View Full Version : Creative Assembly RTW Bugs
Claudius the God
11-08-2004, 01:42
not really a bug, but something important to add -
when you conquer a city and you have the options occupy, enslave and exterminate, can we please have a note ow what the population is at that point. i enslaved Larissa playing as brutii in the short campaign, and after a few turns it still had the largest population of all my cities, even my capital. i should have exterminated the populace!
and another suggestion, making naval battles more interresting, for a big patch or the expansion set, can we get formation options for naval battles, before autocalculating the results, it would make those battles a bit more exciting...
Naughtious Maximus
11-08-2004, 02:58
When enemies dies their limbs sink into the ground.
when fighting on a bridge with too many men some of them tend to commit suicide by jumping into the river. (they actually do die!!)
Naughtious Maximus
11-08-2004, 03:07
Oh yea and when I'm playing the prologue campaign the mini map is sort of fuzzy and shows a large a small version on the italy map all rolled into one...wierd.
Probably been mentioned before (i can't find anything on search tho) The problem is with auto tax management! With the auto manage on the tax level seems to stay at Low no matter what the public order level is!!! I've had settlements on 205% public order stuck with Low tax rates! It's not the money that i'm bothered about it's more the fact that all my governors are now "useless tax assessors" etc.
Ho hum!!!
*Ringo*
sunsmountain
11-11-2004, 17:58
5 things bug me:
- Pathfinding during sieges. A* algorithm is not the best, if it sends half of your unit inside & half outside the wall. I am willing to sacrifice (video) performance for a better algorithm during sieges.
- AI during any battle: Good overall, however: Cavalry charge too soon, and usually the front. Why is this? Can we modify this? Generals/family members should not be the first to charge, they should be the last.
- AI units during sieges, receiving fire (no time limit): Move to the town square or up the (level 3 or higher) walls & stay there. (do not patrol up and down the street till you're dead. ie no dynamic AI during sieges pls for a challenge and no timer)
- Group behaviour? Why are groups behaving so strange when i order them?
- The map is too small for 4v4 or even 3v3 battles. The map is too detailed & too small for the historical battles. I would like to re-create the Time Commander maps.
So campaign map & battle map editors please :) . Faction editor (tech tree & descriptions) more useful than Unit editor (most serious modders have 3D studio max anyway).
SpencerH
11-11-2004, 19:27
This is a continuation of a discussion from the admiral star thread. I thought that mod caused a CTD but then it looked like it was the 'fort destination bug' -but now I wonder!
my most common cause of campaign hang-ups and CTD's is the fort destination bug,
(now i know about it i have had no more CTD's)
where if an army is targeted to attack a fort over multiple turns the game crashes at end of turn cycle, (when the ai factions are making their moves)
make sure none of your armies are attacking forts they cannot reach in one turn,
best to have them "targetted" to move next to the fort and attack the next turn.
cheers,
B.
I wasnt attacking a fort (but maybe the AI was). On the other hand, I found an auto save that allowed me to play again without losing more than a turn. I've had 3 more CTD on different turns, over about 20 years of play, since that first CTD yesterday.
The winxp security alert nag has been bugging me after I installed the latest ZA update yesterday. Therefore, I wonder whether this CTD is related to either the ZA update, the XP nag, or both?
UPDATE (NOv 14): I havent had another crash since I turned off that damn nag. It may (or may not) have interfered with the game somehow.
Mikeus Caesar
11-11-2004, 21:03
Some of the bugs i have crashed into that may not have been pointed out:
1) I was playing against the gauls as the julii and it was a bridge battle. I was heavily outnumbered against all their cavalry and men. So i thought what the heck, and charged the bridge., I wasn't even halfway over it, when the gauls reached the bridge, but instead of going over the bridge, nearly every last one of em jumped in the river!!!
2) Sometimes there can be bugs with the tesudo formation. I was once assaulting a town, and put one of my cohorts in testudo to protect them from enemy skrimishers, but when i disabled it, half of the men carried walking with their shields above their heads. I nearly lost the battle because i couldn't get enough support up front to my general.
3) This isn't really a bug, just something that spoils the game: when people die and they have shields, sometimes they curl up on the floor. The shield goes through their body though, so it looks like someone tried chopping them in half with there own shields.
4) Everynow and then, at about 8:20pm, my game will just randomly crash. I don't know why, but it is tres annoying.
5) In a siege, when you sally forth from your town to attack an enemy, your cavalry will be too fast for the opening gates and run through the actuall gates.
This one worked in my favour last night...
I was under siege, and deployed some Levy pikemen (just the Seleucid infantry one up from militia) and their enormously long spears at the (wooden) wall where the enemy rams were attacking.
Then I noticed that, as the rams reached the wall, my pikemen had the 'engaged' icon on them, and when I looked closely, you could see that the spears actually appeared to be poking through the wall and killing the men on the ram, who would die and be replaced by other men from the unit... who would die and be replaced. To cut a long story short, the enemy never came close to breaching my walls, and, with the help of my archers, my army killed 1100 for no loss...
Mikeus Caesar
11-12-2004, 19:18
I dislike abusing the bugs. It spoils the game.
Minor bug, but worth a mention - I eliminated the Armenians from my recent game. I ran across a stack of their old units, and bribed them, as they had two generals in the stack. Turns out one of the generals had been their faction leader (I eliminated them by capturing all their cities). When I bribed him, he still had the "faction leader" virtue. That virtue should either be removed when the faction is eliminated, or removed when bribed (or both).
Bh
I don´t konw if someone related these bugs I didn´t have time to read all this page...
Before I installed the patch 1.1 , when I captured the last city of the gaul the game crashed , going to the windows, always, the same happens in other game, I was the brutii and when I captured the last city of the macedonians, the game crashs returning to windows :embarassed:
I was having problem in instaling the patch but I could solve, I was hoping that the game wouldn´t crash anymore by taking the lasts citys of the other factions, buut....playing as brutii, when I captures Corinth (wich has the temple of zeus) the game crashed but corinth wasn´t the last city at that time! and saving and loading againg don´t solve this problem...neither reseting the pc...
did anyone have this problem??
please help me, at this way I will never be abble to complete a imperial campaing, neither play with other factions ... :embarassed:
btw I´m brazilian, if the english is too bad... ~D
I forgot to say that before I installed the patch, in a game that I was the brutii, I was abble to capture Corinth and I didn´t have any problem that time....maybe the wonderful temple of zeus has something related to what happens when capture the last city of a faction...or ...I don´t know, please help :embarassed:
sunsmountain
11-14-2004, 13:55
This one has probably been mentioned before, but you can do this yourself:
Start a Seleucid campaign, VH/VH, no advice, buy Halicarnassus. Presto, 20% loyalty bonus in all your provinces though you're nowhere near the Statue of Zeus world wonder.
Plus wonders only last 4 turns if they give bonuses, making the Pyramids one of the best (permanent). Are these bugs?
Mikeus Caesar
11-14-2004, 15:07
I found some more problems recently. I don't know if you could call them bugs though, and i think they're just restricted to my computer:
1) When setting up my troops for a battle, barbarian mercenary cavalry looks like roman cavalry from a distance. (it turns red!!)
2) When on the strategic map, assasins and spies do their actions very quickly. The assasin bats his club on his hand so quickly, you would think he was trying to kill him himself, and spies just look ridiculous because of how fast they turn their heads.
i'm pretty sure this is a bug/oversight... i atack a julii army just landed south of thermon with 2 stacks, one east of them, one west, also thermon's garisson sallying to attack - but i remove the family member from the other stack to avoid him killing himself - so these guys appear just off map as reinforcements - after a small amount of prelim. skirmishing the romans leg it away from my army...but through the reinforcements waiting off the edge of the map, who they massacre, without a single one of the romans dying - basically eliminating any advantage of reinforcements or pincer movements where you dont get a family member suiciding under the A.I
Razor1952
11-15-2004, 00:19
1. Small unts of elephants/scythed chariots , run amok immediately the battle starts.( eg. say 5 chariots)
2. As a protectorate(Seleucids as protectorate of Egypt) I have full military alliance, I should be able to see my allies cities etc, (like the roman alliances can) on campaign map but can't.
dont know if this has been said before i cant be bothered to read 9 pages to find out its to late.
i was just in a battle that lasted 45 mins (i took time off) because the enemy troops had one guy left and he was running up and down the red battle edge line my archers wouldnt engae him and my general and cav couldnt run him down and my heavy inventry wouldnt hit him nothing was working i even tried blowing my generals horn to scare the guy across the line.
the battle lasted 15 mns max but cos this guy was running up and down the red line my troops wouldnt engage so i turned on my tele and watched it for half hour then the guy ran into my army and gothimselfkilld t was very anoying.
i din want to end battle cos you lose more troops that way.
KRALLODHRIB
11-15-2004, 06:06
Likely these, as well, have been stated already. But as the previous poster mentioned, nine pages is way too many to lookover in order to preclude repetition. Evidently a table of contents is necessary and past due here.
WAY TOO MANY SHIPS produced by the AI. I mean, I am seeing over 100 of the Brutii in the north Adriatic alone; it is beyond me how such a 'bug' could be ignored by the playtesters.
Come on, this is plain sad. :embarassed:
Also, the bloody battle screen controls are driving me absolutely nuts! Control using the hot keys (shift 1), tight and loose formations, as well as special abilities like testudo (f or t?) are tempermental at best.
Get with it CA. This stuff should not have been overlooked and left to players to mod out. ~:handball:
Mikeus Caesar
11-16-2004, 20:10
WAY TOO MANY SHIPS produced by the AI.
Here, here!! I agree with that!! I have tiny little poor nations like spain pouring out huge navies!! Even though a single ship costs a fortune, and takes a while to produce.
Extremly stupid AI when at siege. I killed 2500 Brutii soldiers (my towers infact) by luring them with my cavalry under walls. They were just staying there until most of them were dead (no time limit).
Game is fuuuuul of bugs and battles are tooooooo, way tooooooooo fast.
I wanted GOOD STRATEGY but this game never heard for STRATEGY. With Julii Im able to defeat all armies that are little larger than my just by rushing straight on them. (medium dificulty).
This could be GREAT game but many bugs made it almost unplayable for me!
PorT_Lobo
11-17-2004, 04:21
This list is made by PorT Forums (http://www.portclan.com/forum/) users representing the Portuguese Community of RTW.
MAJOR BUGS - Affects all game evolution.
- Diplomacy Exploits: Bribe to cheap & AI give to much money for our map information and for a lot of turns! (ex: https://forums.totalwar.org/vb/showthread.php?t=39732 and https://forums.totalwar.org/vb/showthread.php?t=39707).
- AI is to slow to expand in campaign map!
Even with great army's and surrounding weak enemy's AI take a lot of time to attack and expand. See other Roman army's behavior with great army's and staying in same place for ages and aborting a lot of siege attempts just to start again in next turn!
- AI don´t chase and force battles like human do.
When AI attack with a greater force, we can retreat and they never pursuit us and force battle as we do when we fight AI army's.
- Troops disappear!
Many times after a battle the surviving troops disappear in Campaign map, this happens to human and computer. After failed sieges several times huge army's are missing.
- AI ships work badly.
AI don´t block our ports, AI don´t defend they're ports of being blocked, AI don´t free blocked ports!! This has a major impact in economics.... with that huge fleets if AI block ports game would be a lot harder!
- Victory conditions should be 2/3 of the provinces and Rome at least. It is possible to assure 50 citys, and suddenly attack ROME and win game avoing civil war.
MINOR BUGS - Affect only small part of game.
- AI always suicide our other general!
When we have 2 army's in field and AI controls one, the other general always suicide him self charging alone vs the entire enemy army.
- AI don´t use saps and onagers (most effective siege weapons) in sieges!
- AI build mass navys in lakes. Examples: http://www.portclan.com/imagens/lobo/AI_MassNavy_Lake.JPG and http://www.portclan.com/imagens/lobo/AI_MassNavy_Lake2.JPG
- Rams and Siege Towers to weak.
All Rams are destroyed by towers before gets a stone wall and a lot of siege towers don´t get it also. Like AI ONLY use this siege engines it is to easy to stop a siege attempt.
- AI´s army stay under fire in siege after ram is destroyed.
When we destroy the rams, the army instead run to out range, stay in place being killed by our army's and towers.
- AI don´t repair walls.
- AI rarely do landings and when do it takes few and weak army´s.
- Orders to groups in battle map work badly!
If grouped, units not react to run order and many times is difficult to maintain formation.
- Wonder´s bonus work bad and after 2 rounds disappear.
- AI´s army in city's central square don´t react to missile fire.
Is dumb see Heavy Cavalry being slaughtered by missile units like that.
- AI rarely use diplomats to bribe (besides it be so cheap!!) and don´t use assassins ans spies either.
- In sieges if you atack when you are besieged, and in battle stay inside walls, AI aproaches (without siege weapons) and let be killed by your Walls/Towers fire.
DETAILS:
- We can´t join several admirals in same fleet.
- AI attack very bad rebel city's.
It seems that against rebel, AI works even slower.... they take a lot of turns to conquer simple towns with low army's... and many times they abort siege just to retake in next turn.
- Carthage start to weak in game!
Carthage was the only nation that in the game time period attack Rome in Italy! Was a great nation with a very strong army and in game is the easy faction to conquer and we get a large city by bonus! Carthage should have a great implement of strength in RTW.
- Amazon warriors general is a MAN lol!!
Maybe this is not a bug lol! Maybe to CA an army of women must have a man to coordinate them lol!!!
- Spain should ed call Iberia.
Spain didn´t exist at that time under that name.
- When Civil War Starts we still see other Roman Factions army.
For patch i sugest one more Feature:
Penalty for no acomplish (ignore) Senate missions should be bigger. If sistematicly player fail it, should be considerer out low and banish of Roman Empire.
Gauls to are to weak...germans...etc...
I expected (and feared) strong Chartage...but they were no threath to me!!!
PorT_Lobo
11-17-2004, 16:00
AI have problems when attacking Forts....
I think they not attack at all, they stay around and do nothing :(.
One more thing....Im in war with Bruti, one of my huge city is cut of. I have cca 600 man inside and Bruti have 5 full armyes near my city.
Few times they launched siege/assault but only with ONE army without general and always only with one ram and one tower against my epic stone wall......they can crush me like little bug...but stupid AI spoils damn game so my city is still there in the middle of heir teritory.....
How to play this game....its unplayable...
In sieges, phalanx units' spears can poke through wooden walls and engage men on the other side as they try to ram. The enemy never gets to break through the walls, as as soon as a new man from the unit replaces the dead man on the ram, he too is kebabed. The enemy keep doing this until there aren't any men left in the unit or the clock runs out.
Only tried it with Seleucids, but worked for them with militia, levy, and bronze shield pikemen.
Apologies if its been posted before - so obvious I'm sure it's been noticed!
Archers tend to kill hlaf of the friendly army when defending the hill and placed in 2nd line....its so damn annoyingand stupid.
At one moment I turn back and what did I see.....half of my praetorian cohort DEAD, half of my legionaries...DEAD....my auxilia 29 men still alive on right wing....aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa....I hate CA, I hate them, I hate them....
Mikeus Caesar
11-21-2004, 17:22
This probably isn't a bug, but i'll post it anyways. Playing as the greeks, i've captured athens and all the cool cities and stuff. I can spend as much money as i want, but i'll get twice as much money back at end of turn. It's ridiculous!!! My income has gone through the roof, so i now earn about 17K per year, and i have 217K to spend!!
sunsmountain
11-22-2004, 02:44
A few more bugs:
* If you withdraw after having suffered some casualties, you lose troops as if you routed. Needless to say, this should not be penalized. If your troops rout (ie break morale) they should suffer a penalty.
* On the campaign map, above Damascus, parts of the roads disappear if you move to the north or south.
Allied with thrace, 2 full stacks of ships, gold chevrons gold armour and weapon upgrades whenever a navel battle occurs were the romans attacked me. Seluciads 6000 ships thrace 2000 ships err senate 17 ships victory for the senate and i lose half stack of both ships.
Happened about 5 times before i had the good sense to cancel alliance. and the worst one was bruti 10 shitty ships vs my armada defeat again and not a french flag in sight. ~:confused:
Claudius the God
11-22-2004, 23:21
on occasion, my own cities that i control are blanketted by fog of war and i can't see the details with the little icons (green head, population increasing, buildings are being constructed, etc) whereas everything around the city can be seen. in order to see my city again, i have to take a unit out of the city (just one movement point) in order to see the city again.
also, once, for no apparent reason, all the trade ships travelling too and from Athens completely dissapeared, i think it was when i got the Athens arena to have monthly games instead of yearly games ???
Neon_Ultra
11-23-2004, 20:02
Can't believe no-ones mentioned this yet:
BUT THAT CAMERA SWINGING AROUND AAAAAHHHH
Okay let me explain. I've got Shogun TW, and I remember it happening on that too, though not quite as often.
On Rome TW it happens about once in every 3 battles, and basically it is the most annoying thing that could ever happen. What happens, is at a completely random point (or at least I haven't worked out me doing something leads to it) the camera starts moving in a particular direction. And doesn't stop. There are two types of what happens. Either the camera moves at a medium speed, so if you press the cursor keys in the opposite direction the camera stays still (so it takes a long method of rotation and moving to get it where you want to go). Or the camera moves at a really fast speed, and if you press the opposite direction key it just moves slow, so if you want to control units during this you gotta be really fast as the camera moves past them. As you can imagine, this makes you want to scream as no matter what I do this doesn't work. So I usually end up exiting the battle (though there are occasions where I've managed to win the battle during these incidents - oh and it keeps doing it while paused and with menu up).
So what do I find when I quit to the campaign map? It happens on the campaign map too. Fun! If I load a previous save it keeps doing it. So I go back to the main menu, and load a new game. Keeps doing it.
You get the idea that whenever this happens, which is ALWAYS at least once during every play session, I have to quit the game and start it again, which takes quite some time, and is sooo annoying especially when you are winning a battle or haven't saved (you could exit the battle and then save but then you've just lost that battle).
There are some other bugs I get that other people haven't mentioned but I'll say them later when I can be bothered. The main one is the one above. AAAHHHHHH!!!!!!!!
Neon_Ultra i remember this problem from shogun. I remember that i fixed it by disconecting my joystick.
I don't remember if they ever came out with a patch fix for this. And i'm not sure if this going to work in RTW. but give it a try.
Pellinor
11-24-2004, 14:20
The Gauls bribed one of my (Bruti) generals over.
In the absence of assassins or the means to build one I bribed him back (though the swines bribed the first diplomat I sent, too!).
He now shows up twice in the family tree: once where he originally was, and once as an adopted son of another general.
He married after I got him back, and his wife and children (two daughters) also show up twice. This could get very confusing once they get married if his line continues.
Pell.R.
^^^ Pellinor^^^^ What's wrong with mistresses, that is as long as the wife doe'snt find out about the other side of the family tree
HindSight2020
11-24-2004, 23:31
I encountered a bug in my Scipii campaign. After playing that day for a few hours (without saving the game), I went to besiege a city. The game exited out to WinXP. So I started it up again. I chose the Autosave version of that campaign and made a few moves before attempting to besiege the city again. The same thing happened. So I started up the game, chose the Autosave version, made the few moves I wanted to do before I attempted to besiege the city. This time I saved the game. When I went to besiege the city, the game did not exit. I don't know if that indicates something about my computer's memory or the game's ability to keep track of moves at that point. :wall: :furious3:
Es Arkajae
11-26-2004, 00:57
Meh, my main beef is when for some reason you give an order to one group of units another completely different set of units follows the same orders.
I've found that in sieges especially I often have to order units around individually to avoid this problem, also if I do have say five units grouped together inside the settlement and I order them to say attack the plaza, they'll do an immediate U-turn and try to leave the settlement.
These 'grouping' bugs are the only real irritating and serious ones I've found.:)
Edit: Well aside from some AI issues which others here have raised.
I've found that in sieges especially I often have to order units around individually to avoid this problem, also if I do have say five units grouped together inside the settlement and I order them to say attack the plaza, they'll do an immediate U-turn and try to leave the settlement.
These 'grouping' bugs are the only real irritating and serious ones I've found.:)
I had similar frustrations until I realised that this was not a 'bug', nor was it poor AI tracking. I suddenly realised it was bad generalship on my part.
I was in the habit of grouping my units during deployment into my favorite formation 'Skirmishers Front, Form three lines'. My troops dutifully formed up in this formation.
However, when I got inside the city and things came to the crunch point I frequently selected the group and told them to rush the square, completely forgetting that I had told them to maintain 'Skirmishers Front, Form three lines.'
The result must have been like 'DuH! Whats the silly old codger trying to do now?' with Centurions rushing about trying to find space to reform into the prescribed formation. And the only area big enough is actually outside the city walls, so everyone starts rushing back out of the breach to form up as ordered.
If you remember to either cancel the grouping order and tell units to advance on the square independently, or if you tell the group to reform as a column rather than a line you will find they actually understand what it is you want them to do. The disadvantage of the latter option is that there is frequently a delay as the various cohorts more into the correct order of march before stepping off. Whereas, ordering all units to move independently sets them all off at once with the devil taking the hindmost.
Es Arkajae
11-26-2004, 04:23
Mate I only group units of a kind together, and what you mention about 'trying to find space for their formation' is still a bug when you consider that such a space may be on the other side of a city or map even. They should automatically 'find' space and if not then they can scrunch up like they do on bridges.
In fact the same applies to bridges, I've had a group of only TWO units run in the opposite direction back across a bridge after I ordered them to run elsewhere. They had plenty of room on the correct side of the bridge, they just decided that the grass was apparently greener on the other side:p
And theres still the matter of my ordering my Hastati to charge some guys only to notice that my onager teams are following the same orders for some strange reason;)
LordKhaine
11-26-2004, 06:41
Neon_Ultra i remember this problem from shogun. I remember that i fixed it by disconecting my joystick.
I don't remember if they ever came out with a patch fix for this. And i'm not sure if this going to work in RTW. but give it a try.
If this fix solves the problem, I'll want to bear your children.
Btw, for me at least it appears that some other buttons appear to "stick". Sometimes it's been as if the shift button is held down. This is even worse since you can't get the escape menu up. So if it occurs as you're chasing down the fleeing enemy army.... you're screwed since you can't save the game afterwards.
Mate I only group units of a kind together, and what you mention about 'trying to find space for their formation' is still a bug when you consider that such a space may be on the other side of a city or map even. They should automatically 'find' space and if not then they can scrunch up like they do on bridges.
The same problem arises even with groups consiting of units of a kind and ordered to form in a single line.
Such formations have a standard template which the AI will attempt to reproduce and its when it can't find the space to do that it moves them somewhere where it can.
If you cancel the group or change its formation to column you will find the problem does not arise.
Its a certainly not a bug it just needs a bit more care over command and control. Though I think it could have been explained better in the manual.
Personally, I cancel all groups now when assaulting cities as I have no need for formations under such circumstances. I tend to just use CTRL+A and tell everyone to head for the town square once the walls are taken and just concentrate on micro-managing to the leading units.
Es Arkajae
11-27-2004, 01:48
The same problem arises even with groups consiting of units of a kind and ordered to form in a single line.
Such formations have a standard template which the AI will attempt to reproduce and its when it can't find the space to do that it moves them somewhere where it can.
Yes I got that and I've answered it by pointing out that the problem still occurs with plenty of bloody space to spare in bridge battles.
If you cancel the group or change its formation to column you will find the problem does not arise.
Its a certainly not a bug it just needs a bit more care over command and control. Though I think it could have been explained better in the manual.
It is very much a bug, not being able to use grouped units inside a city is a bug, having the problem crop up in bridge battles where there is plenty of space is also a bug, it is an unintended and detrimental consequence of game mechanics which I'm raising here (along with one other which I raised) in the hope that it may be fixed somehow improving the game even more.
Mikeus Caesar
11-27-2004, 13:19
I don't know if this is a bug, but i have noticed that on some cities, when you try to sally forth, instead of your men arranging themselves behind the walls directly in front of your enemy, they arrange themselves behind the wall in another part of the city, far far away. So then you have to spend a while getting all your men to the right places. It's very annoying.
SpencerH
11-28-2004, 18:24
I've found that repeating ballistae tend to wander off at the end of a battle (as if they are archers following after the retreating enemy). This is despite turning off autofire, telling them to stop, and having them on guard mode.
Cavalry will sometimes deploy in 'loose' formation when they are almost always deployed in 'tight'. I dont know if this is a bug or just something we have no info of.
Claudius the God
11-29-2004, 05:48
in my Brutii campaign, at least two of my family members had the same unique retinue (Aristophanes) despite being on almost opposite sides of the map
Cavalry will sometimes deploy in 'loose' formation when they are almost always deployed in 'tight'. I dont know if this is a bug or just something we have no info of.
Units automatically change from tight to loose formation and vice versa during battle. If they come under missile fire they open ranks and if they get attacked they close up. Also artillery crews abandon their pieces to defend themselves and then have to be ordered to go back and start firing again.
Personally, I find it annoying but I think its supposed to happen that way.
The ballista problem I've noticed and can't explain.
anti_strunt
11-29-2004, 13:52
Two bugs I noticed yesterday...
1. I had two groups of units in an assault (yes, I know). One of two archers, one of two hoplites. At several points, I could have the latter selected and tell them to move, only to have the archers go there instead and the hoplites remain in place! This was certainly not an issue of space since the tight phalanx formations should easily have been able to get there if the archers in their much wider formation could...
2. This happened both in the assault and in a later field battle, so I'll cite the example from the battle: I had two groups, one of three militia cavalry and one group of an arab cavalry and a bedouin archer unit. At some points I would have the latter group selected, and when dragging out their new position, the little spots on the ground would take the shape of my militia cavalry group; in other words, two units took the shape of three when "dragging" up a new position!
I've had similar problems but haven't been able to work out what triggers them.
In one battle I selected the group containing my cavalry reserve formation and ordered them to pursue the routing enemy only to see all my artillery crews abandon their weapons and start chasing the enemy.
I think there must be a gliche in the group referencing somewhere but no idea why it happens.
Mikeus Caesar
11-30-2004, 21:10
Just wondering, but has anyone figured out why archers sometimes jump off walls? Because whenever i start a sally, the back row of my archers kamikaze off the wall.
Silver Rusher
11-30-2004, 21:57
Just wondering, but has anyone figured out why archers sometimes jump off walls? Because whenever i start a sally, the back row of my archers kamikaze off the wall.
Maybe they're just commiting suicide.
I'm not sure if this has been mentioned before, but a lot of the time a get a transgression message just after I give somebody else my map, when there are no armies of mine in their lands at all. Is this a bug, or something I haven't been paying attention to?
Just wondering, but has anyone figured out why archers sometimes jump off walls? Because whenever i start a sally, the back row of my archers kamikaze off the wall.
I've never actually seen this happen. However, there are two cities in North Africa which have gliches in the graphic's of their walls. The walls end in right angled corners but do not have a tower and attempting to march troops round that corner causes them to get crammed together as they can't cross the invisible join between the two wall graphic's. Attempt to force them across this invisible line and they begin to push each other over the edge to their deaths.
The other thing I have witnessed is when deploying troops, prior to pushing the start button, it is possible to cram too many units into the space available. As soon as you push the start button the AI performs some sort of deployment check and if units are crammed too close together it invokes the 'push and shove' routine to get them out of the way. As a result I have seen whole units let out a shout and fall over the instant I push the start button. Now, I imagine if that happened on top of a wall it could be fatal but I am always very careful not to jam my troops too close together on the parapet as there is no safety rail. ~:)
Was playing RTW last night when there was a power cut. When I rebooted the game failed to launch - just an error box saying "Unspecified exception". Gotta love those error messages :)
Thought maybe some game files had been corrupted during autosave, so uninstalled, scrubbed the install dir and registry entries and reinstalled - same error.
Eventually tracked it down to a corrupted audio driver. Reinstalled driver and game: everybody happy. Save game intact (120+ turns, phew!).
Not a bug per se - but beware that error messages during early game boot probably due to system/device initialisation. I guess it's too much to ask for informative error messages, but a .log file would have helped.
LordKhaine
12-02-2004, 06:57
Ok, I unplugged my joystick and pedals to see if the camera stuck scrolling bug would be fixed. I didn't get the bug for a few days and was starting to assume it was fixed. When... you guessed it, during a battle the camera got stuck scrolling upwards.
I can tell this bug will forever haunt me and wont be fixed :embarassed:
I encountered a new bug last night. Well, new to me anyway.
The senate election came round again, as it tends to. One of my Julii generals had already been elected to the senate a few times, and had reached Pontifex Maximus. His stats were 4/0/10, following the +5 influence from being Pontifex Maximus. In the election, he was re-elected to the same position. The problem was that while he was shown correctly in the list of senate officers, he had returned to 5 influence because the re-election had removed "Pontifex Maximus" from his V&Vs list. It didn't say "ex-Pontifex Maximus" either.
the_rydster
12-06-2004, 00:54
Lots of my navy's ships are screwed up. The masts are sitting slightly off to one side from the hulls.
(this is on the campaign map of course)
Was Playing Carthaginians and attacked Egypt. Posted my army on one of their bridges. They attacked me and sent a few units across the bridge. I managed to rout those units thanks to archery fire and instead of turning around and retreating they just dropped dead ?!?!?!
Is this a bug or is because there is no space to turn on a bridge that small???
SpencerH
12-07-2004, 13:19
The senate, who I eliminated 50 years ago, popped up and locked-down my (now) plague-ridden Roman (Italien) cities.
Its not really a bug but it is a mistake.
PorT_Lobo
12-08-2004, 17:36
NEW DIPLOMATIC BUG :(!!!!
You can attack a weak faction with navy and after it with diplomat ask for lots of money to cease fire. They will pay it for many consecutive turns!!
I have a fleet permanently stuck (as in can't move it) in the Black Sea in that rivermouth near Campus Scythii.
I have a fleet permanently stuck (as in can't move it) in the Black Sea in that rivermouth near Campus Scythii.
Mikeus Caesar
12-09-2004, 18:21
I have a fleet permanently stuck (as in can't move it) in the Black Sea in that rivermouth near Campus Scythii
It must be a landtile disguised as a piece of sea.
I have a fleet of 5 ships stuck in the mouth of a river in hispania
Some Egyptian city building blocks have "leaks", in which the AI can accidently run their chariots. The entire unit stuck in the building's garden (and probably in the rooms, too. As I can't see so many chariots patroling the garden.
Last night one entire enemy general (80-men chariots) got stuck in a building of Alexandria, and they couldn't find any way out throughout the siege. My wardog also couldn't find a way in to attack them, they tried to squeeze through a narrow (like 1-foot) opening but can't get through.
I occupied the town center for a good 3 minutes to declare their loss. ~;)
Grand Duke Vytautas
12-14-2004, 08:57
Hi there. To me the biggest bugs that to my mind need serious attention is the battle speed, stupid troop behaviour in groups and so on (many forms of that), campaign map AI stupidity for not consolidating its forces and not attacking forts (the game would be much harder, if it can be solved). The AI is real pain and I don't want to play the game anymore because of that. CA, please fix AI, I beg you :bow:
Grand Duke Vytautas
12-14-2004, 11:37
Damn it the game is too fast, I hate pausing my game all the time, otherwise I get crushed. In MTW there was no such problem. What a perfect game this would be if CA really corrected all the bugs in this thread! I'm optimistic. Can't wait for the patch. Meanwhile back to MTW, cause I can't stand this AI stupidity. The game is a masterpiece, a king of strategy, combining elements of MTW, Civilization 3 but those bugs are so painful. Please CA, fix those bugs! Oh how I'm eagerly looking for the patch! ROMA VICTA!
I think I found a bug with the phalanx formation within the seleucid empire when you're defending your town ( but I dont know if it is just with this faction)
I found that if you arrange your men to go into phalanx formation before beginning battle, put them behind the gate, and then open the gate for whatever reason, they cant move or their formation becomes messed up. They basically freeze in their spot, telling them to move just creates the moving icon which quickly disappears. They wont move unless you put them into normal formation, send them a few feet away, and then from there you can put them back in phalanx formation. At that point your men can be placed at a minimum of say 10 feet behind the gate which leaves alot of space for the enemy to move in around you and eventually surround you.
Is this a bug or just someone's attempt to create confusion in the ranks
I think the length of this thread is a testament to the shoddiness of Activision's production quality. These clowns really need to get their act together before releasing another TW product.
Anyway, I found a bug at the very beginning of the game when playing Scipii. The Senate hands down a mission to take Syracuse... But the second I lay siege to Syracuse they cancel the mission on me.
EDIT: That should be 'Creative Assembly', not 'Activision'.
I think the length of this thread is a testament to the shoddiness of Activision's production quality. These clowns really need to get their act together before releasing another TW product.
Anyway, I found a bug at the very beginning of the game when playing Scipii. The Senate hands down a mission to take Syracuse... But the second I lay siege to Syracuse they cancel the mission on me.
Being pissed at Creative Assembly for a canceled mission is a bit rediculous. Heres what most likely triggered that an alliance or an alliance the Romans had with someone that had an alliance to the Greeks causing the mission to be canceled and since the senate was not at war with them yet they canceled your mission. Or the easy explanation did you take more that 10 turns to take Syracuse. If so that is why it was cancelled
The Stranger
12-20-2004, 16:11
:help: i cant get first legions with the romans does somebody else had them
personnely cause the computer had them but i dont :help:
:help: i cant get first legions with the romans does somebody else had them
personnely cause the computer had them but i dont :help:
That's not a bug. First Legions are currently only given out by the senate as rewards for completing missions, and that only happens very rarely.
Mikeus Caesar
12-20-2004, 18:40
I have a problem/bug. Playing on my greek campaign just now, i had almost completed my conquest of italy, by taking the last brutii settlement, croton, and what happens? It CTD's!!!!!!!! Thank god for the auto-save feature. Hopefully it will have saved the game just before/after i attacked croton.
this has happened to me 3 times now, whenever you bribe a nations town and its the last town that nation owns, I believe, the game freezes after you bribe.
I.e. I was the brutii against the macedonians and after taking all their towns throughout Greece, and thus wiping out all family members that I knew of, I proceeded to bribe their last town in turkey... Halicarnusis (sp?). After bribing the screen froze. it has done so each time I tried it and I had to restart the computer
"I think the length of this thread is a testament to the shoddiness..."
Nowhere did I say that this particular bug was the one and only reason I am upset with CA. I'm mostly upset with the pathetic quality of the AI actually. There are many threads on this subject so I'll leave it at that. And to answer your question; the mission is assigned on turn one; I laid siege on turn one; the mission gets cancelled the same turn it was assigned.
The game crashes back to desktop during the rebels turn.
Reloading doesn`t help.
Restarting doesn`t help.
Rebooting doesn?t help.
If anybody has any idea what to do, that would be appreciated.
YES... exactly the problem I have... though i'm guessin this is kinda rare since no one else is mentioning it...
the moment it reaches rebels, the game just crashes to desktop without any explanation...
This happened in two separate campaigns when I was playing Julii on veryhard/veryhard... The first time it happened in 235 bc--I couldn't do anything about it so I just created a new campaign, and then it happened again in 249 bc!! I'm hesitant to start another campaign b/c it seems like a fatal bug...
and upgrading to v1.1 and installing the latest drivers hasn't helped at all
So has anyone heard of this problem or better yet, know how to fix it??
Kyniskos
01-02-2005, 18:01
If a fleet with a full stack of ships moves to harbor for retraining, nothing happens. Remove a ship from the stack(one ship short of full stack), retraining happens as normal.
Not a bug(but annoying nonetheless):
At the strategic map the cityflags(the thing with the city's name on it) will often hide units. Particulary this happens with harbors. New ships in them will be difficult to find. Sometimes spies who are evicted from cities will be hidden. Whenever your mouse moves across one of these things, all that happens is that it's color turns solid. What is the point of that? I know you can zoom, but it shouldn't be needed.
AquaLurker
01-03-2005, 07:25
I was bored so I tried to have my faction destroyed the game just crash and go back to desktop... I tried again and the same thing happen...well I don't like the idea of buying an original software that behaves like a pirated product. I hope someone could take note of these and do something about, hehe yeah I do silly things when I am bored. ~:)
Mikeus Caesar
01-06-2005, 21:18
The length of this topic is an ugly statue, erected to show the greed of CA. They rushed the game out to shops, without fully testing it, just to make money. I wouldn't mind this, but they don't even bother acknowledging these bugs. And info on a patch would be nice.
P.S If i have been mis-informed, and there is a patch (which i doubt) please re-inform me.
I have played for a week now (1.1 patched) and here's what I have found (in order):
1) Bottom-left map scrabbled in tutorial campaign
2) When adopting a family member I got "defeat" -page and the game ended during tutorial
3) Army dissapeared while moving from ship to land (I could find it though scrolling family members, but as the fleet they were supposedly on had no army in it and when i tryed to select units from that army, it dissapeared again) - luckily it reappear in the next turn.
4) CTD when clicking "new miracle conqured" -notice
5) CTD when clicking "statue of Zeus"
6) Now the game CTDs every time I load this save game. *sigh* Should have left Corinth alone - this is the wrath of Gods.
Es Arkajae
01-08-2005, 19:11
Being pissed at Creative Assembly for a canceled mission is a bit rediculous. Heres what most likely triggered that an alliance or an alliance the Romans had with someone that had an alliance to the Greeks causing the mission to be canceled and since the senate was not at war with them yet they canceled your mission. Or the easy explanation did you take more that 10 turns to take Syracuse. If so that is why it was cancelled
I've noticed the problem myself, as soon as you declare war on the Greeks the mission is cancelled, I think that if one waits one or more turns before declaring war on the Greek Cities that the problem no longer applies. ~:)
Mikeus Caesar
01-09-2005, 14:47
2) When adopting a family member I got "defeat" -page and the game ended during tutorial
That's a new one. Never heard of it happening.....by any chance are you stuck playing the tutorial?
Tyburn JIG
01-09-2005, 16:42
1-- Greek & Egyptian walls don't appear ativated on the battle map.(greek have roman walls while egypt have eastern)
2-- Greek cultures who appear to have large/epic stone walls on the campaign map,actually have normal stone walls when in battle map.
3-- Natural disasters seem broken in imperial campaign...ie storms and such.(never seen them,though i have in sons of mars campaign).The scripted ones like mt etna and macedon plauge work ok.
sunsmountain
01-14-2005, 14:56
You can all stop posting bugs for patch 1.2, it has been sent to Activision 'quality assurance'.
I suggest his thread be closed and a new one be openened for patch 1.3, if necessary.
Mikeus Caesar
01-18-2005, 20:13
Natural disasters seem broken in imperial campaign...ie storms and such.(never seen them,though i have in sons of mars campaign).
That's true. I usually skip the 'Son of Mars' campaign, and go straight to Imperial Campaign. A few weeks ago i decided to play it, and i found out that there are flash floods. Makes you wonder what other disasters are broken, doesn't it?
eadingas
01-19-2005, 00:34
That's true. I usually skip the 'Son of Mars' campaign, and go straight to Imperial Campaign. A few weeks ago i decided to play it, and i found out that there are flash floods. Makes you wonder what other disasters are broken, doesn't it?
They aren't broken, just very, very rare. After editing disasters file, I get them all the time..
sunsmountain
01-20-2005, 02:02
im also going to mod those naval battles:
No high level generals, means
no kills by simply attacking with a majority (which it should)
force you to fight the AI if you want to pass, instead of
take the long way around (storms should catch you more often than not, especially during winter)
Tyburn JIG
01-22-2005, 01:35
Howdy...
I got bit by a proper scum of a bug today,that wrecked nearly a whole week of play. :(
It concerns the family tree....ill explain.
Been happily playing away as the julii,forty years in,12 citys and about 15 family members,when what should happen?..my faction leader dies....so i go scan the family tree to check my new mans skills....horror too the max!!!...my whole tree has vanished!!....all thats left is my new faction leader(vibus julius),his dead wife and their idiot son!!
I was well vexed....so reloaded a save from about 8 turns before and the tree was as it should have been....but with no vibus!!.So i looked for him on the campaign map and sure enough when i clicked on him,it said he was indeed my faction heir......but he was not on my family tree at all!!
So to recap....my faction heir vibus had vanished from the tree(but was still on the campaign map)...then when he became leader he re-appears on the tree but all my other generals vanish(they still exist on campaign map)..which means i cant select any of my generals to be heir apart from vibus`s cabbage head son...strange and annoying.
I wanted to post this at the Patch Request thread at the Com, but I couldn't post there and my attempts to PM to the moderators failed, so I post it here. I culled the list of the items mentioned in the Patch Request thread, but not of those mentioned in this thread.
Bugs
-(Part of) the upper left unit card in the strategic map sometimes shows the wrong tool tip. I've had it indicate the name of a city or a region, or 'sea'.
-Duration of siege: the spy info panel always gives the length of time a siege will take (from the start of the siege) not the turns until the settlement falls
-Admirals don't gain stars for winning sea battles
-You can't see which ship carries the admiral and you can't merge the fleets of two admirals with stars. Also, you cannot add an admiral with stars to another fleet without stars, but that other fleet can be added to the admiral's fleet.
-Merging armies and agents sometimes leads to an army gaining extra movement points
-Path finding problems: ships sometimes sail into the zone-of-control of an enemy fleet that was at the edge of the fog-of-war (it was visible to me, but the path finding routine didn't take it into account, even though the red-ZOC was visible when I clicked the ship)
-Merged two Samnite mercenary units and ordered to retrain both the full-strength unit and the depleted one, then changed my mind and disbanded one. Next turn, the disbanded unit was again in the army in full numbers (e.g. it wasn't depleted anymore). Nice way to regenerate mercenary units. I don't know if I paid for the retraining (or rebuilding) of the second one.
-Prologue terminated once at the beginning of a turn seemingly without reason: the game said my faction had been defeated, yet nothing had happened. My capital was secure, my faction leader had not died, I had four family members alive and there had been no battles or assassins nearby. When I pressed the resume campaign battle, the situation as it was just as I had left it: all armies in the same position and their movement points were reloaded (i.e. it was not the end of the previous turn). I could just continue playing. I also experienced a few CTD's. Otherwise, the game has run stably and smoothly on my rather low spec PC. Well done, CA!
-Grouping bugs: apart from the ones mentioned in the Patch Request thread, units in groups sometimes refuse to obey orders, or the wrong group obeys them. Or two groups obey orders given to only one of the groups
-Had a unit consisting of a single elephant running amok in a siege battle right after I clicked the 'start battle' button. The poor animal charged out of the gates and into the nearby forest where my velites spent some time hunting it (I was attacking the town, the elephant was one of the defending units).
-Phalanx drift: phalanxes have a tendency to stop just out of spear range and start shuffling sidewards without engaging. This seems to happen more often when guard mode is enabled.
-Pursuing cavalry often seems to head for a spot behind the pursued units (routing or otherwise). They also spend a lot of time riding next to routers in stead of charging into them.
-Fire-at-will does not protect against friendly fire like it used to
-Carthaginian fortifications have barbarian style gates
-Can't change camera angle in battlefield mode except in combination with camera height (mouse wheel): numpad + and - move camera forward and backward. This is frustrating when attacking a mountain top.
-You can use repeated double left clicking on the terrain in the battle map to bypass camera restriction
-Adviser tels you enemy is at hilltop even when they are below you
Other changes
-Strategic AI foolishness
1) AI decides to fight battles against small army + reinforcements while it can never even hope to take on the reinforcements alone. This leads to a quick victory when the enemy sees the reinforcements and retreats.
2) On the other hand: captains will hold their ground when attacked by equal troops led by a nine star general.
3) AI does not seem to take into account enemy presence when moving troops around. The Gauls continue to make forays with one or two units into my territory where my nine star generals can kill them off at leisure (the AI does not retreat when faced with slightly superior numbers and vastly superior generals, so I just separate my general and a few other units from my main army).
-Tactical AI foolishness
1) The AI quite often doesn't react to missile fire if it has no cavalry or units to return fire. Sometimes it doesn't react even when it has cavalry and skirmishers. It just sits there suffering missile casualties until you attack or they decide to retreat.
2) If it has cavalry, the cavalry charge your skirmishers even when the skirmishers withdraw behind a formed phalanx. The AI seems to wait with charging until you have killed all their skirmishers and archers.
3) In large battles (and sometimes even small battles) the AI stops short of your battle lines and reforms its line, giving you ample time to throw pila or attack their exposed flanks
4) AI gives up height advantage too easily. In fact: it doesn't even prevent you from gaining height advantage.
-Changing the directions units face works too slowly: can't we do it again in the M:TW way?
-Sapping points always appear at the same places and usually a long way from any roads leading to the city center, meaning you have to walk all the way past the towers
-Got a general who was a 'boring speaker' as well as an 'agitator'. Shouldn't those two exclude each other?
-Forts don't work right: they allow the enemy to lock your troops up, turning them effectively into deathtraps. I think it would be better if, when an enemy tried to besiege one of your forts or cities, you would be given the option of fighting a field battle (with or without the possibility for the attacker to get into the city with your fleeing troops) or retreating to the fort/city and possibly the option to abandon fort/city. This way you can guard passes and bridges with troops stationed in forts, instead of the enemy just crossing the bridge and locking you up in your castle like happens now.
-AI moves are shown too fast: you cannot keep track of where their armies go or what happens
-Don't have the game auto-assign faction heirs after faction leader's or faction heir's death. It always picks the eldest, who is usually not the best.
Balancing
-Generals gain command stars too easily: I've had family members become good generals just by beating up brigands and the occasional lost enemy army. You get command stars from retinue members, for beating armies even if you outnumber them vastly, for making them retreat without battle on the campaign map (seems like an bug). Combined with the habit of the AI to leave his units in small armies lying around the map, you get really good generals too fast. Especially the retinue member stars add up really quickly.
-Fortification upgrades are a bit skewed: I tend to suffer more casualties when storming palisades then when storming wooden walls, probably because the placement of towers is better at the palisade than at the wooden wall. I suggest that the palisades get no towers, the wooden wall gets towers as at the palisade, and boiling oil is reserved for large/epic stone wall.
-Infantry running speed is too fast: they appear to glide over the terrain and can almost keep up with cavalry.
-More general: I think that the battles are a little too fast. You must be tired of all the complaints about the battle speed, but this is my biggest problem with the game next to the poor AI. Once the main battle is joined it is over in seconds and there is little you can do in time except a few attacks at the flanks. If things go wrong there is almost no time to correct them.
-Rout killing is too fast as well: I've seen war band units lose half their men in a few seconds when they routed after being pinned and charged from the flank. Off course, when chased down routers should die easily, but casualties in the above scenario are really excessive.
-Elephants are almost impossible to kill without artillery. Light troops cannot even harm them unless they keep up sustained, intense missile fire for a long time.
-I understand the use of the group staying in formation like it does now, but in situations were you have to form groups in haste, I'd rather have keep the same formation they had when they were given the order, in stead of returning to the same formation as when they were grouped. Perhaps a "lock formation" feature instead of the current system would help?
But despite all this, I am still having a lot of fun playing the game, so thank you very much, CA. Only slow the battles down a little and make the AI somewhat smarter, and this would be a really great game.
AntiochusIII
01-23-2005, 06:38
It's probably far too late but I hope the issue will be solved later.
This is about the Macedon plague. The event is that after Macedon got the plague, and after the plague ends. There is a bug. I'm more than sure that nothing is wrong with me since it happens in several campaigns. The Macedonian armies and cities seem to have "hidden" plague after the plague stops. (My spies saw no skull marker, so I attacked the Macedonian capital immediately, once I got it, suddenly the city burst a new plague just like that. Also, in another campaign, I bribed the Macedonian general without the plague (I checked him before with the spy.) and sent him to one of my cities. It got the plague!)
Perhaps in 1.3 ? ~:confused:
Tyburn JIG
01-28-2005, 17:44
They aren't broken, just very, very rare. After editing disasters file, I get them all the time..
Indeed good sir,you are correct!!!......i apologize to all concerned(namely CA).
For i have just experienced my first ever storm at sea in campaign mode(i've owned rtw since september and play most days),and it was a sight to behold!!!
I can see why they occur so few and far between.....keeps the wow factor alive for long term players.Maybe a slight problem if you dont get much time to play though....you just may never actually see one.
eadingas
01-28-2005, 17:53
I was a bit worried by my first flash flood - I thought my graphic card was broken ;)
Rurik the Chieftain
01-28-2005, 23:09
Well this may already be on the list but I'm not going to read this entire thread to find out. If you tell an army to lay siege on the strategy map, if it is blocked by an enemy unit on its way to besiege a city it will lay siege to the city, even if it is miles and miles away. It's pretty cool actually. ~D
First, if there's a mod reading this, we may want to start a new thread for V1.2 bugs.
I had a strange thing happen yesterday.
I was Greeks and at war with Gaul. After I made an alliance with Dacia, I got a message saying a ceasefire had been negotiated between myself and Gaul that I never agreed to.
eadingas
02-07-2005, 20:50
It happens. Happened to me a couple of times. There probably are some complicated diplomatic routines that cause this, I don't think it's a bug...
It happens. Happened to me a couple of times. There probably are some complicated diplomatic routines that cause this, I don't think it's a bug...
I'd consider it a bug. It takes both sides to agree to a ceasefire and I didn't want one. I had some of their cities under siege and had to start over.
As Bluto on Animal House said:
Over? Did you say "over"? Nothing is over until we decide it is!
eadingas
02-07-2005, 23:46
Well, perhaps you just can't be at war with your ally's ally. It's not nice :)
Well, perhaps you just can't be at war with your ally's ally. It's not nice :)
I thought you weren't even given the choice of "alliance" if it was an ally of your enemy.
I'm a refreshingly average Shogun WE or MTW VI sort of guy but sorely tempted by RTW. Then I read about all these bugs. Is it worth my while sitting it out until they get fixed, or would only the expert player notice?
Mikeus Caesar
02-13-2005, 21:14
This isn't really a bug, just a cheap nasty way for CA to skip adding details. When assault medium stone walls, look inside your siege towers. It should look like this:
https://img.photobucket.com/albums/v634/currywurry/RomeTW2005-02-1313-49-54-00.bmp
P.S I hope that darn image works!!
P.S.S Why is it so small!?
Some bugs/issues I've run into post 1.2 some are left over but others are new & yay for all the old ones that are now absent ~:) :
Playing a multiplayer battle on the Rome map, there's a 90 degree corner in the wall.
My units ran up against some kind of problem there.
They lined up along the 45 degree mitre & slowly moved towards the inside corner where they fell to their doom.
(The nearest tower had been destroyed by onager fire if that might have changed anything)
Missile units don't reliably shoot at what you tell them to shoot at.
Like shoot at things 45 degrees away from what you clicked on.
On several SP bridge defences (all I've played on 1.2 but I seem to recall it sometimes in 1.1) the attackers would rout forwards into my waiting troops.
There is no gamespeed indicator on the MinUI.
MinUI needs an option to have the buttons at the top always visible by default rather than having to turn it on every time.
The turn/strafe division needs to be moved back to the TW standard of 2/3, 1/3 of screen height for MinUI.
Volcano smoke on the battlefield is still too fast.
Square grey areas on the shorelines on the battlefields.
I've had some cases of naval battles where the details screen shows a boat strangely (fleet of 4 ships vs 1 depleted ship) taking full losses (40) but winds up still there (with full numbers) after exiting the battle & the enemy sinking instead.
Seems like a rare misformat/misreading of the generated results?
I think its been the top ship each time.
Still no option to use proper TW controls ie left click & drag out troops/attack/move.
Auto settings is still a stupid pain in the ass.
The workings of descr_auto_optimise_options.txt needs to be changed so that it only provides default settings rather than maximum settings, which should be up to the user regardless of their hardware.
Unit card grouping behaviour is still bizzare & illogical.
Needs to be brought back to the TW standard of first group made = leftmost group --> last group made = rightmost group so that groups can mirror their battlefield location.
Or, perhaps easier to do(?), allow the order of groups to be altered by drag & dropping their tabs.
Bring back single unit groups for the same reason.
Also keep routing units in their assigned group.
As it stands the grouping system makes Rome quite difficult & unintuitive to play.
Its already hard enough with 20 units (and quick combat), no reason to have to battle the interface as well.
Missile units firing at routing/running away units can wind up shooting a very long way.
Like 2+ times their normal range.
The helmet of Bastarnae is flat shaded rather than smoothed.
There should be official gloss files (I'm sure the creators of the gloss mods would be pleased to have them become official & part of a patch/expansion).
Master Zen
02-17-2005, 08:09
I've been browsing through the RTW files installed on my harddrive. Apparently, there is supposed to be a "Caesar in Gaul" campaign. However, I cannot play it. Is this a remnant of some CA project that was abandoned, or is my copy of RTW buggy and not letting me play this campaign? I appreciate any enlightment on the subject.
BeeSting
02-18-2005, 01:31
I've been browsing through the RTW files installed on my harddrive. Apparently, there is supposed to be a "Caesar in Gaul" campaign. However, I cannot play it. Is this a remnant of some CA project that was abandoned, or is my copy of RTW buggy and not letting me play this campaign? I appreciate any enlightment on the subject.
I think they were saving that for the expansion pack.
Alexander_The_Great
02-20-2005, 17:19
I have a bug that when defending a city with wooden wall or wooden pallisade i hve spearman and its spears go trough the wall and kill the enemies outside the wall
Someone at the Berserk Clan talked about a bug in an RTW campaign. A 25 year old general adopted a 25 year old son. Has this happened to anyone else?
Malrubius
02-21-2005, 07:43
Someone at the Berserk Clan talked about a bug in an RTW campaign. A 25 year old general adopted a 25 year old son. Has this happened to anyone else?
I don't see why that would be a bug :confused: . I've had several adoptions like that. For family members with no children :baby: :kid: , it's a quick way to provide an heir and keep the line from dying out :vanish: , or to provide more family members to govern a fast-growing empire.
:rtwyes:
Grand Duke Vytautas
02-21-2005, 20:19
Well does "money disappering" bug when you have a protectorate and it goes war with you still exist, cause once while Carthage was my protectorate I was receiving money, but when it was at war with me, suddenly I "somehow" pay money to don't know who and I'm nobodys' protectorate. Can someone post some ideas?
tai4ji2x
02-26-2005, 05:25
here's one that's been confirmed by a fomer moderator at the official .com forums and RTW game tester.
https://forums.totalwar.org/vb/showthread.php?t=43973
Last night attacking Thermon with Greek large stone walls with 4 siege towers, 3 of them left my men falling to their deaths.
I thought that had been fixed???
I have just experienced the sound topping or becoming sparadic...any ideas? Would a no cd crack fix this, and if so where would you find one?
Thanks,
Teord
I haven't seen anything like this mentioned, though I haven't read all the posts here.
Since taking Rhodes, I get messages from the Senate almost every turn odering me to blockage it, often followed by a corresponding message that the mission is no longer relevant and should be ignored. Note that I said "often" rather than always.
From what I can tell, if I complete a legitimate mission, these requests to blockade Rhodes will be sent every turn until the end of the turn limit for completing the legitimate mission, after which time a new legitimate mission will be issued. I have not yet noticed a pattern to the Ignore Mission notices.
Game settings were v. hard/v. hard, playing as the Scipii.
unsolicited suggestions for a Bogus Name mod: Wino Scipio, Maei Julii and Forsi Brutii
A.Saturnus
03-20-2005, 17:53
I'm surely not the first one to notice that Egyptians can't build dockyards. I find this strange because all factions except barbarians can build them. It's not obvious to me why Pontus should be able to build them and Egypt not. It is a serious disadvantage because you get a trade fleet less per city. Think could still be a balancing issue though. However, the reason I think this is a bug is that Egyptians can build quinquiremes. If Egypt captures a city with dockyards, they can build quinquiremes there but are not able to build the structure thmeselves. I think that "Egytian" was simply forgotten in one line in the export_descr_buildings file.
HeresiarchQin
03-21-2005, 17:32
The AP ability of the Head Hunting Maidens and the Desert Cavalry is actually a bug. Just take a look at the export_desc_unit file and you'll find somehow CA thought they are using maces (like Cataphracts) and thus gave them the AP ability (because realisticly, maces should have AP). However, in the actual game they are using axes, and not Chosen Axemen's huge axes, but simple hand axes used by the common axemen, wielded in one hand. That's one of the main reason why Desert Cavalries can be so devastating - they already have a bigger base unit number (40 instead of 27 of cavalry), and now AP?
To be honest, i havent really spotted any serious bugs. Probably cus i havent looked,
The only VERY VERY annoying thing that has happened to me was i was pretty much finished in my Julii Campagin when, my PC crashed. I restarted and the autosave nor the gamesave will load!!!!!!!!!! GRRRR
Apart from that im loving it
A.Saturnus
03-21-2005, 23:45
The AP ability of the Head Hunting Maidens and the Desert Cavalry is actually a bug. Just take a look at the export_desc_unit file and you'll find somehow CA thought they are using maces (like Cataphracts) and thus gave them the AP ability (because realisticly, maces should have AP). However, in the actual game they are using axes, and not Chosen Axemen's huge axes, but simple hand axes used by the common axemen, wielded in one hand. That's one of the main reason why Desert Cavalries can be so devastating - they already have a bigger base unit number (40 instead of 27 of cavalry), and now AP?
In Medieval, all axes had AP so I don't think it's a bug.
Craterus
03-22-2005, 17:57
Desert Cavalry rule!! lol yea, i wondered why they were so much better than nubian cavalry.. now i know :egypt: thanks!
Degtyarev14.5
03-23-2005, 17:11
http://img15.exs.cx/img15/7805/badtraffic4ln.jpg
Roman traffic jam. I guess we can just put this down to buggy pathfinding.
http://img221.exs.cx/img221/1496/gamesheld3pq.jpg
No comment. Courtesy of CA.
A.
Craterus
03-23-2005, 17:19
how do you make an in-game screenshot like the above?
i want to post a picture of my egypt empire lol (in the egypt guide)
eadingas
03-23-2005, 17:23
Is this on vanilla? What did you do?
Degtyarev14.5
03-23-2005, 19:25
Oh, umm, Print Screen key. Usually beside the Scroll Lock.
Then go to your R:TW installation folder, by default C:\Program Files\Activision\Rome - Total War\ and then go to the \tgas\ folder. The screens are saved as TGA files, but an image viewer like Irfanview (which is freeware) can open these and save them in other formats.
A.
eadingas
03-23-2005, 20:13
I mean, what did you do to get this bug? :)
Degtyarev14.5
03-24-2005, 03:40
I mean, what did you do to get this bug? :)Oh, ooops...
I simply conquered a Roman provice that already had the capability to host the games. The games went on as per normal, but it seems that it shouldn't have.
I was playing as the Greeks, as you can see, but I suspect it will happen with any non-Roman faction.
A.
everyonce in awhile my computer will freeze in midturn and my campaign will be ruined, when i go back hit the turn again it freezes in the same spot.
HeresiarchQin
03-24-2005, 04:43
In Medieval, all axes had AP so I don't think it's a bug.
But this is RTW, not MTW.
Single handed axes really shouldn't have AP ability in RTW, considering: 1.light axes wielded in one hand shouldn't have such a great impact to hack through armor;
2.the hand axes in RTW are quite small, just take a look at the barbarian axemen and the desert axemen and the desert cavalry;
3.the metalworking of RTW's era really can't compare to medieval ages;
4.even the big two handed falx can't AP, why should the one handed axes can?
And as I said before, and as people in Ludus Magna stated, the desert cavalry, along with the desert axemen, are far from "completed", which is reflected from their strange attritubes (40 units for the DC, metal skin/force shield for the DA, etc.), and the weirdest thing of the DC is: their weapon type is showed as MACE, but in the game they are wielding AXES!
saddletank
03-24-2005, 15:33
1) I was besieging a rebel army in Tingi and they sallied out to attack me. When the battle started the rebs just sat there inside the walls and did nothing. I had no intention of going in as I was bringing up supporting forces to assault with but as I had the time limit turned off I had to choose between assaulting or withdrawing.
Surely if the AI sallies against you it must actually come out to play?
2) I was besieging Rome on full graphic settings/detail and was getting poor framerates so I paused the battle and adjusted several sliders down a notch (grass off, vegetation to medium detail, buildings to medium detail, units to medium detail). I then fought the battle.
Next turn I assaulted Carthage and as it was a much smaller battle I paused and went into video options to push all the detail sliders to maximum again. When I went back to the battle a terrain tile next to one of my sap points was black (it had grass on it textured correctly) and the underground sap tunnelling graphic was painted on top of the terrain, so it looked like a light brown roadway with dark brown speckles on.
In addition the shadows cast by the city walls were not rendered correctly, the thicker buttresses between wall sections did not cast shadows, so the shadow had sunlit stripes along it.
eadingas
03-24-2005, 15:41
Oh, ooops...
I simply conquered a Roman provice that already had the capability to host the games. The games went on as per normal, but it seems that it shouldn't have.
I was playing as the Greeks, as you can see, but I suspect it will happen with any non-Roman faction.
A.
Interesting. I've already found the file where it can be fixed, I must remember to add that small fix to EB... :)
SirGrotius
03-25-2005, 02:13
I had my first CTD. I was fighting a big river battle near Antioch. I was on the offensive w/ about 150 troops (I play default unit sizes) and the computer was controlling about 200 men for me too (another army). The Egyptians had about 300 men. I have a medium-end machine (Pentium IV, 2 GHz, 64 MB GeForce Graphics Card, 768MB RAM) never once experienced slow down. I had an inkling the AI had been duped, because my friendly AI-controlled army was standing in front of a ford sort of just mulling about. I had the cleanest CTD ever. I went to task manager, nothing, nada, gone.
Also, I just installed the 1.2 patch, and was playing an older campaign, might have something to w/ it?
Mikeus Caesar
03-27-2005, 14:56
That siege tower pic would be good for a caption competition.
Craterus
03-27-2005, 19:11
i think that pic looks really confusing..
especially with a siege tower stuck in the wall.
When a fleet contains an agent or army, the AI calculates the fleet’s movement points based on the agent's or army’s movement points and NOT the ship’s movement points. A fleet may move according to it’s own movement points when it is not transporting anything. I found this out when I modded my ships to travel farther. I am using the Sea Worthy trait mod listed in the Modding area. I don't think this has been listed here and I haven't seen mention of it elsewhere.
You can test this out even with out this mod. If you time it so that an army is moved onto a navy just as the army uses most of it's movement points up, you can see how the navy can not move very much further. Maybe this is the way they intended it. But it doesnt seem reasonable that a navy's movement points should be determined by what they are transporting.
Craterus
03-28-2005, 13:05
When a fleet contains an agent or army, the AI calculates the fleet’s movement points based on the agent's or army’s movement points and NOT the ship’s movement points. A fleet may move according to it’s own movement points when it is not transporting anything. I found this out when I modded my ships to travel farther. I am using the Sea Worthy trait mod listed in the Modding area. I don't think this has been listed here and I haven't seen mention of it elsewhere.
You can test this out even with out this mod. If you time it so that an army is moved onto a navy just as the army uses most of it's movement points up, you can see how the navy can not move very much further. Maybe this is the way they intended it. But it doesnt seem reasonable that a navy's movement points should be determined by what they are transporting.
as the turns are 6 months, an army can move a certain distance within that time, right? If they spend 5 months marching to the ships then there is only 1 month left, the navy is waiting for 5 months for them to arrive before they can leave. Do you get me? This is how I see it as working
as the turns are 6 months, an army can move a certain distance within that time, right? If they spend 5 months marching to the ships then there is only 1 month left, the navy is waiting for 5 months for them to arrive before they can leave. Do you get me? This is how I see it as working
Ok, fair enough. However, that still does not explain the movement points for the navy on the next turn. If you start a fresh turn with a navy transporting agents or an army, the computer is still using the mps of the agent or army to calculate how far the navy may move.
Craterus
03-28-2005, 19:34
Hmmm. That's strange. I haven't encountered anything like that and there isn't really an explanation for why that happens. Sorry, I can't help you there.
Also, welcome to the Org. ~:wave: ~:thumb: ~:wave: ~:thumb:
[QUOTE=Thoros of Myr]The pause is so it can load the in-game video...
Note this pause is also present after a wonder is captured.
SittingBull
04-09-2005, 20:25
Another bug. The movement range highlights: I lose the green terrain highlight indicators for unit movement after patching to 1.2. So I cannot know the unit range! Impossible to play with that! Any ideas???
PseRamesses
04-10-2005, 09:49
Ok, fair enough. However, that still does not explain the movement points for the navy on the next turn. If you start a fresh turn with a navy transporting agents or an army, the computer is still using the mps of the agent or army to calculate how far the navy may move.
A ship with cargo will travel slower than one without, right?!
Correct. Try this simple test. Two ships of the same type. Load one with a single cavalry unit. Load the other with a siege engine. End turn. Move both ships independantly. Now see which one has more movement points. I was surprised.
tc
Ab Urbe Condita
04-13-2005, 00:49
The AP ability of the Head Hunting Maidens and the Desert Cavalry is actually a bug. Just take a look at the export_desc_unit file and you'll find somehow CA thought they are using maces (like Cataphracts) and thus gave them the AP ability (because realisticly, maces should have AP). However, in the actual game they are using axes, and not Chosen Axemen's huge axes, but simple hand axes used by the common axemen, wielded in one hand. That's one of the main reason why Desert Cavalries can be so devastating - they already have a bigger base unit number (40 instead of 27 of cavalry), and now AP?
I know this post is a little old, but the "mace" attribute refers only to the sound the weapon makes when it's used.
True but then, maybe there was a mixup.
Why shouldn't those weapons have axe sound.
DisruptorX
04-13-2005, 08:33
Might as well post it here for posterity, another horrific AI bug. This was taken right after the currect patch was released and I was using it. CA fixed the unlimited sallying forth flaw that could be abused into winning any seige. However, you can still use the same tactic with the timer turned off, if you feel like sitting around. All you have to do is lure the enemies into range of your towers, where they die like lambs to the slaughter. Because they have no seige weapons on turn 1 of the seige, they take no aggressive actions. You can usually start the slaughter by sending one unit out the back, and then laugh as they walk past each and every tower, taking huge losses. The AI usually only falls for this once, however, after which you need to actually threaten them by getting close.
https://img.photobucket.com/albums/v428/DisruptorX/RTWpwned2.jpg
Yes, this is exactly what it looks like: they just stood there in formation untill every last one of them was killed by a single tower.
Diadochoi
04-15-2005, 23:08
I don't know if this has been mentioned or not, but if you attempt to take a city with an army without a faction member and fail (because of catapults running out of ammo, siege towers destroyed...not because everyone died) the entire army apparently disbands. This has happened to me several times. With a family member in the group, they usually just get kicked out into a nearby tile.
Very frustrating as I've lost several full stack armies due to this.
TroddenUnder
04-16-2005, 11:57
This may be a bug - but I've read all the guides and can't see how I'm doing anything wrong. Forgive me if it's been covered before.
If I besiege a settlement and win - then choose to kill the entire population, in theory the only people in the settlement are my forces. However, immediately after the next turn I get messages saying there's rioting, rebelliousness etc. I even get this when I get the army to leave before next turn, and only leave Town Watch in place. So it can't be the troops rioting!
I've got the latest patch etc and haven't modded at all. It does seem more prevalent among the Brittania and Germania campaigns and I know that these are more rebellious in the game generally. They can't rebel if they're dead though can they?
bubbanator
04-17-2005, 03:52
This may be a bug - but I've read all the guides and can't see how I'm doing anything wrong. Forgive me if it's been covered before.
If I besiege a settlement and win - then choose to kill the entire population, in theory the only people in the settlement are my forces. However, immediately after the next turn I get messages saying there's rioting, rebelliousness etc. I even get this when I get the army to leave before next turn, and only leave Town Watch in place. So it can't be the troops rioting!
I've got the latest patch etc and haven't modded at all. It does seem more prevalent among the Brittania and Germania campaigns and I know that these are more rebellious in the game generally. They can't rebel if they're dead though can they?
^^
When you exterminate, you only kill 3/4 of the population, not everyone. And besides, military units don't count in the population tally.
Anyways, I was playing as the Scipii and was in the early part of the game and had just invaded and taken over Rhodes. The next turn the other Roman factions went to war w/ the greeks. The turn after that the senate asked me to blockade Rhodes (which was my city). The next turn I got a message that said that I didn't have to blockade the city anymore, but I also got a new mission to blockade Rhodes. This went on for the next 4 turns until I just saved and quit. I restarted the game and it worked fine but it was just weird.
TroddenUnder
04-17-2005, 22:13
^^
When you exterminate, you only kill 3/4 of the population, not everyone. And besides, military units don't count in the population tally.
Thanks! Incidentally, it has also occurred immediately after taking a settlement. Well, you wouldn't expect 1/4 of the remaining population to be pleased, but it's amazing how many times a population of about 100 can throw out an army of over 1,000!
I think I'd rather have my problems than yours!
Thanks! ~:)
Franconicus
04-19-2005, 09:19
I have a question about population; Is this just the male population (I know that in the old times women did not count)? I play with huge units and so there is a significant reduction of population in some of my production towns. And it seems that the populations goes to zero. What if I built female units (screaming women...). Does this reduce the population as well?
Australianus
04-22-2005, 09:31
I scanned all the pages but did not see this problem. I have installed twice and got the following both times.
When loading I get the following mapa.m3d is not a valid Windows image and that follows with ROLIKm3d is not a valid Windows image.
Anyone know anything?
Is this why there are never any bridge battles?
I have the patch installed.
Copperhaired Berserker!
04-24-2005, 22:50
check this out...https://forums.totalwar.org/vb/showthread.php?t=46744.. thats the bug i hate :furious3:
Australianus
04-25-2005, 07:49
Berserker,
Thanks but the thread you sent me was about chariot problems.
Can you send the right one?
Thanks for your help.
PorT_Lobo
04-29-2005, 03:17
Well, i hope CA at least read this bug list and correct it in the future patch......
Anyway, there are a few ones that PorT Clan detected:
Citys with Stone Walls are almost impossible to lose
- AI buit few siege engines
- AI don't use sappers
- When attacking a besieged army try to lift siege, AI army approach the walls (without siege engines) and is killed by Tower fire.
Other Bugs
- When defending in battle map AI always advance in situations where it should stand still.
- Moral has to much influence: AI retreat to early in battle and lose battles without kill a single soldier, even with same size armys that the human player .
- Cavalry is to strong in RTW.
- Now AI never have great fleets (a very bad way to resolve the prepatch bug).
- Almirants cannot join in the same fleet like generals do in land.
- Roman Factions still see other Roman Factions after civil war starts.
- In Huge Army option, soldiers have problems finding paths inside citys and Barbarian Towns don't develop well because lack of population (they do a lot of warbands and deplete all population and never develop to citys).
DragonIce84
05-01-2005, 01:55
I think i've discovered a new bug.. unless it is already stated somewhere, search doesn't seem to come up with anything so...
I was attacking Pontus as Egypt, manouvering my forces closer. Once i'd stopped on top of the hill my Bowmen began to fire into the trees even though nothing was visible there. After a few volleys, bodies started to appear in the trees.. there was a concealed unit there! Should ranged units be able to fire at concealed units when set to fire-at-will? I think not!
Not sure if this is a one-off, never seen it since, though it's not really that easy to reproduce with the AI, need another player.
roguebolo
05-12-2005, 02:33
Don't know if anyone mentioned this one yet, but individual combatants can get stuck inside the towers on the walls. I know this for a fact, even though I can't peek in there and see them, because one time my wardogs went nuts after all enemy units had seemingly been killed, trying to get at a sole survivor inside one of the towers. You can send your own units up and down the stairs but they don't seem to be able to dislodge him.
Must be hell to be stuck in a tower like that. Or maybe they're just afraid to come out.
HarunTaiwan
05-12-2005, 03:57
Yes, I often get archers firing at hidden units.
Seems very wrong indeed.
tai4ji2x
05-12-2005, 05:01
hmm... are you sure no other enemy unit was in sight? stray arrows intended for another target can still kill hidden units.
nameless
05-17-2005, 19:18
Well, i hope CA at least read this bug list and correct it in the future patch......
Anyway, there are a few ones that PorT Clan detected:
Citys with Stone Walls are almost impossible to lose
- AI buit few siege engines
- AI don't use sappers
- When attacking a besieged army try to lift siege, AI army approach the walls (without siege engines) and is killed by Tower fire.
That explains alot...I was besieged by a massive army and they had some ladders and towers but no sappers. Not to mention I suffered alot of casualities thanks to their archers though another army just kept sticking to my walls and they wasted themselves.
If you improve the AI, since I was on easy, does it make them smarter or do something less foolish?
Other Bugs
- When defending in battle map AI always advance in situations where it should stand still.
I would disagree, there were some battles where they immeditately ran away(Not withdraw) but ran away, to some other position to give them an edge and I had to chase them. Most times they would just stand there and defend until I get close enough. Only time they advanced was when they attacked me.
eadingas
05-17-2005, 20:04
You want a siege bug?
Yesterday I sallied from a city with wooden walls.
The besieger had one sap point built.
Mikeus Caesar
05-21-2005, 16:39
lol
DragonIce84
05-21-2005, 23:08
hmm... are you sure no other enemy unit was in sight? stray arrows intended for another target can still kill hidden units.
Nope they were firing directly at the group in the trees, since they were closest. Wish I had the replay to make sure though.
I think this has been noted before, I've had men attacking through walls, usually when they've got a pike or hoplite spear. But oddly, on multiplayer once I had my men squeezing through the doorway when the gate was closed! I managed to sneak a whole unit onto the enemies wall, but I've been quite unable to reproduce this one.
Franconicus
05-23-2005, 10:12
Just have some problems in my Greek campaign. I landed forces in Africa and laid besiege on Carthage. To prefent relief I built a fort at the nearest river bridge and put additionally a unit of cav to the bridge. Next turn 4 carthagian units attacked me here. Or at least, they tried to. However, on the battle sreen the bridge was gone and they could not cross the river. They repeated their efforts in the next turns with up to 1,500 men, but still could not cross the river.
Is this a bug and can it be fixed. Or did my clever men destroy the bridge?
Sound repetition. Every so often one of the sounds (battlemap or campaign mode - especially if I leave the computer on for extended periods of time - when I get back this always happens) gets stuck in a loop and repeats itself over and over again. it's as if one of the sounds is being played for a quarter of a second then repeated again and again and again. The other sounds play normally, so from that point on it's like a highly irritating background sound.
it only goes away when I quit RTW and restart the game.
SB Audigy Gamer, latest drivers. Dx 9.0.
Jango Fett
05-29-2005, 18:59
Reinforcements that come on to the field do not have any sound effects..you cannot hear them walking running or anything...even if you are commanding them this bug was present before 1.2 and still isnt fixed..
nameless
06-11-2005, 01:42
Not sure if this has been listed though during some parts of the game, anytime the game will crash to desktop. It like just exits completely whether I'm in a battle or doing something. It's really annoying.
CMcMahon
06-11-2005, 02:38
I sent a large force out of Patavium to attack some nearby (almost at siege distance, but not quite) Gauls. Even though it was probably, say, two kilometers from the town, the I had to fight a sally battle. And what was worse was that the minimap was messed up, so I couldn't see the walls of the town or anything on it. And what was worse than that, was that this seemed to screw up the pathfinding. My men couldn't find the damn door out of town, so I ended up in draw.
KnightOfTheImperialDragon
06-13-2005, 01:44
I'm not sure if this has been posted before or not, but the "dead" wardog bug is really annoying. I had "dead' wardogs completely annihilate two units of Greek Cavalry because they wouldn't fight back and I couldn't select the dogs. I had to have my troops run away from the dogs while trying to quickly end the battle. :furious3:
Also, every time I play, the Roman factions always get massive amounts of wardogs. A few is okay, but they're getting more of them than legionaires.
Mongoose
06-13-2005, 02:14
I find that it is best to remove them :dizzy2: .
Any way, this bug is fairly well known.
NEW BUG.
( maybe )
While playing Germans I captured brit town , next turn it was brit again ( it didn't revolt , it was not bribed ) . It repeated several times with different towns.
:bow:
Zortanius
06-16-2005, 04:47
Hi Guys, back after a while,
I dunno if this is a bug but it's an interesting thing that happens and it sems like a bug.
Say you're fighting an AI army with archers standing behind or amongst their infantry. And say you have javelin cavalry or horse archers. There is a useful trick(?) to suck the archers out and kill them.
Move one unit of missile cav onto their flanks and perpendicular to their line. Move another one behind their line but on the same flank. The second one should be parallel to the enemy's line and obviously perpendicular to your first unit of missile cav.
Make them fire at the nearest archers. The archers will now move diagonally out, away from their infantry lines, BETWEEN your 2(or more) units of missile cav. At this point charge in melee mode and crush them from 2 sides.
It's the silliest thing I have ever seen.
Works especially with Roman Archer Auxillia.
Sorry for the long shpiel but I could not make it any shorter.
I encountered a possible bug in the graphics. Don't know if this has already been reported.
I left one of my generals in a city with an Academy to let him gain proficiencies and retinue and during this his portrait changed. It used to be a face ~;) but now it looks like part of one of the building pictures, and it's not the same picture every time. I tried quitting and reloading a few times and the picture changes sometimes but not to a face.
Susa is bugged when it comes to siege assaults.
Damn, I can just kill half of the enemy before the "victory" message appears, and this counts for all factions.
nameless
06-17-2005, 04:40
I think I encountered some bug, I attacked a rebel city and I was immediately outlawed by the Senate, and I only had 20 cities at the time.
Muska Burnt
06-18-2005, 21:21
the only bug i get is sometimes in my own cities it say unkown unit type with the question mark also for some of my campaign it would crash after around 5 turns i think that is because my comp has been running all day so...
spacekraken
06-27-2005, 04:31
While playing Julii, occasionally a city would go dark as if I did not own it. I could only access it if I sent a unit near it to light it up. It happened with three cities over the span of the campaign. Two of them I had owned for a few centuries. Near the end of the game when I took Rome, it went dark after a few turns. If I saved and reloaded the game, the cities were back to normal. Not fixed by patch 1.2.
While playing Julii, occasionally a city would go dark as if I did not own it. I could only access it if I sent a unit near it to light it up. It happened with three cities over the span of the campaign. Two of them I had owned for a few centuries. Near the end of the game when I took Rome, it went dark after a few turns. If I saved and reloaded the game, the cities were back to normal. Not fixed by patch 1.2.
That happens to me regularly as well.
PorT_Lobo
07-06-2005, 01:32
Severe Bugs/Problems/Exploits :help:
- AI don't build fleets after 1.2 so human can take sea with a stack of birremes!
- AI do few Siege Engines and never build Sappers! The most efficient way to enter in a city.
- When Human sail from a city, AI instead still quiet waiting and defending approach from walls and stay fighting (and dying) at range of Towers and Walls!
- VH Battles AI Bonus (more moral and charge effects) go to Human also, so VH is not really Very Hard...
- AI abandon sieges at middle often.
Smaller Bugs/Problems :book:
- AI don't retrain units.
- AI don't repair walls.
- Accept to be under protectorade of AI don't damage at all Human Player.... instead accept it avoid war and can be a source of money with diplomat answering to AI that accept become protectorade in change a lot of money.
- Other Roman Factions still visible after Civil War
- AI don't attack Forts in our territory. Just attack when we build it on they're
- When defending in a battle, AI often advance in terrain instead having the bonus of wait for the enemy.
- Aldmiral's can't join in the same stack like Generals do in land.
- In Huge Army option, soldiers have problems finding paths inside citys and Barbarian Towns don't develop well because lack of population (they do a lot of warbands and deplete all population and never develop to citys)
PorT_Lobo
07-06-2005, 06:50
Severe Protectorade Exploit
Well it seems become an AI protectorade is another diplomatic exploit......
Instead of causing problems to human player.... it beneficts him.... Because AI only propose that when has huge military advantage and is in war with human...... so the alternative is:
- Human refuses and must fight a bloody war against a powefull opponent, or;
- Human accept become under protection of AI, and can ask money for it (AI pays a lot), saving from war, and only have to give to the protector civ the remaining money non spent after each turn...... You just have to spent all your income to don't have nothing to pay....
Become a AI protectorade shoulded be a bad situation to human, not a good thing.... so this is a diplomatic exploit.... My sugestion to CA is that when Human become protectorade, must have half income immediatly to AI without can spent it (like it is now) and AI no offeer money (or offeer to few) to Human accept become protectorade......
New bug:
CharacterComesOfAge and CharacterMarries events don't work in regard to ancillary generation.
There is a reason why evil mother-in-law or overprotective nanny don't happen as retinue members. ~D
Sometimes the battle victory music keeps repeating even after I'm campaign map. Loading a save fixes it. This might have to do with my subpar onboard sound card though. Using Miles sound.
massimorocca
07-08-2005, 09:45
I've reinstalled the game from scratch in my new computer, then applied the 1.2 patch and now I get a never seen before "temporary message when the file can't be found" when I open the scrolling down left icon, every time I must have a promotion on the field for a commander, either family members or men of the hour.
PorT_Lobo
07-11-2005, 06:43
Other siege exploit..... :dizzy2:
- AI only attack a city with one army, even if have several armys around, so it's easier do defend against one army at the time, and like AI lift siege often (old referenced bug) it gives time to defender and delay AI progress in campaign map.
Hefaistion
07-17-2005, 14:16
what is the mening of sending in a reply now? nobody will care anyway.
lalalalalalla im dumb hmm hmm hmmm tamtam dadam
bubbanator
07-21-2005, 05:15
AI fleets often blockade ports for just one turn. A few times I have had the enemy fleet blockade and then leave on the same turn. Also, the AI always has many little fleets of one or two ships. It is very annoying.
Not sure if this has been mentioned or not but here it goes:
If the player wins one Heroic Victory in tactical mode (resulting in a crossed swords icon appearing on the strategy map) a second Heroic Victory (tactical mode again) on the same location involving the same army will cause the game to crash to desktop everytime.
I assume this is because the game is trying to place another crossed swords icon on that part of the strategy map when one is already there. I've seen this happen usually during the span on one turn. I fight a battle and get a heroic victory and wait at the same location (no more movement points) and next turn another enemy army attacks that same army on that same location as the turn is being processed. If this second battle results in a Heroic Victory, the game crashes to the desktop.
As a side note I'm currently using version 1.2.
Basic System Specs:
AMD64 3000+
1024MB DDR400 RAM
nVidia nForce 3 Chipset (Driver v5.10)
nVidia GeForce 6800GT (Driver v77.72)
Creative Audigy 2 ZS
Windows XP SP2 (DirectX 9c)
I doubt the specs will help but then again what do I know ;)
Maj.GHOB
uncertin if this is already in this thread,
too many pages to scroll thorugh
Since when do spanish officers wear british cloaks and have red beards?
B.
Gaius Magnus
07-25-2005, 16:48
I have just encountered a strange bug.
One of my cities, the very first I conquered as Brutii, Apollonia, it appearing on the map as if it were another faction's settlement. I am still able to click on it and control the building and troops, however. It just doesn't appear with the troop strength flag as my own cities should.
I then loaded a Carthage campaign, and one of my Carthaginian cities was the same way, except this time, when I try to click on the city, there are question marks for the Garrison and Buildings, and I can't control it. It just comes up as another faction's city.
I am playing with the 1.2 patch The only modification I have made is, before I installed the patch, I had unlocked the other factions. After the patch, I installed the historical battles mod by Ninja Cool (but that only installs more historical battles).
Here's a screen:
https://img.photobucket.com/albums/v73/fslurker/weirfbrutii.jpg
WTF, mate!
bubbanator
07-27-2005, 16:01
Thats...odd
Don't know what to say other than try reinstalling it w/o any modifications, THEN download 1.2 patch, THEN get the custom battles mod thingy.
As for my new problem, I know it has been posted before but I couldn't find an answer that could fix it. I had 2 large armies pilliaging the British held areas of Gaul and Germainia. One was a full stack, one was a half stack that was collecting mercs. Both were lead by good generals. A full stack British army attacks me when both armies are right next to each other. I have to control the half stack and the full stack is my reinforcements. I wanted to control my full stack into battle so I withdrew from the battle planning on attacking them next turn with my full stack. However, I looked and saw that my full stack was completely gone. GONE. It was like magic. Also, the general of my half stack was gone, but not the army. All this and my troops hadn't even fought in the battle. If anyone knows how to fix this problem, please inform me.
I have just encountered a strange bug.
One of my cities, the very first I conquered as Brutii, Apollonia, it appearing on the map as if it were another faction's settlement. I am still able to click on it and control the building and troops, however. It just doesn't appear with the troop strength flag as my own cities should.
WTF, mate!
i think cities without garrisoned units have those types of flags as i once abandoned my city and the flag changed
I have just encountered a strange bug.
One of my cities, the very first I conquered as Brutii, Apollonia, it appearing on the map as if it were another faction's settlement. I am still able to click on it and control the building and troops, however. It just doesn't appear with the troop strength flag as my own cities should.
I have encountered this bug twice before, the first time also with Apollonia. The fog-of-war dissappeared when I ordered the garrison to move out, but returned when I moved them back in again. I don't know how I solved it: either by reloading the game or by doing nothing, but the problem dissappeared in both cases and I could continu my campaign without trouble.
My groups are made of memory metal (you know, this stuff that´s always form back to it´s original sape, no matter what?), when I group-select a couple of units, even without assigning a number to them, they´ll always keep their formation - which is nice and well, unless I need to change it, or one of the units wasn´t quite in line and I have to make an adjustment. Even if I de-select the group, maveuver them singly all over the map and the select te very same units again, they´ll come back to their initial formation.
Alexander the Pretty Good
08-02-2005, 23:12
I have just (within last 30 minutes) experianced a depressing AI "bug." It isn't so much a bug as a catastrophic failure of the AI, but I think it crosses over from being bad AI to being a bug.
I was playing as the Armenians in a Mundus Magnus 2 game. Hard/Hard with Huge settings. There was a medium sized Selucid (can't spell) of about 1500 men trapped between my 1200 strong army and some mountains. When I attacked, there was the "fight-to-the-death" icon on the Selucid banner, meaning that if they retreated they would be destroyed.
The odds were 20:9 in my favor, and I was going to crush them as usual ( ~D ) so when the battle started, I marched my horse-archer army towards the enemy. My men had marched for about a minute and were still a good distance away from the Selies when they pulled back! I didn't try to catch them and they escaped (a "close victory" for me ~D ). When the battle ended, the enemy army was gone.
The bug: an enemy army may retreat from the battlefield even when it cannot retreat anywhere. :sigh:
Has anyone else experianced this?
---------------------------------
About 2 minutes after the conclusion of that, I sent a smaller army to attack some other Selies. While deploying before the battle, I selected my whole army and then accidentally clicked on the minimap on the bottum left outside the zones of deployment (and probably outside the battle area as well). The video froze though the sound continued as if nothing happened. I couldn't click anything, couldn't exit the game, nothing. Had to restart my laptop.
:sigh: :sigh:
@Alexander:
I´m not sure it´s a real bug. Yes, they can retreat their units from the battlefield, but those units won´t show up on the campaign map again, so, effectively, they´re destroyed. If you find yourself in that situation, i.e. you´ve retreated once and are attacked again, you´ll notice that the white flag button in the interface is greyed out. Your units can still rout and leave the battlefield, but if you´re defeated, your army is gone, even if you suffered only few csualties in the actual battle. As well, all generals in such an army are killed, so retreating can get you into tighter corners than fighting.
Alexander the Pretty Good
08-03-2005, 13:18
The thing is, the AI should not retreat from the battlefield in that circumstance. It should be "eager to fight as there is no retreat" as they say in MTW. At the very least, it should hold its ground because it can't do anything better by retreating.
Celt Centurion
08-03-2005, 18:36
Someone else has had this problem as well.
When you shoot fire arrows the game lags up a little. It's the one thing I've seen yet that was less optimized from the demo. It may just be how it is, but since in the demo it wasn't a problem I thought I'd mention it.
Not only does using fire arrows foul up your control of the battle, (understandable, fire arrows are harder to aim) but also if the enemy uses fire arrows, it fouls up your control as well. I simply avoid using fire unless I'm using onagers. When an enemy is using fire, I TRY to get over there and destroy whatever is using fire. Sometimes it works, sometimes he has his archers very well protected.
Strength and Honor
CC
The thing is, the AI should not retreat from the battlefield in that circumstance. It should be "eager to fight as there is no retreat" as they say in MTW. At the very least, it should hold its ground because it can't do anything better by retreating.
I don't know about that. At Gaugamela, the Persian army ran even though it meant the end of the army as a fighting force and the loss of Babylon. I take the AI withdrawing as an indication that the tactical situation is hopeless. The AI army must have had a weak or low morale general or poor troops.
demolition
08-11-2005, 12:40
im not sure if this is a bug or a glitch
In battle mode or when you are looking at a cityAlexandria has a river that has actually put part of the city under water and a big part of the ground out side
when u are fighting ,no units can go there ,but when viewing the city the people walk through it
edyzmedieval
08-21-2005, 20:51
Bug.
The spear points of Velites are upside down.
I mean, they are at the rear.
br0kenrabbit
09-04-2005, 03:18
I've been able to reproduce the following bug multiple times, but there must be some step I am missing because it doesn't ALWAYS happen. But I've reproduced this method on all terrain types.
Any missile unit (only tested with Julii): Turn off Fire At Will. Attack an enemy unit but pull away before you actually fire at them. Now, turn on loose formation, click run, turn back on Fire At Will, then turn off loose formation.
Most of the time my missile units will just stand there going in and out of run/walk mode (you can see the icon switching back and forth rapidly), but never going anywhere or attacking anyone. Using Cancel Orders and toggling Fire At Will a few times will fix it usually, but sometimes I have to move the unit a few meters and then re-engage Fire At Will.
I don't know if this is has been announced yet, but if you play the battle of Asculum (single player mode, 1.2) and hit Esc during the cinematic the cinematic halts and doesn't let you advance to the actual battle.
Yukon Cornelius
09-21-2005, 01:52
I always play on VH/M (campaign/battle difficulties respectively), and I have reason to believe that the AI uses auto-calc odds to determine whether or not to attack the player's forces. While that doesn't sound like a problem, it is.
The auto-calc odds in Very Hard campaign difficulty are weighted in favor of the AI. The AI does *not* account for this, as demonstrated by repeated attacks, over the course of multiple campaigns, during which it *immediately* withdraws when I enter a manual battle. The odds calculated in battle mode are *not* skewed by the campaign difficulty so the AI decides it no longer has a significant advantage. Thus it retreats.
I'll repeat that. The *AI* chooses to attack the player but once the battle starts it *immediately* retreats.
The AI should *not* include its strength bonus (or penalty) based on *campaign* difficulty when deciding whether or not to attack the player. Since the player in RTW can set different difficulty levels for the campaign and battle maps, the AI should not base its decisions on skewed auto-calc odds.
[leaving the realm of bugs and entering that of suggestions]
Furthermore, I consider the "weighting" of the AI's army strength using *campaign* difficulty to be an error in and of itself. The *battle* difficulty should decide the odds of success in auto-calc battles. If the player wants difficult battles, both automated and manual, then the option is available.
As things stand, the following sample battle occurs:
The player sends one unit of hastati to battle an enemy unit of hastati (so the battle involves *only* two units and no generals). The player has selected VH/M for campaign/battle difficulties respectively. If the player auto-calculates the battle, (s)he will almost invariably lose. However, if the player fights a manual battle and simply charges the enemy, the player will have almost (but not quite) even odds of success.
Even with *two* units of hastati, the player has a good chance of losing the auto-calc battle yet will almost always win the manual battle. All variables are the same going into the battle, yet the only way the player can ensure fair odds is by fighting manually. In practice, a player fighting in VH/M difficulty is forced to fight almost every tiny battle to ensure even the slightest amount of success in the campaign, whether those battles be primarily against two-unit stacks of vanilla peasants or tiny stacks led by enemy captains.
And woe betide any player who dares to fight a sea battle in VH/M difficulty, for the player can't manually fight sea battles and will always lose well more than his or her fair share of ships.
Very Hard campaign difficulty ought to affect the AI's diplomacy ("No, we won't buy your map for 30,000 denarii! Though we might buy it for 8,000 and that province you took from us three years ago."), construction priorities ("Don't build that farming shrine! Get a port and some markets going."), and possibly its income (like a 30% bonus to all income in Very Hard -- that sort of thing). If the player wants tough battles, there's an option for that: It's called Very Hard *battle* difficulty.
There was answer to that question in FAQ on official boards, although CA didn't really seen the light as I hoped.
Mouzafphaerre
10-24-2005, 20:00
.
Here's a cute 1.3 bug for your amusement:
My two Greek armies besiege, assault and capture Apollonia from the Brutii. One of the armies, the one I had manually commanded, led by the king, stays in the city. The other, led by a family member and commanded by the AI, although simultaneusly occupied the plaza during the assault, remains outside to besiege the king's army!
https://img354.imageshack.us/img354/6883/03241it.th.jpg (https://img354.imageshack.us/my.php?image=03241it.jpg)
The king cannot move, as expected in a siege, and when I move the general I get the "siege will be broken" message, approve and everything is fine. ~:)
.
SomeNick
10-25-2005, 05:26
lol!
Ahh here's a few I've found for 1.3.
Sieges
In one battle I could only put one unit up through a siege tower, and no more singular units. Also, don't know if it's a bug but grouped units will not climb a siege tower. I think it's something to do with amount of space along parapet to reform after movement.
Siege towers have 'machine gun' like fire that looks very unrealistic, and definitely makes unrealistic mechanics for the game. Whole unit of Spartans got peppered right before my eyes in under 30 seconds. Very, very annoying and silly feature.
Their are problems with Hoplite/Phalanx like units running along parapets. They run then if you renew their orders to run say to a point a little further along the parapet, they will walk and only walk no matter what you do. The symbols for running and defense change intermittently,in an odd manner, if this sheds some light at all as to the problem.
Grouped Units still take tours of the city I'm attacking when through the gate instead of taking one particular path. Guard towers have a field day. No matter if I use shift or not.~:handball:
I am using a light infantry unit that's preferably fast to play tag with the towers along the walls at the moment lol! So as to control as many towers as possible while the units are meandering along in their own chosen way...
Navies
I split my navy at Croton in early 1.3 Brutii campaign and now have duplicated admirals. Bit cosmetic really so far, but... hope it is only that.
Also , AI seems to have a very long range retreat distance. Ships don't seem to get retrained either.
No storms in 1.3!?
There where storms nearly every round for me in 1.2. I like to use navies a lot and found this a very cool feature even if it was a bit often in 1.2, although never occured near coastline a lot.
Please bring them back, maybe with lesser frequency than in 1.2.
Agents
It seems I have to spend a lot of time training assassins now. Rebel armies have very low assassination attempt success rates even fairly early in the game.
Cavalry
Still like running at pointy spears, irrespective of orders and even at reasonable distance to carry out those orders...
In fact the whole grouped unit thing needs a damn good look at I think. Some attack some don't etc etc. I am aware fatigued units etc may not run into attack enemy, however even if units are eager etc there are still problems.
Archers
Grouped archers are still hilarious...and disabling fire at will for them doesn't work.
AI Unit Retraining
The AI doesn't retrain it's units... still... Amry or Navy. Doesn't seem to repair buildings either...
I'm beginning to wonder, is it that the AI will try to invest in new buildings all the time no matter what the financial situation or strategic situation of the faction is, and therefore treats all it's units and structures as expendable? For instance the AI seems obsessed with getting the 'Most Advanced Faction' news every turn. Does this change the AI behaviour or something if they have it?
~
I think a good solution for the grouped unit thing would be more information on the unit cards. Like the fatigue bar in MTW. Just tiny symbols on the unit card would suffice.
I'm not as L337 with the mouse as some...
I've seen mention of disappearing stacked armies but haven't encountered that yet.
Oh, and AI Romans don't use their Pilum as has been pointed out a lot anyway.
That's it, well the more memorable ones. I know it's a bit general but I am hoping CA will have a look. I have mentioned these elsewhere on these forums but their a bit spread out so I thought it'd be good to mention my main concerns here.
Still lurv the game : ) Hope a patch comes out to address all these things mentioned in the thread soon. I'd lurv it more then.
Thanks for your time : ) ~:cheers:
Will update this post as I see more : )
Not really a bug, but possibly some rebalancing of the effectiveness of chariots (i.e. lessen them) in autocalculated battles would improve the flow to the imperial campaign.
Mouzafphaerre
10-25-2005, 22:36
.
Here's a cute 1.3 bug for your amusement:
My two Greek armies besiege, assault and capture Apollonia from the Brutii. One of the armies, the one I had manually commanded, led by the king, stays in the city. The other, led by a family member and commanded by the AI, although simultaneusly occupied the plaza during the assault, remains outside to besiege the king's army!
https://img354.imageshack.us/img354/6883/03241it.th.jpg (https://img354.imageshack.us/my.php?image=03241it.jpg)
The king cannot move, as expected in a siege, and when I move the general I get the "siege will be broken" message, approve and everything is fine. ~:)
.
.
I shot another sweetie for you but the game didn't save the pic. Too bad I had forgotten to load my clipboard manager.
Anyway, some rebel town shows up as allies in the NW Balkans.
.
Mouzafphaerre
10-30-2005, 11:26
.
Ballistai cannot pass through gates/breeches
Is this a bug or feature?
.
scotchedpommes
11-13-2005, 17:11
Any help appreciated with regard to this problem:
Old graphics card-related bug with new twist, as far as I know. Just came back
after a long while to the game. It works fine on my older system, which runs
using a GeForce 4 Ti 4200.
However on my newer system, running the game on a GeForce FX 5200, there is
menu flickering and corruption which makes the game unplayable, as you might
know. Firstly, has there as yet been any way found to overcome this in RTW
alone?
Secondly, I in some way overcame this when I installed BI, in so much as RTW
and BI are both playable on the newer system. But now I find that several things
still do not work: [Presumably again due to the card?] There are no opening
cutscenes, for RTW or BI; several in-game graphics are missing. [No graphics in
the Senate tab, and numerous other graphics, e.g. captured wonder,
faction destroyed.] Is there any fix for this?
Syxx_Killer
11-13-2005, 17:29
When installing the game, were you asked to install some Media Player components (I forget what they're called)? I found that without installing them, the video sequences would not play.
scotchedpommes
11-13-2005, 18:48
As far as I remember, I did install those. I will reinstall it tonight and make sure
that I do, see if that helps. [Also, this is slightly unrelated, being from BI, but I
did note that for some reason on the newer system the Eastern Roman Empire
was Barbarian and not Roman, although this has not been the case on the older,
bugless system. That said, I fail to see how this could happen, given that the
process I went through in installing the games on both systems was the same,
without any separate patching.]
[GG]vonDöbeln
11-14-2005, 15:24
Seriously WTF!!!!! Playing v1.3 (no BI) there is a rebellion in one of the Roman cities, and the rebels get 2 units of YUBTSEB ELEPHANTS!!!!~:rolleyes: That unit is a fun easter egg but IMO should NOT appear in game like this!! It's just stoooooopid!!!! And furthermore after sieging the city for 8 years they finally emerge in their last ditch battle - or rather TRY to emerge. The Yubtseb units are too big to exit through the gates and while trying they block the way for all other units trying to get out!!! So I'm standing there waiting for like 15 minutes while the AI mills around inside the city. I finally use my sap point and make a break in the wall. I also manage to kill 2 of the beasts when they attack with my brave peltasts, only to have the dead giant animals block EVERY way into the city!!!!
Does anyone know how to remove the possibility for Yubtseb to appear as rebels? I mean wardogs and burning pigs I can accept, but 30 meter high elefants... *SIGH*
[GG]von Döbeln
scotchedpommes
11-16-2005, 15:56
Just to add, installing the media components did not help, so if anyone has
any further suggestions, I would appreciate it.
Thanks.
Well Hung
12-01-2005, 14:33
Just to add, installing the media components did not help, so if anyone has
any further suggestions, I would appreciate it.
Thanks.
Your best bet would be to check here and look around: http://p223.ezboard.com/fshoguntotalwarfrm38
Best of luck
vBulletin® v3.7.1, Copyright ©2000-2025, Jelsoft Enterprises Ltd.