View Full Version : VI bug list
To help the devs keep track of VI *MP-related* bugs. Keep this thread full of *MP* bugs that you have experienced, and nothing else. http://www.totalwar.org/forum/non-cgi/emoticons/smile.gif
1. Unit icons blank out after switching to desktop and back.
2. king dies at 56
3. MP crashes when a player drops/quits, but nly if he as men on the field to control
Alastair II
06-10-2003, 07:23
4. Unless you re-log in, any game you enter will screw up
5. Organ gun and others have more range than they have velocity, so the range is less than it's supposed to be.
players logged in through GS Arcade cannot see ppl logged in through the games own interface .. making 2 seperate foyer for VI ..
Players that quit a battle mid way through "can" cause the whole game to go out of sync. This is not a problem in 1vs1 but as you play with more players it becomes a problem, a 4v4 can be totally ruined if the first person to die quits and then the game crashes .. who wants to spend 20 mins setting up a game for it to crash before you even see any action
Alrowan already mentions this, but an added element is that when this happensa and you are the host you cannot log back on properly, you receive the msg "account deatails incorrect" you need to re-start the game which is frustrating.
1dread1lahll
06-10-2003, 16:38
In game, if a person drops/crashes his army withdraws/routs (this was the case in medieval prepatch and people did not like it)
6. Long Cav line and such just ploughing over infantry through indirect charges
7. -ian command in MP unfair
From Louis de la Ferte Ste Colombe
Quote[/b] ] all,
We don't know if there will be a patch yet, but there is enough feedback now about VI, and enough hours played to start getting a feeling about what we would like to see corrected and how.
I start with a technical correction list... Balance adjustement are for a thread coming later...
1/ game crashing when 1 player leave with unit still active
2/ lobby separation
3/ - ian to be disabled (in MP...SP ?)or subject to host agreement
4/ fix cav run over / swip bug
5/ fix blank unit icon after switch to desktop
6/ scroll lock in foyer
There is one feature I am not sure I want to see fixed... When a player get dropped, just before the crash, his army get routed. I am not a fan of ghost army, and think it is a rather good feature, even if for now, it is not working
What do you think?
Anything forgotten?
Louis the Simurgh,
edit; link to balance correction ;
Patch laundry list; balance correction
Edited by Louis de la Ferte Ste Colombe on June 11 2003,03:15
--------------
I can't care less about a RTW MP Campaign.
Don't touch the Smurfette
For those wonder where in hell you find name that long
The Simurgh
DthB4Dishonor
06-11-2003, 15:58
I agree, I never liked the change they made in v1.1. I prefered it when a player who quit or dropped had his army routed.
However I think instead of routing all of his units (which can cause allies to chain rout) all his units WHICH HAVE NOT YET ROUTED should be put to withdraw.
Paul,
I think that's what they tried to do. When someone drops, all his units start withdrawing and the host goes out-of-sync or gets disconnected from the server in 4v4 and sometimes in 3v3 games. I never saw a problem with the drop/esc routing of MTW v1.0. My units did not take a morale hit from that type of rout. I think that type of rout is like commanding your units to rout. I did many tests in STW with units commanded to rout, and they did not have an adverse impact on the morale of my other units.
MTW v1.0 units routing on a drop worked. If it happened during deploy, you could carry on with the game if one guy sat out. MTW v1.1 units standing on a drop lead to tedious endgames and you couldn't start the game if a drop occured during deployment. VI v2.0 units withdrawing on a drop and the host usually crashes 4v4 and sometimes 3v3 games. Of the three, I think the way it was handled in MTW v1.0 was the best. As far as I'm concerned, games with drops are ruined anyway, but at least you have a choice to play on or not in v1.0.
Alastair II
06-15-2003, 04:12
Another bug: On tactical map, armies sometimes go invisible
Whole armies or just a few units?
CBR
Alastair II
06-16-2003, 00:17
First it's most of the units, then the whole army. (I think; it may be that the whole army goes at once)
Louis de la Ferte Ste Colombe
07-17-2003, 23:31
Time to bump this one...
Louis the Simurgh,
GAH
Vanya recalls a handfull of cases where He tawt He saw His ships... but they were not there... and there were no "battles" fought on the seas. Then, next turn, they are back from the Bermuda Triangle, and Vanya is happy again
GAH
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