View Full Version : Creative Assembly CA asks for Bug List - to be fixed in the expansion
PorT_Lobo
07-11-2005, 06:42
Other siege exploit..... :dizzy2:
- AI only attack a city with one army, even if have several armys around, so it's easier do defend against one army at the time, and like AI lift siege often (old referenced bug) it gives time to defender and delay AI progress in campaign map.
M.T.Cicero
07-11-2005, 23:21
And another siege exploit: when AI sallies out if you exit the battle in first few seconds it will be declared a draw and the siege will not be broken thus allowing 10 men to hold 1000 men under siege until they starve.
Another problem with protectorates, altough I'm not really sure about circumstances at which this happens, I've only seen it once. Negotiating a protectorate can result in a huge amount of money (cca a milion) being transfered from your treasury to your protectorates without it being mensioned in negotiations.
Menu problems
-Occasionally, when I terminate a replay before it has finished, the game will return to the menu as it ought (loading bar), but immediately will reload the replay. I don't even get to see the menu, I only get to hear the menu theme.
Character bugs
-Sometimes, family members that died in battle are listed as died peacefully in the family tree (maybe related to not being in charge at the battle?)
-Double dancer retinue for spies: after I (Julii) had infiltrated a Gaul city (max development), the spy obtained a second dancer retinue identical in description, image and effect to the first. This repeated several times, even after I had captured said city. Something alike happened with a assassin: he gained a 'skilled courtesan' in addition to a normal courtesan obtained at a temple of Bacchus.
Campaign map bugs
-Carts shown on road going from Patavium to Luvavum even though they are at war. Something similar happened between Larissa and Thessalonica.
-Watchtowers not working in certain locations. For example: I've captured Mauretania after it rebelled against the Scipii and the three watchtowers I built near the western edge of the map (to spot brigands) don't work. They can't even see themselves: they are shrouded in the fog-of-war.
Battle bugs
-Flying corpses have already been mentioned, but I would like to add that I think it caused by cavalry charging down an incline. I got a truly spectacular display of dead, levitated Spanish when I counter-charged veteran equites down a very steep slope into a charging unit of Iberian Infantry.
-You cannot 'capture' the gate of forts as you can with cities
-It is possible to use the mouse wheel to zoom in on enemy units regardless of the distance. However, I only noticed this when I installed R:TW on another computer. Edit: I have even managed to zoom in on hidden units by pressing the mouse wheel.
-Skirmisher paralysis: sometimes, archers refuse orders to withdraw behind the infantry. Instead, the continue shooting. (In 1.1 I used to have a similar problem in which skirmishers where totally paralysis: the didn't have withdraw when the enemy charged and they were in skirmish mode! However, after reinstalling the game on another computer and patching I did not see this again).
Geoffrey S
07-25-2005, 16:39
One problem I had in the campaign game was scrolling through the building/unit construction menu. I'll check it properly later to confirm this, but it seemed if there were more than two rows in the menu and I tried to scroll down it wouldn't stay on the third row and flip back to the first two. This is under 1.2.
One problem I had in the campaign game was scrolling through the building/unit construction menu. I'll check it properly later to confirm this, but it seemed if there were more than two rows in the menu and I tried to scroll down it wouldn't stay on the third row and flip back to the first two. This is under 1.2.
Grab the scroll button and pull it down to the bottom. It will stay down. The scroll arrow is broken as you say.
Simetrical
07-26-2005, 23:09
Mine income is messed up. Some mines make more or less than their descriptions claim they do. For evidence, compare this (https://img.photobucket.com/albums/v478/Simetrical/RTW/Segesticaminingdescription.jpg) with this (https://img.photobucket.com/albums/v478/Simetrical/RTW/Segesticaminingdetails.jpg).
-Simetrical
Geoffrey S
07-27-2005, 10:00
Grab the scroll button and pull it down to the bottom. It will stay down. The scroll arrow is broken as you say.
Cheers!
Don't know if that was evoked before, but during a siege, when a unit capture the walls (enter in the settlement), the unit stop, and run again. And of course the pathfinding is not very good...
Another oversight : the pic for the assassin mission failed is not the right one. The pic is in the files of the game, but the txt refer the game to the wrong pic (the same one of the mission success)
swirly_the_toilet_fish
07-29-2005, 18:02
Dusteuh, all I can say to your signature is.. I'm American, so I'm not that much better at it. ~D
Mine income is messed up. Some mines make more or less than their descriptions claim they do. For evidence, compare this (https://img.photobucket.com/albums/v478/Simetrical/RTW/Segesticaminingdescription.jpg) with this (https://img.photobucket.com/albums/v478/Simetrical/RTW/Segesticaminingdetails.jpg).
-Simetrical
May not be a bug for multiple reasons. How MANY mines are in the province. That description only shows effect for 1 mine not taking into consideration for other mines. 2 I can't tell if you have a GOVERNOR in town. Well hope that helps.
Generals rally command stops the engaged general When you hit rally if he's engaged his whole unit stops fighting.
JeromeGrasdyke
08-01-2005, 18:05
Well! That's quite a few 'issues' and no mistake :bow:
Since we're approaching the end of development on Barbarian Invasions I've made a summary of this thread (and yes, I've read through all of it) and will be going through and inserting issues into CA's bug database very shortly. I can't promise all of them will be dealt with - commercial reality may interfere - but we're going to give it a damn good go.
So can I thank everyone who's put time and energy into making this excellent list; I think it shows clearly that in the end the people who are best placed to spot the fine (ahum) detail are the fans of the genre, and not necessarily the testers employed by our publishers. Fine ammunition when argueing for extended beta testing in the future ~;)
I would like to leave you with a taster list of things which are fixed & improved in BI, which the average gamer probably won't see as important, but which might be interesting to you...
* easily moddable factions via a descr file
* shadow factions, emergent factions, and horde factions are all properties which can be attached to factions in the faction setup
* a new, moddable religious system
* rebalanced charge and spear effects
* improved after-save AI behaviour
* more bug fixes than I care to think about
* much improved battle AI
* removed the limits on uses of console commands
* extended mod system (in fact, BI is a giant mod on Rome, although there will be new exe's as well of course...)
Well, I guess you guys will look for late added issues for a patch then.
I mean, from the moment game goes gold patch should be in the making (I hope).
P.S.
My recent add-on:
Non-romans can held games in amphitheaters, which results in getting "THIS TEXT SHOULD NOT APPEAR" message. I guess it's a simple oversigth, and that "game effect" should be for romans only (like it's done for races).
Myrddraal
08-02-2005, 12:52
* easily moddable factions via a descr file
* shadow factions, emergent factions, and horde factions are all properties which can be attached to factions in the faction setup
* a new, moddable religious system
* rebalanced charge and spear effects
* improved after-save AI behaviour
* more bug fixes than I care to think about
* much improved battle AI
* removed the limits on uses of console commands
* extended mod system (in fact, BI is a giant mod on Rome, although there will be new exe's as well of course...)
Great stuff, I'll forward that to the modding forum! :smile: thanks Jerome
sunsmountain
08-06-2005, 14:18
This is the first post tempting me enough to buy the expansion pack, most notably:
* rebalanced charge and spear effects
* improved after-save AI behaviour
* much improved battle AI
especially that last one
Bug report:
1) It seems that bonus hp, that generals get in battle, doesn't help at all to chariot generals. However good their hp is (maxed out scares and health), they will still die after their chariot gets destoryed (which has just 5hp). This makes briton bodyguards the weakest general unit in the game.
Soultion: general's chariot should get bonus hp too, not just general standing on the chariot.
2) Formation used for light cavalry armies has some bugs. It's a formation selected by AI when having missle cavalry but no heavy, light or phalanx infantry (for example several Horse Archers, plus Eastern Infantry). When it gets selected, some units often get weird placement, like general bodyguard on top of infantry or similar. Also, right flank is at front, but left flak is at back.
3) Technicly not a bug, but special roman formation is not used when having hastati only armies. It happens beacuse 3rd row requires spear or heavy infantry, which hastati is not.
Solution: Add in 3rd row some small priority for light infantry, so that formation will get used for hastati only armies.
4) Also regarding roman formation: If having 2 or more spear units (like Triarii), general will get poistioned on flank. This one happens since flank cavalry has same priority as bodyguard, as well as spear infantry, so AI doesn't see a reason why would general be in 3rd row more then at flanks.
Solution: My testing showed that reducing spear priority a little bit, would force AI to put general at 3rd row, and not on flanks. Although then, the problem is that general would always be at the right side of 3rd row, so it's almost same as being at flanks.
The wedge formtaion doesnt wedge
the charge bonus is possibly a placebo
Creeper525
08-14-2005, 03:27
I think the cav archers "not fireing" has to do with an anti friendly fire mechansim put in place maybe with the 1.2 patch ? and Id like to add that its not just "on the move" when they refuse to fire, and I think angle/elevation vs the target has alot to do with whether or not they will fire
as for ghost armies besiegeing settlements, I believe there is actually an army present, as Iv once, recently, had an invisible army that I was able to march around the campaign map, add and remove units from, and all I could see was its destination arrows, it lost its invisible status only when I added a general to it, changing the army chess piece (for lack of a better term) to that of an army containing a family member
I have plenty of screens of that one, and maybe even a save file, but someone will have to refer me to a free tga - jpg viewer, as my free trial of ahaview has ran out
and Im glad to hear about the method of getting in close to a phalanx formation from the front by attempting to run through it, Ill have to try that one, I always thought it unrealistic that my Roman infantry could not get in between the pikes, I think phalanx are unrealistically effective, vs heavy infantry and large shields atleast, and also, I think that the phalanx formation should kill less, but push the enemy back, and route them more easily, errr but this is gettingl off topic
back on track, I wish you could use waypoints in city streets, but it doesnt work, unless the formation is so tight that it would be able to form perfectly at each marker
if the units would have to break formation and squeeze together at any of the waypoints, then the waypoints cancel and the units go nowhere
to add to the group bugs, Iv noticed, that atleast when combineing merc units, with normal units, or other mercs, you often lose the run button, very bad with any unit, but especially since it happens mostly with merc camel units and merc cav archer units, again, Iv lots of screenies of this
perhaps CA should just remove most group functions, and have it just as a way of quick selecting a selection of units, like in other games, also being able to assign a number to a single unit would be nice
the run button not working on pause happens when run is already highlighted/active when you paused the game,
give a new move order, press run, unpause, he recieves the move order, but run is canceled
inability to assault right away against a city that already has holes in its walls, that a bug ?
back off topic again
the number one thing to make this game more of a challenge (or should I say any challenge at all), would be to have the AI concentrate its forces on the strat map, move his multiple armies together, so that on my turn, if I want to attack one of his stacks, I have to deal with the other ones
and on his turn, he should always assault my cities and armies with all available armies within reach, simultaneously, rather than piece meal
and how about being able to controll all my armies on the battlefield, instead of just one? even if it means not being able to see the unit cards for most of them (though a toggle or scroll button to see the rest would be an easy solution)
nobody wants the AI to controll their other armies, but if they do, then the assign group to AI controll button will suddenly have a use
and even better, allow these other armies to deploy together as one army, rather than comeing onto the field as reinforcments
oh by the way, I know not everything I talked about was bugs, but theres a few things I just had to throw in
I found big flaw in AI formation logic.
It is regarding generals or captains that are missile cavalry unit.
At the begining of combat, if AI is not very defensive (like in custom battles), it will pull out all missle cavalry units out of formation to skirmish. This also happens to general or captain unit too.
First, this makes suicidal general behaviour more common.
Second, this makes rest of the army, since it has no more general or captain, to switch to single line formation (basic or orderly), since that is only formation that does not require general block present.
Needless to say, this handicaps AI for Partians, Pontus, Egypt or Armenia, since they all have missle cavalry generals, but it can happen to other factions too, if they have missle cavalry captains.
Germanvs
08-22-2005, 05:35
There appears to be a bug with regard to slaves adding to your city growth.
See the "slaves recource" thread a bit further down.
Creeper525
09-19-2005, 16:23
dont know if this ones been said, but I can never kick player from a multiplayer battle when it gives me the option to "Kick this player" or "quit"
I can click the first option any number of times, and wait forever, nothing happens
when I finally give up and press quit, then and only then does it say "Player X has been dropped"
but then the game ends about 1 second later
so in short, if one player needs to be dropped, I have to quit the game
can anyone else confirm this? its happened to me every time Iv needed to kick someone from the battle, does the drop player function ever work for any of you?
Vinilla 1.2
SomeNick
10-20-2005, 07:28
dont know if this ones been said, but I can never kick player from a multiplayer battle when it gives me the option to "Kick this player" or "quit"
I can click the first option any number of times, and wait forever, nothing happens
when I finally give up and press quit, then and only then does it say "Player X has been dropped"
but then the game ends about 1 second later
so in short, if one player needs to be dropped, I have to quit the game
can anyone else confirm this? its happened to me every time Iv needed to kick someone from the battle, does the drop player function ever work for any of you?
Vinilla 1.2
I get this too...
Also, bit of a post RTW 1.3 patch bug (and I hope this is the right place to mention it) but... I found with seige towers the other day a second infantry unit wouldn't clamber up onto the wall. This is not good. How can I take the great walls of Macedonian cities without having 2+ units to take the walls?
Please Help!
Kickius Buttius
11-16-2005, 16:48
Gate bug
During an assualt on a city with large stone walls, I attempted to send a unit of Hastati in through the gate on the heels of a routing enemy unit returning into the city (to go to the town center). The gate shut on my unit, leaving half of the men inside the gate and half outside. The unit could not be moved. I had not captured the gate, so I was unable to move another unit in to open it and "release" the stuck unit.
The unit remained in stuck in place even after the half of it stuck outside the city was completely slaughtered by the oil from the gatehouse. Enemy units approached the gate from time to time, but upon contact with the half of the unit stuck inside the city, the enemy units immediately routed and fled.
Germanvs
12-27-2005, 10:09
Not sure if this thread is still active, but:
Slavery does NOT bring 0.5% city-growth bonus as indicated in the city screen. Neither does the Slave-trader ancillary.
The icons show up nicely in the screen, but in fact they don't do anything.
This issue is allready present since 1.0, and still there in RTW 1.5 and BI 1.6
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