View Full Version : The Org Buglist v2
mountain goat
01-24-2007, 06:16
i don't know if this has been mentioned but in many battles where there is much visible "daylight" i see troops carrying torches!? also sometimes they seem to be floating in the air when they(soldiers wielding torches) have been killed.
sunrise and sunset gametypes are classified as night, hence the torches.
The floating issue is a bug though (afaik)
FactionHeir
01-24-2007, 13:11
Dead units still have lit torches at night. Can be a big performance drain.
Nothing — absolutely nothing — is as important as getting the shield bug patched, IMHO.
Not only is it serious at face value, I also strongly suspect it's either a contributing factor or even a cause in many other problems: Spear units being weak against cavalry
Check.
peasants killing good infantry, etc.
Check.
Seriously, I'm absolutely certain both of these problems stem from the shields working incorrectly. Said good infantry with big shields suffer -12 from their intended defense due to the bug (i.e. a sword and shield unit the game says is 21 defense in fact has 9). Similarly, spears are usually at -12 defense, which is why they get completely rolled by cavalry. Defense seems to be the primary factor in surviving/resisting charges. Fixed spears actually put up a decent fight. Check out my shield fix (in the sig) if you want an interim solution that puts the units back to their intended frontal melee defense (by removing shields and putting their def points into other places).
CA has acknowledged the issue and I have no reason to believe it won't be patched. However, emphasis never hurts.
Right. The fact that CA has been in touch with Lusted and talked about game balance and the various bug fixes seems to be very promising, so here's hoping it comes through for the next patch.
Right. The fact that CA has been in touch with Lusted and talked about game balance and the various bug fixes seems to be very promising, so here's hoping it comes through for the next patch.
I've had a few more msn convos with Pala and things are looking good for the next patch.
FactionHeir
01-25-2007, 00:42
When the AI attacks and has reinforcements, especially when outnumbered, his reinforcements will take a defensive position on a hill after you take out his main army (and his reinforcements aren't too close to your main army).
This is quite annoying as he is supposed to attack not defend, forcing me as the defender to attack him to end the battle (i don't play with time limits)
FactionHeir
01-25-2007, 13:47
sapi, I just read a bit through the list you sent off to CA and noticed that you sent "becoming king makes the general lose his starting piety bonus"
This is not true however. They keep it. (at least after the ReligionStarter fix to make it characters family instead of characters general)
If you haven't got it on the list yet, do send off that ReligionStarter is borked (read above what to fix)
Okay, will do sometime in the near future.
If I'm allied to two other factions which go to war I'm not forced to decide which faction I want to be allied further. In RTW and MTW I had to decide whether to support the attacker or the attacked.
I had this at least twice in my current byzantine campaign (v1.1). I tried to install shaba wangs diplomacy mod. But I'm not sure if it's working or not since I didn't got more recruitment slots as described in the readme.
Shaitan
FactionHeir
01-25-2007, 19:48
I think this is a bug, not a feature:
When defeating a sallying army or a stack supporting a town under siege and your enemy loses his last family members in the battle, the faction is eliminated (duh) BUT the town you were sieging is still under siege and gets a full new garrison of fresh rebel troops.
IMO this shouldn't be happening as its unexplicable where those fresh troops suddenly appeared from and the town is supposed to fall to you when you win the battle instead of being taken over by rebels.
I think the fix for that in the code would be just to change the priority of the events around somewhat (capture town before faction eliminated), but I can't find it, so let CA fix it!
On a side note, I'd like to put emphasis on the highly annoying siege lag and campaign lag bugs!
@factionheir - agreed - that's as annoying as all hell
@shaitan - i've noticed the same thing and also wondered at the ommision
@shaitan - i've noticed the same thing and also wondered at the ommision[/QUOTE]
I would consider it as a bug, since we also can't propose an alliance to faction which is in war with an other faction which you are allied. So it seem intended and one should be forced to decide for one faction if they go to war.
Shaitan
Orda Khan
01-26-2007, 12:47
The battle editor is still bugged. You can apply the changes to preferences.cfg file (it is not ticked as read only) but these changes are not permanent. Rebooting the PC means doing the same changes again and again. It's a pain
.....Orda
FactionHeir
01-26-2007, 13:24
Free upkeep from jousting lists/tourney grounds doesn't work.
When having a gunpowder infantry on fire at will and then manually targeting them at another unit they are not currently perpendicular towards, they will form an X shaped formation with people aiming at opposite directions and refuse to fire at all until you turn off fire at will and move/stop them and retarget or set back to fire at will. I thought this was supposed to have been fixed in 1.1?
Free upkeep from jousting lists/tourney grounds doesn't work.
I'm guessing by that you mean that you can never get any unit to be free upkeep in a castle that has one of them, in spite of it saying it gives the free upkeep bonus, right?
Actually, it's doing what the game dictates it's supposed to, from what I can tell, which makes this a design oversight rather than an actual bug. The problem is that free upkeep is designed so that only a unit that can currently be recruited in the given settlement can be free upkeep at that settlement. That wouldn't be bad in and of itself, but it is bad along with the next fact: only militia units have the attribute in the export_descr_unit.txt file that allows them to be free upkeep. So the free_upkeep bonus line in the tourney grounds in fact is working correctly... it's just that no unit in the game is both allowed to be free upkeep and is recruited from a castle, so the free upkeep slot you get at your castle can in fact never make any unit free upkeep there. Easiest fix I can think of would be to make all the castle-recruited units bear the attribute that lets them be free upkeep. Since they can't be recruited in cities, this would change nothing except allowing them to become free upkeep in any slots that castles may get, which as far as I know is only those from jousting lists/tourney grounds.
mountain goat
01-27-2007, 07:38
sunrise and sunset gametypes are classified as night, hence the torches.
The floating issue is a bug though (afaik)
i could see how the code my be implemented for it being night or day and the possibility of units to wield torches, but when you look at this picture and see them holding torches you might think something is a bit out of place lol.
https://img201.imageshack.us/my.php?image=bugds8.jpg
anyway i should take some screens of floating torches later on .
it is not much of minor bug , just more an annoyance i guess .
This may have been mentioned, but it's extremely frustrating how you can drag out a formation that a unit cannot assume. This is particularly noticeable when setting up to defend a seige assault, where it's almost impossible to (for example) place a cavalry unit almost anywhere other than the city square.
Should be a relatively simple principle: If you can map out the formation, the unit should be able to assume that formation; if the unit is prevented from taking a formation, by terrain or otherwise, the "cursors" should not represent said formation.
That was the case in RTW, so I'm not sure what happened.
I think it's a problem with the deployment engine in cities.
If you start the battle, you'll find that troops don't mind assuming that position at all.
FactionHeir
02-01-2007, 10:11
When are you going to send off the list again sapi?
To be honest, i'll probably send my next one off after the patch is out, so i can catch all the new bugs as well as the others.
The vast majority of bugs were covered by the one sent on the 12th of Janurary, and i don't want to send small incremental updates that do naught but irritate :laugh4:
FactionHeir
02-01-2007, 21:25
Or you could send this one off now and then not accept new reports until the patch is out so we can differentiate better :D
Darkarbiter
02-02-2007, 11:32
Diplomats/Princesses lose all trait points in their diplomatic ability trait if they fail a negotiation instead of just getting a trait decrease by 1.
You mentioned the same bug several times. With the traits and antitraits. No need to mention it more then once.
Diplomats/Princesses lose all trait points in their diplomatic ability trait if they fail a negotiation instead of just getting a trait decrease by 1.
You mentioned the same bug several times. With the traits and antitraits. No need to mention it more then once.
Yeah it's not just Diplomats and Princesses... those are just the easiest ones to notice b/c they have so few traits and you often notice the sharp difference when one trait line vanishes. It's actually every single anti-trait in the game that causes this. Somehow the mechanic is bugged so when a trait gains a point, it completely destroys all of its antitraits instead of just subtracting one from them.
If you want to see other examples in action, you can start up a new campaign that gives you a family member with multiple points of StrategyDread or StrategyChivalry. Capture a city with him, and choose the action that will give you the opposite of what the guy has - exterminate if he has chivalry, occupy if dread. You'll note that the action immediately kills all of his old trait. I can't remember which exactly, but I think someone suggested one of the Scottish generals fits the bill for this.
There's actually a little known thread in the mod chat that discusses this one, and I formulated a workaround using triggers to simulate the antitrait functionality (yeah I'm crazy like that). The post is linked in my sig for any interested parties.
A couple of bugs...
1. When moving an army into an enemy's zone of control, you cannot move (this is normal), but if you attack the enemy with a different army such that the enemy army is destroyed or withdraws, the first army is still unable to move because the game thinks it's still within the enemy's zone of control.
2. Spies who are inside a settlement will show 100% success rate, when it may not be so in actuality, if you attempt a mission on the settlement the spy is already in. It is possible to have the spy fail despite showing "100%" chance of success in this case. However, if you first move the spy out of the settlement before attempting the mission, it will show the true percentage. It seems the game may not be correctly calculating the presence of enemy counter-spies when determining the chance of success in a settlement, if the player's spy is already inside that settlement.
Rhyfelwyr
02-04-2007, 23:45
Merchant can't reach Tobacco, maybe it was Chocolate, near river in Brazil, can't move onto the riverside tile.
Kenchi_Shaka
02-06-2007, 19:56
not sure if that has been mentioned somewhere, it isnt important either.
the province dongola, southern of egypt has no connection with its port.:furious3:
the nile bars the way to the cost of the red sea. :wall:
shaka
icecolduk
02-07-2007, 22:03
Had a read through and couldnt find these 2 so posting just in case ;)
Started a game and saved then when when I loaded up again no matter how many assassins I built I never got offered an assassins guild.
I was running around with 5 assassins killing loads ,sabotaging and had 4 towns pumping out an assassin every turn for 40 turns and still nothing.
A strange occurence with unrest,I had 9 level 5+ spies in rome,rome had around 10 units including the pope in it and was around 18k population at the time.
Unrest was at 75% so I sent in 4 assassins and wiped out 4 of his happiness buildings knocking happiness down to around 40%.
Next turn he hadnt repaired any of his buildings but happiness had shot up to 105% ,I took out all my spies unrest didnt move but as soon as I sent one of my spies in again, instead of unrest rising it went up to 120% happiness and stayed there no matter how many spies I sent in.
Bug #1 : After I captured Fortaleza in Brazil, upgraded walls, I let it rebel and after attacking it again, it showed on the battlefield with snow on it and around it but the rest of the landscape was green.
Bug #2 : Merchants can join an army, and if you move this army on a resource all merchants in it will make money. Same thing with forts built by generals sitting on resource position.
Bug #3 : After recruiting mercenery knights in west of France with 16 defence and 13 attack and sent them to upgrade at Swordsmith's guild in Caen their stats dropped at 15 D - 8 A or so after conversion.
Bug #4 : Aztecs speak arab :wall:
Bug #5 : In the Franch version I'm using the description of the aztec temple (the only building the Aztecs have) there is the 'DO NOT TRANSLATE - NOT MEANT FOR [...]'
Bug #6 : On sending a unit of mortars to destroy a castle tower (in Caesarea) sometimes they get in range then they stop without shooting even if I right-click again for attack command. It works if I position them in range of the target without commanding them to attack.
Bug #7 : 2 swiss pikemen units were in a forest, and 2 mercenary ribaults outside the forest were commanded to make some swiss cheese holes in the enemy pikes but they refused because they were too close to the enemy pikemen, finally they accepted after positioning them a bit far (similar to the 2 mortars refusing to attack the tower but doing it after repositioning)
Bug #8 : Musketeers were ordered to fire on a fierce unit of jaguar warriors that were approaching toward them on a street in Tlaxcala, of course they just stood there with weapon on shoulder ready to fire until the jaguar warriors came and put their fingers inside the muskets.
Bug #9 : In Tlaxcala, again, it seems soldiers become ghosts and can walk through some buildings (I took screenshots)
How long before the next patch ?
Daykeras
02-12-2007, 01:50
Not sure if someone posted this already, and I'm in quite a rush to get back to my game.
If you kill a cardinal when the cardinal page is open, the game crashes.
Diadochoi
02-12-2007, 02:22
Bug #9 : In Tlaxcala, again, it seems soldiers become ghosts and can walk through some buildings (I took screenshots)
How long before the next patch ?
I second this. Soldiers can run right through buildings in the new world.
Also, weird bug I came across today: I was sieging a rebel city along with an ally. Either the rebels sallied out or (more likely) my ally decided to launch an attack, and the battle screen came up. I selected 'withdrawal' which also led to my ally withdrawing and breaking the siege.
I belive (guess) that soldiers can run through new world buildings because they display as egyptian but use aztec meshes for navigation.
Hm. Found this today.
If artillery is moved such that they are 'overlapping each other' in battle, they get stuck.
FactionHeir
02-13-2007, 21:03
Hm. Found this today.
If artillery is moved such that they are 'overlapping each other' in battle, they get stuck.
Not really. They just shoot each other to pieces and move on
Another bug: Alchemist Lab dont upgrade ranged stat but melee stat...
@JaM - i believe that's already been noted
Its more, I trid to add upgrade for missile units in particular. So i added stat to add +1 to missile units. IT did,but to the melee instead of ranged. So this is not only a gunpowder upgrade bug,but it counts for all posible upgrades
Hmmm
Seems odd :thumbsup:
Its more, I trid to add upgrade for missile units in particular. So i added stat to add +1 to missile units. IT did,but to the melee instead of ranged. So this is not only a gunpowder upgrade bug,but it counts for all posible upgrades
I concur with this, and further note that experience likewise is glitched for missile units. Missile units gain melee points any time they would gain an attack point from experience, when it would make sense of course for them to gain points in missile. I don't always mind them being better in melee, but in general would prefer them to be able to punch a lot more holes in other units from across the battlefield. This is especially important b/c a lot of ranged units have AP but low-ish missile attack values, which means those bonus points of missile attack count for more in practice than a non-ap point would.
A case could be made that experience at least is meant to be this way, as it seems to increase the unit's missile accuracy, however I've heard no suggestion that any upgrades confer this benefit, so it seems likely that all stat boosts are incorrectly affecting their melee instead of missile stat. Of course it's possible though that the upgrades DO affect accuracy, in which case it could still be a conscious design decision.
FactionHeir
02-15-2007, 01:44
Missile units get more ammo with every 3 chevrons already
SultanSaladin
02-16-2007, 02:21
well ..
1. i think that priests with high piety should have a possibility to convert the heretics to your priests ...
2. there should be a possibility for diplomats to ask your ally to "honor the alliance" when you want them to attack your enemy .. if ally refuses there reputation goes down but when they agree it goes up .. that way these alliances would be more impostant in the game ...
3. i should be abel to see your vassels armys and agents as they were your own ..
:)
FactionHeir
02-16-2007, 02:30
well ..
1. i think that priests with high piety should have a possibility to convert the heretics to your priests ...
2. there should be a possibility for diplomats to ask your ally to "honor the alliance" when you want them to attack your enemy .. if ally refuses there reputation goes down but when they agree it goes up .. that way these alliances would be more impostant in the game ...
3. i should be abel to see your vassels armys and agents as they were your own ..
:)
So how are these bugs!?:no:
SultanSaladin
02-16-2007, 02:41
well .. it bugs me that i can't do those things :P
sry .. i understand that i made a wishlist and not a buglist:oops:
FactionHeir
02-22-2007, 14:40
When attacking a settlement without siege tools (i.e. with spies instead) the advice messenger will always trigger and say that the aim is not to destroy the walls etc even if the advice if turned off in general.
Well I found a bug, though the way the game is, it is not going to occur very often. If by one way or another you manage to get your princess to high enough charm to persuade another faction's general to marry her, she disappears from the family tree instead of the general getting added to your family list. The best part however is if he becomes the faction heir he still doesn't show up and when he becomes the faction leader then your family tree disappears. At least in my game then 40 turns went by with no births or adoptions although there was 1 marriage into the family. So I suppose you can work around it by not using your princess for stealing a general or killing him off if he becomes the heir, but it is a glitch at least for how the family tree displays.:stupido2:
3) My city Genoa in an England campaign has 100% Catholic, a cardinal and a priest within region, yet my religious unrest is 15% and the public order is 85%. The region above (Milan) owned by the Papal States has 2 Heretics standing around, 23% Heretic religion and their city reports 150% public order. Can anyone explain that?
That could be due to the the size of the city, the size of the church/cathedral and the governor.
A small bug...
Mercenary dismounted knights, the ones that fight with maces, say "Heavy cavalry" when you select them in battle.
FactionHeir
03-05-2007, 00:04
Deselecting AI control for the reinforcement stack when staging an attack and then enabling night attack will lead to the reinforcement stack being AI controlled at night even though the box was not ticked in the pre-battle screen.
The tick box just doesn't seem to upgrade.
FactionHeir
03-06-2007, 01:51
Units captured in a successful siege assault can be ransom/release/execute handled but if you ransom or release, they will still not appear (i.e. disappear) from the campaign map.
Therefore, that popup should not be there to begin with.
Units captured in a successful siege assault can be ransom/release/execute handled but if you ransom or release, they will still not appear (i.e. disappear) from the campaign map.
Therefore, that popup should not be there to begin with.
Are you sure of this? I believe I have seen a stack that I had released - they didn't show up right next to the city though, they fled just like the AI does when you engage it in the field but it withdraws (b/c it's outclassed). So if you have FOW anywhere near the city you're sieging, it's possible the released enemy units end up underneath it after they take their full movement points in running away. Of course it's also possible I'm remembering a situation where I released prisoners from a field battle, so don't consider this gospel.
Another possibility is that they are removed only if the enemy army routs, since that event seems to mean the army simply ceases to be. I think humans playing sieges tend to rout the enemy army all the time though: it has proven difficult at least to me to capture the square without entirely slaughtering the enemy presence in the settlement, which may never leave a sufficient enemy force behind to count as an army.
FactionHeir
03-06-2007, 09:39
Its only for siege attacks, not for field battles where this works properly.
I had sight over the region and there was another enemy stack in the region too (depleted) before the siege. Since I got major campaign lag issues, I get to see with painful sloth how enemy units move, and none of the ransomed/released prisoners ever left the city. The depleted stack had the same amount of troops and there were no new troops on the border.
For prisoners, even releasing 3 people counts as "army" and will create a new stack.
FactionHeir
03-07-2007, 15:55
First of all, let's all celebrate post 300 in the ongoing buglist...
Issue:
When the AI sallies out of a settlement that is being besieged and the defender (i.e. the besieger) has reinforcement armies available (and the AI does not) the AI messes up majorly.
Firstly it will move all its units out one gate and then slowly walk around the settlement and move most the units back in from a side gate instead of going straight for the player and/or his reinforcements. Also, the AI always walks out the gate you besiege from and then moves to the gate on YOUR right.
The big issue however is that once you beat most of the sallying AI with their routing units moving back into the city. It will often then just sit around and wait. Just that. If you don't have siege equipment (or troops able of carrying that) you pretty much are stuck because the AI doesn't want to move and you cannot exit without losing.
What's interesting is though that if you completely withdraw from the field, as soon as your last unit of your main army leaves, the AI comes alive again and moves out to face your reinforcements...
While the AI sat still in the city BTW, the AI reinforcements you get also suddenly stop dead in their tracks wherever they stand at this moment.
This is a highly annoying bug that really needs fixing.
Issue2:
Only siege equipment your units can carry are spawned when assaulting a settelement or defending from a sally. That is if you have 1 infantry unit and built say 5 siege tools, only 1 siege tool (usually the first one you built) will spawn and the rest just vanishes into thin air. That is quite annoying as you tend to build several tools in case a few go up in flames.
FactionHeir
03-09-2007, 18:09
If two allies are besieging a town cooperatively and the alliance breaks during the siege, none of the two are able to assault the town even with siege equipment built because "cannot lay siege to a town that is besieged by a non allied faction"
I don't think CA ever considered that problem :p
TotalWarVet
03-09-2007, 22:32
Listed below please find Bugs/Issues found that should be addressed by CA and not by homegrown mods. I originally posted these under the wishlist but I sincerely believ they belong here.
1) Why are the Caribbean Islands and Mexico at the same latitude as the English channel? Seems otherworldly to me. :dizzy2:
2) Why is it that the English faction cannot train crossbowmen of any type nor infantry based gunpowder units? Can only purchase limited nonupgradable mercenary verisons of each. This is historically inaccurate and a real pain. CA should review and remedy this asap. :whip:
3) Naval unit movement: ~:confused:
a) A ship travelling at 5 knots for 6 months would cover over well over 1800 miles. But CA models it closer to 200 miles. A variation of same problem in earlier MTW as campaign map different and exactly the same issue as in RTW.
b) Why does it take 5 years to cross the Atlantic? Columbus did it in under 6 months.
4) Desertion of units onboard ship during a Crusade. This is really unreal. What do they do, jump into the ocean? :dizzy2:
5) Technology freeze? When playing into the 16th century, European technology does not seem to advance beyond that of the early 14th century. English and other European naval units are frozen at the "carrack" stage and this historic anomaly allows Spain to gain sea superiority via the "grande" carrack. What about the "race" galleons the English produced in the middle 1500's (i.e. Mary Rose). Wheelock technology is also never introduced (Arquebusiers cannot shoot in rain because they use matchlocks). CA needs to revisit this.
6) Knight Upgrades Not Happening. I find these really bothersome. :wall: :no:
a) Whenever I recruit a knight at a citadel with a jousting/tourney field I never get the expected upgrade. Also, when retraining a knight at such a citadel the experience upgrade doesn't take the first time. You end up paying twice for the same upgrade.
b) Specialty experience upgrades of both the local and global variety (St. Johns Chapter House/Headquarters) function haphazardly at best. Most of the time they just don't happen.
1) Because travel time is long enough as it is
2) The english can train infantry gunpowder units, and their archers are far better than crossbowman.
3) Balance. Moving from england to the holy land in a year is not fun
4) Stops exploitation, even if it is a bit odd
5) Balance again, i'm afraid
6) Yep, that's a bug
TotalWarVet
03-10-2007, 05:33
I really don't want to be a pain sapi, but I have to issue a response in defense of what I stated in my original post. I've been a student of history and military history in particular most of my life and was really hoping for more than eye candy from CA this time around. So here we go point by point.
1) Because travel time is long enough as it is.
I disagree completely. That has nothing to do with the fact that CA has made a gross error in geography. It took me much longer to find the Aztecs because I was looking for them at the right latitude using Columbus's idea of where to go (travel west from the Azores). Ruined the discovery experience for me when I found Brazil instead.
2) The english can train infantry gunpowder units, and their archers are far better than crossbowman.
Again I take issue. The English cannot train infantry gunpowder units. They can only retrain mercenary Arquebusiers. I have every gunpowder bldg. allowed in numerous cities and citadels and nowhere can I train gunpowder infantry. Stays a bug in my book and should in yours. Also English archers are only competitive with even crossbow militia when you train the Retinue variety, otherwise they get crushed by crossbowman. Serious balance issue here.
3) Balance. Moving from england to the holy land in a year is not fun
Sorry but pleading balance cannot explain away an obvious modelling problem. Ships of the era would have made the trip to the Holy land from Sicily in under 6 months so 1 turn to cover the distance is more accurate and should be the norm. Throw in more storms to drive vessels off course with no or limited casualties if you want balance. As a matter of fact the whole naval model in MTW2 is trash just as it was in RTW and MTW. CA really needs to spend sometime addressing this and they know it. :whip:
As a point of information however, the distance from England to the Holy land via sea is a lot more than 1800 miles. More on the order of 3500 miles (2 turns or more) since you must travel down the western coast of Europe and through the Straits of Gibraltar and then across the Med.
4) Stops exploitation, even if it is a bit odd
Again no reason to justify obvious flaw. Sometimes an exploit is borne out by history and reality and should be acceptable.
5) Balance again, i'm afraid
Again I take issue. The whole idea, at least imho, of the Toatal War experience is to model the period under consideration as accurately as is possible. That means race galleons from the mid 1500's onward for the Brits, and wheellock technology for everyone from about 1500 onward.
Thanks. :2thumbsup:
I do agree with some of your points, and i'm sure you'd find a lot of support here for your issues.
Unfortunately, CA has chosen to aim for a mass market appeal and make some historical omissions that will be picked up by people such as yourself.
Balance is definitely an issue - the entire game model would have to be redesigned for ships and armies to be able to move an accurate distance each turn, and that was never going to happen on the rtw engine, unfortunately. Hopefully some progress will be made on that front with the next game.
And i do suggest that you check the unit roster for the english - i'm almost 100% sure that they can build arquebusiers at the top level barraks in a city after gunpowder has been discovered - I can't check atm, but have recollections of doing so in my english campaign.
:bow:
FactionHeir
03-10-2007, 12:12
AssassinsGuildTrained trait has effect description "+1 agent skill" (subterfuge) but according to the EDCT it gives "+1 assassination".
A big difference.
TotalWarVet
03-10-2007, 21:11
And i do suggest that you check the unit roster for the english - i'm almost 100% sure that they can build arquebusiers at the top level barraks in a city after gunpowder has been discovered - I can't check atm, but have recollections of doing so in my english campaign.
Did just that and have one more level to go. Remiss on my part not to go back to docs. Sorry to waste time and space on that one. :oops:
You guys really test this software with dedication.
:2thumbsup:
Dreadnought1
03-10-2007, 23:26
On the ballista tower/cannon tower thing, I have experienced that, as Byzantium. I built ballista towers in Constantinople, well before the development of gunpowder. They fired cannon shots during battle. This happened again later in Jerusalem when I owned it, after the development of gunpowder: ballista towers fired cannons. However, it did not happen with castles. The ballista towers in Acre only fired ballista bolts. I also did not have this experience with Spain, the ballista towers at Angers (large city at the time) only fired ballista bolts, and I built the towers after the conversion. It may be a random thing, or it may be a faction specific bug.
The Cannon/Ballista tower thing is proving a problem in my campaigns.
Playing France, I took Antwerp very early and built it up as a city. The Danes kept hitting it and being wiped out by the cannon-firing ballista towers (and a few serpentines I had garrisoned).
I then took Hamburg citadel from the Danes - it had cannon towers prior to my assault. When they besieged me there, no matter how well I had the towers manned, the only thing that came out were ballista bolts!
I had the similar thing happen at Dublin as a citadel so I've just converted it to a City and will rebuild the towers to see if that makes a difference.
I'll try to demolish the towers and rebuild and see if that helps...
Cheers,
Dreadnought1
And i do suggest that you check the unit roster for the english - i'm almost 100% sure that they can build arquebusiers at the top level barraks in a city after gunpowder has been discovered - I can't check atm, but have recollections of doing so in my english campaign.
Did just that and have one more level to go. Remiss on my part not to go back to docs. Sorry to waste time and space on that one. :oops:
You guys really test this software with dedication.
:2thumbsup:
Nah, that's alright - I only knew that because I consciously made an effort to play my english campaign past the point of victory so I could try out some gunpowder units :laugh4:
The Cannon/Ballista tower thing is proving a problem in my campaigns.
Playing France, I took Antwerp very early and built it up as a city. The Danes kept hitting it and being wiped out by the cannon-firing ballista towers (and a few serpentines I had garrisoned).
I then took Hamburg citadel from the Danes - it had cannon towers prior to my assault. When they besieged me there, no matter how well I had the towers manned, the only thing that came out were ballista bolts!
I had the similar thing happen at Dublin as a citadel so I've just converted it to a City and will rebuild the towers to see if that makes a difference.
I'll try to demolish the towers and rebuild and see if that helps...
Cheers,
Dreadnought1
It won't help, the towers are incorrectly defined in descr_walls.txt IIRC. Download the fixed walls file, it's floating around somewhere on the net (I would think maybe linked from the bug fixes thread).
FactionHeir
03-12-2007, 21:42
Units in spearwall and schiltrom formation often do not properly disengage after the unit they were fighting died or moved away and stay in combat mode showing text info such as "balance of forces is evenly matched" and still play attack animations without actually doing anything.
The problem however is that after a while, those troops become fatigued hitting thin air and thus you keep having to check on whether a unit is still fighting or not.
The same is true for archers that have been taken out of skirmish mode and have been engaged in melee by enemies and those enemies have moved away or been killed. They also stay in melee mode till you tell them otherwise and poke away at air.
TotalWarVet
03-13-2007, 16:16
Two points.
1) Alchemist upgrades for gunpowder units increase melee rating but not missle as I believe it should. Docs state that Alchemist upgrades gunpowder weapons.
2) Also, bug mentioned by FactionHeir regarding units battling phantom enemies holds true for any unit. The bug is intermitent and therefore hard to reproduce with consistency. I have found it occurring most often when assaulting a city and engaging in street fighting. Similar thing happened in RTW. Maybe a problem with the combat engine. Only way around I've found is to issue a move order to a position far enough away so that a break in the action occurs. Issuing an attack order on another enemy unit doesn't seem to work.
PutCashIn
03-15-2007, 02:26
Playing today as the Moors, I called a Jihad on Edinburgh(?).
Sailed a stack of Generals and Cav. up past Wales and Ireland on a cheap 200 Florin mercenary Cog.
At the beginning of the turn the troops landed in Edinburgh, the green movement radius for the Cog was restricted by the Fog of War (F.O.W), although by inching closer to the reigon, the F.O.W was removed and the movement radius extended far enough to get the ship next to the coast.
Thinking if the ship is out of movement, then surely the troops onboard must be (that is, using TotalWar 'thinking' logic and all that) out of movement too.
But they were able to move a few squares off the ship towards Edinburgh.
"Fine, no problem" I think, "I just dont understand ship/troop movement as well as i thought," despite all the hundereds of hours spent on these games.
Then, maybe because I was playing the Moors and MTW2 'felt' (in a surreal AI sense of the word) sorry for me, and gifted my Cog with infinite movement.
I mean, the green movement radius, post troop deployment, was at the max for a Ship on a Jihad. So I moved the Cog max distance, reaching Denmark.
Then the green movement radius was replenished, during the same turn.
Having tired (not really, it was heaps of fun) of running this ship all around the Med' I eventually crashed into a pirate, who called his mate and sank the Cog during the rebel turn (actually, the Cog ran from the first pirate a max Jihad/Crusade distance, beat the second pirate in a heroic victory, was sunk by the third.)
I have screenies, but meh, please dont fix this bug, I want another Infinite Move Cog (and my CD Key back, you slug).
TotalWarVet
03-18-2007, 20:33
Knight Upgrades Not Happening.
a) Whenever I recruit a knight at a citadel with a jousting/tourney field I never get the expected upgrade. Also, when retraining a knight at such a citadel the experience upgrade doesn't take the first time. You end up paying twice for the same upgrade.
b) Specialty experience upgrades of both the local and global variety (St. Johns Chapter House/Headquarters) function haphazardly at best. Most of the time they just don't happen.
Workaround:
Someone, somewhere on these forums mentioned that they were having problems with this as well.
They found that when saving a game and exiting or reloading it, the experience upgrades based on what was in the training/retraining queues were never done, and that if the queues were unloaded and then reloaded with no intervening game load/reload and a turn roll occurred then the experience upgrades worked.
I have found this to be absolutely true. My knight experience troubles were fixed by this workaround. CA should check on the persistence of training queue data. This is still a bug in my book.
FactionHeir
03-19-2007, 12:24
Pre-battle screen:
Rightclicking an enemy commander will open that commander's army card, but rightclicking your own or an allied commander will only open that commander's character card, leaving you clueless about what troops you have.
If you bring more than 1 reinforcements (i.e. you get the scrolling tab) and uncheck the default "AI control" and check and then uncheck "night battle" and then rightclick an enemy army commander, the scrolling tab will disappear and you can no longer control the control of any reinforcements except the first.
FactionHeir
03-21-2007, 22:14
This time a more serious bug:
If you are hiring mercenaries but have not yet completed the transaction (i.e. you have the merc screen open and dragged a few over to the "to hire" section) and then disband any unit from your army, all mercs currently in the "to hire" section vanish and cannot be rehired - this means you need to wait another 10-20 turns for the mercs to replenish.
I didn't pay attention whether it also subtracted florins or not, but this is reproducible.
FactionHeir
03-22-2007, 20:57
2 More I found while looking through files:
Assassinating someone who resides in your lands is 30% harder than assassinating them in their lands.
VapidWoman lacks a corresponding WifeIs trait. In contrast, EducatedWoman gives WifeIsWise.
FactionHeir
03-23-2007, 01:41
When fighting the Papal States army where a general has more stars than the Pope, the General commands instead of the Pope who is Faction Leader (according to manual, the faction leader always leads the battle).
Pre-battle screen coincidies with that, but gold star/silver star does not.
In battle, if the General falls, the cutscene is played and the general's name is listed correctly as the fallen.
If now the faction leader dies, the general who died already is mentioned again as having died without cutscene.
Assassinating someone who resides in your lands is 30% harder than assassinating them in their lands.
Is there evidence that this is unintentional? Because to me it makes a lot of sense. It doesn't seem like a stretch to suggest that men leading armies or otherwise travelling to foreign lands would be more cautious to guard against assassins than they would when in the comfort of their own homes. I for instance am very careful to lock my door whenever staying in a hotel away from home. Yet any given night, it's unlikely that I've taken the time to do so when at home. As a result, it would undoubtedly be far easier to assassinate me while I am at home than it would be when I am travelling. There's a whole different, more cautious mentality that goes along with being in an unfamiliar place, which could easily be what the game mechanics are reflecting.
FactionHeir
03-23-2007, 03:30
While that is true, you also need to consider that if your king ordered an assassination, you as a city guard are unlikely to intervene (as in the scenes). Similarly, the normal folk would try to keep out.
Your assassin is also more likely to know the area better and the people who can help him
nikolai1962
03-26-2007, 03:47
Retreat bug.
AI army attacks a city, loses, retreats and stalls. Various things can unstick it but it may take an awful long time. Happens in many places across the map. Easy to spot examples are helsinki/smyrna. Russia/byzies attack early and if they lose and retreat then the russian stack always and byzies sometimes get stuck.
Better in MTW2 than RTW but only because there are more ways for the stuck armies to get unstuck. Big handicap for the AI.
FactionHeir
03-26-2007, 11:40
Trigger battle3dread and battle3chivalry are duplicated in the character traits file as battle3dread and battle3chivalry_fighting
FactionHeir
03-27-2007, 19:56
Free Company Men At Arms have a heavy cavalry voiceset
Frederick_I_Barbarossa
03-28-2007, 02:37
Since I don't really feel like sifting through dozens of pages of posts, I'll just ask:
Has anything been said here about the "phantom family tree", which I assume is a bug caused when you use a princess to "steal" another faction's general.
Yes
On that note, i'd say ease off the contributions until after the patch is out, at which point i'll redo the buglist from scratch
FactionHeir
03-30-2007, 00:58
You are saying I wrote the last page or two of this topic for nothing? :p
I really do wanna add though, that if you right click a Native Archer unit to look at its unit card, it will show you a Roman Peasant.
FactionHeir
04-01-2007, 22:34
I suppose I can't resist the temptation of posting yet another bug (that isn't on the 1.2 fixlist):
Combat bonus vs faction (i.e. +X command vs faction Y) is not working.
I attacked a Milanese family member who had "hates the french" (-1 command) but he still had his lone command star in the pre battle screen.
Not just a display error because he was also afraid of the dark and the night battle correctly decreased his command points.
FactionHeir
04-04-2007, 01:28
Can't resist....
- Routing mounted units that have a ranged weapon will start/continue to shoot at enemies in range once leaving the battlefield.
- LeaderDestroyedFaction condition is not working at all.
FactionHeir
04-05-2007, 16:17
When sallying against a besieging AI that has siege equipment (ram, tower, ladder), those do not appear on the battle map.
However, if the AI sallies against you, your units actually carry them.
Richard The Tiger Heart
04-05-2007, 19:59
About A.I. seaborne invasions:
In the bug list there is an item regarding invasion through the sea. In my games the A.I. has always being able to make them. So far I have made two games with the English. In the first Scotland lands on the continent and conquers Brugges. In my second game Denmark invades Great Britain...strangely though they imediatly retreat...:inquisitive:
That was from pre-1.2 - I really should edit it out.
They fixed it in 1.1 and now the opposite is the problem - the AI is in love with seabourne invasions :grin2:
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