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Oaty
04-21-2009, 08:18
I've made a complete list from bugs reported so far mainly compiled from this thread https://forums.totalwar.org/vb/showthread.php?t=113774 I plan on keeping this updated at least a couple of times weekly for a while so feel free to post a bug shine more light on a specific bug or debate whether it's a bug
BUGS


Reinforcements

Land

rivers/reinforcements apparently reinforcements can show up on the other side of a river and be
unreachable. more details here
https://forums.totalwar.org/vb/showpost.php?p=2168107postcount=141

Both AI and and human reinforcements can spawn at the exact same entry point causing a forced
melee and a jumbled mess
Also if they spawn at the same point they possibly don't enter at all

1 man getting stuck off the battlemap making the rest of the unit unattackable and can last until
the timer runs out, you however can kill them by running me through the unit but that remaining
1 man will lose you the battle

Naval reinforcements

Can't withdraw trade(indiaman) ships that come on as reinforcements they sit at the redline and you cannot
cancel thier withdraw order making them stuck there the rest of the battle, other class of ships seem to have the
ability to withdraw when they are reinforcements

Can't properly group units when you come into the battle as reenforcements may happen with land battles to but
have yet to experience this

Reinforcements spawn randomly at an entry point rather than the true direction they should be
coming from

Attacking a fleet with reinforcements, all reinforcements that get sunk/captured in battle return
on the campaign map and retreat away

Forts

at least according to fort descriptions, the higher level fort wall defenses should be more dangerous (for
attackers). In the game, this is not the case, if the player gets to control the walls in star forts (and gun forts).
Wall cannons are fired only once the enemy is at very close range. However, if the AI controls the walls, cannons
are fired at the normal cannon range. This does not seem to work as intended. Also, player units placed on higher
end fort walls do not seem to be able to hit anything with musket fire.

Fort swap When the AI attacks out of a fort the defender gets to be in the fort
Happens the other way around too when a relief army shows up to attack the besiegers the AI
gets the fort

I find cavalry units regularly get stuck in fort doors when you order them out or in. This means the attacker has
an open door to walk through. In previous TW games you could usually workaround by reordering the unit and/or
making them run; in ETW they seem to get stuck for good.

Defending units on walls will abseil down ropes to pursue attackers. Worse, they will sometimes choose to use
ropes and move around the outside when ordered to another part of the fort.

Battles

When using minimal user interface the hotkeys to increase/decrease rank file/sail do not work even though they
work with the normal interface

River battle, units won't cross a bridge in a river battle but instead use the fjord even if the bridge is closer. You
have to order units on the bridge first then order them across

If the AI has stationary artillery as reinforcements you can't win the battle as they will never show up

Sandbags and puckle guns - the barrels of the guns detach from the their bases (still manned by the crew) and
are unelectable for the rest of the battle, the sandbags deploy with the remaining parts of the guns. Don't know
if the barrels would fire as the cursor target was showing as out of range for the duration of the battle.

Pike Units: insist on turning sideways if "pike wall" formation is ordered.

The 'fire & advance' drill (sorry if I've remembered the name wrongly) seems bugged. If a unit takes losses, they
will reform before firing again, slowing down their rate of fire to the extent that micromanagement is much
preferable

Long range canister shot. You can select roundshot, select a target then switch to canister, even
though the canister shot should be out of range it can hit troops more of a problem with
MP than SP

When a larger deck ship boards a small ship the ropes don't connect to the deck resulting in mass suicide
96 men vs 9 men and getting routed and being left with less than 30. Not to sure which are the offending ships
but believe it has to do with boarding galley/light galleys with larger ships

Light infantry face backwards

Ships kept far away from the conflict(trade ships esp) can mysteriously lose men and cannons

Just had a battle with 3 units of dragoons that were either invisible or under the map. was
ambushed by the Cherokee, and started the battle in column formation and sandwiched between
two lines of the enemy - my infantry were all present and correct, but my 3 units of dragoons were
nowhere to be seen - they could be selected and given move orders - I could see the target ark
and the green movement lines, but they never moved or attacked. The AI mobbed where they were
on the map, but couldn't attack them.
My infantry were wiped out, but I won the battle thanks to these invisible dragoons (by cheesily
running down the clock).

During an attack on me, France stuck a unit of line infantry behind a barricade. It stated that they
were firing(at a unit of flintlock armed citizens in a building), but they were not. Further, they
continued to tire out as they were not firing.

When you hit end battle (because the entire enemy army is routing) the game autoresolves with
whats left. I know this for a fact because my general gets kills and sometims losses even
though he stood idle the whole battle. Crediting kills sure but taking losses after the battle is over?
Also sometimes results in generals death

Light infantry in 'light infantry mode' will often face the wrong way refusing to shoot unless you use
the 'advance forward' button.

Light-Dragoons do not reload their rifles when they are idle. Which is a big disadvantage for their
tactical usage.

Canister shot fires at pointblank range but nothing happens

Limbering/unlimbering artillery once the battle starts seems buggy, appears you need to delay
giving them new orders(after limbering/unlimbering) for about 20 seconds otherwise they do stupid
things.

Limbering 1 artillery unit in battle causes all artillery to be limbered whether they are grouped or not

Unit stuck under hill on deployment on ambush and unable to move to target location.

Sometime the AI will garission/place a cavalries unit into a house.
-Sometime AI cavalries unit are unclickable (happened in the same battle i had with the cavalry
garrisoned into a building).

When defeating an army in a city if you hit continue battle instead of end battle, you have to
capture/kill every single man for victory otherwise the autospawn militia just respawn along with
the remnants of the defeated army that evaded capture, whereas if you hit end battle you get the
city

CTD

When artillery crew (puckle guns for sure maybe other artillery) is in melee and given a move order you get a CTD

CTD after a naval battle where your AI ally gets attacked and your reinforcements. May have to do with the fact
the AI fleet was sunk/surrendered, even though the human won the battle for their AI ally it shows the losing
attacker as capturing ships even though the player captured ships for their ally. Once you hit the checkmark to
close the battle statistics the game CTD

Stealing a tech that you were currently researching can cause a CTD when you select that tech

CTD occurs every time a grand campaign is started but resetting preferences .txt stops this

Clicking on a specific fleet causes a CTD even after a reload The fleet is permabugged until a ship is
added to it

One problem I've found in my current game is the game crashes after Spain is destroyed. The turn
after Spain dies and Colombia and Mexico arise as nations, at the end of the AI's turns the
game crashes (ETW.exe has encountered a problem and needs to close...). I stopped taking Spain's
last province (Lombardy) but even when an AI faction defeats Spain the game crashes at
the end of the AI's turn cycle.

Having a general recruit a unit and then destroying/damaging and building that produce the unit will
cause a CTD when you clink on that army on the next turn.

Winning a Revolution by Siege crashes the game.

campaigns becoming corrupt. When reloaded from a prior year the CTD occurs at the same year
(recommend emailing these saved games to CA so they can see why a CTD is occurring)

An army will duplicate itself causing a CTD if you move 1 of the armies if you saved after the
duplication they appear to work fine except you had to deal with a CTD and got a free army

The game may CTD when starting a revolution and will constantly CTD when trying to load from
that point

When exchanging ships with a blockading fleet a CTD can occur

Sometimes merging units together causes a CTD

Campaign

Intercepting the AI forces them to be the attacker and potentially can force them to attack a fort even with all
cavalry army. The game loads the battle and instantly loads the campaign map causing the player to wait out the
loading screens

AI can land ships on top of your fleets or other factions allowing the to be hiding and unattackable
https://forums.totalwar.org/vb/showthread.php?t=116453

Land Bridges: this is a well known bug, but I did not see it in the list above. The AI frequently (not always) seems
unable to figure out how to use land-bridges. Sweden in particular is plagued by this problem. Their armies would
get stuck near Kopenhagen and unable to move in any direction from there. Once this happens, Sweden's AI turn
takes forever to complete...

Inter-AI diplomacy: the AI never seems to make peace with other AI factions. If I drag my allies into a war with
someone, they are still at war with that faction 30 years later. This must hurt AI economy tremendously and I do
not believe it is working as intended (in the previous TW titles, AI factions would make peace with each other).


Revolution, apparently when you pick a side it is possible for your faction to be defeated and the
game ends (disputed whether a bug or not) More emphasis your faction is defeated immediately when picking a
side not turns later

This happens to me whenever I resume a game from a save during an AI turn - that is, the AI
attacks my stack, I save the game and quit to Windows. When I load the save, the battle is played
out and when my turn starts, I have lost the ability to scroll the map with the mouse. (don't
quicksave on the AI's turn for now)

Prussia's trade later in the game shows up as zero in the trade summary but still get trade income

State gifts- small and large ones both give the same bonus(apparently this worked properly prepatch 25 bonus for
2500, 50 for 5000 and 100 for 10000)

Prussian army west of konigsburg causes delays when selecting them. disbanding the pikemen may
cause a CTD but after that unit is disbanded all works fine

Some AI's turns take more than 1 minute all the way up to 15 minutes

Defeating a nation that was raiding/blockading trade appears to permanently block/raid that trade
as the ships retire from the map but the blockade/raid doesn't go away

Fleet arrives at a teleport box but right on top of an enemy fleet and cannot move and no option of
retreat when attacked

Exchanges with the AI the AI gets their part of the deal but the player doesn't get his/her part

has anyone had this? i sold a region, set it for 5000 for the next 20 turns to be paid repeatedly,
made the sell lose the region and................no money comes in. is this a bug

Armies/navies don't always get the intercept option

War Script error -
I attacked Portugal in Europe and in the same turn, I attacked Portugal in India by trying to land
troops, and it's on an "Access Denied" screen saying to declare war/request access/cancel
move, but every time I click cancel move, it comes back up again.

Army stuck on the campaign map after defeating ambush

Scrambled text occuring in the game https://img8.imageshack.us/my.php?image=republicwhat.jpg

When changing government types it may fail to register
https://img8.imageshack.us/my.php?image=republicwhat.jpg

When blockading a port, some ports seem to have no problem but others you get up to 1 minute of
lag and after that 30 - 60 second your blockade order is cancelled and your fleet is still
where it was (annoying) The port of sarjevo is a good example to blockade it -- it will never be
blockaded if your fleet is coming from the south, you have to move your fleet north of the
ports zone of control raid the trade route for 1 turn then you can blockade it from the north. Wierd
and it seems the bug is caused possibly by shipless ports having a zone of control. Also ships have
trouble with orders to blockade a port that is under the FOW

If you capture a territory that had a port being blockaded by another faction (neutral/allied to you)
the fleet gets stuck outside of the port and is considered blockaded and you can't build ships

Sometimes a besieging army can't be attacked, possibly only occurs on the last turn

If the AI targets 1 unit with 3 units but that 1 unit merges with 19 other units the AI still targets it,
whats worse if the AI does catch up it shows odds in the AI's favour and if its autoresolved those
3 units massacre those 20 units Appears to happen to AI vs AI also Where I've seen small stacks
crush big armies

DIPLOMACY

AI never makes peace with other AI factions

Prussia will continuously trade East Prussia for Courland giving money and techs each turn

Your Allies can be enemies

Agents

If my rakes fail their infiltration attempt, but survive, right-clicking on the target again
automatically succeeds in infiltrating the city. Though, the successful infiltration message doesn't
show up until the start of the next turn.

They sometimes disapear when boarding a ship

Sometimes selecting new agents moves the army instead of him

If more than 1 agent targets the same thing there orders get canceled

Trade

Sometimes the trade screen shows nothing even when your trading with other nations but on your income tab it
shows your are getting trade income. Seems to be related to certain factions.

When breaking a fleet from a trade resource the fleet remaining gets stuck there breaking the
trade resource for the rest of the game

When adding a mechant ship to a resource it doesnt calculate until the next turn(possibly not a
bug)

Trade agreement seems buggy if your capital is landlocked and have or captured a seport with a
trading port (possibly not a bug, but needs more transparency) Another example is when Britain
takes French regions with ports they don't get extra trade routes because the ports cant be trace
to London by land

Minor bugs

Can't repair city defenses (feature or bug?)

When the adviser speaks on the campaign map and you scroll around the sound gets cutoff

setting flags to mouseover does not work properly and goes to default

Movies have sound stutter on some computers

Replays seem to go haywire and is not an actual replay of the battle

Advisers speech becomes stuttered on some machines

Graphical

https://forums.totalwar.org/vb/showpost.php?p=2164833&postcount=81

Cannons ramrod animation is off sometimes not even touching the barrel in the animation

Iroquois units don't have sprites so when you zoom out they are invisible

Gameplay

other income not broken down such as tribute protectorate income and what not

Sound gets muted/unmuted after changing speeds

AI never retreats even when heavily outnumbered

Units not reloading when idle

Sometimes ordering troops behind the wall is the wrong side and the other side cant be selected

Defeated duelist can take a long hike if a land bridge is blocked IE. morrocco to gibralter the long
way

AI will not leave a building getting pounded by artillery

Units on swampy ground move way too slow

Cavalry charges directly into stakes

AI won't move away from fortifications(trenches/walls) when you outrange them

Can't merge a dead generals bodyguards into a living general

Naval Chokepoints especially the strait of gibralter being blocked by neutral/allied navies

Not bugs

Trade port not opening up. A trade port needs a land route to your capital if it cannot be linked to your capital it
won't trade. So Iceland and Malta will never trade even with a port

Can't make an enemy become a protectorate
Yes you can. First check the peace treaty option, then the option to demand protectorate
becomes available

Own ships showing a pirate flag
When your own ships or another nations ships flash a pirate flag it means they are looting an
enemy trade route

Plug bayonettes: The game description only mentions that plug bayonettes have trouble being
removed from guns, on the battlefield if you use plug bayonets they are a permanent melee unit
until they are back on the campaign map.

Generals appearing as a blank card, need more insight on this and I believe it has to do with when
the general dies

Moving gentleman to captured university gives the same alternatives as for hostile universities.
Poster wasn't clear on this but I believe the real function that is happening is you took over the
university with enemy gentlemen inside so it gives you the option to visit(help research) or duel
enemy gentlemen

Cannons moving through walls/fences I think gameplay won here as it'd be annoying to manever
cannons around the small obstacles

Workarounds

Stuck trade fleet you can scupper the ships to reopen the trade spot

Specific fleet causing a CTD everytime you click on it add one ship to the troublesome fleet and the
problem goes away

constant CTD from starting a new campaing reset your preferences.txt

pevergreen
04-21-2009, 12:41
low on time, but:


Revolution, apparently when you pick a side it is possible for your faction to be defeated and the
game ends

is not a bug.

Tarquinius
04-21-2009, 13:50
CTD occurs every time a grand campaign is started but resetting preferences .txt stops this

Is this the crash that occurs after selecting a new grand campaign or the one that causes a ctd as you click the Grand Campaign button. And how do I reset my preferences .txt?

Lord of the Isles
04-21-2009, 14:50
Great work Oaty. If I can be so bold, it would be good if you could continue to consolidate, adding any new issues to your original post if you judge them worth being in there.


Forts

Pathfinding in general in forts is buggy. In particular:

(i) I find cavalry units regularly get stuck in fort doors when you order them out or in. This means the attacker has an open door to walk through. In previous TW games you could usually workaround by reordering the unit and/or making them run; in ETW they seem to get stuck for good.

(ii) Defending units on walls will abseil down ropes to pursue attackers. Worse, they will sometimes choose to use ropes and move around the outside when ordered to another part of the fort.

Battles

The 'fire & advance' drill (sorry if I've remembered the name wrongly) seems bugged. If a unit takes losses, they will reform before firing again, slowing down their rate of fire to the extent that micromanagement is much preferable.

This has been an issue since MTW: redrawing out a line/formation with multiple units using a depressed mouse button. If a unit has taken losses, its frontage should be recalculated to take that into account and adjusted accordingly. To take an example: 2 units of line infantry, one at full 80, another with only 20 men left. When I draw them out to form a new line, the first unit should have 4 times the frontage, so that their depths are always the same. Since MTW, the frontages have remained in proportion to an full strength unit of that type, which is usually useless.

I've not tested this myself but have seen reports in a thread: units set to fire at will and guard mode will sometimes still turn to an angle before firing at a target. Not sure if that is after a manual fire targetting click or just when selecting a target automatically.

Slaists
04-21-2009, 15:07
Great work Oaty. If I can be so bold, it would be good if you could continue to consolidate, adding any new issues to your original post if you judge them worth being in there.



I agree.

My two cents:

Inter-AI diplomacy: the AI never seems to make peace with other AI factions. If I drag my allies into a war with someone, they are still at war with that faction 30 years later. This must hurt AI economy tremendously and I do not believe it is working as intended (in the previous TW titles, AI factions would make peace with each other).

Forts: at least according to fort descriptions, the higher level fort wall defenses should be more dangerous (for attackers). In the game, this is not the case, if the player gets to control the walls in star forts (and gun forts). Wall cannons are fired only once the enemy is at very close range. However, if the AI controls the walls, cannons are fired at the normal cannon range. This does not seem to work as intended. Also, player units placed on higher end fort walls do not seem to be able to hit anything with musket fire.

Pike Units: insist on turning sideways if "pike wall" formation is ordered.

Succession Wars: republics tend to declare succession wars. It does not make sense.

Major European Powers: AI controlled major European powers seem too weak compared to the minors. AI controlled France is frequently destroyed early in the game by Wuttenberg or Savoy; Holland - by Westphalia...

Land Bridges: this is a well known bug, but I did not see it in the list above. The AI frequently (not always) seems unable to figure out how to use land-bridges. Sweden in particular is plagued by this problem. Their armies would get stuck near Kopenhagen and unable to move in any direction from there. Once this happens, Sweden's AI turn takes forever to complete...

Beskar
04-21-2009, 15:29
BUGS
State gifts- small and large ones both give the same bonus


No it doesn't.

Giving 2500 gift gives you +25 points with the faction.
Giving 5000 gift gives you +50 points with the faction.
Giving 10,000 gift gives you +100 points with the faction.

These points don't stack.

Unless a patch broke this since I tested this myself basically when the game first came out, it should still work the same.

Beskar
04-21-2009, 15:31
Major European Powers: AI controlled major European powers seem too weak compared to the minors. AI controlled France is frequently destroyed early in the game by Wuttenberg or Savoy; Holland - by Westphalia...


I have only seen this on the forum, never in any of my games. Usually, France always taken over those provinces by itself and Netherlands taking over Westphalia.

Liberator
04-21-2009, 15:54
Battles

'Cover' seems to be bugged after tech like 'fire by rank' is developed.


I have only seen this on the forum, never in any of my games. Usually, France always taken over those provinces by itself and Netherlands taking over Westphalia.

I have seen none of both so far. France is just a hangaround faction in my campaigns so far. It neighter conquered anything nor was defeated

Slaists
04-21-2009, 16:11
No it doesn't.

Giving 2500 gift gives you +25 points with the faction.
Giving 5000 gift gives you +50 points with the faction.
Giving 10,000 gift gives you +100 points with the faction.

These points don't stack.

Unless a patch broke this since I tested this myself basically when the game first came out, it should still work the same.

Not sure how it was BEFORE the patch, but in my current games the 2,500 gift definitely gives +100 points to my relationship with faction.


Battles

'Cover' seems to go broke after tech like 'fire by rank' is developed.



I have seen none of both so far. France is just a hangaround faction in my campaigns so far. It neighter conquered anything nor was defeated

I have seen France destroyed by the small AI factions several times in my VH (not sure if the difficulty has anything to do with it) campaigns.

Rhuarc
04-21-2009, 16:13
No it doesn't.

Giving 2500 gift gives you +25 points with the faction.
Giving 5000 gift gives you +50 points with the faction.
Giving 10,000 gift gives you +100 points with the faction.

These points don't stack.

Unless a patch broke this since I tested this myself basically when the game first came out, it should still work the same.

Nope. Giving the 2500 gift definitely gives +100 rep. I never give a higher gift amount because they have identical results. I imagine this is not what was intended.

Oaty
04-21-2009, 18:06
I've updated the bugs list and plan to continue to do so for at least a couple months. Feel free to report further bugs as if CA doesn't know about them they won't get patched

mmk
04-21-2009, 18:50
I've updated the bugs list and plan to continue to do so for at least a couple months.

Thank you very much!

mmk
04-21-2009, 19:12
Trade:

Countries you trade with (have negotiated a trade agreement with, as shown in the diplomacy window) do not appear on your trade list. Neither is any income from these countries.
I had this with Sweden when playing UK campaign and with the Ottomans when playing as Prussia.

TinCow
04-21-2009, 19:57
When an admirals flagship with plenty of men left boards a ship with nearly no men left he can lose almost the whole crew and route. 96 men vs 9 men and getting routed?

This is not confined to admirals' ships, it is a docking problem between ships. I don't remember which particular types of ships were involved when I saw it, but I know my ship had more decks than the enemy ship. When I docked for boarding, the only way across was via ropes. Many of my crew appeared to jump over the railing onto the enemy ship, which was some distance lower than them. Instead of landing on the deck, nearly all of them fell right through the deck and drowned instantly. This resulted in about 80% of my ship's crew dying and routed my ship.

Slaists
04-21-2009, 20:29
Trade:

Countries you trade with (have negotiated a trade agreement with, as shown in the diplomacy window) do not appear on your trade list. Neither is any income from these countries.
I had this with Sweden when playing UK campaign and with the Ottomans when playing as Prussia.

Could it be that 1) you do not produce anything they need/lack at the time; 2) their trade routes are blocked?

I usually see everyone I have agreements with in my list though.

Monsieur Alphonse
04-21-2009, 20:50
Could it be that 1) you do not produce anything they need/lack at the time; 2) their trade routes are blocked?

I usually see everyone I have agreements with in my list though.

1) No. You still sell generic trade goods
2) No. You will see a trade route but is blocked.

I have had the same experience. I was traiding with countries according to the diplomatic sreen which didn't show up in the trade screen.

mmk
04-21-2009, 20:59
Could it be that 1) you do not produce anything they need/lack at the time; 2) their trade routes are blocked?

I usually see everyone I have agreements with in my list though.

Unfortunately not. I have goods a plenty to trade and none of their parts are blocked.

One other thing I noticed - sometimes trade agreements are cancelled by the AI without notification. Usually I get the two screens (1. "trade with you is no longer fun" ;-) and 2. "Trade agreement has been..."). Sometimes these notifications are missing.

Beskar
04-22-2009, 03:53
Not sure how it was BEFORE the patch, but in my current games the 2,500 gift definitely gives +100 points to my relationship with faction.

Given it a mental note. I been doing the 10,000 and never noticed the break, doh. :(

aimlesswanderer
04-22-2009, 10:40
As Sweden I made peace with Russia and agreed to pay them 1k for 10 turns. However, after, the only way to figure out that I had an agreement was to check my "other" income, which went down to 2k for the duration. The diplomacy screen was absolutely no help, it didn't think that any agreement had been made.

It would be nice to have a breakdown of your "other" income. I'd like to know how much my various protectorates give me.

Possibly not a bug, but maybe pirates should build a few more defensive units and maybe even take weakly defended nearby provinces... but that would need the complete lack of AI invasions to be fixed - not on your list?

You've taken on a major undertaking, thank you!

Fisherking
04-22-2009, 12:56
Other odd trade theater bugs

More than one faction on a spot.

Unable to attack Pirate Fleets on a trade spot.

At the moment in a campaign I am playing there is a Dutch and a Spanish fleet sharing the same trade spot. I can not attack the Spanish fleet, only the Dutch.

I am also sharing a spot with a pirate fleet which can not be attacked.

Slaists
04-22-2009, 14:15
Other odd trade theater bugs

More than one faction on a spot.

Unable to attack Pirate Fleets on a trade spot.

At the moment in a campaign I am playing there is a Dutch and a Spanish fleet sharing the same trade spot. I can not attack the Spanish fleet, only the Dutch.

I am also sharing a spot with a pirate fleet which can not be attacked.

More than one faction on a spot seems to be a by-product of the bug that 'incapacitates' fleets on a trade spot. The fleets cannot be moved (only destroyed) and they do not trade. Once this happened to me and I forgot about the fleet for a turn. The next turn: a Dutch fleet was sitting on the same spot (while my fleet was still there) and trading away...

Being unable to attack pirate fleets seems a by-product of the same issue...

Slaists
04-22-2009, 14:27
I believe the whole interception mechanism does not work as intended. In the current version of the game, If I choose the option to intercept anybody passing by, while I am sitting in a fort, I get to DEFEND while sitting behind the walls. Come on,... if I am INTERCEPTING I should be the one in the field trying to chase the enemy that's trying to sneak by.

The following example clearly shows that the current system is not working as intended (or does not have much logic to it).

1. I sit in a fort with a FULL STACK.
2. Two(!) enemy CAVALRY units try to sneak by aiming for my factory town behind the fort.
3. I get the option to INTERCEPT.

Decision path A:

4. Fine, I choose the option to ATTACK.
5. As we go into the battle-mode, enemy loses (without the battle even opening). Of course, cavalry cannot storm the fort (at least in the game)... And, come to think of it, probably did not intend to ATTACK my fort anyway. They were trying to SNEAK BY.

... if I chose not to go into the battle screen but rather auto-resolved, I would still win, but both sides would suffer losses.

Decision path B:

4. Fine, I choose the option to DECLINE ATTACK
5. Enemy cavalry proceeds on their merry way to burn my town behind the fort (not attack my fort).

Clearly, the side that intercepts should be the one attacking, not the other way around. Under the current system, the AI is forced to storm fully garrisoned forts with raiders (1-3 units). What's force, the AI is forced to storm forts with cavalry-only groups... Even the TW AI wouldn't do that unless forced to do it by the game interception mechanics.

Liberator
04-22-2009, 15:00
Battles

'Cover' seems to be bugged after tech like 'fire by rank' is developed.



So what about it?! Really think this feature is bugged!

https://forums.totalwar.org/vb/showthread.php?t=113847&highlight=Cover

Explodingcannonballfromhell
04-22-2009, 17:29
It seems gunshot sounds are now completely messed up. When a volley is fired the sound is not accurate at all and even after all volleys are fired you still hear volleyfire as if its delayed somehow.

Also when i order a unit to hold fire they will stop firing but the sound of volleyfire is still playing even though they are idle.

I dont know why the sound is messed up now because it didend behave like this when i first installed the game.

Oaty
04-22-2009, 21:16
As Sweden I made peace with Russia and agreed to pay them 1k for 10 turns. However, after, the only way to figure out that I had an agreement was to check my "other" income, which went down to 2k for the duration. The diplomacy screen was absolutely no help, it didn't think that any agreement had been made.

It would be nice to have a breakdown of your "other" income. I'd like to know how much my various protectorates give me.

You've taken on a major undertaking, thank you!

As far as the game goes you only get 3 income statements tax, trade and other, the easy way to figure it out is to find out what your base other income is and then do deductions from there

Monsieur Alphonse
04-23-2009, 07:25
Forts

If you capture a region that has a ford in it, the ford changes to your culture. I captured Punjab in my British campaign and the Mughal fortes changed in a star fort. In my Ottoman campaign all the star fortresses in Europe became Eastern forts.

Trade

The trade screen can get corrupted. I have had a trade screen that wasn't showing trade while according to the diplomatic screen I was trading with a faction.
AND
I have now a trade screen where I have three trade routes with the UP and two with the Ottoman Empire. This ads some 12,000 extra gold to my treasury each turn.

Daveybaby
04-23-2009, 15:50
Pretty minor one, but: It snows far more often in battles in north africa and southern spain than one would normally expect.

Slaists
04-24-2009, 14:11
intercepting the AI forces them to be the attacker and potentially can force them to attack a fort even with all
cavalry army. Exploit you can just wait the timer out and not allow the AI to pass



Oaty, this is not entirely accurate. If a fort based player army intercepts an AI all-cavalry army and the player chooses the option 'attack' (instead of 'autoresolve'), the battle map would not even load. It would attempt to load, but at the end of the loading process the program finally figures out that the all-cavalry army CANNOT storm a fort. So it gives the player an automatic win (0-loss) and brings him right back to the strategy map sending the AI army 'into the stratosphere' (well, back into its provinces).

Rhuarc
04-24-2009, 17:34
More than one faction on a spot seems to be a by-product of the bug that 'incapacitates' fleets on a trade spot. The fleets cannot be moved (only destroyed) and they do not trade. Once this happened to me and I forgot about the fleet for a turn. The next turn: a Dutch fleet was sitting on the same spot (while my fleet was still there) and trading away...

Being unable to attack pirate fleets seems a by-product of the same issue...

This is because once your units get stuck this way, the program sees the trade spot as open since your unit has for all intents and purposes been removed from further gameplay.

To expand on this bug, I attacked a Spanish fleet on a trade spot and defeated them such that they had a few surviving ships which should have retreated. Instead, they got stuck on their way out of the trade spot. I think it was the 'retreat' part of the AI action that created the hiccup, not the battle itself. Needless to say I was still able to use the trade zone myself for the next 40 years while the Spanish lingered alongside in limbo.

Forts: I had another similar bug with forts- the cause is related I think. I was occupying a Russian fort, in Russian territory, with my veteran eastern army and negotiated peace. This should have resulted in the return of all units in enemy territory. Instead, I found my stack of crack troops still in the Russian province, 'standing' in the of the fort spot, and completely stuck. It was eerily reminiscent of the trade spot bug. I think they again got stuck during the AI's attempt to 'retreat' them out of the fort back to my territory. I had no option to move them, could not bear to disband my best army, so I quit the campaign.

Slaists
04-24-2009, 18:37
Pretty minor one, but: It snows far more often in battles in north africa and southern spain than one would normally expect.

Lol, I guess, all the north african battles were fought in the Atlas mountains :)) It does snow there. I have seen it myself: snowfall so dense, I could not see further than a couple meters from my car's window...

Babblearossa
04-25-2009, 20:31
Thanks so much for compiling this list!

Here are some battle ones I haven't seen listed yet

when I have 2 howitzers unlimbered; clicking 'limber' on one will turn the other ones
limber/unlimber button to 'limbered', if I want that second one to actually limber I
click the limber/unlimber twice. first click sets the button to 'unlimbered' second
one they actually limber. this happens even when they are not grouped.

perhaps relatedly I've had arty stuck to where they immediately unlimber after limbering
and it becomes near impossible to move them, they advance like 10 feet with each round
of limber/unlimber but I can't control their direction...

when issuing move orders I click and drag at the place to move to but the highlight
showing when space is pressed is at a steep angle to where they should go, units then
march towards this false place until near it when the highlighted destination snaps
to where it was supposed to be. then they change course and march to where they were
supposed to go in the first place. Massively irritating as the game is so dependent
on manouvering lines of rifles.

Oaty
04-27-2009, 08:32
when issuing move orders I click and drag at the place to move to but the highlight
showing when space is pressed is at a steep angle to where they should go, units then
march towards this false place until near it when the highlighted destination snaps
to where it was supposed to be. then they change course and march to where they were
supposed to go in the first place. Massively irritating as the game is so dependent
on manouvering lines of rifles.


This is a new feature although annoying at times it is realistic to stop units from merging then unmerging although on a computer you can mix 2 infantry units and then quickly unmerge them and they come out in perfect formation where as in a real battle they'd take forever to reorganize

Zatoichi
04-27-2009, 14:36
I originally posted this in the bug thread, but it didn't make it over into this consolidated list - it concerns Puckle guns:


I've seen 2 bugs with the Puckle Guns - the first is if I am on defence and click the sandbags icon while the Puckle Guns are selected - the barrels of the guns detach from the their bases (still manned by the crew) and are unselectable for the rest of the battle, the sandbags deploy with the remaining parts of the guns. Don't know if the barrels would fire as the cursor target was showing as out of range for the duration of the battle.

The second bug occurred with the Puckle guns deployed in a walled city - when the crew were attacked, they fought back, but one of the crew chased after the routing enemy, and the entire crew became unresponsive - I could select them, but the cursor didn't change into a 'hand' when hovering over the unmanned guns. When I finally tried to right click on the ground to move the crew, the game suffered a CTD.

A second time (different battle in a walled city), one of the horses from the Puckle gun ran up one of the walls after the crew got attacked (I should probably take more care of them!) - the horse eventually glitched along the top of the wall until it got to the gate, whereupon it dropped down and ran off on the ground again.

It would be great if a lot of the bugs listed here are addressed by the forthcoming patch, let's hope Oaty spends more time removing issues from this consolidated list than adding new ones!

Forward Observer
04-29-2009, 04:12
Here's one that I don't think has been mentioned yet.

If one goes to the option menu of the game under the battle section of the controls section there is a fairly extensive list of shortcut key commands for the battle screens.

Many of these are duplicates of functions performed by various buttons included on the full user interface of the battle screen in both land and sea battles.

Examples would be "[" & "]" (left and right bracket keys) equate to decrease or increase sails respectively when playing a sea battle.

In land battles these same two keys equate to increase rank or increase file respectively which also duplicate on-screen buttons of the full battle user interface

There are other keyboard commands that allow one to rotate their entire army or any unit on a center axis plus move them backward or forward by short increments, which are also duplicates of on screen buttons in the full UI.

All the keyboard commands work when one is using the full UI giving one two methods of performing the listed functions. However, when one switches to the minimal UI, the on-screen buttons for these functions are not included. but oddly the duplicate keyboard commands also cease to function making them sort of pointless.

I prefer the minimal UI when in battle, but feel a bit hamstrung because of the loss of these functions.

I cannot imagine that this is what the developers intended and it should be corrected in a future patch.