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View Full Version : Bug List (Post Patch #3)



Fisherking
04-29-2009, 19:21
New patch, new bug list.

Slaists
04-29-2009, 19:32
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"... :wall:

-- 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.

Beskar
04-29-2009, 20:04
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.
https://img520.imageshack.us/img520/3928/givememoney.jpg

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.

Slaists
04-29-2009, 20:13
somebody suggested, reinstalling the patch fixes this.

Beskar
04-29-2009, 20:20
-nt

Fwapper
04-29-2009, 20:34
Completing a campaign on hard still doesn't get you the 'Strategic Genius' achievement on Steam.

Sol Invictus
04-29-2009, 23:25
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.

Servius
04-30-2009, 02:40
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.

Seyavash
04-30-2009, 04:11
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.

Dayve
04-30-2009, 11:05
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.

TB666
04-30-2009, 11:35
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.

Slaists
04-30-2009, 14:20
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%.

Servius
04-30-2009, 14:22
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.

mmk
04-30-2009, 15:40
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.

Marquis of Roland
04-30-2009, 17:14
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.

A Very Super Market
04-30-2009, 17:57
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.

Babblearossa
04-30-2009, 19:15
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?

Marquis of Roland
04-30-2009, 19:22
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.

Servius
04-30-2009, 22:12
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?

Servius
04-30-2009, 22:23
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.

Hotspur
04-30-2009, 22:29
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.

Monsieur Alphonse
05-01-2009, 02:20
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!

anweRU
05-01-2009, 13:19
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.

al Roumi
05-01-2009, 14:01
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.

Slaists
05-01-2009, 14:42
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.

maestro
05-01-2009, 16:27
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.

Mr Frost
05-01-2009, 16:59
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} .

Servius
05-01-2009, 18:41
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.

Karash
05-01-2009, 20:54
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.

maestro
05-01-2009, 21:55
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.

anweRU
05-01-2009, 22:09
Afghanistan Map Bug

That has always been so, from day 1. It is not new to the patch.

Servius
05-01-2009, 22:18
That has always been so, from day 1. It is not new to the patch.

Ah. Due to CTD bugs (fixed by this patch), I've never been able to play long enough to reach that part of the map before. Can't hurt for CA to know it's still there.

Minor Graphical Bugs
- The town of Mohawk in Iriquois Territory has a tree growing up in the middle of the town.
- When Madrid builds city walls, the top ^ shape that represents the walls on the campaign map is built into the mountains to the north of the city.

Marquis of Roland
05-01-2009, 22:22
Light infantry behavior bug still not fixed; they will not face forward, but rather in the last direction you moved them. So far I've been moving them about 2 steps forward after every move as a workaround.

Artillery still bugged; they will always discharge their last loaded round or partially loaded round before ceasing fire once ordered to. So far workaround has been to limber immediately to stop the reload/firing animation, and as a further safety measure switch to roundshot so if a rogue shot does get off, it won't kill a lot of your men.

Can someone playing a new GB campaign check and see if the Gibraltar port still causes you to CTD?

Servius
05-02-2009, 01:38
Disembarking Agents Bug
If you have an agent on a ship that is about to make port, and the port you're heading to already has ships in it, when you dock the ship with the agent on it, the agent tab will not appear. Moving the ship that held the agent out and back into the port will not make the agent appear either. Instead, you have to move all ships in the port out and back in. Only once you've done that will the agent appear.

xsvfan
05-02-2009, 07:05
When I combined two groups of ships (both were pirating on the same trade route before combining, between english channel and denmark) I ended up losing 70,000 in revenue

Ethelred Unread
05-02-2009, 09:21
Annoying new CTD where didn'd exist before! Wail!

Can select all options from screens except "Grand Campaign". When I do I get a CTD "Empire has stopped working"

I can play custom, RTI & MP OK.

No mods installed. I've tried re-installing from game discs, and re d/l from steam no joy. Like an idiot I deleted my campaign game saves and started a new RTI campaign directly after the update.

Updated drivers etc.

DxDIag:

------------------
System Information
------------------
Time of this report: 5/2/2009, 09:13:17
Machine name: COMPUTER
Operating System: Windows Vista™ Ultimate (6.0, Build 6001) Service Pack 1 (6001.vistasp1_gdr.090302-1506)
Language: English (Regional Setting: English)
System Manufacturer: NVIDIA
System Model: AWRDACPI
BIOS: Phoenix - AwardBIOS v6.00PG
Processor: AMD Athlon(tm) 64 X2 Dual Core Processor 4400+ (2 CPUs), ~2.2GHz
Memory: 2046MB RAM
Page File: 1350MB used, 2981MB available
Windows Dir: C:\Windows
DirectX Version: DirectX 10
DX Setup Parameters: Not found
DxDiag Version: 6.00.6001.18000 32bit Unicode

------------
DxDiag Notes
------------
Display Tab 1: No problems found.
Display Tab 2: No problems found.
Sound Tab 1: No problems found.
Sound Tab 2: No problems found.
Input Tab: No problems found.

--------------------
DirectX Debug Levels
--------------------
Direct3D: 0/4 (retail)
DirectDraw: 0/4 (retail)
DirectInput: 0/5 (retail)
DirectMusic: 0/5 (retail)
DirectPlay: 0/9 (retail)
DirectSound: 0/5 (retail)
DirectShow: 0/6 (retail)

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Display Devices
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Card name: NVIDIA GeForce 8800 GT
Manufacturer: NVIDIA
Chip type: GeForce 8800 GT
DAC type: Integrated RAMDAC
Device Key: Enum\PCI\VEN_10DE&DEV_0611&SUBSYS_053C10DE&REV_A2
Display Memory: 1269 MB
Dedicated Memory: 501 MB
Shared Memory: 767 MB
Current Mode: 1280 x 1024 (32 bit) (60Hz)
Monitor: Generic PnP Monitor
Driver Name: nvd3dum.dll,nvwgf2um.dll
Driver Version: 7.15.0011.8250 (English)
DDI Version: 10
Driver Attributes: Final Retail
Driver Date/Size: 3/27/2009 10:03:00, 6082560 bytes
WHQL Logo'd: Yes
WHQL Date Stamp:
Device Identifier: {D7B71E3E-4551-11CF-5453-372502C2CA35}
Vendor ID: 0x10DE
Device ID: 0x0611
SubSys ID: 0x053C10DE
Revision ID: 0x00A2
Revision ID: 0x00A2
Video Accel: ModeMPEG2_A ModeMPEG2_C ModeVC1_C ModeWMV9_C
Deinterlace Caps: {6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive
{5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY
{335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalStretch
{B338D50D-A64A-4790-AC01-475B64252A78}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalStretch
{F9F19DA5-3B09-4B2F-9D89-C64753E3EAAB}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY
{6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(UYVY,UYVY) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive
{5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(UYVY,UYVY) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY
{335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(UYVY,UYVY) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalStretch
{B338D50D-A64A-4790-AC01-475B64252A78}: Format(In/Out)=(UYVY,UYVY) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalStretch
{F9F19DA5-3B09-4B2F-9D89-C64753E3EAAB}: Format(In/Out)=(UYVY,UYVY) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY
{6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(YV12,0x32315659) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive
{5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(YV12,0x32315659) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY
{335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(YV12,0x32315659) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalStretch
{B338D50D-A64A-4790-AC01-475B64252A78}: Format(In/Out)=(YV12,0x32315659) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalStretch
{F9F19DA5-3B09-4B2F-9D89-C64753E3EAAB}: Format(In/Out)=(YV12,0x32315659) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY
{6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive
{5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY
{335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalStretch
{B338D50D-A64A-4790-AC01-475B64252A78}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalStretch
{F9F19DA5-3B09-4B2F-9D89-C64753E3EAAB}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY
{6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(IMC1,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
{5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(IMC1,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
{335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(IMC1,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
{B338D50D-A64A-4790-AC01-475B64252A78}: Format(In/Out)=(IMC1,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
{F9F19DA5-3B09-4B2F-9D89-C64753E3EAAB}: Format(In/Out)=(IMC1,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
{6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(IMC2,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
{5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(IMC2,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
{335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(IMC2,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
{B338D50D-A64A-4790-AC01-475B64252A78}: Format(In/Out)=(IMC2,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
{F9F19DA5-3B09-4B2F-9D89-C64753E3EAAB}: Format(In/Out)=(IMC2,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
{6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(IMC3,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
{5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(IMC3,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
{335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(IMC3,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
{B338D50D-A64A-4790-AC01-475B64252A78}: Format(In/Out)=(IMC3,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
{F9F19DA5-3B09-4B2F-9D89-C64753E3EAAB}: Format(In/Out)=(IMC3,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
{6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(IMC4,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
{5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(IMC4,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
{335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(IMC4,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
{B338D50D-A64A-4790-AC01-475B64252A78}: Format(In/Out)=(IMC4,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
{F9F19DA5-3B09-4B2F-9D89-C64753E3EAAB}: Format(In/Out)=(IMC4,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
{6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(S340,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
{5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(S340,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
{335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(S340,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
{B338D50D-A64A-4790-AC01-475B64252A78}: Format(In/Out)=(S340,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
{F9F19DA5-3B09-4B2F-9D89-C64753E3EAAB}: Format(In/Out)=(S340,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
{6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(S342,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
{5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(S342,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
{335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(S342,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
{B338D50D-A64A-4790-AC01-475B64252A78}: Format(In/Out)=(S342,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
{F9F19DA5-3B09-4B2F-9D89-C64753E3EAAB}: Format(In/Out)=(S342,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
DDraw Status: Enabled
D3D Status: Enabled
AGP Status: Enabled

Card name: NVIDIA GeForce 8800 GT
Manufacturer: NVIDIA
Chip type: GeForce 8800 GT
DAC type: Integrated RAMDAC
Device Key: Enum\PCI\VEN_10DE&DEV_0611&SUBSYS_053C10DE&REV_A2
Display Memory: 1269 MB
Dedicated Memory: 501 MB
Shared Memory: 767 MB
Current Mode: 1280 x 1024 (32 bit) (60Hz)
Monitor: LG L1960TR(Analog)
Driver Name: nvd3dum.dll,nvwgf2um.dll
Driver Version: 7.15.0011.8250 (English)
DDI Version: 10
Driver Attributes: Final Retail
Driver Date/Size: 3/27/2009 10:03:00, 6082560 bytes
WHQL Logo'd: Yes
WHQL Date Stamp:
Device Identifier: {D7B71E3E-4551-11CF-5453-372502C2CA35}
Vendor ID: 0x10DE
Device ID: 0x0611
SubSys ID: 0x053C10DE
Revision ID: 0x00A2
Revision ID: 0x00A2
Video Accel: ModeMPEG2_A ModeMPEG2_C ModeVC1_C ModeWMV9_C
Deinterlace Caps: {6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive
{5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY
{335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalStretch
{B338D50D-A64A-4790-AC01-475B64252A78}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalStretch
{F9F19DA5-3B09-4B2F-9D89-C64753E3EAAB}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY
{6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(UYVY,UYVY) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive
{5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(UYVY,UYVY) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY
{335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(UYVY,UYVY) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalStretch
{B338D50D-A64A-4790-AC01-475B64252A78}: Format(In/Out)=(UYVY,UYVY) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalStretch
{F9F19DA5-3B09-4B2F-9D89-C64753E3EAAB}: Format(In/Out)=(UYVY,UYVY) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY
{6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(YV12,0x32315659) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive
{5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(YV12,0x32315659) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY
{335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(YV12,0x32315659) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalStretch
{B338D50D-A64A-4790-AC01-475B64252A78}: Format(In/Out)=(YV12,0x32315659) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalStretch
{F9F19DA5-3B09-4B2F-9D89-C64753E3EAAB}: Format(In/Out)=(YV12,0x32315659) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY
{6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive
{5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY
{335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalStretch
{B338D50D-A64A-4790-AC01-475B64252A78}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalStretch
{F9F19DA5-3B09-4B2F-9D89-C64753E3EAAB}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY
{6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(IMC1,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
{5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(IMC1,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
{335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(IMC1,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
{B338D50D-A64A-4790-AC01-475B64252A78}: Format(In/Out)=(IMC1,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
{F9F19DA5-3B09-4B2F-9D89-C64753E3EAAB}: Format(In/Out)=(IMC1,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
{6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(IMC2,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
{5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(IMC2,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
{335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(IMC2,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
{B338D50D-A64A-4790-AC01-475B64252A78}: Format(In/Out)=(IMC2,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
{F9F19DA5-3B09-4B2F-9D89-C64753E3EAAB}: Format(In/Out)=(IMC2,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
{6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(IMC3,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
{5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(IMC3,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
{335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(IMC3,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
{B338D50D-A64A-4790-AC01-475B64252A78}: Format(In/Out)=(IMC3,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
{F9F19DA5-3B09-4B2F-9D89-C64753E3EAAB}: Format(In/Out)=(IMC3,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
{6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(IMC4,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
{5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(IMC4,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
{335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(IMC4,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
{B338D50D-A64A-4790-AC01-475B64252A78}: Format(In/Out)=(IMC4,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
{F9F19DA5-3B09-4B2F-9D89-C64753E3EAAB}: Format(In/Out)=(IMC4,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
{6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(S340,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
{5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(S340,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
{335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(S340,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
{B338D50D-A64A-4790-AC01-475B64252A78}: Format(In/Out)=(S340,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
{F9F19DA5-3B09-4B2F-9D89-C64753E3EAAB}: Format(In/Out)=(S340,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
{6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(S342,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
{5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(S342,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
{335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(S342,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
{B338D50D-A64A-4790-AC01-475B64252A78}: Format(In/Out)=(S342,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
{F9F19DA5-3B09-4B2F-9D89-C64753E3EAAB}: Format(In/Out)=(S342,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
DDraw Status: Enabled
D3D Status: Enabled
AGP Status: Enabled

-------------
Sound Devices
-------------
Description: Speakers (Realtek AC'97 Audio)
Default Sound Playback: Yes
Default Voice Playback: Yes
Hardware ID: PCI\VEN_10DE&DEV_0059&SUBSYS_1C12147B&REV_A2
Manufacturer ID: 1
Product ID: 100
Type: WDM
Driver Name: RTKVAC.SYS
Driver Version: 6.00.0001.6293 (English)
Driver Attributes: Final Retail
WHQL Logo'd: Yes
Date and Size: 9/16/2008 09:43:10, 4127648 bytes
Other Files:
Driver Provider: Realtek Semiconductor Corp.
HW Accel Level: Basic
Cap Flags: 0xF1F
Min/Max Sample Rate: 100, 200000
Static/Strm HW Mix Bufs: 1, 0
Static/Strm HW 3D Bufs: 0, 0
HW Memory: 0
Voice Management: No
EAX(tm) 2.0 Listen/Src: No, No
I3DL2(tm) Listen/Src: No, No
Sensaura(tm) ZoomFX(tm): No

Description: Realtek Digital Output (Realtek AC'97 Audio)
Default Sound Playback: No
Default Voice Playback: No
Hardware ID: PCI\VEN_10DE&DEV_0059&SUBSYS_1C12147B&REV_A2
Manufacturer ID: 1
Product ID: 100
Type: WDM
Driver Name: RTKVAC.SYS
Driver Version: 6.00.0001.6293 (English)
Driver Attributes: Final Retail
WHQL Logo'd: Yes
Date and Size: 9/16/2008 09:43:10, 4127648 bytes
Other Files:
Driver Provider: Realtek Semiconductor Corp.
HW Accel Level: Basic
Cap Flags: 0xF1F
Min/Max Sample Rate: 100, 200000
Static/Strm HW Mix Bufs: 1, 0
Static/Strm HW 3D Bufs: 0, 0
HW Memory: 0
Voice Management: No
EAX(tm) 2.0 Listen/Src: No, No
I3DL2(tm) Listen/Src: No, No
Sensaura(tm) ZoomFX(tm): No

---------------------
Sound Capture Devices
---------------------
Description: Microphone (Realtek AC'97 Audio)
Default Sound Capture: Yes
Default Voice Capture: Yes
Driver Name: RTKVAC.SYS
Driver Version: 6.00.0001.6293 (English)
Driver Attributes: Final Retail
Date and Size: 9/16/2008 09:43:10, 4127648 bytes
Cap Flags: 0x1
Format Flags: 0xFFFFF

Description: Phone Line (Realtek AC'97 Audio)
Default Sound Capture: No
Default Voice Capture: No
Driver Name: RTKVAC.SYS
Driver Version: 6.00.0001.6293 (English)
Driver Attributes: Final Retail
Date and Size: 9/16/2008 09:43:10, 4127648 bytes
Cap Flags: 0x1
Format Flags: 0xFFFFF

Description: Line In (Realtek AC'97 Audio)
Default Sound Capture: No
Default Voice Capture: No
Driver Name: RTKVAC.SYS
Driver Version: 6.00.0001.6293 (English)
Driver Attributes: Final Retail
Date and Size: 9/16/2008 09:43:10, 4127648 bytes
Cap Flags: 0x1
Format Flags: 0xFFFFF

Description: SPDIF (Realtek AC'97 Audio)
Default Sound Capture: No
Default Voice Capture: No
Driver Name: RTKVAC.SYS
Driver Version: 6.00.0001.6293 (English)
Driver Attributes: Final Retail
Date and Size: 9/16/2008 09:43:10, 4127648 bytes
Cap Flags: 0x1
Format Flags: 0xFFFFF

-------------------
DirectInput Devices
-------------------
Device Name: Mouse
Attached: 1
Controller ID: n/a
Vendor/Product ID: n/a
FF Driver: n/a

Device Name: Keyboard
Attached: 1
Controller ID: n/a
Vendor/Product ID: n/a
FF Driver: n/a

Device Name: G15 Gaming Keyboard
Attached: 1
Controller ID: 0x0
Vendor/Product ID: 0x046D, 0xC226
FF Driver: n/a

Device Name: G15 Gaming Keyboard
Attached: 1
Controller ID: 0x0
Vendor/Product ID: 0x046D, 0xC226
FF Driver: n/a

Device Name: G15 GamePanel LCD
Attached: 1
Controller ID: 0x0
Vendor/Product ID: 0x046D, 0xC227
FF Driver: n/a

Device Name: Flip CC
Attached: 1
Controller ID: 0x0
Vendor/Product ID: 0x050D, 0x3201
FF Driver: n/a

Device Name: Flip CC
Attached: 1
Controller ID: 0x0
Vendor/Product ID: 0x050D, 0x3201
FF Driver: n/a

Poll w/ Interrupt: No

-----------
USB Devices
-----------
+ USB Root Hub
| Vendor/Product ID: 0x10DE, 0x005A
| Matching Device ID: usb\root_hub
| Service: usbhub
| Driver: usbhub.sys, 1/19/2008 06:53:42, 194560 bytes
| Driver: usbd.sys, 1/19/2008 06:53:17, 5888 bytes

----------------
Gameport Devices
----------------

------------
PS/2 Devices
------------
+ HID Keyboard Device
| Vendor/Product ID: 0x046D, 0xC226
| Matching Device ID: hid_device_system_keyboard
| Service: kbdhid
| Driver: kbdhid.sys, 1/19/2008 06:49:17, 15872 bytes
| Driver: kbdclass.sys, 1/19/2008 08:41:52, 35384 bytes
|
+ HID Keyboard Device
| Vendor/Product ID: 0x046D, 0xC227
| Matching Device ID: hid_device_system_keyboard
| Service: kbdhid
| Driver: kbdhid.sys, 1/19/2008 06:49:17, 15872 bytes
| Driver: kbdclass.sys, 1/19/2008 08:41:52, 35384 bytes
|
+ Terminal Server Keyboard Driver
| Matching Device ID: root\rdp_kbd
| Upper Filters: kbdclass
| Service: TermDD
| Driver: i8042prt.sys, 1/19/2008 06:49:18, 54784 bytes
| Driver: kbdclass.sys, 1/19/2008 08:41:52, 35384 bytes
|
+ HID-compliant mouse
| Vendor/Product ID: 0x04F3, 0x0212
| Matching Device ID: hid_device_system_mouse
| Service: mouhid
| Driver: mouhid.sys, 1/19/2008 06:49:16, 15872 bytes
| Driver: mouclass.sys, 1/19/2008 08:41:52, 34360 bytes
|
+ Terminal Server Mouse Driver
| Matching Device ID: root\rdp_mou
| Upper Filters: mouclass
| Service: TermDD
| Driver: termdd.sys, 1/19/2008 08:42:19, 54328 bytes
| Driver: sermouse.sys, 1/19/2008 06:49:16, 19968 bytes
| Driver: mouclass.sys, 1/19/2008 08:41:52, 34360 bytes

------------------------
Disk & DVD/CD-ROM Drives
------------------------
Drive: C:
Free Space: 544.0 GB
Total Space: 953.9 GB
File System: NTFS
Model: NVIDIA STRIPE 931.52G

Drive: D:
Model: ATAPI DVD A DH20A4P ATA Device
Driver: c:\windows\system32\drivers\cdrom.sys, 6.00.6001.18000 (English), 1/19/2008 06:49:51, 67072 bytes

--------------
System Devices
--------------
Name: Agere Systems PCI Soft Modem
Device ID: PCI\VEN_11C1&DEV_048C&SUBSYS_044C11C1&REV_03\4&13699180&0&4048
Driver: C:\Windows\system32\DRIVERS\AGRSM.sys, 2.01.0091.0000 (English), 10/29/2008 21:43:44, 1204128 bytes
Driver: C:\Program Files\LSI SoftModem\agrsmsvc.exe, 1.00.0000.0009 (English), 8/26/2008 20:02:24, 14336 bytes
Driver: C:\Windows\agrsmdel.exe, 2.07.0003.0000 (English), 9/26/2008 16:13:08, 55816 bytes
Driver: C:\Windows\system32\agrscoin.dll, 1.00.0000.0007 (English), 8/26/2008 15:32:48, 13824 bytes

Name: NVIDIA GeForce 8800 GT
Device ID: PCI\VEN_10DE&DEV_0611&SUBSYS_053C10DE&REV_A2\4&243D7BD0&0&0070
Driver: C:\Windows\system32\DRIVERS\nvlddmkm.sys, 7.15.0011.8250 (English), 3/27/2009 10:03:00, 7738816 bytes
Driver: C:\Windows\system32\DRIVERS\nvBridge.kmd, 7.15.0011.8250 (English), 3/27/2009 10:03:00, 4160 bytes
Driver: C:\Windows\system32\nvd3dum.dll, 7.15.0011.8250 (English), 3/27/2009 10:03:00, 6082560 bytes
Driver: C:\Windows\system32\nvapi.dll, 7.15.0011.8250 (English), 3/27/2009 10:03:00, 667648 bytes
Driver: C:\Windows\system32\nvcuda.dll, 7.15.0011.8250 (English), 3/27/2009 10:03:00, 1560576 bytes
Driver: C:\Windows\system32\nvwgf2um.dll, 7.15.0011.8250 (English), 3/27/2009 10:03:00, 2742784 bytes
Driver: C:\Windows\system32\nvcuvid.dll, 7.15.0011.8250 (English), 3/27/2009 10:03:00, 401408 bytes
Driver: C:\Windows\system32\nvoglv32.dll, 7.15.0011.8250 (English), 3/27/2009 10:03:00, 9945088 bytes
Driver: C:\Windows\system32\nvsvs.dll, 7.15.0011.8250 (English), 3/27/2009 10:03:00, 1277952 bytes
Driver: C:\Windows\system32\nvcpl.dll, 7.15.0011.8250 (English), 3/27/2009 10:03:00, 13687328 bytes
Driver: C:\Windows\system32\nvsvc.dll, 7.15.0011.8250 (English), 3/27/2009 10:03:00, 641568 bytes
Driver: C:\Windows\system32\nvmctray.dll, 7.15.0011.8250 (English), 3/27/2009 10:03:00, 92704 bytes
Driver: C:\Windows\system32\nvdisps.dll, 7.15.0011.8250 (English), 3/27/2009 10:03:00, 4717088 bytes
Driver: C:\Windows\system32\nvgames.dll, 7.15.0011.8250 (English), 3/27/2009 10:03:00, 3496480 bytes
Driver: C:\Windows\system32\nvmccss.dll, 7.15.0011.8250 (English), 3/27/2009 10:03:00, 195104 bytes
Driver: C:\Windows\system32\nvmobls.dll, 7.15.0011.8250 (English), 3/27/2009 10:03:00, 1280544 bytes
Driver: C:\Windows\system32\nvvitvs.dll, 7.15.0011.8250 (English), 3/27/2009 10:03:00, 3803680 bytes
Driver: C:\Windows\system32\nvmccs.dll, 7.15.0011.8250 (English), 3/27/2009 10:03:00, 236064 bytes
Driver: C:\Windows\system32\nvmccsrs.dll, 7.15.0011.8250 (English), 3/27/2009 10:03:00, 45056 bytes
Driver: C:\Windows\system32\nvwss.dll, 7.15.0011.8250 (English), 3/27/2009 10:03:00, 2751008 bytes
Driver: C:\Windows\system32\NvPVEnc.ax, 7.15.0011.8250 (English), 3/27/2009 10:03:00, 1253376 bytes
Driver: C:\Windows\system32\nvudisp.exe, 1.03.0022.0002 (English), 3/27/2009 10:03:00, 453152 bytes
Driver: C:\Windows\system32\nvvsvc.exe, 7.15.0011.8250 (English), 3/27/2009 10:03:00, 207392 bytes
Driver: C:\Windows\system32\nvwsapps.xml, 3/27/2009 10:03:00, 47360 bytes
Driver: C:\Windows\system32\nvapps.xml, 3/27/2009 10:03:00, 215465 bytes
Driver: C:\Windows\system32\nvdisp.nvu, 3/27/2009 10:03:00, 9694 bytes
Driver: C:\Windows\system32\dpinst.exe, 2.01.0000.0000 (English), 10/25/2007 18:17:00, 795104 bytes
Driver: C:\Windows\help\nvcpl\nvdsp.chm, 12/3/2008 00:11:00, 187817 bytes
Driver: C:\Windows\help\nvcpl\nv3d.chm, 12/3/2008 00:11:00, 123842 bytes
Driver: C:\Windows\help\nvcpl\nvmob.chm, 12/3/2008 00:11:00, 54988 bytes
Driver: C:\Windows\help\nvcpl\nvwks.chm, 12/3/2008 00:11:00, 261806 bytes
Driver: C:\Windows\nvtmpinst\nvcpl.cpl, , 0 bytes
Driver: C:\Windows\nvtmpinst\nvcplui.exe, , 0 bytes
Driver: C:\Windows\nvtmpinst\nvcpl.chm, , 0 bytes
Driver: C:\Windows\system32\nvcod.dll, 1.04.0002.0037 (English), 3/27/2009 10:03:00, 139264 bytes
Driver: C:\Windows\system32\nvcod141.dll, 1.04.0002.0037 (English), 3/27/2009 10:03:00, 139264 bytes

Name: nForce HyperTransport Bridge
Device ID: PCI\VEN_10DE&DEV_005E&SUBSYS_1C12147B&REV_A3\3&2411E6FE&0&00
Driver: n/a

Name: nForce4 PCI-Express Root Port
Device ID: PCI\VEN_10DE&DEV_005D&SUBSYS_00000000&REV_A3\3&2411E6FE&0&70
Driver: C:\Windows\system32\DRIVERS\pci.sys, 6.00.6001.18000 (English), 1/19/2008 08:42:20, 151096 bytes

Name: nForce4 PCI-Express Root Port
Device ID: PCI\VEN_10DE&DEV_005D&SUBSYS_00000000&REV_A3\3&2411E6FE&0&68
Driver: C:\Windows\system32\DRIVERS\pci.sys, 6.00.6001.18000 (English), 1/19/2008 08:42:20, 151096 bytes

Name: nForce4 PCI-Express Root Port
Device ID: PCI\VEN_10DE&DEV_005D&SUBSYS_00000000&REV_A3\3&2411E6FE&0&60
Driver: C:\Windows\system32\DRIVERS\pci.sys, 6.00.6001.18000 (English), 1/19/2008 08:42:20, 151096 bytes

Name: nForce4 PCI-Express Root Port
Device ID: PCI\VEN_10DE&DEV_005D&SUBSYS_00000000&REV_A3\3&2411E6FE&0&58
Driver: C:\Windows\system32\DRIVERS\pci.sys, 6.00.6001.18000 (English), 1/19/2008 08:42:20, 151096 bytes

Name: PCI standard PCI-to-PCI bridge
Device ID: PCI\VEN_10DE&DEV_005C&SUBSYS_00000000&REV_A2\3&2411E6FE&0&48
Driver: C:\Windows\system32\DRIVERS\pci.sys, 6.00.6001.18000 (English), 1/19/2008 08:42:20, 151096 bytes

Name: Standard Enhanced PCI to USB Host Controller
Device ID: PCI\VEN_10DE&DEV_005B&SUBSYS_1C12147B&REV_A3\3&2411E6FE&0&11
Driver: C:\Windows\system32\drivers\usbehci.sys, 6.00.6001.18000 (English), 1/19/2008 06:53:21, 39424 bytes
Driver: C:\Windows\system32\drivers\usbport.sys, 6.00.6001.18000 (English), 1/19/2008 06:53:25, 226304 bytes
Driver: C:\Windows\system32\drivers\usbhub.sys, 6.00.6001.18000 (English), 1/19/2008 06:53:42, 194560 bytes
Driver: C:\Windows\system32\hccoin.dll, 6.00.6000.16386 (English), 11/2/2006 10:46:05, 8704 bytes
Driver: C:\Windows\system32\hcrstco.dll, 6.00.6001.18000 (English), 1/19/2008 08:34:25, 15872 bytes

Name: Standard OpenHCD USB Host Controller
Device ID: PCI\VEN_10DE&DEV_005A&SUBSYS_1C12147B&REV_A2\3&2411E6FE&0&10
Driver: C:\Windows\system32\drivers\usbohci.sys, 6.00.6001.18000 (English), 1/19/2008 06:53:21, 19456 bytes
Driver: C:\Windows\system32\drivers\usbport.sys, 6.00.6001.18000 (English), 1/19/2008 06:53:25, 226304 bytes
Driver: C:\Windows\system32\drivers\usbhub.sys, 6.00.6001.18000 (English), 1/19/2008 06:53:42, 194560 bytes
Driver: C:\Windows\system32\hcrstco.dll, 6.00.6001.18000 (English), 1/19/2008 08:34:25, 15872 bytes

Name: Realtek AC'97 Audio
Device ID: PCI\VEN_10DE&DEV_0059&SUBSYS_1C12147B&REV_A2\3&2411E6FE&0&20
Driver: C:\Windows\system32\drivers\RTKVAC.SYS, 6.00.0001.6293 (English), 9/16/2008 09:43:10, 4127648 bytes
Driver: C:\Windows\SOUNDMAN.EXE, 6.00.0000.0004 (English), 9/10/2008 14:14:24, 604704 bytes
Driver: C:\Windows\system32\ALSNDMGR.CPL, 2.03.0000.0008 (English), 9/10/2008 14:12:34, 19036704 bytes
Driver: C:\Windows\system32\ALSNDMGR.WAV, 2/5/2002 21:54:58, 141016 bytes
Driver: C:\Windows\system32\RTLCPL.EXE, 2.00.0000.0007 (English), 9/10/2008 14:14:04, 10975264 bytes
Driver: C:\Windows\system32\RTLCPAPI.dll, , 0 bytes
Driver: C:\Windows\Alcrmv.exe, 2.00.0000.0004 (English), 9/10/2008 14:12:14, 223776 bytes
Driver: C:\Windows\system32\RtkAPO.dll, , 0 bytes
Driver: C:\Windows\system32\RtkPgExt.dll, , 0 bytes
Driver: C:\Windows\system32\drivers\drmk.sys, 6.00.6001.18000 (English), 1/19/2008 07:53:03, 130048 bytes
Driver: C:\Windows\system32\drivers\portcls.sys, 6.00.6001.18000 (English), 1/19/2008 06:53:19, 167936 bytes
Driver: C:\Windows\system32\WMALFXGFXDSP.dll, 11.00.6001.7000 (English), 1/19/2008 08:36:58, 1312256 bytes
Driver: C:\Windows\system32\SysFxUI.dll, 6.00.6001.18000 (English), 1/19/2008 08:36:38, 338944 bytes

Name: NVIDIA nForce 10/100/1000 Mbps Ethernet
Device ID: PCI\VEN_10DE&DEV_0057&SUBSYS_1C12147B&REV_A3\3&2411E6FE&0&50
Driver: n/a

Name: NVIDIA nForce Serial ATA Controller
Device ID: PCI\VEN_10DE&DEV_0055&SUBSYS_1C12147B&REV_A3\3&2411E6FE&0&40
Driver: C:\Windows\system32\DRIVERS\nvstor32.sys, 10.03.0000.0042 (English), 8/18/2008 18:58:00, 145952 bytes
Driver: C:\Windows\system32\nvraidco.dll, 10.03.0000.0042 (English), 8/18/2008 18:58:00, 372256 bytes
Driver: C:\Windows\system32\nvraiins.dll, 10.03.0000.0042 (English), 8/18/2008 18:58:00, 372256 bytes
Driver: C:\Windows\system32\NvRCoAr.dll, 10.03.0000.0042 (Arabic), 8/18/2008 18:58:00, 15904 bytes
Driver: C:\Windows\system32\NvRCoCs.dll, 10.03.0000.0042 (Czech), 8/18/2008 18:58:00, 15904 bytes
Driver: C:\Windows\system32\NvRCoDa.dll, 10.03.0000.0042 (Danish), 8/18/2008 18:58:00, 16416 bytes
Driver: C:\Windows\system32\NvRCoDe.dll, 10.03.0000.0042 (German), 8/18/2008 18:58:00, 16416 bytes
Driver: C:\Windows\system32\NvRCoEl.dll, 10.03.0000.0042 (Greek), 8/18/2008 18:58:00, 16928 bytes
Driver: C:\Windows\system32\NvRCoEng.dll, 10.03.0000.0042 (English), 8/18/2008 18:58:00, 15904 bytes
Driver: C:\Windows\system32\NvRCoENU.dll, 10.03.0000.0042 (English), 8/18/2008 18:58:00, 15904 bytes
Driver: C:\Windows\system32\NvRCoEs.dll, 10.03.0000.0042 (Spanish), 8/18/2008 18:58:00, 16928 bytes
Driver: C:\Windows\system32\NvRCoEsm.dll, 10.03.0000.0042 (Spanish), 8/18/2008 18:58:00, 16928 bytes
Driver: C:\Windows\system32\NvRCoFi.dll, 10.03.0000.0042 (Finnish), 8/18/2008 18:58:00, 16416 bytes
Driver: C:\Windows\system32\NvRCoFr.dll, 10.03.0000.0042 (French), 8/18/2008 18:58:00, 16928 bytes
Driver: C:\Windows\system32\NvRCoHe.dll, 10.03.0000.0042 (Hebrew), 8/18/2008 18:58:00, 15392 bytes
Driver: C:\Windows\system32\NvRCoHu.dll, 10.03.0000.0042 (Hungarian), 8/18/2008 18:58:00, 16416 bytes
Driver: C:\Windows\system32\NvRCoIt.dll, 10.03.0000.0042 (Italian), 8/18/2008 18:58:00, 16928 bytes
Driver: C:\Windows\system32\NvRCoJa.dll, 10.03.0000.0042 (Japanese), 8/18/2008 18:58:00, 14880 bytes
Driver: C:\Windows\system32\NvRCoKo.dll, 10.03.0000.0042 (Korean), 8/18/2008 18:58:00, 14368 bytes
Driver: C:\Windows\system32\NvRCoNl.dll, 10.03.0000.0042 (Dutch), 8/18/2008 18:58:00, 16416 bytes
Driver: C:\Windows\system32\NvRCoNo.dll, 10.03.0000.0042 (Norwegian (Bokmål)), 8/18/2008 18:59:00, 16416 bytes
Driver: C:\Windows\system32\NvRCoPl.dll, 10.03.0000.0042 (Polish), 8/18/2008 18:59:00, 16416 bytes
Driver: C:\Windows\system32\NvRCoPt.dll, 10.03.0000.0042 (Portuguese), 8/18/2008 18:59:00, 16928 bytes
Driver: C:\Windows\system32\NvRCoPtb.dll, 10.03.0000.0042 (Portuguese), 8/18/2008 18:59:00, 16928 bytes
Driver: C:\Windows\system32\NvRCoRu.dll, 10.03.0000.0042 (Russian), 8/18/2008 18:59:00, 16416 bytes
Driver: C:\Windows\system32\NvRCoSk.dll, 10.03.0000.0042 (Slovak), 8/18/2008 18:59:00, 16416 bytes
Driver: C:\Windows\system32\NvRCoSl.dll, 10.03.0000.0042 (Slovenian), 8/18/2008 18:59:00, 16416 bytes
Driver: C:\Windows\system32\NvRCoSv.dll, 10.03.0000.0042 (Swedish), 8/18/2008 18:59:00, 16416 bytes
Driver: C:\Windows\system32\NvRCoTh.dll, 10.03.0000.0042 (Thai), 8/18/2008 18:59:00, 15904 bytes
Driver: C:\Windows\system32\NvRCoTr.dll, 10.03.0000.0042 (Turkish), 8/18/2008 18:59:00, 16416 bytes
Driver: C:\Windows\system32\NvRCoZhc.dll, 10.03.0000.0042 (Chinese (Simplified)), 8/18/2008 18:59:00, 13856 bytes
Driver: C:\Windows\system32\NvRCoZht.dll, 10.03.0000.0042 (Chinese (Traditional)), 8/18/2008 18:59:00, 13856 bytes

Name: NVIDIA nForce Serial ATA Controller
Device ID: PCI\VEN_10DE&DEV_0054&SUBSYS_1C12147B&REV_A3\3&2411E6FE&0&38
Driver: C:\Windows\system32\DRIVERS\nvstor32.sys, 10.03.0000.0042 (English), 8/18/2008 18:58:00, 145952 bytes
Driver: C:\Windows\system32\nvraidco.dll, 10.03.0000.0042 (English), 8/18/2008 18:58:00, 372256 bytes
Driver: C:\Windows\system32\nvraiins.dll, 10.03.0000.0042 (English), 8/18/2008 18:58:00, 372256 bytes
Driver: C:\Windows\system32\NvRCoAr.dll, 10.03.0000.0042 (Arabic), 8/18/2008 18:58:00, 15904 bytes
Driver: C:\Windows\system32\NvRCoCs.dll, 10.03.0000.0042 (Czech), 8/18/2008 18:58:00, 15904 bytes
Driver: C:\Windows\system32\NvRCoDa.dll, 10.03.0000.0042 (Danish), 8/18/2008 18:58:00, 16416 bytes
Driver: C:\Windows\system32\NvRCoDe.dll, 10.03.0000.0042 (German), 8/18/2008 18:58:00, 16416 bytes
Driver: C:\Windows\system32\NvRCoEl.dll, 10.03.0000.0042 (Greek), 8/18/2008 18:58:00, 16928 bytes
Driver: C:\Windows\system32\NvRCoEng.dll, 10.03.0000.0042 (English), 8/18/2008 18:58:00, 15904 bytes
Driver: C:\Windows\system32\NvRCoENU.dll, 10.03.0000.0042 (English), 8/18/2008 18:58:00, 15904 bytes
Driver: C:\Windows\system32\NvRCoEs.dll, 10.03.0000.0042 (Spanish), 8/18/2008 18:58:00, 16928 bytes
Driver: C:\Windows\system32\NvRCoEsm.dll, 10.03.0000.0042 (Spanish), 8/18/2008 18:58:00, 16928 bytes
Driver: C:\Windows\system32\NvRCoFi.dll, 10.03.0000.0042 (Finnish), 8/18/2008 18:58:00, 16416 bytes
Driver: C:\Windows\system32\NvRCoFr.dll, 10.03.0000.0042 (French), 8/18/2008 18:58:00, 16928 bytes
Driver: C:\Windows\system32\NvRCoHe.dll, 10.03.0000.0042 (Hebrew), 8/18/2008 18:58:00, 15392 bytes
Driver: C:\Windows\system32\NvRCoHu.dll, 10.03.0000.0042 (Hungarian), 8/18/2008 18:58:00, 16416 bytes
Driver: C:\Windows\system32\NvRCoIt.dll, 10.03.0000.0042 (Italian), 8/18/2008 18:58:00, 16928 bytes
Driver: C:\Windows\system32\NvRCoJa.dll, 10.03.0000.0042 (Japanese), 8/18/2008 18:58:00, 14880 bytes
Driver: C:\Windows\system32\NvRCoKo.dll, 10.03.0000.0042 (Korean), 8/18/2008 18:58:00, 14368 bytes
Driver: C:\Windows\system32\NvRCoNl.dll, 10.03.0000.0042 (Dutch), 8/18/2008 18:58:00, 16416 bytes
Driver: C:\Windows\system32\NvRCoNo.dll, 10.03.0000.0042 (Norwegian (Bokmål)), 8/18/2008 18:59:00, 16416 bytes
Driver: C:\Windows\system32\NvRCoPl.dll, 10.03.0000.0042 (Polish), 8/18/2008 18:59:00, 16416 bytes
Driver: C:\Windows\system32\NvRCoPt.dll, 10.03.0000.0042 (Portuguese), 8/18/2008 18:59:00, 16928 bytes
Driver: C:\Windows\system32\NvRCoPtb.dll, 10.03.0000.0042 (Portuguese), 8/18/2008 18:59:00, 16928 bytes
Driver: C:\Windows\system32\NvRCoRu.dll, 10.03.0000.0042 (Russian), 8/18/2008 18:59:00, 16416 bytes
Driver: C:\Windows\system32\NvRCoSk.dll, 10.03.0000.0042 (Slovak), 8/18/2008 18:59:00, 16416 bytes
Driver: C:\Windows\system32\NvRCoSl.dll, 10.03.0000.0042 (Slovenian), 8/18/2008 18:59:00, 16416 bytes
Driver: C:\Windows\system32\NvRCoSv.dll, 10.03.0000.0042 (Swedish), 8/18/2008 18:59:00, 16416 bytes
Driver: C:\Windows\system32\NvRCoTh.dll, 10.03.0000.0042 (Thai), 8/18/2008 18:59:00, 15904 bytes
Driver: C:\Windows\system32\NvRCoTr.dll, 10.03.0000.0042 (Turkish), 8/18/2008 18:59:00, 16416 bytes
Driver: C:\Windows\system32\NvRCoZhc.dll, 10.03.0000.0042 (Chinese (Simplified)), 8/18/2008 18:59:00, 13856 bytes
Driver: C:\Windows\system32\NvRCoZht.dll, 10.03.0000.0042 (Chinese (Traditional)), 8/18/2008 18:59:00, 13856 bytes

Name: Standard Dual Channel PCI IDE Controller
Device ID: PCI\VEN_10DE&DEV_0053&SUBSYS_1C12147B&REV_A2\3&2411E6FE&0&30
Driver: C:\Windows\system32\DRIVERS\pciide.sys, 6.00.6001.18000 (English), 1/19/2008 08:41:13, 16440 bytes
Driver: C:\Windows\system32\DRIVERS\pciidex.sys, 6.00.6001.18000 (English), 1/19/2008 08:42:10, 45112 bytes
Driver: C:\Windows\system32\DRIVERS\atapi.sys, 6.00.6001.18000 (English), 1/19/2008 08:41:30, 21560 bytes
Driver: C:\Windows\system32\DRIVERS\ataport.sys, 6.00.6001.18000 (English), 1/19/2008 08:43:06, 110136 bytes

Name: NVIDIA nForce PCI System Management
Device ID: PCI\VEN_10DE&DEV_0052&SUBSYS_1C12147B&REV_A2\3&2411E6FE&0&09
Driver: C:\Windows\system32\NVCOSMB.DLL, 1.03.0004.0028 (English), 8/20/2008 18:35:00, 122880 bytes
Driver: C:\Windows\system32\nvusmb.exe, 1.03.0016.0001 (English), 8/20/2008 18:35:00, 453152 bytes
Driver: C:\Windows\system32\nvsmb.nvu, 8/19/2008 11:41:00, 2344 bytes

Name: PCI standard ISA bridge
Device ID: PCI\VEN_10DE&DEV_0050&SUBSYS_1C12147B&REV_A3\3&2411E6FE&0&08
Driver: C:\Windows\system32\DRIVERS\msisadrv.sys, 6.00.6001.18000 (English), 1/19/2008 08:41:14, 16440 bytes

Name: Texas Instruments OHCI Compliant IEEE 1394 Host Controller
Device ID: PCI\VEN_104C&DEV_8023&SUBSYS_1C12147B&REV_00\4&13699180&0&3848
Driver: C:\Windows\system32\DRIVERS\ohci1394.sys, 6.00.6001.18000 (English), 1/19/2008 06:53:33, 61952 bytes
Driver: C:\Windows\system32\DRIVERS\1394bus.sys, 6.00.6001.18000 (English), 1/19/2008 06:53:27, 53376 bytes

Name: AMD Miscellaneous Configuration
Device ID: PCI\VEN_1022&DEV_1103&SUBSYS_00000000&REV_00\3&2411E6FE&0&C3
Driver: n/a

Name: AMD DRAM and HyperTransport(tm) Trace Mode Configuration
Device ID: PCI\VEN_1022&DEV_1102&SUBSYS_00000000&REV_00\3&2411E6FE&0&C2
Driver: n/a

Name: AMD Address Map Configuration
Device ID: PCI\VEN_1022&DEV_1101&SUBSYS_00000000&REV_00\3&2411E6FE&0&C1
Driver: n/a

Name: AMD HyperTransport(tm) Configuration
Device ID: PCI\VEN_1022&DEV_1100&SUBSYS_00000000&REV_00\3&2411E6FE&0&C0
Driver: n/a

------------------
DirectShow Filters
------------------

DirectShow Filters:
WMAudio Decoder DMO,0x00800800,1,1,,
WMAPro over S/PDIF DMO,0x00600800,1,1,,
WMSpeech Decoder DMO,0x00600800,1,1,,
MP3 Decoder DMO,0x00600800,1,1,,
Mpeg4s Decoder DMO,0x00800001,1,1,,
WMV Screen decoder DMO,0x00600800,1,1,,
WMVideo Decoder DMO,0x00800001,1,1,,
Mpeg43 Decoder DMO,0x00800001,1,1,,
Mpeg4 Decoder DMO,0x00800001,1,1,,
ffdshow Video Decoder,0xff800001,2,1,ffdshow.ax,1.00.0003.1352
Full Screen Renderer,0x00200000,1,0,,6.06.6001.18063
ffdshow raw video filter,0x00200000,2,1,ffdshow.ax,1.00.0003.1352
RealPlayer Video Filter,0x00200000,1,1,rdsf3260.dll,6.00.0013.0045
Multiple File Output,0x00200000,2,2,WMM2FILT.dll,
WMT Black Frame Generator,0x00200000,1,1,WMM2FILT.dll,
ffdshow Audio Decoder,0x3fffffff,1,1,ffdshow.ax,1.00.0003.1352
WMT Import Filter,0x00200000,0,1,WMM2FILT.dll,
DV Muxer,0x00400000,0,0,,6.06.6001.18000
Color Space Converter,0x00400001,1,1,,6.06.6001.18063
WMT Interlacer,0x00200000,1,1,WMM2FILT.dll,
WM ASF Reader,0x00400000,0,0,,11.00.6001.7000
Screen Capture filter,0x00200000,0,1,wmpsrcwp.dll,11.00.6001.7000
AVI Splitter,0x00600000,1,1,,6.06.6001.18063
VGA 16 Color Ditherer,0x00400000,1,1,,6.06.6001.18063
Microsoft MPEG-2 Video Decoder,0x005fffff,2,4,msmpeg2vdec.dll,11.00.6001.7000
RealVideo Decoder,0x00400000,1,1,,
AC3 Parser Filter,0x00600000,1,1,mpg2splt.ax,6.06.6001.18177
WMT Format Conversion,0x00200000,1,1,WMM2FILT.dll,
9x8Resize,0x00200000,1,1,WMM2FILT.dll,
StreamBufferSink,0x00200000,0,0,sbe.dll,6.06.6001.18000
WMT Virtual Source,0x00200000,0,1,WMM2FILT.dll,
Microsoft TV Caption Decoder,0x00200001,1,0,MSTVCapn.dll,6.00.6001.18000
MJPEG Decompressor,0x00600000,1,1,,6.06.6001.18063
CBVA DMO wrapper filter,0x00200000,1,1,cbva.dll,6.00.6001.18177
MPEG-I Stream Splitter,0x00600000,1,2,,6.06.6001.18063
SAMI (CC) Parser,0x00400000,1,1,,6.06.6001.18063
VBI Codec,0x00600000,1,4,VBICodec.ax,6.06.6001.18000
MPV Decoder Filter,0x00500001,1,1,Mpeg2DecFilter.ax,1.00.0000.0003
MPEG-2 Splitter,0x005fffff,1,0,mpg2splt.ax,6.06.6001.18177
WMT AudioAnalyzer,0x00200000,1,1,WMM2FILT.dll,
Microsoft MPEG-2 Video Encoder,0x00200000,2,0,msmpeg2enc.dll,11.00.6001.7000
Stretch Video,0x00200000,1,1,WMM2FILT.dll,
FLV Splitter,0x00600000,1,1,FLVSplitter.ax,1.00.0000.0001
Internal Script Command Renderer,0x00800001,1,0,,6.06.6001.18063
MPEG Audio Decoder,0x03680001,1,1,,6.06.6001.18063
WavPack Audio Decoder,0x00600000,1,1,WavPackDSDecoder.ax,1.01.0000.0482
DV Splitter,0x00600000,1,2,,6.06.6001.18000
Video Mixing Renderer 9,0x00200000,1,0,,6.06.6001.18063
Haali Media Splitter,0x00800001,0,1,splitter.ax,1.07.0189.0011
Haali Media Splitter (AR),0x00400000,1,1,splitter.ax,1.07.0189.0011
Microsoft MPEG-2 Encoder,0x00200000,2,1,msmpeg2enc.dll,11.00.6001.7000
HP VTK MPEG-1 Encoder,0x00200000,3,3,hpqvtk01.dll,100.00.0128.0000
Frame Eater,0x00200000,1,1,WMM2FILT.dll,
Allocator Fix,0x00200000,1,1,WMM2FILT.dll,
ACM Wrapper,0x00600000,1,1,,6.06.6001.18063
Video Renderer,0x00800001,1,0,,6.06.6001.18063
MPEG-2 Video Stream Analyzer,0x00200000,0,0,sbe.dll,6.06.6001.18000
Capture ASF Writer,0x00200000,0,0,WMM2FILT.dll,
Line 21 Decoder,0x00600000,1,1,,6.06.6001.18000
Video Port Manager,0x00600000,2,1,,6.06.6001.18063
Video Renderer,0x00400000,1,0,,6.06.6001.18063
Bitmap Generate,0x00200000,1,1,WMM2FILT.dll,
Proxy Sink,0x00200000,1,0,WMM2FILT.dll,
Haali Video Renderer,0x00200000,1,0,dxr.dll,
RealMedia Source,0x00600000,0,0,,
Proxy Source,0x00200000,0,1,WMM2FILT.dll,
HP VTK Rotate Filter,0x00200000,1,1,hpqvtk01.dll,100.00.0128.0000
WM ASF Writer,0x00400000,0,0,,11.00.6001.7000
VBI Surface Allocator,0x00600000,1,1,vbisurf.ax,6.00.6001.18000
WMT Sample Information Filter,0x00200000,1,1,WMM2FILT.dll,
File writer,0x00200000,1,0,,6.06.6001.18000
Haali Simple Media Splitter,0x00200000,0,1,splitter.ax,1.07.0189.0011
DirectVobSub,0x00200000,2,1,VSFilter.dll,1.00.0001.0003
RealAudio Decoder,0x00400000,1,1,,
DirectVobSub (auto-loading version),0x00800002,2,1,VSFilter.dll,1.00.0001.0003
DVD Navigator,0x00200000,0,3,,6.06.6001.18000
WMT DV Extract,0x00200000,1,1,WMM2FILT.dll,
Overlay Mixer2,0x00200000,1,1,,6.06.6001.18000
Haali Matroska Muxer,0x00200000,1,0,splitter.ax,1.07.0189.0011
AVI Draw,0x00600064,9,1,,6.06.6001.18063
OrbRTSPSource,0x00600000,0,1,,
Microsoft MPEG-2 Audio Encoder,0x00200000,2,0,msmpeg2enc.dll,11.00.6001.7000
WST Pager,0x00800000,1,1,WSTPager.ax,6.06.6001.18000
MPEG-2 Demultiplexer,0x00600000,1,1,mpg2splt.ax,6.06.6001.18177
Record Queue,0x00200000,1,1,WMM2FILT.dll,
DV Video Decoder,0x00800000,1,1,,6.06.6001.18000
RealPlayer Transcode Filter,0x00600000,0,0,rdsf3260.dll,6.00.0013.0045
ffdshow Audio Processor,0x00200000,1,1,ffdshow.ax,1.00.0003.1352
HP VTK Frame Grabber Filter,0x00200000,1,1,hpqvtk01.dll,100.00.0128.0000
SampleGrabber,0x00200000,1,1,qedit.dll,6.06.6001.18000
Null Renderer,0x00200000,1,0,qedit.dll,6.06.6001.18000
WMT Log Filter,0x00200000,1,1,WMM2FILT.dll,
MPEG-2 Sections and Tables,0x005fffff,1,0,Mpeg2Data.ax,6.06.6001.18000
Microsoft AC3 Encoder,0x00200000,1,1,msac3enc.dll,11.00.6001.7000
WMT Virtual Renderer,0x00200000,1,0,WMM2FILT.dll,
FLV Source,0x00600000,0,0,FLVSplitter.ax,1.00.0000.0001
StreamBufferSource,0x00200000,0,0,sbe.dll,6.06.6001.18000
Smart Tee,0x00200000,1,2,,6.06.6001.18000
Overlay Mixer,0x00200000,0,0,,6.06.6001.18000
RealPlayer Audio Filter,0x00200000,1,1,rdsf3260.dll,6.00.0013.0045
AVI Decompressor,0x00600000,1,1,,6.06.6001.18063
WMT MuxDeMux Filter,0x00200000,0,0,WMM2FILT.dll,
NetBridge,0x00200000,2,0,netbridge.dll,6.01.6001.18000
AVI/WAV File Source,0x00400000,0,2,,6.06.6001.18063
WMT Volume,0x00200000,1,1,WMM2FILT.dll,
Wave Parser,0x00400000,1,1,,6.06.6001.18063
MIDI Parser,0x00400000,1,1,,6.06.6001.18063
Multi-file Parser,0x00400000,1,1,,6.06.6001.18063
File stream renderer,0x00400000,1,1,,6.06.6001.18063
WavPack Audio Splitter,0x00600000,1,1,WavPackDSSplitter.ax,1.01.0000.0319
HP VTK Resize Filter,0x00200000,1,1,hpqvtk01.dll,100.00.0128.0000
WMT VIH2 Fix,0x00200000,1,1,WMM2FILT.dll,
Microsoft MPEG-1/DD Audio Decoder,0x005fffff,1,1,msmpeg2adec.dll,11.00.6001.7000
RealMedia Splitter,0x00600000,1,1,,
AVI Mux,0x00200000,1,0,,6.06.6001.18000
Line 21 Decoder 2,0x00600002,1,1,,6.06.6001.18063
File Source (Async.),0x00400000,0,1,,6.06.6001.18063
File Source (URL),0x00400000,0,1,,6.06.6001.18063
Media Center Extender Encryption Filter,0x00200000,2,2,Mcx2Filter.dll,6.01.6001.18177
AudioRecorder WAV Dest,0x00200000,0,0,,6.00.6001.18000
AudioRecorder Wave Form,0x00200000,0,0,,6.00.6001.18000
SoundRecorder Null Renderer,0x00200000,0,0,,6.00.6001.18000
Haali Video Sink,0x00200000,1,0,splitter.ax,1.07.0189.0011
Infinite Pin Tee Filter,0x00200000,1,1,,6.06.6001.18000
WMT Switch Filter,0x00200000,1,1,WMM2FILT.dll,
Enhanced Video Renderer,0x00200000,1,0,evr.dll,6.00.6001.18000
Uncompressed Domain Shot Detection Filter,0x00200000,1,1,WMM2FILT.dll,
BDA MPEG2 Transport Information Filter,0x00200000,2,0,psisrndr.ax,6.06.6001.18177
MPEG Video Decoder,0x40000001,1,1,,6.06.6001.18063

WDM Streaming Tee/Splitter Devices:
Tee/Sink-to-Sink Converter,0x00200000,1,1,,6.00.6001.18000

WDM Streaming Data Transforms:
Microsoft Kernel DRM Audio Descrambler,0x00200000,1,1,,6.00.6001.18000

Video Compressors:
WMVideo8 Encoder DMO,0x00600800,1,1,,
WMVideo9 Encoder DMO,0x00600800,1,1,,
MSScreen 9 encoder DMO,0x00600800,1,1,,
DV Video Encoder,0x00200000,0,0,,6.06.6001.18000
ffdshow video encoder,0x00100000,1,1,ffdshow.ax,1.00.0003.1352
MJPEG Compressor,0x00200000,0,0,,6.06.6001.18063
Cinepak Codec by Radius,0x00200000,1,1,,6.06.6001.18000
ffdshow Video Codec,0x00200000,1,1,,6.06.6001.18000
Intel IYUV codec,0x00200000,1,1,,6.06.6001.18000
Intel IYUV codec,0x00200000,1,1,,6.06.6001.18000
Microsoft RLE,0x00200000,1,1,,6.06.6001.18000
Microsoft Video 1,0x00200000,1,1,,6.06.6001.18000
Xfire Video Codec,0x00200000,1,1,,6.06.6001.18000

Audio Compressors:
WM Speech Encoder DMO,0x00600800,1,1,,
WMAudio Encoder DMO,0x00600800,1,1,,
IMA ADPCM,0x00200000,1,1,,6.06.6001.18063
PCM,0x00200000,1,1,,6.06.6001.18063
Microsoft ADPCM,0x00200000,1,1,,6.06.6001.18063
GSM 6.10,0x00200000,1,1,,6.06.6001.18063
CCITT A-Law,0x00200000,1,1,,6.06.6001.18063
CCITT u-Law,0x00200000,1,1,,6.06.6001.18063
MPEG Layer-3,0x00200000,1,1,,6.06.6001.18063

Audio Capture Sources:
Microphone (Realtek AC'97 Audio,0x00200000,0,0,,6.06.6001.18000
Line In (Realtek AC'97 Audio),0x00200000,0,0,,6.06.6001.18000
Phone Line (Realtek AC'97 Audio,0x00200000,0,0,,6.06.6001.18000
SPDIF (Realtek AC'97 Audio),0x00200000,0,0,,6.06.6001.18000

Midi Renderers:
Default MidiOut Device,0x00800000,1,0,,6.06.6001.18063
Microsoft GS Wavetable Synth,0x00200000,1,0,,6.06.6001.18063

WDM Streaming Capture Devices:
Realtek AC97 Audio,0x00200000,3,3,,6.00.6001.18000

WDM Streaming Rendering Devices:
Realtek AC97 Audio,0x00200000,3,3,,6.00.6001.18000

BDA Network Providers:
Microsoft ATSC Network Provider,0x00200000,0,1,MSDvbNP.ax,6.06.6001.18061
Microsoft DVBC Network Provider,0x00200000,0,1,MSDvbNP.ax,6.06.6001.18061
Microsoft DVBS Network Provider,0x00200000,0,1,MSDvbNP.ax,6.06.6001.18061
Microsoft DVBT Network Provider,0x00200000,0,1,MSDvbNP.ax,6.06.6001.18061
Microsoft Network Provider,0x00200000,0,1,MSNP.ax,6.06.6001.18177

Multi-Instance Capable VBI Codecs:
VBI Codec,0x00600000,1,4,VBICodec.ax,6.06.6001.18000

BDA Transport Information Renderers:
BDA MPEG2 Transport Information Filter,0x00600000,2,0,psisrndr.ax,6.06.6001.18177
MPEG-2 Sections and Tables,0x00600000,1,0,Mpeg2Data.ax,6.06.6001.18000

BDA CP/CA Filters:
Decrypt/Tag,0x00600000,1,0,encdec.dll,6.06.6001.18177
Encrypt/Tag,0x00200000,0,0,encdec.dll,6.06.6001.18177
XDS Codec,0x00200000,0,0,encdec.dll,6.06.6001.18177

WDM Streaming Communication Transforms:
Tee/Sink-to-Sink Converter,0x00200000,1,1,,6.00.6001.18000

Audio Renderers:
Speakers (Realtek AC'97 Audio),0x00200000,1,0,,6.06.6001.18063
Default DirectSound Device,0x00800000,1,0,,6.06.6001.18063
Default WaveOut Device,0x00200000,1,0,,6.06.6001.18063
DirectSound: Realtek Digital Output (Realtek AC'97 Audio),0x00200000,1,0,,6.06.6001.18063
DirectSound: Speakers (Realtek AC'97 Audio),0x00200000,1,0,,6.06.6001.18063
Realtek Digital Output (Realtek,0x00200000,1,0,,6.06.6001.18063

Gaius Baltar
05-02-2009, 13:12
Attacked Pirate ship blockading my port at Trinidad and Tabago, animation looked like the "blockading port"..so I was in effect blockading my own port (says it was owned by Pirates). I sent an infantry unit down to clear..the Pirate ship popped out to the left..and was untouchable..couldnt attack it or click on it. Dissappeared when I eliminated Pirate faction.

Seyavash
05-02-2009, 15:02
Playing new long campaign as French

I have been experiencing much longer AI turn moves especially on Sweden. Most of the time this is fine, but periodically I get a CTD during the AI's turn. never had this pre patch.

The naval fleet select CTD bug has resurfaced. I now have a fleet transporting my main american army that I cannot use as everytime I click on the fleet I get a CTD. I thought this was fixed.

Ethelred Unread
05-03-2009, 10:39
Annoying new CTD where didn'd exist before! Wail!

Can select all options from screens except "Grand Campaign". When I do I get a CTD "Empire has stopped working"

I can play custom, RTI & MP OK.

No mods installed. I've tried re-installing from game discs, and re d/l from steam no joy. Like an idiot I deleted my campaign game saves and started a new RTI campaign directly after the update.

Updated drivers etc.

DxDIag:


Ahaha! Fixed it - read at TWC centre someone had the same and had to go into RTI to change battle time to 60 mins - now works OK.

Sheogorath
05-03-2009, 11:36
Whelp...the game freezes at the launch screen for me, now.

Either that or it's taking half an hour to load.

Fisherking
05-03-2009, 11:48
I don’t know if it has been brought up already but I have not been able to combine fleets if they both have armies aboard.

Not full armies, but just troops. In order to have one fleet with one army you have to land units and reload them onto the ships.

Annoying!! It could also be dangerous if the fleets are attacked and a one ship fleet with troops is sunk.

Beskar
05-03-2009, 15:35
Whelp...the game freezes at the launch screen for me, now.

Either that or it's taking half an hour to load.
I had that. Delete your userdata folder (back up saved game files if you want to keep them)

Sheogorath
05-03-2009, 16:40
I had that. Delete your userdata folder (back up saved game files if you want to keep them)

Ah, alright. I'll try that. Thanks for the suggestion :gring:

Karash
05-03-2009, 17:51
The British AI seems incapable in defending its home commercial port. It lets france take it, and keep it. Even when I clear the port on a bait interception, Britian refuses to repair or occupy it.

Karash
05-03-2009, 19:23
Also, if you try to board a Indiaman ship and its the last enemy ship in the field, the game will hard lock.

Elmar Bijlsma
05-03-2009, 20:25
Playing new long campaign as French
The naval fleet select CTD bug has resurfaced. I now have a fleet transporting my main american army that I cannot use as everytime I click on the fleet I get a CTD. I thought this was fixed.
Nah, this was a problem in all previous versions. And I can confirm it still is.

Most annoying thing is that it ALWAYS seems to strike a vital battle fleet or a fleet carrying an experienced army. Never has it struck merchantmen en route or some trade raiding frigates. Amazing that a bug so easy to isolate is still in.

Monsieur Alphonse
05-03-2009, 23:27
I don't have the click on fleet bug. I had that twice pre patch. The first was while reloading a couple of units on a fleet and the second while clicking on a newly trained fleet in Gibraltar. Post patch I have trained a fleet (four third rates) in Gibraltar and did not have a CTD. Nor did I have one while sailing along the Caribbean with a fleet with third rates transporting an army. On request from Faction Heir I sailed all around the West Indies with that fleet while clicking on it, but I didn't experience any CTD. I had on some occasions a freeze of several seconds after clicking on a ship. There were several sloops and brigs also transporting agents and armies back to Europa and sailing through the Caribbean. During my try run I split the fleet and and combined the two parts into one fleet again.

Remains the question while a lot of people are having this bug and why a lot of people don't have it.

Elmar Bijlsma
05-04-2009, 00:03
btw,
You can "fix" it by having another ship join the CTD fleet. Select something other then that fleet, and it should reset it. For a while anyway, ETW still need a few seconds to sort itself out every time you select that fleet and will CTD eventually.
I have a sloop tailing my battle fleet now. Aside from having a fix for the CTD issue close by, it's a rather nice enemy fleet magnet, drawing in your main fleet.

MikeV
05-04-2009, 01:50
New CTD (https://forums.totalwar.org/wiki/index.php/Acronyms_Abbreviations_Shorthand#CTD)s: :spider:

RTI now exits to main menu when you satisfy all campaign conditions, even < 1825.
Unloading troops in port
Merging units (via ^M, drag'n'drop seems to work)
Taking a faction's last city

Seems like we've regressed a bit, in this patch. So, I'm not optimistic about future ones. :rtwno:

New odddities:

Selecting a fleet that's transporting an army causes the UI to select the army tab
Attempting to move that fleet provokes "Can't go there" response


"If you are a dee (programmer), please don't marry a dee (game company).
'Cause then your kids (programs) will be ... dee dee dee (http://www.comedycentral.com/videos/index.jhtml?videoId=72779&title=dee-dee-dee-song)."

Mr Frost
05-04-2009, 03:50
Fire by rank is still bugged !

I've been testing it this morning in custom battles . The A.I. allways fires correctly with the first rank firing a simultanious volley , then the second and finally the third ; however the player controlled line or guard infantry spreads out and "ripple fires" by small groups of files down the line right to left and doesn't begin firing from the right again untill the idiotic "mexican wave" has finnished touring the length of the unit .

This gives the A.I. a massive superiority in rate of fire {asside from the "free" volleys the A.I. gets whilst the player unit is spreading out and then taking the extra few seconds again before even beginning to fire} , especially in larger sized units {which we're meant to be able to have !} .
Another problem is that when multiple units are in line and any spread out to fire by files it causes large numbers of freindly fire casualities {they shoot the men in units they overlap} which gets increasingly worse with larger unit sizes {modded to say 300 men} .





It might wok properly on small unit settings {the largest fire by rank units being 120 men for example or smaller} , but given that the "ultra" setting gives 160-200 men for line infantry and that furthermore the game is intended to be modded including much larger sized units , this is a bugged feature {and concidering just how much line infantry combat is an integral part of the game , a very bugged feature } !

There is absolutely no reason for fire by file as modeled {with a 4 man deep files firing} .
No sane commander would have used it unless He actually wanted his men to shoot each other in the back of the head ! Even the standard fire by rank system {in which only the first 2 ranks were supposed to fire and the third do the reloading which invariably degenerated into all three firing and doing their own reloading as an engagement progressed} caused as much as 25% of a units casualities in friendly fire ... fire by file as modeled would have done far far worse . It is a useless "feature" that ruins a good and needed feature .

Again , it nerfs the fire by rank feature to the point of virtual worthlessness {in large units , mass fire actually gives a greater volume of fire over any timescale !}




The C/A need to simply delete fire by file {or atleast make it a different fire mode that is toggled by a separate button} so fire by rank can actually work properly .

Servius
05-04-2009, 04:28
Diplomacy Bug
It's ~1780. I'm GB and about to finish off India. I just had Persia, who I've had a trade deal with since my game was 10 turns old, and who is Very Friendly towards me, just declared war on me. They were Very Friendly towards me even in the war declaration screen. I'm posting this as a bug as nothing else explains it. If one nation is in love with your nation, it should never do anything negative towards you (declare war, break trade agreements, etc.). Otherwise, what's the point or value of having relationship status'...

Slaists
05-04-2009, 14:57
Diplomacy Bug
It's ~1780. I'm GB and about to finish off India. I just had Persia, who I've had a trade deal with since my game was 10 turns old, and who is Very Friendly towards me, just declared war on me. They were Very Friendly towards me even in the war declaration screen. I'm posting this as a bug as nothing else explains it. If one nation is in love with your nation, it should never do anything negative towards you (declare war, break trade agreements, etc.). Otherwise, what's the point or value of having relationship status'...

Well, it could be Hard Love... They were forced to punish you by your actions. I presume, as GB you conquered Muslim lands in India. :yes:

Slaists
05-04-2009, 15:00
Fire by rank is still bugged !

I've been testing it this morning in custom battles . The A.I. allways fires correctly with the first rank firing a simultanious volley , then the second and finally the third ; however the player controlled line or guard infantry spreads out and "ripple fires" by small groups of files down the line right to left and doesn't begin firing from the right again untill the idiotic "mexican wave" has finnished touring the length of the unit .

.

What you describe sounds like platoon fire that all guard units get, when you research the tech. After that point, guard units stop using fire by rank and switch to 'platoon firing' which is reportedly inefficient in the game.

anweRU
05-04-2009, 15:04
Well, it could be Hard Love... They were forced to punish you by your actions. I presume, as GB you conquered Muslim lands in India. :yes:

All he needed to do was to conquer Punjab. It is a trigger region for a DoW by Persia. It always happened in my pre-patch games as well (as GB & Maratha). It is not unique to v1.2.

Servius
05-04-2009, 15:12
Wait, so there's a hard-coded declaration of war, if you take Punjab? Kinda odd, isn't it?

Slaists
05-04-2009, 15:15
Wait, so there's a hard-coded declaration of war, if you take Punjab? Kinda odd, isn't it?

It seems so. It happened to me too, Persia declared war on me as soon as I took Punjab. Also, Mughals declared war on me as soon as I took the Southern-most province in India from Mysore despite us both having a very loving and 70-year old trading relationship.

anweRU
05-04-2009, 15:30
Wait, so there's a hard-coded declaration of war, if you take Punjab? Kinda odd, isn't it?

There were a number of such hard-coded DoW regions in the game pre-patch. For e.g.:
Iriquois - New York (and others?)
Huron - Upper Canada, Ruppert's Land
Pueblo Nations - Lower Louisiana and Mexico
Persia - Punjab (and Mesopotamia?)

These regions must be on the victory conditions for those factions.

aimlesswanderer
05-04-2009, 17:08
I played about 20 turns as UP after the latest patch when I got a CTD when I moved a unit of pikes into brussels (owned it already).

Have had a few problems with my trade ships and the trade spots. Sometimes they have the old problem of being on the same spot but as separate fleets and only one produces trade. Now however they can at least be moved off.

Also, a few times a fleet has exited the teleport and was unable to move. I could select it but it refused to move anywhere. Thankfully next turn it was moveable.

Rhineland intercepted me as my army moved towards their city, but in the battle they just stood around hiding in the buildings, when, as the attacker, they should have come after me. A continuation of a previous bug I think.

Also, Rhineland declared war on me with a larger army, and, despite that, just stood around for a turn and didn't even enter my territory - I would have been in serious trouble if they had attacked. They also left half a stack of their army camped in the SE corner of their province (they weren't at war with anyone else), and thus were completely useless when I took advantage of that and took their city. Erm, hello AI?

When I was desperate for money early on I was selling military access for $, and about half the time they accepted without wanting to change anything, but the other times they came back with a proposal for exactly the same amount as I had originally asked for. So it seems to be only partially fixed.

Lots of things were thankfully fixed, but the saga continues. Seeing AI fleets with troops on board is a most welcome sight!

Karash
05-04-2009, 17:46
Played a few games with various nations now past 1720, and they all seem to lose the script...getting super passive, and doing very little on the campaign map. This is both on H/H and VH/VH

Slaists
05-04-2009, 18:43
Played a few games with various nations now past 1720, and they all seem to lose the script...getting super passive, and doing very little on the campaign map. This is both on H/H and VH/VH

Yes, the late mid-game, end-game AI is definitely still passive. Probably because all AI factions are bogged down in their own wars to the point of bankruptcy...

Marquis of Roland
05-04-2009, 18:54
Reaching into the 1770's on Prussia post patch now.

There have been less CTDs; all campaign map-based CTDs with exception of naval seems to have gone for this specific campaign. Battle CTDs still happen but less frequently. However, there is longer lag on campaign map for me at certain times and goes away by itself that hasn't happened before. Also I think there's something buggy about the shadowing still, it keeps flickering on campaign map every so often, and always happens when I switch theater (also happens in battle deployment phase but not during actual battle). I have all checkbox options turned off.

During battles there is a certain action or sound that is bugged; I haven't been able to isolate it but everytime it happens my normally high FPS battle will turn choppy for a few seconds, then go back to smooth, then choppy again. Sometimes this stops during the battle, sometimes it keeps going until it eventually CTDs.

The weird nameless tech you can trade is gone.

I dunno if this is a bug or feature or maybe I didn't see this right but during a recent battle 1 guard infantry unit fired what seemed like a full volley at a unit of charging lancers. There were riflemen in front of them but they just shot off a volley themselves as the lancers came into 125 range. Once they got within 70, a single row of smoke puffs rather than a ripple.

@Alphonse
What faction were you when you got the Gilbraltar CTD?

anweRU
05-04-2009, 21:17
When I was desperate for money early on I was selling military access for $, and about half the time they accepted without wanting to change anything, but the other times they came back with a proposal for exactly the same amount as I had originally asked for. So it seems to be only partially fixed.

They did the exact same thing pre-1.2 as well. This patch didn't affect the various military access exploits:

- Military access for alliance: redundant, allies can move around in allied nation territories. Though it is a bit funky, for e.g. Spain and France can move in each others' territories for the first 10 or 15 turns. Others can do it as soon as the alliance is established.

- Military access for trade pact

- Military access for money

I didn't see a m.a. for tech exploit. I've never been able to purchase an AI tech at any stage of the game, for any price, even regions... Only war works (get techs for peace), and not always.

Monsieur Alphonse
05-05-2009, 08:01
@Alphonse
What faction were you when you got the Gilbraltar CTD?

I think it was GB. I just captured all of Spain and build a fleet in Gibraltar. When I clicked on it I had a CTD. After the patch I did the same with my GB campaign and there was no CTD.

Hosakawa Tito
05-05-2009, 11:53
Playing as Great Britain. I combined *click and dragged one unit card over the other* two depleted Native Missle Cav units in my small force that was protecting the Moose Factory from a Huron attack. Now when I click on that force no unit cards appear, the tab where the cards generally appear identify that group as an agent and not an army. You can move them, but can't check their status. I clicked end turn to see if that would fix the problem, but it did not. It was early in the campaign so I just started over.

Fisherking
05-05-2009, 19:00
There is an odd bug when playing in Windows.

It is if the picture slips to the effect that when trying to click on an object you have to fish for it until it is highlighted.

It usually seems to slip to the lower right and the longer you play the worse it gets. The game must be closed down and restarted to get it back to where it belongs.

Fridgebadger
05-05-2009, 20:32
Auto-merge ctd still with us. I think it happens if merging the units will result in one unit disappearing.

Double trade bug. Another one from pre-patch that's still with us. Twice now, on different campaigns (GBR and Prussia), I get double the income from one trade partner. They appear twice on the trade screen, two seperate lines, both showing the same amount, and the total trade revenue amount at the bottom of the screen does take into account both 'routes'. In one game I was getting 5k+ from Spain... twice. Which was nice.

anweRU
05-05-2009, 21:27
Double trade bug. Another one from pre-patch that's still with us. Twice now, on different campaigns (GBR and Prussia), I get double the income from one trade partner. They appear twice on the trade screen, two seperate lines, both showing the same amount, and the total trade revenue amount at the bottom of the screen does take into account both 'routes'. In one game I was getting 5k+ from Spain... twice. Which was nice.

That happens when a trade partner captures another trade partner's capital. Sometimes it corrects itself, and other times it doesn't.

For e.g., in one pre-patch campaign it happened when when Russia lost Moscow to Sweden. Sweden appeared twice on the trade list, and the route was still to Moscow. It wouldn't correct after the Russians took back Moscow, so I had to cancel the trade agreement - I was losing money.

IIRC, something similar happened in my post-patch French campaign, but it corrected itself. I would have to load it up, and see, but I think the Russians already took back Moscow.

thurjack_mahr
05-05-2009, 22:38
Since the patch, I started a campaign as the Austrians, and got a CTD as the turn started on year 1705.

I thought it might have been a fluke, so I started up another campaign as the Austrians and got another CTD (I do not recall the exact date, but it was around the same time).

Both times, autosave will bring me to the turn before and i can hit END TURN and as the AI finishes doing it's stuff, it gets to my turn and... "Empires Has Stopped Working"

Did not have this problem before the patch came out. I've loaded save games for a couple turns before and still no good.

Babblearossa
05-06-2009, 11:04
For e.g., in one pre-patch campaign it happened when when Russia lost Moscow to Sweden. Sweden appeared twice on the trade list, and the route was still to Moscow. It wouldn't correct after the Russians took back Moscow, so I had to cancel the trade agreement - I was losing money.


How did you determine you were losing money? That's not making any sense to me, and as money is very tight in my new campaign I could stand to keep an eye on trade agreements that need to be cancelled. But again, no idea how i'd tell I was losing money from one.

al Roumi
05-06-2009, 11:19
Puckle Guns are still the best friend of those with a propensity for razing settlements: they take 1% off the building health with every single bullet impact... Townhalls crumble in 2-3 volleys, this clearly MUST be a bug -unless mr Puckle also invented depleted uranium projectiles for use in persuading buildings of the benefits of rubble...

anweRU
05-06-2009, 17:01
How did you determine you were losing money? That's not making any sense to me, and as money is very tight in my new campaign I could stand to keep an eye on trade agreements that need to be cancelled. But again, no idea how i'd tell I was losing money from one.

Trade routes that are blocked will not bring the income listed next to it. Check the trade window, it will give you the sum total of all trade routes. Then go to your economy window, you'll see that the trade income is less than the total trade value if a trade route is being blockaded. You need to keep track of the trade income in the income/expenditure screen, not the trade screen.

For e.g., in my current GB game Sweden seems to have lost all its navy, and the Danes are blockading it. Inconveniently for me, 3K of my 18K worth of trade was being conducted with Sweden. So my actual trade income was only 15K. It shot back up to the full 18K when I canceled the Swedish trade agreement, and the goods were diverted to other partners.

Fridgebadger
05-06-2009, 17:18
Campaign map zoom disabled
Hadn't noticed this before patch, but can't be sure it's not an existing bug. Sometimes, and I can't offer any explanation of why it should happen, but the zoom (+) on the campaign minimap is disabled. You can zoom out to global view, and zoom back to theatre view, but the next level of zoom (half a theatre?) is disabled.

Babblearossa
05-07-2009, 08:02
Thanks anweru good tip, hadn't considered canceling the route as an option.
Agree this is a bug though, if a port is blockaded for a year your merchants should eventually start shipping elsewhere.

Dead Guy
05-07-2009, 10:09
Yesterday I had a weird happening.

I was shipping a gentleman from india to america, the fleet arrived with the gentleman aboard but now another gentleman had spawned on an island with no school, so I decide to pick him up also. I pick him up from the shore, not a dock. Two agents on the fleet now, both show properly in the unit card thingie. When i reach the island with the school I go into the dock there and unload, only one agent unloads and the other is no longer in the fleet, nor is he in the docks! The following turn the agent turned up again, with the fleet that was now once more at sea!

Turbosatan
05-07-2009, 10:59
New one on me -- apologies if this is an inappropriate place to put it, mea culpa -- but in the last twenty-four hours I've noticed the following post-battle:

Numbers of survivors per unit after a played-through battle are rather, er, off: Infantry units that received casualties now have the numbers of men that the cavalry & artillery should have & vice versa. For instance, my general's bodyguard now has sixty-eight men despite receiving two casualties, & a howitzer unit has seventy-five men; infantry units that should have these numbers left have the troop numbers of the artillery & cavalry (eighteen & twenty-two respectively).

Also, in a different campaign, post-battle a unit of dragoons had zero (yes, 0) men left, yet their unit card still shows in the stack & is selectable & replenishable (is that a word?).

It hasn't crashed the game (yet) but I have a horrible feeling it's just about to.

Latest patch, no mods at all ever installed. Will try & get a screenie to confirm.

Anyone else ever had this?

Nota bene: this is not an auto-resolve issue. This is after a 3D battle, & has occurred separately (though not identically) in two different campaigns.

Elmar Bijlsma
05-07-2009, 16:33
Using Darth Mod Commander I had a unit of dragoons nearly wiped out. Instead of the roughly ten survivors of four chevron and a single star experience at the end of the battle I ended up with three hundred and sixty-three troopers with no experience. I think they adopted the XP and numbers of an opposing unit of Ottomans or something.
Completely weird.

anweRU
05-07-2009, 17:16
The last two bugs posted above happened pre-patch as well. Did you have a reinforcing stack with a unit that couldn't make it to the battlefield during battle - most commonly a saker or demi-cannon in a reinforcing stack?

That was the case for me any time I came across the bug you guys are reporting. It swaps the men among the units. e.g. my line inf. went down to 18 men, and my demi-cannons to 104 men!

Slaists
05-07-2009, 18:01
The last two bugs posted above happened pre-patch as well. Did you have a reinforcing stack with a unit that couldn't make it to the battlefield during battle - most commonly a saker or demi-cannon in a reinforcing stack?

That was the case for me any time I came across the bug you guys are reporting. It swaps the men among the units. e.g. my line inf. went down to 18 men, and my demi-cannons to 104 men!

Well, I think, the goal of a thread like this is to identify the bugs that are still in the game: no matter, whether they were caused by the new patch or not fixed by the new patch.

Fisherking
05-08-2009, 08:31
Post Patch Spanish Bug!

Spain gets no credit for its Tobacco Plantations. The at start trade figures are 44 (4 barrels)

The several plantations produce 15 barrels. It will drop to 0 later. Upgrading the plantations does nothing, unless this is what sends it to 0.


Also, what the heck is going on with the hiding behind walls?

Every time I try to use it, it will only allow me to hide on one side. Usually the side the enemy is coming from!

This is a big deal! It effects tactics severely!

Turbosatan
05-08-2009, 09:56
The last two bugs posted above happened pre-patch as well. Did you have a reinforcing stack with a unit that couldn't make it to the battlefield during battle - most commonly a saker or demi-cannon in a reinforcing stack?

That was the case for me any time I came across the bug you guys are reporting. It swaps the men among the units. e.g. my line inf. went down to 18 men, and my demi-cannons to 104 men!

Hey dude.

Something like that, except in this case the AI attacked my "reinforcing stack" of two infantry units, driving a wedge between this stack & my main army stack (I always try & bring a reinforcing stack of foot-sloggers along when I perform a major assault!).

So the issue could be as you say when multiple stacks are involved in a battle, the casualties end up going weird.

Slaists
05-08-2009, 14:51
Post Patch Spanish Bug!

Spain gets no credit for its Tobacco Plantations. The at start trade figures are 44 (4 barrels)

The several plantations produce 15 barrels. It will drop to 0 later. Upgrading the plantations does nothing, unless this is what sends it to 0.


Also, what the heck is going on with the hiding behind walls?

Every time I try to use it, it will only allow me to hide on one side. Usually the side the enemy is coming from!

This is a big deal! It effects tactics severely!

Fish, target the wall with your pointer until it turns to the 'hiding type' then drag and drop on the side of the wall you want. At least wall positioning IS NOT bugged.

What's bugged is that once behind the wall, line units do not shoot. Maybe one or two men get up once in a blue moon and fire a bullet. Otherwise, all of them just sit behind the fence and engage in constant reloading exercise. Probably covering behind the fence does not work well with firing by rank algorithm, but I believe, I've seen the reloading exercise performed by line infantry even before fire by rank is available.

aimlesswanderer
05-09-2009, 14:29
Same UP game as before, and another ctd when I moved a non pike unit from Cologne to Brussels. I now move units via Amsterdam and it has been fine for 20 turns.

Got a strange error when I was looking at Orissa. There were bars across the screen going wobbly and it was all very odd. The whole comp had frozen, and when I turned my screen off and on again nothing at all showed. :huh:

Compared to the pre patch version no one has offered me a land swap at all, and I even have Rhineland, which the AI used to have a severe obsession about. It seems like it went from 3 crazy offers a turn to none at all.

Also, when the AI is having its turn, Sweden's turn takes about 4 times longer than any other faction, even though they have just the 5 provinces.

Babblearossa
05-09-2009, 19:50
What's bugged is that once behind the wall, line units do not shoot. Maybe one or two men get up once in a blue moon and fire a bullet. Otherwise, all of them just sit behind the fence and engage in constant reloading exercise. Probably covering behind the fence does not work well with firing by rank algorithm, but I believe, I've seen the reloading exercise performed by line infantry even before fire by rank is available.

Am still a turn away from getting fire-by-rank and tried wall hiding ( my men are not cowards sir, and don't normally hide behind anything ) in my last couple battles. Even in the same battle they've both fired at the enemy once their troops came into range - and reasonable firing most of the first line of troops, never the second line - then later after being moved into another wall cowering spot where the enemy was already within range they just stood there. no reloading just 2 nearly full units in range and doing nothing.

haven't noticed much that might trigger it.

Servius
05-09-2009, 20:09
Trade Goods Bug in Rupert's Land
There seems to be a bug affecting the number of fur pelts generated by the two fur traders in Rupert's Land. Based on my research...
- Abundant trade goods towns produce 200% of the listed units
- High = 175%
- Average = 150%
- Low = 125%
- Meagre = 100%

Rupert's Land has 1 Abundant fur town and one Average one. When both are at level 1, the base is 15. Thus, the Abundant trader should actually be producing 30 units and the Average trader should be producing 22, for a total of 52 units of fur. When you open up the region capital page, it says that only 34 units are being produced. When you open up the Trade window, it says only 30 are being supplied to London and then exported to trade partners.

I've reconfirmed the unit modifiers with other towns, like the two British sugar plantations in the Carribean. The Abundant one in Jamaica is producing 200% of the listed amount and the Meagre one is producing 100% of the listed amount. Those sugar units are consistent in each region capital's window and in the trade window.

Seyavash
05-09-2009, 22:42
Campaign CTD (DOW Related?)

In my French Long Campaign I cannot get past 1777, evertime I click end turn (tried from diff save games) I get a CTD while the AI tries to do Portugal's turn.

I decided to play around and see why. GB declared war on me just the past turn and Portugal is their only ally. however they declined to join the war. I thought I would try and declare war on Portugal before ending the turn to see what would happen and sure enough it crashes as soon as I do this without my getting around to ending the turn.

I next tried to reload and attack portugal with my fleet creating a DOW again. Same thing instant CTD.

At this point I cannot get past this turn. Going to try making peace with GB and see if that works.

anweRU
05-09-2009, 22:57
Trade Goods Bug in Rupert's Land
Is not a bug, but an undocumented change in the patch. Your basic trade port can only export 30 bales worth of goods. You need to upgrade to the 2nd level to reach 60 bales, etc.

al Roumi
05-13-2009, 14:31
Despite owning all regions in direct contact with the iroquoi, I am unable to trade with them. I had expected to be able to trade by road, but in fact i am not. Surely this is a bug.

Servius
05-13-2009, 16:26
Native territory graphics and building options
Forgive me if this is not considered a bug, but it seems like one to me. In North America, usually in lands that start out in native hands, I've noticed that:
a) you cannot build city walls there, even once you've destroyed the native capital building and replaced it with a european one.
b) all the little buildings that appear around the sides of the town structures continue to look like native huts rather than european houses. This doesn't seem to have any in-game effect; I think it's just cosmetic.

Slaists
05-13-2009, 17:53
Native territory graphics and building options
Forgive me if this is not considered a bug, but it seems like one to me. In North America, usually in lands that start out in native hands, I've noticed that:
a) you cannot build city walls there, even once you've destroyed the native capital building and replaced it with a european one.
b) all the little buildings that appear around the sides of the town structures continue to look like native huts rather than european houses. This doesn't seem to have any in-game effect; I think it's just cosmetic.

It's not just cosmetic. Native villages do not have any buildings that can be occupied by city defenders.

Servius
05-14-2009, 01:14
AI pathing problems around Athens?
In my current GB game, I'm looking at the city of Athens, currently held by the Ottomans. The Ottomans have a full stack in the city, and the city is surrounded by 1-unit stacks of Ottoman units. None of them are moving anywhere. I've never seen this before, so I can't say if it's a problem with the Ottoman AI, Athens, the map of the land around Athens, etc. I just know something's wrong.

Monsieur Alphonse
05-14-2009, 05:41
I don't think that it has to be a pathing problem. In my current campaign Sweden is defending its capital in the same way.

Slaists
05-14-2009, 15:38
AI pathing problems around Athens?
In my current GB game, I'm looking at the city of Athens, currently held by the Ottomans. The Ottomans have a full stack in the city, and the city is surrounded by 1-unit stacks of Ottoman units. None of them are moving anywhere. I've never seen this before, so I can't say if it's a problem with the Ottoman AI, Athens, the map of the land around Athens, etc. I just know something's wrong.

I've seen this too, especially around Stockholm.

Marquis of Roland
05-16-2009, 00:29
Has anyone noticed America is more bugged than Europe and India (least bugged imo)? I get more naval CTD and more campaign map CTD (British) than I did when I was Prussia, where I basically stayed in Europe the whole time. I haven't had a fleet or campaign map CTD in India yet.

Monsieur Alphonse
05-16-2009, 03:25
Why is the USA able to recruit company infantry in the US? The rest of the major powers is only able to do that in the Indian theater.

Babblearossa
05-16-2009, 07:11
Has anyone noticed America is more bugged than Europe and India (least bugged imo)? I get more naval CTD and more campaign map CTD (British) than I did when I was Prussia, where I basically stayed in Europe the whole time. I haven't had a fleet or campaign map CTD in India yet.

In the recent daily update at the com they id'd the naval ctds as an issue with calculating too many possible place a ship can move to, so the further a ship can move the more likely the crash ( explaining why moving slow ships into a stack fixes it ). maybe your indian ships are slow? Oh, wait, the india map is much smaller, so that still fits for naval at least.

Servius
05-16-2009, 19:47
Division of Labor Info Error
The Division of Labor tech unlocks the level 2 Trade Port. However, the level 2 Trade Port does not appear in the list of buildings that the tech unlocks in the research info pane.

Servius
05-16-2009, 22:15
No Refund for Canceling Reinforcement Bug
When you reinforce ships in port, the reinforcement/repair takes only 1 turn. When you reinforce land units, the reinforcement takes 2-3 turns. When you first cue up reinforcements for land units, money gets withdrawn from your treasury. If you cancel those reinforcements in that turn, you get your money back. However, if you cancel the reinforcements in the next turn, before the unit has actually been reinforced, you do not get your money back.

Servius
05-17-2009, 14:56
Campaign Map Border Error east of Michigan
East of Michigan is a finger of Canadian territory that juts southwest towards the US. According to the region border lines drawn on the campaign map, there is a portion of this finger that should belong to the Michigan Territory. Howver, if you try to cross the land bridge from Michigan to this finger of land, you get a Declare War? message, indicating that the game considers ALL of this finger belongs to Upper Canada. I'm not sure which part is the mistake (the border marker or the ownership of the tip of this finger of land). The border line seems most likely to be the error, since the Great Lakes seem like they would be a rational border.

Missing Land Bridge?
Given the distance across water with the 3 other land bridges attached to or very near Michigan Territory, it seems like there really should be one north between Michigan Territory and Huron Territory, just south of Ft. Sault Ste. Marie.

Servius
05-17-2009, 21:37
Can't Upgrade Native American Farms
When you take over a NA territory. You can expand upon every other kind of town building (fur trader, plantation, weaver/smith, etc.) EXCEPT the farm. In order to expand NA farms, you have to first destroy their 1-2 level structure and then start yours from scratch. This seems incongruous.

aimlesswanderer
05-18-2009, 10:06
As UP in 1732, each few turns I get a CTD when I move troops into a number of cities, especially Bihar and Orissa, where I am chasing the Mughals and Mysore around. Before it only happened every decade or so.

Oh yeah, the trade route going to my home port says I have 32k trade, but in the trade windows it only reckons that I have 20k. Huh?

Kekvit Irae
05-18-2009, 12:36
Other nations don't recognize your revolution.
I played as Prussia (Absolute Monarchy) and engineered a successful revolution. Now I'm a Republic, but everyone (including emergent factions) still see me as an Absolute Monarchy on the diplomacy page.

Diplomacy page doesn't update.
The numbers in the diplomacy page don't update (and frequently screw up) unless you close and reopen the page.

Maybe not a bug, but...
Islamic and Animist nations don't care how many territories you have. Territorial expansion doesn't matter to them in diplomacy.

mmk
05-18-2009, 14:49
The pre-patch bug which resulted in Austria being unable to recruit Grenzer units is still there.

Trade and income are still bugged beyond words. So many oddities and miscalculations that it hurts the brain.

New bug: Playing France with unit size set at "ultra" (= infrantry 160 strong, cavalry 60/80, artillery 24)
After loading saved game all my French units APART from the first unit in the stack were downsized in strength to "normal" (= inf 80, cav 30/40, art 12). The enemies units were not. Which resulted in immideate attacks by the enemy on several provinces. I lost because of the reduced unit size. :furious3:

mmk
05-18-2009, 15:54
Oh, and something that really annoyed me right from the start:

As Russia you are able to build the "Winterpalais" in Moscow. I mean everybody knows that the "Winterpalais" is in St Petersburg and that the famous historical building in Moscow is the KREMLIN.
So if they chose to add those historical buildings to the game (Arc de Triomphe for Paris, Hofburg for Vienna etc.) why then come up with such a blunder.
I do not expect a computer game to be 100% historically correct, but some basics I certainly would expect from a game that is set before a historical background and not in gaga land with trolls and orcs.

Razor1952
05-20-2009, 01:05
Bhuminya bowmen (Mughals) when they take cover behind a solid fence shoot their arrows straight into the fence, comes complete with bits of wall flying off.!

Servius
05-20-2009, 01:51
Diplomacy is broken / AI is too aggressive
Post patch, how other nations feel towards you doesn't seem to matter. Your bestest buddy, who is Very Friendly towards you, and who you've been peaceful with the entire game, and have had trade relationsh for the entire game, will declare war on you, completely out of the blue, practically as soon as you have an adjoining border.

If Very Friendly nations declare war on you, then the entire disposition system is meaningless.

Slaists
05-21-2009, 16:48
Diplomacy is broken / AI is too aggressive
Post patch, how other nations feel towards you doesn't seem to matter. Your bestest buddy, who is Very Friendly towards you, and who you've been peaceful with the entire game, and have had trade relationsh for the entire game, will declare war on you, completely out of the blue, practically as soon as you have an adjoining border.

If Very Friendly nations declare war on you, then the entire disposition system is meaningless.

I do not see this happening always.

Playing as Russia (a VH vanilla campaign), I had Poland (my starting ally) border me all through the game. Still in 1777 they had not declared war on me. And it did not seem the reason (for not declaring war) was that Polish were too weak. They actually had conquered most of Austrian territories + some Turkish territories and Konigsberg. In 1777 I had to declare war on the Polish since they held 3 of my required territories and I did not feel like conquering provinces from my Maratha trading buddies and trading with Poland for the ones I needed.

I worked around it by declaring war on Courland with Poland joining them in defensive war against me. After the war, Poland agreed to become my allies again and stayed such until the end of the game.

Danish were similar: stayed my allies from 1700 to 1799 even after I had conquered Sweden (which borders Denmark). So, in summary, some alliances still stand in ETW 1.02.

Marquis of Roland
05-22-2009, 00:37
CTD when deploying by clicking and dragging large groups in battle

When you have your army grouped into a large group, there are problems with setting destination by clicking and dragging. When I pause the game to set a new destination for my grouped units, after a couple times of trying to clicking and dragging my formation to just the right place, I unpause and the game drops below 10 fps. Sometimes, its not as bad and you can re-pause and just wait a few minutes (maybe 3-5 min.) and the lag will go away. Sometimes it gets progressively worse until the game CTDs.

This has nothing to do with how many units are present in the battle. I've had full 20 unit vs. 20 unit battles at 40-50fps where this NEVER happened, and then I've had mop-up battles where its my army vs. maybe 1-3 units and it will happen. Once this caused me to CTD on a 20 unit vs. 1 unit battle.

Edit:
It appears to happen only when I pause and set group destination. Doing it while unpaused doesn't seem to get the lag.

Didz
05-25-2009, 16:37
I'd like to report a persistent CTD, when trying to complete the New Spain Mission.

see: https://forums.totalwar.org/vb/showthread.php?t=117325

Also CTD's when accepting random 'screw the player' events.

And a CTD related to generals that are transported by sea and dropped off at ports.
https://forums.totalwar.org/vb/showthread.php?t=117315

Didz
05-25-2009, 16:40
Diplomacy is broken / AI is too aggressive
Post patch, how other nations feel towards you doesn't seem to matter. Your bestest buddy, who is Very Friendly towards you, and who you've been peaceful with the entire game, and have had trade relationsh for the entire game, will declare war on you, completely out of the blue, practically as soon as you have an adjoining border.

If Very Friendly nations declare war on you, then the entire disposition system is meaningless.
Its not broken it just doesn't exist. All the things we have been assuming were driven by some sort of logic are in fact nothing more than random events decided without reference to anything in the so called diplomatic system.

In effect the Diplomatic system is a scam, it doesn't do anything, or control anything, and the fact that it sometimes seems to work is just luck.

Fisherking
05-25-2009, 17:06
There is a persistent CTD when the Pirate faction tries to convert the military governors mansion on Curacao to a royal palace when it becomes their capital…in the Swedish Campaign. I have seen them successfully do it in other campaigns.

Babblearossa
05-25-2009, 21:00
They've converted it just now in my campaign as sweden after I eliminated the dutch. Doubt that could the pathfinding bug CA thinks to have fixed.

mmk
05-26-2009, 17:52
Various CTDs during AI moves in campaign mode.

Didz
05-26-2009, 18:02
Training Bug/Feature

Not sure if this is a bug or a feature, but I discovered to my cost that whereas canceling the construction of a building gets you a refund of the building cost, cancelling the retraining of a unit does not.

I just had my British Army in America go through a second major battle with the Cherokee before it had replaced all its casualties from the first and as fresh units were involved in the second battle I figured to just click the retrain button, and then retrain all the units from scratch.

The problem was the first retrain had cost something like 2,000 to set-up and I never got a penny back so I had to pay for their retraining twice.

Razor1952
05-27-2009, 04:25
When you destroy a school type building the ai's gentlemen seem to stay in this building despite you having built a non school building.

eg. Cracow had a college , it was wealthy so I wanted an economic one there and destroyed the college built the economic one , but the ai's gentlemen stayed put while I moved mine to my other schools.

aimlesswanderer
05-29-2009, 06:14
I have had numerous instances where an AI with allies declares war on me, but their allies do not, and they are still allied after.

Surely this is a bug? If I do not declare war if an ally asks me to, we are no longer allied.

Didz
05-29-2009, 09:39
I have had numerous instances where an AI with allies declares war on me, but their allies do not, and they are still allied after.

Surely this is a bug? If I do not declare war if an ally asks me to, we are no longer allied.
Sounds like a bug to me.

Hosakawa Tito
05-29-2009, 20:22
In my GB campaign I blockaded a trade port in Mexico owned by Spain. Several turns later Mexico rebeled and won independence from Spain. My 3 ship blockade became stuck on the port and couldn't be moved, every where I right-clicked the fleet believed it to be land. The fleet and my 7 star 3rd Rate Admiral had to be scuppered.

Babblearossa
05-30-2009, 06:12
I have had numerous instances where an AI with allies declares war on me, but their allies do not, and they are still allied after.

Surely this is a bug? If I do not declare war if an ally asks me to, we are no longer allied.

sounds like a bug that ai keeps alliances, but then I've immediately reformed alliances that were broken because I wouldn't join in my allies quixotic endeavors

aimlesswanderer
06-01-2009, 06:39
France can't train dragoons in Europe?

I can train them in the Americas, but not in Europe for some reason. Anyone else have this problem? I played Prussia and Sweden and they could train them just fine. Is there some sort of historical reason for this?

Fisherking
06-01-2009, 07:50
France can't train dragoons in Europe?

I can train them in the Americas, but not in Europe for some reason. Anyone else have this problem? I played Prussia and Sweden and they could train them just fine. Is there some sort of historical reason for this?

For what ever reason the French have not been given dragoons. It is not a bug but it has no historical foundation either. Dragoon is a French word. The French, especially Napoleon used lots of them.

I guess you can say it is a deliberate a-historical exclusion.

aimlesswanderer
06-01-2009, 09:40
I could train colonial dragoons in America and ship them over, but that is just ridiculous. :huh:

CTD when moving units into provincial capitals

Has happened when moving anything from 1 to 20 units into a number of cities in all 3 theatres. Anyone have this problem too? At times it happens every few turns. :furious3:

Gorm
06-02-2009, 16:10
I tried doing a search for this, so my apologies if this has been mentioned before:

The pennants on the ships are blowing the wrong way!

On the strategic map, the wind blows the sails forward, yet the pennants are facing backward!

:laugh4: :laugh4: :laugh4: :laugh4: :laugh4:

Didz
06-02-2009, 18:11
Thats funny I just noticed in my last battle that the wind was blowing from behind my battle line e.g. all the flags were fluttering forward towards the enemy, and yet the rain was blowing into my soldiers faces.:inquisitive:

Hosakawa Tito
06-10-2009, 10:20
In my UP campaign I'm having annoying CTD's when attempting to move small army groups with an artillery unit as the captain of that force. The problem seems to be the artillery unit itself. If I split the rest of the infantry & cavalry units away from the arty unit, no CTD. Try moving the group with the arty unit included anywhere, into or out of a port, attacking a city, marching down the road, CTD. It's really hampering my Caribbean island hopping invasion of the Spanish Empire. Even if I attempt to disband the arty unit I get a CTD.

Didz
06-10-2009, 11:38
In my UP campaign I'm having annoying CTD's when attempting to move small army groups with an artillery unit as the captain of that force. The problem seems to be the artillery unit itself. If I split the rest of the infantry & cavalry units away from the arty unit, no CTD. Try moving the group with the arty unit included anywhere, into or out of a port, attacking a city, marching down the road, CTD. It's really hampering my Caribbean island hopping invasion of the Spanish Empire. Even if I attempt to disband the arty unit I get a CTD.
I've had this same problem repeatedly in my games.

I had to abandon my Spanish Campaign in the end simply because of the constant CTD's, but the first occurred when I found I could not longer move, or disband, the General of my main army after landing him in a port.

I've had others since all focussed on the General or commander of a stack.

The bad news is that in my experience these initial CTD events are merely the heralds of a worsening level of corruption which will eventually make your game unplayable.

In my Spanish Campaign I was able to carry on playing for a time simply by leaving the wayward General sitting alone in his port. But as the game progressed I found more and more events and actions that caused the game to crash until I simply could not proceed any further.

My conclusion is that something causes a corruption in the campaign data file which first manifests itself in a General/Commander unit, but then gets relipcated turn by turn until it makes the game unplayable.

Major Robert Dump
06-14-2009, 02:23
I happen to agree with the above post, and am considering a campaign with either no generals or generals only made at capitol. I seem to have the most problems with generals created away from home while in forward theater.

but nothing beats the "cant declare war" bug. im debating whether to start another campaign because i'm bored, but the war bug came very late game, which justkills my morale

Hosakawa Tito
06-15-2009, 20:21
I've had this same problem repeatedly in my games.

I had to abandon my Spanish Campaign in the end simply because of the constant CTD's, but the first occurred when I found I could not longer move, or disband, the General of my main army after landing him in a port.

I've had others since all focussed on the General or commander of a stack.

The bad news is that in my experience these initial CTD events are merely the heralds of a worsening level of corruption which will eventually make your game unplayable.

In my Spanish Campaign I was able to carry on playing for a time simply by leaving the wayward General sitting alone in his port. But as the game progressed I found more and more events and actions that caused the game to crash until I simply could not proceed any further.

My conclusion is that something causes a corruption in the campaign data file which first manifests itself in a General/Commander unit, but then gets relipcated turn by turn until it makes the game unplayable.

Curses, you are quite right. It's 1750 and I'm making my move on the Mughals. The CTD's are becoming more frequent and varied. I find myself having to go back several years to try and avoid the CTD move. This really stinks.:wall:

Didz
06-16-2009, 01:39
Sorry, but that seems to be par for the course I'm afraid.

Gorm
06-16-2009, 06:21
When i try to create a general, the tool tip says I can't, yet I can still click the button to create one.

:wacky:

Didz
06-16-2009, 07:03
When i try to create a general, the tool tip says I can't, yet I can still click the button to create one.:wacky:
Yep! I've noticed that, it claims you don't have the money even though you do. I get the same recruiting admirals.

Hosakawa Tito
06-16-2009, 23:18
Well my UP long campaign is finally fubar'ed with that CTD bug. Strange how it went from the occassional crash when moving a general's unit from a port invasion to crashing when moving a fleet to crashing when moving an agent to crashing when ending a turn....

Guess I'll try the short campaign till a patch comes along to fix this. That or play something else.

Elmar Bijlsma
06-18-2009, 10:18
I had ridden down several artillery units but one group of those guncrews managed to rally and returned to the battle. They didn't go back to their guns though (and issue wort looking in to of itself, really) but instead sat just outside of rifle range.

But in this case, they didn't need the cannons to shoot. Imagine my surprise when they proceeded to shower my own artillery with lime shot, to devastating effect. I saw the crew standing their, smoke and flash from a non-existent barrel, and then the impacts. There was no question of confusion or mistake. That unit of artillery without any cannon used cannon fire!

Sadly, it was late and it was a rather pivotal battle going rather badly so I didn't wait for a repeat performance but blasted them to bits with my remaining cannons before any encore could materialize.

Didz
06-18-2009, 11:45
Yeah! gun crews in this game behave really strangely. In previous titles they could be relied upon to stay out of trouble and return to their guns as soon as the coast was clear. But in this one they are completely whacky, I caught one batteries gunners chasing a unit of routing cavalry hald way across the map in one game.

Fisherking
06-21-2009, 09:28
This may have been brought up before, but in case it has not:

Skirmishers always face away from the enemy after they pull back and just get chased all over the place...

They should face the way they were firing and continue the battle without all the micro management, don't you think?

Didz
06-21-2009, 11:24
Yep! they are really bugged badly.

Dîn-Heru
06-21-2009, 11:28
Two bugs that seem to have been there since I first bought the game.

I seem to consistently get a complete crash (ie blue screen and the computer restarts) when I either

1. Click on the trade panel

or

2. Attack a pirate fleet. (especially if they are on a trade spot. It has also happned when I have attacked other nations fleet on trade spots, I have only done this twice and both times I have gotten the above mentioned crash)

These bugs are serious mood killers, so a fix would be most welcome.