View Full Version : The Org Buglist v2
Updated 12/1 AEST
Since i've taken ownership of the buglist and am now responsible for organising it, econ and I figured that it was time for a new incarnation which I can easily update and keep track of to aid in bug quashing. This is it :P
The old thread (with all the discussion) can be found here (https://forums.totalwar.org/vb/showthread.php?t=71821) and i'll be incorporating the newly identified bugs into this thread soon.
New
If a unit in schiltrom formation is too close to a gate in a siege battle it cannot be battered down (the ram will constantly engage and disengage).
The merchant's wharf series of buildings do not appear to be working as the description indicates (ie they give a bonus to tradeable goods but not to the number of fleets; see the thread at the Org for details)
The front rank of a unit of pikemen seem to be dropping their pikes to use swords for no apparent reason
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There is a problem with traits and antitraits, which is best explained by an expert (thanks dopp)
"In RTW, anti-traits were on a sliding scale, so 1 point gained in one trait when the character had levels in the antitrait would cause a 1 point reduction in that trait. Further points would cause the antitrait to reduce levels until zero was reached, whereupon the character would start gaining levels in the new trait.
For example, a character has 2 points in GoodCommander (level 2 GoodCommander). He loses a battle and gets 1 point of BadCommander. As GoodCommander is the antitrait, it drops to 1 point (level 1). The character picks up another point of BadCommander. GoodCommander then drops to zero and the trait disappears from the character sheet. The character gains 1 more point of BadCommander. BadCommander now appears on his character sheet at level 1.
In order to prevent traits from sliding up and down unchecked, the system also included a nogoingbacklevel setting for each trait. In other words, once you hit the threshold for a particular trait you could never reduce your score in that trait below the threshold, no matter how many points you scored in its antitrait.
The triggers and traits in the character_traits file are configured to work under those conditions. However, it seems that the mechanics have changed for M2TW, wrecking havoc with the way traits are gained and lost.
Research for M2TW reveals that gaining points in a trait automatically resets all antitraits to zero, regardless of nogoingbacklevel.
For example, I have a Great Commander, 8 points in GoodCommander. I gain 1 point of BadCommander. I will lose all 8 points in GoodCommander immediately.
Needless to say, this causes a lot of trait seesawing and makes it virtually impossible to gain and maintain higher skill levels for characters, since even one point in an antitrait causes the character to revert instantly to zero. This is probably a pretty serious bug that is mostly beyond the abilities of modders to rectify."
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In a siege with reinforcements for the defender, it is possible to take the gate that they would normally use to enter the city. If you do this, the AI often just stops in its tracks.
Reinforcements for the attacker in a siege battle start off the battlemap but carrying their siege equipment (this only applies to units actually seiging the town, and i believe the issue arises because the game can't distinguish between siege and field army reinforcements). While i'm not sure if this is a bug or not, it would make sense to have them appear on the map, as they are manning the siege lines around the city.
If you run the game with a mod switch, settings still get saved to your default config file (so you're back to square one when you play the mod again unless you manually copy them over)
Apparently, between Bucharest settlement and its port, there is no road or a crossing across the the river in the region to get one.
The merge key only works inconsistently.
Saved game dates don't seem to be in sync with the player's local time (so they can appear a day ahead or behind for some of the day)
It appears that marrying a general acts a marrying a faction heir should do and vice versa (ie, marrying a faction heir brings him into your faction whereas marrying a general doesn't). Reported with marrying Robert in Caen first turn as the French.
Gunpowder upgrades at university give bonus melee attack instead of ranged.
British can build military academy and get gunpowder associated traits and retinues before gunpowder is developed.
Christian factions can retrain most mercenaries, even ones which are not found in their home territories, whereas muslim factions can't even retrain local ones.
Becoming a king makes you lose your starting piety bonus.
Gunpowder infantry often get stuck 'reforming' and don't do anything but get killed.
When using "Total war" view, in the French version of the game, the camera keys relate to a "qwerty" keyboard, and the other contros use an "azerty" keyboard.
Troops with the plague don't display any indication of it, making it hard to stop it spreading (bug or 'feature'?)
Archers seem to have infantry marching sound and infantry seem to have Archers marching sound - archers make the intimidating 'crunch crunch crunch' noise as they march, wereas infantry just rattle and barely make a noise.
The mongols sometimes fail to expand, and just sit around as a big horde.
Crossbows sometimes fire an empty volley when you tell them to move or stop firing; and they won't turn and run until they have completed their firing animation, making saving them from charges impossible.
If the gates shut to stop a routing unit passing through, the unit will never pass through the gate, even if it opens later in the battle, and will be almost impossible to kill.
The AI can get new family members in stacks in the middle of nowhere.
When an enemy army decides to assault one of your settlements, by having diplomats/prests/spies/assassins in the enemy territory you can see their planned route (the big blue arrow) of the enemy army all the way to your settlement even when it's going to take several turns for them to get there. Even if you then use this information to massively re-enforce the settlement the computer still follows it's attack order resulting in the enemy sneak attacks being utterly non-sneaky and disastrous for them.
The campaign map sometimes lags very badly, even on high end systems, and this does not seem to be reproducable, even though it is a widespread issue.
Historically, the game is missing several road connections that existed in real life. Constantinople-Trebizond, Nicea-Trebizond, Caesarea-Yerevan and Caesarea-Trebizond are examples of connections that existed and were significant historically but are not ingame. To clarify why this is a bug (and, to be honest, it's more of an enhancement), the absence of these connections makes life very hard for the Turkish and whoever invades their empire.
The AI sometimes withdraws its armies (on the battle map) directly towards an army that is waiting to enter, preventing the AI army from leaving.
Upgraded armour is not represented visually on Berdiche Axemen.
Venetian Archers and Venetian Heavy Infantry show less armour the more they are upgraded (ie the effect works in reverse).
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The Second Batch
When the AI has a spy inside a settlement that opens the gates for them, they don't use rams to break down the gates but they also don't make use of them being open.
The game can get stuck in a loop, apparently when both the faction leader and heir are killed in the same battle. Further investigation indicates that this occurs when they are taken prisoner, but the ransom is refused.
Aztec cities sometimes have egyptian architecture !
Some key mapping doesn't work correctly (specifically that to do with binding keys to different speeds).
Sometimes textboxes fail to display correctly during battles, so that only a few letters are readable.
Once a unit has begun to climb a ladder, it can no longer be targeted by cavalry (even though most of the unit is still on the ground.
If new units are added to a jihad (or a crusade?) and it takes the settlement within the next few turns, the game does not count those units (and thus the entire stack) as a jihad army and the mission is failed.
The AI doesn't understand that being in spear wall formation prevents units from hiding, and will operate as if those units were hidden when to the player they are not.
In many cases, ballista towers shoot cannon balls, and cannon towers shoot ballista bolts.
There is an exploit wherein you can move all garrisons with generals in them as part of a crusade on the last turn before its completion and thus get the experience bonus despite not having moved anywhere.
If any of the Timur elephant units lose men in a battle, the game will crash when you try to fight them in the next battle (presumably because the unit won't work without its full compliment of men).
The AI won't sally out of forts.
The AI often doesn't do sea landings, causing a lot of trouble for factions such as the British and the Scots. It also means that they are unable to capture island territories.
Armourer buildings are not giving the correct bonuses (please see post #42 in the new Org buglist for a full explanation, but basically they all add +1 armour despite the different armour levels actually giving far more than that.
Reinforcement units sometimes get 'stuck', half on, half off the map. This mostly occurs with generals bodyguard units and may be to do with the king/heir having a larger unit size than the game allows for with theautodeployment.
Pathfinding for routing/withdrawing units in siege battles is horrible, with men that are literally ten metres from the border of the map running past the defences to withdraw on the other side.
Natural Disasters sometimes prevent you from building forts and watchtowers in the affected province.
Cavalry don't seem to get the experience bonus when trained at castles with jousting/training grounds during initial training (they need to be retrained to get the bonus.
You/the AI are still counted as a faction's ally even if that faction has been destroyed (ie the game is not erasing the ally information for that faction), causing significant problems with attempting to secure future alliances.
Pathfinding in mountain terrain is horrible.
You can often see the hit animation play out for units with only one hitpoint and yet not see them die.
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.
Agents and armies can move on top of each other and thus displace the other character that was on that coordinate, preventing characters such as merchants from earning an income and moving your characters away from their intended targets.
The 'wary of rebels' trait's description reads 'no effect'.
When you've ordered a spy to move into a city (over multiple turns) and that city is besieged, the spy can still move in and bypass the siege restriction during your automated movement phase at the end of your turn.
Captured captains show up as a member of the unit of which they were a part on the ransom screen.
Generals bodygurads without a leader show up for ransom (as an aside to this point, it'd be nice to have an option to 'ransom nobility' to keep the price down).
The 'annex settlement' mission doesn't seem to work correctly.
Generals can get traits about wives when they're not married.
Spelling error in the details of "Your forces melt away"
Grammar error in the details of a successful Regicide mission.
Like the diplomatic traits, the 'chivalrous ruler' trait can be lost very quickly (for example by leaving him in a town with high tax rates)
Knight Hospitaler trained from a HQ do not gain the promised experience bonus.
Militia cavalry sometimes can't be retrained in the city they have been recruited in.
A successful regicide mission doesn't raise the relations between the factions as it should.
Attacking Orthodox factions while on crusades will drastically kill your relations with the pope.
Cancelling an alliance lowers your reputation, defeating the point of doing so (it's the same as just attacking without warning).
Retraining a full strength unit (to improve its armour, for example) will still take a unit away from the recruitment pool.
If a family member comes of age in a fleet which already has 20 units in it, the fleet vanishes, and can only be recovered by moving another ship close by and using the faction members panel to locate and move the prince.
An AI army that is forced to fight to the death sometimes tries to withdraw (and is destroyed).
Several options in the config file (such as editor and movies) are overwritten by the exe on game startup and thus cannot be changed for good.
Elephants can capture a gatehouse from outside the city.
AI reinforcements rarely work together with the main force and often let themselves be defeated in detail.
The AI doesn't move their general out of artillery range when he's under attack, so he often gets killed before the battle is joined.
The 'man of the hour' event never seems to trigger in sallies, siege battles and when the army never moves out of the town (ie for an enemy/rebel army within one step of the settlement).
There seems to be a significant balance issue with 'forlorn hope' (see post #69)
Buildings can get damaged in a siege battle that is autoresolved despite the absence of artillery.
There seems to be no real reason not to sack a settlement rather than occupy it. If it does generate unrest then the penalties seem to be too small.
The vices that can be gained from being in cities have a ridiculously high chance of being gained when how many a general is eligible for and how long he stays in the city are taken into effect.
Losing to the aztecs can make your general hate Denmark !
Generals are still suicidal in sieges.
The AI sometimes 'freezes' during sieges, and their units simply stand still for the remainder of the battle.
Adding agents to a crusade removes its movement bonus.
Religious unrest and general unrest sometimes behave strangely (see post #79)
The description for Holy warrior is the same as for Grand Crusader and mentions crusades.
There are numerous ancillaries with no triggers, eg. armour_custom, armour_ornate, black_stallion, faithful_servant
AI has lots of trouble withdrawing artillery units, They withdraw then run back pickup the artillery and withdraw again never getting anywhere.
AI can't besiege any fortification with cannon towers as they will willingly let themselves get slaughtered on a sally. Should they only be assaultable due to the towers range?
On a merchant mission from the Merchant's Guild to takeover an enemy merchant, the mission states, if you succeed you will receive 500 Florins and the Merchant's Guild will be pleased with you and if you fail or don't do it, the Merchant's Guild will be pleased with you. Obviously they've been trading too much wine and they'll be pleased either way!!!
Assassination missions (such as assassinate witch x) fail if you kill the unit in any other way (such as burning it at the stake or killing it in battle).
The trigger that promotes priests produced in cathedrals to bishops doesn't extend to huge cathedrals.
(the next three are quoted from post #94)
There's no way to get a whole bunch of princess-related traits. Lack of a CharmStarter trait to give princesses some charm to begin with. This is important since there are only 2 ways to gain and lose charm for princesses through actions (diplomatic success and getting assassinated).
ReligionStarter trigger for adopted generals, married-in generals and men of the hour is not giving the trait properly, resulting in them all having no piety (starter trait is supposed to give default 3). This may be due to the triggers being cluttered with other traits. The only one that works is the coming of age trigger, and only sometimes. This is most likely due to the fact that LoyaltyStarter is above ReligionStarter in the trigger and both are at 100% chance. The game checks for LoyaltyStarter, awards it and stops. If this is true, then all triggers with 100% chance traits buggy as well, since the game may stop before it hits the 100% trait and will definitely stop after it hits the 100% trait.
Pagan magician ancilliary is given when a region is less than 90% of the controlling faction's religion. This results in everyone getting one. Might be a simple typo from too many late nights up.
The Hashashim guild building description doesn't mention any bonus to law.
When artillery has 2 shots left it fires all of its ammo, but when it is down to one shot left it can never fire that last shot. Does the game consider the ammunition empty?
If you sally and enemy has artillery, you lose the battle if you exit, even when you destroy all of their artillery. This is including the fact that all men are back in the city (their artillery is destroyed but unit is left). It's also a loss if they fired all shots from thier artillery.
There are several bugs with choosing the city you call a crusade upon (see post #103)
(quoted from post #103)
Pikemen tend to be a little messed up. Charges often make it past the pikes and cause them to whip out swords and die. Pikemen not engaged directly will continue standing in braced position while their fellows are hacked down right beside them. Ordering a pike unit to attack causes it to walk forward and the front ranks do not engage the enemy. When the back ranks get into attack range they start poking away fine, but the problem is that the front ranks are now too close, switch to swords and die.
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Known Bugs (this is the list i sent off to CA)
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.
Your gates open for routing enemy units, allowing the remaining units to march in.
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.
Sometimes troops will play their animations in slow motion for no reason.
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, or being ordered to establish diplomatic relations with a hostile faction.
Agents lose their skill far too easily due to failed missions (whether this is a bug or not is another question).
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.
Destroying your own gate due to friendly fire causes the 'enemy gate is destroyed' sound + movie to play.
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.
If your assassain is caught trying to kill the pope, you get the message (on the left of the screen) which says, paraphrased, 'do not translate this text. It should not appear in game"
Venice mounted sergents information scroll show empty "Abilities at a glance"
No mission expired notice when faction heir requesting regicide mission and faction is later destroyed.
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.
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".
'Relations with x have worsened' notices appear when you're at war with faction x.
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)
Clicking 'attempt a night attack' sometimes causes the enemy to rout and/or the game to crash (Org buglist, post #134)
Good work !
Suggestion for you:
1. Continue to synthesise with quotes etc like you have done and reference the original bug post. However take care with major and minor bugs because there are a lot of taste variations on some of these major and minor classifications.
2. Delete my post, i.e this one.
3. Lock this thread.
That way all this info is easily and ongoing reference for CA. Also perhaps on regular (weekly?) intervals someone can email or notify CA's lead MTW2 programmer on this. The other thread could be used to post bug reports by members. This way devs don't have to wade through a lot of posts to pick the bug reports out from the rest of the comments. Ofc a good dev will be reading the commentary anyway.
Good luck !
Salute !
There are some good ideas there, to be sure, but i'd still rather go with my original idea (ie let people post bugs in this thread and i'll sort them and post them to the original post).
I'd clean up the thread as i went but AMs don't have delete privledges ;)
Quickening
11-30-2006, 10:45
I most strongly disagree with including the Inquisitor killing family heir issue as a bug. Fair enough on the Crusade thing. Aside from that, the list is great.
Also, I can assure you that cannon towers do fire bolts and ballista towers fire cannon balls. Whether this happens 100% of the time I cannot say but I have seen it many times and talked about it on these forums before. I hope to God that CA know about this because it is a REAL bug.
Sapi: Great job, it is, Jedi.
Now that's exactly what I mean with classifications. IMO there is only one classification:
BUGS i.e those things that are broken or not functioning as intended.
If we start talking about taste preferences we'll be here till the Pope moves the Vatican to Istanbul.
Good point :P
I've only ordered them as such becaue that's what CA asked for; all future ones will just go under the heading of 'confirmed bugs' - as you say, there's no need to make things more complicated than they already are.
angelviper
11-30-2006, 11:31
u've got to be unaware of the elephant bug!! it crashes the system itself with the message "Total war encountered an unspecified error and will now exit"!! And there r lots of game crash that i don't know the cause but with the same message in Grand Campaign as well as in battle map!
another critical bug is that gunpowder units such as musketeers and arquebusiers and handgunners' REFORMING BUG!
Quickening
11-30-2006, 11:33
u've got to be unaware of the elephant bug!! it crashes the system itself with the message "Total war encountered an unspecified error and will now exit"!! And there r lots of game crash that i don't know the cause but with the same message in Grand Campaign as well as in battle map!
Isn't it more likely to be your PC?
angelviper
11-30-2006, 11:41
3rdly especially mountain battle, units pathfinding is worst! it's the same cause of crashing in Campaign when agent or AI army moving along the road that player's bars the passage. then game is crashed! never able to load the save file. godamnit
there r lots of minor and almost useless or even ridiculous 3D motions prior to activate for fight or ready for fire. mostly it cause the bugs. those motion except in fight looks like redundancy, which almost worthless, and don't give any impression but just annoyes player.
The 'm2tw has encountered an unspecified error' crash bug is mentioned under 'hardware specific'; could you elaborate on the reforming bug please?
EDIT:
Hmmm....those bugs are sounding more and more like hardware specific ones, as i haven't seen any reports.
If they are widespread it's worrying though...
angelviper
11-30-2006, 11:57
The 'm2tw has encountered an unspecified error' crash bug is mentioned under 'hardware specific'; could you elaborate on the reforming bug please?
EDIT:
Hmmm....those bugs are sounding more and more like hardware specific ones, as i haven't seen any reports.
If they are widespread it's worrying though...
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that bug is widespead. it causes when system loads once damage elephant units to next battle without train to have it full. so full elephant unit of Timur doen't make it crash itself. it confirmed.
And u don't know reforming bug?? did you ever play it??
ma hardware spec follows below
manchester 4200, usually 55-57 temp when playing
2Gb ddr1 ram dual channel
160gb harddisc, 92% still available
7600GT 256mb non-overclock
game option ->shader 2.0(u know that VGA servicible for shader 3.0) highest unit detail, highest effect detail, none or low others
that bugs i mentioned is not about hardware at all.
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!
This happened to me at GAZA. Edit: Gaza is a Castle
Also this building issue has now happened with ALL the settlements in America.
https://img167.imageshack.us/img167/1682/cholulapr5.th.jpg (https://img167.imageshack.us/my.php?image=cholulapr5.jpg)
This is SUPPOSED to be an Aztec city. NO Pyramids or Aztec buidings in sight. Every American city I've taken looks like this. Kinda ruined my New World experience. I can't see how this is hardware related. It must be a bug.
PS I have reinstalled the Game with no joy.
Zatoichi
11-30-2006, 14:37
I actually had my first game freeze event (reproducible) last night.
As the Byzantines I was sieging a Viennese fortress (on the Dalmatian coast, can't remember its name) when they moved a stack to lift the siege during their turn. I won this battle, and in the process I killed the King and his heir.
When the game returned to the campaign map, before it got to the 'Occupy, Sack, Exterminate' pop up, it stuck in a loop, with the death animation of the city army incomplete, and the animation of my attacking army looping. All the while the game was stuck in Vienna's turn.
I could press Esc and bring up all the options (but not the Save option), but nothing I pressed would move the turn on to the next AI faction turn.
After waiting 5 minutes, I reloaded the last autosave and started again. The exact same thing happened - the Viennese attacked, I killed them, the game got stuck.
I figure it was caused by losing the king and his heir in one battle, but I can't be sure what other conditions need to be met in order for this to happen.
It was a tough battle to win once, let alone twice, so rather than risk the same thing happening a third time while I tried not kill off both royals I reloaded and decided to break the siege and retreat my army a short distance so that the relieving army attacked me in the field before resuming my siege and defeating the occupants in order to progress the game.
Anyway, looking through the original bug list, I see that USMCNJ had a similar issue (post #105), so I'm sure this happens under a specific set of circumstances as outlined above rather than being hardware related.
Elmar Bijlsma
11-30-2006, 14:49
Not a bug as such but more a AI improvement.
I really wish the AI would use it's amount of free upkeep militias better. If a city is capable of supporting six militia units, the AI should make use of it. Too often I encounter a huge city held by a mix of units, frequently little or no militia amongst them.
Trivial point, you say? Not really. In my experience cities are regularly under-defended despite being capable of housing six units for free.(less for non-huge) And for any size of kingdom the upkeep for garrisons can really be significant, especially a hundred odd turns into the game.
So I suggest the AI should be forced to station the maximum amount of free militia in a city at all times. Two birds with one stone: Always at least a modestly decent defence in the cities and the AI will save precious cash doing so.
PorT_Lobo
11-30-2006, 15:36
sapi, i don't know how you forget MAJOR BUGS like the fallowing:
- AI in Campaign map don't garrison properly the settlements, letting human take them without fight! And AI let human army pass/enter in their lands without reaction or consider it an act of war.
- AI don't do landings! AI never leave British Islands and attack by sea!!!
- With a Spy inside, AI don't use rams and ignore the open doors in a siege...
Fridgebadger
11-30-2006, 15:44
Has anyone managed to customise the keyboard yet? I wanted to add keys for the different speeds, as i did in RTW, but despite it showing as changed in the options menu, the new keys have no effect in my campaigns (and I've started a new campaign since changing the keys).
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.
Has anybody checked the "system.log.txt" file in the main M2TW directory. I have a file 2.16 MB full of
[data.missing] [warning]
[script.err] [warning]
[system.io] [warning]
[data.invalid] [error] lines
Some of the entries are pretty funny:
22:36:41.671 [data.invalid] [error] BATTLE_MAP_AREAS point not inside any area : See Charlie
Does anybody know Charlie? He seems able to solve our problems!
EDIT: BTW, Sapi, there is a bug with your new title :balloon2:
I can confirm the "ballista towers fire cannonshots - cannontowers fire ballistamissles" bug. It happened to me in 2 different settlements, playing england ( my defense of Damaskus ) on vh/vh and venice on vh/vh ( my defense of Venice ).
I most strongly disagree with including the Inquisitor killing family heir issue as a bug. Fair enough on the Crusade thing. Aside from that, the list is great.
Also, I can assure you that cannon towers do fire bolts and ballista towers fire cannon balls. Whether this happens 100% of the time I cannot say but I have seen it many times and talked about it on these forums before. I hope to God that CA know about this because it is a REAL bug.
RE: the Inquisitor "situation", I vote that we leave it as a bug for now. The reason being it could be either a bug or balance/taste, we don't know which. Bug would be bad code making them act wrong, aka more powerful than they should be. Taste/balance would be they are acting correctly, and people feel they're overpowered. Due to the volume of people voicing the latter of my comments, I would offer that it warrant's CA's attention regardless.
RE: the cannon towers, I just realized myself that I have experienced that as well. I haven't fought a siege battle yet, in custom, with any variation of castle defenses or upgrades that they've started shooting cannonballs at me, when some of them definitely should. I'd chalk this one up as a bug definitely.
Thanks for the hard work @ making the list sapi! :balloon2:
I apologise if this has been quoted before but this is the the biggest issue I've come across which stops the game.
The issue is in sieges. I've just re-fought several times and ended up quitting each time due to this scenario.
AI attacks with 8 units of infantry and I defend with 8 units - so not too many units.
Attacker has one ladder - I have no option on set-up so have few units by the wall. I move one unit to where the attacker puts its ladder - at this stage on MAXIMUM settings I have 29 frames per sec.
The attackers place ladders and attack and go up the ladder. The entire AI army starts to gather at the bottom of the ladder.
My unit on the walls gets defeated. The AI uses the right most ladder to send the unit it is attacking with up the ladder. The remaining units gather and get more compressed.
Frame rate drops to one or zero. I repeat same siege with settings done to minimum amend and fame rate still drops to zero or one due to this massing by the AI.
Just to be clear also. the set up I have is an E6700 processor, 2 GB of memory and an ATI X950XTX board. The issue isn't the hardware (as far as I can tell) its tied to the massing of the units trying to go up the ladder (and the only ladder actually used is the right most ladder of the 4 in the unit).
Total war Camera mode does not work anymore. I had ir work once , but since I quit and restarted M2TW, I am stuck in RTS camera mode. Changing it in the UI dialog box does nothing.
derfinsterling
11-30-2006, 22:54
I have a serious problem with the text boxes in battles. In about half the battles, there are only a few letters here and there.
Since I can't upload any attachments, let me illustrate the point:
Normal textbox (using some text from the M2TW website):
Explore the world of Medieval II: Total War™ by navigating through the scrolls above.
Now here's how's that would look in one of the cases I mentioned:
E e f Med : y na ig ting t ro g the sc lls a ov .
Makes it kinda hard to discern the troops... both your own and the enemies...
On the campaign map, this has never happened.
Razor1952
11-30-2006, 22:58
Minor bug with a sort of workaround.
Whilst defending send your knights out the gate to catch attacking troops milling around waiting to climb ladders. Your knights cannot target the attacking troops on the ground , but can be sent to walk to an area just beyond the attackers and will then engage these attacking troops. You however cannot get them to charge the attackers.
Presumably once a unit has been assigned to climb the ladder by the ai then it is considered to be " on the wall" and hence not reachable by cavalry.
Inquisitors in the old Medieval could try kings for herecy and win... But the difference is the rate of success and the aggressiveness.
I say we leave the Inqs as they are but get a hit their rate of success. That should make it bearable for all. Maybe make crusading generals immune (they are off to purge their sins after all).
I like the danger, but I don't like the certainty that there is nothing to do about them.
If they don't win everytime they try people, they will not get their insane levels, and when we see Inqs of level 4 and below being the common version, then our assassins could have a chance to kill them (but still not a significant chance).
And of course being tried shouldresult in positive Piety traits more often, from a gameplay POW.
PorT_Lobo
12-01-2006, 05:22
Btw, sometimes the Pope is a woman lol!! I guess this is a bug :).
Btw, sometimes the Pope is a woman lol!! I guess this is a bug :).
It was actually a medieval urban legend... more info here (http://en.wikipedia.org/wiki/Pope_Joan)
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that bug is widespead. it causes when system loads once damage elephant units to next battle without train to have it full. so full elephant unit of Timur doen't make it crash itself. it confirmed.
And u don't know reforming bug?? did you ever play it??
ma hardware spec follows below
manchester 4200, usually 55-57 temp when playing
2Gb ddr1 ram dual channel
160gb harddisc, 92% still available
7600GT 256mb non-overclock
game option ->shader 2.0(u know that VGA servicible for shader 3.0) highest unit detail, highest effect detail, none or low others
that bugs i mentioned is not about hardware at all.Mate, i really can't understand what you're saying - i presume english isn't your native language, and that's fine, but i really can't tell what you're saying :sweatdrop:
And no, i don't get some ambiguous 'reforming bug', but i have mentioned a bug where units won't automatically switch back to your chosen formations after navigating around obstacles, and that's probably what you're talking about.
I actually had my first game freeze event (reproducible) last night.
As the Byzantines I was sieging a Viennese fortress (on the Dalmatian coast, can't remember its name) when they moved a stack to lift the siege during their turn. I won this battle, and in the process I killed the King and his heir.
When the game returned to the campaign map, before it got to the 'Occupy, Sack, Exterminate' pop up, it stuck in a loop, with the death animation of the city army incomplete, and the animation of my attacking army looping. All the while the game was stuck in Vienna's turn.
I could press Esc and bring up all the options (but not the Save option), but nothing I pressed would move the turn on to the next AI faction turn.
After waiting 5 minutes, I reloaded the last autosave and started again. The exact same thing happened - the Viennese attacked, I killed them, the game got stuck.
I figure it was caused by losing the king and his heir in one battle, but I can't be sure what other conditions need to be met in order for this to happen.
It was a tough battle to win once, let alone twice, so rather than risk the same thing happening a third time while I tried not kill off both royals I reloaded and decided to break the siege and retreat my army a short distance so that the relieving army attacked me in the field before resuming my siege and defeating the occupants in order to progress the game.
Anyway, looking through the original bug list, I see that USMCNJ had a similar issue (post #105), so I'm sure this happens under a specific set of circumstances as outlined above rather than being hardware related.So do you believe that it's due to killing both the faction leader and his heir in the same turn. Interesting...my theory is that the game assigns the new heir at the end of the battle, but only after the current heir has taken over. If he's dead, pandemonium ensures :P
Not a bug as such but more a AI improvement.
I really wish the AI would use it's amount of free upkeep militias better. If a city is capable of supporting six militia units, the AI should make use of it. Too often I encounter a huge city held by a mix of units, frequently little or no militia amongst them.
Trivial point, you say? Not really. In my experience cities are regularly under-defended despite being capable of housing six units for free.(less for non-huge) And for any size of kingdom the upkeep for garrisons can really be significant, especially a hundred odd turns into the game.
So I suggest the AI should be forced to station the maximum amount of free militia in a city at all times. Two birds with one stone: Always at least a modestly decent defence in the cities and the AI will save precious cash doing so.Interesting idea, but hardly a bug ;)
sapi, i don't know how you forget MAJOR BUGS like the fallowing:
- AI in Campaign map don't garrison properly the settlements, letting human take them without fight! And AI let human army pass/enter in their lands without reaction or consider it an act of war.
- AI don't do landings! AI never leave British Islands and attack by sea!!!
- With a Spy inside, AI don't use rams and ignore the open doors in a siege... The first two aren't bugs, but the second is. I'll add it in.
Has anyone managed to customise the keyboard yet? I wanted to add keys for the different speeds, as i did in RTW, but despite it showing as changed in the options menu, the new keys have no effect in my campaigns (and I've started a new campaign since changing the keys).Added - anyone got confirmation?
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.
I can confirm the "ballista towers fire cannonshots - cannontowers fire ballistamissles" bug. It happened to me in 2 different settlements, playing england ( my defense of Damaskus ) on vh/vh and venice on vh/vh ( my defense of Venice ).Okay, added as confirmed - there's definitely something wrong with those towers.
RE: the Inquisitor "situation", I vote that we leave it as a bug for now. The reason being it could be either a bug or balance/taste, we don't know which. Bug would be bad code making them act wrong, aka more powerful than they should be. Taste/balance would be they are acting correctly, and people feel they're overpowered. Due to the volume of people voicing the latter of my comments, I would offer that it warrant's CA's attention regardless.
RE: the cannon towers, I just realized myself that I have experienced that as well. I haven't fought a siege battle yet, in custom, with any variation of castle defenses or upgrades that they've started shooting cannonballs at me, when some of them definitely should. I'd chalk this one up as a bug definitely.
Thanks for the hard work @ making the list sapi! :balloon2:Thanks - i was sort of thinking the same thing with the inquisitor issue, and i'm glad to get some support on it.
Total war Camera mode does not work anymore. I had ir work once , but since I quit and restarted M2TW, I am stuck in RTS camera mode. Changing it in the UI dialog box does nothing.added
I have a serious problem with the text boxes in battles. In about half the battles, there are only a few letters here and there.
Since I can't upload any attachments, let me illustrate the point:
Normal textbox (using some text from the M2TW website):
Now here's how's that would look in one of the cases I mentioned:
Makes it kinda hard to discern the troops... both your own and the enemies...
On the campaign map, this has never happened.Added.
Minor bug with a sort of workaround.
Whilst defending send your knights out the gate to catch attacking troops milling around waiting to climb ladders. Your knights cannot target the attacking troops on the ground , but can be sent to walk to an area just beyond the attackers and will then engage these attacking troops. You however cannot get them to charge the attackers.
Presumably once a unit has been assigned to climb the ladder by the ai then it is considered to be " on the wall" and hence not reachable by cavalry.Added.
As an aside, i'm going to be on holidays all next week, so this list will lie dormant until next sunday (the 10th), at which point i'll spend half an hour going through this thread and updating the master list, after which i'll send it off to CA.
Midnight
12-01-2006, 09:46
It's a minor problem and it may be a one-off, but I was playing as the Byz, and the Council of Nobles gave me a 10-turn mission to take Ragusa, offering 'some military units' as a reward. When I took the castle (3 or 4 turns later), I got the 'Mission Expired: another faction has taken this settlement' message.
- With a Spy inside, AI don't use rams and ignore the open doors in a siege...
I can confirm this.
Has anyone managed to customise the keyboard yet? I wanted to add keys for the different speeds, as i did in RTW, but despite it showing as changed in the options menu, the new keys have no effect in my campaigns (and I've started a new campaign since changing the keys).
This as well (though only related to the speed keys).
Please see here for an armor upgrade bug.
https://forums.totalwar.org/vb/showthread.php?p=1327468#post1327468
Sapi, is it ok if I post links like this or do you prefer if I write up a new post ?
This suits me better as I don't have to retype everything.
:idea2:
tbh (and especially as i'm going away tomorrow for a week) i'd prefer if you summarised it in this thread and linked to the other one, as it'd save me a lot of work when it comes to the compilation.
It's really up to you though.
Ok NP. I'll do that. :) Please tell me you're not going to surfer's paradise ?
Well I will one day :P Kinda far from here, but worth the trip I'm sure.
angelviper
12-01-2006, 14:42
ok sapi, i will take it slow with more detail explained, and u'r right ma native language isn't enlgish. but i think i expained enough for u to understand about "elephant bug". maybe have never fought to Timur in campaign.
the elephant bug i just call as a shift happens when player chooses to fight Timur, which has elephant units ie elephant cannon, elephant musketeer that is damaged in previous battle with some its troops lost. System can't load the damaged elephant units to next battle. then game's crashed. but i can't see this sort of bug or a bug about timur faction in the list. i ain't criticizing that, just afraid that CA may release the upcoming patch without the bug fixed.
i can't really understand how you don't know this bug because it always happens whenever you fight to Timur more than 2 turns. only solution for this bug at this moment is to edit 'event.txt' that timur never appears in campaign.
[b]
The game can get stuck in a loop, apparentally when both the faction leader and heir are killed in the same battle.
I can confirm, But I do believe there is a bit more to it than that. If you kill them both in battle I don't think it loops. It's when you capture one or both then ransom them and due to the ransom being refused they get executed, but the engine detects them as being alive somehow. I'm pretty sure this is what causes the loop.
Edit: forgot to add AI won't sally out of forts, One town militia starved out a full stack of Mongols
PorT_Lobo
12-01-2006, 18:17
- AI in Campaign map don't garrison properly the settlements, letting human take them without fight! And AI let human army pass/enter in their lands without reaction or consider it an act of war.
- AI don't do landings! AI never leave British Islands and attack by sea!!!
The first two aren't bugs, but the second is. I'll add it in.
If these are not bugs, what are they???
Because they are a terrible lack of AI and destroy the Campaign Game, where M2TW is won!!!!
What we need to do to CA fix this, if it is not a bug????
So do you believe that it's due to killing both the faction leader and his heir in the same turn. Interesting...my theory is that the game assigns the new heir at the end of the battle, but only after the current heir has taken over. If he's dead, pandemonium ensures :P
Actually I did some 'royal pruning' by sending my Emperor and his heir to their deaths against the rebels of Bern (I had my eyes on it so I wanted to do some honest damage).
I got both of them killed, in fact the heir dies a little before his father in the battle, but that can hardly be an issue.
Afterwards the game played fine with a new emp and heir. Interestingly the heir that died was now added as a dead emperor. Interesting since he died first.
But the main point was that the game still played on.
Kraxis The game did get stuck in a loop for me and may only be caused by the AI and not the human losing both. The reason my game ran in a loop(my opinion as to what happened) was I captured the king(or possibly the heir), since I put him up for ransom he was still alive, So the game sees the faction as still alive. Then the ransom is refused wich is my guess is to why the game loops, not locked up as I could exit out of the game smoothly. I waited 5 minutes and the game never progressed I reloaded killed em both and the turn finished fine. I think it can only occur between the time you hit end turn and the new turn begins.
AI concealed units are immune to artillery/missile barrage where as human concealed units are not. Can be a death sentence if the map is covered in trees.
Zatoichi
12-02-2006, 01:20
I'll go along with Oaty's interpretation of events - when I think back on it, I killed/captured the king and his heir both times I fought the battle, and offered them for ransom and was refused. Maybe if I'd released the prisoners instead it wouldn't have looped.
Either way, it is a pretty rare occurrence, but annoying when it comes at the end of a hard fought battle (or two hard fought battles in my case!)
This has to do with the armor 'bug' posted above. Basically, units upgraded through the armorsmith line of buildings are not getting the appropriate armor bonuses.
Based on units that already come with some kind of armor in the game, the armor values for the various levels runs as such:
Unarmored = 0 armor : Most militias, musketeers, Tercio Pikemen, arab units
Padded = 4 armor : Italian militia, Jinetes, other light cavalry
Light Mail/Splint = 5 armor : Mailed Knights, various swordsmen, Moorish miltia
Heavy Mail/Splint/Breastplates = 7 armor : Feudal Knights, SAPs, bodyguards
Partial Plate = 8 armor : Chivalric Knights
Full Plate = 9 armor : Late Bodyguards
Advanced Plate = 11 armor : Gendarmes, Gothic Knights
However, when you upgrade at the armorer, you only get +1 armor for each level.
The most important jump is from unarmored to padded armor. It's a whopping 4 points. If you upgraded an unarmored unit to padded instead, it only gives 1 armor. There's also 2-point jumps from light mail to heavy and from full plate to advanced.
Say you take a unit of spear miltia and upgrade it 3 times to heavy mail. The graphic ingame shows them with shiny new helmets, steel breastplates/leggings and chainmail. But their armor reads as only 3. Take a unit that comes with padded armor when first recruited, like Italian spear militia. It starts off with 4 armor. Upgrade it 2 times to heavy mail as well. The same shiny helmets and armor. But they at least have a respectable 6 armor (it's still 1 less than they should be getting).
Some units are even more messed up. Tercio pikemen and musketeers/arquebusiers start of unarmored and their first upgrade level is not padded, it's light mail. So I upgrade them, expecting at least 2 armor, +1 for padded and +1 for mail. I only get 1 armor. With heavy mail and an identical appearance on the battlefield to fully upgraded pikemen, the elite Tercio pikemen have 2 armor compared to 3. I love using Tercio pikemen, but they take hideous casualties because their armor is so bad. I love using musketeers too, and if they had 5 armor like they are supposed to with the light mail upgrade then they could really press their advantage against enemy missile troops (their bullets would ignore enemy armor while their own modest armor protects them from return fire). As it is, however, unarmored troops (most city troops and advanced units) are unfairly gimped because the upgrade system doesn't take the huge jump from unarmored to padded into account, leaving a gap in armor protection between them and castle units (that mostly come with correct armor values) that they cannot close.
A good temporary fix would be to simply give all unarmored units 3 armor to close the gap at the start, although it will not fix the light to heavy mail gap or the full to advanced plate gap.
Couple of new issues Sapi...
1: When attcked with a full stack army and extra units went to battle screen. When I routed the 4 units of archers (no arrows left) the new lot started to move onto the map. First was heavy Cav. Somehow they got stuck (half on, half off the map) and wouldn't move. This the meant that the other 'new' units wouldn't move onto the map.~:mecry:
EDIT: The 'Stuck Unit' was a General. And have now seen the POPE's General unit do this when having a Battle against the Papacy.
2: The routed archers did a U-turn OFF the map and ran back on, through my lines towards the Milanese and got massacred! I had NO control of them. :furious3:
Also would the people at CA create the 'Choose order of new units' that they had added to the original MTW prior to battle :yes: That would be lovely.
There seems to be some kind of bug where a natural disaster prevents you from building watchtowers and forts in the province. I couldn't build any watchtowers in Algiers and Cairo. Then there was an earthquake that flattened Algiers and now I can build there again.
FactionHeir
12-02-2006, 18:25
This is mainly taken from the bugs I've posted over at RTW HG forums for M2TW. Hope there are some new additions to the list :)
-------------------------------------------------------------
- Have inquisitors actually respawn if all or most are killed. Its funny that after you assassinate them all, there is never a comeback for them. At the same time, they should be made less active against factions. I mean why denounce a non heretic christian priest or a diplomat even. Or heirs, princesses and leaders. Maybe them denouncing should be linked less to the target's piety and more to traits and retinues. I.e. having a pagan magician or some anti christian trait should play a bigger role.
- Cavalry reaction time is simply bad. They take forever to break from the enemy and when you order them to charge back in they often just charge half-way and then stop and slowly walk in to melee...
- Units keep too much distance between each other so that you have a huge tail with very few people actually doing the fighting. This greatly favors small armies vs large ones, especially if the small are elite.
- Make sure that units aren't greatly stronger than they seem. i.e. catapult crews or defender town militia on walls that kill any infantry assaulting it.
Also, the AI for pursuing enemies needs major improvements. Having around 20 cavalry chase after 3 routing infantry which all run together (not spread out), I often see my cavalry spread out across 2 screens and run around crazy or just stop short of attacking them, wait idly for a few seconds and chase again. At the moment one really has to do the pursuing manually by running the cav past the point where the routers are currently and then envelop + attack.
Also, once routers get close to exiting the map and you tell your troops to run to near the edge, they just slow down to a great extent even though they are still in running mode. Makes it almost impossible to hit those last few escapers.
Stamina needs some working from what I've seen. Melee infantry tires out really quickly while you can run across the map a few times with heavy cav and its still fresh or merely warmed up.
Hiring cavalry at castles with jousting lists/training grounds seems to be a bit buggy. Each time the cav is hired, i need to retrain them the next turn to actually give them the armor + experience boni, which should really be applied during the hiring process as it is for infantry.
Also, sometimes the retraining costs you a turn and florins but next turn they are still not retrained (rare)
Enemies should use assassins more. Currently I see them at most trying to sabotage (like twice in 100 turns) but never actually murder.
The retraining problem seems to be quite permanent actually and not as rare as I thought. Had a castle where I trained 1 knight hospitaller and 1 mailed knight. THe castle had jousting lists and blacksmith.
Next turn I have to retrain them for some reason because they didn't get the armor or the experience upgrade when trained.
The turn after, I can retrain them again because they still didn't get either and I'm a few thousand florins poorer.
It later started happening to my levy spearmen as well...
Can't ally with factions who were allied to other factions which who I had been at war and who are now destroyed. This means the game isn't erasing the ally info after a faction is eliminated.
Mountain terrain keeps getting units stuck and charging with cav is impossible as they refuse to move quickly or in a group, thus preventing themselves from charging (they automatically wait for rest of the group to catch up)
Also, had cav getting stuck in the middle of a mountain road in battle and they couldn't move anymore. Units also don't seem to be able to fall down a mountain when hit with force...and also don't fall off castle walls anymore like in RTW.
Units with 1 hitpoint often can take multiple arrow/bolt hits before dying. When hit and not blocked by their shield, you often can see a spray of blood coming out and observing a few enemy dismounted feudal knights and some peasant archers I consistently saw some units getting hit multiple times with blood coming out but just not wanting to die, while others in the unit die on the first hit.
Princesses keep getting odd ancillaries that seem totally unrelated, e.g. Mentor and Tutor which increase comm and and tax income....just that a princess doesn't lead battles and doesn't govern cities...
Diplomats and Princesses lose all trait points in their diplomatic ability trait if they fail a negotiation instead of just getting a trait decrease by 1. When they go below 1 (i.e. bad diplomatic ability), you actually have to have a lot of successful negotiations to bring it stepwise back into positives.
Ships can be run into land so far that you cannot move them away anymore unless you hire a mercenary ship on the exact same position. Kind of annoying when that is your crusading army stuck inside that ship.
Agents and armies can move on top of each other and thus displace the other character that was on that coordinate. If thats your merchant, you don't get your income. It seems that normally you can't intentionally (except they stand at your city gates) do that, but if you still had your move to that position from last turn or quickly move your mouse over that place before it refreshes the position and click, that still happens. And the AI does it all the time without problems and displaces my merchants until their characters move away again.
I did an autocombat once because I couldn't be bothered to crush a few rebels manually and got a crushing defeat that way (hate the AI). My general got a trait named "wary of rebels" that way and its description is "no effect". So whats that about then?
When you got a spy targeted to a city and it becomes besieged, ending your turn without manually telling the spy to move into the city causes him to move into the city regardless, bypassing the siege restriction.
When defeating any unit besides bodyguards, if the captain of the army was part of the unit and was captured, he actually counts as that unit type when ransoming/releasing.
I had killed 48 dismounted feudal knights and captured the captain of this unit and after ransoming him to the enemy, he actually got a dismounted feudal knight unit. In theory, captured captains should not show up on the prisoner screen as they aren't really part of the unit. Also bodyguards shouldn't either. Counter example would be me defeating 49 spear militia with 3 mailed knights with a captain. I had only the captain left at the end of the fight after defeating the spears and he vanished.
Annex settlement mission never works. I tried it two ways: Take the town by force - mission expires. Use a princess and trade towns - mission expires. What am I to do??
One of my generals suddenly got the trait "Trouble at Home" which reads something like "No-one talks to him about it, but there are rumors that his wife has a secret love"
Well....this general is not even married....
-Spelling error in the details of "Your forces melt away"
-Grammar error in the details of a successful Regicide mission
-Chivalrous ruler trait range is lost very quickly. I had saintly ruler (level 4 or 5) and leaving that general in a city with very high tax rates, he lost the entire trait in 1 turn.
-Merchants trained when I had the merchants HQ and a master assassins guild would give a newly trained merchant the "merchants guild apprentice" trait which somehow related to the master assassins guild descript. You would also expect a journeyman for the HQ in that respect.
-Knight hospitaler trained from a HQ do not gain the promised experience bonus.
-Templars have no advantage over hospitalers but even lack the health bonus.
-milan cavalry milita cannot be retrained in the city they have been produced in: retrainign will cost florins but next turn they are still the same and still available for retraining.
-Successful regicide mission does not raise the relations between factions as it should. I was still at war with the HRE and on abysmal relations.
-Retraining of knights (cavalry) keeps occuring as an option in fortresses and citadels even if they cannot be retrained for boni and thus only cost you florins. I now also confirmed this without the use of jousting lists/tourney with the Milan faction (which does not have those buildings)
-Attacking orthodox factions (byzantines) while on crusade will drastically kill your relations with the pope
And on the topic of cavalry charges:
The problem with charges now is, that they only work on flat or very very slightly sloping ground. Anything more than that and your cav will slow down dramatically before hitting the target and just go normal melee, which kind of makes the higher ground point moot.
Also, your cav will stop its charge if only a single troop of your own COULD be hit by the charge...in RTW your cav would in that case run over your own troops (only infantry) as well, but at least they'd charge!
If your cav is spread out, only 1 or max two of the units will mini charge in and the rest just slows down.
The problem thus is, that if you got idle cav facing an enemy and give them the charge order, a few of them start running while the rest just trots around and negates your own charge.
Also happens if at least 1 unit in your cav stack has to run around an obstacle. This 1 unit will make everyone else wait right before the actual collision.
Once any of the cav is engaged in melee, all of the units just slow down to less than walking speed and trot around doing nothing instead of joining into the fray and attacking like they did in RTW.
When in melee, only sometimes will they even attack while infantry strikes regularly. This is especially true for cav vs cav. Look at those melee fights closely and you'll notice they often just idle around each other and then once in a while someone will swing a sword. RTW, they'd move into the best position to get hits in, M2TW, they basically wait for something to come into range or splitter off on their own into a mass of enemies to get themselves killed.
While a successful (yet very rare) charge is devastating, the way cav works and the fact that its very hard to even get them to disengage at all from the enemy now (even if you tell them to run-disengage, they just walk...) and because they move so slow (slower than walking) while disengaging you lose quite a few units in the process.
I rather liked the weaker charge but at least proper cav in RTW, because there you could at least be sure that your units would be fighting and charging at all and you could control them better.
Lastly, I noticed that in M2TW cav charges work almost everytime only if the units is like decimated down to 4-7 men. Anything below or above that makes it unpredictable. Below 4 they actually run past the enemy instead of charging into them.
Therefore, cavalry charges are easily negated by the target moving backwards and then turning around and hitting the cav right before they get close, as pursue does not change back to charge after the backwards move but into march/standard attack.
When chasing routers with cav, if there are few routing units, even if bunched up together, your cavalry will spread out across screen to hunt them down and totally miss them and thus lead to them escaping.
-------------------------------
Hope that helped :D
FactionHeir
12-02-2006, 18:34
I can't find an edit button anywhere so posting a new post I suppose...
I just wanted to say that the first "bug" i posted in my list above I forgot to cut out. Its not supposed to be there as inquisitors do respawn ;)
Also, I (Milan) had an alliance with the AI (Hungary). Instead of attacking him (he's excommed) and breaking the alliance by betrayal, I did it nicely by sending a diplomat over to cancel the alliance. Doing that got my reputation down from "mixed" to "very untrustworthy" which would have been the case if I had just attacked anyway. Thats kind of silly though as that would mean cancelling an alliance via diplomat is pointless.
Lastly, completing missions etc does not raise your reputation above mixed. But I've seen some AI getting a "reasonable" reputation. But that was an isolated AI that didn't have contact with anyone (Russia)
FactionHeir
12-02-2006, 18:40
Sorry for triple post now! :( Can someone suggest a better way of doing this or just merge my posts?
I just remembered, that the AI often places diplomats and princesses around your settlements who, on ending turn always make a move against the settlement but nothing happens (trying to bribe?) but they do this every single turn and never go away unless by dying or you moving them away by bumping them away with an army or agent. They always stay at that specific settlement too instead of moving around. Its just kind of irritating as this will then be shown to you on ending your turn even if you have "do not show AI moves" enabled. On a slow rig, having some 8 diplomats/princesses around various settlements does take a long time for ending turns thus.
Lots has been said already, but I'll add some stuff.
I've noticed a repeating crash while playing as Spain. In turn 45 it crashes almost immediately after I end the turn. I really have no idea at all what it might be.
OK, two things I'd like to toss in here.
1. I've read this a number of places in other posts, and I firmly believe that this is a bug. It seems that when one builds an upgrade building in a settlement that allows for better armor or weapons, when one retrains a unit that's affected by this, the "retrained" unit takes away from the unit recruitment pool. If I have a full strength unit that is only getting better armor, then logically this shouldn't remove anything from the existing unit pool. After all, the existing guys are just getting some shiny new duds, we're not adding or replacing anyone.
2. Regarding the archer stakes inside a city. I am somewhat disinclined to agree this is a bug, more of a "feature or balance request". Plopping down stakes inside a city makes a ton of sense, imo, in terms of defense, yet I can see it be unbalancing to others, mainly in terms of cav in multiplayer. (isn't taking cav to a city siege somewhat of a bad idea anyway? charging down those thin streets doesn't work that well, and cav tends to get rather handily mulched in melee) If the AI in SP can use it as well, then my thoughts are all's fair in love and war. Anyway, I guess my inclination is to move that bit to the patch wishlist, and I still say I like that "feature". :grin: It's up to you sapster.
Cheers!
FactionHeir
12-02-2006, 21:13
If you place a repair after a construction, the repair will not be done until after the construction is complete, but you are charged for it now already. You actually have to queue the repairs to the front and construction last for it to work properly. A problem that didn't exist in RTW.
Heirs coming of age and ships,
i have a save game with my king and a full army in a little fleet,
a son comes of age and i now have a teeny problem,
because the heir makes 21 units the fleet, the king, his fleet and his army vanish,
you cant select them from the campaign map,
but they can be recovered,
move another ship next to the fleet,
use the faction members panel to locate the prince,
and move the prince into the new fleet,
now you can have your king, his army and his fleet back.
B.
AI army that is forced to fight to death may trie to withdraw from a battle. The fight to the death icon showed up on the battle options screen on the campaign map. The battle starts the AI withdraws, and upon returning the whole army dissapears as should but the AI should not have that option available.
Did a custom battle to confirm and an all cavalry army can route units off the wall, minus 1 cannon to open the gates wich did not fire afterwards.
As indicated in this thread: https://forums.totalwar.org/vb/showthread.php?t=72718
There are several config options for the medieval.preferences.cfg file that will not keep, as the .exe keeps overwriting this with a fresh copy. Examples of options that won't stay and must be manually re-added every time the game is started:
editor = 1
movies = 0
Making the file read-only fixes this, but it also prevents changes to the graphics options and other variables stored in the file.
Elephants can capture the enemies gatehouse from outside the settlement in a minor city and possibly any size wall. It may be caused by there height that triggers this.
Lord Leonard
12-03-2006, 22:38
Firstly, good job on this thread Sapi. I hope CA reciprocates your hard work with a solid patch. You'll at least deserve a XXXX for your hard work!!!
Not sure if this is a bug or a little bit of a cheat.
A crusade is called. You are the first army at the crusade target and place the city under siege. On the next turn all of the siege equip is ready and you know you will take the city for sure. Before you grab the city, you move all generals with armies out of your towns (limited to without going revolt or turn the tax rates down to low and move even more out) and join each individual army in the crusade. In fact, join every non-garrison general-led army you have into the crusade no matter where they are on the map. Then, capture the crusade target and whala!!! All of your crusading armies will have +1 experience.
On one crusade I got 147 units +1 experience, although only one stack went to the Middle East. You don't even need to move them SE from their positions as this all happens within the same turn and you can move them back into the cities as garrison forces again.
I believe this experience bonus should be limited to crusading armies which have at least moved 2-3 turns towards the crusade target or limited to only the actual army that captures the target itself. Otherwise, after 9 crusades you could have Gold Sgt Spear Militia guarding all your cities, without ever seeing battle or sand once in their careers.
FactionHeir
12-03-2006, 22:48
I can confirm this and admittedly I use that quite a lot, but you do need several generals at hand in or near your own towns for it to work, and my generals are usually in the field, so I use it to bump up my field armies some.
You also tend to get a few more florins for each unit on the crusade or so.
I think my best was 200 units getting an experience bonus :D
While it kind of seems like an exploit, to really exploit it you must be kind of static with your generals which prevents you from having a lengthy campaign in enemy lands. While you can still do on campaigns as mentioned just now, you'll get less units an experience bonus in total, albeit your better units. But then you tend to lose units in battles anyway (low heal rate in M2TW compared to RTW) so it is really only temporary.
AI concealed units are immune to artillery/missile barrage where as human concealed units are not. Can be a death sentence if the map is covered in trees.
How so? Because you don't see any bodies? Cause I have decimated lots of enemy units that have been consealed.
^^ you sure on that Kraxis? I watched half a battle with cannons firing and when shots landed on a where a unit was hidden there were no dead bodies, along with no increase in percentage killed. Maybe for you the AI kept moving around and when it does there is a short delay they are vulnerable.
Edit: I know I'll play a custom battle with many cannons bombard the heck out of the AI and then watch the replay (fudge replays are a bit messed up). So the replay wont give a good answer
FactionHeir
12-04-2006, 16:54
While I can't exactly remember, I think my crossbows were able to kill hidden units (I always aim at the unit at the very back as bolts will strike any unit in line that way), although to a much lower extent than visible units (you can count bodies). Hidden units crouch on the floor though, so you'd except that.
Improvement suggestion on battle AI:
1. The enemy doesn't react to cavalry flanking even on VH on custom battle unless you get in really close :(
2. Instead of attacking at the same time, enemy ai reinforcements always
march so slowly to the player's troop, stand still and wont attack the player with the main force together on meeting engagement. That let the player to deal with the enemy force 1 by 1. It would be great if the enemy ai reinforcements are more aggressive and have better coordination with the main force.
3. It happens way too often that bombard or the likes kill the enemy general during pre-battle skirmish.
4. Suicidal general still happens :(. It would be great if the enemy general wont engage at least until the mid of the battle. Now, the enemy general is so easy to get lured by archers or light cavalry.
It'd be much more challenging if the above issues get improved.
Right now, the battle ai is not that challenging and it is quite easy to win even on VH.
sorry, not sure if I should put the above on the patch wish list thread.
Sun Tzui
12-04-2006, 17:40
Maybe it's just me, but has anyone else noticed that, there's no indication of the date/season in the campaign map SP?
^^ you sure on that Kraxis? I watched half a battle with cannons firing and when shots landed on a where a unit was hidden there were no dead bodies, along with no increase in percentage killed. Maybe for you the AI kept moving around and when it does there is a short delay they are vulnerable.
Edit: I know I'll play a custom battle with many cannons bombard the heck out of the AI and then watch the replay (fudge replays are a bit messed up). So the replay wont give a good answer
Very sure... You just don't see it until the enemy unit is spotted. Then you see the unit aswell as the bodies. If they happen to move, and you don't see it, and then hide again it is very possible that you never notice that they might have suffered heavy losses.
So while you can't see enemies that are dead (or living obviously), you can see impacts of bolts and arrows if you zoom in closely. There you will see the arrows/bolts do their little splash of blood.
FactionHeir
12-05-2006, 01:11
Another thing that might be a bug:
Man of the Hour never triggers if the combat is from sallying, attacking out from a town (ie. the troops dont step out as the enemy stands right next to the town) and if a captain led army takes an enemy town. For all other instances it can and will trigger if you have significantly less generals than provinces. Noticed that today.
the small lake at the border betweenTunis and Algiers,
i have no means to upload a pic from this PC,
but i have a screenie with a fleet IN that lake,
B.
You are right Kraxis, in RTW the corpse didnt do that.
I just had the spy in the castle ignore the ram and the door bug.
England Vs Milan
Lord Leonard
12-05-2006, 16:23
Originally Posted by Oaty
AI concealed units are immune to artillery/missile barrage where as human concealed units are not. Can be a death sentence if the map is covered in trees.
If you use archers with flaming arrows you do see a small fire at the point where the arrows hit hidden men. When the unit is again revealed, through movememt or getting close to them, the man count is considerably lower than prior to concealment. I haven't checked this with cannons, etc. as yet, but archers and crossbowmen definitely do reduce enemy unit numbers.
Forlorn Hope
These guys have very slightly better stats than Twei-handers, cost about the same yet have half their numbers. That can't be right.
Currently they are not worth it, as they die far too easily, and get plastered against just about anyone in melee. They can't even defeat Swordsmen Militia with any certainty of victory, while Twei-handers walk all over them.
Obviously they are missing an extra HP, or else their cost doesn't warrent their rather paltry combatabilities.
[EDIT] This is of course a very 'balance' issue, but the Forlorn Hope is downright lousy and far far too expensive as it stands. Something is not as it should be. And I'm certain I have seen something about them having two HP somewhere.
FactionHeir
12-05-2006, 18:04
When using autocombat to take a town/castle, even without artillery a lot of buildings will be damaged after the battle. The question is why and how? Its impossible and should not be happening unless you have artillery!
Reporting this as a balance problem with a few possible bugs:
I took a look at the unpacked character traits file and noticed that characters are SEVERELY penalized for being in cities. Basically, if a character governs a city with a certain level of structure built, he stands a pretty good chance of becoming a useless bum. This was particularly pronounced in RTW where every one of my governors became corrupt, womanizing catamites who were also bad taxmen, poor farmers, poor miners, poor administrators and hated merchants to boot. This is because of the way the traits system works. Every time a character ends his turn in a settlement, he stands a chance of picking up traits based on the level of buildings there. These chances stack and are pretty high. Considering that governors have to spend turn after turn in their settlements, they will eventually become totally useless.
For example, the expensive tastes trait line can cut your income by 30%, yet it is insanely easy to pick up. The coaching house, theatre, public baths, merchant quarter and pleasure palace each give a 3-5% chance of your character picking up 1 point of expensive tastes every turn and these chances all stack. Furthermore, there are triggers for the "bloated empire" effect. If your treasury is above 50k florins then any character that ends the turn in any settlement in your empire stands a 3% chance of getting expensive tastes, plus additional 3% checks if your treasury is above 100k and 150k respectively. These are all in addition to the chances from the settlement buildings, making it extremely unlikely that any character will escape unscathed after even a single turn in a settlement. And of course, expensive tastes is hardly the only trait you can pick up this way. Girls, gambling and drinking are easy to pick up; in fact gambling and drink are 5% checks for each level of brothel/tavern you have built.
Characters in castles are safe from most of these vices, yet an oversight causes them to pick up bad traits as well. Any governor whose people are content and happy and whose tax rate is normal or lower stands a 15% chance every turn to pick up the really harmful bad taxman trait (-30% to taxes at the highest level). The problem is the tax rate for castles is fixed at normal and public order for castles is usually very high, so any character who manages a castle is almost guaranteed to become a bad taxman.
Unless addressed in a patch or modded, there is really no point to having governors in M2TW, just like there was no point in RTW. Most of the negative traits cause unrest or reduce income, so the settlement is actually worse off by having a governor. All characters should avoid settlements like the plague and stay in the field.
Possible bug: losing to Aztecs makes your general hate Denmark for some obscure reason.
I read through this thread - I havent seen any report of this 'bug' /undoc feature
my apologies if this has been dealt with and I missed it
The 'Old' MTW 'General seeking artillary' is back - Ive counted numerous battles where the enemy gen or mine is near the first to die in an art barage. Even when I tell my units - NOT to target him - he dies
also as someone mentioned - the suicidal general - Ive only seen this in seiges so far - where he is usually first in the door - not a good idea in any castle im defending
may be related to cav generals being fastest when ordered 'once more unto the breach'
As the above poster stated, suicide general makes a reappearance in sieges.
This is a bit disappointing.
Also, the AI seems to 'freeze' halfway through in sieges. I've had this happen several times, where the AI starts the siege, then just seems to stop doing anything.
Feels a bit like the passive AI bug, but differently as it acts normally at first then just stops for some reason.
I was reduced to a handful of remnants, the enemy still had about 5 full stacks of Genoese militia, but did nothing and just stood there till the time ran out (no shooting either).
As the above poster stated, suicide general makes a reappearance in sieges.
This is a bit disappointing.
Also, the AI seems to 'freeze' halfway through in sieges. I've had this happen several times, where the AI starts the siege, then just seems to stop doing anything.
Feels a bit like the passive AI bug, but differently as it acts normally at first then just stops for some reason.
I was reduced to a handful of remnants, the enemy still had about 5 full stacks of Genoese militia, but did nothing and just stood there till the time ran out (no shooting either).
Have noticed as well...
I was down to less than 100 men (in 6 units, where 50 or so were archers) in the square where they had fended off the enemy for a long while. Now they were exhausted and down on their morale. The enemy syill had a few units left that had not yet been in the fight. Yet they never came, I had to send my troops out (of which some couldn't because they broke instantly). In the end I just Esc'ed out, having done my damage.
KhaderKhan
12-06-2006, 17:33
I don't know whether any posters have encountered this problem but in all of my games, regardless of faction, whenever the video for a succesful or failed Spy/Assassin mission comes up my game crashes. Does anyone know a way around this? It does get incredibly annoying...
I don't know whether any posters have encountered this problem but in all of my games, regardless of faction, whenever the video for a succesful or failed Spy/Assassin mission comes up my game crashes. Does anyone know a way around this? It does get incredibly annoying...
There's an option 'do not show this type of movie again' or something similar when you get the video.
Now you probably cant select this because that's when you get your crash, but I'm guessing the value here is in one of the configuration text files, changing a 0 into a 1 or viceversa, the config-keys are pretty recognizable mostly so I'd have a look there.
KhaderKhan
12-06-2006, 18:03
There's an option 'do not show this type of movie again' or something similar when you get the video.
Now you probably cant select this because that's when you get your crash, but I'm guessing the value here is in one of the configuration text files, changing a 0 into a 1 or viceversa, the config-keys are pretty recognizable mostly so I'd have a look there.
Where can I find this?
FactionHeir
12-06-2006, 20:21
KhaderKhan: Preferences.cfg
Some more bugs:
I play under small unit scale and sent off a town militia unit (60 men) to fight a nearby rebel army near my town. Used quick combat as I couldn't be bothered to fight and won (peasants). After the combat my town militia shows 71 men for some reason? :dizzy2: And it stays that way too..I can provide save or screen if necessary.
The other problem is recently my capital (Venice, playing as Milan) has a 10% religious unrest problem even though its 99% catholic with no other religion shown in the settlement details (wonder why it doesn't show 100%, maybe atheists). Usually religious unrest occurs at more than 6% difference from your religion and 10% from 10% or more. I got 1% difference and 10% for some weird reason??
Also, all my towns and castles have a 15% unrest showing. Even those without a governor. It can't be spies as I eliminated every faction besides England (they are stuck on their island with Scotland) and the Papal states. Mongols and Timurids have yet to show. Where does this unrest stem from and why is it global?
Crusades and Agents
I suspect, this is a bug, not a feature. If any agents join the crusade stack (even at the time when the crusade is created), they "slow the crusade down". The available movement points are the ones of the agents, not of the crusade. Makes bringing priests and spies along a tedious process.
Ars Moriendi
12-07-2006, 14:57
Minor bug with a sort of workaround.
Whilst defending send your knights out the gate to catch attacking troops milling around waiting to climb ladders. Your knights cannot target the attacking troops on the ground , but can be sent to walk to an area just beyond the attackers and will then engage these attacking troops. You however cannot get them to charge the attackers.
Presumably once a unit has been assigned to climb the ladder by the ai then it is considered to be " on the wall" and hence not reachable by cavalry.
I can confirm this. When ordered to attack the big blob of enemies at the base of the ladders, my knights just go "Orders completed, Sir !" and do nothing. They will engage if you walk them really close, but I wouldn't recommend it - I lost quite a few knigths this way, as the "on the ladder" enemies can still retaliate effectively and without the charge bonus and the disengage-and-charge-again movement, the knights will lose against most infantry.
ANOTHER BUG :
The woodsmen guild doesn't always give the archery bonus. After I built the guild in Nottingham, 2-3 of the units I've trained there came out with 0 exp. When I right-clicked them on the recruiting queue, the description card said "experience 1" but when the training was complete the unit had 0 experience. The problem dissapeared after a few turns - the exp. bonus started to apply to the newly trained units. I don't know yet if this is a recurring problem or just happens once the first few turns after you build the woodsmen guild.
I've reached a point where it crashes every time I try to end the turn.
Playing as the Moors, at turn 53. 19 regins controlled, destroyed Spain and Portugal. Teamed up with England to stomp out the French, moving armies east to start my take over of Egypt, completed 3 Jihads.
Was one of the best campaigns I've done so far, but now it'll crash evrytime when I try to end the turn. :wall: ~:angry:
The woodsmen guild doesn't always give the archery bonus. After I built the guild in Nottingham, 2-3 of the units I've trained there came out with 0 exp. When I right-clicked them on the recruiting queue, the description card said "experience 1" but when the training was complete the unit had 0 experience. The problem dissapeared after a few turns - the exp. bonus started to apply to the newly trained units. I don't know yet if this is a recurring problem or just happens once the first few turns after you build the woodsmen guild.
That is a generic problem. Jousting Fields and other buildings that add experience also tend not to grant it beofre you retrain the troops again. And then sometimes they don't even get it then either.
FactionHeir
12-08-2006, 01:12
When parts of a unit have left the battle its possible that another part of the unit (only if its far from exiting the battle) becomes untargetable. Had this happen to me on steep terrain and parts of an enemy sipahi unit routed. When I held my cursor over those still near the center of the map, it told me "this unit has left the battle" and i couldn't attack it.
The description for Holy warrior is the same as for Grand Crusader and mentions crusades. Not a good thing.
When defeating a stack and getting the "Enemy army routs" message, the wrong name is displayed there. It displays your army as the one having been routed instead of the enemy's.
Units with the skirmish ability will stop skirmishing, even when still in skirmish mode, if out of ammo. This is annoying when you don't have time to move those units manually right at this moment.
Looking through the released data files, I've noticed a few errors:
- The WifeIsFertile trait has a character type of admiral
- The swift_steed ancillary for diplomats has a health bonus
- There are numerous ancillaries with no triggers, eg. armour_custom, armour_ornate, black_stallion, faithful_servant
This was from some casual browsing, so I've no doubt there's more errors.
zhumin1978
12-08-2006, 04:58
Hasn't anyone noticed this or its just me?
Turks don't have speech before battles in campaign.
But Egypt has it working just fine.
Mr Frost
12-08-2006, 09:23
Possible bug: losing to Aztecs makes your general hate Denmark for some obscure reason.
They should leave that one in :laugh4:
AI has lots of trouble withdrawing artillery units, They withdraw then run back pickup the artillery and withdraw again never getting anywhere.
AI can't besiege any fortification with cannon towers as they will willingly let themselves get slaughtered on a sally. Should they only be assaultable due to the towers range?
Lord Leonard
12-08-2006, 11:51
A couple of small ones, but bugs all the same:
1) On a merchant mission from the Merchant's Guild to takeover an enemy merchant, the mission states, if you succeed you will receive 500 Florins and the Merchant's Guild will be pleased with you and if you fail or don't do it, the Merchant's Guild will be pleased with you. Obviously they've been trading too much wine and they'll be pleased either way!!!
2) I received a mission to assassinate a Witch standing on my territory. Without reading properly I despatched a priest to burn the witch and the mission failed although the witch was dead. I reloaded and repeated task with an assassin and the mission succeeded. It should work either way or be more specific as to how to actually kill the witch.
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?
Slicendice
12-08-2006, 14:46
I looked through this list and didn't see this bug--or maybe I'm not playing the game right.
I only get one princess. I start the game with her and once she's gone I never get another. I watch them grow up in the family tree and as soon as they come of age they get married to one of my generals. I try to dis-allow the marriage but she never appears on the game map.
Have I missed something here?
A couple of small ones, but bugs all the same:
1) On a merchant mission from the Merchant's Guild to takeover an enemy merchant, the mission states, if you succeed you will receive 500 Florins and the Merchant's Guild will be pleased with you and if you fail or don't do it, the Merchant's Guild will be pleased with you. Obviously they've been trading too much wine and they'll be pleased either way!!!
2) I received a mission to assassinate a Witch standing on my territory. Without reading properly I despatched a priest to burn the witch and the mission failed although the witch was dead. I reloaded and repeated task with an assassin and the mission succeeded. It should work either way or be more specific as to how to actually kill the witch.
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?
Public order is not solely dictated by religious unrest. There are many other factors at play here.
Crac des Chevaliers
12-08-2006, 15:46
Regarding the missing princess. When she come of age you will of course have to refuse marriage. Then go to the city/castle her father is in and click on the agents tap. Voila - you have your princess. Sadly the way traits work right now she will very often be a ugly hag and it is very difficult to get her improved charm.
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 is either Bern or Innsbruck, both of which are castles. Castles almost can't be made to rebel, however 150% loyalty is very low for a castle, so I would say the religious unrest is in fact hitting hard.
Obviously bugged trait triggers:
1. The trigger that promotes priests produced in cathedrals bishops doesn't extend to huge cathedrals. A single > would fix the problem.
2. The BadTaxman trait is awarded if the settlement's tax rate is lower than high. Unfortunately, castles have their tax rate set at normal so governors will always pick up this trait.
3. No way to get the Faithful Servant and Smothering Bodyguard ancilliaries for princesses.
4. No way to get a whole bunch of princess-related traits. Lack of a CharmStarter trait to give princesses some charm to begin with. This is important since there are only 2 ways to gain and lose charm for princesses through actions (diplomatic success and getting assassinated).
5. ReligionStarter trigger for adopted generals, married-in generals and men of the hour is not giving the trait properly, resulting in them all having no piety (starter trait is supposed to give default 3). This may be due to the triggers being cluttered with other traits. The only one that works is the coming of age trigger, and only sometimes. This is most likely due to the fact that LoyaltyStarter is above ReligionStarter in the trigger and both are at 100% chance. The game checks for LoyaltyStarter, awards it and stops. If this is true, then all triggers with 100% chance traits buggy as well, since the game may stop before it hits the 100% trait and will definitely stop after it hits the 100% trait.
6. Pagan magician ancilliary is given when a region is less than 90% of the controlling faction's religion. This results in everyone getting one. Might be a simple typo from too many late nights up.
7. For some reason losing a battle to Aztecs causes you to hate Denmark. Maybe the two are related somehow (it's really a typo).
FactionHeir
12-08-2006, 21:50
The Hashashim guild does not give any law bonus to the town its in even though its descript suggests it should. I didn't test whether it actually give bonuses or not, but the building info is missing the law bonus, so it probably won't give any.
Ok, thanks for all the submissions guys.
I'm going to clean this up tomorrow and update the first post, as i really don't feel like trawling through 80 posts of bugs at the moment :P
Just from skim reading, i've picked up a hell of a lot of bugs that need to be reported, and i'm going to do so once i've got around to consolidating them.
Again, thanks for all your help and submissions.
FactionHeir
12-09-2006, 02:50
To give even more evidence to a bug I reported earlier regarding regicides:
My old finding was that it didn't give you any relations bonus when at war and abysmal.
This time I tested it on at war + terrible and neutral + terrible. Both times relations didn't increase either, so its definitely bugged. (in addition to having grammar errors in the success message)
And sapi, don't rejoice too early, I might still find more and make you work 25 hours a day instead of 24 ;)
Annex mission doesnt work except for possibly bribing it wich I never tried. I originally bought it for cash and ceasefire = another faction has taken it. Tried exchanging it for 1 city for the target and still doesnt work,wich is explicitly explained just that way in the mission script.
Exchanging cities, the AI gets a free garrison and the human player does'nt.
When artillery has 2 shots left it fires all of its ammo, but when it is down to one shot left it can never fire that last shot. Does the game consider the ammunition empty?
Sally and enemy has artillery, you lose the battle if you exit, even when you destroy all of thier artillery. This is including the fact that all men are back in the city (thier artiilery is destroyed but unit is left). It's also a loss if they fired all shots from thier artillery.
Citadel with cannon towers look like cannon towers but fire ballistas.
Human player does get a free garrison. A few infantry units, based on your barracks level.
Sun Tzui
12-09-2006, 13:38
Maybe it's just me, but has anyone else noticed that, there's no indication of the date/season in the campaign map SP?
I've gone to the trouble of reading the game manual and that's it...
You get a turn count but no date or season!!!:furious3:
Hope the patch can resolve this fault, but doubt it....:wall:
FactionHeir
12-09-2006, 14:00
In my Turkish campaign I noticed that I could call a jihad on any non islamic, non rebel region except if it was owned by Hungary. I couldn't call a jihad on any of their provinces, even on turn 1.
ersvale the dreadfull
12-09-2006, 16:08
I don't now if this is a bug or what, but i trust it's not supposed to look like this.. Look at the ports of cordoba and marrakesh.. On that game i had several more ports/dockyards/shipwrights that looked like that, and also several normal lookin'
https://img170.imageshack.us/my.php?image=fedupportsim9.jpg
In my Turkish campaign I noticed that I could call a jihad on any non islamic, non rebel region except if it was owned by Hungary. I couldn't call a jihad on any of their provinces, even on turn 1.
I second that one, except that I was trying to call a crusade and all the Hungarian cities showed up, even though it wasn't excommed.
Pikemen tend to be a little messed up. Charges often make it past the pikes and cause them to whip out swords and die. Pikemen not engaged directly will continue standing in braced position while their fellows are hacked down right beside them. Ordering a pike unit to attack causes it to walk forward and the front ranks do not engage the enemy. When the back ranks get into attack range they start poking away fine, but the problem is that the front ranks are now too close, switch to swords and die.
FactionHeir
12-09-2006, 18:58
I don't now if this is a bug or what, but i trust it's not supposed to look like this.. Look at the ports of cordoba and marrakesh.. On that game i had several more ports/dockyards/shipwrights that looked like that, and also several normal lookin'
https://img170.imageshack.us/my.php?image=fedupportsim9.jpg
Cultural difference is all. Muslim ports look different from western european ones.
Human player does get a free garrison. A few infantry units, based on your barracks level.
tested it and bought a bunch of cities and got a garrison. You don't get the free garrison in an annex mission, or something else is in play here
Loss of sound
I played the Cortez vs Mayans hsitorical battle, and a few seconds into the action, the sound just died. The music, the voiceovers, and the battle sounds all just died.
*Restarting the game had no effect!*
*Restarting the COMPUTER had no effect!*
So now when i run the game, theres no menu music, no game sounds. . I tried changing the sound provider (was using Miles 2D with headphones), apply, but still no change. Ive never messed with any of the .ini files or whatever or anything.
Sun Tzui
12-09-2006, 23:03
My english campaign is stuck on turn n.º 128!:help:
It recognizes the end turn button but it does not highlight it, so clicking it does nothing, same goes for faction, contruction and mercs purchase button....
:dizzy2: I would'nt mind waiting a bit longer for a game without so many bugs. :furious3:
:wall: :wall: :wall: :wall: Now i gotta restart a new campaign:wall: :wall: :wall: :wall:
The buglist updates are below and in the first post. I'll send them off to CA in a minute or two.
---
New Bugs
When the AI has a spy inside a settlement that opens the gates for them, they don't use rams to break down the gates but they also don't make use of them being open.
The game can get stuck in a loop, apparently when both the faction leader and heir are killed in the same battle. Further investigation indicates that this occurs when they are taken prisoner, but the ransom is refused.
Aztec cities sometimes have egyptian architecture !
Some key mapping doesn't work correctly (specifically that to do with binding keys to different speeds).
Sometimes textboxes fail to display correctly during battles, so that only a few letters are readable.
Once a unit has begun to climb a ladder, it can no longer be targeted by cavalry (even though most of the unit is still on the ground.
If new units are added to a jihad (or a crusade?) and it takes the settlement within the next few turns, the game does not count those units (and thus the entire stack) as a jihad army and the mission is failed.
The AI doesn't understand that being in spear wall formation prevents units from hiding, and will operate as if those units were hidden when to the player they are not.
In many cases, ballista towers shoot cannon balls, and cannon towers shoot ballista bolts.
There is an exploit wherein you can move all garrisons with generals in them as part of a crusade on the last turn before its completion and thus get the experience bonus despite not having moved anywhere.
If any of the Timur elephant units lose men in a battle, the game will crash when you try to fight them in the next battle (presumably because the unit won't work without its full compliment of men).
The AI won't sally out of forts.
The AI often doesn't do sea landings, causing a lot of trouble for factions such as the British and the Scots. It also means that they are unable to capture island territories.
Armourer buildings are not giving the correct bonuses (please see post #42 in the new Org buglist for a full explanation, but basically they all add +1 armour despite the different armour levels actually giving far more than that.
Reinforcement units sometimes get 'stuck', half on, half off the map. This mostly occurs with generals bodyguard units and may be to do with the king/heir having a larger unit size than the game allows for with theautodeployment.
Pathfinding for routing/withdrawing units in siege battles is horrible, with men that are literally ten metres from the border of the map running past the defences to withdraw on the other side.
Natural Disasters sometimes prevent you from building forts and watchtowers in the affected province.
Cavalry don't seem to get the experience bonus when trained at castles with jousting/training grounds during initial training (they need to be retrained to get the bonus.
You/the AI are still counted as a faction's ally even if that faction has been destroyed (ie the game is not erasing the ally information for that faction), causing significant problems with attempting to secure future alliances.
Pathfinding in mountain terrain is horrible.
You can often see the hit animation play out for units with only one hitpoint and yet not see them die.
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.
Agents and armies can move on top of each other and thus displace the other character that was on that coordinate, preventing characters such as merchants from earning an income and moving your characters away from their intended targets.
The 'wary of rebels' trait's description reads 'no effect'.
When you've ordered a spy to move into a city (over multiple turns) and that city is besieged, the spy can still move in and bypass the siege restriction during your automated movement phase at the end of your turn.
Captured captains show up as a member of the unit of which they were a part on the ransom screen.
Generals bodygurads without a leader show up for ransom (as an aside to this point, it'd be nice to have an option to 'ransom nobility' to keep the price down).
The 'annex settlement' mission doesn't seem to work correctly.
Generals can get traits about wives when they're not married.
Spelling error in the details of "Your forces melt away"
Grammar error in the details of a successful Regicide mission.
Like the diplomatic traits, the 'chivalrous ruler' trait can be lost very quickly (for example by leaving him in a town with high tax rates)
Knight Hospitaler trained from a HQ do not gain the promised experience bonus.
Militia cavalry sometimes can't be retrained in the city they have been recruited in.
A successful regicide mission doesn't raise the relations between the factions as it should.
Attacking Orthodox factions while on crusades will drastically kill your relations with the pope.
Cancelling an alliance lowers your reputation, defeating the point of doing so (it's the same as just attacking without warning).
Retraining a full strength unit (to improve its armour, for example) will still take a unit away from the recruitment pool.
If a family member comes of age in a fleet which already has 20 units in it, the fleet vanishes, and can only be recovered by moving another ship close by and using the faction members panel to locate and move the prince.
An AI army that is forced to fight to the death sometimes tries to withdraw (and is destroyed).
Several options in the config file (such as editor and movies) are overwritten by the exe on game startup and thus cannot be changed for good.
Elephants can capture a gatehouse from outside the city.
AI reinforcements rarely work together with the main force and often let themselves be defeated in detail.
The AI doesn't move their general out of artillery range when he's under attack, so he often gets killed before the battle is joined.
The 'man of the hour' event never seems to trigger in sallies, siege battles and when the army never moves out of the town (ie for an enemy/rebel army within one step of the settlement).
There seems to be a significant balance issue with 'forlorn hope' (see post #69)
Buildings can get damaged in a siege battle that is autoresolved despite the absence of artillery.
There seems to be no real reason not to sack a settlement rather than occupy it. If it does generate unrest then the penalties seem to be too small.
The vices that can be gained from being in cities have a ridiculously high chance of being gained when how many a general is eligible for and how long he stays in the city are taken into effect.
Losing to the aztecs can make your general hate Denmark !
Generals are still suicidal in sieges.
The AI sometimes 'freezes' during sieges, and their units simply stand still for the remainder of the battle.
Adding agents to a crusade removes its movement bonus.
Religious unrest and general unrest sometimes behave strangely (see post #79)
The description for Holy warrior is the same as for Grand Crusader and mentions crusades.
There are numerous ancillaries with no triggers, eg. armour_custom, armour_ornate, black_stallion, faithful_servant
AI has lots of trouble withdrawing artillery units, They withdraw then run back pickup the artillery and withdraw again never getting anywhere.
AI can't besiege any fortification with cannon towers as they will willingly let themselves get slaughtered on a sally. Should they only be assaultable due to the towers range?
On a merchant mission from the Merchant's Guild to takeover an enemy merchant, the mission states, if you succeed you will receive 500 Florins and the Merchant's Guild will be pleased with you and if you fail or don't do it, the Merchant's Guild will be pleased with you. Obviously they've been trading too much wine and they'll be pleased either way!!!
Assassination missions (such as assassinate witch x) fail if you kill the unit in any other way (such as burning it at the stake or killing it in battle).
The trigger that promotes priests produced in cathedrals to bishops doesn't extend to huge cathedrals.
(the next three are quoted from post #94)
There's no way to get a whole bunch of princess-related traits. Lack of a CharmStarter trait to give princesses some charm to begin with. This is important since there are only 2 ways to gain and lose charm for princesses through actions (diplomatic success and getting assassinated).
ReligionStarter trigger for adopted generals, married-in generals and men of the hour is not giving the trait properly, resulting in them all having no piety (starter trait is supposed to give default 3). This may be due to the triggers being cluttered with other traits. The only one that works is the coming of age trigger, and only sometimes. This is most likely due to the fact that LoyaltyStarter is above ReligionStarter in the trigger and both are at 100% chance. The game checks for LoyaltyStarter, awards it and stops. If this is true, then all triggers with 100% chance traits buggy as well, since the game may stop before it hits the 100% trait and will definitely stop after it hits the 100% trait.
Pagan magician ancilliary is given when a region is less than 90% of the controlling faction's religion. This results in everyone getting one. Might be a simple typo from too many late nights up.
The Hashashim guild building description doesn't mention any bonus to law.
When artillery has 2 shots left it fires all of its ammo, but when it is down to one shot left it can never fire that last shot. Does the game consider the ammunition empty?
If you sally and enemy has artillery, you lose the battle if you exit, even when you destroy all of their artillery. This is including the fact that all men are back in the city (their artillery is destroyed but unit is left). It's also a loss if they fired all shots from thier artillery.
There are several bugs with choosing the city you call a crusade upon (see post #103)
(quoted from post #103)
Pikemen tend to be a little messed up. Charges often make it past the pikes and cause them to whip out swords and die. Pikemen not engaged directly will continue standing in braced position while their fellows are hacked down right beside them. Ordering a pike unit to attack causes it to walk forward and the front ranks do not engage the enemy. When the back ranks get into attack range they start poking away fine, but the problem is that the front ranks are now too close, switch to swords and die.
FactionHeir
12-10-2006, 02:23
Just as an addendum to the religious unrest behaving strangely: (#79)
It happened only in my designated capital and only if it had a governor inside. When I moved the governor out, the religious unrest disappears. This is odd because my governor in both campaigns did have piety but no negative traits at all.
And general unrest behaving strangely:
https://forums.totalwar.org/vb/showthread.php?t=74517
I refuted the theory that it was spies causing it, because I did a quick test whereby I moved 10 spies into an affected settlement, cheated them up to 10 subterfuge each and then ended turn 5 times without doing anything else. After 5 turns the (general) unrest still remained at 15% for no reason. The unrest seems to affect most of the settlements you have owned for a while, some newly captured ones don't usually seem to have it from what i've seen. So yes, behaving strangely
FactionHeir
12-10-2006, 02:35
Erm forgot in my post above:
Great work reading through all those posts and putting together a nice list :)
I just remembered a few more:
To confirm #134orgbuglist (in your first post), I also noticed that sometimes if you click "attempt night attack", then uncheck and recheck, it might cause the game to crash due to an unspecified error.
Archers/crossbowmen have big troubles killing the last man in a unit. I had 8 horse archers and 5 merc crossbowmen on two different occassions trying to shoot the last archer in an archer unit and they needed altogether some 5-6 volleys to kill him. While I was zoomed in to watch this, I noticed that single man was hit repeatedly (hit animation as noted in the "new bugs") but didn't die. He took some 50 something hits before finally dying... Also, besides the last man having some weird issue with its hitpoints, the ranged attackers shooting him are highly inaccurate (I mean its just 1 man left, sure less targets but you can focus on him)
FactionHeir
12-10-2006, 03:20
Follow-up to Jihad targets (not on your list, you only mentioned crusade targets):
It lists rebel towns in the middle east preferentially and then fills up with captial cities of non islam nations. However, it has a limit to how much it can display (8 or 10 cities i think), so you may not be able to wage jihad on a target of your choice. Actually, even if you take all those rebel towns and only true factions are left, you cannot wage jihad on some factions because their city is not on the list due to the limitation. Since there doesn't seem to be a criteria for what makes a city more jihadable than another (why is Edinburgh there but not Budapest or Krakow), it should show all non islam capital cities without the arbitrary limit. It doesn't have a limit for crusades, so why for jihad?
You can't sail down the coast of Africa past Marakeesh, but there's a pirate fleet trapped there. If the player owns Marakeesh or Arguin and thus extends his vision that far, he is treated to the sight of the trapped pirates trying to sail away and failing every single turn for the rest of the miserable game. Drives one nuts.
Reloading a game will cause any provinces hit by natural disasters that turn to become bugged. This prevents you from building watchtowers and forts there until another natural disaster hits.
AI hires mercanary ships in lakes
ersvale the dreadfull
12-10-2006, 12:52
Cultural difference is all. Muslim ports look different from western european ones.
Hey factionheir! Did you look at the picture?!!
https://img170.imageshack.us/my.php?image=fedupportsim9.jpg
The ports are not supposed too look like that, and i don't care how muslim they are.. Btw look at Granada, thats was a moorish port, but it looks perfectly normal.. Besides, i had the same problem with the ports in Marseille,
https://img246.imageshack.us/my.php?image=marseillealsobp4.jpg
and Bologna
https://img215.imageshack.us/my.php?image=bolognaalsosq8.jpg
and they're not muslim ports..
At first i thought it was a bug that occured when shipwrights were upgraded to dockyards, but then it must only apply for me, because the computer upgraded the port in Thessalonica to a Dockyard and that looked perfectly normal..
https://img215.imageshack.us/my.php?image=normallookinghl8.jpg
Maybe it's got something to do with the video settings, i'm just wondering if anyone else has had this problem or if it's only me...:furious3:
FactionHeir
12-10-2006, 13:47
Hey factionheir! Did you look at the picture?!!
Yes I did and it only had some cultural differences when I looked at it.
Your new shots are more clear on what you mean however.
Is it that your docks look somewhat empty? (without the mini city?) Or is it something else? You need to specifiy what is different, not just state that it is different.
I didn't have this problem though, so I can't help you further
ersvale the dreadfull
12-10-2006, 14:48
Is it that your docks look somewhat empty? (without the mini city?) Or is it something else? You need to specifiy what is different, not just state that it is different.
I'm sorry, i thought it was obvious. The graphics seem to be jammed somewhere between shipwright and dockyard, with both shipwright and dockyard walls around it. Also, as you so eloquently put it factionheir, the docks look somewhat empty.:yes:
Just trying to contribute some possible bugs..
And general unrest behaving strangely:
https://forums.totalwar.org/vb/showthread.php?t=74517
I refuted the theory that it was spies causing it, because I did a quick test whereby I moved 10 spies into an affected settlement, cheated them up to 10 subterfuge each and then ended turn 5 times without doing anything else. After 5 turns the (general) unrest still remained at 15% for no reason. The unrest seems to affect most of the settlements you have owned for a while, some newly captured ones don't usually seem to have it from what i've seen. So yes, behaving strangely
Yep. Got it too. Are there any more people with this same thing?
FactionHeir
12-10-2006, 20:21
I just noticed another serious bug:
I'm playing my new campaign as the moors (vh/vh) and had eliminated my ally portugal using assassins. Now I moved a spy into the rebel settlement lisbon (as they are eliminated). This spy has subterfuge 10.
A few turns later I take Lisbon with an army. What I notice is that the settlement now ahs a permanent 40% general unrest even after I moved my spy out.
Could it be that there is some problem with erasing unrest from a rebel settlement that you had infiltrated using a spy a few turns ago? I didn't notice this before anywhere else, so it could be rare or coincidence?
FactionHeir
12-10-2006, 20:28
Sapi, you missed this from my post #42 in this topic:
-Merchants trained when I had the merchants HQ and a master assassins guild would give a newly trained merchant the "merchants guild apprentice" trait which somehow related to the master assassins guild descript and gave "+1 to agent's skill". You would also expect a journeyman for the HQ in that respect, so its likely that there is some overlap in the triggers for merchants guild / assassins guild.
I just got reminded by this of another topic which popped up in the citadel.
Another one:
Theologians guild descript is the same for all factions. However, for orthodox and muslim factions, it does not make much sense if they had to study the bible before meeting the pope...
Captured AI asassins give no message or who did it, the AI knows when you fail via death of your asassin.
And Forlorn Hope still lack their extra HP....
Sapi, you missed this from my post #42 in this topic:
-Merchants trained when I had the merchants HQ and a master assassins guild would give a newly trained merchant the "merchants guild apprentice" trait which somehow related to the master assassins guild descript and gave "+1 to agent's skill". You would also expect a journeyman for the HQ in that respect, so its likely that there is some overlap in the triggers for merchants guild / assassins guild.
I'll look at the other ones later, but just to answer this - it's in the original buglist.
i don't know if it is a bug or not, since i don't see it up there, but i experience severe lag on all sieges of fortresses and citadels, as well as Large Cities when there are 600-800 and up total soldiers in the battle.
my system specs:
XP Media Center SP2
1gig PC3200ddr
Athlon 3500+
NVIDIA GeForce 6600GT
it doesn't seem right that i can handle 1,800 soldiers in a field or mountains, but i can't handle 600 in a late period siege battle with all graphics options turned to their lowest possbile settings...
I get the same thing - i think its' a problem with the buliding textures or the ai, using excessive cpu time
Ars Moriendi
12-11-2006, 09:12
Broken savegame. It works ok upon reloading, but crash to dektop when I hit "end turn" with a message saying something like "unspecified error". Previous saves work fine, just not my latest one in an english campaign.
I've seen other people in this thread complaining about end turn issues or save files, but not this one, I think...
FactionHeir
12-11-2006, 09:13
Yeah me too. Check the second link in my sig..and its not just my system :)
FactionHeir
12-11-2006, 09:20
My post above was meant to address mor dan and sapi.
Here's one.
I think the active ability of marriage is bugged. For example, if you start a campaign as France and you send your princess to Caen, you can use the marriage ability to try and steal Robert from England and bring him into your family. If you are successful, Robert will step outside Caen and join the French faction, however, I think now he should be a member of the French family and appear on your family tree - but he doesn't. It will say French family member when you click on him, and he will have royal ties etc but won't appear on the tree. Then, I started to get weird "New Family member" messages every round. A new baby seemed to emerge, but the surname was seemingly random like "de Calais" etc. No new child appeared on the tree again.
A bug this is... I am certain of it...
If Musashi is correct:-
I have not tried a faction heir yet.. but if they do join your family, then maybe there is a bug and they switched the trigger to join your family tree "wrongly" from generals to faction heir. So generals dont join and faction heirs do.. should be other round methinks...
Don't know if I mentioned this before (can't find it). Gunpowder upgrades at university give bonus melee attack instead.
FactionHeir
12-11-2006, 13:35
British can build military academy and get gunpowder associated traits and retinues before gunpowder is even developed.
FactionHeir
12-11-2006, 17:01
Diplomacy bug:
When the balance is on "balanced", the AI will often reject (just reject) by saying that the offer is too generous and they would owe me too much. However, then I make the offer even more generous, they actually accept...shouldn't the AI say that they don't like the terms instead then?
Or could it be that they couldn't meet those terms and auto-default onto "too generous"?
FactionHeir
12-11-2006, 17:26
Bug or intentional?:
Christian factions can retrain almost all mercenaries (save crusader units).
Muslim factions can only retrain merc spearmen, bulgarian brigands and salv mercenaries? (maybe a few more, but much less than christians)
I mean muslim factions can't even retrain mercs they get in their own area while christians can! (alan merc cav, armenian heavy cav, merc crossbows...)
Related to the starting piety bug: becoming a king makes you lose the starting piety again.
another critical bug is that gunpowder units such as musketeers and arquebusiers and handgunners' REFORMING BUG!
Hi sapi !
I can confirm this, after about an hour of tests last night.
Sometimes musketeers under fire will perpetually try to reform going back and forth back and forth without shooting back.
Forgive me if I missed this in the list, but I did'nt pick it up.
This is a MAJOR bug.
The consquence of which is players who wait a long time to use gunpowder unist in campaign are severly handicapped. It's extremely disappointing and is a show stopper. It's likely to produce many, many unsatisfied customers.
If I need to produce any evidence of the bug let me know. But basically anyone can see it. You need a musket unit and have it get shot up by 2 or more units intermittently. It will be stuck in a reform loop, it will fire back only very rarely. It WILL fire back back not half as much as it should.
I wonder if this is a feature, I think not, because even one man dying per every few enemy volleys can severely disrupt the musket formation.
They also don't seem to work at all 50% of the time actually.
Sometimes depending on the rows and columns of their formation, they simply won't shoot. Case in point is city walls where they have an awesome position from which to destory the enemy, they won't shoot in most cases.
They also seem to sometimes shoot through buildings in siege situations (talk about reversal of fortune).
Lastly there is also a bug with the fire command on these units. If you order them to shoot, about 20% of the time they will just stand there and they won't shoot, even thoguh the enemy is plainly standing there too about 50 meters away in beautiful formation ideal for the killing. If you switch on auto fire they probably will shoot, eventually.
The firing sequence has issues.
These essentially mean players have to contend with a late period unit for which they have waited long and can't use, issues with muskets, need to be addressed by the developers.
Louis de la Ferte Ste Colombe
12-12-2006, 13:55
A kind of funny one...
When using "Total war" view, in the French version of the game, the camera keys relate to a "qwerty" keyboard, and the other contros use an "azerty" keyboard.
That means I can give two different orders using one key!
Louis,
Sacre Bleu !!! Le French Zhey Have Everyyythiing !!
Sometimes during battles the sound gets set to Muted? I also noticed it in RTW back then,. Happened sometimes when alt-doubleclicking with a missile cavalry unit, but am not sure if it also happened with others. Anyway, it happens occasionally :P
Doug-Thompson
12-12-2006, 22:00
A very, very few things that I don’t think are bugs:
Updated 10/12 AEST
"Natural Disasters sometimes prevent you from building forts and watchtowers in the affected province."
Well, if there’s a flood or an earthquake going on … or if it wiped out the tower you just built …
“Attacking Orthodox factions while on crusades will drastically kill your relations with the pope.”
Those Orthodox may be misguided members of the flock from the Catholic point of view, but they’re still Christians. Muslim factions aren’t allowed to attack other Muslims at all while on Jihad, period.
“Cancelling an alliance lowers your reputation, defeating the point of doing so (it's the same as just attacking without warning).”
Except that it doesn’t get you in a war. You can still trade with the former ally, for instance.
“Retraining a full strength unit (to improve its armour, for example) will still take a unit away from the recruitment pool.”
I don’t have a problem with that at all. They’re taking the armorers attention, for instance.
“Archers seemingly do no damage in heavy rain.”
Wet bows. Wet bowstrings. Water in your face ...
“Relations with x have worsened' notices appear when you're at war with faction x.
Making it more difficult and costly to negotiate peace.
Also, on this one:
“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.”
Pilgrims seem to have the same problem.
Hopefully someone has already reported these two bugs related to the plague.
1. I am playing as Venice, hard/very hard. When a city has the plague, any understrength units within the city is automatically retrained. I have double-checked settings to ensure I don't have any troops set for retraining. Yet any understrength troops are retrained to full strength anyway.
Considering the size of Venice by this stage of the game, the retraining can cost quite a bit of money. During the plague, money is very tight and retraining troops is not a good use of the money.
2. I have also noticed that troops with the plague do not display the plague marker which makes it very difficult to prevent the spread of plague.
Morindin
12-13-2006, 03:17
Not sure if this has been mentioned already.
Sounds
Archers seem to have infantry marching sound and infantry seem to have Archers marching sound.
Archers make the intimidating 'crunch crunch crunch' noise as they march, wereas infantry just rattle and barely make a noise.
The Mongols
In my game the mongols just parked above the black sea, until about 50 years later I sent a scout to check them out. Then they rampaged across Eastern Europe.
A very, very few things that I don’t think are bugs:
Updated 10/12 AEST
"Natural Disasters sometimes prevent you from building forts and watchtowers in the affected province."
Well, if there’s a flood or an earthquake going on … or if it wiped out the tower you just built …Yes, but they stop you building in that province forever (or at least until another one occurs)
“Attacking Orthodox factions while on crusades will drastically kill your relations with the pope.”
Those Orthodox may be misguided members of the flock from the Catholic point of view, but they’re still Christians. Muslim factions aren’t allowed to attack other Muslims at all while on Jihad, period.Yes, but having a different set of papal relation-damaging actions when on crusade and off seems a bit silly.
“Cancelling an alliance lowers your reputation, defeating the point of doing so (it's the same as just attacking without warning).”
Except that it doesn’t get you in a war. You can still trade with the former ally, for instance.Yes, but the example in question is if you want to go to war with that nation but dont' want to betray them.
“Retraining a full strength unit (to improve its armour, for example) will still take a unit away from the recruitment pool.”
I don’t have a problem with that at all. They’re taking the armorers attention, for instance.I've got no problem with it either except that the recruitment pool measures men, not an armourer's attention.
“Archers seemingly do no damage in heavy rain.”
Wet bows. Wet bowstrings. Water in your face ...The hit animations still play.
“Relations with x have worsened' notices appear when you're at war with faction x.
Making it more difficult and costly to negotiate peace.Yes, but you'd think your relations would hit rock bottom when you attack them, wouldn't you?
Also, on this one:
“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.”
Pilgrims seem to have the same problem.Don't they use clubs? Maybe that's regarded as a 2h weapon...
FactionHeir
12-13-2006, 12:14
Pilgrims don't have the problem from what I know as they use daggers. Religious fanatics use 2 handed clubs though, same as the jihad mutww something.
Another bug:
When you tell crossbowmen (noticd thismainly commanding merc xbows) to move, they will continue reloading and then fire an empty volley (mock firing with sound) before the move. This can take very long and make them sitting ducks. Why do they reload and do an empty volley anyway when you tell them to move right after they all took their shot?
Further, when they currently are firing or about to fire and you press "stop", they all finish their current volley and fire an empty one as well.
PureFodder
12-13-2006, 12:58
Sorry if someone's mentioned this already;
I've seen a bug several times when attacking a city/castle if a defending unit routes while outside the main wall or in the outer area of a 2 teir fortress/citadel. If you chase them and have a unit quite close when they reach the gatehouse, the doors don't open and the unit gets stuck stood just outside the gate, even if the unit chasing them withdraws. The routing unit cannot be properly attacked either, any units set to engage them will stand a few yards behind them and mill around until someone accidentally walks into an enemy soldier and attacks them.
FactionHeir
12-13-2006, 13:27
I can confirm what PureFodder says. Have seen it only twice before though bc i usually auto resolve sieges.
Happened mostly when the enemy for some reason moved his cav out of the gate and let it stand there till it routs but then it won't open the gate for it and I can't attack it.
FactionHeir
12-13-2006, 13:46
The AI can get Man of the Hour (even in RTW, but still in M2TW) without fighting battles.
I noticed this when I assassinated one of his family members in the middle of nowhere and there weren't any rebel or other stacks around. Next turn the stack is led by a new family member again, aged 20-21.
PureFodder
12-13-2006, 14:47
I assume this is a bug and not a feature.
When an enemy army decides to assault one of your settlements, by having diplomats/prests/spies/assassins in the enemy territory you can see their planned route (the big blue arrow) of the enemy army all the way to your settlement even when it's going to take several turns for them to get there. Even if you then use this information to massively re-enforce the settlement the computer still follows it's attack order resulting in the enemy sneak attacks being utterly non-sneaky and disastrous for them.
The AI can get Man of the Hour (even in RTW, but still in M2TW) without fighting battles.
I noticed this when I assassinated one of his family members in the middle of nowhere and there weren't any rebel or other stacks around. Next turn the stack is led by a new family member again, aged 20-21.
Adoption...
The AI plays it's turn after you, so it will be able to respond at once.
FactionHeir
12-13-2006, 15:07
You cannot adopt a captain though. THe adopted ones will always show up at the family member who adopted them or next to him.
But if I kill the leader of a crusading army for example and the AI just replaces him mysteriously next turn and keeps going, then something's wrong.
I can't adopt someone in the field either if I don't have a family member nearby.
FactionHeir
12-13-2006, 17:56
Add to the list:
Lag/major slowdown on campaign map. Details in the second link of my sig. Got several people having the same problem now and it seems to occur on both low and high end rigs.
I can second the campaign map lag. I tried everything and even on extremely low settings it happens sometimes. Seems like a memory leak maybe ?
sapi I'd like to add this as an enhancement for the February update:
There is no road connection between Constantinople-Trebizond, no road connection between Nicea-Trebizond.
I've done research on this and there was indeed a road connection between the two passing through what is the first northern valley on the MTW2 campaign map, between Trebizond and Nicea.
Naturally there was also a road connection between Nicea and Trebizond.
I don't know why those connections are missing but it would be a nice little addition if they were there.
This is not a major issue, hence I'd like to add it as an enhancement, rather than a bug, it is however an inaccuracy.
Thanks.
Doug-Thompson
12-13-2006, 23:52
Thanks to sapi for the prompt and full replies. More about those later. First off, I've also seen the campaign map slowdown and reported it on the technical forum soon after getting the game. Seems to hit after hours of sustained gamplay for me, making me think it's a memory leak problem again. Quitting the game and restarting the computer fixes it every time. Saving the game first is clunky, but can be done. Oddly, though, Windows XP has a hard time shutting down after this crops up. You get "program not responding" error messages after MTW2 has quit for things like Explorer and msnmgr, things I thought I'd shut off and wasn't using.
=========
On the other, I used the word "pilgrims" when I meant "fanatics." I paid closer attention after reading about the two-handed problem with other units. The next time I had a Jihad siege battle against cheap spear units, I discovered that my best, hardest fighting unit of Muslim fanatics fought and fought and fought — achieving a grand total of six kills, which I presume they got in their initial charge. And yes, they do use a club, so it could be a two-handed weapon.
==========
I stand corrected on the natural disasters issue. I also obviously misunderstood the "archers in the rain" problem. If they're not getting hits that count, then the animation showing them getting hits should be fixed if practical.
I'm not convinced on the rest, but it's not worth arguing about. I will do sapi the courtesy of answering the question on “rock bottom.” I’d point out that there’s war, then there’s “war to the knife.” If a powerful neighbor attacks me, I want peace but will defend myself, and expect an AI to do the same. If I want to wipe a faction off the map, that’s different.
Clausewitz would agree with me. :clown:
sapi it seems there's another two blatant errors (?) on the Anatolian map, so blatant that I'm amazed how I did'nt spot it before. I think the graphics and general awe of the game had me completely spellbound.
There is no road connection between Caesarea and Yerevan.
There is no road connection between Caesarea and Trebizond.
This later missing link is pretty serious from a geological/historical point of view, because there exits a road that has been a major highway for transporting silk from China. In a gameplay sense of course, it would make things a lot better for anyone in Anatolia.
I do understand the abstraction taking place on the campaign map, and the scale is not symetrical in all areas of the map. Anyway ingame there has to be a link between Georgia and Trebizond (Trabzon) as well as Caesarea and Trebizond. Specially because the entire state of Armenia and Georgia is abstracted, it just can't be without road links, LMAO.
I'd like to add these two to the list for the February update as well, as an enhancement.
Thanks !
Ok, thanks guys.
I'll update the list later today, after i've got around to setting up a wireless network at home :)
SirRethcir
12-14-2006, 08:35
Cause it seems it is not addressed in the first patch:
as it should be:
port: Increase tradeable goods + 'ships'
Shipwright: Increase tradeable goods + 'ships'
Dockyard: Increase tradeable goods + 'ships'
Naval Drydock: Increase tradeable goods + 'ships'
Merchant's Wharf: Trade fleets available 1 + Increase tradeable goods
Warehouse: Trade fleets available 2 + Increase tradeable goods
Docklands: Trade fleets available 3 + Increase tradeable goods
as it is now:
port: Trade fleets available 1 + Increase tradeable goods + 'ships'
Shipwright: Trade fleets available 2 + Increase tradeable goods + 'ships'
Dockyard: Trade fleets available 3 + Increase tradeable goods + 'ships'
Naval Drydock: Trade fleets available 3 + Increase tradeable goods + 'ships'
Merchant's Wharf: Increase tradeable goods (?)
Warehouse: Increase tradeable goods (?)
Docklands: Increase tradeable goods (?)
Interesting:
In export_descr_buildings.txt (provided by CA) it is correct implemented.
So, I'm not sure if it is fixed in the new build.
FactionHeir
12-14-2006, 10:45
sapi, do you want me to go through the previous list and the ones you have not sent yet to round up all the stuff you can send to CA? :)
There's nothing on the front page i haven't sent (i just haven't updated the titles).
I'm also supposed to use a new reporting system, and that coupled with errors on teh wireless i was supposed to set up today mean i'll have to update this tomorrow.
Thanks for the offer anyway mate, but i'll be able to do it fine myself, i think.
I'm not convinced on the rest, but it's not worth arguing about. I will do sapi the courtesy of answering the question on “rock bottom.” I’d point out that there’s war, then there’s “war to the knife.” If a powerful neighbor attacks me, I want peace but will defend myself, and expect an AI to do the same. If I want to wipe a faction off the map, that’s different.
Clausewitz would agree with me. :clown:
I think I understand what you are at, If the pope gives me a cease hostilities action I can still attack that factions armies in my own territories, on top of that I can attack an enemy fleet if it is blocading a port of mine and all of this with no repurcussions. So what Doug is saying that relations worsen when he is defending/ relieving a siege/blockade.
Edit: forgot to add marriage alliances don't work properly on very hard and possibly hard difficulties. Relations will worsen just as fast as they do with a neutral nation. The same goes for regular alliances of course.
Like a few others, I also sometimes experience lag on the campaign map. The main thread on this problem can be found here (https://forums.totalwar.org/vb/showthread.php?t=74286) - though I'll outline what I've managed to pull from various postings for the sake of convenience:
- This problem is characterized by the game being sluggish graphically on the campaign map. Scrolls open slowly, notifications fall slowly, scrolling the map is jerky and slow. Basically, it's a lot like bullet-time in The Matrix, but jerkier.
- It seemingly can occur at any time. For me it happens mostly when a turn of mine begins. Not each time one begins, but if it is going to that's usually when it starts. I haven't yet had it happen as soon as I start a campaign, but others report that it can, and also due to seemingly minor events like removing a building from the queue in a settlement.
- It affects about 80% of the map area. The less affected areas seem to be less graphically intense areas: edges of the map, oceans, or any simple areas with little geography or game elements (cities, armies, agents, etc). This seems to suggest the problem is graphical in nature.
- The slowdown is not to a consistent level: I've had it barely noticeable, all the way to nearly impossible to move the mouse, with the exact same area on the map visible on screen, so one would imagine that some game-related factor is affecting the severity of the problem.
- It appears to be independent of hardware, as people with low- and high-end rigs have reported the problem at what appears to be the same severity level.
That's what I've managed to conclude so far about the nature of the problem. Concerning solutions, it appears that saving, quitting, then reloading the game invariably fixes it, so it can't be just about what's on the screen graphically: the game must be doing something to cause things to grind down like they do. I myself have had success alt-tabbing to the desktop then back to the game, which relieves the campaign map lag temporarily, however others do not appear to have similar results here.
Given my observations of the problem in action, I would suggest the game is hogging memory, or else processor time. This would indicate a memory leak, or some sort of out of control process cycling. Of course something less immediately obvious like data accesses could be the culprit if the game is slowed down waiting for data it needs all the time, but there's no real way for me to determine any of that so I leave it for someone else...
With your idea of a memory leak, what does your memory usage look like when you get the problem (quit the game, hit ctrl+alt+del, go to the performance tab and look at peak memory usage)?
PureFodder
12-15-2006, 01:37
I've found a nice if unlikely hiccup if an enemy decides to withdraw from the battle and you have a reinforcement army waiting on the edge of the map. There's an oh so slim chance that the enemy will withdraw its units directly towards the units waiting off the map. If so, when they reach the edge they get stuck on the edge of the battlefield trying to walk through the off map units.
These are then ripe for the slaughter :laugh4: .
With your idea of a memory leak, what does your memory usage look like when you get the problem (quit the game, hit ctrl+alt+del, go to the performance tab and look at peak memory usage)?
I did one better... took a series of screen caps of Task Manager: Before I run the game, while it's running without campain map lag, and then after the lag has been going for a few minutes. Note that Task Manager popped me back to the desktop, and I have no idea what that may do to the game's memory imprint versus when it's actually the active window.
http://www.goldeneaglecomics.com/pictures/BeforeLaunch.JPG
http://www.goldeneaglecomics.com/pictures/RunningOkay.JPG
http://www.goldeneaglecomics.com/pictures/AfterLag.JPG
After I quit the game, it looked so close to identical with the pre-game state that I didn't even cap it again.
So unless I am missing something glaring, the numbers I'm getting don't look suggestive of any memory leaks. The available memory is only VERY slightly lower after the lagging was going, but presumably this is not nearly enough to cause any memory issues, or this particular issue, and is probably just due to the game needing a little more memory for legitimate purposes as I got deeper into the campaign.
As I said though I could be wrong or have missed something obvious, so if anyone has a word of confirmation or contradiction, let me know as I'm sure some people here know more than I do about these kinds of things.
Hmmm - i'm actually, on considaration, inclined to disbelieve the memory leak theory - i've never seen my page file get touched and after playing mtw for hours today my memory usage is at 37% of 2GB.
Hard to say what it is though...
(The first post's update will be coming some time this weekend)
Lord Leonard
12-15-2006, 08:29
Sapi is correct. There's no memory leak. Those who have reported the memory leak should consider it's something else, such as anti-virus or windows services running in the background. My memory is 100% stable with M2TW.
Ok, but what is it then?. I have nothing running in the background when I play. I like to have everything available for the game. Even the network connection is shut down.
It's a problem with one of the textures/animations in a siege battle.
Personally i'm leaning towards it being the smoke (and a similar dynamic transparencies issue to what occurs in oblivion) but that's a purely uninformed guess so don't quote me on it (unless i'm right, of course :P )
Bucky_Rogers
12-16-2006, 08:05
:help:
I have the unspecified error bug, presumably caused by the aforementioned elphant unit issue. This explanation makes sense, because I have only experienced this in battle against the tamarids, and in battle with my one army which has elephant units.
It occurs usually about 30 secs into the battle every time I fight the Tams now.
What I don't know is how to fix it. Can someone please let us know if there is a fix? Another poster in another thread claims to have had the same problem and before anyone replied they said that they figured it out and fixed it on their own but neglected to explain what was causing the problem or how they fixed it. I am guessing that they had an unrelated hardware issue.
Is there a fix for the elphant bug? Have they put out a patch fixing this?
Thnx for any help,
~Buck
:help:
If i remember correctly then it's fixed in the new patch - you should be able to find a thread on it (with a download link) in this very forum.
Faenaris
12-16-2006, 13:02
I just skimmed through the list and want to add some "texture oversights". These are easily noticed in custom battles and I believe that one can also see the phenomena in the campaign.
Berdiche Axemen: Regardless of armour level, their outwards appearance stays the same. You can give them no armour upgrade, 1 armour upgrade or 2 upgrades, they just look the same. This can't be right since we have seen Berdiche Axemen wearing special masks.
Venetian Archers: Their armour upgrades are switched. Upgrade a unit and they show LESS armour than the upgraded version.
Venetian Heavy Infantry: Same problem as the archers.
I will post screenshots tonight.
Updated.
(and since i noticed the 40k quote in your sig, faenaris, i'd like to add one from the game Dawn of War - 'hope is the first step on the road to disappointment ;) )
----
It appears that marrying a general acts a marrying a faction heir should do and vice versa (ie, marrying a faction heir brings him into your faction whereas marrying a general doesn't). Reported with marrying Robert in Caen first turn as the French.
Gunpowder upgrades at university give bonus melee attack instead of ranged.
British can build military academy and get gunpowder associated traits and retinues before gunpowder is developed.
Christian factions can retrain most mercenaries, even ones which are not found in their home territories, whereas muslim factions can't even retrain local ones.
Becoming a king makes you lose your starting piety bonus.
Gunpowder infantry often get stuck 'reforming' and don't do anything but get killed.
When using "Total war" view, in the French version of the game, the camera keys relate to a "qwerty" keyboard, and the other contros use an "azerty" keyboard.
Troops with the plague don't display any indication of it, making it hard to stop it spreading (bug or 'feature'?)
Archers seem to have infantry marching sound and infantry seem to have Archers marching sound - archers make the intimidating 'crunch crunch crunch' noise as they march, wereas infantry just rattle and barely make a noise.
The mongols sometimes fail to expand, and just sit around as a big horde.
Crossbows sometimes fire an empty volley when you tell them to move or stop firing; and they won't turn and run until they have completed their firing animation, making saving them from charges impossible.
If the gates shut to stop a routing unit passing through, the unit will never pass through the gate, even if it opens later in the battle, and will be almost impossible to kill.
The AI can get new family members in stacks in the middle of nowhere.
When an enemy army decides to assault one of your settlements, by having diplomats/prests/spies/assassins in the enemy territory you can see their planned route (the big blue arrow) of the enemy army all the way to your settlement even when it's going to take several turns for them to get there. Even if you then use this information to massively re-enforce the settlement the computer still follows it's attack order resulting in the enemy sneak attacks being utterly non-sneaky and disastrous for them.
The campaign map sometimes lags very badly, even on high end systems, and this does not seem to be reproducable, even though it is a widespread issue.
Historically, the game is missing several road connections that existed in real life. Constantinople-Trebizond, Nicea-Trebizond, Caesarea-Yerevan and Caesarea-Trebizond are examples of connections that existed and were significant historically but are not ingame. To clarify why this is a bug (and, to be honest, it's more of an enhancement), the absence of these connections makes life very hard for the Turkish and whoever invades their empire.
The AI sometimes withdraws its armies (on the battle map) directly towards an army that is waiting to enter, preventing the AI army from leaving.
Upgraded armour is not represented visually on Berdiche Axemen.
Venetian Archers and Venetian Heavy Infantry show less armour the more they are upgraded (ie the effect works in reverse).
Faenaris
12-16-2006, 18:40
(and since i noticed the 40k quote in your sig, faenaris, i'd like to add one from the game Dawn of War - 'hope is the first step on the road to disappointment ;) )
Aha, another Dawn of War player, excellent! ~:) I got all the quotes from that game sitting in a text document. I just love them. ~:) I had your quote in my signature for a long time. ~:)
:P
You could call me a DoW player, but to be honest i didn't really like the game - it was fun while it lasted but there was too much rushing and not enough strategy in mp :(
:P
You could call me a DoW player, but to be honest i didn't really like the game - it was fun while it lasted but there was too much rushing and not enough strategy in mp :(
Never did quite get the hang of Warhammer 40k. Classic Battletech was much much easier in the way of books and games, too bad Wizkids and whomever else it is now took that franchise down the toilet with a vengeance. Dark Ages... (shudder)
"YOU DRIVE LIKE A FREEBIRTH, CADET!!!" 1000k bonus points if you get that.
:focus:
Sapster, sadly I must reconfirm a bug with the latest patch. I'd posted this earlier in the thread, about playing a siege battle, I am the attacker. The defender has an army inside the city/castle, and a stack coming in to reinforce. Well, per usual I position myself to engage the reinforcements to smash them before they can get into the city, and am successful. My ^&%(*%& units still won't chase down and kill routers! Double-clicking and single-clicking to attack the routing unit fleeing into the city does nothing. Positioning my units in their path hoping to get some kills does nothing. Ranged units will not fire on them with fire-at-will, or a directed attack.
Hi
I think there's enough evidence to show that the passive AI has been improved but not adequately. It seems the experience is different depending on the battle conditions. It's still early but I think we should be requesting a review of passive AI once again for Update 2, and it should be included for the buglist.
Please see here for more details:
https://forums.totalwar.org/vb/showthread.php?t=75369
Will post again in a week or so but as far as I'm concerned it's confirmed, at least 50% of the people who reported are reporting the passive AI issue is still outstanding. There is also a lengthy post on this at the .com with people complaining of the same issue.
kellesius
12-19-2006, 20:14
My apologies if I am posting in the wrong thread. However, both before and after the patch my mouse icon will freeze on the campaign map. The mouse itself is still functional, although invisible. Needless to say, it makes playing very difficult. The mouse graphic remains frozen even after exiting the game. The only solution I have found so far is to reboot. Any suggestions?
A bug that I cant seem to be stated is that the general's bodyguard unit never seems to get upgraded.
Two more post-patch items. Sorry if they're already posted.
1. When modding the turns to make it 2 turns per year, the date doesnt' jive with what's displayed on the campaign map UI. IIRC the campaign map UI is one season behind the actual timer.
2. Found a stupid bug related to the catholic factions. As the english, I was row row rowing my cogs merrily around the Med, when I came across Tunis which was owned by the Sicilians, who are a. excommunicated and b. my enemies. Naturally having a larger stack I plow in and beat off two stacks, when I see two more wedged in that little bay. Go after them as well, but as I go to attack, I get the menu item "You sure? You'll be excommunicated if you do this!"... :dizzy2: Why would the Pope care? They're excommunicated themselves! Should be free game!
This seems to constantly happen to me playing as HRE on VH/VH pre- and post-update. Also I had an insatnce tody where the freshly finished Ballista towers only fired arrows, even though the ballistas were clearly sticking ot of the towers.
Another minor bug I found was when I got reinforment Teutonic knights from a corner section, where the unit of knights never arrived on the battle map for command, as three horses were still off-map, but the unit had stopped moving as it clearly reached the "entrance" mark. And I was counting on them badly.
SirRethcir
12-20-2006, 07:51
Ok, is this (https://forums.totalwar.org/vb/showpost.php?p=1348369&postcount=154) already in another buglist?
If not, why does it not appear in any buglist? :furious3:
It is not fixed in the 1.1 patch.
@Whacker
Perhaps, you killed the Sicilian leader.
Mate, i'm not sure what you're trying to point out.
When i build those buildings in the campaign, it all works fine, so i'm not quite sure what what you've said means.
SirRethcir
12-20-2006, 09:39
Mate, i'm not sure what you're trying to point out.
When i build those buildings in the campaign, it all works fine, so i'm not quite sure what what you've said means.
Ah, then ask me!
You think it all works fine, because you are used to the RTW system: Every port level increases 'Trade fleets' +1. So, it is the same in M2TW.
But it is intended to work differently.
Merchant's Wharf, Warehouse, Docklands should increase 'Trade fleets' +1 not port, Shipwright, Dockyard, Naval Drydock.
Look at the export_descr_buildings.txt!
trade_fleet X
trade_base_income_bonus bonus Y
These are exclusive for sea_trade buildings.
Port and castle_port buildings don't even have trade_fleet and trade_base_income_bonus, their only purpose should be ship building.
So, it is an hardcoded issue an has to be fixed by CA.
How come each level of sea trade building i build gives me an extra trade fleet then?
I've got lvl1 docks at many cities and i can see that they have more than one trade fleet, and i've seen the number increase with the building of merchantile buildings.
Also, i've never seen a city with a dockyard have less than 3 fleets going to it...
SirRethcir
12-20-2006, 10:20
Also, i've never seen a city with a dockyard have less than 3 fleets going to it...
You have to look at the export fleets! The import fleets are not effected by buildings, afaik. I've examine the trade mechanics for quite a while. Trust me, or else I have an complete different game.
If no one else sees a bug here, perhaps we should open up a thread concerning trade mechanics. ;)
EDIT:
How come each level of sea trade building i build gives me an extra trade fleet then?
Hard to believe, I'm not aware of such things happen.
Hmmm - i'll take another look tomorrow but you're the one who's seen the hard data in the files so i guess you're right...
Divine Wind
12-20-2006, 12:37
Not sure if this has been noticed yet, but if you form a spear unit into a schiltrom, and have them aligned next to the city gates (touching the gate), then a seige ram will not be able to break through as it will constantly keep engaging and disengaging.
Not sure if this has been noticed yet, but if you form a spear unit into a schiltrom, and have them aligned next to the city gates (touching the gate), then a seige ram will not be able to break through as it will constantly keep engaging and disengaging.
Ah - so that's what's been happening.
Nice find mate.
Divine Wind
12-20-2006, 13:58
Ive recreated it a couple of times (only in city sieges so far), and as soon as you order the schiltrom unit to go back into line formation the ram starts to engage again, whether the unit is touching the gate or not. Its just the schiltom formation that causes this.
Being the honourable player that I am, I always move the unit back to let my foes enter the city.
:bow:
^^ When that happens i generally stay in schiltrom formation, but get my worst unit to run out through the gate to open it ;P
khaos83_2000
12-21-2006, 14:45
A CTD
My general has night attack trait.
He attacks an enemy captain. Another enemy captain is nearby so he is in as reinforcement.
I rightclick to view the reinforcement's units. Close it. Tick night attack. untick night attack. And rightclick the reinforcement potrait again. Crash to desktop.
Anyone experience this ?
Merchant bug is still there with the 1.1 patch.
Had a merchant down at timbuktu trading ivory for 740 per turn after restating the game he's down to 104 :wall:
ShellShock
12-22-2006, 00:08
I have an update on the mouse button4 bug (which is still present in 1.1), namely pressing mouse button4 (free look mode) in a battle results in the camera continuously spinning anti-clockwise. :dizzy2:
The update is that this bug only seems to occur when running at a video resolution of 1280x1024 (strange but true). This has been confirmed by myself and independently by Pokletu Staktu in this thread:
http://p223.ezboard.com/fshoguntotalwarfrm59.showMessage?topicID=500.topic
Also, the bug is more to do with free look mode itself rather than the mouse. So the bug still occurs if you use the keyboard binding for free look (without touching the mouse).
ShellShock, that's been reported and should be in the first post.
Thanks for the confirmation though.
Martin, that's a pity, but thanks anyway.
I'll pass it along after Chrissie.
past caring
12-22-2006, 02:15
Don't know if this has been mentioned.....
There's a really annoying bug that makes "wrong" culture buildings appear on the battlemap - ie a late middle-ages Venetian style palace in the middle of Scotland at the outset of the game (more or less my first battle), Christian churches in the middle of the desert and, finally, the one that's really hacked me off....
"Discovered" the New World, sieged whatever that first city is called - Aztec buildings but one bloody great Muslim style dome in the middle. A few turns after I capture it it rebels so I siege it again - now the whole bloody thing is Muslim, minaretes, the lot and not an Aztec building to be seen. I know it's only eye-candy but it does rather ruin the effect.
Edited: Tlaxcala, that's the place.
Could someone ask CA what the deal is with pikemen? The front rank drop their pikes shortly after impact, while the rear ranks turn around and start walking backwards into the enemy.
Attacking with pikemen is impossible because the front ranks try to walk into the enemy. This is especially apparent when the AI is controlling them.
Pikemen forming spear wall in guard mode are no more resistant to enemy charges, but will not attack after the initial charge. The same problem exists for spearmen and halberds.
The anti-trait problem:
In RTW, anti-traits were on a sliding scale, so 1 point gained in one trait when the character had levels in the antitrait would cause a 1 point reduction in that trait. Further points would cause the antitrait to reduce levels until zero was reached, whereupon the character would start gaining levels in the new trait.
For example, a character has 2 points in GoodCommander (level 2 GoodCommander). He loses a battle and gets 1 point of BadCommander. As GoodCommander is the antitrait, it drops to 1 point (level 1). The character picks up another point of BadCommander. GoodCommander then drops to zero and the trait disappears from the character sheet. The character gains 1 more point of BadCommander. BadCommander now appears on his character sheet at level 1.
In order to prevent traits from sliding up and down unchecked, the system also included a nogoingbacklevel setting for each trait. In other words, once you hit the threshold for a particular trait you could never reduce your score in that trait below the threshold, no matter how many points you scored in its antitrait.
The triggers and traits in the character_traits file are configured to work under those conditions. However, it seems that the mechanics have changed for M2TW, wrecking havoc with the way traits are gained and lost.
Research for M2TW reveals that gaining points in a trait automatically resets all antitraits to zero, regardless of nogoingbacklevel.
For example, I have a Great Commander, 8 points in GoodCommander. I gain 1 point of BadCommander. I will lose all 8 points in GoodCommander immediately.
Needless to say, this causes a lot of trait seesawing and makes it virtually impossible to gain and maintain higher skill levels for characters, since even one point in an antitrait causes the character to revert instantly to zero. This is probably a pretty serious bug that is mostly beyond the abilities of modders to rectify.
Annoying CTD...
Playing as the Hungarians and the Mongols decide to perform a night attack against my fortress at Aleppo. Everything starts off normally. They have one small army with 1 ram, 1 set of ladders and 1 siege tower and a reinforcement army on the other side of the fortress with no siege weapons consisting mostly of cav.
Well basically i sally some units out to take out the guys manning the ram. A fight ensues and my guys overpower the ram team and the light lancers that try to interfere. This is when the CTD happens. Tried it a few times, sometimes i manage to torch the siege tower before it crashes, sometimes it crashes just as i'm sallying the units, I can't seem to find the exact reason.
I havent tried fighting the battle differently... but i will.. and see what happens.
pike master
12-26-2006, 08:54
i second the compaint about the pikemen. i have done thorough testing and the ai is not right on them. sometimes they point in a direction where not even one enemy soldier is and more often than not the whole formation will turn to swords a few seconds into melee.
not to mention the new discovery that you can command a heavy cavalry unit to move beyond a pike unit instead of charging it and recieving no damage from the pikes.
that one really disgusted me. one more stone on the pikemens grave.
i second the compaint about the pikemen. i have done thorough testing and the ai is not right on them. sometimes they point in a direction where not even one enemy soldier is and more often than not the whole formation will turn to swords a few seconds into melee.
not to mention the new discovery that you can command a heavy cavalry unit to move beyond a pike unit instead of charging it and recieving no damage from the pikes.
that one really disgusted me. one more stone on the pikemens grave.
I have a quickfix for that, check out the Swiss Cheese thread. Guaranteed suicide for heavy cavalry trying to walk through the pikemen.
The anti-trait problem:
...
Needless to say, this causes a lot of trait seesawing and makes it virtually impossible to gain and maintain higher skill levels for characters, since even one point in an antitrait causes the character to revert instantly to zero. This is probably a pretty serious bug that is mostly beyond the abilities of modders to rectify.Perhaps not so beyond modders' abilities :beam:
After some discussion and whatnot, things are moving along and a workaround of the antitrait code is emerging. Don't look for a finished product yet as it's (hopefully) being tested at the moment until it gets into some sort of final form... but hopefully it won't be long now. Nothing on the nogoingback level yet, but it's on the list next and should be doable as well.
There's always hope :yes:
irishron2004
12-28-2006, 02:37
I consider this a bug in MTW, RTW, and now M2TW. When I am in a blockaded port, I have to fight my way out. When I am blockading a port, the computer slips through untouched. It just happened me playing Hungary against Sicily at Tunis. If he can slip out, I can slip out or it is a bug and ruins the whole gameplay in favor of the computer.
PureFodder
12-28-2006, 17:53
If you attack a settlement that has a reinforcing army coming, it's very possible to ram the city gates and send a unit running through the city to take the side gates that the reinforcements tend to use to get into the settlement before they get there (the reinforcing army always walk).
Once you've taken the side entrance the reinforcing army gets very confused and tends to hang around just outside the walls in a random dispursed formation and let your archers stand on the wall and blast them to bits even though the other gate has been destroyed by your ram. Routing armies will also try to retreat through the entrance you've taken and they all get stuck there till your cavalry decide to skewer them. Also they won't/can't use their artillery to destroy their own walls to get their reinforcements into the city.
HughTower
12-28-2006, 18:52
The 'm2tw has encountered an unspecified error' crash bug is mentioned under 'hardware specific'; could you elaborate on the reforming bug please?
EDIT:
Hmmm....those bugs are sounding more and more like hardware specific ones, as i haven't seen any reports.
If they are widespread it's worrying though...
and
-------------------------------------------------------------
that bug is widespead. it causes when system loads once damage elephant units to next battle without train to have it full. so full elephant unit of Timur doen't make it crash itself. it confirmed.
And u don't know reforming bug?? did you ever play it??
ma hardware spec follows below
manchester 4200, usually 55-57 temp when playing
2Gb ddr1 ram dual channel
160gb harddisc, 92% still available
7600GT 256mb non-overclock
game option ->shader 2.0(u know that VGA servicible for shader 3.0) highest unit detail, highest effect detail, none or low others
that bugs i mentioned is not about hardware at all.
Just to say I'm getting the same crash bug in my Turkish campaign against the Timurids too. They've besieged my citadel & have assaulted w/o any siege equipment. They're using 1 unit of Elecannon to try & create a breach. After about 5-10 mins of fruitless firing, the game crashed & that error message came up. When it happened the first time, I switched the PC off & went to bed; today I've reloaded & exactly the same thing has happened. It's really annoying - 150 odd turns in of a carefully crafted camapign, I can't seem to go any further.
My system is low-end however (but I've completed a Venetian campaign on it already), but I'm using the settings it chose for me (low on everything).
Athlon 64 3000+, 512mb RAM, GeForce 5900XT, & enough memory
ANy thoughts?
redriver
12-28-2006, 20:42
and
My system is low-end however (but I've completed a Venetian campaign on it already), but I'm using the settings it chose for me (low on everything).
Athlon 64 3000+, 512mb RAM, GeForce 5900XT, & enough memory
ANy thoughts?
try to increase the unit texture quility up to high or thereabout. the game will look much better and your system should be able to handle it as well.
also disable grass to increase the performace..if ya need to.
Has anyone else noticed that if you're running the game via a mod switch, any changes you make to the game options (Or at least the video options) get saved to your medieval2.preference.cfg file and NOT your mod cfg file... So the next time you run your mod it won't have the changes applied, and you have to copy the changes from one file to the other by hand?
This is kind of bad, because it means that if you wrap a cfg file in your mod distribution, your users will be stuck with your video settings...
Hugh, that one's well known (a bug with the timurid units), and personally i don't think you could increase those video settings at all.
irishron2004
12-29-2006, 05:59
I did not find this one listed so here it goes. Between Bucharest settlement and its port, there is no road or a crossing across the the river in the region to get one.
I've only got the game a few days ago so this is a new game on v1.1. Anyway, the auto-merging feature (M key) is inconsistent. Sometimes it'll work, sometimes it'll kind of work, and other times it won't work at all. In other words, sometimes all units get auto-merged, sometimes only some types do, or none at all do. I haven't seen this mentioned and it makes me wonder if I'm the only one getting it since it's such a basic function.
Whenever the auto-merging breaks, the only way I've found to fix it is to manually merge one pair, then repress the M key. This time it will work on the rest of the sets, although it is not guaranteed to work on other types of units unless I manually merge one pair of them also. This bug happens in both field armies and garrisoned armies.
The Stranger
12-29-2006, 22:38
is this a bug?
one turn in game equals 2 years on the time line... but the characters just age one year a turn (or maybe one year per two turns... i havent checked that...)
It's one year per two turns, and it's a feature to ensure that your characters don't die before they have a chance to develop.
@dunno, yes, i've noticed that too, though i haven't tried the manual merge workaround (and, tbh, i can't remember how to do so :P ) - i'd previously put it down to mercanaries not wanting to merge but you're right, it may well be a bug.
The Stranger
12-30-2006, 15:35
so let me get this straight... on the timeline 1 turn is 2 years but for a character 1 year is 2 turns?... thats stupid...
@dunno, yes, i've noticed that too, though i haven't tried the manual merge workaround (and, tbh, i can't remember how to do so :P ) - i'd previously put it down to mercanaries not wanting to merge but you're right, it may well be a bug.
You can do manual merging by just dragging the unit portraits. I experience the auto-merge bugs even with militia spearmen who has taken casualties from the black plague, for example. So I end up with six stacks of 72 of 75 spearmen. Yet when I press M repeatedly, sometimes absolutely nothing happens. But if I drag two of the stacks together and then press M, I'll get five stacks of 75 and one stack of the remaining as is proper. Apart from the workaround, most of the time it clears itself up and works properly the next turn though.
PureMassacre
12-31-2006, 01:30
Not sure this a bug or not, I was being attacked and set my army on the side of a fairly steep slope, had alot of problems placing my 2 cannons and ballista, even though the areas I wanted to deploy them on were fairly level. I manged to find 3 places for them although not really where I wanted, I was hoping to have my cannons overlooking the cliff, firing volleys down the side of mountain.
Once, the battle started, I couldn't move any of them, so just gave them orders to engage any target, then they started the reload animation, up to the point where the barrel points down, then stopped, and started looping. Eventually near the end of the battle a unit of elephants must of got to the only point in the map where my cannons could hit, and they started firing properly. My ballista only fired when something stood right in front of it.
I get those problems too - the placement and firing AI is horrible on mountainous maps
This has probably been mentioned already but I'm not reading through 200+ posts to find out!
Last night I noticed my saved game had a date that was one day ahead of the actual date.
Edit - This morning when I saved over my current game the date was correct. Perhaps the game uses GMT for the date? Or is there a game setting somewhere to offset GMT that I missed? My system date and time are correct.
pike master
12-31-2006, 19:40
i think the merchant bug and what you are talking about as well as other things like one i experienced the other day are related.
i was at war with milan when i saved my game but when i started playing my game later i attacked an army of theirs because i was supposed to be at war with them and i ended up ruining my reputation because i attacked an ally which was ended several turns before when milan attacked me.
there is some kind of memory bug and i think that all these problems could be related of course thats my opinion.
CeltiberoMordred
01-03-2007, 18:06
a minor bug: in the spanish version of the game (at least), French hasn't pre-battle speeches.
As the French, on the campaign map, when you right click the units: Chivalric Knights, and Noble Knights, it shows them as having the same stats, yet on the unit info sheet that came with the game, it shows Chivalric as higher.
irishron2004
01-03-2007, 22:34
I got the horse breeders guild headquarters, and the cavalry upgrade gets stuck perpetually. The guild upgrade is 1 locally and 2 globally but it gets caught in a loop and experience on the cards bounces between 1 and 2 and in tha queue it is still trying to upgrade.
Shields are totally messed up in melee combat. They work effectively in ranged combat, but in melee not only fail to help protect the unit bearing them, but also make the unit progressively LESS well defended the higher the unit's shield stat is set (a unit with shield stat increased takes heavier losses in melee against any given enemy unit than it would with a lower shield stat). Setting a shield unit to 0 shield value actually helps it survive melee combat, sometimes a very substantial amount. This has the unfortunate effect of giving all shield-bearing units the melee stopping power of warm butter under vanilla game settings... and while warm butter is quite tasty, it is decidedly a bad thing to be like on a battlefield.
Yep.
I'll add it when i get around to updating the buglist.
Cutthroat
01-12-2007, 01:49
My archers aren't getting the experience bonuses from the Master Woodsmans Guild except in the city they are recruited in, or from the Woodsmans Guild Headquarters at all. Same with Hospitaller Knights, only get the experience bonuses in the cities with the master or headquarters guilds but not the effect on all the units as it should.
The effect is all archers in all cities with less than silver chevrons is offered for retraining on every turn, but never is upgraded, just a waste of money. Also you cannot tell what the retraining is for so if there are armour upgrades available you can't tell, so I can never retrain archers and all my cities are full of archers offering to be retrained.
The first post's been updated and i've forwarded the list on to CA
FactionHeir
01-12-2007, 14:09
AI can melee and shoot your troops with a ranged unit (bow, xbow, jav) at the same time, i.e. you engage an enemy archer unit in melee (only the frontal part of the unit) and the back row keeps firing at your units, doing massive damage.
This only seems to work for the AI too, never for my own troops. Noticed this in RTW already, especially on walls.
Demanding vassalage is kind of messed. When my reputation (i.e. global) is very reliable or trustworthy, and I demand vassalage of a nation that has no navy left, only a few troops (sometimes only 1 generals bodyguard) and i have troops in their last region, demanding vassalage is very demanding and nothing convinces them to become your vassals.
However, at other times in the same scenario with another nation, demanding it is balanced or even generous. I'm not quite sure what causes this discrepancy as the conditions where pretty much the same. They usually only tended to be at war with me too.
Also noticed that when you got their last city under siege, they also don't want to accept? (and will not in later turns either after lifting siege etc - as if having sieged their last city only once seems to break something)
On the other hand, I managed to make turkey and russia my vassals once after they broke their alliance with me and they both had supreme military power and 10+ regions each by simply offering vassalage which was rated as "balanced" - only difference there was that the mongols had arrived but they were not at war with them.
All tests done with skill 10 diplomats btw.
There seems to be some problem with the last few stages of global reputation: very reliable and trustworthy.
I was permanently at very reliable by only occupying cities and releasing prisoners but funnily, when I sacked a city cuz I was bored, it suddenly went to trustworthy? It seems that if you onlt rely on occupation and releasing, it will never go to trustworthy on its own but only when you actually do something thatshould harm your reputation it will go to trustworthy or so and remain there. Otherwise it might hit it for 1-2 turns and then go back to very reliable. (tested under H and VH difficulties)
Military access is borked. I got mil access from the turks and moved a crusading army very closely right next to Iconium (no intention of attack, i wanted to go to egypt) and my relations went down to drastically.
(not sure if bug or not) armoured mounts and non armoured ones (in moutned units) are equally easy/difficult to kill.
I did the test using gothic knights and a non armoured mount mounted unit (forgot which one) and gave them both equal stats in their defences in the descr unit file. I had longbowmen up a hill and fired at them in Medium difficulty and usually roughly the same amount would reach the longbowmen (with slight discrepancies as arrow accuracy is random as is hit-death bugs). So unless I'm missing something, armoured mounts do nothing to protect the mounted unit. They also die similarly easily against stakes.
Edit:
Since 1.1, the pope always sends troops to take or at least camp in Florence. Find that kind of odd as once after I took Florence and was allied with the pope, he declared war at me and took Florence! (usually he just attacks and takes the rebel town by arouns turn 10 the latest)
Zajuts149
01-12-2007, 22:16
Not sure if this has been mentioned, but Naval generals do not get a command bonus in combat.
@factionheir
- You can emulate the melee/shoot actions of the ai archers; you just have to wait for the unit to engage in melee combat and then give the order to fire. All troops will attempt to but those fighting will immediately go back to defending themselves while the rest pepper the enemy with arrows
-yep, vassalage is screwed :P
- That issue with mounts sounds bad :(
- I've seen teh same thing with teh pope - in one of my games he's taken tripoli (or the other one - i forget the name, but it's one of the african provinces) without any interferance by me. He just beat me to the city too :(
Revenant
01-13-2007, 02:36
I do not think mounts give any bonus for soldier on them. And this is from export_desc_unit datafile:
; stat_sec_armour Details of animal's or vehicle's defenses (note riden horses do not have a separate defence)
; As per stat_pri_armour, except that the shield entry is ommited
They only have different mass, but mailed, armoured, barded etc, they all have the same mass.
FactionHeir
01-13-2007, 03:22
I do not think mounts give any bonus for soldier on them. And this is from export_desc_unit datafile:
; stat_sec_armour Details of animal's or vehicle's defenses (note riden horses do not have a separate defence)
; As per stat_pri_armour, except that the shield entry is ommited
They only have different mass, but mailed, armoured, barded etc, they all have the same mass.
Yeah, the descr unit does not claim for them to have any difference but visual but shortly after M2TW appeared, a lot of people claimed or thought that mounts do make a difference.
FactionHeir
01-13-2007, 11:42
Sound bugs:
HRE navies will use a defending against an enemy speech when attacking at times.
HRE navies will use a battle lost speech when winning a battle at times.
Armenian heavy cavalry will feedback light cavalry when clicked on.
Minor Update: A Complete list of Sheild Bugs:
The list of issues with shields alone is now 5 items long:(.
1. Need further testing.
2. Was Not a Bug, confirmed by CA.
3. They provide no defence in melee that we can tell.
4. They actually apply some sort of penalty in melee too.
5. If a unit has a shield stat greater than 0 they won't brace for a charge properly. this hurts the ability of all Shield units to receive a charge, but especially Spearmen vs. cav.
Divinus Arma
01-16-2007, 20:37
I attacked a rebel army after merging. Two characters got teleported to Milan, which I had just gifted to the Papal States.
https://img138.imageshack.us/img138/3641/ghostarmybug1da4.jpg (https://imageshack.us)
Here is the army on the battle screen:
https://img138.imageshack.us/img138/4567/ghostarmybug2dd3.jpg (https://imageshack.us)
Are you running any mods? They could produce this. If not, then I don't know whats happening.
Divinus Arma
01-16-2007, 21:23
Are you running any mods? They could produce this. If not, then I don't know whats happening.
Nope. M2TW + Patch
FactionHeir
01-17-2007, 18:58
I've come across this time and time again but only now realized I should post it:
You get the "this will result in excommunication" warning even if the action you are about to complete will not result in excommunication NOR cause the papal mission to fail:
examples:
1.sallying out to attack an enemy you were told not to attack. This is allowed by the pope but you get the screen anyway.
2.attacking an undefended city and were told not to attack. This will result in you taking the city but not causing mission failure as no blood was spilled.
3.attacking while told that your relations will only suffer (not "you may be excommunicated"). Reasoning obvious.
Therefore this should be made much clearer when you get the "this will result in excommunication" warning as I can imagine it will especially make less experienced players hesistate.
Princess portraits when they die get replaced by general's grayed out portraits if they die by violence or accident:
https://forums.totalwar.org/vb/showthread.php?t=77739
irishron2004
01-18-2007, 02:43
In the data/settlement/techtree folder the subfolder names seem to be misspelled, don't seemto match any others it supposed to link to, and probably right now, i hope the hardcode can find them for battlemaps.
Minor update, theirs some suspect results showing up for sheilds vs. missile fire. They are still defintly effected by AP missiles more than non-AP missiles. But the results with regards to which does better protection wise, (sheilds or armour), are inconsistant, producing tottally oppossite results in two tests so I need to run a third test set to check things.
FactionHeir
01-18-2007, 17:09
Rare bug:
After a victorious battle where you lose very few units, once the combat results screen appears you may lose some extra units for no reason.
This happened to me when I fielded an army of:
1 general
4 hobilar
4 longbow
against
2 town militia
2 spear militia
3 ballista
1 sergeant spear
I killed them all losing only 3 hobilars but when the battle ended, i noticed my hobilar units that still had full numbers had their numbers reduced by 1 for some weird reason and they also showed up on the casualty screen.
Not sure what's causing it but I vaguely remember that it happened in RTW sometimes too.
hairyscotsman
01-21-2007, 12:53
The battlefield northwest of Milan is buggy. Battle fought there started off slow and got progressively slower as reinforcements came on and became unplayable. Same armies fought ok directly north of milan. The battlefield features a clifflike very steep slope that curves round
pike master
01-21-2007, 19:12
halberdiers are too slow
FactionHeir
01-22-2007, 00:46
I tried this out for fun and found a bug:
When ransoming back family members or having them released by the enemy, they have a high chance of getting a trait which gives them chivalry - The trait's description fits better to the one releasing the troops than the released troops however so its likely a misplaced trigger.
I tried this out for fun and found a bug:
When ransoming back family members or having them released by the enemy, they have a high chance of getting a trait which gives them chivalry - The trait's description fits better to the one releasing the troops than the released troops however so its likely a misplaced trigger.
Yes something seems to be wrong here. Triggers will be below. The first 2 are for releasing or executing prisoners, the second two are similar, but applied when a ransom happens and prisoners are paid for or executed:
;------------------------------------------
Trigger prisoners_captor1
WhenToTest GeneralPrisonersRansomedCaptor
Condition RansomType release
and NumCapturedSoldiers > 80
Affects CaptorChivalry 1 Chance 100
;------------------------------------------
Trigger prisoners_captor2
WhenToTest GeneralPrisonersRansomedCaptor
Condition RansomType execute
and NumCapturedSoldiers > 80
Affects CaptorDread 1 Chance 100
;------------------------------------------
Trigger prisoners_payer1
WhenToTest GeneralPrisonersRansomedCaptive
Condition RansomType ransom
and NumCapturedSoldiers > 80
and RansomAmount > 1000
Affects RansomChivalry 1 Chance 100
;------------------------------------------
Trigger prisoners_payer2
WhenToTest GeneralPrisonersRansomedCaptive
Condition RansomType execute
and NumCapturedSoldiers > 80
and RansomAmount < 5000
Affects RansomDread 1 Chance 100
Note that the first 2 WhenToTest lines have captor on the end, while the last 2 have captive. The descriptions for the "Ransom" traits, though, look like this:
{Noble_Commander} Noble Commander
{Noble_Commander_desc}
Has shown some leniency to enemies captured on the field of battle.
{Noble_Commander_effects_desc}
+1 Chivalry
¬--------------------
{Honourable_Commander} Honourable Commander
{Honourable_Commander_desc}
Known to generally show mercy and compassion to those he has defeated in battle.
{Honourable_Commander_effects_desc}
+2 Chivalry, +1 Morale for all troops on the battlefield
¬--------------------
{Caring_Commander} Caring Commander
{Caring_Commander_desc}
So commonly does this man let his enemy prisoners go, they actually expect it.
{Caring_Commander_effects_desc}
+3 Chivalry, +2 Morale for all troops on the battlefield
¬--------------------
{Merciful_Commander} Merciful Commander
{Merciful_Commander_desc}
A truly merciful champion of chivalry who always shows the utmost courtesy to those he has bested.
{Merciful_Commander_epithet_desc} the Merciful
{Merciful_Commander_effects_desc}
+4 Chivalry, +3 Morale for all troops on the battlefield
¬--------------------
{Grim_Commander} Grim Commander
{Grim_Commander_desc}
Has passed the opportunity to pay a reasonable sum for the lives of his captured troops.
{Grim_Commander_effects_desc}
+1 Dread
¬--------------------
{Cold_Commander} Cold Commander
{Cold_Commander_desc}
Has refused to agree to ransom back his own men several times.
{Cold_Commander_effects_desc}
+2 Dread, -1 Morale for all troops on the battlefield
¬--------------------
{Harsh_Commander} Harsh Commander
{Harsh_Commander_desc}
Commonly deems that those of his men that fall to the enemy are not worth paying for again.
{Harsh_Commander_effects_desc}
+3 Dread, -2 Morale for all troops on the battlefield
¬--------------------
{Merciless_Commander} Merciless Commander
{Merciless_Commander_desc}
Coldly informs his own men that if they fall into enemy hands, that they deserve the death that awaits them.
{Merciless_Commander_epithet_desc} the Merciless
{Merciless_Commander_effects_desc}
+4 Dread, -3 Morale for all troops on the battlefield
Something is clearly screwy. The triggers suggest the following:
When a captive general is released during a ransom, he gains chivalry for it.
When a captive general is executed during a ransom, he gains dread for it.
At least I think that's what it means. It could mean that this trait set applies to a general who either pays for his captive troops or allows them to be executed rather than pay. This would make more sense (as then a dead guy isn't getting a trait for it), but it's hard to tell.
The RansomChivalry set of descriptions suggests they are for a general who releases enemy prisoners (presumably through ransom exchanges).
OTOH, the RansomDread set of descriptions suggests they are for a general who consistently refuses to PAY ransoms on his troops.
So..... wtf, mate? They can't all be right, and in fact each of them contradicts the others. I can't really make any sense of it.
FactionHeir
01-22-2007, 09:36
Thanks for digging around the character traits for me foz, was too tired to go do that :)
I have another bug for CA though:
AI can fight night battles with captains when they are attacking and can use captain led armies to reinforce night battles when attacking.
Not something the human seems to be able to do at all.
FactionHeir
01-22-2007, 18:24
Pope Bug:
Firstly the pope asks me to stop attacking Sicily (even though I'm at war with Sicily and they have lots of single unit captain stacks in my territory cutting my income and have started the war)
Next turn, the pope(!) tells me to blockade Palermo (Sicily) without excommunicating them. (something about making the prodigal son see the light)
Doing as the pope wishes lets you fail the do not attack mission and lowers your relations with the pope.
So whats wrong with this pope....
I'm using the French version of the game and I have the next bugs :
When one of my diplomats discusses with any other faction this one is always called England (Angleterre in French). For example when I make them a gift it answers : "England thanks you" even they are the Scottish :laugh4: or the Spanish or any other faction.
Other minor bug concerns the docks you see on the strategic map when I conquer the nordic factions the docks are in nordic style even if I upgrade the cities or the docks. In Oslo I have a combnation of both :2thumbsup: .
Other translation problem are the ressources that are correctly translated in french when I mouse over them, but in the agents' list next to merchants the ressource name is written in English.
FrauGloer
01-23-2007, 11:59
I'm using the French version of the game and I have the next bugs :
When one of my diplomats discusses with any other faction this one is always called England (Angleterre in French). For example when I make them a gift it answers : "England thanks you" even they are the Scottish :laugh4: or the Spanish or any other faction.
Yep, this also happens in the German version of the game. It's most funny when I'm playing as England - why should I thank myself? :laugh4:
There are some other translation errors as well, most notably that Missile Units are classified in battle as "Schießstände" ("archery/practice ranges") instead of "Schützen" ("shooters"), and "Acre" (the castle) being correctly translated to "Akkon", while the province itself is still called "Region Acre".
R'as al Ghul
01-23-2007, 13:08
sapi, This has probably been mentioned before but, I've digged through the first post and couldn't find it:
Transgression/ Trespassing:
The AI very often sends armies into the territory of allied or neutral
factions without military access. This causes a drop in relations.
It's even worse when the AI parks an army outside of your city and your own army either get's tied up by that threat or you attack the army and have to face the result of that "aggression".
The AI (and the game) needs to be aware that moving an army into enemy territory is an act of aggression. It shouldn't occur if it does not intend to be aggressive towards that faction.
With the fix for the "lack of naval invasions" it's become worse.
Yesterday Milan parked an army at Algier for 10 turns. They only were picked up again after I'd build a diplomat and travelled to Milan to negotiate trade rights. If they hadn't been picked up I would've been forced to attack.
FactionHeir
01-23-2007, 14:25
Guys, this really should go to the Buglist, not the Bugfixes topic.
Doug-Thompson
01-24-2007, 00:41
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, peasants killing good infantry, etc.
CA has acknowledged the issue and I have no reason to believe it won't be patched. However, emphasis never hurts.
Guys, this really should go to the Buglist, not the Bugfixes topic.
Correct.
Moved.
FactionHeir
01-24-2007, 02:25
Merchant Skill works even above 10.
I.e. having a skill 10 merchant gives x amount of florins on a resource but if he secretly has more than 10, he will produce more florins. Verified using give_trait and ending turns.
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