This is what Jerome Posted in this threadOriginally Posted by JeromeGrasdyke
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.
Strat map bugs
- 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
- 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
- Settlement bugs
- 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
- 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
Battle bugs
- 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.
Will continue to update this later...
- 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
- 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 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. 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
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.
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