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Mithrandir
09-24-2004, 15:09
Post bugs you've encountered here.
No long stories, just a brief description of a bug you've been able to repeat.

Colovion
09-24-2004, 15:35
When you are in the pre-battle screen when you can see your force and the enemies force in numerical terms with your and their reinforcements there are unit Icons depicting the leaders of each faction.

I was able to click on my General's pictures in that screen and drag them around the screen. It was like I had lassoed it in Photoshop and was moving an image from one place to another. It doesn't affect the game in any way - it's just a little strange.

Doug-Thompson
09-24-2004, 15:37
One crash to desktop after hitting the "close" button on the Senate diplomacy summary screen. So far, though, the game's been exceptionally smooth.

Colovion
09-24-2004, 16:25
when units are grouped sometimes they won't move forward, attack an enemy or anything unless you give them individual orders.

it would also be nice if units could be in more than one group

LittleRaven
09-24-2004, 16:26
One crash to desktop after hitting the "close" button on the Senate diplomacy summary screen. So far, though, the game's been exceptionally smooth.I'm 90% certain this happened to me too. I know I was looking at the Senate scroll, and I clicked something, (which I'm almost certain was the close button.) and blammo..dumped to desktop.

But other than that, this has run like a dream. Which is pretty damn impressive given my computer.

Colovion
09-24-2004, 17:19
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.

Dimeola
09-24-2004, 17:33
Not sure if this counts but....when defending in a seige....move several units just out the gate....pulled them back in and exit battle. It counted as a successfull sally. No honor in a draw it said....but it lifted the seige.
Dimeolas

Kraellin
09-24-2004, 19:24
i reported this elsewhere... when i insert the cd in the cd tray and the auto-run brings up the menu and i click on 'play', the menu flash goes away and nothing happens. the game does not start up. the icon on the desktop works just fine, however.

K.

Red Harvest
09-24-2004, 19:30
I'm 90% certain this happened to me too. I know I was looking at the Senate scroll, and I clicked something, (which I'm almost certain was the close button.) and blammo..dumped to desktop.

But other than that, this has run like a dream. Which is pretty damn impressive given my computer.

I've noticed a bit of a pause when accessing the senate tab that I haven't seen elsewhere. I think there is something up with it.

Thoros of Myr
09-24-2004, 19:49
The pause is so it can load the in-game video...

I would add that reinforcement's AI is completly suicidal and needs to be fixed in the first patch.

Dimeola
09-24-2004, 20:05
Built an ambassador and got confirmation but he was no where to be found
D

Blodrast
09-24-2004, 20:33
i've also seen the group bug: give a group orders, it does nothing, and you have to give orders to the individual units. However, I _think_, but I can't remember for sure, that the group becomes responsive again if you just give it a formation (SHIFT +nr).

LittleRaven
09-24-2004, 20:40
Built an ambassador and got confirmation but he was no where to be found
DAre you sure he wasn't hiding under the Agents tab?

Colovion
09-24-2004, 20:46
When moving anything around the map once you order them to march somewhere you can't undo it - even if you accidentally clicked somewhere. It isn't a bug, but a grievance.

Spino
09-24-2004, 20:59
- Here's a really odd bug. At one point during my current short Julii campaign the 'Advisor' and 'City Details' buttons on the City Construction menu/page became grayed out and those features were unusable. I do believe I had completely turned off the Advisor prior to this happening but why would that deactivate the City Details button? Reloading an older save game didn't fix things. Exiting RTW, restarting and loading a saved game seemed to fix it. Now I have the Advisor turned off and I can still access the City Details button. Weird, eh?


when units are grouped sometimes they won't move forward, attack an enemy or anything unless you give them individual orders.
I can vouch for this as well. It's a HUGE pain in the ass, especially when timing is of the essence.

- Odd formation behavior - During combat (after the initial setup phase) it drives me nuts I get my units in a nice hand crafted formation and adjust their rows, put them in a group and click on a distant destination only to see them revert to the same positions and unit depths they possessed prior to my arranging them! It doesn't happen all the time but it certainly didn't happen in Medieval.

Orda Khan
09-24-2004, 22:32
-

- Odd formation behavior - During combat (after the initial setup phase) it drives me nuts I get my units in a nice hand crafted formation and adjust their rows, put them in a group and click on a distant destination only to see them revert to the same positions and unit depths they possessed prior to my arranging them! It doesn't happen all the time but it certainly didn't happen in Medieval.

From your above description I must ask this..Do you group these units before you deploy them or afterwards? I'll tell you why...I noticed this and also noticed that if the units you arrange are grouped, they will rearrange to their prior relative positions regardless of how you group them. However once you ungroup these units, arrange them as you want and then group them, they maintain their formation.

Just one of the many ' improvements ' from CA ~:rolleyes:

Here's another gem.
Three Numidian Cav, send one to attack and select the special ability, Cantabrian circle. Now select all three units, click ability again and attack given targets. The two new units perform their Cantabrian circle while the first has reverted to ability off........Hah!! Same thing with three Sacred band, I had one in phalanx formation and then selected all three on phalanx. The original was switched off

Can you imagine the amount of micro management this requires in MP, with all units doing 100m in 9.65 seconds?
Yeah great job CA

.......Orda

Del Arroyo
09-24-2004, 22:44
Ouch, Orda, that sounds like a pain.

hoom
09-24-2004, 22:59
Of course us SPers don't have any reason to complain about that because we can use pause right? :wall:

The_678
09-25-2004, 02:14
Just wanted to confirm the Senate diplomacy bug thing. I was in the tab looking at senate diplomacy and clicked on the close button and got a CTD. I hope the prologue aint too long cuz I was partway through it and hate that I have to go thru their noob explanation of things again. Ah well, I gotta do it.

Dimeola
09-25-2004, 02:20
The info box for each town can cover up units....so if you produced a unit and cant find it run the cursor around `cause the unit is under the box.
D

Murmandamus
09-25-2004, 02:21
Can't send multiple seige rams to attack different parts of the wall simultaneously.

I've been building 2-3 rams to get my men inside the walls faster and to surround defending units easier. But, if you tell multiple rams to attack the wall at the same time, they just stop. You have to get 1 to attack, then once it's started ramming, start the next one.

hoom
09-25-2004, 03:56
CTDed twice on attempting to open the Senate tab of the faction info dialogue.

Won't let me run at more than 1280*960 which is odd cos the demo did & I have a 9800 with a monitor that does 1600*1200@75Hz.

Now, back to a third attempt to get past the prologue ~:mecry:

The_678
09-25-2004, 07:59
I just had another CTD for no reason I can think of. I was playing as Scipii and it was right in the beginning I was going to attack Syracuse but the carthaginians were already seigeing it. So I attacked them. But when I hit the button to fight the battle I CTD.

Don't know if it's a bug or just me.

Thoros of Myr
09-25-2004, 10:13
I think there is a memory leak or something equally bad. I was playing a battle (about 2K troops all told) and the FPS suddenly went down to the single digits with massive stutters, completely unplayble, thinking it would fix it I turned the graphics down to the lowest that I could from the battle menu options...didnt help one bit, not even a slight increase...I had to literally lose the battle and exit the game...havent had anything like this happen in a game in years...it wasent overheating, my computer is very well ventilated. I'm afraid to even go back to my campaign. :(

Oaty
09-25-2004, 13:38
Gifts from the senate do'nt appear. It will say your gift is in your capital of (unti name) it keeps referring to my capital as a unit name, I check my capital and there is no gift. The money gifts I do recieve. Gifts worked fine in the prologue but as soon as I went to the campaign I get an announcement that I got them but they are nowhere to found. My only gues is I have spies in enemy cities and I did'nt put spies in cities for the prologue

Steppe Merc
09-25-2004, 16:09
The loading screens are all messed for me. It shows the whole thing, then blacks out and just shows the loading bar.

SpencerH
09-25-2004, 17:55
The individual orders to grouped unit appears to be a real bug. I'm also getting a flash of a second combat results pop-up after clicking the x on the first. It hasnt caused any problems though.

My right middle finger is getting tired from right clicking and it's exacerbating my developing arthritis. Thats a bug

d6veteran
09-25-2004, 18:19
Two multiplayer bugs:

1) Game crashes to desktop when trying to log onto GameSpy. Takes anywhere from 2-50 attempts to logon. And each time you have to restart the game.

2) Memory leak for the host. After 2-3 battles, the memory leak is so bad that the host needs to restart. You can tell that as you continue to host games the lag gets worse. Check your memory by opening task manager and you will see that memory usage is climbing.


Update: actually I think there is a memory leak in general. I played 3 big battles in a row in single player and each battle had progressively worse frame rates. I checked my memory usage and sure enough it was maxed.

cromwell
09-25-2004, 18:53
I find the game very buggy for having a extra year to work on things, or so they said in a interview.
I CTD when loggin on to gamespy as well, took me 5-10 attempts every time I log on and restarting the game for each one is a major pain. Just give me a error message and let me try again.

SO far not having as much fun, as MTW. Why do something half-A$$, either improve multi player or don't offer it. But don't go back in time with regards to options and stability.

Cromwell
:inquisitive:

Colovion
09-25-2004, 19:34
To add to the MP bugs. When you go to launch the game it loads up the Rome.exe, goes to teh MP portion and then crashes back to Gamespy.

Spino
09-25-2004, 20:48
From your above description I must ask this..Do you group these units before you deploy them or afterwards? I'll tell you why...I noticed this and also noticed that if the units you arrange are grouped, they will rearrange to their prior relative positions regardless of how you group them. However once you ungroup these units, arrange them as you want and then group them, they maintain their formation...

You hit the nail on the head Orda. That is exactly what happens. I just discovered that last night. It is such a headache to have to group, ungroup and group again. Why did they try to reinvent Medieval's command system? Rome's command system isn't all that bad but it seems to be a case of two steps forward, one step back. The headaches caused by this stuff really puts a tarnish on such a brilliant game.

hoom
09-25-2004, 23:52
I'd call it one step forward & two back myself...

I think what they have done is stuck the previously largely unused optional group formations lower down, so that you have to use them & we're all clashing with that or something.

Colovion
09-26-2004, 01:05
I was assaulting a town and had my 6 units of Hastati in a group as they moved through the gates and then I wanted to split them up to put one on either side of teh enemy and flank them. So I took 3 and put them in a seperate group. Then I went to take those three and align them with the drag/click function in front of the enemy and - suddenly it shows all 6 units of Hastati on the battle map about to be aligned as my mouse is dragging. I check and I only have three selected. I retry with the other three, same thing. I try making the groups again and other things but it keeps doing it!!! I eventually had to do it individually. >:( This was a HUGE annoyance as the amount of time it took me to do that almost lost me the battle through time contraints.

Oh yeah and when assaulting the center sqaure you can just line your missile troops up and rain hell on the enemy as they bunch up on the square - they never/VERY rarely attack. This is at Hastati/Pila range so it was really weird.

hoom
09-26-2004, 01:11
Heh, I just had a funny one doing some custom battles.
Two phalanxes meeting exactly head to head on guard mode just stand there spear tip to spear tip & shuffle to their respective rights.
I watched two units shuffle till they were no longer facing each other ~:joker:
After they turned to face each other again, they did start fighting though.

bhutavarna
09-26-2004, 06:49
on one bridge battle, i saw one enemy unit run straight into the river instead crossing the bridge. they all drown except for the captain who miraculously reappear from the river only to rout. this happened as my own unit was half way across the bridge to attack.

ShellShock
09-26-2004, 09:42
I live in the UK and I can't get the game until Friday, and this is really bugging me. Does this count? ~D

However, before the mods jump on me, do we need to be providing more information to CA about the bugs?

The following instructions are for Windows XP (2000 is similar):

1. Exact circumstances in which the bug occurs. This seems to be pretty much covered already.

2. System information. Run dxdiag, and click Save All Information; this will produce a text file which contains all the details about your system configuration. It would be useful to attach this to your post (dothe mods object?).

3. Crashes. This should produce a Dr Watson log. Run drwtsn32 (in Windows\System32) and note the Log File Path. This will be where the log is created. Open the log file in notepad and search from the end upwards for "Application exception". You have now found the crash log for the last crash. Check the App name is for RTW and the When matches the time the crash occurred. If so then copy from this point to the end of the file into another file, and attach the new file here.

Dr Watson can also produce crash dumps, which is a snapshot of your computer's memory at the time of the crash, but I've never had much success debugging with these. There is a better JIT debugger from Microsoft, called WinDbg (http://www.microsoft.com/whdc/devtools/debugging/default.mspx), but it is a bit complicated, so I'll leave it to the more dedicated.

4. Memory leaks. It may be useful to CA to capture a log of the performance of RTW.

Go to Control Panel, Administrative Tools, Performance. Expand "Performance Logs and Alerts", and click on "Counter Logs". Right click in the right hand pane and select "New Log Settings" from the pop up menu. Enter a name (e.g., RTW), and click OK. In the dialog, click Add Counters.

In the "Add Counters" dialog, change the "Performance object" to Process, select "All counters" and "All instances", click Add and then Close. You can leave the sample interval at 15 seconds.

Click on Log Files tab, and click Configure to change the location of the log file.

On the Schedule tab, select the log to start Manually.

Click OK

You should now see "RTW" appear in the list of counter logs, along with "System Overview". Right click RTW and select Start from the pop up menu to start the log. Now play RTW - if it lags big time, it could be leaking memory. Exit RTW, and stop the Counter log.

You now have a performance log file that can be used for diagnostic purposes (or sent to CA?). To open the file, click on "System Monitor" in the Performance applet in Control Panel, Administrative Tools.

Type Ctrl+L or click the hard drive icon in the tool bar, and enter the Log file as the file you've generated.

Then type Ctrl+I, or use the plus icon in the tool bar, to add counters to the graph from the log file. The only Performance object available will be Process (as that is all we've logged).

For memory leaks, a good counter to view is "Private Bytes". The instance should be "Rome" (or whatever the RTW exe name is).


It could be CA can reproduce these bugs themselves, and do not need all this diagnostic information from us; however it must be difficult for them to match all the different types of hardware that us users have.

Once I get my hands on the game, if I get any of the bugs that other people have reported, I'm going to try and gather as much evidence as possible. Whether this will be of any use to CA is another matter ~;)

AnnieP
09-26-2004, 16:57
1. Was able to be in MP Foyer 3 days ago. Try the #ignore command. Horror. Doesn't work.

2. Try SP and now can't even get into MP foyer. Crashed to Desk Top.

3. Try uninstall, and uninstall process crashed.

The game didn't like me.

Annie

Colovion
09-26-2004, 20:01
The enemy AI doesn't know how to bunch their units into cohesive forces, nor lead their big stacks with their family members to build Generals up. I'm getting amazing 10 star generals so easily because I'm rolling over loads of small bands of Gauls led by captains and then the Generals are even leading small stacks wheras the larger stacks are rare and led by captains. If they would figure out how to group their units better it would be much more difficult, and less like I'm fighting a bunch of rabble.

Dimeola
09-26-2004, 20:02
Upon exiting last campaign system rebooted.

hoom
09-26-2004, 21:24
My CTD on entry of the Senate panel was solved by installing the windows media runtime :)
Though now some pre-existing wmv files do not render correctly in media player :(

LittleRaven
09-27-2004, 03:08
For some odd reason, towards the end of a very long battle, the sound effect get set to mute. Maybe I'm inadvertantly pushing a keyboard shortcut, but I can't figure out what. Only happens during very long battles.

Also, the grouping bug is very, very irritating. In terms of patches, FIX THIS FIRST.

The game still rocks, though.

Bigwig
09-27-2004, 05:26
Bugs I've found so far:

1. The whole friendly fire thing, that is missile units killing themselves when they are overlapping each other (never put your hastati on fire at will mode in the middle of a big melee, ouch)

2. I can't order groups of guys to run. If I want to charge some grouped hastati through a gate for example, I have to ungroup them first, otherwise they'll just walk through.

3. Sometimes units just sort of forget their orders. I told some Principes on the flank of a bunch of barbarians to charge, only to have them walk up to them and just stop within a few feet.

4. Sieges against towns with wooden walls suck. You can park your archers/onagers close to the city walls and have a field day firing at the guys inside because they just run around in circles (literally). Also, while not a bug, it kind of sucks that there are only a few locations where you can breach the walls, and even then the size of the holes are always really small. It would be nice if I could knock down big sections of the walls so I could squeeze more troops through.

5. Enemies camping in the plaza during a siege can just be picked off with missile troops, they never go out to fight.

6. The battle advisor keeps telling me that the enemy is deploying on top of a hill even when they're standing in the middle of an open plain.

There's probably more, I just can't think of them.

Plaxx
09-27-2004, 05:29
I don't think a lot of these are actually bugs ~;)

Colovion
09-27-2004, 06:03
I don't think a lot of these are actually bugs ~;)

I'd call all of those problems we hope to be fixed.

1. I'm really annoyed sometimes when I group some units, tell them to go somewhere, click "run" for the group, and then they walk there. I always have to click for them to run places individually. I have been able to click two or three units and click "run" otherwise they don't even listen to me and continue having a good ol' time getting where I told them.

2. What is even more annoying is when you sally forth from a town and the enemy is a certain distance away and you don't want to provoke them yet. I tried to line up some Velites on front of the gates and not get too close to the enemy - and they run right into the enemy. If I do this when there's enough room what happens is the units (any) run out in front of where they are heading and then come back to get in line - really stupid and frusterating when trying to get into position quickly/trying to keep a low profile from an enemy at close proximity.

2b I was seiging a town. I had some Hastati holding the front lines from the enemy and it was nicely screening the gate - perfect to setup flanking moves. I run some Equites in and tell them to run to the left and setup their lines facing the enemy flank. There was plenty of room for the Equites to get over to the left but what to I find them doing? charging in and following the Hastati and ATTACKING THE ENEMY!!! ~:rolleyes:

It's really annoying when you have to babysit your army 10x more than you should while things move much faster than before - it doesn't make for a winning combination. :wall:

Murmandamus
09-27-2004, 07:17
I've found I can't get skirmishers (cavalry auxilia in special formation) to break away from attacking a unit and go where I want them to until I dissable skirmish mode first. Lost a few units before I discovered that one.

Cavalry ordered to run down fleeing units often just run alongside, behind or even amongst the unit they are supposed to be killing. I have to get them to run ahead of the unit and charge them back at it to get them to kill properly.

Pathfinding in towns needs an overhaul. Units don't always take the shortest route. Sometimes they just can't determine a route at all and just stand in place. Also, when arranging units around the center square in order to finish off the enemy, units who are ordered to line up on the sides usually try to march there via the flag pole, right through the enemy.

Way points with shift-click only sometimes work for me and almost never work in complex towns where they would be most useful. The unit just goes to the first point and stops. Try getting a unit to do a lap of the town, inside the walls, using way points. Maybe I have to shift+ctrl+click and set formation at each way point?

When you get the victory conditions met continue/end battle dialog, it pauses the battle. If you move the mouse to the side of the screen, it unpauses it. I had a situation where the dialog popped up, the game unpaused and the enemies general was killed in the background. Then I clicked continue battle to finish off the enemy but when all units were killed, the battle didn't finish. The timer kept counting down and went negative. I hit escape and selected exit battle and fortunately, it gave me the victory but I was nervous about doing so since you always lost if you did that in previous games.

hoom
09-27-2004, 09:22
Cavalry ordered to run down fleeing units often just run alongside, behind or even amongst the unit they are supposed to be killing. Yeh thats a pain in the ass. It used to happen to a certain extent in S&M but it seems to be worse now.

Red Harvest
09-27-2004, 16:46
Ok, the corruptions are back. I get a wierd but consistent problem in my Scipii campaign now, so I had to abandon it. Under "family tree" I get some sort of Greek/Spartan family tree instead of mine (Scipii.) Noticed it a few saves back and was unable to clear by rebooting and reloading.

Red Harvest
09-27-2004, 16:50
Battle timer. Why is it on in some campaigns, but not others? I had no timer for Scipii, but have a 20 minute timer for Carthage for every battle. That is wonked! Should there be a toggle to disable it.

Setting a 20 minute timer is a bug, period. There is no reason for the timer to be less than an hour. You can't even close the distance on some maps that way. This seriously hampers slow units since they must run to beat the stupid artificial timer.

Blodrast
09-27-2004, 16:57
I've also consistently had the "ram" bug, noticed by Murmandamus.
(multiple rams, can only move one at a time, the others stop).

Also consider silly AI that they never move from the plaza no matter how many tons of missiles you pound them with; same with sieges, you can pound the units inside and they do actually run in circles, literally.

Grouping/moving/ungrouping is a pain. Orda is right, once they're in a group, they will preserve that formation forever until you manually arrange/move each of them, and regroup them. That is totally crazy, since you end up having to manually move and reassign each and every single unit, which is an unbelievable waste of time...

Also, how the hell do you move them "in formation" ? i.e., I have multiple groups, and I select all the units with CTRL-A, and I want to move them to some other point; but both right-click and ALT-right-click just send everybody there in a total mess...at the destination, they are totally overlapped... if there is no way to move them in order, this is another serious problem.

Also, the fact that one single unit cannot be assigned a shortcut is very annoying - I mean, I'm sure most people like to keep their general unit on a shortcut...

Turbo
09-27-2004, 17:32
The game does a poor job of autodetecting settings particularly for audio and video cards. I had a host of problems with bizarre behavior, CTD's, until I custom set my settings.

The lag - Rome is memory intensive. On my son's machines with 512, I noticed some hesistation-lag which was caused by the mem being swapped to the harddrive. On my machine with 1 gig, it was smooth.

Graphics - If you are using a video card over a year old, you should turn off autoaliasing and take the resolution settings down several notches. The game isn't as pretty, but it runs a damn sight better.

Audio - Updating my Audigy 2 drivers solved most problems. My son uses a Creative Live! card which even with updated drivers was locking up and hesistant. Switching the settings to the Miles 2D fixed the problems.

Hope this helps

Orda Khan
09-27-2004, 17:36
To move your army so they march and arrive in order ( ie as you deployed them ) you can try the following.......
Group your whole army but forget any alt/ commands, just right click and your army will march to that designated spot in formation. Now then, some points to remember when doing this.
Unlike STW and MTW where the target destination would apply to the centre of your army, it now applies to the front line. Not too bad really as it does help prevent that 'click too far'. However, beware!! Make sure you know the width of your army well ~D If that target point is not central to your entire army width, your army will wheel about in some awful shape. Once your army arrives where ( hopefully ) you clicked, you can achieve correct facing using the < and > keys.
Not the best I know, in fact it's one hell of a drag. It's funny I suppose, the slower speeds of MTW and the simple commands compared with a much faster RTW and a whole lot of complex, time consuming commands. To me that equation does not compute

One thing is certain. Forget groups once close to the enemy

.....Orda

Shorty
09-27-2004, 17:49
Playing on a LAN with another guy, it was a close battle and eventually the soldiers got to the point were they weren't killing each other (it was mostly my Seleucid phalanx vs. Julii cohorts I think). At first I thought that they were just so exhausted that they could barely move or attack, but then my friend comes over asking how my entire army had collapsed so quickly!

It turns out that on his pc the game had already ended in a clear victory for him, while on mine the battle continued as a complete stalemate with almost nothing happening at all. I quit and it said that the battle was inconclusive. We tried it again with different factions and map and everything worked fine though.

Blodrast
09-27-2004, 17:57
Thank you, Orda. It sure is a pain - I thought of grouping everybody into one group, but unfortunately one unit cannot belong in more than one group at a time, so I can't preserve my own groups.
And once I get close to the enemy, I will obviously not have time to re-group units from one global group into the groups I consider useful !...

And yeah, unfortunately, once you're close to the enemy, it literally turns into chaos...no way you can do anything except for giving orders to some individual units every now and then (unless they're cavalry in which case they may be running faster than you can scroll ;P ).

Well, a lot less tactics indeed, what with the weird grouping and faster speeds...too bad, really.

Turbo
09-27-2004, 20:57
One thing that is that is REALLY a game ruining bug that really does ruin a HUGE aspect of the game for me. After you build a large stone wall in a city and the city is under seige, sallying forth is screwed up. When you opt to sally forth to attack the army that is seiging your city, the attacking army will run up to your cities walls and will stand there under attack from your arrow towers until they are all killed and they run away. It's really very very dissapointing that they are not smart enough to stand out of range. A few times I tried to sally forth anyways, even though I knew they were all going to die eventually, however they are so close to the gates that you are attacked before coming all the way out. You can come out through a side gate I suppose, but really the whole game is kind of screwed up by this problem. It is really an important battle, and I've found that it takes a lot of the fun out of the game knowing that the AI is dumb enough to stand there to die.

Colt374
09-28-2004, 00:47
GROUP MODE BUG : Has anyone else noticed how if you have your army grouped into several groups and you give one group an destination all the other groups also start heading for that destination. Don't know if this happens all the time but it seems to. Especially obvious in siege battles : Say I have an attacking army split into two groups, all the units with siege equipment in one group and all the other units in another group. After I send the first group of units in to attack the walls, if I then give the second group and order to advance closer to the walls, all my siege equipment units stop and head for the same destination as the second group.... even if they are already scaling/battering the walls!! Groups seem almost useless because of this.

Colt.

P.S. Yeh, I've also noticed the "Stand next to the walls and die" problem when you sally forth in a siege.

Spino
09-28-2004, 02:41
Andrewt posted this in another thread. I thought it deserved a mention here...


...This always happens with my legions. I put them on fire at will, stop near the enemy, unload all my pila, then charge. The stupid thing is that they don't seem to notice that they've run out of pila. The icon already changes to a sword icon indicating they don't have any pila anymore but they always pause, try to fire a pilum (and they have the firing missiles icon in their unit card), find out they no longer have any left, then charge. It always delays my charge because they go through the whole aiming animation before charging. It happens when I charge a legionaire with no more pila...

zentuit
09-28-2004, 03:17
Strategic Map / Settlement bug:
Open up a town by double clicking. Select the button to show the details. Click on the arrows to go to the next town. The details screen changes correctly. Click on the Trade Info button on the detail screen. Click the check button to close this screen. You are now at the detail screen for the previous town.
(Somebody missed an off by one error ~;p )

hoom
09-28-2004, 09:31
Typo:
Tyre seems to have been repeatedly misspelt Sidon :dizzy2:
Not just ingame either, this bug is present in the documentation & marketing material too :juggle2:

slackker
09-28-2004, 13:34
looks like CA is having a holiday..or at least let us know that they are workin on patches..
i'm gettin the game in the nxt couple of hrs but wld love to c the following fixed soon..after reading so many posts on them

1.improved sieging AI esp when the computer juz let u slaughter them with arrow fire..makes me juz want to keep tonnes of archers in every town when i start the game..

2.Enable us the option to control our reinforcements even if it has a General in it!



as for the squalor..seems like there are ppl from diff camps..some seem to deal with it really well, some have tonnes of trouble..perhaps the population effect on it is 2 adverse..i got 2 try the game to give my verdict :)

zentuit
09-28-2004, 14:42
1.improved sieging AI esp when the computer juz let u slaughter them with arrow fire..makes me juz want to keep tonnes of archers in every town when i start the game..
Archers are a bit up on the tech tree. It will be a while before you get to them (as Roman).


2.Enable us the option to control our reinforcements even if it has a General in it!
I love this feature. It really can add to the game. I just don't understand why the Family member AI doesn't behave like the enemy AI; I haven't seen the enemy AI suicide.

Doug-Thompson
09-28-2004, 15:20
Finally encountered the navy bug last night, and was able to get loose.

I had two fleets in a small inlet in Asia Minor, with too many ships to merge. I tried to attack a small, enemy fleet nearby with one fleet and blockade a port in the inlet with the other.

I wound up with each of my fleets blocking the path of the other. They froze, and still couldn't be moved when the little enemy fleet left.

That's when I noticed that I was clicking on the sail to select the fleet -- and that the mast and sail was no longer connected to the ship's hull. I clicked on the hull, and the ship could move again and operate normally. However, the mast and sail were still separated, even in mid-ocean. I found the hull portion of the other fleet, and observed the same effects.

I merged a few ships from one fleet with the other, but still had the odd graphic effect. However, they suffered some losses after a battle, allowing me to retrain all of them. That did it. The "outrigger" effect was cured.

Spino
09-28-2004, 16:03
Finally encountered the navy bug last night, and was able to get loose.

I had two fleets in a small inlet in Asia Minor, with too many ships to merge. I tried to attack a small, enemy fleet nearby with one fleet and blockade a port in the inlet with the other.

I wound up with each of my fleets blocking the path of the other. They froze, and still couldn't be moved when the little enemy fleet left.

That's when I noticed that I was clicking on the sail to select the fleet -- and that the mast and sail was no longer connected to the ship's hull. I clicked on the hull, and the ship could move again and operate normally. However, the mast and sail were still separated, even in mid-ocean. I found the hull portion of the other fleet, and observed the same effects.

I merged a few ships from one fleet with the other, but still had the odd graphic effect. However, they suffered some losses after a battle, allowing me to retrain all of them. That did it. The "outrigger" effect was cured.

I noticed the same bug. Took a screenshot in case CA asks for proof.

Nelson
09-28-2004, 17:01
Victoria says that blockading a port will prevent shipbuilding there.

It does not. I often see ports that I am blockading build ships.

Kraxis
09-28-2004, 17:47
Victoria says that blockading a port will prevent shipbuilding there.

It does not. I often see ports that I am blockading build ships.

Certain it is not finishing ships?

Psyco
09-28-2004, 19:26
I'm not sure if this is a bug, but for some reason, bridge battles are incredibly slow. I normaly play with all settings at the highest possible, and I've done battles with about 4000 men with no slowdown. The problem is that when I do a bridge battle, even with only about 1000 men, becomes agonizingly slow (I'm talking about 1-2 fps), even when I turned all settings on to the lowest possible.

hoom
09-28-2004, 20:52
I've seen plenty of those 'outrigger' ships :dizzy2:
None of my own though.

The_Emperor
09-28-2004, 21:07
By the way is the Squalor issue a bug? I keep on hearing a lot of complaints about it and many people are convinced it isn't working entirely right. (Just need to know in preparation for when I get it) ~;)

DisruptorX
09-29-2004, 13:07
hmmm, where to start......

Units REFUSE to attack enemies who are in a town square. Instead they slowly walk up to the square usually by going around to a random section and then walk through the flags 1 by 1 or 2 by 2. It's pathetic.

Cavalry who are pursuing will often stop for no reason whenever they get close. They will then start pursuing untill they get close and then stop for no reason. ad infinitum.

Cavalry pursuing units will often start galloping right next to the unit, at the exact same speed. Instead of oh, say KILLING THEM.

I may have pointed this out, but there is a hillarious AI script that isn't really a bug, but is too funny not to mention. If you have a hole in your wall from a previous battle that you did not fix, the enemy will send ALL of its units through the hole REGARDLESS of how much defenses you put behind it. They will drop their seige equipment and charge the hole. Its rather pathetic to watch their entire army kamikaze your pike walls.

Quietus
09-29-2004, 15:06
Here's a number of problems/gripes:

1. Ships that lose but NOT sunk disappear!

2. I don't know if CA made this on purpose (just to give the AI a chance, because cavs are powerful flankers), but Cavalry are incredibly difficult to tame. Not to mention uber-slow reaction or walking instead of running. The battle speed is already so fast. By the time I can "flank", the blocker has already routed. Sometimes it runs around in circles. Sometimes they mistake left from right, forward to backward. This is most frustrating in castle sieges.

3. Most of the time my Spies and Diplomats would suddenly disappear. At least inform the player if they are being bribed or being killed. Usually happens in the frontlines.

4. Friendly fire is a pain. Happens in sallying-fort against sieges (your units actually get freaked out by own Tower Arrows and such. Happens all the time.

5. Archers sometimes can't shoot over a low wall during sieging. It gets a red indicator instead of green. It happens when I shoot initially. The AI runs. Upon returning behind the gate, it is now red.

6. When ambushed, I can't manually retreat. I had one unit reinforcement completely ambushed in a special battlemap forest. I managed to escape the AI pincers but I can't move across the red line.

7. Couple of units AI who didn't fight and retreated against my army and it is a "Narrow Victory".

That's all I can think of right now. :dizzy2:

Spino
09-29-2004, 15:36
...4. Friendly fire is a pain. Happens in sallying-fort against sieges (your units actually get freaked out by own Tower Arrows and such. Happens all the time.

I can deal with friendly fire. I'm sure it happened alot back then (and is still going strong even today) but it would be nice if it wasn't so pronounced in RTW. Anyway as the human player you can effectively deal with cutting down on FF but does the AI know how to deal with it and prevent it from happening with its own forces?

I experienced a major case of friendly fire last night, the kind of friendly fire which defies logic. This bug has already been documented except it was originally seen with pilae throwing legionaries, not archers. I had two units of Auxilia Archers killing men in their own unit! I was assaulting a Gaulish city and had their last few units surrounded in the town square. I brought in my archers to finish them off but put them on the incline leading up to the top plateau where the platform was (because of the tight space I had them in 4 rank deep rows). Pretty soon I notice two of my archer units are suffering casualties while they were firing. Turns out the guys in back were using their comrades in front for target practice, what the hell? In the very least units should not be able to inflict FF casualties on their own unit!!! ~:confused:

Shorty
09-29-2004, 17:43
Playing on a LAN with another guy, it was a close battle and eventually the soldiers got to the point were they weren't killing each other (it was mostly my Seleucid phalanx vs. Julii cohorts I think). At first I thought that they were just so exhausted that they could barely move or attack, but then my friend comes over asking how my entire army had collapsed so quickly!

It turns out that on his pc the game had already ended in a clear victory for him, while on mine the battle continued as a complete stalemate with almost nothing happening at all. I quit and it said that the battle was inconclusive. We tried it again with different factions and map and everything worked fine though.

Keeps happening. Tried reinstalling, and it doesn't help. I could go into more detail about what's happening if that helps...

hoom
09-29-2004, 21:29
Yup, had that last night.
Two rounds of 2 player lan custom battle resulted in completely different results on the two computers.
However, two rounds of 2 player historical battles (different scenarios) both resulted in the same result on each computer (I won :D ) :duel:

Kraxis
09-29-2004, 23:51
Ok guys... It seems it is a good idea to inform CA about all the issues.
Over at the com there is a patch request thread. If you could read the list and add your problems or bugs (if they are not listed yet) it would be great for all. I believe a combined effort is the strongest.
Request thread at the .com (http://p223.ezboard.com/fshoguntotalwarfrm7.showMessage?topicID=8935.topic)

Quietus
09-30-2004, 01:21
Turns out the guys in back were using their comrades in front for target practice, what the hell? In the very least units should not be able to inflict FF casualties on their own unit!!!
It happens all the time, everywhere :embarassed: I was shooting some desert infantry last night - the ones with cloak and whicker shields - and they are blocking every shot by my libyan mercenaries. So in essence, our units are the main casualties of our own missiles. So wrong.

bhutavarna
09-30-2004, 01:32
Here's a number of problems/gripes:
3. Most of the time my Spies and Diplomats would suddenly disappear. At least inform the player if they are being bribed or being killed. Usually happens in the frontlines.


your agents probably died naturally at the end of the turn. the faction announcement at the beginning of new turn will show that.

Spino
09-30-2004, 02:53
Ok guys... It seems it is a good idea to inform CA about all the issues.
Over at the com there is a patch request thread. If you could read the list and add your problems or bugs (if they are not listed yet) it would be great for all. I believe a combined effort is the strongest.
Request thread at the .com (http://p223.ezboard.com/fshoguntotalwarfrm7.showMessage?topicID=8935.topic)

Post at the Com? ~:eek: ~:confused:

Surely you jest!

I agree about a unified front and that patch request thread at the Com is pretty substantial. But there's a new patch request thread here, that should suffice. I say hit both threads and hope for the best. Keep in mind the Org is far from being neglected and/or ignored by CA. Giljaysmith, JeromeGrasdyke & Capt. Fishpants post pretty regularly here in the Org. I'll bet Capt. Fishpants posts more messages here in a week than he does at the Com in a month.

hoom
09-30-2004, 09:28
A big thanks to the Org, all the moderators on the official forums, and all the fans that have helped make the online community as great as it is! Org rates, com doesn't ~:cheers:

Kraxis
09-30-2004, 13:00
I just argued that doing the work twice doesn't really help us... And if you can't get off your high horses and post a measly post at the .com... well then I don't know what to think.
And given the patch wishlist popped up here while my post was the last in this thread, one could get the idea that some people just can't get over it that people at the .com are actually ahead on this matter.

And trust me Gil, Dutch and Mike most certainly keep a lookout at the com. But since most matters there doesn't involve matters they have to get involved in, it matters little if they post or not. They look at both communities.

econ21
09-30-2004, 13:36
I agree with Kraxis, the .com are doing a great job on patch suggestions. But here's a strange bug I learnt of over there - Macedonian Royal pikemen don't get pikes, they only get spears. I'm tempted just to mod the units text file myself to correct this.

Spino
09-30-2004, 15:39
I just argued that doing the work twice doesn't really help us... And if you can't get off your high horses and post a measly post at the .com... well then I don't know what to think.
And given the patch wishlist popped up here while my post was the last in this thread, one could get the idea that some people just can't get over it that people at the .com are actually ahead on this matter.

And trust me Gil, Dutch and Mike most certainly keep a lookout at the com. But since most matters there doesn't involve matters they have to get involved in, it matters little if they post or not. They look at both communities.

I took your advice to heart and posted a meaty message in the patch thread over at the Com. I'll repost it here in the Org... just because. ~;)

LittleRaven
09-30-2004, 15:42
Ok, had my first game-killing bug last night.

I'm not sure what happened. I was busy kicking tail as the Brits, and was just about to put the pain on the Gauls. I quicksaved, then pressed end turn.

At first I thought it had locked up, because everything just froze. Then, a long time later, the AI turns started. But something was definately wrong, because normally AI turns fly by on my machine, and this time, they were taking a minute or so each. Finally, on the Senate turn, the game went into hard lock.

I restarted the computer and tried again. I could tell something was odd because when I tried to load either savegame, the loading was very slow, and normally it isn't. Pressing end turn always got the same result.

Unfortunately, both the Quicksave and the Autosave were corrupted, so the campaign is lost. Too bad, too. I was enjoying it. :cry:

But at least the damage was limited to the saves. I've since restarted a campaign as the Germans, and everything is working great. SCREECHING WOMEN!!! ~D

I have both save games tucked away in case anyone would like a look.

Kraxis
09-30-2004, 16:02
I might have come off a bit pissed, and I guess I was, but it is good to know you are still a good guy Spino. I seem to be jumping at shadows lately. ~:eek:

Turbo
09-30-2004, 16:11
Here are a bunch more bugs --

Ladder bug - I have built them but they don't appear as available EVER!

Siege Tower bug - There is a random bug that causes units to fall through the wall and die!

Wall Bug - Trying to break out of an AI siege causes the AI to move all its units right up to the walls. If you have stone walls, the missile towers decimate the AI and the AI just stands there until all its units rout from losses.

Siege Bug - You can break a siege by having one unit step outside then jump back in. The battle result is a draw -- breaking the siege.

GEForce Mouse Bug - Reported on the official forums. Jerky laggy mouse performance.

Spino
09-30-2004, 16:18
I might have come off a bit pissed, and I guess I was, but it is good to know you are still a good guy Spino. I seem to be jumping at shadows lately. ~:eek:

Don't worry about it. I never took it that way. It's nice to see someone so passionate about this topic. I also want this game to be as good as it can be. ~:cheers:

Quietus
10-01-2004, 15:18
your agents probably died naturally at the end of the turn. the faction announcement at the beginning of new turn will show that.
I get the announcement when they die or they change allegiance. I'm speaking of newly trained spies and diplomats I just sent out that disappears in the field after a turn. I have already lost 6-7 spies diplomats to this. I just want an announcement whether they were bribed (by my enemy) or killed (by an assasin). This happens in the frontlines where I can't build watchtowers so they double as scouts.

~:cool:

Spino
10-01-2004, 16:44
On the pre-battle scroll where the particpating armies and their reinforcements are listed you can left-click on any general's portrait and move it around anywhere on the scroll as if it was a unit card!

Colovion
10-01-2004, 17:42
Don't know if this has been covered:

there should be a "Gate LocK' feature like AoK had - so that your troops don't wander out into the enemy and invite them through the gates

RedKnight
10-01-2004, 20:17
For folks who are having problems keeping groups grouped nicely in battles, here's a couple of tips:

1) One or twice I've had the strangest bug where, no matter what I did, particular units or groups insisted that they were selected, no matter how much I selected other ones - even if I ungrouped and regrouped the group that insisted it was selected, or the other group that I actually wanted to be selecting/moving.

It was solved by selecting All groups (Control-A), grouping everybody together with G into one big group (which abolished all previous groupings), and then ungrouping everybody (G again). THEN making the groups you had before. Now everybody will work as expected.

This workaround solves the very annoying "stuck-on-you" bug.

2) Another consistent bug - or just functionality, whatever - is how a given group will often insist on keeping its current "formation" which is actually a snapshot of some previous moment when they are haphazardly placed relative to each other. Orda and others have complained that they have to place each individual member again, etc. (and of course, this is often only a rough approximation of what you wanted).

The easy solution for this is to select the group in question, then give it a formation command, such as Single Line (Shift-1). Use F1 to see all the formation commands. Issuing a formation command immediately turns a group back into an "easy elastic band", like they were in MTW. Whether you can actually want one of these new formations is up to you - but Shift-1 easily solves all my problems with "will you morons just line up!"

A couple of other things that might trip newbies up, but aren't bugs:

1) If you select a group, you will not see special function buttons light up unless EVERYBODY in the group is able to do it. For example if you have a bunch of Principe units but ONE of them has used all their spears, the "fire at will" button will be grayed out and it's status can't be seen or changed (unlike in MTW). The solution is to individually select units that (still) have the ability in order to see and/or change its status.

2) If you use Pause a lot, you'll notice that e.g. the Run button will be incorrect, if you wanted to e.g. issue a new move command, then hit Run, to make then Run there. (This is if it took careful placement and you weren't able to just double-click.) You have to take Pause off for just an instant, for their Run button to light up (i.e., for them to accept the run command).

Likewise if you wanted to move your whole army up in formation, you will not see the placeholders for anybody if you do it while in Pause - which makes it hard to keep them near each other. So move, say, the frontline troops first, un-Pause then Pause again, now you'll see their placeholders, and can place others near them.

~:cheers:

CrackedAxe
10-02-2004, 03:07
EXTREMELY annoying bug that causes the game to bomb out to desktop almost every time I start MP. Patch please! :furious3:

andrewt
10-02-2004, 06:37
Three bugs:

1. Javelin cavalry always skirmish until they have run out of ammo. I turned off skirmish mode, turned off fire at will mode and used alt-attack (force charge) and they would still veer off some distance away from their opponents. They're even veering off routing units.

2. Pathfinding in sieges are really bad. A lot of times I have units inside the town and I'm telling them to go somewhere, usually the town square. They would head out the town, mill around before going back in again.

3. Sometimes, units in different groups would follow orders I issued to a different group. For example, I just press 1 and right-click but both group 1 and 2 would follow my orders. I'm not pressing Ctrl or anything so I don't think I selected both at the same time.

hotingzilla
10-02-2004, 09:29
I am not sure if this has been posted.
I sometimes have bugs when Legionaries form the testudo. When they walk in the woods, some get stuck and sometimes the whole unit stops or move backwards.

Dorkus
10-02-2004, 16:05
Pathfinding in cities, especially the town square, is buggy. You click to attack, and your unit will often run off in some other direction -- often into another unit that you'd prefer not to engage in. It's also incredibly difficult to get units to properly do a rear/flank charge, since they generally "miss", run right by the targeted unit, and end up getting hit themselves in the back.

I thought it was just cavalry at first, and believed it might be a feature rather than bug (since presumably cavalry cannot maneuver as well in city streets). But it's infantry too. And it's not only the area around the flag.

Makes town battles incredibly annoying.

Beelzebub
10-02-2004, 22:53
The hwole AI concerning cities is really messed up. I was defending a siege in a recently conquered city and forgot to repair the hole I had made to get in. The AI, attacking from the other direction, runs his whole army around the walls (right by every single tower). I pulled back to the town square, he marchers his army to it, mostly 1 by 1. They all reach the town squad exausted and are slaughtered. At least he tried to flank by using both entrances to the square, unfortunately he also sent his general in first, alone (scythian nobles also).

Also when attacking cities, the AI keeps suiciding it's units. If you route 1, theyll run back to the square, rally, and immediately head out by themselves back into the swords of your 8 advancing cohorts.

I hope CA is doing some serious work on the AI, theyre so incompetant at city battles that I may as well be cheating.

SpencerH
10-03-2004, 13:22
I encountered this for the first time last night. I was sallying forth from my city to smite the Egyptians. I ended up with a log jam in front of the gate involving about 4 -5 cav and foot units. The bug was that I could not get them unjammed (I clicked double clicked etc on every unit) until I turned off the skirmish mode. Luckily the Egyptians didnt attack or it would've been a slaughter.

Quietus
10-03-2004, 17:10
I am not sure if this has been posted.
I sometimes have bugs when Legionaries form the testudo. When they walk in the woods, some get stuck and sometimes the whole unit stops or move backwards.

I've tried the (worthless) testudo formation and found another problem. When you disable the formation, you have to completely wait until they all reform back to the default shape. If you don't, whatever is left will still be in testudo shape. While I charged, one row was still in testudo formation and got left behind. Pretty funny. :laugh4:

Dorkus
10-03-2004, 18:46
temple of zeus currently apepars to do nothing.

All wonders grant 20% order bonus temporarliy. Temple does the same thing, but otherwise adds nothing to population loyalty, afaict.

Shigawire
10-04-2004, 04:47
When I have a large siege battle in a large city (1600 vs 1600), the framerate starts out smoothly, but gradually the framerate degrades.. as if the accumulation of bodies was the culprit. It makes no sense. It starts out perfectly smooth, and by the time the opponents are dead, the framerate makes it almost unplayable. Even pressing Pause makes no difference (which it does in huge mock battles), I get down to 2-3 fps at that point.

It would be much more logical if it started out with low fps, and got better as the men died. For every dead body, the CPU has less pathfinding and AI to do.

I have an Amd Athlon 2400+ XP, MSI KT3 Ultra-2R (VIA), 2x512mb Kingston pc2100, Sapphire 9800XT 256mb, DirectX9.0C, ATI Catalyst 4.9, Windows XP SP1.

I'm getting a new system tomorrow: A64 3800+, MSI K8N Neo2 Platinum Ed. (Nforce3). I'll test the same issue then, and post my findings.

I think this could very well be a symptom of a memoryleak in the game, and it could be related to a certain combinations of memorytypes, motherboard-chipsets, and most certainly gamecode.

I'm going to test further using the Performance-log in WinXP to make sure if it is a memleak or not.

I'd urge others to playtest and see if they get this bug.

-edit
Ok. I just started RTW again and tried the exact same siege battle. This time, it ran fine. This is a clear confirmation of the existence of a memoryleak. There IS a memoryleak. Now I'm going to try to catch the leak on a performance-log.

In short:
-After a very prolonged playtime, memoryleak occurs, causing cumulative and dramatic degradation of framerate in battles (not only siege battles, but most frequently)

Chimpyang
10-04-2004, 11:22
I'm not sure if this has been reported but i got a CTD for no reason after going to the loading screen on a custom battle Pontus vs Julli.

The_Emperor
10-04-2004, 11:34
I get a CTD most of the time I try to get into Multiplayer. :help:

Doug-Thompson
10-04-2004, 19:44
Where's the "transgression" warning.

I know that, in theory, there's no need to give the human player way to express dissatisfaction becasue he knows he's mad already. However, it would be nice to give a warning.

"Even if you're going to hang a man, it costs nothing to be polite." Winston Churchill.

Beelzebub
10-04-2004, 21:52
I have the problem with CTD when loading multiplayer also.

Navy Bugs:
-The AI seems to have trouble merging ships into fleets. In my current campaign, the Spanish have about 20 single ships in the med, and 1 big fleet. The same goes for the Julii, Brutii and Senate (I'm Scipii). They still cluster all these little fleets together, you'll often see 5 or more bunched up and travelling in line.

-There's also a bug where you can't merge flagships which both have ranking admirals aboard (more than zero stars). THis could be related to the AI not merging fleets, but I dont think so since not all the AI ships have ranked admirals.

-Admirals aren't gaining stars through battle, only through people in their retinue. This is a strange contrast to generals who seem to gain them very easily. I get one after just about any sucessful confontation, I'll even often get a positive increase in a general's command trait if I march my army up to a single enemy unit, who declines battle and retreats away.

Jambo
10-04-2004, 23:40
Although I'm not sure whether this is classified as a bug or not, but it would be nice to see the AI blockading ports on a more regular basis. At the moment in my current campaign there's a huge Spanish fleet sitting outside my Julii cities (I'm a war with them) however, none of them are blockading any of the ports.

Colovion
10-05-2004, 02:01
During defending a stone walled city I places Archers on single file along the gate area in the deployment phase. I set them to Use Fire as well in the deployment phase. When the battle started they didnt' fire one arrow. They just sat there with their bows. I tried clicking and making them fire - nothing. I really was confused by this because the archers are on 30 foot high stone walls and not able to fire at anything no matter what I did with the.

No they were not in a group.

Quietus
10-05-2004, 03:01
Colovion,

There are troubles making archers fire sometimes. Try to put them on Fire-at-will but don't give them any orders. When they start firing, just try to redirect their specific target.

I've had the same problems, but mine is attacking barbarian towns. I haven't tried fire arrows though since they slow my system reeeaallly bad ~:handball:

:charge:

ChaosLord
10-05-2004, 06:04
It seems then when your ships are in a fleet led by a ship with command stars you can't repair/reman/retrain the ships at ports. This bugged me for quite awhile until I took the ships out of the group and sent them to the ports by themselves where they were finally able to retrain.

Not sure if this has been mentioned or not, but I thought i'd post it.

Edit-You CAN select them to be retrained, the only problem is so long as they're in the fleet it never happens. I waited several turns and with them supposedly saying 0 turns but never training.

Magraev
10-05-2004, 07:07
Feel free to delete this if it has been mentioned.

Corruption of a savegame. I tried loading a savegame from the day before and got CTD after a ½ second loading. I tried the autosave and quicksave and got the same results. It was early as the scipii in the big campaign. Sad to see that campaign go. Another save I had worked fine.

I also get the trouble with groups mentioned before.

Underhand
10-05-2004, 13:49
Junior Patron SpifDK has this to say:

When I attacked Thessalonica from the seaside with my faction leader, a strange bug occurred. I didn't have enough move points to besiege the city in this turn, but when he and his army left the ships, he did it anyway. I did hear the "No more moves, sir", but he continued nonetheless.

I loaded a game where I was besieging Sparta, but the army was somehow transported to another place on the map. A reload fixed this.

When merging a sea unit with another, and one of them is of higher experience, they automatically get the same experience. For example, you have a Bireme with 20 units and an experience of 2. You merge these with another Bireme consisting of 39 units, but these only have an experience of 1. After the merging both units have an experience of 2, even though only one man, one single man, was transferred to the other ship. Bug? I definitely think so.

I besieged a city, but suddenly the garrison sallied forth. To huge armies nearby helped them. The reinforcements appeared on the other side of the map, but when trying to enter the city, they couldn't go through the gates. Or rather, they wouldn't. Every time a regiment had gone through the gate, it was immediately ordered back. Very annoying since...

There is no battle timer when playing siege battles.

After removing the disc from my disc drive, I need to restart my computer in order to be able to play the game.

Mori Gabriel Syme
10-05-2004, 13:50
GROUP MODE BUG : Has anyone else noticed how if you have your army grouped into several groups and you give one group an destination all the other groups also start heading for that destination. Don't know if this happens all the time but it seems to.
I haven't had it happen all the time, but I did have it happen to me once, & it was during my assault on a city.

Mori Gabriel Syme
10-05-2004, 14:07
I noticed a bug with the building browser. If I call up the city scroll & use the arrow icons around the title to cycle through my cities, & then I look at the building browser for one of those cities, when I close the building browser, the scroll displays the first city who's scroll I called up, not the one I was looking at.

Example: I call up the city scroll for city 1. I click the arrow to change the scroll to city 2. I click again to change to city 3. While looking at the scroll for city 3, I decide to consult the building browser to see if I can build a catapult range yet. After looking at the building browser, I click the check mark at the bottom to close it & go back to the city scroll. At this point the city scroll displays city 1, not city 3. If I click the arrow at the top now, however, it will display city 4.

Ulstan
10-05-2004, 15:26
A couple times now, spies of mine have, of their own volition apparently, left the enemy city they had infiltrated and clambereda board the fleet blockading the port.

Maybe enemy assassins can force them out of the city somehow and that is what I am seeing.

maestro
10-05-2004, 15:55
A couple of things during seiges:

1) I've never managed to have ladders appear. Having built many, I never get them once I start the battle.

2) Dunno if this is supposed to happen, but when I use a seige tower and successfully get a unit onto the walls, no more troops can follow up the seige tower. Seams a bit silly when it's a clear way in fought for by my 1337 troops.

3) Tha AI are all complete n00bs in seiges.

Colovion
10-05-2004, 20:33
- the AI also never sends more troops up the ladders either

- I was possitioning my hoplite troops in front of the gate in a semicircle with three units to the three sided 'cirlcle'. I had my Spartans inside the formation, plenty of room. The gates had been opened and I was trying to get the Spartans as close to the opening without going out it. I used the "drag/click" and made them go form up. This worked to a point - but each and every time I did this the Spartans would start to move around after a while and start to leave the formation - trying to run back through the hoplites around them. I did this over and over again with the same result - retarded Spartans with their heads cut off.

- I had some Militia hoplites inside my Stone walled city. For the life of me (and them) I couldn't get them to go up to the top of the wall. They eventually lost the city for my by running outside teh gates and letting the enemy in (once again, a "Lock the City Gates" button feature would be indespensible at a time like this). I tried drag clicking them up there, tried single right clicking them up there - they wouldn't move. So I right clicked "attack" on the units who were up there and they ran outside! Frusterating....

Beelzebub
10-05-2004, 23:10
http://pages.videotron.ca/rossmacd/stuck.jpg

Moved a fleet onto this river mouth tile on the eastern Iberian which is apparantly a land tile. The fleet got stuck and I couldn't transfer ships out of it (nor is there any way to disband it), but I could transfer ships from the nearby fleet into it. As you can see from the cursor, it doesn't allow you to move the fleet.

Also in the pic you can see an example of the AI not merging ships. there's about 5 more spanish ships clustered together just offscreen to the east.

Colovion
10-06-2004, 04:38
You can't make units go up on top of the walls unless they are close enough to the door for the unit to 'know' there is a door there. If you click or drag/click on the wall they will go around the sap point/gate to the outside of the wall (or out through the closed gate). You have to get them to a certain place in front of the door before they will consider climbing those dark stairs..... I guess there's a proximity thing there that needs expanding...

Armchair Athlete
10-06-2004, 06:28
One bug I noticed is when you eliminate a faction by conquering all the cities any family members in the field will turn rebel. The thing is, they still retain any titles they had as part of the faction, eg you will see a rebel family general with the title "faction leader". Bribe him and he still retains the faction leader tag plus the benefits, so you can have multiple faction leaders. I havent tried this with rebel faction heirs, but if the same thing happens then it might mess up succession.

The_Emperor
10-06-2004, 11:59
One very minor bug I came across was when I besieged Carthage as the Brutii.

The puny garrison sallied and other tiny armies moved in from the surrounding countryside. The faction leader was in command of the puny Punic garrison army, while captains were in command of each reinforcement army.

Now there were something like three reinforcement armies consisting of nothing but one unit of Pikemen.

What was really funny was every time one of the Captains ran I got the "Enemy King flees" message, and every time I killed that unit I got the "Enemy King has been slain" message (complete with little video).

It was rather amusing that I killed the faction leader about Five times in that sally which turned into an assault!

Orvis Tertia
10-06-2004, 23:15
The tactical advisor occasionally gives inappropriate advice, especially in reference to river/bridge battles. I get advice about river battles fairly regularly when I am near a river on the strategic map but the river does not appear on the tactical map. During deployment the advisor will be giving me advice about defending a bridge when I am actually preparing to attack an enemy on a hill in and there is no river on the map.

afrit
10-07-2004, 01:31
I think there is a memory leak or something equally bad. I was playing a battle (about 2K troops all told) and the FPS suddenly went down to the single digits with massive stutters,


I second that. I had this happen now 3 times. Common circumstances include:
a moderate to large amount of troops (at least 500 per side)
LOTS of missiles used. Typically cretan archers, but I have seen it in a battle with lots of velites and cavalry auxilia
There may have been missiles fire at some point in all three instances.


I definitely feel it is related to the missles. If a lot of them get fired, the computer slows to a crawl. It almost feels like it is still trying to track the missiles that got thrown.

I have played other massive battles without much slowdown. I think my specs are NOT the problem. Here they are for completeness ( not boasting):

Dell Pentium4 2.4 Ghz with 1 MB RAM. Nvidia 5700 Ultra with 128MB RAM (made by PNY). On board sound (no sound card). Resolution at 800X600 or 1024X728 (happened with both). Happens despite decreasing all the "extra" stuff. Win XP no patches. Graphic card drivers circa Dec '03 . I will look for new ones.

This is a real problem for me. I hope it gets patched soon

Afrit

afrit
10-07-2004, 01:38
When I have a large siege battle in a large city (1600 vs 1600), the framerate starts out smoothly, but gradually the framerate degrades.. as if the accumulation of bodies was the culprit. In short:
-After a very prolonged playtime, memoryleak occurs, causing cumulative and dramatic degradation of framerate in battles (not only siege battles, but most frequently)

Glad to see I am not the only one noticing this. So far two others have complained. This is a serious problem I am thinking of dropping RTW until a patch.

In my experience, I feel it was related to missiles being thrown. I'll go experiment in some custom battles to find out.

There are 2 other bugs I found:
1. When besieging a city, if you rollover the mouse it gives the correct amount of turns until it falls. But if you double click it, it gives the original number only in the info window.

2. Neutral ships blocking your paths. While this may be a feature, it is a problem in tight areas. Often i cannot get anything through the Dardanelles or Bosporus because of the damn neutral ships sitting tere. They should allow you to navigate around neutrals.

SpencerH
10-07-2004, 12:24
Dropping a ram doesnt work if the ram has smashed a hole in the wall. The unit has to be moved near the gate, then it can be moved away from the ram.

Longasc
10-07-2004, 14:50
Posted this outside this thread, but for future reference...

Retrain Units to Overstrength, e.g. 74 men instead of 54 in a Cavalry unit.


Imagine you have some Cavalry at

44/54 and 34/54 after a battle.

Retrain. Then merge the two units after you gave the retrain command.

You will get a 74/54 Cav unit. -> +10 and + 20 for the two units you initially started retraining.

This works not always, but I often end up with such "overstrength" units

mambaman
10-07-2004, 16:25
re Beelzebubs bug about Navy getting stuck on land tile-i note with amuselent that i've had exactly the same issue playing Scipii at exactly the same place....maybe its like the Developers version of the Bermuda Triangle-lol ~:)

Doug-Thompson
10-07-2004, 18:29
Very small problem with sound. Sometimes, the little shouts given by troops on the strategy map ( Move out! Victory!) stop working.

tombom
10-07-2004, 19:44
I have just stared a custom battle with Seleculid + Scythia vs Dacia + Gaul. I found two bugs:

1) I ordered my units to attack the dacian general. He was running to the scythians, but my troops caught up with him. I then moved away for a moment and he disappeared. There was no trace of him on the map and no "Enemy general dead". It was strange.

2. My general's bodyguard was annihalated and i got the message my general was fleeing. However, there was only 1 man in the unit and he was flying no banner.

Dark_Magician
10-08-2004, 07:36
I situated my army across a river bridge. Brutii, come, I am not afraid of your great numbers, I thought. But the devil gave me bad advice - why not also construct a fort in addition to river defence? So I did, smearing. As it appeared after turn button pressing, brutii cheerfully crossed the river and besieged my fortification. This is not logical, because if there werent fort they would have to storm the bridge. Who would make fort away from the river? Romans did not at their river borders, so would not any reasonable ruler

metatron
10-08-2004, 07:57
re Beelzebubs bug about Navy getting stuck on land tile-i note with amuselent that i've had exactly the same issue playing Scipii at exactly the same place....maybe its like the Developers version of the Bermuda Triangle-lol ~:)Same.

The_Emperor
10-08-2004, 10:22
Ok squalor is certainly not working right. I have a city that I am about to upgrade to the highest palace level, I still have room for population growth yet Squalor is out of control (and this is with all the health buildings and everything).

If I still have room for expansion on that level then surely my city would not be squalid & suffering from overcrowding!

Mori Gabriel Syme
10-08-2004, 14:20
If the city is about to approaching the next level, squalor should increase as the population strains the limit of the city's infrastructure. Building the next level of governor's building also represents a general expansion of the infrastructure, resulting in a drop in squalor.

Also as you are probably aware, governors may have vices which increase squalor.

Mori Gabriel Syme
10-08-2004, 14:22
Last night is the second time I've had a faction member appointed pontifex maximus & had it not appear in his list of traits. It hasn't happened with any other office.

The_Emperor
10-08-2004, 15:42
If the city is about to approaching the next level, squalor should increase as the population strains the limit of the city's infrastructure. Building the next level of governor's building also represents a general expansion of the infrastructure, resulting in a drop in squalor.

Also as you are probably aware, governors may have vices which increase squalor.

I agree that squalor should increase a slight amount, but this is just getting stupid. Squalor accounts for pretty much ALL the unhappyness in the place (and I have a large garisson of Town Watch, plus Games running Monthly) The culture penalty is so tiny its not even worth mentioning, the same as the distance to capital penalty and all I see is a very long line of rats on the details screen...

This is not a case of slight squalor due to the city reaching its limit (which is marginal in smaller towns), this is out of control major squalor!

As for governors, there wasn't one in the city initially (i had automanage turned off for this campaign), but I recently shipped over one of my best governors into the province who had great retinue and traits from haning around the Academy for a few turns... No effect on squalor.

Currently it is only the Monthly games and Low Taxes thats keeping order there, and even so it has a Yellow face on the map!

Captain Fishpants
10-08-2004, 17:01
Tyre and Sidon were close to each other. We made a decision to include Sidon as the settlement for the province rather than Tyre. The two would have actually been on the same/adjacent squares in the game.

So no, this isn't a bug: it's a design decision. ~:)


Typo:
Tyre seems to have been repeatedly misspelt Sidon :dizzy2:
Not just ingame either, this bug is present in the documentation & marketing material too :juggle2:

Oracle
10-08-2004, 17:47
Pretty serious trade bug:
It doesn't matter do you have trade resources or not you'll trade anyway(if you have port). So if you have port you'll have sea lane, and you'll export nothing.
The Funniest thing is that this "not existing sea export/import is extrimly profitabe, for example in one game i had two trade lanes from one city, in one lane i exported 2 trade goods(got 400/turn), in another i exported "nothing"(and got 700d/turn)!
So right now the best place for trade is a province without any trade goods!

Spino
10-08-2004, 19:07
Pretty serious trade bug:
It doesn't matter do you have trade resources or not you'll trade anyway(if you have port). So if you have port you'll have sea lane, and you'll export nothing.
The Funniest thing is that this "not existing sea export/import is extrimly profitabe, for example in one game i had two trade lanes from one city, in one lane i exported 2 trade goods(got 400/turn), in another i exported "nothing"(and got 700d/turn)!
So right now the best place for trade is a province without any trade goods!

Was that city linked to other cities belonging to your faction by roads? Perhaps ports can receive income for trade goods that are actually being imported via roads connecting another city in the same faction?


Tyre and Sidon were close to each other. We made a decision to include Sidon as the settlement for the province rather than Tyre. The two would have actually been on the same/adjacent squares in the game.

So no, this isn't a bug: it's a design decision.

I assume the same reasoning was behind the omission of the Iberian city of Saguntum in favor of the inclusion of Osca? I'm a little perplexed over that one, because unlike Tyre which saw its glory days end with its conquest by Alexander the Great Saguntum was a major city and was fought over bitterly by Carthage and Rome. Osca didn't become a prominent city until much later in RTW's time period.

fastspawn
10-08-2004, 19:10
Pretty serious trade bug:
It doesn't matter do you have trade resources or not you'll trade anyway(if you have port). So if you have port you'll have sea lane, and you'll export nothing.
The Funniest thing is that this "not existing sea export/import is extrimly profitabe, for example in one game i had two trade lanes from one city, in one lane i exported 2 trade goods(got 400/turn), in another i exported "nothing"(and got 700d/turn)!
So right now the best place for trade is a province without any trade goods!

entrepot trading? If you are at the centre of major trade routes, you can import goods and export them at a profit.

SpencerH
10-08-2004, 21:13
- the AI also never sends more troops up the ladders either

- I had some Militia hoplites inside my Stone walled city. For the life of me (and them) I couldn't get them to go up to the top of the wall. ....

That may have been cos pikemen cant enter towers so cant move to the top of the walls.

King Azzole
10-08-2004, 21:16
Im glad to see CA is reading and taking note of this thread. Hopefully they can release Info soon on any SP patch in the works (or the patch itself!).

Colovion
10-08-2004, 21:38
That may have been cos pikemen cant enter towers so cant move to the top of the walls.

they can once they take out their swords, I've seen it done

DisruptorX
10-08-2004, 23:13
Here's one that happens every battle.

These cavalry are "pursuing" that hoplite.

https://img.photobucket.com/albums/v428/DisruptorX/pursuing.jpg

Or to be more precise, they are strutting along at a leisurly pace infront of him.

LordKhaine
10-09-2004, 02:06
First off... as RedKnight said, shift+1 is your friend. I had troubles arranging grouped units until I did shift+1. Now I stick units into single line formation the moment I group them, makes it a lot easier.

One slight bug/annoyance. Remember in STW how if you moved units around while paused their destinations didn't show up using space? Well, it kinda does the same in RTW. But it's not too bad, you can just hit unpause/pause quickly to see where they're going before moving other units. Also noticed a few AI quirks, as well as the FF problems. Also the game timer is weird, I get 30 mins for a tiny battle with a unit each, yet I've had less than 20 minutes for sieges with over a thousand men in the field. But these are either minor issues or mainly avoidable once you know the oddities of the game.

However... two bugs really are annoying me...

Crashes to desktop. I've crashed a few times yestaday in one evening of play. And oddly they happened at different times too. In STW I always crashed at the end of a turn. In RTW I've crashed in a menu in the strat map, crashed at the end of a turn, and oddly crashed in the middle of a battle too. Seemed pretty random when I would crash. Thankfully it doesn't happen enough to be a crushing bug.

Second bug.... Everynow and then in battle the camera gets stuck moving in one direction, as if one of the arrow keys is held down. Even after the battle it still happens and the map scrolls to one side. Happened several times to me, and restarting the game was my usual course of action. Not a big issue... unless it happens in the middle of a key battle. In which case you'll be tearing your hair out! :embarassed:

Overall though I have to say I'm very impressed both with the gameplay and the visuals. The game runs well on my "okish" system and looks very nice. A very addictive game for sure, just like mtw and stw ~D

Colovion
10-09-2004, 04:20
- when an enemy unit is up on the walls and you send a unit from down below to go up to attack they will bunch up and cluster near or around the tower door but won't go up it. To make them do what you want you need to click to make them go up to the top of the walls and once they are there THEN you can attack the enemy, otherwise you'll lose units getting stuck on the walls down below.

Oracle
10-09-2004, 06:17
entrepot trading? If you are at the centre of major trade routes, you can import goods and export them at a profit.
Now I see it, BUT i'm sure bug still exists. I won't send screenshots(they are big and 4 is required to get complete picture) but anyone who has taken sicily will see it. It looks like both my cities resell silver to Carthage which was traded from Italy. (Silver is the only resource that i'm getting not from Africa)

econ21
10-09-2004, 14:35
My son can build legionary cavalry before the Marian reforms - seems like a bug.

Beelzebub
10-09-2004, 17:26
Well, there's still a bug then, in that the resource that's being resold isn't displayed. It would be nice if it gave the resource information (where it came from, where it's going) with a tooltip.

Beelzebub
10-09-2004, 19:32
One of my cities last night was sieged, my Phalanx's holding the entrance to the town square were going down so I decided to save my general and archers, ran them far outside the walls while the timer counted down, no enemies near, but the withdraw option wasn't there. After the battle it said I had 92 survivors (no casualties given after battle) but the army was nowhere to be found on the campaign map.

Not sure if that's a bug or not, but it should be possible to save units by exiting the city (while not being pursued) during a siege. Especially if the general is with them.

Lonewarrior
10-09-2004, 19:35
Here is another one found by a junior patron




Would someone please post this in the 'RTW Bugs' sticky?

If you capture a city, exterminate the populace and quit to the main menu right afterwards, the sound from the slaughter will loop endlessly in the background.

Red Harvest
10-10-2004, 04:37
There are several unit stats that don't match the 3d models:

1. Desert Axemen are shirtless yet have 11 armour, should be 0 to 3.

2. Pharaoh's Guards get Shield = 5, despite not having a shield.

3. Numidian cav, desert cav, and several roman cav have small shields but get a Shield = 4 rating when it should be a 2 for small shields.

4. Desert cav appear to have axes (uses the desert axemen model), although they are listed as having a mace in unit stats. Weapons show as "light" although an axe is considered "heavy" for the foot unit. Not sure how the mace would be classified.

Duster
10-10-2004, 11:09
Hi,

I'm getting a lock up with the game when I attack the city of Carthage.
The video locks up, but the music carrys on going.
I cant escape the game and return to windows, so I have to do a hard reset.

Ive been playing the game for about about 20 hours now, and have not had any other lock ups when attacking any other city, only Carthage.

andrewt
10-10-2004, 20:10
I don't know if this has been reported yet but I managed to reproduce this bug again and again right now. I grouped my hoplites into Ctrl-1 and my Cretan archers into Ctrl-3. I press 1, then move, both groups 1 and 3 move. I press 3, press stop, both groups stop. Errr.....

I'm not sure how this happened but it was this way the entire battle.

Aelwyn
10-10-2004, 20:24
I was in a battle, and the option to continue or to end came up. I had the game on triple speed, so I hit Ctrl-T right when that option came up, the game went back to normal speed, and the option went away. After the whole rebel army I had been fighting was gone, nothing happened. So I waited till the time ran out. Nothing happened. There was no time left, and I basically marched my army to the other side of the field just to see if I could. I withdrew a unit to see if that would change anything.

Eventually I had to alt-tab out and close the game because I couldn't do anything else. (I could have probably quit from in game but I didn't feel like it)

CeltiberoMordred
10-11-2004, 02:00
I don't know if this has been reported yet, I think it's important:

It's about AI behavior during sieges. Imagine you are being sieged by an army controlled by the AI. Imagine your city has stone walls. Well, you can try to break the siege sending your garrison against the enemy...and this is what it happens:

The entire enemy army runs close to your city walls and stay there: they are completely slaughtered by the arrows thrown by the defending towers. When most of the army has been killed (20-30 foes left), they withdraw and leave the siege.

So, to break a siege, you only need a small garrison (a peasant is enough) and city walls; simply, you are unbeatable when the AI sieges your cities.

This is a bit annoying too: if you haven't got stone walls and you only have a stockade, then try to break the siege, shoot the enemy with your bowmen/slingers and withdraw when your ammo is out. Repeat as much as necessary in the same turn until the enemy dies and leaves the siege.


I think the AI behavior must be fixed or AI sieges will be a joke (in fact, now they are due to these exploits).

Quid
10-11-2004, 10:11
Just one little thing. I have tried to bribe myself into the most top right hand corner province. After the bribe is accepted, the scroll freezes and it wont let me do anything anymore. I have to Alt+ctrl+delete and restart the game in order to continue. However, it happens everytime I make a bribe to that (and only that) province. Can someone please try that and confirm or deny. It cold just be my pc although I have as of yet to experience ANY problems whatsoever.

Quid

Colovion
10-11-2004, 10:22
this must be a bug (https://photobucket.com/albums/v470/colovion/?action=view&current=prot.jpg)

Thrace's financial situation went off the map after I gave them Protectorate status. I have easily the best economy in the present game with at least - Thrace has 3 or 4 provinces. If it leveled off it makes sense - but it increases the same exact way for near 20 turns! ~:eek:

we're also confused what the function of Protectorates are...

Mori Gabriel Syme
10-11-2004, 14:05
I previously posted that I've had the Office of Pontifex Maximus not appear a couple of times in the traits list. I've now had it happen for other offices, specifically Consul and Praetor.

I once had the bug someone mentioned of two seperate groups seeming to be grouped together, that is, move & halt orders given to one group cause the other, not-selected group to do the same.

I've had the sound stick in a loop on the battlefield map about four times; no other sounds play after that, & it continues on the campaign map, but I can still fight out the battle. I wasn't doing anything in particular to cause it that I know of. Three times, it was just music & sound effects (like the sound of a building burning) which were stuck, but I did have to laugh, however, at the sheer ridiculousness of fighting half of one siege battle with a voice repeatedly shouting, "Charge!"

Doug-Thompson
10-11-2004, 15:54
Had a fright starting the Parthian campaign.

When I clicked the arrow taking me to each cityin the opening, the screen went dark and the settlement displays disappeared when I went to Campus Sakae. When I moved the mouse a bit, the settlement display reappeared.

Started a new Parthian campaign and the same thing happened. Played all right after the first turn, though.

Tried it on huge unit size, and the campaign crashed. Didn't crash to desktop, though, just locked up.

Trousermonkey
10-11-2004, 18:15
I'm not sure if these have been brought up before but I didn't have the time to re-read this entire post

1. Last night I brought my 20 unit army of ships that had been off fighting the enemy back to port and tried to retrain them back to full strength. Though they filled the retrain que, they would never train. Exiting the game (to the desktop) and then running it again sometimes fixed this behavior.

2. I don't have an option to turn on anti-aliasing. The drop down box is there but it doesn't drop down with any other options. I have a GeForce 4200 with 64MBvram. This isn't that annoying because I can turn on AA through my videocard desktop settings.

3. When moving troops on the battlefield, I often click and drag their destination then tell them to run by pressing the 'r' key. The units will give some audible indication they've received the order (eg. 'HURRY UP!') but they will continue to walk. If I then double click they will run.

4. While trying to change the battlefield control interface I switched to RTS style and then tried to remap the 'A' and 'D' keys (which rotate by default - what RTS's have you been playing?) to 'Q' and 'E' (the strafe keys) and vica-versa. When I assigned these letters to the new function it didn't remove that letter from the prior function. The reassignation failed so that I now had the letter 'A' set to both turn and strafe. When I got to the battle, the 'A' key did nothing.

5. I haven't been able to track it down, but often times after I view some details on a scroll in the strategy screen and close it, it brings up one of the events I had already gone through (from the events that pile up on the left hand side)

Trousermonkey
10-11-2004, 23:33
Though this is probably just another omission in the battlefield control scheme rather than a bug it's close enough to point out.

When you have a group of missile units and one of these units is out of arrows, you can't re-enable fire at will for the entire group. It's necessary to manually deselect the units that are out of ammo and reissue the command to the rest.

Lonewarrior
10-12-2004, 02:17
Forwarding a note from a junior patron






Not really sure if this is a bug, but when the "Faction Defeated"-message comes up, all sound and music mutes instantly. Seems a little odd. Maybe some special music is supposed to play, but the script is somehow broken?

I can't play with unit details set to highest. Every time I enter a battle, the detail level is only high. There is no way to fix this.

After changing the resolution during a battle, a confirmation screen appears where you can choose wether you wan to keep the new settings or not. Pressing the "X", however, doesn't change the resolution back to what it was previously. It just... eh... "reloads" the new resolution.

When besieging a city as the Romans and the defenders sally forth, a bug occurred in the battle speech. The Roman general will say that the city will be mine if I win, but the city is not under my control after winning the battle. Not sure, but I think this only happens when both armies has reinforcements.

A few times during my Brutii campaign the Senate popularity was reset for all Roman factions.

Told the Scythians to give me their map or I would attack. Their response didn't match my demands at all. They told me that they had heard such promises too often, and I was not trustworthy. This has only happened to me once, although I told them multiple times.

Having been at war with the Egyptians for a very long time, but hardly engaging them in battle, they offered me a ceasefire. I demanded trade rights and 1000 Denarii. They refused. Their counter proposal was far more favourable: ceasefire, trade rights and 2000 Denarii for five turns.
Very, very stupid...

Please, please make it an option to have the Marian Reform happen at 107 BC.

DisruptorX
10-12-2004, 03:08
More town center fun! After telling my men to fire javelins at the enemy, they instead decided to slowly walk towards them. This, of course, happens *every* time. So I have to set to fire at will, which makes them aim at the small unit of 7 guys sitting next to the 170 strong unit I wanted to hit.:furious3: This is not a rare occurance.

Here is another fun one, of the same unit. Notice that, according to my orders, and the unit card, this unit is "running". Hmmmmmm.....they don't look like they are running...

https://img.photobucket.com/albums/v428/DisruptorX/towncenter.jpg

In fact, they walked the entire way....

Sam Adams
10-12-2004, 07:02
major bug i just noticed durring a city assault without siege equipment:

1) soldiers were all falling off(to their deaths) an uncontested siege tower ramp as it met the wall.

2) ladders did not appear on the map.

fought the battle twice, once with 7 ladders and once with 2 towers and 3 ladders. The ladders never actually appeared. My army had one good general and 8 urban cohorts. This combo of bugs makes such an assault unplayable.

Mr Frost
10-12-2004, 07:30
Rome Total War has encountered an unspecifyed error and will now exit .

After that the game refuses to load and gives said error .

I found the fix : reboot .

I want to post that in a thread on the issue at the .com but that dang monkey forum doesn't seem to want to work for me when I post so if someone would pass it on that would be nice .

Curse Bill Gates , and all Halflings !

Mayfield The Conqueror
10-12-2004, 17:00
A suggestion: Qualifying the "Bug" list into three catergories:

#1: Technical bugs. I am talking about mem leaks, crashes to desktop, lock ups, can't load, etc. For these you are going to have to describe everything that you were doing as well as provide the dxdiag file in order to truly analyze.

#2. Game mechanics do not work correctly. Such as the unit grouping bug (which I have run into), dissappearing units, senate not rewarding you, etc.

#3. Annoying features. Squalor is NOT a bug. Your units sallying forth through your gate is NOT a bug. These might need to be tweaked but lets get CA going on the more important things first and let the Mod community take care of those.

Maybe a suggested format and a long thread we can point to CA with suggestions, bugs, technical things would be useful. Otherwise how useful is this long thread to a developer?

Suggested format:
Bug Description: Unit grouping bug
Catergory: #2
Details: Units when grouped seem to follow the orders of one individual unit, even though you specifically choose one unit out of the group. This has also been seen in armies as well.


Should I start this in another thread, or shall we just continue to pile on?

Shorty
10-12-2004, 22:54
Playing on a LAN with another guy, it was a close battle and eventually the soldiers got to the point were they weren't killing each other (it was mostly my Seleucid phalanx vs. Julii cohorts I think). At first I thought that they were just so exhausted that they could barely move or attack, but then my friend comes over asking how my entire army had collapsed so quickly!

It turns out that on his pc the game had already ended in a clear victory for him, while on mine the battle continued as a complete stalemate with almost nothing happening at all. I quit and it said that the battle was inconclusive. We tried it again with different factions and map and everything worked fine though.

The MP patch didn't fix this btw. I mention it only because I've heard this described as a synch error, and I know that the patch was intended to fix "some synch issues."

Trousermonkey
10-13-2004, 04:15
I guess we're going to continue piling it on. Although I'd like to see someone take the time to consolidate all of these bugs into a single list. Also, just a tip from a software developer, when describing a bug try to be as clear and thorough as possible. Statements like 'It crashed to desktop' tell the developers nothing. Probably the best we can do is try to describe what we were doing when it crashed. With enough data we might be able to see a trend.

I have another incredibly annoying bug of my own concerning battlefield AI. During some large town sieges I was rushing the center square and trying to cover some of the roads down which the enemy were marching to counter-attack.

In addition to groups ignoring my commands to run (unless I double clicked where they should go). Selected units would ignore my commands to cease fire at will. I would select the archers group hit 'A' to stop them and them turn my attention to another area of the battle . Soon I would hear the screams of dying men and discover they're all still firing into my massed infantry trying to hit that errant enemy unit. Much screaming and cussing ensued at the retarded interface before I realized the 'fire at will' indicator for a group of archers means nothing. You have to select each unit and turn it off in turn.

Colovion
10-13-2004, 07:58
Click (https://img.photobucket.com/albums/v470/colovion/Rome/bug2.jpg)

Click too (https://img.photobucket.com/albums/v470/colovion/Rome/bug1.jpg)

As you can see the selected units are trying ot be "drag clicked" inside a city street (an alrelady labourious task) and it seems another few units feel like joining in without consent. This is true for both pictures - one where the Hoplites try to come along with the Archers and one the other way around. They were never in the same group. This occurs at least once every 3 or 4 battles in different ways - the only way to get around it is to move them individually. ~:confused:

Magraev
10-13-2004, 08:28
I saw a strange bug last night.

I was assaulting a macedon city, and the macedons were reinforced by 3 small armies around the city.

As I was doing the staging for the final assault on the city square I saw the red battle-icon light up for my skirmishers (whom I had left outside the city). I was afraid they were being slaughtered by some of the reinforcements, but luckily I was wrong...

When I looked 2 units of macedon light lancers were walking slowly around the wall through my guys. Only - They were not in the battle! I couldn't attack them (got the "not on the battlefield"-message and a cross pointer. Still my skirmishers were attacking and killing them. I ran my other skirmisher unit into their path and they started killing them too when they passed! I don't know where they were going and I lost track of them as I was trying to win the battle :embarassed:

Edit: My skirmishers were off "skirmish"-mode, dunno if they would have tried to run away otherwise??

Slaists
10-13-2004, 16:30
i had 6 units of principes storm the walls of a greek city. they took the walls and then lost the battle to city pathing stupidity... the units would climb off the walls, and fight off the defenders all fine.

the problem started when i ordered the principes to the town square... either they would not listen at all (they would just stand, the unit icon displaying "idle") or would walk forward a few yards along my waypoints towards the squre and then turn around and march back to the wall...

in the end, i managed to get the grand total of ONE principe unit to the square where they seemed to be successful in gaining an edge over the lone hoplite unit there. nonetheless, not in time before the battle timer ran out...

i replayed the battle (don't tell anyone!) and the pathing was fine... seems, this problem is unpredictable...

p.s. i was playing on large unit size.

Spino
10-13-2004, 18:27
Meretix over at twc posted an odd quirk with centurions. He noticed that centurions drop their gladius upon making contact with the enemy and proceed to fight with their fists. Extremely macho but quite silly... ~;)

Either something really insignificant is amiss in the hard coded weapon data for centurions or the engine does not know to keep the primary weapon visually 'enabled' (and perhaps statistically as well?) as it does with other single weapon only units.

http://www.twcenter.net/forums/index.php?showtopic=12073

DisruptorX
10-14-2004, 00:52
Meretix over at twc posted an odd quirk with centurions. He noticed that centurions drop their gladius upon making contact with the enemy and proceed to fight with their fists. Extremely macho but quite silly... ~;)


All unit commanders and generals are succeptable to this, from what i've seen. It happens alot.

Bob the Insane
10-14-2004, 07:41
Very minor bug:

Playing last night I built ladders for the first alone with some siege towers. I did not like the initial deployment of troops (my archers pushing a siege tower!??!) to altered thing including removing a unit of peasants from the siege tower and assigning them to ladders..

When I started the game, evry time I selected the peasant unit they still reponded by shouting out "Tower"...

Not to bright those peasants I guess... ~D

Moorkh
10-14-2004, 15:26
Just CTDed after having a - possibly too small - unit of archers try to pick up my siege ladders when the enemy's sally backfired.

Bhruic
10-14-2004, 15:52
I was at war with the Pontus, who were allied with the Seleucid. I defeated the Pontus (destroyed their faction). Later, I made an alliance with the Seleucid, at which point I got a message telling me that I had a ceasefire with the Pontus.

You probably don't need to get ceasefires with factions you've eliminated. ;)

Bh

Puzz3D
10-14-2004, 19:18
I don't know if this has been reported yet, I think it's important:

It's about AI behavior during sieges. Imagine you are being sieged by an army controlled by the AI. Imagine your city has stone walls. Well, you can try to break the siege sending your garrison against the enemy...and this is what it happens:

The entire enemy army runs close to your city walls and stay there: they are completely slaughtered by the arrows thrown by the defending towers. When most of the army has been killed (20-30 foes left), they withdraw and leave the siege.

I also see this with AI controlled allies during sieges. Allied units under AI control will move within range of arrow towers and then just stand there waiting for a breach to be made in the wall by some siege weapon. This was especially bad in a battle I had where the AI sallied from a city, and I had a second army close by which came in under AI control on the opposite side of the city. That AI army just stood around near the walls and got wiped out. Two units did survive because they were right up against the wall and couldn't be shot. The AI doesn't know enough to stay out of range or towers until after a breach is made, and to move around the outside of cities beyond tower range until opposite the breach. The archers in the towers also seem to fire very fast. What happened to 6 seconds between shots for an archer firing through a single slit?

Kraellin
10-14-2004, 20:41
cant install the patch. when i double click on the .exe file from totalwar.com, i get the install wizard starting up. it asks when language and i pick english. it then comes up on a new screen with an error message popup saying 'Setup could not not locate an existing installation of Rome - Total War (TM). Please reinstall the game and try again.' i click ok, and the install setup quits.

i do not have any no cd cracks. i've tried putting the .exe in various folders, the rtw root, activision root, c: drive root and all to no avail. it always comes up with the same message. i've downloaded a 2nd copy just to make sure the first wasnt a corrupted file. same thing. i got the 2nd copy from totalwar.com. the first i think i got from ign.com. i even tried to go to fileplanet and use their download and auto-install routines, but i'm having trouble logging into fileplanet with my existing accounts. and this may be due to having recently installed gamespy 2.0. it may also be why i'm having trouble with installing the patch manually if the patch is looking for a particular version of gamespy, for some reason. i mean, this patch was mostly for multiplayer, and gamespy is where the game is played multi mostly. but i dont know this for sure. might just be some oddball setting on my machine, or maybe the patch is hardwired for a particular drive. my game installation is on the I: drive, not c:. it's the full game, bought and paid for retail.

i also checked activisions tech support pages, but they had no info on this bug. i also checked the tech support forum on the totalwar.com site. others had this same bug reported but no consistent solution. vanya recently reported this same bug with his patch in the apothecary, but we've got no solution for him. i have not yet tried to 'reinstall the game' as that just seems a bit weird. i have altered a few .txt files, but nothing major like the main game file or anything. i even put the original .txt files back in place and tried the patch again with the same results.

i also thought maybe the patch wanted a cd key in place and i hadnt tried multiplayer yet, so hadnt entered the cd key yet. so, i tried entering the cd key and login name to play multi. the cd key was accepted but when i get to the point of actually logging into the gamespy, rome server, it tells me i need the patch. well, that at least verifies that my cd key is ok and my login is ok. i just need the patched version now and cant patch.

my rtw game works fine. i can play the campaigns. i can play custom and quick battles and i've not modified the desktop shortcut or any other critical game file. i've not modified the registry either. so, i'm at a loss here.

i do have one other bug that might be related and might be preventing me from patching. when i first installed the game, everything went ok. all 3 cd's seemed to copy just fine, but at the end of the installation when the menu asks if you want to play now, i hit that and all that happened was that the menu disappeared, the little 'Wise' installer banner showed for a couple of seconds and then nothing. no disk activitiy, nothing. this happens every time i insert disk one to play. i get around this by simply using the desktop icon for rtw and that works fine. but, if this bug is somehow telling the patch that i've got no copy installed, i dont know. quite odd.

if anyone knows or finds a fix for this, please post it in the apothecary thread that vanya started about not being able to install the patch, or send me a private message.

thanks,

K.

*Ringo*
10-15-2004, 11:02
Not sure if this has been mentioned b4, my apologies if it has, but i was playing a short campaign last night as the Julii with the task of destroying or outlasting the Gauls and to obtain 15 provinces. After i'd swept the Gauls from france they had one province left in Spain, which i quickly besieged and assaulted, leaving me the proud owner of 12 provinces. ~D I then decided to turn my focus to the Spanish, after some frosty diplomatic encounters i invaded (always my intention anyway, i'd just not really tested out the agents yet, and for some reason the Spanish didn't want to give me 2/3rds of their provinces and a 10 turn 5000 denarii tribute ~:confused: ) Anyway, after assaulting my first Spanish province I got a message congratulating me on eliminating the Gauls??? and for owning 15 provinces??? Neither of which were true (unless the Spanish changed their minds :rolleyes: ) I could then choose to end the campaign, as if i'd achieved the victory conditions. Very strange!!!

Another bug, that i think has been picked up, is the annoying grouping problem. Clicking to select one group and then dragging out a formation seems to select multiply groups and sometimes even my whole army; which is nice. Especially when fighting multiple armies, managing to rout one before the other army reaches you & while chasing down routers with some light Cav, you turn to see your carefully deployed front line turn to chase the pretty horsey's like lunatics! :furious3: Just in time for enemy heavy Cav to smash into their backs! Not too fun! :no:

On a side note, i think it would be much better to have to defeat each individual nation in campaign b4 being able to play as them. As opposed to defeating one faction then all of them becoming available. (Or is that another bug i've encountered?) This would give you a basic knowledge of all the factions in the game! You know what they say "Know thy enemy".

/End Rant ~D

P.S Ah, it's good to be back!

*Ringo*

Bhruic
10-15-2004, 14:44
Not sure if this has been mentioned b4, my apologies if it has, but i was playing a short campaign last night as the Julii with the task of destroying or outlasting the Gauls and to obtain 15 provinces. After i'd swept the Gauls from france they had one province left in Spain, which i quickly besieged and assaulted, leaving me the proud owner of 12 provinces. ~D I then decided to turn my focus to the Spanish, after some frosty diplomatic encounters i invaded (always my intention anyway, i'd just not really tested out the agents yet, and for some reason the Spanish didn't want to give me 2/3rds of their provinces and a 10 turn 5000 denarii tribute ~:confused: ) Anyway, after assaulting my first Spanish province I got a message congratulating me on eliminating the Gauls??? and for owning 15 provinces??? Neither of which were true (unless the Spanish changed their minds :rolleyes: ) I could then choose to end the campaign, as if i'd achieved the victory conditions. Very strange!!!

If you were using the Faction summary screen to determine how many provinces you own, you should note that it tells you how many you have gained. So if it said you gained 12, then your total would have been 14 (as you started with 2 provinces). So taking the one Spanish province would take you to 15 total, which would win you the game.


On a side note, i think it would be much better to have to defeat each individual nation in campaign b4 being able to play as them. As opposed to defeating one faction then all of them becoming available. (Or is that another bug i've encountered?) This would give you a basic knowledge of all the factions in the game! You know what they say "Know thy enemy".


There are two ways to unlock factions, defeating the faction personally, or winning a game. If you win a game, all the factions become unlocked.

Bh

Merlin271
10-15-2004, 14:46
When I conquered Tarentum, I allowed daily games to be celebrated, usually i dont get a message when i celebrate games, but the next turn i got a message telling me that games had been celebrated and the text under the picture was something like:

THIS MESSAGE SHOULD NEVER BE DISPLAYED FOR THESE GAMES

I can't remember the precise message but it was capitalized, and had the same point.

Didz
10-15-2004, 15:48
I am in the habit of plotting the entire journey of my fleets in advance so that I don't have to monitoring them turn by turn.

However, this feature is extremely finnicky. Sometimes it works first time, other occasions I find myself clicking repeatedly on the fleets destination without success.

Sometimes moving the fleet slightly and trying again works other times moving the fleet to its maximum works on other occassions choosing an intermediate destination will allow me to extend it to its true destination.

But its very inconsistent.

Turbo
10-15-2004, 16:23
I don't know if this has been reported yet, I think it's important:

It's about AI behavior during sieges. Imagine you are being sieged by an army controlled by the AI. Imagine your city has stone walls. Well, you can try to break the siege sending your garrison against the enemy...and this is what it happens:

The entire enemy army runs close to your city walls and stay there: they are completely slaughtered by the arrows thrown by the defending towers. When most of the army has been killed (20-30 foes left), they withdraw and leave the siege.

So, to break a siege, you only need a small garrison (a peasant is enough) and city walls; simply, you are unbeatable when the AI sieges your cities.

This is a bit annoying too: if you haven't got stone walls and you only have a stockade, then try to break the siege, shoot the enemy with your bowmen/slingers and withdraw when your ammo is out. Repeat as much as necessary in the same turn until the enemy dies and leaves the siege.


I think the AI behavior must be fixed or AI sieges will be a joke (in fact, now they are due to these exploits).


I agree completely.

barocca
10-15-2004, 23:41
i am sure many of these have been mentioned in this thread,
but these are the ones i have seen (and have been able to replicate readily)

>>letting the computer finish your movement orders

the army shown in the review panel does not match with the army, navy or character that is moving on the campaign map.


>>grouping on battle maps

the group selected is NOT the one that actually moves,
ordering a cavalry charge and watching your onager crews charge for h2h is most disconcerting.

sometimes this occurs at random,
seems to occur after a unit in any group has routed,
occurs more when an entire group has routed,


>>moving groups on the battle map

selecting all and moving an army which you have assigned into a number of groups results in abyssmal chaos,
they all try to stand on the one spot.
This makes command and control a pain in the ....


>>move and maintain facing

I cannot find the key combination to make this work.
This makes command and control a pain in the ....


>>special action or fire at will

once any unit in a group loses the ability to perform it's special action or expends all missiles the button for the group is greyed out,
this means you have to either put up with men firing when you dont want them too, or select the units who still have ability or ammo only and order them to stop.


>>taking a city (1)

the total population of the city is NOT shown when you have to decide what to do with the population
(occupy/enslave/exterminate)


>>taking a city (2)

sometimes when you reach the central square the faction flag shown in the "timer" is not always yours!
even though all the enemy has is one man running around near the walls, miles from the central square, the timer counts down with that factions flag.
You still win.


>>battle result screen/scrolls (1)

sometimes they show the casualties and kills for your enemy only, not yours.


>>battle result screen/scrolls (2)

some units with longer names cause the number of men remaining to be obscured.


>>lose a city assault

Lose (to the timer in central square) a city assault and all the generals and armies that were involved (from your faction) are removed from the campaign map.
even if you have "reinforcement armies" that never make it onto the map after you return to the campaign map all those men are gone.


>>diplomacy

not all options are always available in diplomacy,
i always check when this occurs to make sure "character" i am negotiating with is definately NOT the faction leader or heir. (both of whom are unbribable).
The instances i am referring to here the character is not heir or leader.


>>plagues

very heavy handed, have 2 cities and a multitude of armies and navies getting struck by plague,
none of them have "interacted" with each other.


>>agents

cannot dismiss agents from service.
if you get stuck with a bad one, you are stuck with him till he dies of old age.


>>campaign map information scrolls

if you do something that will generate a new "information/notice scroll" dropping down on the left of the campaign map the last scroll you viewed (but did not "delete") will be reopened while the hourglass shows.


>>unit pathing (campaign map)

often times you pick a unit and a destination and the game cannot find a path,
even a straight line from (for example) tingi to carthage is beyond the game,
yet when you have paved roads you can march many units from tingi to carthage in 4 or 5 turns,
IF you select the units and march them a little, then keep extending it you can "draw" a path from tingi to carthage, SO why can't the game?


>>unit information pictures

sometimes the game "loses" the picture of unit
You display the information scroll for a unit by right clicking on a unit in your army, (in battle and in campaign modes)
you get the information, but the picture is simply a white box.


>>battlefield advisor advice

the advice given does not always match the map,
enemy reported as being on a hill are sometimes downhill from you!

Also if a river passes across a map anywhere you get "bridge defence advice" even if the river is completely outside the operational area of the map. (ie Mediolanium)
Problem is because it is outside the operational area i cannot really tell if there is even a river ON the map - i am beggining to suspect another bug because..(see below)


>>bridge battles

no matter how hard i try, even attacking an army that is ON the bridge on the campaign maps i CANNOT get a battle on a river map!


>>moving items in build queue (and merging units in armies)

the mouse cursor MUST be in the lower half of the row (for queue's) and in the lower half of the unit card (for merging), slightly above half way and the move or merge will fail.


>>graphic error - fleets

sometimes the ships mast and flag will be BESIDE the ship/fleet itself, instead of ON it.


>>paused when enemy general dies

if you happen to hit pasue just as the enemy general dies then the battle will never end, you have to exit out by pressing escape.
If you can already "see" the cut scene it has no effect, it only happens if you manage to hit pause at the exact moment the program is "loading" the cut scene.


>> command and control on the battlefield

once you have started to paint a new "position" for your grouped army you cannot back out of it!!!
there is no release key, you are committed to have to deploy them in the chosen location and then have to make them halt and start again.


>> spear(pilum) armed infantry,

even after they are out of ammunition after ordering them to attack an enemy unit they STILL try to fire (and go through the motions) before they engage hand2hand,
this unneccessary delay can be costly in a critical situation.


>>CTD

> loading a newly bribed army onto a fleet
splitting a single unit out of the army before loading "solves" the crash


>>Waypoints

units assigend waypoint movement orders cannot be ordered to charge to any point EXCEPT the first one,
they ignore run commands to all other waypoints.


(TTFN)
B.

Arakasi
10-16-2004, 05:57
I've not seen a post on this yet, but it has been commented on at the TW Center board.

http://www.twcenter.net/forums/index.php?showtopic=11231&st=1000

Technical Bug: When the game is saved and then loaded, it looks like both difficulties are set back to easy. This seems to be a problem even before the mods that have been taking place. People have reported that the game gets much easier after a reset. The two places where this is at is 160 and 164 in the save file using the editor. Both of those spaces should be the number for the difficulty, with 0 being easy and 3 being very hard. It seems to be reset to 0 when you save. Thus when you load things are messed up.

therother
10-16-2004, 06:29
>>taking a city (1)

the total population of the city is NOT shown when you have to decide what to do with the population
(occupy/enslave/exterminate)Yes, this is a little annoying, but you can easily work it out. Enslave removes half the population, whilst exterminating kills three quarters. So if it says that 10,000 are to be enslaved, the city has 20,000 people!


>>diplomacy

not all options are always available in diplomacy,
i always check when this occurs to make sure "character" i am negotiating with is definately NOT the faction leader or heir. (both of whom are unbribable).
The instances i am referring to here the character is not heir or leader.To bribe, apparently, you need a certain amount of Denarii in your treasury (2000), according to the readme at least. Also, more generally, other diplomatic options might not be available for specific reasons. For instance, you can't ask an ally to become a protectorate, or indeed (as a Roman) try to ally with a faction at war with one of your fellow Romans, before the civil war breaks out anyway.



>>agents

cannot dismiss agents from service.
if you get stuck with a bad one, you are stuck with him till he dies of old age.
I've never had a "bad one", mine always start from 1-3 in natural ability. Plus you can always just get assassins/spies killed by giving them impossible tasks, such as infiltrating a cities protected by a high valour spy, or attempting to assassinate a faction leader. Diplomats are a little harder to get rid off. If you've spotted an enemy assassin, you could coax him to attack. Or you could just use him for bribing rebels, as "influence" doesn't seem to have much influence of the success or failure of the transaction. But I get your point.

barocca
10-16-2004, 07:01
>>cannot take screenshots

printscreen does NOT take screenshots on my system,
the TGA is created but all i get is a black picture, totally black
(turning off anti-aliasing failed to resolve this)
(changing key assignement failed to resolve this)

>>options-control setting-battle menu

when you scroll down the last line of options, (toggle game speed), is half obscured.



attn. therother

the total population is not shown,
having to do a quick calcualtion in my head does not count as "showing the total population"


i know how to bribe and trust me i have enough in my treasury,
sometimes a single ai character who is niether heir nor leader cannot be bribed.
also your comment "or indeed (as a Roman) try to ally with a faction at war with one of your fellow Romans" is not accurate.
You CAN ally with a faction at war with another roman faction,
an automatic ceasefire is imposed on the other roman faction.
AT LEAST for Gaul, will check on the others and see what happens
- if you can ally with all then i will NOT be replying again,
- if you cannot ally with all then i will try to work out which factions you can and which you cannot.


I dont want to have to assasinate or suicide my agents,
i want to be able to dismiss them from service.

barocca
10-16-2004, 07:03
>>disband

mercenary units cannot always be disbanded,
the "disband" sound plays, but the unit remains in your army.

i have disbanded some merc's, but some flatly refuse to disband,
i will attmept to work out the conditions that allow/disallow and also if it is specific units that cannot disband.
I suspect they have to be in a home territory, just like regular troops,
when that is NOT supposed to be the case,
you are supposed to be able to disband them whenever you want to.

therother
10-16-2004, 07:45
the total population is not shown, having to do a quick calcualtion in my head does not count as "showing the total population".Well, yes, but is that a bug?


i know how to bribe and trust me i have enough in my treasury, sometimes a single ai character who is niether heir nor leader cannot be bribed.I've never had the problem, and I've bribed a lot of family members. Do you mean the bribe doesn't show up as an option, or that he'll never accept? Is it only if he is on his own?

also your comment "or indeed (as a Roman) try to ally with a faction at war with one of your fellow Romans" is not accurate. You are absolutely right, I've done it myself. I apologise. But regardless, there are certain options that are not available under certain circumstances by design. Could you give some brief details of what options were not available and the circumstances?
I dont want to have to assasinate or suicide my agents, i want to be able to dismiss them from service.Again, is that a bug or just something that annoys you? Do you want to be able to disown family members as well, given that they cost at least twice the Denarii a turn (200+bodyguard, IIRC)?

barocca
10-16-2004, 11:49
knowing the total population without having to do a quick sum in your head is a feature that should be in the game,
i consider the fact it is not in the game a bug/omission.

you telling me you cant fire your butler if he is a fool?
if my diplomat is no longer usefull i dont want to have to keep paying him,
i want to fire him.
the fact i cannot is a bug/omission.

If i want to get rid of a family member i assassinate him.

bribe - you cannot always bribe other faction family members even if they are definately NOT the faction leader or the faction heir.
The bribe option does not appear.


>> wardogs pathing on battle map

they can get hung up trying to get through a breach in the wall,
they always seem to try the shortest route to an enemy, even if that shortest route is through a gate that is NOT open.


>> recalling wardogs

no option or method exists to call back the wardogs
(in cases such as above they will stand snarling at the gate until an enemy unit elects to open it for you - not likely!)


>> towers

even after "taking the walls" the towers will resume firing if the first unit through the "breach" withdraws from the town. You may still have other units within the walls, it seems the first infantry unit through is the one that matters.

lancelot
10-16-2004, 11:53
Itsonly a little thing but when I captured the wonder- statue of zeus the movie's music was out of synch and jittery.

I have a high end machine and have had no CTD or any other problems yet, which makes me think there might be a problem here.

Didz
10-16-2004, 16:48
Just expereinced a weird result at the end of a seige.

Admittedly it was a close run thing.

The timer was running out and the enemy only had to hold the town centre for 3:00 minutes to win. However, they had no troops guarding it and so I sent a unit of Auxilaries to capture it before the time ran out.

They arrived with just 7 seconds to go.

The flag changed to my colour the counter reset to 3:00 minutes and I began rushing reinforcements to back up the Auxilaries in anticipation of a counter attack.

Suddenly a few seconds later the game ends and the enemy are awarded victory.

Not quite right.

ChaosDrake
10-17-2004, 17:18
i have discovered a strange siege bug, i have attacked the gauls with the brutii. ive build a battering ram when the battle launched and the battering ram moved a bit it completly disappeared with the whole unit.
ive tried it again with a previous save game but this time only one soldiers stay with the ram symbol on the unit icon but the ram was not visible.

another siege bug is this ive got a full stack of units when i siege a city ive build several ladders rams etc.
they dont appear in the battle then im standing with a giant army on the battlefield and can do nothing.

Crazy Duke
10-17-2004, 22:55
Does anyone have a problem with mouse in the strategic map or in the battle? It start to be anoying, cause every couple of minutes, sometimes with no move mouse pointer go wild and goes to the corner of the screen and anything is impossible to do. Also it?s affect to the desktop too, so I must restart the computer imediately. Bassically I can?t play anymore. First it was started couple of times, but now so often.
I have a XP with service pack 1 build in it, 2GHz, ATI 9200 SE 128 MB, 256 MB DDR.
Is there any patch for this?
:furious3:

Somebody Else
10-18-2004, 00:10
Not sure if this is a bug or not, but I've come across another way to deal with AI sieges in a cheesy fashion. That is, if the walls are wooden or lower. Playing as the Germans, I stuck some of their phalanx-type men right up close to the walls and gate, where the AI rams were going to come in. It appears the spears are long enough to reach through the walls and kill the first two men holding the ram. They will either be replaced, and killed, or the ram will be dropped, and the whole unit run in to attempt hand-to-hand combat. Which is completely ineffective on their part, due to the wall in the way. Either way, no breach is made, and the enemy soldiers end up dead. The AI will also handily replace the ram-handlers when they are annihilated, so the meat-grinded will continue.

soibean
10-18-2004, 02:46
not positive if this is a bug or if it is supposed to happen but...
I was using the war dogs against the carthaginians and as I watched the dogs chase down the men they were at 47 and 43 out of 48, I checked on my other men and when I glanced back at the dogs one was at 47 and the other 11. I wasnt sure how this happened because the men were routing but hey it happens, but then when the battle ended I was back to 43... Do the dogs run away and come back or something whats the deal?

Sleepy
10-18-2004, 03:52
Do the dogs run away and come back or something whats the deal?As long as the handlers survive each one will breed new dogs to replace battle loss, (max of 4 per man.) This makes them ideal fire and forget missiles ~D

Tricky Lady
10-18-2004, 10:55
Something I've experienced a few times already and I'm pretty sure I'm not the only one.
You chase an unit on the battle map. They retreat without initiating a fight. The "treat increase" icon appears on the left of the screen. Sadly it is not a treat increase but the commanding general now has the "good runner" vice. :huh:
I have had a few high-star generals (superb commanders and such) who became also good runners that way.

I suppose it's the retreating AI general that should get this vice, as that's the one who ran away, right?

barocca
10-18-2004, 16:04
sheesh, every day that i have time to play RTW i find some more....



>>Testudo and Grouping

units assigned testudo while in a group can get stuck in that formation and refuse to change back to standard


>>Vanishing Units in Seige

I sent 2 rams against the gate at the town of Cordoba (one then another when the first vanished)
there is a small mound near the gate, (i approached from the North)
as both rams approached the mound they and the units manning them vanished from the map!!!
The units were back in the army once back on the campaign map.


>>Generals, location and status

the ONLY way i have found to bring up this scroll is
:- go to a town you control and open the CONSTRUCTION Window,
then right-click on the army tab!
This scroll SHOULD be accessible from the Faction Menu but i have found no other way to bring it up.


>> end of turn recruitment scrolls

when you click on either the up or own arrow you immediatly go to the very bottom or very top of the scroll,
in other "reports" clicking the up or down arrows moves you one record up or down

Quietus
10-18-2004, 17:04
>>Generals, location and status

the ONLY way i have found to bring up this scroll is
:- go to a town you control and open the CONSTRUCTION Window,
then right-click on the army tab!
This scroll SHOULD be accessible from the Faction Menu but i have found no other way to bring it up.
Judging from the responses I've read in the thread "Right-Click on the Control Panel" (at the Colosseum), the majority aren't aware of this. You can just right click onto the tabs and you get the collection of your Generals and Agents. Is that what you're looking for? ~:)

Spino
10-18-2004, 18:18
Strategic AI and Rebels/Brigands - I'm in the middle of three different campaigns on Hard/Hard and I have noticed that enemy armies generally seem to refrain from attacking rebel/brigand armies that are blocking the paths leading to my cities! This is especially odd considering that these enemy armies often outnumber said rebel/brigand armies by a substantial margin! For what it's worth these rebel/brigand armies that pose such a problem for enemy armies are always in my territory. I have NEVER seen an enemy army attack a rebel/brigand unit in my territory that is blocking its path. If there is no way around these rebel/brigand blockades (and their zones of control) the AI army simply sits there for a few turns until it changes it mind and heads home. Rarely have I seen an enemy army seek an alternative route.

Claudius the God
10-18-2004, 23:56
in the prologue, the mini map is stuffed up. the whole square has italy on it, but in the top left hand corner (exactly one quarter) is a smaller map showing faction controlled areas... and this is with the first patch installed

barocca
10-19-2004, 02:25
>>Archer Auxilla and walls

the Velites alongside them can throw their spears over the walls at the defenders,
and the defenders are firing over the walls onto the Archer Auxilla,
BUT the Archer Auxilla cannot fire over the walls UNTIL the gate or wall is breached!!!

barocca
10-19-2004, 02:52
Judging from the responses I've read in the thread "Right-Click on the Control Panel" (at the Colosseum), the majority aren't aware of this. You can just right click onto the tabs and you get the collection of your Generals and Agents. Is that what you're looking for? ~:)

oki - seems i have an intermittent bug, may be something to do with my wireless setup,

this should still be reachable from the faction menu though,
otherwise you have to select a town and use right click on any of the menu's.

Didz
10-19-2004, 09:40
I've noticed that when used on the battlefield Onagars inflict significantly more casualties on the enemy when set to hurl fireballs than rocks.

I now always set them to hurl fireballs as this can sometimes eliminate several ranks and files of the target unit in a single hit, whereas rocks may only kill two or three men.

This is the direct opposite of the explaination given for the use of fireballs which states that fireballs are less effective but have a higher morale effect.

barocca
10-19-2004, 14:29
>> AI controlled armies in seige and sally situations

I have an "auxilliary" army (led by a captain) seiging a city,
my Real army arrives and joins the siege, they will be building seige equipment this turn and attacking the next,

and then Enemy sally out attacking my Captains Army...

So, I have my Captain (who i get to control) with a ram or two,
and my General (ai controlled) and all his crack troops have nothing,

So what does my General Do?
He marches up to the walls and stands there, getting himself and all my crack troops shot to pieces,

then He realises i have made a breach in the wall,
so he marches, not runs, but marches his entire army around the walls to my "breach"
- if any of them are left alive after they casually saunter past all the enemy towers and missile troops then they run for it as soon as someone points a finger at them...

if i elect to withdraw on the campaign map i automatically lose almost, if not all of, the units to desertion and "casualties".



If I choose to use the Captain to initiate an attack, thats because i want both armies on the field,
in that instance I am electing to use both armies and have the AI control the General's Forces.

But if the AI initiates the attack i should get to choose who I want to personally command...

Aelwyn
10-20-2004, 07:11
The worst bug I have ever experienced so far

I have the game on pause right now. This bug is so annoying I had to post it immediately.

I am beseiging a city right now. The only seige equipment I have is 2 Seige towers. Every unit that goes through it has the same issue. The tower deploys fine. But, when the men try to run across the platform onto the wall, they all fall like it wasn't deployed close enough. Every unit. So I basically just had 10 Legionary Cohorts commit suicide trying to get onto the wall.

Hmm...nice. ~:confused:

Just tried the battle again. Same thing! ~:(

Last Edit: Ok, I have managed to get units onto the wall. But...they 'at first' will fall off and die. I have to then select the unit, and double click on the wall again, and they will kinda drop onto it. But, trying to attack a unit isn't done for a little bit. I'm being absolutely killed because of it.

:furious3:

Spino
10-20-2004, 15:59
What kind of walls does the city have? Is this the only city where you've seen this siege tower bug happen?

Either there is a pathfinding or positioning issue with siege towers and certain types of walls or the terrain in front of the wall is not perfectly flat (I assume it should be).

KyodaiSteeleye
10-20-2004, 18:26
sorry, i haven't read all the other posts in this thread (i have better things to do!), so if this has already been posted, i apologise.

Bug:

If transferring troops from ship to city, using the pop-up transfer window, any action causes the game to close to desktop imediately.

Luckily, the previous turn has been saved, but annoying all the same.

Hurin_Rules
10-20-2004, 19:24
Not sure if this is a bug, but I've never had a naval commander get a command star from winning a battle. Ever. I've had zero star commanders win 3, 4 even 5 battles and get nothing.

If this is working as intended, then CA needs to allow us to assign heirs to navies and let them get stars for it. As it is, no one seems to be able to become a good admiral and naval battles become too indecisive. The naval combat is the one area where we really have no control over the battle, and this just makes the situation worse.

CeltiberoMordred
10-21-2004, 03:04
Bug:

Units with very good stamina tire faster than units with good stamina and units with good stamina tire faster than regular units.

Just the opposite it should be.

Dead Moroz
10-21-2004, 08:36
Sorry if it was mentioned before. I just noticed this bug on Macedonian Royal Pikemen:

http://img58.exs.cx/img58/5729/bug5.th.jpg (http://img58.exs.cx/my.php?loc=img58&image=bug5.jpg)

chunkynut
10-21-2004, 15:51
I've had some trouble with Elephants.

It states that i have say 2 or 0 maybe as i go into battle - when i get into the battle map and i start to deploy more to the left or forward i realise the elephant is now definately 0. You can select the unit but nothing appears when you right click when deploying.

In one battle i was doing badly as carthaginians and had a 0 elephant unit, things were so bad that i tried to use the unit by selecting it and right clicking on an enemy. It crashed to desktop ~:)

mfberg
10-21-2004, 16:18
Julii-H/H Large Units, Latest Nvidia drivers

Killed a rebel army, went back to the campaign screen and my entire campaign terrian was black. Units, Cities, and some trade goods still showed, but no terrain showed. I reloaded, and it was dark, shut down and reloaded twice more and the terrain was back. Seiged a Gaul town for two turns while the campaign terrain was dark, assaulted and the terrain came back again.

ChaosDrake
10-21-2004, 17:03
sometimes my pc completly reboot in the middle of a battle ~:pissed:
and sometimes on the strat map
in my current game it happened every time in the middle of a battle my pc REBOOT GRRRRRRRRRRRRRRRRR
after the reboot win xp pop a message a fatal error occurs!

the most crashes are in the year 233bc


SORRY CA
i have solved the problem, i have only installed the newest driver(soundchip, graphic card, and winxp) on my pc hehe now no more crashes!!! ~D

Claudius the God
10-21-2004, 23:58
you could call it a bug...
there is a spelling mistake when you go into a naval battle and put the cursor over the withdraw button (which is inactive) "Cannot withdraw: Navies cannot withdrawf from battles" - there shouldn't be an f on the end of withdraw...

Razor1952
10-22-2004, 01:16
As Julii I have Carthago Nova with no governor , can't build anything of course but can recruit troops!!!

Lonewarrior
10-23-2004, 03:54
Fowarding a message from a junior patron



I seem to have sniper onagers. I'm playing the greeks, currently invading egypt. This is fairly late game, so I'm using a combined force including onagers instead of the usual earlier-game seige engines. I have fought multiple small bands of egyptian royalty with my main force, only to have the onagers kill the opposing general with the first shot into the enemy general's unit. I've killed several faction heirs with this - apparently my flying rocks possess some sort of primitive homing ability ;) I don't recall seeing this effect against anyone but the egyptians so far; could be a chariot related bug. I'll test more over the weekend and post again if I can find any other info.

Komutan
10-24-2004, 17:21
An enemy spy opened the gates before an assault of the gauls.I won the battle and built a spy myself to counter the enemy spy.It worked and the enemy spy fled the city.But after that, the gauls attacked the city several times more and in each of these attacks all of the gates were open.Even when I zoom on the battlemap outside of battles, the gates are open.The gates look destroyed, but they have 0% damage; so I can't repair them.Even upgrading the walls to the third level did not work.

Mightypeon
10-25-2004, 12:51
Well, German Spearman can attack through the walls of a Level 2 wall.
If you position them as close as possible to the gate durign deployment their spears will show up on the other side of the wall.
If the enemies battering rams/ Elephants approach your spears start attacking and killing the 2 first guys. The Battering ram stops, 2 other guys move up and also get killed.
It was a really funny way to kill of a full stack of juli Hastati/Princeps because the very close proximity to the gate protects you from missle fire (dead angle).

mfberg
10-25-2004, 15:52
Pre-battle screen says 77 wardogs when I know I only have 20 (Julii)

mfberg

Orvis Tertia
10-25-2004, 23:22
Last night, playing Carthage, I was storming a Spanish city. My units were scattered in various parts of the city, moving toward the one remaining enemy unit that held the city square. Suddenly all my units stopped moving, and nothing would get them to move anymore. No matter where I clicked, I could get them to change facing slightly, but they would stop moving immediately after they started. I eventually figured out that the only way I could get them to move was to make them attack an enemy, so I had to charge them all from wherever they happened to be. This is the only time this has ever happened.

soibean
10-27-2004, 03:34
When playing as the carthaginians I kicked the Romans out of Sicilly I believe (cant think of town name so give me a break ) and allied with the greeks. Shortly after the greek diplomat goes over to my town on the left of Sicilly and goes through the animation of negotiating, but he doesnt open the screen... At the end of every turn he just goes through the animation then it skips it. It has done this in every carthaginian campaign that I have played when I allied with the Greeks.

Bhruic
10-27-2004, 04:47
I have this happen in multiple locations. My assumption is that the diplomat is trying to bribe your army, but either doesn't have enough denarii, or chooses not to pay it.

Bh

Didz
10-27-2004, 08:43
When playing as the carthaginians I kicked the Romans out of Sicilly I believe (cant think of town name so give me a break ) and allied with the greeks. Shortly after the greek diplomat goes over to my town on the left of Sicilly and goes through the animation of negotiating, but he doesnt open the screen... At the end of every turn he just goes through the animation then it skips it. It has done this in every carthaginian campaign that I have played when I allied with the Greeks.


Kill 'im quick.

jimmyM
10-27-2004, 13:52
not sure what's causing this problem, but single player battles dont work (only just noticed this so havent tried mp to see if it works) i set the armies up in custom, and when clicking start battle it returns me to the previous screen, same with quick battle ~:confused: for some reason historical battles and the campaigns work fine -- all i can think of is that moving factions to "unlockable" in the files, or the "historic battles" mod may have caused this - anyone with any of these changes noticed this?

Tricky Lady
10-27-2004, 16:38
Don't know if it's been posted yet but I really couldn't bother reading the 220 posts again :dizzy2:
Well, here goes: I got a funny Senate mission last night: I had to capture one of my own settlements within 5 turns. :huh:

Of course there was something that might have triggered this bug. The Senate asked me to capture Rhodes one turn after I conquered it. Next turn they cancelled their request (normal: I already had the settlement), but in the same turn they... demand that I take Rhodes... It goes now on for 5+ turns: Take Rhodos! Oh no, sorry, you already have it.... (1 turn later) TAKE RHODOS! oh yes....heh heh oops of course you already conquered it.... (1 turn later) TAKE RHODOS! ... etc

Haven't relaunched the campaign yet to check if this silly request will disappear but I guess it won't...
Should try to continue that campaign: at least the Senate will stop annoying me, lol.

rebelscum
10-29-2004, 00:24
I have just bought, installed and patched RTW. On the prologue first seige mission as soon as i click for the seige engines to fire fireballs, i crash out to desktop. I have a dual athlon AMD 1800+ on tyan tiget MPX mb. 1gb kington ram, audigy platinum , gforce 4 ti4600. i run in 1024x768x32 and have lowered graphics but to no avail. Is this a known bug, its pain as i cant even save the game in this mode. also, where is the bit to insert your user ID from the manual, wasnt in the install, maybe this is a problem for security!
Please help before i take this game back to the shop.

zhuge
10-29-2004, 22:54
Could we have a moderator summarize bugs and features which need tweaking, rewrite them concisely and put them on a separate first page so that it's easier for devs and modders to address them. Currently the bug list is 8 pages long but it would be a chore for everyone to plow through more in future everytime they want to report a new bug to make sure there are no repeats.


Here's a bug... I think. Not sure if it has been mentioned before.
Open up the export_descr_character_traits file in the Data folder

Find the following:

Trigger V0150_Standard_Risky_Battle_Attacker_Crushing_Victory_VnV_Trigger
WhenToTest PostBattle

Condition WasAttacker
and IsGeneral
and not WonBattle
and BattleSuccess = crushing
and I_ConflictType Normal
and BattleOdds

zhuge
10-29-2004, 22:58
Sorry, somehow my post got chopped off in half.

The bug is:
Open up the export_descr_character_traits file in the Data folder
Find the following:

Trigger V0150_Standard_Risky_Battle_Attacker_Crushing_Victory_VnV_Trigger
WhenToTest PostBattle
Condition WasAttacker
and IsGeneral
and not WonBattle
and BattleSuccess = crushing
and I_ConflictType Normal
and BattleOdds

zhuge
10-29-2004, 23:01
The condition "and not WonBattle" should be changed to "and WonBattle".
Otherwise not winning instead of winning will give you a chance to get the trait.

Can't edit my posts. Could a moderator do some tidying up here. Thanks.

Maltz
10-29-2004, 23:27
At the end of every turn he (Greek Diplomat) just goes through the animation then it skips it.

I would assume he is trying to bribe away your city but found the price asked by your defenders too high...? ~:)

Feror
10-30-2004, 00:00
I've read the previous 8 pages. I've got the problem of going back to the desktop when I use firing objects. Is there any solution ? or maybe I have to wait the 1.2 patch ?
thx
:help:

Lonewarrior
10-30-2004, 01:16
I was playing today as Selucid, and decided to take and Egyptian city. I start the siege and I am attack by the army inside and one outside the city. I was able to win even though I was outnumbered. Then back to the campaing map, I did not get a message that I won. I fought the same battle on the same turn, but this time I only had 72 soldiers (the ones that remain from the first battle) while the Egyptians had the same army as in the first battle. I hit autocalculate and still won with 72 men. Talk about a bug, my general ended up getting 2 starts from one battle that repeated itself.

So to sum. it up: I fought the same battle twice on the same turn, ended up wining both of them and my general got 2 more stars.

Good Bug. ~:cheers:

Didz
10-30-2004, 11:35
At the recent seige of Alexandria the AI placed one of my sap points underwater in the sea off the Alexandrian coast.

I ignored it and used the one on the beach instead. However, on breaching the wall and entering the city I discovered that the entire northern wall and gatehouse of the city was actually built in the sea and that the main northern road to the city square was under water.

Not only that but despite this fact the Egyptian army were attacking along it like so many suba divers. The only thing that didn't seem to work were flaming arrows. ~D

Maltz
10-31-2004, 01:02
This Egypt town's building seems to be an optical illusion? These soldiers are running through the stone walls... You can see some of them are right in the wall. :dizzy2:

http://protein.biochem.queensu.ca/~dlee/others/rtw/thr_the_wall.jpg

King Yngvar
10-31-2004, 03:42
In battle, selected a group of two hastati, and ordered them to form at a certain location. Those yellow marks come up you know, and at the side of the hastati came there up yellow (or was they purple?) marks for my cavalry. Even if the cavalry was not selected. And the cavalry started moving. Really annoying, has happened more than once ~:confused:

Didz
10-31-2004, 10:02
I've noticed for sometime now that not all the seige equipment I am building actually appears on the battlemap.

Most typically missing are ladders.

I normally build 2xLadders and 2xSaps for each seige but have noticed that frequently I don't get the ladders. I have also had one seige tower go missing after I built it.

I think the problem might be linked to the composition of the army, I suspect that only certain units are allowed to carry ladders and if there aren't any in the army they don't appear on the map.

However, this ought to be handled on the strategy screen so that ladders are not offerred to armies that can't use them.

Sleepy
10-31-2004, 11:39
This Egypt town's building seems to be an optical illusion?That wouldn't be Alexandria per chance?

Red Harvest
10-31-2004, 16:28
When playing as the carthaginians I kicked the Romans out of Sicilly I believe (cant think of town name so give me a break ) and allied with the greeks. Shortly after the greek diplomat goes over to my town on the left of Sicilly and goes through the animation of negotiating, but he doesnt open the screen... At the end of every turn he just goes through the animation then it skips it. It has done this in every carthaginian campaign that I have played when I allied with the Greeks.

He is trying to bribe your army. The AI does this alot. When you see a diplomat animation near your city or army, he is attempting a bribe. That Greek fellow is particularly good at it...putting your own spy or diplomat in the town (or army) seems to stop him cold.

Vlad Tzepes
10-31-2004, 18:56
This Egypt town's building seems to be an optical illusion? These soldiers are running through the stone walls... You can see some of them are right in the wall. :dizzy2:


Dogs. Dogs are supernatural. SUUPEEERDOOOOG, woof-woof! Assaulted a greek town, captured all the gates before enemy reinforcements closed in, finished the garrison and leaved the town centre, getting ready to kill the reinforcements as well. Dogs rushed towards the enemy army. Should have smashed their pifs on the walls? Nope, they just run through them. :embarassed:. Funny picture, dogs pouring out from the base wall. Greek hoplites must have been astounded.

Next time I'll pray my superdogs fly. I wonder... maybe they'll manage to carpet-bomb egyptian elephants with doggie poo. ~D

Sorry, no picture, but I swear it was real. It's imperial campaign medium/medium, playing as Brutii.

Feror
10-31-2004, 19:34
I've read the previous 8 pages. I've got the problem of going back to the desktop when I use firing objects. Is there any solution ? or maybe I have to wait the 1.2 patch ?
thx
:help:
:help:

soibean
11-01-2004, 03:19
dont know if anyone mentioned this before but...
for Gaul - Swordmen graphic doesnt appear with the rest of the units on the battle screen until you're very close to it.

1dread1lahll
11-01-2004, 05:54
I dont know if this has been reported but, i do so now.
Single player....Its possible to increase the size of a unit beyond the intened size (numbers) take a unit that has suffered losses (the more the better) put it in a city to "retrain" then drag and drop another unit into it to bring it up to full strength.......after the unit goes through retraining it will it will be up to full strength + what ever-numbers that were draged and droped.
Example.... You have 1 man left from a unit of 100, put it in for retraining, then drap and drop to bring it to full strength... when trainning is done it comes out as a unit of 199 men.

Maltz
11-01-2004, 23:22
That wouldn't be Alexandria per chance?

I think this was in Jeruselum, but I am not 100% sure. ~:) It was a huge city with a big city square.

Magraev
11-02-2004, 21:11
I had a graphical glitch last night as the carthaginians.

I was fighting in the north of italy, and one of my two units of regular (non-shooting) elefants was fighting some italians in a forest when I noticed that there were archers standing on the back of the elefants! I didn't see any of the archers fire though but it looked weird without a basket for them. They also looked much too big for the smaller elefants. I'm pretty sure (although not certain) that the archers weren't there when the battle started.

I also just had a ctd after clicking the battle summary window (total victory thank you...) .

Maltz
11-03-2004, 00:47
I noticed one funny thing that I had an unit routed on the city wall. Since there was no place to flee they just froze there waiting to be killed.

While the strange thing is, their foe was soon eliminated after because my another unit was closing in to help them. These poor bastards was killed to 8/80, but because of their friend's arrival they didn't get completely wiped out. However, they didn't recover from the routing status throughout the battle and just freeze on the wall with their white flags up. No matter how close I move the good unit in between them, comforting them, wiping off their tears and encourage and massage and... no chance. They froze.

***

Another strange thing I just encountered was that mysteriously 2 of my slinger units (not grouped) get stuck in the middle of a Roman town street. I can't move them at all - they respond to orders for 1 second. They can change directions and group shape but cannot move at all. ~:confused:

jimmyM
11-03-2004, 03:02
a strange graphical glitch i seem to get with the shoulder pauldrons on companions - they're revolved 90 degrees and look a bit like a big shirt collar or summat, not quite sure what's causing it...

Colovion
11-03-2004, 03:46
A settlement without any walls surrounding it acts like it does when you have troops near the pathway and outer buildings. You tell your troops to go into the city or out of it when they are on the path and they'll run around the outside of the city.... but there aren't any walls keeping them from leaving. This was beyond frusterating trying to fight my troops to get them to go certain places....

Sleepy
11-03-2004, 14:10
Another strange thing I just encountered was that mysteriously 2 of my slinger units (not grouped) get stuck in the middle of a Roman town street. I can't move them at all - they respond to orders for 1 second. They can change directions and group shape but cannot move at all. ~:confused:That happened to me once. As a last gasp I disabled skirmish mode and suddenly regained control of both skirmish units. In my case numidian cavalry

Leimadophus
11-03-2004, 16:11
Apologies if I'm repeating something already posted. I had a 20-card army vanish when disembarking from a ship. The fleet had gotten kind of beat-up during a difficult crossing of the Aegean, (two sea battles, but I won both), so I sailed it into a dockyard for retraining, moved the army (had a good family member on board too) onto the land, clicked on the city to issue the retrain command, and the army was GONE. Just like that, disappeared, poof! Any ideas?

Zorn
11-04-2004, 14:54
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.

Mori Gabriel Syme
11-04-2004, 19:53
Last night I smashed the wall of the city out from under an enemy unit, sending half of them falling to their deaths. When that happened the unit ran across the gap, through the air like Wile E. Coyote. A few of them must have looked down because about 5 or 10 more fell just before making across, but most the rest of the unit made it.

It looked very funny really.

Medieval Assassin
11-07-2004, 01:40
I had a graphical glitch last night as the carthaginians.

I was fighting in the north of italy, and one of my two units of regular (non-shooting) elefants was fighting some italians in a forest when I noticed that there were archers standing on the back of the elefants! I didn't see any of the archers fire though but it looked weird without a basket for them. They also looked much too big for the smaller elefants. I'm pretty sure (although not certain) that the archers weren't there when the battle started.

I also just had a ctd after clicking the battle summary window (total victory thank you...) .


I have a screenie of this very thing.

Akka
11-08-2004, 00:34
Playing as Greek Cities, I notice that none of my walls goes above "Stone wall". On the strategic map, I've got Epic Walls and Large Stone Walls, but on the tactical map, they're only plain Stone Walls.