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econ21
11-11-2006, 09:26
I guess we need a bug list. Please post only bugs here (although you can correct posts that are mistaken in their reports). Remember a bug is something that is not working as intended - this is not the thread to talk about historical inaccuracies or questionable game design decisions.

To make it a useful reference, they could be bugs that you have heard of elsewhere - for example, the passive AI bug that CA have already promised to patch. But obviously, don't needlessly duplicate bugs already reported in this thread.

I doubt I am going to do CAs work for them by systematically collating the bugs, so you will have to read the whole thread if you want to know them all. However, I am going to be ruthless with this thread and delete anything that does not report a bug or add to our understanding of one. If I get the stamina, I will edit posts so that all discussion of a particular bug is in the same post. Apologies in advance - no offence is meant to anyone.


EDIT: The crusade-blocking annoyance might qualify:
https://forums.totalwar.org/vb/showpost.php?p=1301939&postcount=1

As might some unit cohesion problems:
https://forums.totalwar.org/vb/showthread.php?t=72068

Myrddraal
11-11-2006, 20:16
OK, so there are two I know of:

The passive AI bug
The massive lag in sieges when the AI only has one set of ladders to attack with.

PROMETHEUS
11-11-2006, 20:26
passive AI besieging cities...
the Byz archers had this bug in skkinning of the arm ... ....

https://img509.imageshack.us/img509/9374/4wj0.jpg
some archers take like a lot of time to aim
The Italian translator forgot his mychrophone on while was reading the besieging speech ....
designers forgot to add a reiter type unit to Itailan Faction mounted musketeers with heavy plate armour (ok this may not be a bug but is a serious forgot thing to me ^^...)

....

maestro
11-12-2006, 04:25
Anyh00 - I found a couple of oddities.

1) Dumb French King. the French King decided it would be a good idea to attack Caen...... on his own :dizzy2: I had nearly a full stack in there of upgraded longbows and billmen. Needless to say I attacked him in the field on his way to Caen. When it came to the battle, he stodd in the middle of some woods .... and stayed there. So I unloaded all 6 units of longbows on him. He just stood there until he was down to 3 men and ran off!?!? What's all that about? He made absolutely no attempt to get out of range of my longbows, or to even charge them - he just stood there and let his men die. Now I know the French orean't very clever ~;) but surely this takes the biscuit.

2) Attacking with multiple units. When I was attacking a French city - I'd broken through the walls and was closing in on the square. I had 6 units of billmen all lined up and the Froggies had one unit of general's bodyguard. there were other uints fighting but not involved in this little melee. I got all six units of billmen to attack the general's bodyguard cavalry to overwhelm them and chop skewer them. But not so... there seemed to be an element of "fair game" tactics being employed by my men. They simply wouldn't engage en-mass. The front of each unit just spread out towards the general and a few men at a time from each unit engaged. There must have been a less than 2 - 1 ration of my men to his, probably close to 1 - 1 actually engaged! the rest just stood there and watched as their mates got hacked to pieces by the general. Needless to say this carried on until I charged with my own general - which helped a bit, but no a lot so I withdrew my own general and let loose with the longbows. I lost many of my own men to stray arrows but it was a desperate attempt to get the upper hand. Surely you'd think that 6 billmen to one general should be a walk in the park for the billmen? I've noticed this quite a lot - especially fighting in cities, that units simply don't engage - they just watch as a few brave soles take on the entire enemy unit.

:wall:

Roy1991
11-12-2006, 14:46
Another siege bug:
https://img241.imageshack.us/img241/8169/bugwh0.jpg

After my ballistae ran out of ammo I was automatically defeated, though I had already destroyed the gates.

Moderator edit: Some further discussion of this:


I couldn't be that you were attacking a castle with an inner keep? I was doing that, used catapults to break the outer wall and then brought them up to break down the inner keep wall. When they ran out of ammo with the wall only 80% damaged, the battle ended (reasonably enough, since I had no other way of getting into the keep).


The was an inner keep, but it was one of those towns were the walls of the different layers are connected to eachother (not sure if this is always the case), so I would've been able to get into the inner keep with my infantry anyway, even though I had no siege weapons left.

Veresov
11-12-2006, 20:23
Definately a problem with siege weapons particularly the largest bombards. The game reboots its when you fire at the wall.

No, it isn't my computer overheating. Mine is watercooled.

Basileus
11-13-2006, 05:09
1.You start a crusade and your crusading army loses its extra movement points so all your units start to desert every turn and you cant do anything, happend twice so far, once with the English and once with the French.

I had to hire mercs just to keep the army going with men and even the mercs deserted, the whole way to Jerusalem propably cost me 15k.

Moderator edit: from a later pos now deletedt:


About the crusade losing its extra movement points i posted earlier in this thread. I´ve found out i was wrong, basicly if you have agents following your crusade you lose the extra movement points you gain as a crusade, i still think this should be fixed though.

2. Youre getting sieged by one army and one more is close and joins the battle, all good but the problem is that if you beat the army that sieged you the other army usualy stands on the other side until the timer runs out..so you basicly have to wait it out each time and its very annoying.

Reinforcements need to be fixed, currently its buggy as hell.

Sheogorath
11-13-2006, 08:08
Im having some crash issues with 'An unspecified error'. It appears to have something to do with the autosave function, which I dont seem to be able to turn off. When I press the 'end turn' button the game goes through everybody elses turns, then when it does the autosave afte the rebels, the game crashes.
Its only doing this on my Spanish campaign though.

Oh, and my save file for the Scots is corrupted, gives me the same error, only right after it loads.

No other major troubles except a single, random CTD for some reason, and a few issues with gun units firing in wierd patterns and not knowing how to walk correctly :P


One thing I forgot. Im experiencing the wierdest bug.
It seems that all of the rebel towns start out with no buildings in them and no units. I havent checked the population, but I suspect its quite low.
However, the AI treats those towns as though they had people in them and would be difficult to take.
This makes things somewhat...easy, you know?
However, it also makes overextending quite easy, when you have to build each town up from scratch.

the Black Prince
11-13-2006, 12:37
couldn't see a thread that seemed to talk about this here, was wondering if anyone here had experienced this? a number of people at TWC are complaining about this one

Its not the AI, at least i don't think so, the AI, both battle and camp seems to be making some pretty good moves.
BUT
units, when ordered to attack, will pause, then half will charge the unit, the rest won't move. when the chargers get to the enemy, they stop, losing all charge benefits, then get hacked to pieces coz the rest of the unit is elsewhere. infantry, cavalry, meh, always seems to happens. when you order units to attack, at best i seem to be able to get 1/4 of the unit properly engaged, the rest will just mill around.

no unit cohesion. as above, but units just seem to split up randomly, and the men do their own thing. my mailed knights, chasing routers, ended up halfway across the map (and note, the unit they were chasing wasn't spread out...)

men do their own thing. so, i'm besieged, i sally forth, my archers step up. i give the archers an order to close and fire. there's 85 men in the unit. the bulk form line, draw bows, as expected. 15 walk in the opposite direction. 2 charge the enemy they're supposed to be shooting with drawn daggers. WTF???

as for cavalry. i've seen people complain that cav seem weak. my experience is this isn't the case. the problem is the cavalry don't charge correctly. they stop just before they get to the unit, then walk up in melee mode, with swords not lances, so they ain't getting charge bonus. the only time i've managed to get my cavalry to properly charge, they had to start from so far away, it was ridiculous

bonus' not working properly
i'm not stupid, i know cavalry charging spears is suicide. so, my generals guard flanked a unit of spearmen that was already engaged, and charged from behind. net result. over half my cav die. apparently, spear milia have massive spikes sticking out the back of their armour to impale rear charging horses on.

my personal favourite...
seems if you give an order, i.e to attack a unit, and that order gets executed, your men will just sit around and wait for the next order.
i was attacking a city, my knights had flanked the enemy, charged the rear of some highlanders, done their thing (eventually) the clock was ticking down, it looked like i'd won. but the battle hadn't ended. i looked round to find where the last enemy unit was. it was 3 spear militia. they were standing in front of my knights. who were doing nothing, but dying, one by one. you'd have thought, at least, that if a unit was attacked, it might respond.


as i say, i don't think this is a bug. there seems to be some overall problem with the way men in a unit work together (or don't).

to quote someone else on the issue

Black Prince's experience matches my own. I've been playing the Total War series since Shogun. Although there's always been some issues with unit cohesion/pathfinding/group-dynamics, in the past it's mostly been limited to situations with obstacles (navigating around gates and buildings in RTW assaults, rock formations and cliffs in Shogun, etc) or chasing down scattered routers (especially in RTW), M2TW just takes things to a whole new level. You can't even depend on a unit to engage in full force on a flat, open field.

The frequent inability of cavalry to charge effectively especially stings for me, as cavalry was the backbone of my favorite battle strategies. I've always liked to use a bunch of highly durable infantry (such as Shogun's Naginata infantry, or RTW's heavy Roman legions) to engage the enemy line while my cavalry circles behind them for a crushing charge to the rear. Nothing in RTW satisfied me more than seeing a phalanx unit shattered on impact as my Praetorian Cavalry smashed through their rear. I'm content with attempts to tone cavalry down for balance, as I admit they were sometimes rather over-powered, but their current implementation is terrible. They're basically just fast melee units that are weak against spears. Sometimes the game builds up incredible anticipation as I see my cavalry moving into position and lowering their lances... but then they halt the charge and march into melee with their swords. Why must they mock me so, oh Lord?

I also saw comments from a developer diary (on GameSpot) about new mechanics being in place to prevent the so-called cavalry blobbing exploit, and thought it was a noble endeavor, but if this is the result then it was a failed endeavor.

so i know its not just me. seems like a fairly serious bug with the battlemaps that for me is killing my game...

Moderator edit:


Maestro supports this: I want to second everything "The Black Prince" said. I keep experiencing appauling unit cohesion! The number of times I've set a unit to charge, only for them to get within 10 yards, stop, send in the front ranks on their own, who then stop and negate all their charge bonus and then get slaughtered whilst the other 80 men in the unit play patty-cake in the background and send in anoth 8-10 men at a time. This has to be fixed. It's most frustrating and I'm losing hundreds of men because of their inabililty to work as a unit. :wall:

This "bug" seems to be most obvious and most destructive when you have a numerical advantage against a foe. You can set 3 units of heavy infatry against one lot of light cavalry (or whatever) and each unit will send a few men at a time to engage and play patty-cake inthe background. This totally loses the numerical advantage and takes a great number of tactics out of the game. :wall:

All in all, I often find that each unit of men is spread over a wide area, completely disperate from each other with no cohesion and no ability to engage the enemy cause for some reason a few men have gone walk-about and the rest want to wait for them so they doin't miss out on the fun. :wall:

Basically, unless you stay perfectly still, you lose all cohesion and cannot fight effectively!

Jimmytwohand
11-13-2006, 14:10
Hope this is the sort of thing you are looking for, couldnt see it mentioned anywhere else...

In, as far as i can see random, battles, my men carry torches as if they were fighting at night. I tried reproducing it by reloading my save game from before the battle and they dont have seem to have them. Then they will pop up again during the day fights for seemingly no reason. Im sure this must be having an effect on my performance. At first i thought it was just the archers that had them and i convinced myself it was a little touch of realism in case they needed to use flaming ammo. On closer inspection the knights and other units had them too.

https://i45.photobucket.com/albums/f56/jimmytwohand/MTWtorches.jpg

Moderator edit: from a later post, now deleted


Torches also appear at the sunset and sunrise day types as those are still classified as night.

Oleo
11-13-2006, 15:24
1) I also had the 'M2TW has to close, because of an unspecified error'. Ive had it twice now, once during a battle against 6 france armies (1 vs 6, 1000 vs 2000+) and once during the other factions turns, after france's turn in which I fought a big battle with france (1 vs 3, 1000 vs 2000+). Technically it was the same battle.

I am rather sad that I now have to fight that 30 minute battle for Paris again. :thumbsdown:

2) I'd like to be able to quit with alt+f4, I use that in every game, in this one it doesnt work.

Biggus Diccus
11-13-2006, 16:49
I my game I had a strange episode with a English princess, playing as the Scots. During AI phase I watched her walk in and out of a fleet several times, and the fleet just stood there idly. This repeated itself several turns (around 6-7 turns) until a pirate fleet attacked the English fleet and made it retreat. But the next turn the same fleet showed up again and the princess repeated the previous process at the exact same spot.

Looks like the AI got stuck in some loop or something, and quite annoying to watch. Luckily a pirate fleet came around again and sunk the English fleet, killing the crazy princess.

Moderator edit: from a later post now deleted


I've seen the exact same issue with an Egyptian diplomat. An Egyptian fleet in the Black Sea would drop off a diplomat on the short between Constantinople and the Hellespont. The dip would move west, around the city and up the coast. Two turns later, with the fleet having moved off the previous turn, the fleet would arrive again, and drop the diplomat off in the same place. Rinse, repeat, at least 10 times. It looks like both of them just moved up the coast a ways, where the dip got back on the boats and went back where it started.

Lanfire
11-13-2006, 18:04
No new pricesses... I hate that bug.. it is inpossible to get new princesses on your campain map

Moderator edit incorportating later posts, now deleted:




It isn't, i have 2 or 3 in my current campaign. You know those marriage things that come up from time to time? Ignore them if one of your princesses is coming of age that turn. Then you get her in the city her father is in.


I think this should be made clearer.

During said marrage proposal, they should say?

If you deny a marrage this turn, she will come under service as an agent for you. Etc, something to make it clearer so I know when I can get my princesses!

RabidGibbon
11-13-2006, 20:48
Heres a wierd one, I've seen it two or three times now (I'm a 100 turns or more into the campaign, so its not frequent) and thought to take some pictures on the last time I saw it.

I'm sallying out from a castle under siege, and several AI units, before I even give my men any orders immediately make a run for the corner of my city walls.

https://usera.imagecave.com/RabidGibbon/Screenies2/Bug1.jpg

They remained their unmoving whilst I fought the two units that hadn't gone to admire the masonary.

https://usera.imagecave.com/RabidGibbon/Screenies2/Bug2.jpg

After I'd routed the half of their force (which behaved normally) one of the three units made a dash for my gate, I blocked its progress but they continued, attempting to simply march straight through my unit.

https://usera.imagecave.com/RabidGibbon/Screenies2/Bug3.jpg

However I have seen AI units doing this head on so maybe its an unrelated bug - a "corner" bug and a "march to the gate" bug. The other two units back at the corner continued their behaviour however, even as I shot them in the back with crossbow men.

https://usera.imagecave.com/RabidGibbon/Screenies2/Bug4.jpg

Shaun
11-13-2006, 21:58
1) Archers dont seem to do any damage in heavy rain, I noticed this when I had peasant archers unless ALL of thier arrows upon a unit of spearmilita, not a single death.

Moderator edit from later posts now deleted:


This isn't a bug. Archers are historically bad in heavy rain, the bowstring gets wet, and looses tension as it does.


Yes, I know that, but this is too far, not a single death but the animations for death adn getting hit by an arrow was playing all the time, the whole unit of men was almost all red with blood. I had used up all my arrow's of TWO units of peasant archers. I am sure this is a bug.

2)When you hold down the spacebar to see where your units are going to be positioned the pink markers flash some what terribily. And they dont even show if you ordered your unit when the game was paused until you un pause it.

I will post more when I see them.

eefums
11-13-2006, 21:59
:: HUGE PROBLEM ::

This has been addressed, but it's once of the most severe problems in the game as a catholic faction. When the pope orders you to do a ceasefire upon a faction that has attacked YOU, then when you can't get a ceasefire, all you can do is let the attacking faction kill you. Again this has been addressed 100 times but it's very important. I'm playing Milan right now and Venice attacked me..Pope said if I attack Venice I get EC'd. They wont take a ceasefire and keep attacking me.

HicRic
11-14-2006, 01:04
2)When you hold down the spacebar to see where your units are going to be positioned the pink markers flash some what terribily. And they dont even show if you ordered your unit when the game was paused until you un pause it.


Seconding this, it's really annoying having the arrows flash extremely fast for a few seconds before being simply drawn solidly. And then if you move the camera they disappear. I also find the purple arrows can be very hard to see on certain kinds of terrain.

I also have a bug where only the first assassination video in any play 'session' works. I have repeated this three times - after watching one assassination video, trying to watch a second causes the video to freeze and the sound to loop, with no way to quit, cancel or kill the game. I have to press the reset button on my computer. :no:

RJV
11-14-2006, 09:44
Battering Ram bug on battle map tutorial, siege of london.

My battering ram unit is all formed up around the battering ram, but in true matrix style - There Is No Ram. Not a sign of it. I get the % figure telling me that there's no damage to it, I can walk the unit forward to the gate, and I can even smash down the gate with the invisible ram. Reloaded several times and always the same.

nVidia 6600GT
ForceWare 91.31 drivers (was getting it with 84.21 too)
DirectX9.0c, with updates off the M2TW disk.

Game doesn't crash or anything, and as far as I can tell everything else is where it should be. Tried setting graphics details up and down, but to no avail.

Cheers,

Rob.

Moderator edit: incorporating later post


I've got this too. Apparently it's to do with having reflections turned on - turn them off and siege equipment appears normally.

Incidentally, if you zoom out far enough the siege equipment appears normally too. Seems it only affects the more detailed models or textures.

Rothe
11-14-2006, 13:52
Hi! I am a long time player (since Shogun) but have not really posted much - now I have to do my duty as I am a bit frustrated :wall: .

I encountered a very troublesome bug that I have not seen reported anywhere.

I got an announcement of a new general (adoption) in the normal order. However, I misclicked something and the window disappeared. As I am not so into the new announcement system and its workings I was worried, did I lose a chance to adopt the general?

Anyway, I had to break for dinner and forgot about the general. I pressed end of turn. Now I was happy, as the adoption thingy popped up again. I suppose it will not let it drop unless you accept or decline normally.

I of course accepted. Then the turn ends as normal, and next turn I find problems... I find the new general. I move him to another castle - he was in london, I moved him to nottingham. Then the strangest thing happens: He disappears just before the castle. I check the castle, he is not there. He has vanished!

I am thinking that ok, this is a bug, and get on with the game. Hoping for a patch to fix it. But it does not end here.

Few turns later I am struck with the idea of checking the family tree for the vanished general. He is there, and very much alive. From there I can find a button to locate his position, and also it selects him. I still cannot see the figure in the map, but the green area showing his move radius is there. I again move him.

Now I find out a few nasty things:

- he has a figure on the strategy map, but no unit. I cannot look at his bodyguards via the general info card or other means.

- he cannot enter cities

- the game crashes to desktop when I try to join a unit to the "army" he controls (without any units in it)

So now I am afraid this will screw up my save file.

Lanfire
11-14-2006, 14:35
Hmz... A crusade had been called 40 turns ago ( i did not join) so 80 years later it is still going.. so no new Crusades can be called. I did toggle_Fow. and the crusade armies are gone no where on the map.. but it still says that the Crusade is in progress.. Is that a bug or do i have w8 another 100 years...

Scottn72
11-14-2006, 15:41
I've also noticed a couple of things about seiges -

1. I get the message that the spy in the settlement has opened the gates
but when the battle begins the gates are locked and I still have to use my battering ram, which leads me onto ..

2. when the gate is being attacked by a ram or walls by catapults etc, they lose their textues and turn grey - although this is possibly a driver problem as I haven't seen anyone else mention it.

By the way I'm using a amd64 3500+, GeForce 7800GT, Windows Vista RC1 (which I thnik has DirectX 9.0l )

Forgot to mention, the bug with the closed gates works against the AI also, I get told that someone has left the gates open when I'm being attacked, but again when the battle starts the gates ae all closed.

Trojan Pony
11-14-2006, 15:49
I've had a problem where quite often when I attack an army that's on the side of a cliff that once it gets to the battle map they'll be in a totally inacessible position. there'll be no way up to them at all so I just have to withdraw. Now I don't know if it's a bug but if it's a feature it's a rather poor one.
https://img134.imageshack.us/img134/6009/inaccessibleareasoo0.jpg
Here you can see half of the army on the lower slopes but at the top of the pic there's 4 units that are completely unreachable.
Also pathfinding on that map was appalling with units getting stuck on invisible objects and heading in 5 different directions at once. A truly horrible experience trying to fight on it.

Other than that the only really bug has been the passive Ai in sieges.

I've had some really quirky AI doing some stupid things. Besieging a city with a 6 unit garison with a two unit stack while it had a full stack sitting idle. The sicilians threw full stacks against Venice almost one a turn but never attacked two stacks at once which would have given them victory. The AI doesn't want to drive home its advantage. It'll break blockades at random to blockade again the next turn. The Hungarians besieged, peace, besieged me in one turn. If i attack an army besieging my city or Navy blockading my port I get a massege saying relatians have deteriorated, like it's my fault. The AI can do some very stupid and inexplicable things in the context of diplomacy. Like demanding I become a Vassal then accepting a ceasefire and paying me tribute. Making me a vassal and attacking me next turn. Milan wouldn't accept a trade of Venice for Milan even though I was about to take Venice by force from them. It's just not very bright.

JFC
11-14-2006, 16:17
I've checked the Thread and cannot seem to find his one...

When Archers have been grouped and 'engage at will' they shoot at the nearest enemy. Fine. Yet when I de-click the 'engage at will' and double click another enemy within range my archers give me a stiff ignoring and carry on shooting at the nearest enemy (usually Peasants instead of the General's Bodyguard!:wall: ). However, they will happily follow my commands for shooting at alternative targets if selected individually. (Which methinks there may be a snag with group shooting orders?)

Maizel
11-14-2006, 16:59
During the course of the game, my family tree seems to be getting bugged. From then on, it only shows my first faction leader+ his spouse

OMGLAZERS
11-15-2006, 01:09
Im ready to add a brand new bug to the list

Myself and others have mentioned it

See these posts for information and explanations:

https://forums.totalwar.org/vb/showthread.php?t=72147

https://forums.totalwar.org/vb/showthread.php?t=72175

Biggus Diccus
11-15-2006, 01:29
When inspecting family-members via the family-tree I'm always unable to scroll v&v's screen with at least on family member. Not a big issue, but really annoying.

And not a bug, but worth mentioning; there is no indication in the character screen if a agent/family member is a plague bearer. The only way to keep track of this is via the plague message you get at the start of the turn. This is really annoying, and I just can't imagine why they would change this from RTW.

When moving grouped units they should keep their formation. I'm experiencing quite frequently that one or more units decide to change formation (from a nice wide rectangular to a square) when I move them as a group. When the group has arrived at it's destination the units that decided to change formation just stand there with a walk icon in their new formation. When I click SPACE to see unit destinations the proper destination/formation still show up. To have the unit form up again I have to manually select them and form them up the way I want them. Then I have to ungroup and regroup to maintain that formation. This is very annoying, especially with archers.

PROMETHEUS
11-16-2006, 02:45
Uff dunno if it is a bug , but it bothers me that Cavalry is so much useless now , they barely follow orders , they charge and befoure impact they slow down and get cutted into pieces , they are slow and hard to move .... this game is looking more like viking invasion like with no armies of horses ....


plus in general in city its really difficult to make units stay in a precise position they refuse orders and have all sort of weird behaviours when tring to make them stand somewhewree .... and also when pursuing cavalry just have erratic movements and seems that they take prisoners only by casual impact on them ....


on Campaign map at hard level the Pope never condamn foreign powers that are Chatolic to have attaked another Catholic faction , in the case of me , plus all merchants of foreign powers always win any dispute with your merchants , and to make exchange of cardinal votes it is ridiculous to get votes for things like 1600 florijs per 16 turns .... come on.... I barely have a surplus of some hndreds per turn usually ....

Valpo
11-16-2006, 03:44
Faction heir doesn't return to the King's son once he comes of age it sticks with the King's brother.

Moderator edited to remove non-bugs.

Dooz
11-16-2006, 04:17
Is anyone else but me having a problem with the yellow unit markers when you press spacebar to see where the units are gonna' line up? It's not working properly, not stable. It flashes on and off and generally isn't reliable. Anyone know what this is all about? It's an important part of my game as I always use it to form up my armies in precise ways. Really sucks not having it work properly.

derfinsterling
11-16-2006, 10:45
Two things:

1) In some of the battles, the letters in the text boxes are screwed up - like when you move your mouse over your units, it'll show only a couple of letters here and there.
In the next battle, the text boxes are ok again.

2) I'm playing the first campaign (short) as the English. I quickly conquer the rebel provinces next to me, then set up my empire, planning to build up my infrastructure before wiping out the French and then the Scots, thus ending the campaign.

The Scots at that point have a couple of units in Edinburgh, their king and his heir. There are two other armies with generals standing around.

I sometime check from time to time up on them until I notice - the armies get smaller and smaller. I send a spy to Edinburgh and can literally watch as the units turn by turn disappear until the last one is gone.
No scottish army is anywhere to be seen.
No units in the capital, that still flies a Scottish flag.
I march an army into Edinburgh, take the city, am threatened with excommunication and have wiped out the Scots.

Where did they go?
Could be that they all boarded a ship and tried to get to Scandinavia, but then it's still pretty stupid of them to leave their only city undefended.

gardibolt
11-16-2006, 17:33
Haven't had much time to play with it, but in besieging Nottingham ran into three bugs already:

1. Routing peasants on the wall above the gateway were stuck there, and no matter what I did I couldn't get any units into the gateway to attack them. So the gateway stayed Saxon, permanently (good thing they don't have the boiling oil that RTW did). Couldn't even shoot them from the ground with archers.:wall: Or was this because I had destroyed the towers? Does that trap units in the gateway? Maybe this isn't a bug...:clown:

2. My cavalry, inside the walls, was sent to take the unguarded center square. Instead, they marched out of the castle and parked themselves outside the walls. :furious3:

3. Double click to Run is still broken, like it was in Alexander. :thumbsdown: I have to make the unit walk, then hit R to turn it into a run.:whip: :whip: :whip:

Whacker
11-16-2006, 17:44
My submission to the bug list. Sorry for any duplicate issues!

- My assassins are beyond useless.

The percentages given are NOT accurate, my basis for this is empirical testing (Mr. Puzz3d would be proud). I ran (by saving and reloaded), for multiple assassins, several attempts of varying difficulty (11%, 16%, 23%, and 35% iirc) 25 times each to see if they succeeded. Not *once* did they accomplish their goals, and the ratio of agents dying in the attempt vs just failing was roughly 50%. Before anyone berates me or disagrees, this is hard math and statistics. If a probability is given at say (just for giggles) 16%, that means 16 times out of 100 my attempt should succeed, or reduced this would be 4/25 attempts. 0/25 is *not* 16%, that is 0 percent. Before anyone says "you should have done it more", that argument is invalid, based on the probabilities given, I should have succeeded at least once given my attempts, and the probability of me trying 100 times and it succeeded the last 25 in a row is about as close to nil as one can get. One successful attempt out of 25 would be 4%, not 16%, and so on. As such, I list this is a bug and believe there are several possibilities:

1. The percentage is accurate but the code is broken.
2. The percentage is NOT an accurate portrayal of their chances, this also qualifies as "broken" as the correct indicator should be displayed.
3. The percentage is accurate, at the beginning of each turn the agent "pre-rolls" against all possible characters and it's already decided how it will happen when you make the attempt, as opposed to "making the roll" when you try to execute the action. I *highly* doubt this is how it's coded as it would seem to be an utter waste of RAM, but if it is, it should be fixed to function as "calculated upon attempt" imo.

Whatever the case may be, it is HIGHLY annoying.

*** Addendum: I just tried this for a priest on a heretic with a 33% chance. Tried it 33 times, there were 2 successes. Given the probability listed in the game I should only have had to do it ~3 times max for it to succeed. For those who didn't do the math, 2/33 is 6%.

****** Addendum 2: FINALLY after countless reloading, got a few of them above 1st/2nd grade, up to 5-6 each after a few turns. Even still, they aren't as effective as what I feel they should be, and the rule I stated above about inaccurate percentages and failed attempts still holds true. bleh.

I hid my text here in spoilers because people have been focusing more on the methods I used for testing than the actual issue itself. To me, the bottom line is that the percentage displayed for an action to be successful does NOT seem to be accurate, given testing.

- The campaign AI is extremely passive. I am playing on easy to start out with, but there haven't been any hostile attempts toward me except for that crusade I was nailed with earlier. In RTW, the campaign map AI was rather aggressive, even on easy.

- The Siege AI is still pretty bad from RTW. I haven't experienced the 1 ladder slowdown bug, but I *have* experienced incredibly bad pathing on par with, if not worse than, RTW for siege equipment. My units tend to go all over the place when trying to get siege equipment to walls or doors. I've fought several battles where the team pushing my ram took a zig-zag shaped pattern to the gate when it was, quite literally, a straight shot with no obstacles. I've had siege-tower-bearing-units that I swear couldn't find their rear ends with a compass, flashlight, both hands, and a road map. I've had units carrying rams TURN AROUND AND START MOVING AWAY FROM THE GATE instead of towards it when I click on it, and yes they were very far away from the walls! On a positive note, I want to say that unit pathing inside the city has improved over RTW. I haven't had any instances of the "three guys stuck between houses half a mile away from the main group" syndrome yet, but I have had other issues somewhat related, read on for them.

- I've had several instances where when I was sieging a city/castle, there was an enemy army nearby that would reinforce the city during the battle. On both attempts I tried this, I set up my forces to snag them immediately when they entered the map and slaughtering them before they could get into the city to reinforce. The bug is, when I finally caused the enemy units to route, my units REFUSED TO FOLLOW AND FINISH THEM OFF!!! Even when placing my units in their line of travel, they wouldn't attack them! Clicking to attack would do nothing, my units would simply sit there! Even ranged units wouldn't attack them! I had upwards of 200 routing people slip through my forces when they should have been annihilated!! ARGGG!!!

- Likewise, I've played numerous battles and custom battles with 1 unit of my cav against a single enemy unit of infantry. Invariably when I win and start to chase them off, the route-killing AI is abysmal. They spread out and all seem to be going away from the routers as opposed to towards them. It's a bit hard to explain, I'd attach some screenshots but I don't know how at this point.

- I can't target about 90% of the structures inside (or outside) cities when doing custom battles with my artillery, but errant hits can destroy them??? This *has* to be a bug.

- I will submit that I cannot get my cav to charge correctly, no matter how much time I give them to set up or line up. I simply cannot get my units to charge in a cohesive fashion, and more often than naught they end up plowing into the enemy piecemeal and are chewed up. Also, I have had several instances where a few of the people in the unit will stray very far off from the main group while in combat, for seemingly no good reason.

- The above has also happened to my and the cpu's infantry on the walls and on siege towers during siege combat. There was one guy running around on the walls several towers away from the main body of the unit (RUN AWAY!!!), and I had a few instances of a unit being broken up and completely losing cohesion when issuing multiple commands while climbing or on the siege towers.

- Town square flags do not change to reflect the current owner if seized. For example, english besieging french city. English take the square but the battle is not decided/over yet. Flags surrounding square still show french flags.

Cheers!:balloon2:

Zatoichi
11-16-2006, 19:03
Well, this is a bug/exploit left over from RTW, but now manifesting in a new and shiny way:

I had my crusade army board a ship from England to reach Antioch, and on their second turn of movement I discovered I actually had unlimited movement - I moved the ships from the west coast of Spain all the way to the coast of Antioch in one go. All I did was select all ships in the fleet after there initial movement points had run out, and I kept getting a renewed movement range, even though the admiral kept saying 'no more move' etc, each time the fleets reached the end of their 'new' move allowance.

I'm not sure if the following is a bug or just a cheesy exploit, but when playing as the English you can deploy longbow stakes inside fortresses during the deployment phase and thereby massacre any cavalry that comes through the gate. I think the deploy stake ability should be removed in siege maps. I know I could always not use this ability, but removing it removes temptation!

brugi82
11-16-2006, 23:21
1. MTW2 is running excellent on my computer on low details (AMD 2500+, Radeon 9550, 512 MB RAM), and I would say it never drops below 30FPS. But sometimes in sieges game suddenly becomes unplayable and FPS drops to 1-2 FPS. Then when I exit battle game doesn't load any textures on strategy map (only gray), and restarting game won't help. I must restart computer, and then everything goes back to normal.

2. Overwriting savegame wont work. Game says "Saved succesufuly" but it doesent save anything. I always have to save with a new name.

3. At my friends computer (AMD64 3500+, Radeon X800 Platinum, 1GB RAM), when game should display loading screen (before or after battle), everything goes black. You can hear the music, but you can't see anything. Then we switch to windows (alt+ctrl+del), and then just go back in the game and everything is working. And this is happening after EVERY loading screen.

mmk
11-17-2006, 00:10
The assassin issue has been mentioned before. And I do have to agree, 99% of the assassinations I have attempted were total failures - even against the lowliest peasent rebels. Bug or purpose?

Valpo
11-17-2006, 01:01
The assassin issue has been mentioned before. And I do have to agree, 99% of the assassinations I have attempted were total failures - even against the lowliest peasent rebels. Bug or purpose?

Really? Wow I've been knocking off Merchants, princesses, diplomats, and heretics with assasins all day long.

Now I will tell you that generals arn't going to be easy to kill and I can't say as I've gotten one yet but I've gotten quite a few enemy agents.

Kanamori
11-17-2006, 04:24
When I was at the screen to choose a faction to start a campaign, I clicked on the map, hoping for some interactivity, but the color changed to a light tan.:shrug:

After using assassins a bunch, as a purely 'intuitive' observation, it seems that the best chance is actually around a displayed 30% w/ a new assassin. Also, when I get into 40-50%, they've failed me a few out of many tries. Anyway, the displayed % seems funky, and I wish that it would just display the real %.

Darkmoor_Dragon
11-17-2006, 05:28
AI problems with Longbowmens stakes:

This has occurred 3 times now so Im happy to report it as a bug rather than a one-off quirk:

When longbowmens stakes are deployed the AI has problems negotiating them and seem to plump for one of two methodologies both of which need to be remedied:

1) AI lines up its troops in front of the spikes and stands there doing nothing
2) AI lines up its forces at 90 degrees to the spikes and does nothing (When doing this it lines up its troops in 2 rows, one facing one way, the other facing the other way, both at 90 degrees to the stakes, with a column of clear space between them roughly equal to the width of the longbowmens stakes)

Obviously number 2 is the more worrying as it means the AI has some alignment issues (pathing?) with the stakes as well as overall passivity which may be the known passive AI issue.

- - -

Siege bug:

AI attacking a castle with 1 set of ladders and 5 battering rams. 6 units of foot and 8 units of horse.

AI sends ladder men against the wall.
AI drops 4 battering rams and lines entire force up in column formation in front of and behind the 5th ram, AI then walks to the wall with cavalry troops leading the way. Ram is destroyed. AI returns entire column to where it left the rams, picks up another battering ram, lines up in column, walks to the wall (repeat until no more battering rams are left or no more troops).
Meanwhile, although the unit with the ladders has been destroyed the AI resolutely refuses to use the ladders left parked against the wall.

(Faction with the problem was Byzantine on 2 occasions - both attacking Antioch as "large City", not witnessed the bug anywhere else, or by other factions)

- - -

Longbowmen stake planting bug:

When planting stakes of longbowmen if you plant them in group mode at the start of the battle, then when you click "start" a random number of the stakes (for an entire unit) vanish.

If you plant the stakes one unit at a time they appear to always appear. (incidence has occurred twice on different maps with different unit types {basic longbowmen and Yeoman Archers} Nothing similar between the incidents that I noted)

- - - -

Fire at Will does not cancel.

GROUP Longbowmen firing at targets set to "Fire at Will" -> Cancel "Fire at Will" and then press "Stop" -> Unit stops firing.
Manually select target for GROUP to fire at -> Unit starts firing but ignores command to Fire at the designated target but returns to firing at its previous target.

Swap to giving units orders individually does not remedy the situation UNTIL you disband the group to issue orders individually to the units.
If you issue orders to the individual units whilst still in the GROUP then they will start firing at the selected target and then switch back to their "Preferred" target.

EVEN when issuing orders to individual non-grouped units the unit will STILL sometimes swap to its preferred target ignoring your commands. (I had assumed that the AI was choosing "greatest perceived threat" no matter what the player did, but longbowmen seem to have a penchant for *all ranged units* followed peasants - whilst ignoring swordsmen and heavy infantry almost entirely?)

(and, believe me, you have no idea how annoying that all is when playing as the English!)

Darkmoor_Dragon
11-17-2006, 05:31
I've also noticed a couple of things about seiges -

1. I get the message that the spy in the settlement has opened the gates
but when the battle begins the gates are locked and I still have to use my battering ram,


NOT a bug:

There is no visual queue to show that the gates are open i.e. the gates are not SHOWN as being open, HOWEVER, if you walk/run your troops to the gate and click beyond it then they will open up for you.

Perhaps the message should be "The gates have been UNLOCKED by your spy" as that is more accurate, but they are most definitely not lcoked to you and will open if you simply walk/run through them.

Verifiable.

GrandInquisitor
11-17-2006, 06:51
Just reinforcing two things in particular:
--Siege lag is appalling. I can no longer play my Venetian campaign because the Milanese attack with a huge army and the battle drops to 1-2 fps. No amount of graphics tampering has changed the situation.

--Routing units using ladders sometimes get stuck on the wall (a la RTW siege tower units that just sat in the tower, stuck and unkillable).


Other:
--Router chasing cavalry tends to run beside the routers, rather than over them.

--I could be wrong, but I've watched cavalry as I've tried to charge home and I think I noticed something. It seemed that cavalry will use lances if the enemy is a) charging it, b) holding position. If the enemy was moving in a different direction or skirmishing, then the cavalry would switch to swords.

Fisherking
11-17-2006, 11:28
Bugs I have not seen mentioned so far:

1) Crusade called but would not allow me to join. Scotland not excommunicated.


2) Twice captured objectives as directed by the nobles council, then told that the mission was invalid because another faction took it.

I have had several of the other issues also, I just haven't seen these.

Also I think it is a bug that once you are at war with a particular faction there is no way to end it short of total elimination. (other than allies who ally with your enemy) You can't give gifts or do anything with the other faction. Some actions need to always be viewed as neutral…especially if it is in their interest. :dizzy2:

belay the last...I just went back and found everyone wanting peace, very weird!!!

BigTex
11-17-2006, 12:23
Slightly major bug here. I attacked a jihad right across the the ocean from constantinople. Now I had to cross a land bridge to do this, might have something to do with it. The battle was a major victory, completely eliminating everything but the general. after the battle I ransomed the few thousand soldiers back to the Turks. After doing this they ransomed soldiers returned to the general I had defeated. The only problem is that the general was located in the middle of the ocean.:dizzy2: Couple of turns have gone by and he is still in the ocean. I can't attack him, but apparently when i click on him the yellow area "shows were he can move" but he hasnt moved. He is creating a zone of control for my men on the land trying to cross the land bridge also. Diplomats also arent able to talk to him so no bribing.:juggle2: Very very wierd, it's been 3 years so far, I don't think I could tred water for that long.....

I'll try to get some screenies.

Quillan
11-17-2006, 14:27
Two potential bugs here. First, princessess, or rather the lack thereof. Several people have reported similar issues. Playing Byzantium, when the girl children come of age, they don't turn into princessess. I'm currently waiting 1-2 more turns, as the daughter of the current emperor is about to reach 16 years old, and I'll see if she becomes a princess, but here's a screenshot of another part of the family tree.

https://img172.imageshack.us/img172/2725/noprincessesqh3.th.jpg (https://img172.imageshack.us/my.php?image=noprincessesqh3.jpg)

Second, in this game the jihad seems to be bugged. First thing regarding this: is it normal that once a crusade/jihad army is destroyed that faction can rejoin with another? A jihad was called against Constantinople. I've destroyed two Turkish jihad armies, one Egyptian and one Moorish. I've found another Egyptian jihad army. Are they allowed to keep creating them?

The other thing is that second Egyptian jihad army hasn't moved in 20 turns!
https://img172.imageshack.us/img172/8007/jihadcr2.th.jpg (https://img172.imageshack.us/my.php?image=jihadcr2.jpg)

It's been sitting here, next to Jedda, for at least 20 turns now. No desertion that I can see, although I suppose it's possible the general is simply hiring more Ghazi's to round out the ones that leave. However, the 30-man archer unit and the other units with casualties as well as the catapults have been there the entire time. Shouldn't this army have deserted by now, or at least have been moving towards Constantinople?

Akka
11-17-2006, 22:09
units, when ordered to attack, will pause, then half will charge the unit, the rest won't move. when the chargers get to the enemy, they stop, losing all charge benefits, then get hacked to pieces coz the rest of the unit is elsewhere. infantry, cavalry, meh, always seems to happens. when you order units to attack, at best i seem to be able to get 1/4 of the unit properly engaged, the rest will just mill around.

no unit cohesion. as above, but units just seem to split up randomly, and the men do their own thing. my mailed knights, chasing routers, ended up halfway across the map (and note, the unit they were chasing wasn't spread out...)

men do their own thing. so, i'm besieged, i sally forth, my archers step up. i give the archers an order to close and fire. there's 85 men in the unit. the bulk form line, draw bows, as expected. 15 walk in the opposite direction. 2 charge the enemy they're supposed to be shooting with drawn daggers. WTF???

as for cavalry. i've seen people complain that cav seem weak. my experience is this isn't the case. the problem is the cavalry don't charge correctly. they stop just before they get to the unit, then walk up in melee mode, with swords not lances, so they ain't getting charge bonus. the only time i've managed to get my cavalry to properly charge, they had to start from so far away, it was ridiculous
I second all this.


Also : in Custom Battle, my units actually have the "upgraded armor" graphics when they aren't upgraded, and the "basic armor" graphics when they are upgraded.

Kanamori
11-17-2006, 22:56
Second, in this game the jihad seems to be bugged. First thing regarding this: is it normal that once a crusade/jihad army is destroyed that faction can rejoin with another? A jihad was called against Constantinople. I've destroyed two Turkish jihad armies, one Egyptian and one Moorish. I've found another Egyptian jihad army. Are they allowed to keep creating them?

One can join w/ as many armies as one has and wishes to use. There just needs to be a family member leading it.

Cras
11-18-2006, 00:02
I have a problem with the system locking up, I have 3.6 Mhz processor, an 256MB Nvidea 6800 ultra videocard, 2 gig of ram, DirectX 9.0C

During a battle (the crash occurs 95% of the time during a battle) the game will lock up, usually when I am like 10-20 minutes in the game

very very VERY annoying...

andrewt
11-18-2006, 05:44
Sieges lag a lot for me. Non-siege battles are pretty smooth, even on normal settings. I put all settings on the lowest possible and still get tons of lag. It's starts even before I click start battle.

PaleHorseman
11-18-2006, 23:40
3. At my friends computer (AMD64 3500+, Radeon X800 Platinum, 1GB RAM), when game should display loading screen (before or after battle), everything goes black. You can hear the music, but you can't see anything. Then we switch to windows (alt+ctrl+del), and then just go back in the game and everything is working. And this is happening after EVERY loading screen.

I'm having a similar problem running a similar configuration (AMD 64 3500+, Radeon X700 Pro, 1 GB RAM). After the 3rd blink, I cannot recover the game and have to restart the computer.

NihilisticCow
11-19-2006, 00:49
Sieges are normally fine for me, but for one where I was attacking a Spanish castle with 3 sets of walls with no siege equipment but a fair few cannons I had incredibly bad lag. There was a small garrision in the castle and another army coming to reinforce. I broke through the outer walls, chased routing infantry and got through into the middle compound (as an aside, I really don't think you should be able to do that, it just seems a bit of a cheat to follow routing units to get through gates) and moved most of my other forces in. At the stage the reinforcing army had just entered the city and the game started to lag unbearably, to the extent that I just ended up quitting it. The garrision army only had one unit left, that was shown as routing next to the final gate that didn't open.

sapi
11-19-2006, 02:12
^^ I've never been able to chase routing infantry through gates (they simply didn't open, for my infantry or theirs) - are you sure that's what happened?

Marquis of Roland
11-19-2006, 02:32
Only played 1 battle so far, turks vs. byz.

Confirmed infantry unit cohesion issue, but its not always uniform; sent 2 ottoman infantry to charge, guard mode off, 1 charged normally, other charge bugged.

Janissary musketeers on fire at will, guard mode on, skirmish off, in front row of army. Fired on byz. at extreme range but stopped firing at javelin range still with 80% ammo with no friendlies in line of fire.

Moving grouped units over rough terrain: some units reformed from a 4 deep line formation into a 6 wide column formation on contact with some impassable rocks. Upon clearing rocks, formation stuck in column rather than going back to original line formation. This is a serious issue.

therother
11-19-2006, 02:52
There seems to be a couple of issues with merchants. Firstly, they appear to be able to trade resources found in your capital, despite what the manual says. Secondly, if you temporarily switch your capital to somewhere else and then switch it back to its original location, the amount your merchants make appears to change. Some have linked this to a possible save/reload problem. See here for more info.

econ21
11-19-2006, 02:57
Some bugs noted by Orda Khan:


Epistolery Richard reported opening this feature by adding

[features]
editor=true

in the Med2.preferences.cfg file. This adds Battle Editor in the options screen and a map can be generated by selection. It works OK but no matter where I selected (even steppe areas) I failed to find a flat map or at least flat enough to be considered fun and fair in team battles. Every map generated featured considerable hills and a rock face or two. Nothing wrong with hills or impassable areas but in every map?
Even Ukraine steppe, elevation 190 was hills. Having to 'iron out' every map to make it fair for a map pack is a bit of a pain.

Another feature, Ctrl+F5 is supposed to show impassable and restricted areas but it would not work.
(I do not know if this feature only works when armies and deployment are created. I would expect it would work anyway to prevent you from deploying on those areas)

Booting up the PC the following day, restarting the game....no Battle Editor in the options list. Investigating the Med2.preferences.cfg file and the new lines are now missing, even though the changes were saved?

..........Orda

More discussion here:

https://forums.totalwar.org/vb/showthread.php?t=72473

ULT255
11-19-2006, 08:44
- When two stacks of my stacks are going into battle, the check box for "let the AI control this generals troops" dosnt seem to stay unchecked if I go off and look at some stats or something. Nasty suprise once I get in the game to not be able to use half my guys, or worse, the AI tries to use them and gets them slaughtered, heh.

- Sometimes AI princesses and diplomats make the "presentation" animation to my towns during the AI turn, but no scroll pops up. There arent any other AI agents around for them to be talking to, either.

Byzantine Emperor
11-19-2006, 11:00
Firstly, I think I an going to repeat some stuff, so sorry.

- Crusades (not sure about Jihads) DO get stuck. My English crusade got stuck in Germany after becoming bogged down in tiny one-unit armies and cities, even though they were my allies. Not very nice as the whole crusade got fed up and left within 2 turns.

- Seiges are certainly bugged:


Units get stuck on invisible objects


Tremendous lag


Poor unit co-ordination


Stupid enemy AI standing their under fire (not just seiges, but mostly seiges)


- Balance is certainly not right. It might not be a bug, but it is the kind of thing that is fixed in a patch:

Byzantine Spearmen have appaling stats. They are the same as miltia in combat. And I am fed up of having insanely powerful Italian Militia rip them up.


Gothic knights are FAR too weak.


Crosbowmen are better than longbows, and they shouldn't be.


- Stakes are bugged. The enemy simply lines up in front of the stakes getting shot.

- Whatever anyone else says, I have found no AI improvement. Quite the opposite, they are really a bit stupid.

Denali
11-19-2006, 13:08
Units split out and do not charge on close distance
Musketeers are overpowered
Lags when playing team games (2v2 or higher), unstable servers, platform (GameSpy)
No weather-option
Missiles-troops move one step too much forward than necessary before they start shooting
The button "start-battle" is too far on the left, overwrites the unit-description
On the result-screen, names aren't written correctly, instead the names of the captains are displayed
Heavy cavalry turn too slow and it takes ages until they start running, they slowly walk away before they start running (this might be intention)
Double click sometimes doesn’t seem to work
cavalry stopping before impact (!!!!)

Wizzie
11-19-2006, 17:43
Unit Spacing/Cohesion bug

Wizzie
11-19-2006, 17:49
Hmmm, so my clever linking didn't work. The words in my above post should be linked to this thread: https://forums.totalwar.org/vb/showthread.php?t=72480

Chrisky
11-19-2006, 20:01
I've found cavalry can't charge artillery thanks to the "gun obstacle". Artillery are third row troops, they can impossibly be any danger for heavy cavalry? However they inflict more casualties thanks to the riders being too damn dumb to circle around the artillery pieces, while the crew carves them to bits with their daggers... ridiculous!

Oh, and please let cavalry destroy artillery pieces again! I can't see why heavy knights would be unable to cut the ropes or smash off the wheels on catapults or ballistas..

In general, user/unit interaction is too slow. A casualty should be registered as such when the sword that kills him strikes, not when he is finally done dying pathetically. Animation wait means slower reaction especially for fast (sic!) troops as cavalry.

ULT255
11-19-2006, 22:26
Tons of sound file bugs. For example, when I pound open the enemy gate with a battering ram, twice it has informed me, instead, that my reinforcements have arrived.

The Scottish Diplomap telling me the diplomacy session was a failure even after we made an agreement.

Daveybaby
11-19-2006, 23:05
Pretty minor, but there are 3 trade resources which are invisible on the campaign map.

Metz - 128,136 - Iron (immediately to the left of the upper one of Metz's other 2 iron resources)
Caen - 105,129 - Timber (on the southern border)
Stockholm - 167,182 - Slaves (not actually invisible, but hidden behind the word 'Stockholm'.

Chrisky
11-20-2006, 00:26
Forgot one. Usually when I set a formation to double line, mostly with 6 units, 3 each row, I only get a 1 unit front row and a 5 unit second row. The easy workaround of course is to make two single lines, but what's the 2 line option for then...?

Bullethead
11-20-2006, 00:26
The reported ability of loose infantry formations to resist cavalry charges better than tight, ordered formations. See RomoR's posts (https://forums.totalwar.org/vb/showpost.php?p=1309758&postcount=16) in the "Research on battle map" sticky thread. I don't have the game yet, so can't verify this myself, but if RomoR is correct, then this is a total game-breaker.

Assuming RomoR is correct, and I have no reason to doubt him, especially considering other reports of charge-related issues, then this problem is a result of several related charge problems

#1. As soon as a single charging man contacts a single defending man, the entire charging unit loses its impetus and charge bonus. After that, it's hack-and-slash on normal stats for both sides.

#2. Due to #1 above, charging units only get the charge bonus agains the 1st enemy individuals they meet. Therefore, damage to the defender is maximized by increasing the number of them that the charging unit can contact at once.

The above are, of course, completely at odds with historical accuracy. In real life (and in prior TW games), the ability of infantry to stop cav's forward progress was directly proportional to the tightness of the infantry formation. Infantry in loose formation, even just loose enough to allow a couple of horses to wedge in, quickly folded, right up to the end of effective cavalry in the 1800s. But it seems to be quite the opposite in M2TW. By stopping the cav with a couple of sacrificial victims, dispersed infantry can rush in and engulf the stopped cav unit.

Caveat: I haven't seen this (or any of M2TW) myself. But if RomoR's findings are legit, this is a MAJOR bug that has to be fixed.

Oaty
11-20-2006, 02:02
^^ I've never been able to chase routing infantry through gates (they simply didn't open, for my infantry or theirs) - are you sure that's what happened?

You can but 90 percent of the times you will get the gate shut on your men and thiers, wich nicely adds a little spice, hoping to beat the odds.

Anyways the spy bug, I can say a spy opening the gates is not working 100 percent of the times, as I tried to run a unit in from a distance, I then tried a close up and tried to go in and instead got shot up, so obviously I did something wrong or the spies are'nt working properly.

Another siege problem is cavalry can rout infantry off the walls. Actually this bug is carried over from RTW/BI and infantry on the walls get scared by non missile units that should not be having an effect on them that are on the ground. Edit: I should add I can't confirm this as MTW2 does not show why they are wavering, like BI would tell you. But something seems really fishy when all my cavalry run up to the freshly breeched gatehouse and enemy engaged units on the wall rout upon this action.

Detroyed ram blocks the gate, if destroyed just as it enters the passageway. The gate is still accessable for troops but barely and prevents backup rams from accessing the gate wich happened to me but not sure how the AI would handle it well especially when they have backup rams.

Forward Observer
11-20-2006, 05:13
I too have had my english campaign ruined by the A.I ladder slowdown bug. I was attacked by the French and had destoyed both their battering ram and siege tower, so all they had left were ladders. They bogged down at the bottom and the frame rates dropped to zero. Had to exit out of the battle and take a loss tog

I have also observed what seems to be a bug, but I am not totally sure. If I have a town with no governor, of course it is auto-managed. What is odd is when I finally find a governor and move him in, I seem to be unable to change the tax rate.

The slider bar is there, but I just get the message that I cannot change the rate. There may be some control I am unware of for this, but i haven't found it yet.

Lastly, I had a weird thing happen when I saved the recording of one of my instant battles. It was a bridge defense by Venice agains the Byzantines. For some reason they enemy never tried to cross the bridge, but simply stood there at their end and let me pound them with my ballista and capapults. The advisor kept saying that my siege equipment was being attacked, but the enemy never approached.

I finally depleted my ammo and had to attack across the bridge myself. The ememy routed eventually. In watching the replay it was like a different battle.
This time the enemy did cross the bridge and attack my catapults just like the advisor said in the original battle. They wiped out my siege equipment but then just stood there until my units began to move like I attacked in the original play of the battle. They then routed. It may have just been a corrupted file and not a bug though, but it just seemed surreal

Derfal Cadarn
11-20-2006, 10:14
Offered to trade map information with HRE, just a straight swap, nothing complicated.

HRE turn the offer down and make a counter offer to swap map information.

So AI turned down my diplomatic offer and countered it with exactly the same offer I had made

geala
11-20-2006, 11:39
Not everything listed below is a bug and I will repeat some bugs mentioned before (for comradeship:sweatdrop: ):

1.
pro:
- no crashes at all
- very few and minor lags (relatively new pc)
- no problems with crusades etc.

contra:
- cavalry cannot charge correctly in most cases
- cavalry is hardly able to destroy routed enemy troops when chasing
- placement problems in towns/castles: the markers appear but the unit cannot be placed there
- problems with units dispersing without any sense (or it may be a simulation of individual deserters, that would be great:inquisitive: )
- even the most secret agents cannot pass normal enemy stacks on the campaign map
- killing chances for assassins are to low for my taste
- no princesses


2.
Matters of balance I would not rate under bugs. A few remarks:
- english (long)bows were inferior to strong crossbows except for (the very important) shooting speed, so they are a bit too powerful in the game or at best acceptable as they are now; no need for a special change
- but: crossbows and bows ingame are a bit too powerful at all in some aspects; in reality they performed very bad against plate, but I fear it is hardly possible to represent this under the programming rules of TW games
- muskets or arquebuses were very effective against all armor and easy to master (the reason they replaced crossbows and longbows very fast after the introducing of real triggers at the end of 15th c.), so it may be right as it is
- ballistae, catapults are far too powerful in the game. It is strange that you can crash a huge stone wall even with a ballistae (!) or with two shots of a catapult; at least far more shots should be necessary. One effect of this seems to be AI armies with 6 normal units and 10 catapult units which is a bit ridiculous

mmk
11-20-2006, 13:11
Since I am not an expert, forgive me if the following does not fall under the category "bug".

I experienced the first crash to desktop yesterday. Game was running super stable up to then, but when I played the English and had to vote in the papal election (I think it was the 3rd or 4th election during the game), the game crashed after the cathedral picture popped up. I could work around this by not closing the pop-up, just minimized it, moved a few troops around on the map and then closed the pop-up. Struck me as rather strange, since, as I said, otherwise the game is running stable on my machine.

Another bug (if it is one): In the German language version, if you send a princess on a diplomatic mission, she is always adressed as "Sir" by the opposite party.

FrancisDrake
11-20-2006, 15:07
Ok so I think this is a bug, some of you may think not but I think it is an issue that should be changed.

I'm defending my Castle against the French and after the initial gates fall I decide to retreat back to the inner keep where the square the enemy needs to capture is. After hastily setting up my archers on the ramparts and troops behind the gate (safe in the knowledge I can at least take some more of them with me) the French walk up and the gates open up before them?. Some people are saying that once you've captured the outer walls all the walls are lost? Whats the point in having the inner keep then, its utterly useless and slightly misleading?

I also echo many of the bugs noted in Cavalry not charging, troops not listening to orders and poor unit cohesion.

Still a fantastic game, but a patch might make it even better?

Darkbirdy
11-20-2006, 18:38
~While fighting a siege, I'm the English, the AI's Milanese, I had an irksome one. They brought up one set of ladders, one ram, one tower. I got lucky and destroyed the ram before it got to the gates. Up comes the tower, up come the ladders. Troops start up the ladders, I meet them with my troops. Suddenly, the AI abandons the tower and tries to send every one of its troops up the ladders simultaneously. The problem is that they won't use the ladders - no more troops are coming up, but hundreds of them are in tight little packs at the bottoms of the ladders milling around. For whatever reason, this caused my CPU usage to spike, dropping me to 2 FPS (I'm guessing an AI looping issue, as pausing brought me back up to 60 FPS.) I ended up finishing the battle at a single frame per second by riding my general out of the gate and back and forth past the clusters until they routed one by one because of the presence of the cavalry. Even after I brought out all of my troops, they ladder mobs refused to budge - they just sat there and got chewed up by my in-the-open longbowmen.

~Another siege. I'd just taken a castle, and hadn't had a chance to repair the walls when the Spanish attacked again. I get the 'spy opened the gates' message scattering my troops all around. Unfortunately, two of my units of longbowmen were placed on walls that had no exits - sections of wall completely cut off from towers by my previous bombardments on the far side of the castle. This effectively denied me the use of a third of my missle troops for the duration of that battle.

~Speaking of which, in that same battle, the AI decided they were better off shooting ballistae at my intact wall rather than coming in from the side (in their deployment zone) with already destroyed walls and towers.

Aquitaine
11-20-2006, 20:24
Here's an odd one:

140 turns or so into the game as England, both my faction heir and faction leader die on the same turn (of old age). They are the last members of their 'branch' of the family, so it then goes over to a more distant relative.

The family tree now shows the first King and Queen of Scotland, both of whom died early on (they had some help). It even says 'Scotland' under their names when I mouse over them.

Excalibur Bane
11-20-2006, 21:27
A few things I have noticed. I'm sure they are already noted here, but confirmation is always a good thing.

- Cavalry or infantry will not attack a unit that is attempting to climb a ladder that is currently busy with another unit.

- The gatehouse is reported as taken when you are defending on a siege. This is not the case, as the gates are still locked and the enemy does not attempt to go through them.

- Missile units have difficulty firing on units inside the castle while on the wall, sometimes they will not fire at all.

- Ordering more then one unit off the walls during a siege, will result in them getting stuck in the tower and unable to do anything, even though it still displays them as moving towards the destination.

- With a large number of spies in a city, the chance to open the gates in the event of a siege will go beyond 100%.

- Princesses often gain useless ancillaries that are designed for family members such as Governors and Generals.

Dr.Strangelove
11-21-2006, 05:24
A couple of bugs:

My faction heir(Moors) got a bad taxman trait while being in a castle. If this trait works as in RTW, it is obviously a bug


Trigger governing19
WhenToTest GovernorBuildingCompleted

Condition GovernorLoyaltyLevel > loyalty_disillusioned
and GovernorTaxLevel < tax_high

Affects BadTaxman 1 Chance 4
Affects BadAdministrator 1 Chance 4

The above rule or its corespondent in M2TW should work this way while in a city but not in a castle where the tax level is forcibly set to medium.

I too get the cohesion and, more importantly, the lack of response to commands of units, especially during sieges. As an example: In the opening of a battle

against the Spanish I ordered all the troops to run up the hill in front of them using a way-point(Go to A then B), in order to get to the higher ground before

the enemy. I saw the double arrow on all the units cards as they acknowledged the order. I moved the camera to the enemy to evaluate their movement but

after a while I noticed that my units were standing still while the enemy were getting the hill!:gah: The double arrows were still there. Thus I lost the

advantage of my better initial position.Very IRRITATING:furious3: . Anyway I started moving units one by one(they moved!!!!), patched this mess up and

won the battle with more losses than I should, given the AI's bad initial positioning.

Great game but needs refinement...

gs1397
11-21-2006, 05:35
Ok; So I couldn't find a way to search on the site as a whole, but is anyone else having trouble with the game freezing up? I have pretty basic Dell Dimension e310 with a P4, 1gb or RAM, and an onboard Intel Video chipset.

When I start the game, everything works ok, but when I actually go to a battle scene, it freezes. Can't seem to figure this one out. Any help will be greatly appreicated.
GC

46852
11-21-2006, 07:51
A small problem with Master and HQ Guildhouses (might be moddable, but it's a bug imo anyways):

Master Thieves' Guild gives a global +1 bonus for spies, but doesn't give the city-specific +1 agent bonus that the basic Thieves' Guild does. So, as a result, the best spies will be built in a city with basic Thieves' Guild (you have to have the Master Thieves' Guild in some other city), as the agents built there will get BOTH the local guild bonus AND the global Master Guild bonus.

I'm quite sure this same irregularity appears with other Guildhouses with global bonuses too (Master Merchants' Guild etc).

The solution would be to add the local bonus to the Master Guildhouses and Guild HQs in addition to the global bonus.

sapi
11-21-2006, 08:23
Ok; So I couldn't find a way to search on the site as a whole, but is anyone else having trouble with the game freezing up? I have pretty basic Dell Dimension e310 with a P4, 1gb or RAM, and an onboard Intel Video chipset.

When I start the game, everything works ok, but when I actually go to a battle scene, it freezes. Can't seem to figure this one out. Any help will be greatly appreicated.
GC
That's not a bug; it's the result of using the inbuilt chipset, which isn't intended for playing games, let alone a new one like m2tw. I'm surprised you can even run the campaign map ;)

derfinsterling
11-21-2006, 16:22
After hastily setting up my archers on the ramparts and troops behind the gate (safe in the knowledge I can at least take some more of them with me) the French walk up and the gates open up before them?. Some people are saying that once you've captured the outer walls all the walls are lost? Whats the point in having the inner keep then, its utterly useless and slightly misleading?


They had a spy in your city that unlocked the gates for them.

Callatian
11-21-2006, 21:48
Just kill a bit their archery units with your besieged cavalry (they are the only ones who fire back) and then enjoy masacrating their army execution squadron style. You can get anything around any singeing army - they don't mind.

How could such a bug be slipped by the CA QA – someone from programming forgot to activate the cavalry aggressiveness it seems.

https://i7.photobucket.com/albums/y256/Cain2/sheeps.jpg

Pls. fix it in the next patch.

Thanks

71-hour Ahmed
11-22-2006, 00:39
- French Archer units in my first game (england) seemed to charge at me very aggressively, to the point of getting so far ahead of the rest of the army I could mop them up and return to position with cavalry. This doesn't seem to be occuring in battles I've fought with other civ's since though.

- lack of aggression. I've had Turks sitting back and allowing their second army to be destroyed while they wait (despite the fact that I was defending), and also a mongol army in a custom battle that did the same. Both times the armies not attacking kept changing formation, while the mongols also started moving forward, then chickened out, then moved forwards again...

- Random crash on starting the game yesterday that took the whole PC out- not even a CTD but a full PC restart and no messages.

mmk
11-22-2006, 00:40
The council told me to get Algiers from the Moors (sorry, I am playing the German language version, so I am not quite sure how the nationalities are actually called in English.) So the task was to negotiate and/or bribe. Which I did. Then I got the message: "Another faction has taken the city, mission failed". :dizzy2:

gs1397
11-22-2006, 03:49
That's not a bug; it's the result of using the inbuilt chipset, which isn't intended for playing games, let alone a new one like m2tw. I'm surprised you can even run the campaign map ;)


That's odd because it does say in teh documentation that it is a 128mb video card equivalent. I don't have an AGP slot, so would a PCI vid card work better? thanks for all the help

sapi
11-22-2006, 08:21
That's odd because it does say in teh documentation that it is a 128mb video card equivalent. I don't have an AGP slot, so would a PCI vid card work better? thanks for all the help
If you've got a pci-e slot (pci-express) then yes, one of those cards would work much better, but it wouldn't necessarily be cheap. The intel graphics chips are only included so the computer can run vista when it comes out, and not for gaming.

Ituralde
11-22-2006, 11:15
- Sometimes AI princesses and diplomats make the "presentation" animation to my towns during the AI turn, but no scroll pops up. There arent any other AI agents around for them to be talking to, either.

This actually isn't a bug. The "presentation" animation is shown when a Diplomat tries to bribe your settlement or a Princess tries to marry one of your generals. When the attempt fails, nothing happens but you still see the animation.


Now on to the things that bother me so far:

Pathfinding in cities is still bad. It's often difficult or even impossible to draw unit lines along narrow streets. The pink dots just won't appear you have to just right-click along the strett and hope that the units align the right way.

For me Charging Cavalry qualifies as a bug also, despite the 'adviced' use of just single-left clicking at the enemy the cavalry sometimes decides to just walk up to the enemy not getting their charge bonus.

Another thing that doesn't really qualify as a bug but is till annoying is that you get no notification when one of your Priests turns into an Heretic.

Terry
11-22-2006, 12:47
This is just a minor one but:

I have a spy check out an individual and will get the spy movie (I've left these on - so far, like shogun, I enjoy them) twice.

Terry

PureMassacre
11-22-2006, 13:43
Was this game even beta tested? I lot of these have allready been mentioned:

Group Command Problems: This makes creating groups pointless, I press 2 to select my main infantry group and tell them to attack, and only 1 unit charges, the rest stand and watch.

Unit Cohesion: The melee battles are like schoolground fights, 6 men take on a whole enemy unit, whilst the rest crowd round and watch. I've had 4 units charge a heavy cavalry unit, only to watch them get slowly butchered and then break.

Catapults Best Anti-Cavalry Unit?: Forget spearmen! If you want to crush cavalry, use seige weapons! This one worked to my advantage. My infantry were locked in mortal combat with the enemy, my catapults were in the open, the enemy general flanked my army and charged. I thought it was over, only for the general to get stuck inbetween 2 catapults and then get stabbed to death with daggers, he broke and fled with the rest of his army.

Suicidal Archers: My city was beseiged, I told my archers to rain hell on the approaching army, only for them to get off the wall, run out the front door and charge them with daggers drawn (they had full arrows).

Spearmen: Impossible to charge from behind with cavalry without losing most of your horses. Just touching them, kills you.

Cavalry: Underpowered, don't understand the concept of charging, prefer to walk to their death. Seem to be attracted to spearmen, tell them to charge the general, and they decide to take the long route that goes through several units of spearmen. If you run them past spearmen, you'll get the odd knight that wanders aimlessly into the spears. Should be able to destroy wooden seige equipment.

Lord Leonard
11-22-2006, 14:05
I have noticed there is an issue with training experienced troops. In my England campaign, I have Nottingham (Castle) up to almost max buildings, including a Tourney Field and Master Swordsmith's Guild. Therefore any knights trained in Nottingham should receive a +3 experience bonus (+2 from Tourney and +1Global from MSG).

I had placed 3 Feudal Knights into the training queue and eagerly awaited the next turn to see Sgt knights coming out. Next turn, I got 3 ordinary Feudals without any experience, but I did see the Retrain tab was enabled. OK, checked the retrain and there are the 3 knights waiting for training. R-click inspection of the retrain units listed them as +3 experience, so I assumed if I paid the 365fl each, the retraining would get them to Sgt level.

Next turn happens, they're still in the Retrain tab. They're not even +1 experience on their unit cards. So, I retrain, retrain, retrain, @ 365fl a turn each. After about 5 turns, when I wasn't so rich, and could no longer afford to spend 3 x 365 for each turn, so I moved them out and sent them to battle in Europe.

I then trained 2 more Feudals and retrained a Dismounted Feudal Knight. Much to my surprise, the 2 Feudals on their initial training popped out as +3 experience, without a need for retraining at all???

Cool, I next trained another Feudal knight, an Armoured Swordsman and a Retinue Longbowman. What happens, this Feudal Knight comes out without any experience and straight into the retrain option.

To sum it up for those who got bored.
- Trained 3 new Feudals (0 exp)
- Retrained same 3 Feudals (0 exp)
- Retrained same 3 Feudals (0 exp)
- Retrained same 3 Feudals (0 exp)
- Retrained same 3 Feudals (0 exp)
- Retrained same 3 Feudals (0 exp)
- Retrained same 3 Feudals (0 exp) moved them to ship
- Train 2 new Feudals and retrain Armoured Swordsman > 2 Feudals (+3 exp)
- Train new Feudal, AS and RL > Feudal (0 exp)

Is this a bug? Has anyone else experienced this?

I must admit there are other experience bonuses I should have paid more attention to with other units, but this was one I did watch closely and it certainly didn't work at all (been having too much fun with a new TW). In RTW all units would get the promised experience upon initial training. Any units, whether 0, +1 or +2 that were retrained in RTW would get the full experience from the first retrain (i.e. Brutii with Awesome Temple to +3).

Comments or assistance will be much appreciated.

Quid
11-22-2006, 15:06
I have posted this twice (once in another thread), so apologies to those poor sods having to read it twice.

Am playing as England and have conquered all of France, some HRE and parts of Denmark.

I am at war with Milan and Spain. I have one diplomat each at the northern Spanish provinces trying to convince them that peace is the way to go. They are not interested (even if I offer them large sums of money - just for fun).

However, one thing did strike me as weird. They are currently on my land with two huge stacks of armies, yet, when I ask them for money (100 florins) they offer me 2000 instead - at times without even asking for anything. At other times they ask me not to attack. As I am not suicidal, I won't and let them pay me every turn (conceeded, they do tend to pay me less and less everytime).

All this gives me a total of well over 3000 florins every turn as I have now decided to play the same game with Denmark.

Peace (neutral stance) will not let you allow to use your diplomats to any further effect apart from using them to give presents.

I wonder if anyone else has tried this...if not, have a go and let me know...

Quid

monkian
11-22-2006, 16:22
Free Company heavy Infantry reply with 'heavy calvary'

Darkmoor_Dragon
11-22-2006, 20:14
MASSIVE merchant trade bug:


(Spotted by Kobal2fr and just verified by myself)


Capital London, faction English, vh/vh

Level 7 Merchant on gold in Timbuktu - after loading the game, Florins per turn = 100

Switch Capital to Nicossia - income 500 per turn

Return Capital to London - income 800 per turn

SAVE game, -> RELOAD

Income per turn 100 florins.


- Thus - after a load you need to relocate your capital otherwise the game will not correctly work out the trade values for any of your merchants - by what appears to be a VERY big degree of error.

Publius the Killer
11-22-2006, 20:39
Hate for this to be my very first post here, but I'm so frustrated right now I had to give some imput.

Some bugs I have found (some of these may have already been stated):

-My biggest complaint is in battle my units will not respond to orders. For example I tried clicking my army away from a castle so as not to get hit by archers. Not only did half my army not move backwards, they actually moved towards the castle!!!:dizzy2: :dizzy2: I tried clicking behind them again but they would not respond at all. They were then immidiatelly charged upon and fired upon and killed. Nice...:furious3: :furious3:

In that same batte I sent 3 spear units to attack the general's bodyguard who was charing my entire army when they got there, I'd say maybe 8 guys out of 120 did anything. Two whole units stood behind my one spear unit and just sat there. I tried clicking on them individually to attack the general but every right click gave me the same result...NOTHING!!:furious3: :furious3:

I love this game for the most part but this is F'n rediculous.

-Another issue is the crusade desertions. I had to change my route while crusading because another army was blocking my path. When I went even slightly out of the way of my target I had almot half that army desert in two turns. Needs to be fixed.

-Back to the battles, it feels like I have no control over units as they pretty much do whatever they want.

-Spacing issues in battles (which I know has been addressed)

I hope this all gets addressed in this next patch because I would love to actually feel like I'm fighting the enemy and not fighting through the bugs just to enjoy this game.

JeffBag
11-23-2006, 05:58
Unit Bugs;
-Translyvanian Peasants have halberds, halberd militia like stats, and halberd militia like cost, but they don't have spear wall.

2 Handed Axemen/Polearms don't attack cavalry
https://forums.totalwar.org/vb/showthread.php?t=72875

Billmen and similar units get completedly ripped apart by cavalry of any kind since they don't at all attempt to attack.

rosscoliosis
11-23-2006, 06:46
I haven't seen this one mentioned yet, guess I just may be lucky enough to be the only one to have it yet?
I was allied with Portugal, (I'm playing England) but the Pope called a crusade on one of their provinces. So I joined it, and began sieging with several other countries' armies.. Next turn all but Poland abandoned the siege, then I get this...

https://img.photobucket.com/albums/v105/rosscoliosis/bug.jpg

Notice what's wrong? I'm England, not Portugal...
I can't withdraw, because it says I'm being sieged. If I click attack, it loads halfway then crashes with an "unspecified error" message. If I click auto-resolve, it just sits there as if Poland is still trying to make a move. I even tried turning off following AI movements, it still just sits there. I can't move my army away, lifting the siege doesn't change it, abandoning the crusade doesn't change it. And of course... all of my saves turn out to be from that same turn, after I'd already moved my army there. :(
I'm pissed, all that time put into this campaign already is gone, it would seem...

Garnier
11-23-2006, 13:51
Some people are having a bug where a crusading army gets stuck on the bridge by venice once another faction takes the crusade target. The army stays there forever until someone attacks it. I assume this is not intentional.

Aenlic
11-23-2006, 19:26
There is a major problem with the appearance of the Mongols.

Sometimes they don't appear at all if I'm playing the Russians, even though there have been several event messages, including the one that they're crossing Transoxiana and multiple event messages that the Horde has invaded my lands.

I discuss it in more details in this thread:

https://forums.totalwar.org/vb/showpost.php?p=1316319&postcount=30

Oaty
11-23-2006, 19:59
reenforcements can make the game hang up really bad, less than 1 FPS had over 80 units on the battlefield and had to withdraw wich took 15 minutes just to withdraw. The max allowed on the battlefield needs to be toned down.

Catapults usually can't fire over the walls(fine with me) but when you sally them the AI forces them back in, all fine but the AI will suicide itself against the towers.

AussieGiant
11-24-2006, 07:05
Unit Bugs;
-Translyvanian Peasants have halberds, halberd militia like stats, and halberd militia like cost, but they don't have spear wall.

2 Handed Axemen/Polearms don't attack cavalry
https://forums.totalwar.org/vb/showthread.php?t=72875

Billmen and similar units get completedly ripped apart by cavalry of any kind since they don't at all attempt to attack.

I just want to second or third JeffBag on this 2 handed thing.

When you're playing as the English then this is not total war but total pawnage!! Being violated by French Cav using Billmen is just not right :laugh4:

Please make sure this is solved.

Bullethead
11-24-2006, 07:15
Quillan reported here (https://forums.totalwar.org/vb/showpost.php?p=1316960&postcount=24) that ballista towers still fire during assault battles even though an assassin had previously destroyed them with saboutage.

Kobal2fr
11-24-2006, 09:43
1) Oddities regarding spear units : they don't all have the "bonus against cavalry" trait. Even for the exact same unit (Spear Militia being a good example, as AFAIK all factions can build those), the trait varies from faction to faction.

2) Weirdness regarding the Moorish unit roster :
Berber Spearmen (castle 3) and Nubian Spearmen (castle 4) share the exact same stats, and both have the exact same price/upkeep. While I haven't tested this yet, I think both are restricted to leather armor at best. Berber Spearmen have Good Endurance + Bonus in the desert + Schiltron, Nubian have no traits whatsoever. Berber Spearmen are nevertheless one rank earlier in the tech tree.

The only reason I could find for this was to allow you to build at least 2 units of spearmen per turn should you really, really keep on pumping them out (I for one rarely, if ever, hit unit caps after the first few turns, and Nubians are far from being available at that point), but that's flimsy at best. Better give the poor Nubians something to make them distinct and "wantable" compared to their Berber counterparts. Fast movement + Good Endurance + Desert Bonus for example, close enough but not the exact same role as the Berbers on a battlefield. Good Morale could work too I guess, though I'm not sure it would befit them.

maxbrutal
11-24-2006, 12:24
Well I have read about desertion during crusades but seriously... 10 of my 14 units deserted from the time my english army, consisting of armoured swordsmen, yeomen archers (all kinda expensive), left Rennes to the point it reached the entrance to the mediterranian. Are the so dumb so they don´t realize it´s the fastest way to travel to Jerusalem? Even the advisor said that it is a faster way, so I thought it was taken in consideration to the act of desertion. It´s very frustrating, now I have to try and take Jerusalem with my king, one unit of sherwood bowmen, one mailed knights and one yeomen archers. Anyone wanna bet I can do it?

Any ideas why they are so eager to jump ship?

Spendius
11-24-2006, 14:47
I don't think this has been posted (at least here) before.

I don't know my current year (roughly 40 turns), but gunpowder has not yet been discovered. I build ballista towers in Constantinople, but during battles they are cannon towers.

In addition, regardless of this bug, I find these cannon towers have a very high rate of fire. Each towers shoots about 1 round every 5/10 seconds.

Kobal2fr
11-24-2006, 17:35
Well I have read about desertion during crusades but seriously... 10 of my 14 units deserted from the time my english army, consisting of armoured swordsmen, yeomen archers (all kinda expensive), left Rennes to the point it reached the entrance to the mediterranian. Are the so dumb so they don´t realize it´s the fastest way to travel to Jerusalem? Even the advisor said that it is a faster way, so I thought it was taken in consideration to the act of desertion. It´s very frustrating, now I have to try and take Jerusalem with my king, one unit of sherwood bowmen, one mailed knights and one yeomen archers. Anyone wanna bet I can do it?

Any ideas why they are so eager to jump ship?

It's been adressed in the relevant thread, but basically when you're moving north to south-west along the French and Spanish coasts, you've actually moved *away* from Jerusalem/Antioch/whatever, not getting closer, compared to the point your stack started its turn at, which is what is checked at the end of the turn for desertion, that and wether the stack has movement points left. The best "proper" way to crusade as the English IIRC is to go straight through France towards Toulouse/Marseilles and buy merc boats (at crusade price, which is much cheaper) when there. You shouldn't get jumped by the French if they're not excommunicated, even should you be at war with them, and you shouldn't get any desertion whatsoever as long as you don't "bump" into an ennemy stack (and lose your turn) on the way either.

Headlocked
11-24-2006, 18:20
not so much a big, as a correction:

Playing as Sicily, they can recruit Muslim Archers.

However, these can still be p[art of your army when you Join a Cruisde agaisnt Muslim lands! :)

so, i guess they just need to be prevented from joining!

not a big bug, but its the first original bug ive ever found and its my bug, i like it, it keeps me warm even though it does bug me a little bit but what the hell its just a little bug....


*mutters off into the distance*....


HDD
*mutter*mutter*

Dooz
11-24-2006, 23:04
I can't really believe this one, but well, here it is.

https://img388.imageshack.us/img388/8748/nativearchererrorrh9.th.jpg (https://img388.imageshack.us/my.php?image=nativearchererrorrh9.jpg)

Weird how that could have slipped.


Oh and I guess while we're on the subject...

https://img237.imageshack.us/img237/6827/merchanterrorkc5.th.jpg (https://img237.imageshack.us/my.php?image=merchanterrorkc5.jpg)

I guess this guy is so good an assasin, he passes off as a merchant even to the omniscient player. Now that's subterfuge.

TheNobody
11-25-2006, 00:08
Hi

At first, in the historic battle with Cortes against the Aztecs, when I kill one of the Aztec leaders, the game just crashes with a window like that "Medieval 2 encounter an error". Sorry for details, I don't remember them but it happens everytime I try this battle so I cannot finish it.

Then, when Knights are walking on a slope, they graphically appear kind of distorded, as if being looked at from a weird camera angle. It may be some kind of trick to do a camera effect, but it just looks weird. Can you let the 3D models look like normal or allow an option to desactivate this ?

USMCNJ
11-25-2006, 06:15
don't know if this mentioned.
i (Spain) was besieging a castle(Egypt). On the last turn of the siege i was attacked by what looks like 2 armies, however, 6 armies showed up on the map. After the "clear victory" (should have been herioc) i try to ransom the prisoners, the sultan refuses to pay. Then the game freeze as if Egypt is making a move. I can zoom in and out. I can hit "Esc" an old the options are available except for "Save". This hung for 2 hours, i had to reload.
:furious3:

Palamedes
11-25-2006, 06:50
Org Members,

I really appreciate the work going on here and would appreciate if you guys could take it to the next step so we can start getting things fixed. Can I suggest that you nominate someone to start compiling a list in order of priority with the biggest problems at the top.

Please dont group them according to SP, MP etc just in order of priority. This would be determined by how many people it bothers and how much of a concern it is.

Whoever takes ownership of this could you contact me at:

jturnbull@creative-assembly.com.au

Then we will get the ball rolling starting with the "big fish" :smash:

Thanks again,

Jason

sapi
11-25-2006, 11:09
Sounds like a great idea.

The main ones, imo, would have to be the charge 'bug', the unit cohesion issues and the passive ai bug, though obviously there's plenty of others too, as you'd expect from a game of this scale.

I'll willing to lend assistance to whoever ends up getting the job and if necessary i could have a list by this time tomorrow.

EDIT: I'm compiling a quick list now

sapi
11-25-2006, 12:27
Here's a full list of bugs from both the sp and multiplayer forums

If i've missed anythign, please tell me so i can put it in when i order them tomorrow.

---

passive ai bug
seige lag bug (one set of ladders)
archers taking forever to aim
byz archer skinning issue (see pg1)
unit cohesion problems (only 10 or so men attack at any one time)
automatic battle end when you run out of ammo for seige weapons despite the walls being linked
archer issues (both mounted and foot) - some fire, some charge, and some run around doing god knows what
passive friendly ai - units don't react to threats
'mtw has to close because of an unspecified error'
campaign ai bug - agents disembark from ships, move around, get back on and repeat
siege battle bug - men run for walls
no archer damage in heavy rain
holding space to see unit positions doesn't stick (the icons flash on and off)
papal bugs - inconsistent excommunication
texture issues on siege equipment (don't show up)
arrows hit the gates as if they're in closed position when they're open due to a spy
invisible general bug (posted by rothe, #19)
crusades not moving
armies spawning on inaccessible clifs
archers ignore player orders
family tree bug (#24) - only showing faction leader
game seemingly stuck in a loop (probable hardware issue) (https://forums.totalwar.org/vb/showthread.php?t=72147)
faction heir doesn't return to king's son once he comes of age
ai armies disappearing (#30)
assassains 'useless' thanks to low % for success
units are unable to successfully kill routing enemies (pathfinding is terrible)
town square flags dont' change to reflect current owner
infantry issues on walls (stuck half on, half off etc.)
units extremely passive when attacking walls; they just stand there and are slaughtered by the defenders. I personally experienced this and it could possibly be put down to using varangian guard, who may have got stuck in their 'hit' animations thanks to a low defense
ships having unlimited movement
exploit with longbow stakes (can be deployed in fortresses)
ai have serious issues with longbow stakes (see #38)
crusades unjoinable (#41)
faction missions stating that they were completed by another faction when they weren't (#41)
ransomed general 'floating on water' and blocking land bridge (#42)
units change formation on rough terrain and dont' change back (#51)
'let the ai control these reinforcements' option doens't stay checked when you browse stats
byz spearmen are too weak comparitively
gothic knights are 'too weak'
crossbowmen are too powerful //personal note - the ai seems to use crossbowmen far too much in its armies
no weather option in custom battles
the 'start battle' option obscures the unit description card
missile troops move too far foward before shooting
artillery block cavalry/other units and allow their crews to take them on one by one as they get around the pieces
sound bugs (#60)
loose formations can resist cavalry charges and are otherwise superior to tight formation units
battle replay files show completely different battles to what actually happened
ai counter offer with the same thing :P (#66)
severe placement problems in towns and forts
agents can't pass armies
men are auto-placed on sections of wall cut off by destroyed sections and thus are cut off

From #72:
Cavalry or infantry will not attack a unit that is attempting to climb a ladder that is currently busy with another unit.
The gatehouse is reported as taken when you are defending on a siege. This is not the case, as the gates are still locked and the enemy does not attempt to go through them.
Missile units have difficulty firing on units inside the castle while on the wall, sometimes they will not fire at all.
Ordering more then one unit off the walls during a siege, will result in them getting stuck in the tower and unable to do anything, even though it still displays them as moving towards the destination.
With a large number of spies in a city, the chance to open the gates in the event of a siege will go beyond 100%.
Princesses often gain useless ancillaries that are designed for family members such as Governors and Generals.

bad taxman trait is awarded in castles
units are ordered to move but fail to do so
master guilds don't award basic bonuses
archers operate too far in front of the armies to be saved in time in the event of a cavalry charge
catapults (the men, not the weapon) are overpowered (#85)
experience bonuses not awarded correctly (#86)
Free Company heavy Infantry reply with 'heavy calvary'

From #89
MASSIVE merchant trade bug:
(Spotted by Kobal2fr and just verified by myself)
Capital London, faction English, vh/vh
Level 7 Merchant on gold in Timbuktu - after loading the game, Florins per turn = 100
Switch Capital to Nicossia - income 500 per turn
Return Capital to London - income 800 per turn
SAVE game, -> RELOAD
Income per turn 100 florins.
Thus - after a load you need to relocate your capital otherwise the game will not correctly work out the trade values for any of your merchants - by what appears to be a VERY big degree of error.

men desert from a crusade after only a small change in course
Faction switching bug (see #92)
Some people are having a bug where a crusading army gets stuck on the bridge by venice once another faction takes the crusade target. The army stays there forever until someone attacks it. I assume this is not intentional.

From $94
There is a major problem with the appearance of the Mongols.
Sometimes they don't appear at all if I'm playing the Russians, even though there have been several event messages, including the one that they're crossing Transoxiana and multiple event messages that the Horde has invaded my lands.

Quillan reported here that ballista towers still fire during assault battles even though an assassin had previously destroyed them with saboutage.
Muslim archers will join a sicilian crusade against muslims :)
game hanging issues (#105)
native archers have peasant picture in the stats screen

MP
cavalry need a rebalance (apparentally ;)
muskateers stop firing for no reason and only fire effectively at 2 lines deep

from #13
Here are a list of bugs that affect multiplayer :
* Units split out and do not charge on close distance
* Musketeers are overpowered
* Lags when playing team games (2v2 or higher), unstable servers, platform (GameSpy)
* No weather-option
* Missiles-troops move one step too much forward than necessary before they start shooting
* The button "start-battle" is too far on the left, overwrites the unit-description
* On the result-screen, names aren't written correctly, instead the names of the captains are displayed
* Heavy cavalry turn too slow and it takes ages until they start running, they slowly walk away before they start running (this might be intention)
* Double click sometimes doesn’t seem to work
* Cavalry sometimes stop before impact during a charge.

map names are shown in host's language

---

Any suggestions/comments on ordering would be appreciated. I guess i just volunteered myself for the job of compiler :beam:

PROMETHEUS
11-25-2006, 14:44
I cannot corrupt anyone , when I try I see no room for insert a money set ot corrupt ppl , firstly I tought was becouse I didnt have enough money , but now that I am far in the game I have loads of gold and I still do not get any window to ask me money , they just say this army will accept corruptiona and will happen bla bla , make ur offer , and no place where to put the offer....

the second bug is about AI on hard setting in campaign I have destroyed 2 powers reducing them to just one city and region and almoust no army ... I wanted to make them peace and offered also gold a new province back , tribute and so on and they still refuse to surrender or to accept peace , this looks ridiculous since I could wipe them out in a single assault ....

rosscoliosis
11-25-2006, 17:46
I managed to get around my faction-switching bug by using the move_character cheat to move artillery in to my sieging army so that I could simply attack right away. However, obviously that doesn't mean the bug doesn't exist. ;-)
Also, about the assassins being "worthless", I don't agree. You just have to build up their skill killing the higher chance of success characters such as Captains and diplomats. I now have two master assassins that have killed quite a few family members. If it were easier for assassins to be successful, imagine how irritating it would be when the AI was killing off your characters regularly...

sapi
11-25-2006, 23:35
@prometheus, i thought that was just me :P
Good to be vindicated

@rosscoliosis, i actually agree with you on the assassain issue and if i did add it to the list it would be far, far down it as it's a balancing issue, not a bug

Dooz
11-26-2006, 02:29
Hey sapi, great work on compiling the list! However, I didn't see the bugs I posted screenshots of a few posts up, the one with a missing unit card and a merchant trait error. Just a heads up to include it, as they should be fixed.

Julius_Nepos
11-26-2006, 02:46
After playing through a brief Portuguese campaign I have started to wonder if the Papal States faction is using the right names for the newly elected Popes. I had a Pope Orsellus for example, and I've never heard of such a pope, usually they have names like John, Nicholas, Urban, Innocent, Callixtus, Gregory etc. I wonder if the wrong name file is being referenced for new pope names? Anyway that's my two cents, a minor issue but something worth looking at. Cheers!

Lochar
11-26-2006, 03:14
I saw the excommunicated bug and I had this happen to me.

I was fighting Denmark , ordered to cease hostilities, which I did, and their navy attacked me. Well cant withdraw from those but somehow the computer treated it as I attacked Denmark.

I went from a high relations with papal states to excommunicated. I could have reloaded but figured will play it out.

Also I am getting asked to retrain troops but they arent getting any type of upgrade. Ex was my merchant horsemen, they arent getting armor or experience upgrades yet even after I retrain them, they are right back in my retrain options.

Not sure if its intentional or a bug, but princesses can only server as a diplomat with another diplomat or princess, otherwise all you can do is marriage options with generals.

Pathing doesnt look for non aggresive routes when trying to cover maps, it just takes shortest route no matter if you tick neighbors off. Of course it seems any Tom Dick or Harry can just march away in you lands without a penalty.

TheManWhoWasn'tThere
11-26-2006, 03:39
I want to adress the bug with the english billmen and some other units using two-handed weapons. When they are in melee with a cavalry unit they do nothing but blocking the blows of the cavalry. They don't actually hit back with their long-ranged weapons, which should be pretty effective. Now before you think these units are just too weak to make any damage, I have had the opportunity to actually charge an enemy cavalry unit, because they weren't moving (passive ai bug) and the charge literally cut down the complete first row of the cavalry. But as soon as the charge was over and they were in melee there didn't fight anymore and were cut down by the cavalry. THIS IS A SERIOUS BUG.

Fizz
11-26-2006, 04:16
I want to adress the bug with the english billmen and some other units using two-handed weapons. When they are in melee with a cavalry unit they do nothing but blocking the blows of the cavalry. They don't actually hit back with their long-ranged weapons, which should be pretty effective. Now before you think these units are just too weak to make any damage, I have had the opportunity to actually charge an enemy cavalry unit, because they weren't moving (passive ai bug) and the charge literally cut down the complete first row of the cavalry. But as soon as the charge was over and they were in melee there didn't fight anymore and were cut down by the cavalry. THIS IS A SERIOUS BUG.


Billmen (at least, maybe others too), seem to have another weird issue with their stats.

Heavy billmen have better stats (15/10/5) than Jannisarry Heavy Infantry (12/10/4). Yet, the Jannissaries always win in a 1-1 fight.

Now, Jannissaries -should- win this fight, but i don't know how this happens with the stats as they are.

The description of billmen suggests they should get a bonus against cavalry (that was the intent of the weapon), but it's not mentioned in their features list, only `bonus against armor'.


-Fizz

sapi
11-26-2006, 05:46
@fizz, i'll add in something about an issue with two handed weapons; i seem to have noticed the same things with my varangian guard.

@lochar, i've mentioned the excommunication problems

@julius, i'll mention that

@Wonderland, i've mentioned the first bug as 'native archers have peasant picture in the stats screen'; with the second, is that a typo in the master merchant guild virtue or is it actually being awarded by a master assassain guild?

I'm working on the categorisation now btw ;)

sapi
11-26-2006, 06:32
I'll email this to CA later today or tomorrow, but i want to put it up first in case anyone disagrees with what i class a major/minor bug, etc.

Now i'm (finally) off to play some m2tw :P )

---

Categorised List (in order of priority by category, but not within the category; ie. major bugs should be dealt with first, then minor gameplay bugs, then minor irritants, but they all have equal priority within the category):

Major Bugs (need immediate attention)
Passive AI bug - seemingly triggered by a lack of missile troops and thus prevelant in sieges, the AI has a tendancy to stand still and allow its troops to get shot to pieces by archers that could have been easily eliminated by a charge

Siege lag bug - the game lags severely when the ai has only one set of ladders/attempts to only use the one set

Cavalry stop charging when the first man hits, robbing the charge of its impact. Sometimes they don't lower their lances at all, but instead just charge in with swords drawn.

Units have cohesion problems - often, only the first ten or so men of a unit will attack, with the rest hanging back and only filling the gaps caused by casualties.

Archer Issues - Archers refuse to obey your orders with respect to targets and seemingly enjoy charging the enemies you've ordered them to shoot. This seems to happen more with missile cavalry, but sometimes one or two men out of the unit will charge straight at the enemy to engage meele combat instead of shooting as ordered, and others will just run around in circles. In addition, archers sometimes take forever to fire as a group and thus only get one full volley off against charging enemies. Archers also operate too far in front of their army to be saved by friendly cavalry in the event of an enemy charge.

Passive Friendly AI - your units won't always react to threats and will often just sit there being slaughtered instead of turning around and fighting

Papal Bugs - there is inconsistent excommunication, and the papacy doesn't seem to be able to distinguish between the aggressor and the defender. It's also been suggested that it shouldn't be an act of war to attack another catholic faction's army that is in your territory without leave.

Armies (both friendly and ai) occasionally spawn on inaccessible cliffs.

Infantry still have trouble navigating and fighting on walls and often get stuck with half the unit on the wall, and half off it, making movement next to impossible.

The AI can't deal with longbow stakes properly, and will either line up before them to get shot or bizarrely change formation to a deep column and stand to one side of the stakes.

Troops in loose formation can better resist cavalry charges and are otherwise inexplicibly superior to those in tight formation.

It is very hard to accurately place troops in cities, castles and forts.

Relocating your capital causes errors in merchant earnings.

Men desert from crusades far too easily, either after a small change in course or after sailing around Spain.

There is no weather option for non-settlement maps in multiplayer.

Multiplayer balancing issues with muskateers and cavalry.


Minor Bugs (gameplay issues)
Siege battles in multi-walled castles automatically end when you run out of ammo for your siege weapons despite the walls being linked and thus infantry being able to get through.

Agents and ships get stuck into loops on the campaign map, generally involving 'get on, sail somewhere, get off, sail somewhere, get back on, sail to place one, get off, repeat'

Men sometimes run for a corner of the walls in siege battles without player orders.

Archers seemingly do no damage in heavy rain.

Sometimes crusades don't move anywhere.

Pathfinding for units chasing routers is terrible.

Ships sometimes have unlimited movement.

Longbow stakes can be deployed in fortresses to massacre cavalry.

Faction missions sometimes state that they were completed by another faction when they weren't.

Units have pathfinding issues in attacking artillery from the front.

In diplomacy, ai sometimes counter offer with the exact same thing that you offered.

Men are auto-placed on sections of wall that are cut off thanks to a previous battle destroying sections of the wall.

Cavalry or infantry will not attack a unit that is attempting to climb a ladder that is currently busy with another unit.

The gatehouse is reported as taken when you are defending on a siege. This is not the case, as the gates are still locked and the enemy does not attempt to go through them.

Missile units have difficulty firing on units inside the castle while on the wall, sometimes they will not fire at all.

Ordering more then one unit off the walls during a siege, will result in them getting stuck in the tower and unable to do anything, even though it still displays them as moving towards the destination.

Princesses often gain useless ancillaries that are designed for family members such as Governors and Generals.

The 'bad taxman' trait is awarded in castles, where you can't adjust the tax rate.

Master guilds don't award basic guildhouse bonuses to agents trained in their city (so it is actually more effective to train an agent at a city with a basic guildhouse than one with a master, provided you have a master one elsewhere)

Some people are having a bug where a crusading army gets stuck on the bridge by venice once another faction takes the crusade target. The army stays there forever until someone attacks it.

Sometimes the mongols fail to appear.

Ballista towers fire during a siege despite being destroyed by sabotage

Troops with two handed weapons (eg. billmen, varangian guard) don't seem to fight well in melee, but work effectively on the opening charge.

Muskateers only fire effectively when in a formation two lines deep.

In multiplayer, map names are shown in the host's language rather than that of the player.


Minor Bugs (irritants)
Byzantine archers have a skinning issue on their arms.

Holding space to see unit positions doesn't stick, but instead flashes on and off.

There are occasionally texture issues on siege equipment, stopping them from showing up

Arrows hit the gates as if they're in closed position when they're open due to a spy

Faction heir doesn't return to king's son once he comes of age, but stays with the brother/whatever

Town square flags don't change to reflect the current owner.

Units change formation on rough terrain and don't change back

The 'let the ai control these reinforcements' option doensn't stay checked when you browse unit stats, army composition etc.

Byzantine spearmen are too weak in comparison to those of other factions.

Gothic knights appear to be too weak.

Crossbowmen are too powerful and the ai seems to use them far too much in its armies

The 'start battle' option obscures the unit description card

There are sound bugs (see post #60 of the Org bugs thread)

Battle replay files sometimes show completely different battles to what actually happened

Agents can't pass armies on the campaign map

With a large number of spies in a city, the chance to open the gates in the event of a siege will go beyond 100%.

Catapults (the men, not the weapon) are overpowered

Experience bonuses are sometimes not awarded correctly (see post #86 of the Org bugs thread)

Free Company heavy Infantry reply with 'heavy calvary' when you click on them

Muslim archers will join a sicilian crusade against muslims

Native archers have the peasant picture in the stats screen

Pope names seem odd - perhaps the incorrect file is being referenced?


Bugs that aren't common/cannot be repeated/are probably due to hardware
'm2tw has to close because of an unspecified error' sometimes occurs.

There is an invisible general bug (posted by rothe, the Org buglist post #19)

Family trees sometimes only show the faction leader (Org buglist, post #24)

Game seemingly stuck in a loop (probable hardware issue) (https://forums.totalwar.org/vb/showthread.php?t=72147)

AI armies disappearing (Org buglist, post #30)

Crusades unjoinable (Org buglist, post #41)

Ransomed general 'floating on water' and blocking land bridge (Org buglist, post #42)

Faction switching bug (Org buglist, post #92)

Game hanging issues (Org buglist, post #105)

screwtype
11-26-2006, 08:35
Sahi, I didn't see any mention of the inquisitor issue whereby many gamers feel inquisitors are way overpowered and knock off too many heirs. Many people seem to feel this is a major issue. Also the issue of inquisitors killing the head of a crusade causing the whole army to desert.

Also, I've read a number of reports that the group selection commands still don't work properly, which I would consider a major bug. Like only one unit obeying the command when a group of units is ordered to do something.

Also, the siege lag bug has been reported not just when a bunch of units are trying to get up one ladder, but when a number of them are trying to use the same method of entering a castle regardless of what the method is.

sapi
11-26-2006, 09:33
ok screwtype - thanks for the info. Added (both under major bugs).

...Siege lag bug - the game lags severely when the ai has only one set of ladders/attempts to only use the one set; or when the ai attempts to use one major method to enter the castle; or from a myriad of other factors. Whatever they are, it needs to be looked at.

...Giving orders to groups sometimes results in only one or two units obeying that order and the rest standing around having a smoko.

Inquisitors are felt to be unbalanced in the sense that they enjoy killing heirs, and that they'll attempt to root out heresy on a crusade (which historically was pointless as the crusade cleansed you of sin), causing the entire army to desert...

screwtype
11-26-2006, 12:34
Inquisitors are felt to be unbalanced in the sense that they enjoy killing heirs, and that they'll attempt to root out heresy on a crusade (which historically was pointless as the crusade cleansed you of sin), causing the entire army to desert...

Don't know whether they actually enjoy killing generals, but they do it too much, according to many posters ~:)

ShellShock
11-26-2006, 19:15
I've seen other people report this.

When I use mouse button 4 (free look mode) the camera just spins continuously anti-clockwise. I thought this might be because of my old mouse, so I've bought a new one - a Logitech MX518 gaming mouse.

Guess what - the problem still happens.

I assume that this is a bug with the game, and hope it gets fixed in the patch. Use to work fine in RTW.

Ralek
11-26-2006, 20:37
Great work compiling this list Sapi. I just want to address and refine a few of them:


Archer Issues - Archers refuse to obey your orders with respect to targets and seemingly enjoy charging the enemies you've ordered them to shoot. This seems to happen more with missile cavalry, but sometimes one or two men out of the unit will charge straight at the enemy to engage meele combat instead of shooting as ordered, and others will just run around in circles. In addition, archers sometimes take forever to fire as a group and thus only get one full volley off against charging enemies. Archers also operate too far in front of their army to be saved by friendly cavalry in the event of an enemy charge.

The above is mostly correct, but I've seen the targeting of archers reported as a bug on several threads when it is actually a design feature which is covered by the advisor on the battle tutorial. I'll explain:

Actual created groups (by using the group command) work differently than multiple selection of several units. When you have a group selected and give an attack order, you aren't actually telling all the units in the group to attack that unit, you are telling the group to engage the enemy line at that position. Look at this battle formation example:

1 2 3

A B C

If 1, 2 and 3 are enemy units and A, B and C are your archer units. If you have ABC grouped and click on any of the enemy units, A will fire at 1, B will fire at 2 and C will fire at 3. In order to have them engage a SINGLE unit on the enemy line, you have to ungroup them first. This is intentional. For achers this is not very useful, but it is damned useful if your ABC group were melee units and you wanted to engage the enemy line while maintaining your own line cohesion.
The other reported problem with archers targetting is leaving fire at will enabled. If you have fire at will enabled, the archer's AI will take over your targetting orders and fire at the target they want. If you want to control who your archers target, you need to turn fire at will off.

The rest of the reported problems with archers (taking forever to aim, missile cavalry attacking in melee instead of shooting, etc) are all apparently real bugs and not design decisions.


Relocating your capital causes errors in merchant earnings.

I'll expand this one a bit. When you first start a campaign, the resource trading is calculated correctly. After you load the game, it fails to correctly calculate the distance to the capital, resetting ALL resources values to their base value, with NO regard to distance to capital. If you relocate your capital, the game will be forced to recalculate distance to the capital. Workaround for now is to relocate your capital back and forth immediately following loading a game.

Again, great work compiling this list and here's hoping they address the issues soon(tm)

rosscoliosis
11-26-2006, 23:27
Another one I just noticed that I haven't seen reported yet. Pretty darn minor, but I have one unit of Dismounted Feudal Knights with 64 knights in it instead of 60... If placed inside a castle it shows up under re-train, but is always greyed out. It also shows 64 inside the actual battle mode. I'll see if it's still that way (ie: haven't killed any of extras off yet) and take a screenshot.
Also, not so much of a bug as an irritating lacking feature is the ability to precisely change the direction of a unit without setting up the actual line formation again. Even just being able to right-click + drag rotate grouped units without it COMPLETELY ruining the formations would be great. Even to just be able to do this in the deploy troops phase would be great! I've been waiting for that to be in the interface since Shogun, haha. ;-)
Now if someone tells me that's in the game already and I've just somehow overlooked it all these years... I'm going to slap myself silly, haha.

magnum
11-27-2006, 08:04
Did a quick scan through the thread and didn't see this. Manual states that you can covert between castles and cities up through City <-> Fortress level. Game stops allowing conversion one level below that though. For a quick check on this, Cordoba starts the game as a Minor City (in game designation, population is the same as for what the manual lists as a City) and you do not have the option of converting to a castle.

sapi
11-27-2006, 08:15
@ralek, thanks for the clarification in the merchant issue - i've quoted you.

As to the archer one, i understand what you're saying, but i don't buy it. To begin with, my archers dont' fire evenly across the enemy line, as they would if that was working properly. Secondly, i've never noticed my infantry strictly keeping to that order, so i'm sure the archers shouldnt' either.

having said that, i now believe that the problem is to do with having the fire at will command have a higher priority than the manual commands, stopping the manual ones from workign effectively.

I've also decided to move the issue with two handed weapons into the major bugs section, as it's really irritating to have major units being completely ineffective due to it :(

I'll probably send this off later today to ensure that ca can get started on it tomorrow (they're actually on my time, fancy that :D ), so if anyone has any additions please be quick ;)

---

Categorised List (in order of priority by category, but not within the category; ie. major bugs should be dealt with first, then minor gameplay bugs, then minor irritants, but they all have equal priority within the category):

Major Bugs (need immediate attention)
Passive AI bug - seemingly triggered by a lack of missile troops and thus prevalent in sieges, the AI has a tendency to stand still and allow its troops to get shot to pieces by archers that could have been easily eliminated by a charge

Siege lag bug - the game lags severely when the ai has only one set of ladders/attempts to only use the one set; or when the ai attempts to use one major method to enter the castle; or from a myriad of other factors. Whatever they are, it needs to be looked at.

Cavalry stop charging when the first man hits, robbing the charge of its impact. Sometimes they don't lower their lances at all, but instead just charge in with swords drawn.

Units have cohesion problems - often, only the first ten or so men of a unit will attack, with the rest hanging back and only filling the gaps caused by casualties.

Archer Issues - Archers refuse to obey your orders with respect to targets (one suggestion is that this is to do with the fire at will command having a higher priority than your manual orders) and seemingly enjoy charging the enemies you've ordered them to shoot. This seems to happen more with missile cavalry, but sometimes one or two men out of the unit will charge straight at the enemy to engage meele combat instead of shooting as ordered, and others will just run around in circles. In addition, archers sometimes take forever to fire as a group and thus only get one full volley off against charging enemies. Archers also operate too far in front of their army to be saved by friendly cavalry in the event of an enemy charge.

Passive Friendly AI - your units won't always react to threats and will often just sit there being slaughtered instead of turning around and fighting

Papal Bugs - there is inconsistent excommunication, and the papacy doesn't seem to be able to distinguish between the aggressor and the defender. It's also been suggested that it shouldn't be an act of war to attack another catholic faction's army that is in your territory without leave.

Armies (both friendly and ai) occasionally spawn on inaccessible cliffs.

Infantry still have trouble navigating and fighting on walls and often get stuck with half the unit on the wall, and half off it, making movement next to impossible.

The AI can't deal with longbow stakes properly, and will either line up before them to get shot or bizarrely change formation to a deep column and stand to one side of the stakes.

Troops in loose formation can better resist cavalry charges and are otherwise inexplicibly superior to those in tight formation.

It is very hard to accurately place troops in cities, castles and forts. As a matter of fact, it is very hard to place units at all in them!

Relocating your capital causes errors in merchant earnings. According to reports, "When you first start a campaign, the resource trading is calculated correctly. After you load the game, it fails to correctly calculate the distance to the capital, resetting ALL resources values to their base value, with NO regard to distance to capital. If you relocate your capital, the game will be forced to recalculate distance to the capital. Workaround for now is to relocate your capital back and forth immediately following loading a game." (thanks ralek)

Men desert from crusades far too easily, either after a small change in course or after sailing around Spain.

There is no weather option for non-settlement maps in multiplayer.

Giving orders to groups sometimes results in only one or two units obeying that order and the rest standing around having a smoko.

Inquisitors are felt to be unbalanced in the sense that they enjoy killing heirs, and that they'll attempt to root out heresy on a crusade (which historically was pointless as the crusade cleansed you of sin), causing the entire army to desert.

Troops with two handed weapons (eg. billmen, varangian guard) don't seem to fight well in melee(at all, in fact - from what i can see they'll only make a kill if they're attacked and the enemy fails to make one), but work effectively on the opening charge.

Multiplayer balancing issues with musketeers and cavalry.


Minor Bugs (gameplay issues)
Siege battles in multi-walled castles automatically end when you run out of ammo for your siege weapons despite the walls being linked and thus infantry being able to get through.

Agents and ships get stuck into loops on the campaign map, generally involving 'get on, sail somewhere, get off, sail somewhere, get back on, sail to place one, get off, repeat'

Men sometimes run for a corner of the walls in siege battles without player orders.

Archers seemingly do no damage in heavy rain.

Sometimes crusades don't move anywhere.

Pathfinding for units chasing routers is terrible.

Ships sometimes have unlimited movement.

Longbow stakes can be deployed in fortresses to massacre cavalry.

Faction missions sometimes state that they were completed by another faction when they weren't.

Units have pathfinding issues in attacking artillery from the front.

In diplomacy, ai sometimes counter offer with the exact same thing that you offered.

Men are auto-placed on sections of wall that are cut off thanks to a previous battle destroying sections of the wall.

Cavalry or infantry will not attack a unit that is attempting to climb a ladder that is currently busy with another unit.

The gatehouse is reported as taken when you are defending on a siege. This is not the case, as the gates are still locked and the enemy does not attempt to go through them.

Missile units have difficulty firing on units inside the castle while on the wall, sometimes they will not fire at all.

Ordering more then one unit off the walls during a siege, will result in them getting stuck in the tower and unable to do anything, even though it still displays them as moving towards the destination.

Princesses often gain useless ancillaries that are designed for family members such as Governors and Generals.

The 'bad taxman' trait is awarded in castles, where you can't adjust the tax rate.

Master guilds don't award basic guildhouse bonuses to agents trained in their city (so it is actually more effective to train an agent at a city with a basic guildhouse than one with a master, provided you have a master one elsewhere)

Some people are having a bug where a crusading army gets stuck on the bridge by venice once another faction takes the crusade target. The army stays there forever until someone attacks it.

Sometimes the mongols fail to appear.

Ballista towers fire during a siege despite being destroyed by sabotage

Muskateers only fire effectively when in a formation two lines deep.

In multiplayer, map names are shown in the host's language rather than that of the player.


Minor Bugs (irritants)
Byzantine archers have a skinning issue on their arms.

Holding space to see unit positions doesn't stick, but instead flashes on and off.

There are occasionally texture issues on siege equipment, stopping them from showing up

Arrows hit the gates as if they're in closed position when they're open due to a spy

Faction heir doesn't return to king's son once he comes of age, but stays with the brother/whatever

Town square flags don't change to reflect the current owner.

Units change formation on rough terrain and don't change back

The 'let the ai control these reinforcements' option doensn't stay checked when you browse unit stats, army composition etc.

Byzantine spearmen are too weak in comparison to those of other factions.

Gothic knights appear to be too weak.

Crossbowmen are too powerful and the ai seems to use them far too much in its armies

The 'start battle' option obscures the unit description card

There are sound bugs (see post #60 of the Org bugs thread)

Battle replay files sometimes show completely different battles to what actually happened

Agents can't pass armies on the campaign map

With a large number of spies in a city, the chance to open the gates in the event of a siege will go beyond 100%.

Catapults (the men, not the weapon) are overpowered

Experience bonuses are sometimes not awarded correctly (see post #86 of the Org bugs thread)

Free Company heavy Infantry reply with 'heavy calvary' when you click on them

Muslim archers will join a sicilian crusade against muslims

Native archers have the peasant picture in the stats screen

Pope names seem odd - perhaps the incorrect file is being referenced?

Holding mouse4 to activate free look mode sometimes results in the camera simply spinning anti-clockwise.


Bugs that aren't common/cannot be repeated/are probably due to hardware
'm2tw has to close because of an unspecified error' sometimes occurs.

There is an invisible general bug (posted by rothe, the Org buglist post #19)

Family trees sometimes only show the faction leader (Org buglist, post #24)

Game seemingly stuck in a loop (probable hardware issue) (https://forums.totalwar.org/vb/showthread.php?t=72147)

AI armies disappearing (Org buglist, post #30)

Crusades unjoinable (Org buglist, post #41)

Ransomed general 'floating on water' and blocking land bridge (Org buglist, post #42)

Faction switching bug (Org buglist, post #92)

Game hanging issues (Org buglist, post #105)

Some units have incorrect numbers of men in them (Org buglist, post #124)

gc49
11-27-2006, 09:09
I've got a major Siege slowdown issue.

My system handles everything fine. I can assault a city/fortress without difficulty, and the initial defence starts our fine, but about 5 minutes into a siege defence, and from memory always after I issue a sortie to drive an undefended group of ladders or something from the walls, I end up with unplayable slowdown (about a second every 5 second to 10 seconds). Graphic settings make no difference, nore does anythign else I try.

System should be fine for this, particularly on lowest settings (where I ended up as mentioned above, to no avail), and I've had no problem in assaulting (even with more units in the battle), only in defence.:furious3:

sapi
11-27-2006, 09:29
Yeh - it's an issue with the ai that i've mentioned in the major bugs section. Still a bummer though :(

Bullethead
11-27-2006, 10:19
ok screwtype - thanks for the info. Added (both under major bugs).

On you list, I didn't see mention of the billmen and a number of other infantry units with 2-handed weapons being unable to fight cavalry. They can kill some if they charge them, but after that, there's some sort of animation problem where they never take a swing in melee combat, and thus never do any damage.

sapi
11-27-2006, 11:12
Troops with two handed weapons (eg. billmen, varangian guard) don't seem to fight well in melee(at all, in fact - from what i can see they'll only make a kill if they're attacked and the enemy fails to make one), but work effectively on the opening charge. ;) ...

Vicarious
11-27-2006, 12:23
I don't think this one has been covered by any of the bugs listed, allthough related:
In a siege battle, playing as the defender of a castle, I tried to rush my catapult through the gate to shoot at the advancing battering ram. But the catapult and its crew was somehow stuck in the gate, unable to fire. The men were on both sides of the gates, and wouldn't move anywhere when ordered.
There was also an advantage with this, so it could almost be used as a cheat: The enemy was unable to get the battering ram to the gate, neither could they destroy it or the crew. So the battering ram just stopped before the catapult, and the enemy were forced to used only towers and ladders to get into the castle.

After I had fought the enemy infantry off on the walls, I rushed out to take the cavalry too. When I opened the gate with another unit, my catapult was also relased and free to move again.

In the same battle one of the routing enemy units were also "trapped" in the castle walls. But I think that bug has been covered.

sapi
11-27-2006, 13:01
Considering that bugs are still cropping up, i'll delay posting it away for a day, so keep 'em coming.

Lord Dazed & Confused
11-27-2006, 14:07
I know the siege lag has already been mentioned with the one set of ladders thing, which I have experienced but I have noticed that lag also occurs when the AI if defending starts to pull back to the main square or the second ring of defences or if you are defending and do the same, the game will be happily running at 30fps then drop to 0fps for a split second then up to 30fps for about ten seconds and back down to 0fps again and carry’s on doing this until the end of the siege, :furious3: . The trigger seems to be the minute the AI or your units move into the streets and is more obvious on large cities which would suggest a path finding problem or is it just these 93.71 NVIDIA drivers. I have recreated this in custom battles and happens on high or low detail and unit size and number of units also seems to make no difference.
Also I don't see the slow motion animations mentioned above, this happens regardless of unit detail or size or the amount of units on screen :wall:
https://www.youtube.com/watch?v=im2tVDedB3g link to an example of the slow mo thing from CBR

Von Nanega
11-27-2006, 14:30
I found ona. When I was playing Spain, I had a night fighter General attack a stack of rebels. I clicked "Attempt night attack" and then the rebels retreated!! I went ahead to attack and the game froze. I reloaded and tried again. Same result. So the next time I withdrew from attack, and went at them the next turn. Got them then.

Butcher
11-27-2006, 14:45
I was under siege by the mogols, they got troops onto my walls which i routed. They fled thoruogh my gates, which opened for them and which then allowed the mongols to storm in. What was worse, was that it seemed to allow them to capture all the remaining gates.
They had no spy in, and the gates were seemingly under my control. Very annoying, I lost Acre cos of that. :(

Oaty
11-27-2006, 20:46
Well not to sure that's exactly what it is or a bug.

As England I had my king in Acre after a crusade. I looked at the settlement details and noticed instead of distance to capital penalty being 80 it is 30.

It appears the king can nearly kill the distance to capitol penalty. The only thing is he died and the penalty stayed at 30 percent.

So is this a bug or was the king causing a 50 percent reduction, and the bug is the 50 percent bonus staying after he dies.

Nebuchadnezzar
11-28-2006, 03:55
I managed to take notes during the coarse of a few campaigns (Venice, Danes, Russia) and thought it would help to list them here since the .com has closed its bug thread. I tried to leave out the obvious bugs except if they differ slightly. I did read the thread but apologize if any have been mentioned.

Finally I listed some points which may or may not be bugs but would help to be corrected. Also I have images and more details for some of the problems.

CAMPAIGN
Campaign AI does not sufficiently garrison its frontier settlements or castles and its full stack armies stroll by when under seige.

Odd mouse cursur behavior eg don't always get the sword cursor displayed when selecting to attack rebels from a garrisoned army.

Loss of keyboard control after hibernation mode.

Danes have Russian accents.

Venice mounted sergents information scroll show empty "Abilities at a glance"

Battle engagement scroll when player reinforcements are available some overlayering occurs which prevents the clear display of the AI control checkbox.

Faction notices appear after their extermination. eg Faction reconciled notices appear after extermination and broken alliances notices even if both or one faction have been exterminated.

Bizarre and/or unobtainable missions. eg Council of Nobles such as send emissary to Venice to establish trade rights when you already have trade rights with them.

Receive an expired notice on a mission to annex settlement because another faction has taken control when this is clearly not the case.

No mission expired notice when faction heir requesting regicide mission and faction is later destroyed.

After merging and then retraining units you may have an unusual unit size.

Mongols may arrive in more than two waves. Have seen up to 15 stacks arrive from near Tbilisi.

Factions are much too willing to part with cities. eg for very low cost or even in exchange for traderights.

BATTLE

When attacking an enemy city with allied reinforcements and their ram breaks through you hear "Enemy rams are through our gates".

During triple speed can see Byzantine Infantry alternate 3 versions of armour.


BUGS OR IMPROVEMENTS

Assassins seem unusually inferior for some factions. Playing as Russia it is near impossible to train an assassin to a respectable level even with guilds where as playing as Venice nearly every assassin becomes a master.

Cities/Castles should turn rebel after sacking.

When asking French for trade right (no money) you get a reply "You enjoy holding us too ransom like this". This is a ridiculous agro response.

A worsen relations notice appearing when at war. Just how worse do you expect in war?

Portraits do not reflect age. eg heretic age 39 looks 79!

No diplomacy at VH levels. This is a real bummer.

When you open and then close the negotiation scroll (either because you changed your mind or you were just checking current treaties) is considered a failed negotiation leading to influence loss. Consider adding a close option without penalty rather than "end negotiation".

A failed negotiation/mission for an agent could lead to a total loss of influence/skill.

Battle control panel is clumsy to use and looks amateurish compared to RTW.:2thumbsup:

Kraxis
11-28-2006, 05:28
... most of those are gameplay issues. Post them in the other thread (what you would like in the patch).

screwtype
11-28-2006, 05:32
I was under siege by the mogols, they got troops onto my walls which i routed. They fled thoruogh my gates, which opened for them and which then allowed the mongols to storm in. What was worse, was that it seemed to allow them to capture all the remaining gates.
They had no spy in, and the gates were seemingly under my control. Very annoying, I lost Acre cos of that. :(

Hahaha, that IS pretty silly. It used to annoy the heck out me in RTW too when enemy units would route back to their city square even after you had taken the square, thus restarting the countdown! They should have routed off the map since they had lost the city.

IMO, units should not be able to route through city gates unless the gates are held by their own side, or unless the gates were already opened by a spy.

Kraxis
11-28-2006, 05:34
Gates should just have a lock you could set.

Naturally spies would negate that.

screwtype
11-28-2006, 05:39
... most of those are gameplay issues. Post them in the other thread (what you would like in the patch).

I disagree. Most of the things Nebuchadnezzar listed sound like genuine bugs to me.

Nebuchadnezzar
11-28-2006, 05:57
... most of those are gameplay issues. Post them in the other thread (what you would like in the patch).


I would agree that the last 3 items on the list are gameplay issues and a couple of others are uncertain (bugs or features classification) but I believe the rest do infact belong here.

Kraxis
11-28-2006, 05:57
Oh well, I guess I just got influenced by the first (point) and the entire last paragraph.

sapi
11-28-2006, 08:17
I've added in what i feel to be the actual bugs from Nebuchadnezzar's list, and i'm about to email it to the address Palamedes gave me.

Thanks for all your help guys; here's hoping most of them will get fixed :D

troymclure
11-28-2006, 08:57
not sure if it's an actual bug but i feel that Denmark needs some work. Most specifically i would make the path down from their main city into europe and the path into the rest of scandinavia shorter. Atm Denmark is almost always a power in europe probably because it tends to expand into the rebel provinces near it at the start. If it would focus on scandanavia first this would hopefully cause a more historically accurate Denmark to come about.

Agapeus
11-28-2006, 11:14
It is about the cavalry charge :

had some similar problems but now i do it "my way".

i group 3 cav units on two lines and tight. then order the formation to move just behind the enemy lines. when close enough i give them "run" . and they do !!! smashing any unit to pieces ( if u dont believe me try it )
when in the back of enemy lines i order then now in the opposite direction ; same : they run again though the lines - battle over !

and that without using "charge":smash:

Fridgebadger
11-28-2006, 14:55
User defined keys

I've tried adding hotkeys for the three game speeds, as I did in RTW, and though in the list of keys in the options menu it appears they have been set, they have no effect in game. I thought it may be because I was in the middle of a campaign, but I've since started a new one and they're still not working...

Darius
11-28-2006, 16:04
So I'm toying with the idea of launching a crusade and just for the heck of it have one of my somewhat decent newly adopted french general raise a nice army and have it go to crusade. I then finally stop to think just what happens if I click "Abandon Crusade" as I never thought of a situation where that would be necessary. So I saved the game and clicked it. Nothing.

Hmm looks like my general got +1 Chivalry for joining it, ok well back on track. So I have him rejoin the crusade...wait a minute, he just got more chivalry? Well looks like the "Ruler" trait is increased towards the chivalrous side each time you join a crusade, regardless of whether you finish said crusade or not. So I figure what the hell lets see what else may happen and BAM Peter the hermit is in my retinue, sweet. Spam it a few more times and my general is now known as a Saint and the Ruler trait grants +5 Chivalry +3 Authority. Not bad for never having to leave home to fight the infidels. :dizzy2:

Whoz'onE
11-28-2006, 16:10
Sounds like a prime candidate for the bug-fix patch list. Fun though :)

Spartiate
11-28-2006, 16:18
Must work with Jihads also then. Did you do this in the same turn or on consecutive turns?

Quillan
11-28-2006, 16:27
Won't all the troops other than general's bodyguards who were in that army desert at the end of the turn?

Darius
11-28-2006, 20:37
I did it all on the same turn, you can join and leave as often as you want, and a crusading army has to be leaderless for two full consecutive turns to disband I think so it was fine.

Quillan
11-28-2006, 20:56
That's not what I mean. What I meant was, it was my understanding if the general abandoned the crusade, all the troops would desert. Any normal troops you order out of the crusading army disband, unless you're leaving them as a city garrison. Or do you mean the general just moved out of the stack and back into it, rather than clicking a button to abandon the crusade?

Bob the Insane
11-28-2006, 21:01
Definately sounds like an exploit...

Does it have any effect on your relationship with the Pope?

Aenlic
11-28-2006, 21:02
The general doesn't have to leave the stack, Quillan. If you click on abandon crusade, he stays in charge of the stack. You'll see his card without the crusader flag on it in the stack window and all of the other troops' cards still show the crusader flag; but he's still in charge of the stack somehow. I only did this once, and didn't pay attention to the results. I clicked abandon crusade, saw the above, then clicked join crusade and continued on with him in charge of the same stack. He never left the stack, and nothing was affected - I wasn't paying attention to his stats at the time, though. Nice catch Darius.

Kraxis
11-28-2006, 21:06
He clearly stated that he used the button...
This should be fixed... and it isn't enough to 'only' allow one abandonment each turn. Then you just move then abandon and rejoin, rinse repeat.

The first abandonment should be free, but thereafter your man should get penalties to piety, morale and authority (he could be the next king).

Kraxis
11-28-2006, 22:31
One of what I'm about to mention has already been put forth, but I'm putting it out as a group.

- Pre-battle speeches have a number of sections that are bugged. For instance the German "We will kill a quarter of their troops" (well the one about killing a quater of their troops) is fairly bugged. The general starts over three times, and in one he seems to say it wrong. Obviously something went wrong when it was put out.
There is at least one other German speech that is bugged, and then there is the other one that has been mentioned where there is complete silence (not German though).

Should be easy to fix the German ones as it is 'just' a bit of snipping in the files and only the correct speech will appear.

Doug-Thompson
11-28-2006, 23:01
:bump:

Bullethead
11-29-2006, 04:47
Spearman units (not pikes, just the regular short spears) have some serious problems that make them nearly useless:

1. Schiltrom Formation = Suicide
Instead of offering improved defense, the schiltrom formation is pure suicide for spearmen units in melee, whether fighting cav or infantry. It is MUCH worse than leaving the spearmen in their default formation, as follows:

Attacker losses: schiltrom inflicts much fewer losses than do defenders in default formation.
Defender losses: schiltroms are totally annihilated, whereas in default formation the spears will rout with about 25% men remaining, hopefully to be rallied later.
Time until Defender Loses: The schiltrom only lasts about 1/2 as long as the time required to rout spearmen in default formation, when fighting the same attacker.


2. Charge and Anti-Cav Bonuses Backfire
If you run a spearman unit head-on into an identical but stationary spearman unit, the charging unit takes significantly more casualties on impact. Given that both units have the same defense stat and the attackers should have the charge bonus, you'd expect the opposite result. Thus it looks like the defenders actually get the attacker's charge bonus. The same seems to apply to the spearmen's anti-cav bonus, because even more charging spearmen die when hitting the rear of engaged cav than hitting the front of other spearmen.

Martok
11-29-2006, 07:51
Merging two threads into the bug list.

therother
11-29-2006, 08:01
As England I had my king in Acre after a crusade. I looked at the settlement details and noticed instead of distance to capital penalty being 80 it is 30.Is Acre a city or a castle? Castles get a 2.5 fold reduction in the distance to capital penalty.

Julius_Nepos
11-29-2006, 08:39
This is just another update on my original note on Papal names being incorrect. It would seem that the Byzantine Faction is also using incorrect names for faction leaders and heirs. Although, like the Papacy, Byzantium starts out with appropriate faction leader and heir names, John, Andronicus, Alexius etc. This system falls flat on its face down the line when names no Byzantine Emperor would ever use are selected for the new Emperors. Anyway just more of the same here! Cheers!

JFC
11-29-2006, 12:25
Initially Posted this in the Apothecary, but still no joy...

I have a full stack army sitting outside the Aztec City of Cholula. Go to the Battle screen and...
Why do the City building types resemble that of downtown Jerusalem or some other middle eastern residence? NOT an Aztec Pyramid in sight nor anything Aztec for that matter, just domed houses and those tall towers like the Holy Lands etc.
Graphic are on full BTW.

here's the image: Cholula or Jerusalem?
https://img167.imageshack.us/img167/1682/cholulapr5.th.jpg (https://img167.imageshack.us/my.php?image=cholulapr5.jpg)

@ Sapi,
I know it's been said, but I do want to emphasise the problem with 'two handed weapon' foot troops not having a chance against Cav as they just don't seem to use their weapons.

sapi
11-29-2006, 13:07
mate, i've sent it off and that was one of the major bugs. Palamedes said they're looking into most of them and hopefully they'll be able to develop fixes in that regard.

It is a major bug :(

Raxxius
11-29-2006, 15:46
Every game I've played.

First time the pope dies, elections are held, new pope comes up.

And dissapears next turn causing new elections. This pope sticks around but when he dies the next 'lucky' man also dissapears.

This destroys the numbers of cardinals, I think at one point there were 2 left.

Shahed
11-29-2006, 22:26
Please see here for a Join Jihad Bug.

https://forums.totalwar.org/vb/showthread.php?t=73379

Thanks.

Nestor
11-30-2006, 04:42
What is going on with ballista\cannon towers? I was preparing to defend as Byzantine Empire the citadel in Adana against the Mongols and in the battle the cannon towers were spitting arrows!

I've read somewhere that ballista towers work as cannon towers and vice versa, (and actually seen it in game playing as Venice and defending Jerusalem) so I reloaded replaced the cannon towers with ballista towers and the result is the same: they only fire arrows/ballistas.

The graphics are different in the battle: ballista towers have rectangular openings, cannon towers have round ones. But I can see neither ballistas or cannons protruding.

Is this buggy only for the Byzantines? Do they really have cannon towers when they don't have cannons as units apart from bombards?

Cannon/Ballista towers have bugs. Playing as Venice Ballistas were acting as cannons in Jerusalem, playing as Byzantines I don't have cannon towers in Adana. I am not sure how big the problem is for others but for me it destroyed my campaign. :wall: :wall:

sapi
11-30-2006, 08:19
The Org buglist has relocated to here (https://forums.totalwar.org/vb/showthread.php?t=73566) in order to make things easier to manage and update, so please direct all your posts to that thread.

Thanks
sapi