "BUG_savegame_ichabod2.zip" etc.
    Noted, waiting for savegames.

    Gil ~ CA
    Gil ~ CA

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