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PapaNasty
06-18-2007, 07:30
The thing is, capture means by military action or diplomacy.
Annex means by diplomacy only.
However, last I checked (1.01), annex missions still fail even if you successfully buy it from them.
-> capturing or buying off an annex settlement mission target will return "taken by another faction"

I just did a mission that required me to Annex a Portugese settlement (as the English). I've patched to 1.02 and bought the settlement successfully, and succeeded in the mission.

One weird thing I noticed, was that the HRE gave me a mission to kill their Faction Leader. I engaged his army with a far superior force (after they retreated on the campaign map without accepting the battle the first time) and on the Battle map they retreated over the "boundary" without either side engaging (no losses - no contact). I was "victorious" according to the game, but when I was taken back to the campaign map the HRE faction leaders' Army (and him)"died" and I lost the mission. I take it because he was not killed by me "in Battle". I thought that sucked a bit.....

Another small gripe was that after losing a siege battle as the attacker (the second wall of a fortress destroyed my rams) My army retreated (on the campaign map after the battle), letting them repair their walls, ballista Towers, gate etc etc. Now i'm no historian, but i'm pretty sure that a besieging army would not have retreated and lifted the siege of the settlement, just because one of their assaults failed. I understand the process is the same as for field battles, but perhaps some change could be made for siege battles where the attackers don't automatically retreat after a loss, unless that loss was from the defenders Sallying out. I also did not benefit from the 300 odd "prisoners" I had taken before the inner wall destroyed my rams.

icek
06-18-2007, 13:32
ai is too passive on strategic map. ive prefer portugal in irland than attacking everyone by myself.

Didz
06-20-2007, 12:51
One weird thing I noticed, was that the HRE gave me a mission to kill their Faction Leader. I engaged his army with a far superior force (after they retreated on the campaign map without accepting the battle the first time) and on the Battle map they retreated over the "boundary" without either side engaging (no losses - no contact). I was "victorious" according to the game, but when I was taken back to the campaign map the HRE faction leaders' Army (and him)"died" and I lost the mission. I take it because he was not killed by me "in Battle". I thought that sucked a bit.....
I think you will find that these are supposed to be assassination missions, so basically even if you killed the enemy King in battle you would still lose. You have to kill him with an assassin.


Another small gripe was that after losing a siege battle as the attacker (the second wall of a fortress destroyed my rams) My army retreated (on the campaign map after the battle), letting them repair their walls, ballista Towers, gate etc etc. Now i'm no historian, but i'm pretty sure that a besieging army would not have retreated and lifted the siege of the settlement, just because one of their assaults failed. I understand the process is the same as for field battles, but perhaps some change could be made for siege battles where the attackers don't automatically retreat after a loss, unless that loss was from the defenders Sallying out. I also did not benefit from the 300 odd "prisoners" I had taken before the inner wall destroyed my rams.
That is a bit unfortunate, one way round this is to keep a small reserve army close to the city and move that in to renew the seige as soon as you lose. That way the enemy don't get a chance to repair before your seige army can march back and finish them off. Likewise, the early versions of the game used to have an option to kill all your prisoners if it looked like you might lose the battle. I've never tried it in MTW2 not sure if it still works.

FactionHeir
06-20-2007, 16:01
Unconfirmed as (event) occurs rarely:

When having a force in allied territory, you can rarely get a popup during the ally's turn requesting you to aid him in battle.
If you accept, your force moves automatically in the ally's territory next to the enemy the ally requested help against.
Once that occurs, the game gets an unspecified error CTD.

FactionHeir
06-20-2007, 21:36
Normally, when all the attacker's infantry have been routed and not all gates have been breached in a siege, the attacker loses automatically.
However, if the attacker has elephants (merc or normal), the siege continues with the attacker unable to get in.

I believe this is an oversight left over from RTW where elephants could batter down gates - something they can no longer do in M2TW.

WhiskeyGhost
06-20-2007, 22:18
Normally, when all the attacker's infantry have been routed and not all gates have been breached in a siege, the attacker loses automatically.
However, if the attacker has elephants (merc or normal), the siege continues with the attacker unable to get in.

I believe this is an oversight left over from RTW where elephants could batter down gates - something they can no longer do in M2TW.

hopefully you mean the gun elephants and not the rocket/artillery ones :beam:

FactionHeir
06-21-2007, 00:11
I would like to think that I'm not that daft :grin:
Yes, it was arqebusier elephants, not artillery.

PapaNasty
06-21-2007, 01:13
I think you will find that these are supposed to be assassination missions, so basically even if you killed the enemy King in battle you would still lose. You have to kill him with an assassin.


Ahh I didn't even think of that... it just said kill their king... nothing specific about assassinating :laugh4:

I had been at war with the HRE for about 10 turns, taken 3 of their settlements, and they had been excommed before the heir asked me to kill the leader. I didn't think it would have mattered if he died in Battle or in bed:yes:

I remember that old "kill your prisoners" button in MTW. You could do it even if their was no danger to you. Now that i remember it, it would be nice to have back!

icek
06-23-2007, 19:12
1. gallowglasers pwn cavalry
2. only 1 row fight bug active
3. lonely generals wandering the map, i have catched first french king with 4 units of longbowmen and he made a suicide attacking stright into palisades, another lonely french general started a siege of 2 level city :inquisitive:
4. every king have a princess charming atribute

FactionHeir
06-24-2007, 01:21
1. gallowglasers pwn cavalry
2. only 1 row fight bug active
3. lonely generals wandering the map, i have catched first french king with 4 units of longbowmen and he made a suicide attacking stright into palisades, another lonely french general started a siege of 2 level city :inquisitive:
4. every king have a princess charming atribute

I don't see how any of these are bugs.

icek
06-24-2007, 19:39
Well, i you dont mind of 10 people in 100 peoples unit fighting rest cheering, that cavalry unit can produce ram, and generals getin atributes for something they dont have, then you show quit making bugfixes since its useless from very start.

FactionHeir
06-24-2007, 22:47
Err so how do you expect all 100 to fight? There is only so far a man can reach without hitting his mates.
Cavalry are not just horses either, they are horse + rider. Riders certainly can build rams, but that they cannot dismount is another issue.
And how do you want to know that the enemy king does not have a charming wife? He might well have been married to a decent charm princess.

PapaNasty
06-25-2007, 06:33
Is the fact that only the first row of soldiers fight really a bug? I would have thought that in a box formation only the first row of soldiers in contact with the enemy would be fighting...:clown: Although I can see the bug in action more when the units begin to break up, or you move them around the battle a bit before they get a chance to reform. But that was in RTW as well, just not as obvious.

Recently I started a battle where my army had besieged a town, and in the pre-battle screen it stated that the gates would be open (I had a spy in the city). However, when the battle started, the gates were closed and under the control of the enemy. This has happened a few other times now that I watch for it as well.

Didz
06-25-2007, 10:41
Physically, the gates look closed but if you order a unit to move into the city they should open once you get close enough. I think I'm right in saying that the game won't let you order a unit to enter the town unless there is a means of gaining access so you don't need to risk a unit to find out if the gates will open or not.

The only caution I would raise is that on one occassion I found the gates would not open despite everything else being ok. The oddity about this was that at the time the defenders had a large infantry unit pressed up against the gates and I assumed that this unit was somehow preventing the gates opening by its presence. Once it moved the gates opened normally

Ulysses
06-25-2007, 10:58
Bought me a brandnew PC for this game...

Nice eyecandy...
Potential for best game ever...

Engine sucks...
Campaignmap sucks...
TW sucks...

Next time I read the buglist before buying the game...

icek
06-25-2007, 14:14
Err so how do you expect all 100 to fight? There is only so far a man can reach without hitting his mates.
Cavalry are not just horses either, they are horse + rider. Riders certainly can build rams, but that they cannot dismount is another issue.
And how do you want to know that the enemy king does not have a charming wife? He might well have been married to a decent charm princess.
You know what , i think youre just know that you make mystake by answering me and you will defend your so called rights just to not be embarassed. you still dont call it a bug? in 1.1 if you dont have a ram for fortress you couldnt assault it without siege units. and you fall totally for charming one. if its his wife attributes them why those give him a charm+2, its like inquisitor doing trials of merchants that always fails coz merchant dont have a piety attribute.

Psiloi
06-25-2007, 17:21
1. A crusade was launched around 1250 against the mongols, the danish sent an army and this army is around Antioch since there to now, 1420. The mongols don't attack it, with more than 5 armies around, but not the case with other armies wich are quickly destroyed. I couldn't call to the crusade since that date.

2. Problems of translation in the spanish version:

A. The danish say "We England are so strong for accept your insulting proposal..."
B. One sentence during the game say: "I speak Spanish to God, Italian to women, French to men, and German to my horse - Charles V King of France
" Wrong, Charles V emperor of the Sacred Roman German Empire

3. I pulsed the pause in the middle of a movie of battle (the enemy general was killed) and when return to the battle anything was moving, not the game not the mouse, there was music but not movement, i restart the PC.

4. The English don't recruit never Longbowmen, wich is highly frustrating. The AI only come to the battle with swordsmen and dismounted nobles, and artillery, but any type of Longbow units.

FactionHeir
06-25-2007, 20:33
You know what , i think youre just know that you make mystake by answering me and you will defend your so called rights just to not be embarassed. you still dont call it a bug? in 1.1 if you dont have a ram for fortress you couldnt assault it without siege units. and you fall totally for charming one. if its his wife attributes them why those give him a charm+2, its like inquisitor doing trials of merchants that always fails coz merchant dont have a piety attribute.

Firstly, you did not mention anything about a ram in 1.1 in your posts and this is a 1.2 buglist, not 1.1.
Secondly, if you had actually expressed yourself clearly, by saying that the enemy kings have traits that give them points towards charm rather than them having a charming princess trait, people would actually know what you are talking about. Two very different things. I have not seen kings getting charm traits however in 1.2 so i would not know why they do in your game unless you are using any mods.
Thirdly and lastly, you are wrong that merchants do not have piety. In fact every agent character with exception of priests, heretics and inquisitors have 10 piety.



3. I pulsed the pause in the middle of a movie of battle (the enemy general was killed) and when return to the battle anything was moving, not the game not the mouse, there was music but not movement, i restart the PC.

4. The English don't recruit never Longbowmen, wich is highly frustrating. The AI only come to the battle with swordsmen and dismounted nobles, and artillery, but any type of Longbow units.

I had 3 occur to me as well. Very annoying and I agree that this can be classified as a bug. Currently the only way you can continue battle is by pressing any hotkey for pause or increasing game speed. By default that is 'p'.

As for 4, if the AI gets sufficient funding, it eventually will build longbows. Only currently missile training facilities in castles are very low priority for the AI to build. Possibly this can be changed for factions in the descr_strat.

icek
06-26-2007, 14:27
well, so be happy that youre english and can talk with everybody with your own language. i would give you screenshot of this charming attribute but i dont think you understand polish. also i end my discussion in this topic on this post so fell free to kick it whatever you like :thumbsdown:

Psiloi
06-26-2007, 14:45
I had 3 occur to me as well. Very annoying and I agree that this can be classified as a bug. Currently the only way you can continue battle is by pressing any hotkey for pause or increasing game speed. By default that is 'p'.

As for 4, if the AI gets sufficient funding, it eventually will build longbows. Only currently missile training facilities in castles are very low priority for the AI to build. Possibly this can be changed for factions in the descr_strat.

About the Longbowmen, the AI english faction had built many powerful armies and they had advanced tech in the citadels, so i think isn't a question capabilities but about behaviour that should be corrected. Sorry i have no experience in modding for work with that archive, thanks FactionHeir.

Talking about the Crusade as i say before, now i think that this shouldn't be called "bug", the Pope have disbanded the crusade so i think that this was a very strange campaign, anymore.

Turning to the point 2, the translation to spanish, Hungary have the same problem than Denmark, they say "We, England..."

I forget it: i'm playing 1.2

FactionHeir
06-27-2007, 18:00
Yes, there are several translational errors and trait misnomers in non English versions from what I have heard. Hopefully those will be fixed eventually.


New bugs:
- During battle, if a spear unit has ever entered schiltrom formation and is currently not in schiltrom formation, moving it anywhere will cause it to resume back to a schiltrom-like formation, where they are setup exactly the same way but do not count as an actual schiltrom. I.e. they use a much tighter formation and guard all sides.

- Newly introduced into 1.02: Generals denoucned for heresy are now counted as "died in battle" on the family tree instead of "denounced" as it used to be.

WhiskeyGhost
06-27-2007, 18:19
I have noticed a minor error with javelin infantry (haven't seen it discussed here with using search engine)

Apparently, javelins are considered siege engines, cause thats how they respond sometimes (for example, when telling them to stop firing)

FactionHeir
06-27-2007, 18:22
I'm not quite sure what you mean, but I suppose you mean a mediterranean accent general telling his missile troops to cease fire, but saying "Artillery units, hold your fire."?
That happens for any ranged unit for this accent and I think I reported that a few pages back. (actually not quite sure anymore, but sapi will figure :grin: )

That is what you meant though, right?

icek
06-27-2007, 20:36
well, im now pretty sure they didnt fix guild bug. i yesterday obtained archer's guild (lumberjack) and for testing purpose i put 1 longbows unit in queue, saved game, checked queued future unit's stats that show 1 exp point, loaded game, checked again and that point was gone. Yes i know i can put units into recruitment at the end of turn but... its a bug.

PapaNasty
06-30-2007, 09:59
Just started a campaign as the Scots, and hello, the pre-battle speech is the same as the English. They even say "For England" etc :laugh4: quite funny when your about to join battle against the English King.

FactionHeir
06-30-2007, 12:15
Please do note the language version of your bug if you are playing a non-English version. Otherwise the devs get all confused.

PapaNasty
06-30-2007, 21:24
English Version i'm using here :beam:

FactionHeir
06-30-2007, 23:16
Just want to confirm with you then, does the Scot general/captain or the troops say "For England"? If its troops, are those normal scot troops or mercs?

And two fun bugs from me:
The Turks now do not even have one-liner speeches anymore. Just blank and with camera panning as if they were to give a long speech.

AS trebuchets (available only to mongols and timurids) have the main_infantry banner instead of a main_missile banner.

PapaNasty
07-02-2007, 00:21
It was both the General and the troops (regular recruits, not mercs:laugh4: )

Something might be a bit weird in my game though, because i've installed both the Stainless Steel and LTC mods (although it was Vanilla I was playing). I've never played scots in vanilla before I installed these mods, so I don't know if it is in the regular vanilla game or something mistakenly created by one of the mods. Does anybody know?

In any case, it shouldn't be too hard to put the right files back in the folder (if they exist).

icek
07-02-2007, 14:17
well, im now pretty sure they didnt fix guild bug. i yesterday obtained archer's guild (lumberjack) and for testing purpose i put 1 longbows unit in queue, saved game, checked queued future unit's stats that show 1 exp point, loaded game, checked again and that point was gone. Yes i know i can put units into recruitment at the end of turn but... its a bug.
the same problem appear for ships when we have an admirality building

Didz
07-02-2007, 23:24
Couple more issues I noted during my current game:

1) Defending a ford in the Yereven Region, I had fired all my arrows into the enemy crossing the river and decided to withdraw from the battle before i was overrun, but for some reason my troops went into rout mode but simply refused to move.

2) Preparing to a fight a battle consisting of two stacks against two enemy stacks I clicked on NIGHT ATTACK to see if I could prevent the enemy reinforcements interfering only to find that my reinforcing general was scared of the dark too which actually increased my disadvantage. So, I cancelled the night attack only to discover that my reinforcements were now permanently excluded from the fight.

locked_thread
07-03-2007, 01:14
edit

icek
07-03-2007, 11:58
A little change: every starting king has this charming attribute.

DVX BELLORVM
07-04-2007, 15:36
Sometimes after restoring minimized game, the "radar map" becomes messed up.
Everything is back to normal after Save/Load.

https://img249.imageshack.us/img249/2396/clipboard01jc8.jpg https://img339.imageshack.us/img339/3315/clipboard02sh8.jpg

FactionHeir
07-08-2007, 17:26
Whenever the AI loses the minimum men required to lift a siege engine (less than 6 for ram/tower/ladder), the player gets the feedback message that the siege engine does not man itself. However, the AI is supposed to get this message.

PapaNasty
07-08-2007, 22:58
Whenever the AI loses the minimum men required to lift a siege engine (less than 6 for ram/tower/ladder), the player gets the feedback message that the siege engine does not man itself. However, the AI is supposed to get this message.

I never had that bug before.... and i've destroyed several AI seige "teams" (but not the equipment, and ususally with 1 or 2 men left). What particular equipment was it? I've done that with Ballistas and catapaults but never got that message.

FactionHeir
07-09-2007, 06:00
Had my longbows on the walls take out the AI siege crews. As I said, it only happens for rams, ladders and siege towers, not artillery such as ballistas ;)

PapaNasty
07-09-2007, 06:48
Ahhhhh. Oops my bad :laugh4:

FactionHeir
07-11-2007, 03:17
Explanation of why DEKs and similar units seem much weaker:

DEKs (DNK, DPK) have 4 attack animations: Pierce (medium), Push (medium), Overhead (slow), Twisting Slash (slow).

Against infantry, they will use all 4. Against cavalry only the first two.
However, it seems when attacking infantry, the first two animations do not do anything. That is, they have no effect and cannot kill other infantry units. That leaves DEKs with a net 2 slow animations which play even less frequently due to the waste of playing the other two and the pauses in between.
Further, DEKs will often refuse to attack in melee against infantry at all when clumped too closely together, possibly a collision/attack animation consideration (i.e. hitting friendlies, which non missile units will refuse to do) problem. This is compounded by the observation that DEKs will only attack if very close to the enemy, at a range that is even shorter than that of a short_spear or spear unit.

This is especially evident on walls, where in some tests, I had fully upgraded DEKs defending against unupgraded Ottoman infantry on the walls.
Each time when an Ottoman got cornered, he managed to kill exceptionally many (up to half my DEKs) units as those would refuse to attack him while he could swing freely and due to faster animation would stop DEK attack animations.

Against cavalry, DEKs fare relatively well as they will only use their medium speed animations, although the delay between attacks is much increased.

sapi
07-11-2007, 09:29
Updated.

Five thousand words :laugh4:

Any omissions, duplications, misplacements, feel free to post here.

I'll get around to answering you in september, if my form holds :grin2:

FactionHeir
07-11-2007, 10:58
Go sapi! :grin:
Well done updating.
A few quick things:

Standards do fit through the gates in 1.2 last I checked. They fixed that in this patch too. Right now, the only thing that doesn't are trebs.

I did some more testing on demand attack faction and found that the price is only reasonable if one of your settlements is currently under siege. However, even if you successfuly bargain it from the AI, it won't attack that faction and sometimes just gets a ceasefire with them the next turn instead.

An addendum to why the AI cheat with no crusade/jihad desertions is bad:
The Egypt AI used a jihad army bound for Antioch and moved it all the way to Constantinople and besieged me instead...

Also please add to the chasing router problem: In a siege situation, when the AI sallier routs, over 90% of the time, its impossible to chase their routers outside (castle & city) AND inside their settlement (fortress and higher only)
with cavalry even if every single man is on the ground. Units told to attack them will only return "orders completed" and stand idle next to the routers. Infantry chase them just fine.

Didn't mention that one before: For England, if your forces ambush an enemy, the voice returned is as if you are being ambushed.

Following only applied to 1.02 leaked and are no longer valid:
Assassin success chances (although still rather low)
Priest shamed by witch message no longer has typo

Following do not belong on the buglist:
Ballista/Cannon tower not shooting the correct ammo. This was fixed in 1.2 and works just fine.


Lastly, I think the DEK (which is part of the 2H bug that was supposed to be fixed by 1.2) should be at least medium priority if not high, as the 2H bug was high.

Don't forget to send it off to CA

sapi
07-11-2007, 11:38
Ok, I'll update it with that tomorrow and send it off once we've had time to double check it.

Could you give me a concise explanation for the DEK problems, please? I'm not an overly technical guy and while not all of that went over my head, I'm at a loss as to how to describe that in a concise bug summary (with explanation attached, of course) ~;)

FactionHeir
07-11-2007, 11:53
Basically what I posted for #289.
In short, they refuse to attack if clumped very tightly together at times and while they have 4 anims to attack infantry, only 2 of those will actually do anything. As those 2 that are effective are their slow anims, they will hardly ever strike (and strike successfully) at another infantry unit.
Against cav, they don't have too many probs. Just still a rather slow attack (most infantry attack speeds are fast, they got medium-slow).
The above point about clumping together causing them to not attack is made worse by them only attacking if very close to the enemy, not if somewhat far away. Spear units, like militia attack mid range enemies just fine too.

Btw, its September already? :grin:

Monsieur Alphonse
07-11-2007, 15:57
1. Papal stat lives on after all catholics are wiped out.
When all the catholic factions are destroyed and the pope is killed there is no faction destroyed icon and the diplomatic screen shows that the papal state is still at war. But there is no pope nor can there be an election. After hitting end turn the papal state has its turn but there is no pope.

2. Ransom payed after faction is destroyed.
When the last city of a faction is captured and I have captured some POWs I can still ransom them even when all the family members are dead and there are no more cities.

FactionHeir
07-11-2007, 16:41
I think 1 is intentional as the papal states faction is not supposed to be ever destroyed. Just waiting for some Christian resurgence or some such :grin:

Your 2nd point made me remember something interesting though:
If you have captured the last few living family member of a faction and ransom is accepted, the faction is destroyed regardless, even though they now have the family members back and could continue.

Monsieur Alphonse
07-11-2007, 17:04
@ FH. May be it is intentional but it is weird to be at war with a non existing faction. Ah well I place the pope that doesn't exist in the museum next to the dodo. :laugh4:

3. The keep of a citadel (the highest part of it) isn't touching the ground. You can see right underneath it and see the landscape at the other end.
4. I was besieging Antwerp when the French sallied. They were supported by the English (yip their allies!). When the English started routing back to the city center that stupid commentator started saying that we had lost control of the city. When they and the French started to attack again they lost control of the city. It is very annoying to here every second: Sultan the enemy has gained control of the city + Sultan the enemy has lost control of the city.

sapi
07-12-2007, 09:56
@alphonse - regarding #3, what culture was the citadel (n. europe, s. europe etc)

Monsieur Alphonse
07-12-2007, 20:12
@alphonse - regarding #3, what culture was the citadel (n. europe, s. europe etc)

It is the citadel of Ragusa (Southern European?). See picture

https://img102.imageshack.us/img102/9901/image00001la1.jpg

FactionHeir
07-13-2007, 03:38
Looks mideastern to me. I suppose the devs didn't quite test what happens if you build a mideastern citadel in europe :grin:

Monsieur Alphonse
07-13-2007, 05:25
Looks mideastern to me. I suppose the devs didn't quite test what happens if you build a mideastern citadel in europe :grin:

No. I started M2 loaded the saved game and looked at Raguso. In the city screen it says Southern European.

sapi
07-13-2007, 07:25
Updated.

This list is going to be mirrored at TWC, as of about 2 minutes from now.

What this means is that I'll be getting submissions from two sources. Unfortunately, what that means is that there's a possibility of duplication in reports; so I'd like to request that people here (yes, I'm looking at you in particular, FH) double check my work so it doesn't get too out of control.

I'll pass things along to CA once I've had a chance to get any last-minute suggestions from over there, so in say, a week or so.

EDIT: Other thead here (http://www.twcenter.net/forums/showthread.php?p=1955740#post1955740)

Monsieur Alphonse
07-13-2007, 10:35
Sapi
here some others and some remarks.
- Woodsmen guild doesn't give 1 XP local and 2 global, only two global.

- When two generals are in a settlement, the one with the higher chivalry will become governor, even when the general's primary attribute is dread (ie. a 1 chivalry general will govern instead of a 8 dread one, even though it results in reduced public order). But according to the manual the general with the highest piety is the governor.

- When the AI attacks with a reinforcement stack, that stack will often take up a defensive position and force you to attack it in order to win a supposedly 'defensive' battle. It is possible that this is caused by path finding. I have seen a Mongol army deploying and redeploying over and over again and never been able to advance. I have seen this in two battles.

- Mounted missile units continue to shoot after leaving the battlefield and can still inflict casualties I have seen the other way also. An enemy router was killed after leaving the battlefield.

- Units can become ‘stranded’ half-on, half-off walls in siege battles and fail to respond to orders entirely. Units can also get stuck after leaving the wall. After leaving the wall they cross the street and have difficulties with getting in to formation. They stand still in the street and have to ordered again to move.

- Janissary musketeers still can't fire at a certain angle and redeploy themselves accordingly.

sapi
07-13-2007, 10:42
Sapi
here some others and some remarks.
- Woodsmen guild doesn't give 1 XP local and 2 global, only two global.Have a feeling I've mentioned swordsmith's guild wrt that; will have a look and add woodsmens


- When two generals are in a settlement, the one with the higher chivalry will become governor, even when the general's primary attribute is dread (ie. a 1 chivalry general will govern instead of a 8 dread one, even though it results in reduced public order). But according to the manual the general with the highest piety is the governor.
iirc that refers to cases with equal piety - can FH confirm (as I think he reported it)?

- When the AI attacks with a reinforcement stack, that stack will often take up a defensive position and force you to attack it in order to win a supposedly 'defensive' battle. It is possible that this is caused by path finding. I have seen a Mongol army deploying and redeploying over and over again and never been able to advance. I have seen this in two battles.Possibly, yeah :yes:


- Mounted missile units continue to shoot after leaving the battlefield and can still inflict casualties I have seen the other way also. An enemy router was killed after leaving the battlefield.Interesting...


- Units can become ‘stranded’ half-on, half-off walls in siege battles and fail to respond to orders entirely. Units can also get stuck after leaving the wall. After leaving the wall they cross the street and have difficulties with getting in to formation. They stand still in the street and have to ordered again to move.Yeah, noticed that too. Will make a note in the next update


- Janissary musketeers still can't fire at a certain angle and redeploy themselves accordingly.
Does that apply to all musketeers/gunpowder units?

Monsieur Alphonse
07-13-2007, 10:49
Sapi

You are very quick.

About other musketeers I don't know. I only have witnessed that with janissary because I haven't played with other musketeers yet. (my Turkish campaign took quite some time because I played on after winning it)

sapi
07-13-2007, 11:07
Updated.

I'll wait for confirmation on the musketeer one (whether it effects all types) and chiv/dread general one.

I'm trying to keep on top of things this time, as if i need to do an update of over one or two score posts, I'll have to wait until I have enough time to do it in one sitting (ie 2 and a bit months ~:))

FactionHeir
07-13-2007, 12:40
I didn't report the dread/chiv for governors.

As for the woodsmen vs swordsmith issue, that applies to any GM level guild giving local and global boni, where only the greater (usually global) is applied.

Reinforcements. Doubt its pathfinding. They react perfectly well when engaged or lured, and sometimes follow you a bit and then return back to their defensive position if you move away too far (i.e. with horse archers). Happens most often if the enemy has artillery, but also if he doesn't.

Router kills. The unit leaving the field continues to shoot as long as it has ammo and is in range. The unit on the battlefield on the other hand will only finish its last volley against the leaving unit. Big difference.
The problem is that units leaving the field are no longer counted as routing. You can tell by a unit just leaving the field and your pursuers suddenly initiating charge - something that only happens in 1.02 against non routing units.

Gunpowder units still get the crossing over prob when told to fire at a target while fire at will is enabled, yes. All fire_by_rank units actually.

[edit]
Regarding bug 1 on your list, while its not always common that the defender has nothing left in the end, it certainly is possible. I actually had that quite often where I would hold the square long enough to prevent all enemy units from eaching it and/or the enemy being stuck somewhere else and refusing to go to the center. Also, if you mod the time for palaza holding, the amount of units remaining after capture also will vary. As such, the autocalc shouldn't consider all defenders fighting to the death.

[edit2]
The first (ex)(/ex) has a broken quote.
I'd say sieges not ending if the enemy has elephants that cannot break walls is at least medium priority as it forces the defender to attack the besieger in a non sally, especially if not playing with battle timer.

[edit3]
You haven't incorporated my bug extension from the previous page about ransoming back the last family members yet.

On quick inspection, i did not find duplicates

Monsieur Alphonse
07-13-2007, 20:04
Reinforcements. Doubt its pathfinding. They react perfectly well when engaged or lured, and sometimes follow you a bit and then return back to their defensive position if you move away too far (i.e. with horse archers). Happens most often if the enemy has artillery, but also if he doesn't.


I noticed this on two occasions.
The first battle: The second stack attacked from a corner of the battle map. Because of this corner the stack couldn't deploy on a wide front. The AI was trying to deploy its infantry in single line and its horse archers on the flanks. Because the flanks would be outside the battle map the AI deployed and redeployed over and over again. Of course when the human player attacks the AI will defend itself, but the AI wasn't able to stage an attack.
The second battle: A bridge battle. The second stack never attacked because it Was organizing its flanks. The AI couldn't deploy it horse archers on the flanks and was reorganizing its deployment over and over again.
During both battles I could hear the general shouting his orders to advance.

Bijo
07-13-2007, 22:47
The thread is too large to read, so apologies if it has been mentioned before.

Battle Map Gate
I besieged a settlement, and its defenders were outnumbered, but they had reinforcements coming from behind me afar. I took quick care of the unable defenders and put as much of my troops inside the settlement as possible. The gate closed and stayed closed. The enemy reinforcements would have to be locked out while most of my army was safe inside. Still, "somehow" their forces went through slowly and painfully. THROUGH THE GATES AS THEY WERE CLOSED. It looked like slow clipping and my plan -- defeating the small force and keeping out the large force, while I was outnumbered anyway but I would still take the city/castle -- failed and I had to defend from the large force as they tried to... "enter" through the gates.

A long hard battle, outnumbered, outarmored, but still victorious. Then of course they had their idle General (of the original defending force) in the most inner square. After the large force's defeat it was an annoying wait to the end to only receive a DRAW.

Heh...

FactionHeir
07-14-2007, 04:39
I noticed this on two occasions.
The first battle: The second stack attacked from a corner of the battle map. Because of this corner the stack couldn't deploy on a wide front. The AI was trying to deploy its infantry in single line and its horse archers on the flanks. Because the flanks would be outside the battle map the AI deployed and redeployed over and over again. Of course when the human player attacks the AI will defend itself, but the AI wasn't able to stage an attack.
The second battle: A bridge battle. The second stack never attacked because it Was organizing its flanks. The AI couldn't deploy it horse archers on the flanks and was reorganizing its deployment over and over again.
During both battles I could hear the general shouting his orders to advance.

That's a different bug then. I saw yours too, usually only if the enemy has artillery, where the artillery will rotate on the spot all the time.

icek
07-15-2007, 11:59
did a lack in discipline in missile units was mentioned already? i understand that some of you may take it as feature that not every soldiers in unit do what we told them to do, but when one side of unit make a skirmish run and other start a volley and this unit is a latest english archers then its not so funny anymore.

also the fake siege unit range, why trebuchet, catapult and balista need to do another 10 steps forward when we already see them capable to shot (green cursor).

sapi
07-15-2007, 12:15
also the fake siege unit range, why trebuchet, catapult and balista need to do another 10 steps forward when we already see them capable to shot (green cursor).Could one of the knowledgeable tinkerers (Foz, I'm looking at you) confirm that that's not merely a display bug, caused by restrictions in descr_projectiles but not in the maximum range of that unit?

I think it's a bug, but I could have sworn that someone managed to explain it to me somewhere :laugh4:

FactionHeir
07-15-2007, 17:26
Yes, most likely due to projectile file restrictions if you are not on the same level plane as your target as your projectile is launched from a certain spot and has an absolute minimum angle.
Haven't noticed this with ballistae/trebs unless it was very steep. Mostly with ribaults only.

icek
07-15-2007, 20:37
ok, i had this situation
https://img401.imageshack.us/img401/4408/00ur3.th.jpg (https://img401.imageshack.us/my.php?image=00ur3.jpg)
and when i push night battle button, uncheck it and then go for details of spanish second squad ive got this:
https://img401.imageshack.us/img401/130/01eo9.th.jpg (https://img401.imageshack.us/my.php?image=01eo9.jpg)
its application found an error in my language.

d3nn16
07-16-2007, 13:52
I noticed in my current venetian campaign that when I build additional markets they don't increase merchant recruiting limit.

For example, at turn start I have 3 or so markets upgrades done but only one additional merchant to recruit OR not at all (weird).
I counted all markets of different levels :
Level 1 : 2 markets
Level 2 : 7 markets
Level 3 : 8 markets
Level 4 : 8 markets
Level 5 : 3 markets
Therefore I should be able to recruit 1 x 2 + 2 x 7 + 3 x 8 + 4 x 8 + 5 x 3 = 87 merchants. But I only have 29 and I can't train anymore as it tells me I reached the limit.

I thought that using merchants inside armies to have them all grouped on one resource can cause the bug ? I tried getting all of them out without result.

I also noticed another strange thing related to merchants inside armies.
Near Alep there are 2 spice resources. I have one unit of soldiers on each of them. One of the army has around 10 merchants and the other 2. I tried moving one merchant from a unit to the other and I noticed that the total income from merchants changed each time I moved one of them. The variation values were 20811, 20912, 20710, 20811, ... . The initial merchant income was 21416. Finally when I merged the 2 units the income was back at 21416 on both resources. Anyone has an explanation for this variation ?

Is the merchant limit controlled by some unknown mechanism or is it just a bug ?

Is it possible to modify the merchant limit manually by editing a text file ?

Thank you for any replies.

sapi
07-16-2007, 13:54
I think the market thing is hardcoded and intentional (one merchant per city, essentially).

You should be able to mod it fairly easily (though I couldn't tell you how).

FactionHeir
07-16-2007, 14:28
Not hardcoded but intentional. And any level market only allows 1 merchant.
EDB for more info.

d3nn16
07-16-2007, 16:41
I didn't find any trigger for the apothecary ancillary in the export_descr_ancillaries.txt file.

Instead I found this (the spelling error is original) :

;------------------------------------------
Trigger apocethary_vnv_trigger
WhenToTest GovernorBuildingCompleted
Condition SettlementBuildingFinished = alchemists_lab

AcquireAncillary alchemist chance 33

FactionHeir
07-16-2007, 16:53
Good spot.

FactionHeir
07-17-2007, 05:37
This has been happening a few times to me now:

If you have a crusading army aboard a ship and it is attacked by an enemy fleet and has to retreat, the next turn you suffer major desertions (without the talk of desertion message)
In addition, each turn you mvoe toward your target, even in a straight line, you will suffer additional desertion unless you disembark in between.

FactionHeir
07-17-2007, 09:22
Well whad'ya know.
According to one of the fixlists (was it 1.1 or 1.2) standards (Milan&Venice) are now supposed to fit through the gates. Well, they don't quite:

I was playing Venice just now and sallying from Venice (Minor City) out against Milan. My standard refused to go through the gate.
I left it in for a while and turned up to x6 speed to move my other troops out and ordered the standard again to move out, which it did funnily, but through the closed gate and no-clipping through the wall. So that ended up resulting in 1 man outside with the standard and the rest bunched up at the gate inside.
So I ordered them to release the standard to open the gate and move them out (still at x6 speed). Once they stood next to the standard again, I told em to pick it up, then dragged them to where I wanted them to be (i.e. aligning them). That's when I got a nice CTD (unspec error).


As a follow-up to the problem chasing routing AI salliers, I withdraw my statement that infantry can still chase the routers: they can't. But with a few new tests, it seems that only as long as the gates are closed and the units are routing, you cannot chase them (even if they are ALL outside the gate). If the gate if open, you can chase them just fine even if they are separated. This is especially bad in citadels with 3 layer gates. So this bug is most likely due to pathfinding, although I have no clue why units outside gates can't be chased when the gates are closed, unless the chasers are told to move inside the town to chase?

d3nn16
07-17-2007, 16:52
This could be a bug :
I married my princess named Francesca Selvo with a German general, his name is Conrad de Celle. After marriage he joined my faction and is showing in the family tree.
He has now a son named Mafeo Gusti and a daughter named Catarina Delmonico. Both have different family names.
For info I'm using the French version.

FactionHeir
07-17-2007, 17:17
Yes, I noticed that too in the English version whenever a princess snatches a foreign general.
Also, and i can't reproduce this one as the AI very seldomly does it, when an AI princess fails to snatch your general and you get the message "foreign princess disgraced" the next turn, the princess does not show up in the family tree and the character still does not count as married either (i.e. can still be married). This happened with a Hungarian charm 0 princess trying to snatch one of two HRE characters who were in the same stack.

d3nn16
07-17-2007, 18:37
Same thing for me with a foreign byzantine princess (3 charm). She tried to grab one of my generals at a turn start. So I kept restarting the same turn until my general "disgraced" her because I wanted him to get married but the princess didn't appear on family tree after marriage.
I make saves for each turn so if anyone is interested I can send the save file.

Psiloi
07-18-2007, 17:31
I am playing with the game updated. If you have an unit on the walls and ordered they that go out of there, if the enemy shot with siege weapons to the portion of the wall where they are walking, they stop suddenly, always. Bug?

sapi
07-19-2007, 09:39
I am playing with the game updated. If you have an unit on the walls and ordered they that go out of there, if the enemy shot with siege weapons to the portion of the wall where they are walking, they stop suddenly, always. Bug?
Thanks for reminding me of that one - I get it myself and have been meaning to add it ~;)

icek
07-19-2007, 11:00
there is something weird with chosing unit's size in camera game options. i always played tw on normal and now in 1.2 when i start i got small unit sizes in campaign game sometimes.

ForgotMyOldNick
07-21-2007, 01:16
Just a few so far as I have only played MTW II this week ( Had to get a new GPU to play it, clean install with patch 1.2):

Troops get caught in the wreckage of artillery.. spent 10 mins using 3
units of archers trying to eliminate 2 running bugs within the remains
of 3 wreckages of artillery :S Two incidences over two sessions so far... Even though hilarious at the time it sort of dampened the excitement of the
overall battles.


Grouped cavalry don't seem to follow orders fully. I don't know if this due to an impetuous charge trait or something of that order or if it is to do with General's command rating, or a bug.

This plagued me in RTW too.

My suggestion: If General is in grouped unit then they follow orders no matter what unless he has poor traits or bad command rating. Unless it's a bug... sigh*

That's all so far Thank God. Although the first page of this thread has put me into a deep depression :S

Oh, and I played HRE without any princesses for something like 40 turns... I was sweating thinking it was a bug and princesses simply disappeared ! But they suddenly started spawning again after a loooong time.

icek
07-23-2007, 10:07
1. My king Rufus is married with anna comnennus from bizantium and my prnce robert is with agnes herman from poland, im very reliable. and then i need to break an alliance with one of those nations because polish crusaders attacked bizantine forces when going into antioch crusade. and no mather who i choose i will always land into reliable. i think it should favor your own religion or defender.
2. i got a famous battle mark on my strategic map after defeating single peasant unit with my general only. dont be silly game...
3. for some reason my city of antioch wants to retrain a mercenary crusaiders, but it cant of course.

ForgotMyOldNick
07-25-2007, 23:36
My Sicilian army spawned like this in battle set up south west of Algiers... Couldn't move anything

https://i195.photobucket.com/albums/z153/mtwIIscreens/picture003.jpg


It was in this position on the campaign map right in front of the Moor army:

https://i195.photobucket.com/albums/z153/mtwIIscreens/picture004.jpg

Also I don't know if it's due to game mechanics ( As my faction and the other one had similar high ranking with the Papacy) or a bug but I can't seem to excommunicate myself so I can attack another catholic faction.

icek
07-26-2007, 08:49
[QUOTE=ForgotMyOldNick]My Sicilian army spawned like this in battle set up south west of Algiers... Couldn't move anything

https://i195.photobucket.com/albums/z153/mtwIIscreens/picture003.jpg
I confirm this, had similiar problem in brugge region where reinforcements try to go through farm. looks like old shogun tw mongol invasion problem :)

d3nn16
07-26-2007, 09:23
Some other probably insignificant bugs :

* Why an army that is under siege has to fight to death ?

My general that occupied Zagreb village (with 2 other units of chainmail cavalry) was sieged by the Hungarians that had 2 units of Noble Hungarians and 1 unit of Magyar cavalry. This means I had no chance to win so I just retreated to the mountains nearby and waited for the enemy that camped in the center of the village until the countdown finished. In the strategy map my general and my army were considered killed. What's the use of the central square count-down in sieges then ? the Magyars should have followed me and killed me in order to win the siege ?

* This could be a very insignificant bug, the image associated with the message seems to be inadequate for the HRE faction (palm trees and desert ...). The message notifies about the faction with the greatest population.

https://img510.imageshack.us/img510/88/img0037mr6.th.jpg (https://img510.imageshack.us/my.php?image=img0037mr6.jpg)

* Reinforcements and attacked army in reversed positions near bridge (there is also an explanation).

This happened to me when I was sieging Venice. On the next turn, when Venice played its move, a small army outside the city came to attack me (so the army inside the city was considered as reinforcements). I was expecting that between me and the small attacking army would be no bridge (as it would have been more favorable for me to have a bridge between me and the bigger reinforcement army from inside Venice.
But I suppose that the game is made so if a bridge is inside the red square it will be positioned between the attacking army and the defending one. It's like I would cross the bridge toward Venice to turn my back to a 2 General, 2 Crossbows and 4 or so units of spears army to face a 40 spears unit with 20 peasant archers (with normal size of 150 for spears and 120 for archers).

* Graphic bug (the contortionist crossbow)

https://img264.imageshack.us/img264/6120/img0014md5.th.jpg (https://img264.imageshack.us/my.php?image=img0014md5.jpg) https://img264.imageshack.us/img264/6205/img0012hz4.th.jpg (https://img264.imageshack.us/my.php?image=img0012hz4.jpg) https://img503.imageshack.us/img503/7866/img0015ur7.th.jpg (https://img503.imageshack.us/my.php?image=img0015ur7.jpg)

* French King Louis is a charming princess :laugh4: (the tooltip is in French).
Also notice the spelling error in the tooltip : "[...]que la plupart les jeunes filles[...]", "les" instead of "des".

https://img442.imageshack.us/img442/7489/img0013eu6.th.jpg (https://img442.imageshack.us/my.php?image=img0013eu6.jpg)

* an example for the bug with half English and half French tooltip

https://img184.imageshack.us/img184/164/img0024kk4.th.jpg (https://img184.imageshack.us/my.php?image=img0024kk4.jpg)

icek
07-26-2007, 09:29
thank you for charming princess screenshot. guys here didnt believe me for this on word. :juggle2:

d3nn16
07-31-2007, 11:01
I discovered some minor bugs while I was looking in the tech trees of the Moors and the Egyptians. I started campaigns with both then looked in the tech tree.

* It seems that selecting a city (or castle) and opening up the tech tree then clicking on the castle (resp. city) tab will show you a list in which you can find buildings that normally shouldn't be showed : canon towers, canon factory, alchemist lab (for cities) and all dock levels.

* question : why should university show up for huge city level in the tech tree even if it is not available until after gunpowder is discovered ?

* (insignificant bug) : when I opened the information page about the horse breeder's guild as the Moors the image representing the guild was in European style.

* the bimaristan buildings can reduce the conversion cost of 20% then 40% but when I tested it with the Egyptians I have a reduction of around 22% for both levels of buildings (for example a general had 85 conversion cost at start, then 66 after the 2 buildings were built instead of 68 and 51)

FactionHeir
08-05-2007, 03:14
Major bug:
If you lose a battle against the AI which brought reinforcements during the AI turn, and they take prisoners, the game will sometimes go into a loop for ransom demands, where you have to pay the same amount for the same troops multiple times to get them back.

Minor bugs:
-Spelling error in Faltering Courage (Coward 1). Should read "than a commander should" instead of "that a commander should"
-Voice error introduced in 1.02: For France, "an acte magnifique" (clear victory) was read correctly before the patch but is now pronounced as "acte-rique" which makes no sense.

BadGenome
08-06-2007, 04:20
Long time lurker, first time poster.

There seems to be a bug with generals being taken hostage. Every time I've won a battle in which my general was captured, I've been able to recover my other prisoners but my general is always killed. And just a few minutes ago, I had a general captured during a battle which I lost :embarassed: , but was fortunately offered him back for a ransom. When I paid it, I still didn't get him back and the family tree says he "died peacefully." :inquisitive:

FactionHeir
08-06-2007, 06:25
Long time lurker, first time poster.

There seems to be a bug with generals being taken hostage. Every time I've won a battle in which my general was captured, I've been able to recover my other prisoners but my general is always killed. And just a few minutes ago, I had a general captured during a battle which I lost :embarassed: , but was fortunately offered him back for a ransom. When I paid it, I still didn't get him back and the family tree says he "died peacefully." :inquisitive:

Already reported. This happens if only the general but none of his bodyguards was ransomed back.

Guyus Germanicus
08-07-2007, 12:30
I apologize if these issues have been brought up before. And if they have, perhaps someone could direct me to the proper thread. But . . .
I've been playing M2TW patched to 1.2 and I'm getting some very obvious quirks (at least to me). When I win a battle and choose to execute the prisoners, the game resolves by making the audio sound for prisoners being executed, but the units are then 'retreated' to a location away from the original combat. If I choose 'ransom' and the AI chooses not to accept ransom and the prisoners are executed, they're not really executed. The same thing happens. The game makes the execution audio sounds, but the units retreat intact to a safe distance. This can't be correct game behavior, can it? This has happened with every game faction I've played with so far.
Also, I'm in the middle of a Polish game and I have recruited lots of merchants and priests from Krakow but I still haven't been offered a Merchant's Guild or Theologians Guild. And I mean LOTS! Until I captured Antioch every priest I recruited was recruited in Krakow. Still no Theologians guild. Wassup? Is there a trigger not getting tripped with this faction?
I can't believe I'm the only one who has noticed these things. So forgive my rehashing an old issue if that's the case.

sapi
08-07-2007, 12:48
I apologize if these issues have been brought up before. And if they have, perhaps someone could direct me to the proper thread. But . . .
I've been playing M2TW patched to 1.2 and I'm getting some very obvious quirks (at least to me). When I win a battle and choose to execute the prisoners, the game resolves by making the audio sound for prisoners being executed, but the units are then 'retreated' to a location away from the original combat. If I choose 'ransom' and the AI chooses not to accept ransom and the prisoners are executed, they're not really executed. The same thing happens. The game makes the execution audio sounds, but the units retreat intact to a safe distance. This can't be correct game behavior, can it? This has happened with every game faction I've played with so far.Sounds like you're confusing prisoners with survivors.

The men you see retreating are the survivors of the enemy army that you didn't capture in battle, not the prisoners mysteriously getting away ~:)

Guyus Germanicus
08-07-2007, 14:05
Sounds like you're confusing prisoners with survivors.

The men you see retreating are the survivors of the enemy army that you didn't capture in battle, not the prisoners mysteriously getting away ~:)

ACH!! you're right. I am. Ich bin ein dummkopf.

Any thoughts on my other issue with the guilds, Sapi?

sapi
08-08-2007, 13:16
ACH!! you're right. I am. Ich bin ein dummkopf.

Any thoughts on my other issue with the guilds, Sapi?
Well, it's hard for me to say without a better knowledge of the code.

I see one of two things as being the cause:
You already have a guild in that city. I doubt it ~;)
Since you can only get one guild offer/marrage proposal/adoption request each turn, the trigger is simply being overridden by other ones. Could be possible; I'm not sure

Guyus Germanicus
08-08-2007, 23:06
Well, it's hard for me to say without a better knowledge of the code.

I see one of two things as being the cause:
You already have a guild in that city. I doubt it ~;)
Since you can only get one guild offer/marrage proposal/adoption request each turn, the trigger is simply being overridden by other ones. Could be possible; I'm not sure

:dizzy2: Given my recent penchant for spaciness, I appreciate the jibe. heh heh

Your logic about the 'offers' triggers makes sense. I double-checked my cities. I have a major Templar chapter House in Krakow and Explorer's guilds in Prague and Antioch. But that's it. I'll just press forward and see what pops up.

icek
08-09-2007, 14:57
A peasant recruitment in newly conquered castle - why sometimes it shows that you can train/retrain peasants after 7 turns when you can train your best troops just after 2?

ForgotMyOldNick
08-11-2007, 00:24
Hmm just tried to copy and paste Campaign_Battle.rpy from temp folder into replay folder and renamed it to see if I could see my campaign battles.

It loaded up as a replay (much to my excitement!) but after about 20 seconds while I was watching myself setting up in deployment it crashed in a strange way. There was a black screen with the mouse pointer becoming the spinning time icon AND I could still hear the battle set up going on in the background.

Couldn't minimise the window to exit the program either. I had to restart the pc.

So for me it's a bug because it worked.. then failed.

Anyone got any ideas on how I could make this work ? I would really like to see my campaign battles and almost did heh...

Thanks.

icek
08-11-2007, 09:54
what is the next level of castle after citadel because game told me that there is another after 18000 people inside lol

FactionHeir
08-11-2007, 14:05
A peasant recruitment in newly conquered castle - why sometimes it shows that you can train/retrain peasants after 7 turns when you can train your best troops just after 2?

Controlled by EDB. All peasant entries have very low respawn rates. I'm guessing CA did that after the peasant exploits in RTW.



Hmm just tried to copy and paste Campaign_Battle.rpy from temp folder into replay folder and renamed it to see if I could see my campaign battles.

It loaded up as a replay (much to my excitement!) but after about 20 seconds while I was watching myself setting up in deployment it crashed in a strange way. There was a black screen with the mouse pointer becoming the spinning time icon AND I could still hear the battle set up going on in the background.

Couldn't minimise the window to exit the program either. I had to restart the pc.

So for me it's a bug because it worked.. then failed.

Anyone got any ideas on how I could make this work ? I would really like to see my campaign battles and almost did heh...

Thanks.

Campaign battles are not supposed to be replayble. Since the CTD occured due to you making file modifications, it is not really a bug. If you want them to be replayable, you would probably be better off requesting it at the wishlist.



what is the next level of castle after citadel because game told me that there is another after 18000 people inside lol

There is none. Same for huge city. While the display may be confusing, it is quite minor. The reason it shows 18000 is to fix the squalor rate (as per settlement_mechanics), i.e. the max population of the settlement. I suppose the display can be considered a bug, but its unlikely CA will bother with it, I think.

Guyus Germanicus
08-12-2007, 22:45
OK, here's bugaboo I've encountered. I downloaded the 1.2 patch from one of the legitimate sites. I reinstalled the original version of the game before installing the new release patch. Then I installed 1.2. I have noticed two things that I didn't notice before, and at least one of them is, I believe, a bug.

1) The launcher for my game has changed. I'm getting what I call a prelauncher that allows me to partricipate in online polls with, I assume, www.totalwar.com. To, then, activate the game I have to press the 'play' button on the mini-prelauncher screen. IF, I alter the descr_stat file, to programmatically unlock the unlocakble factions, the pre-launcher is getting altered somehow. Now when I press the 'play' button, the M2TW music that was playing while I was in the prelauncher screen keeps on playing even after the actual game is launched. So now I have two different sets of M2TW music playing at the same time. This didn't happen until after I altered the descr_stat file.
2) I've noticed now that when I play a faction that takes the town of Durazzo, like either Venice or Sicily, the city wall building is missing from the Durazzo building options. All I get is the motte&etc castle option and land clearance. Mind you, the town is still a village, but I can't build the first village item which is the wall, because it doesn't show up as an option. Whaa happened?

I'm afraid I'm going to have to reload the game again, and then play a short game to unlock the unlockable factions rather than doing it programmatically just so I can keep the prelauncher working properly. Has anyone else encountered this problem?

PS - I can bypass the prelauncher by not using the desktop icon and just loading the game into the DVD drive and letting it initialize itself. But then my desktop icon is pointless.

Guyus Germanicus
08-12-2007, 23:17
OK, here's bugaboo I've encountered. I downloaded the 1.2 patch from one of the legitimate sites. I reinstalled the original version of the game before installing the new release patch. Then I installed 1.2. I have noticed two things that I didn't notice before, and at least one of them is, I believe, a bug.

1) The launcher for my game has changed. I'm getting what I call a prelauncher that allows me to partricipate in online polls with, I assume, www.totalwar.com. To, then, activate the game I have to press the 'play' button on the mini-prelauncher screen. IF, I alter the descr_stat file, to programmatically unlock the unlocakble factions, the pre-launcher is getting altered somehow. Now when I press the 'play' button, the M2TW music that was playing while I was in the prelauncher screen keeps on playing even after the actual game is launched. So now I have two different sets of M2TW music playing at the same time. This didn't happen until after I altered the descr_stat file.


Well, I solved, at least, this problem by deleting the program launcher.exe from my SEGA folder. Then I right-clicked on my M2TW desktop icon and selected 'Properties' and I changed the name of the 'Target' reference to reference the program medieval2.exe, which is the original game launcher program. That got rid of all the prelaunch screen garbage.

I downloaded the 1.2 patch from the Gamershell website (appropriately named). Don't know whether SEGA attached the extra garbage to the download or the demons at Gamereshell. But I zapped the launcher.

Now, all I want to know is what happened to the building options in Durazzo.

Guyus Germanicus
08-13-2007, 02:35
Now, all I want to know is what happened to the building options in Durazzo.

Now I know. I started out a game with Sicily, and per usual, they are commanded to take Durazzo as their first assignment. So I took Durazzo, autoresolved the combat, and got the usual construction options - land clearance and motte &etc. The population sans sacking starts at about 400. You have two choices - you can either build a castle immedately or wait an extended length of time occupying an unwalled village until the population reaches 800. Once the population reaches 800 the city wall appears as an option on the construction queue to upgrade your village to a town. It's probably not worth the wait.

I guess I just hadn't conquered enough villages with small populations to realize the long wait time before you can upgrade to a walled town. So, apparently there's no bug.

icek
08-13-2007, 12:57
the most powerfull turkey ship have rtw peasant image in description :)

FactionHeir
08-16-2007, 14:05
When capturing the enemy factionleader, the sound feedback is the same as for capturing a normal general.
However, during the same battles, if the factionleader/general flees or is killed, the sound feedback considers his leader status.
Looks (sounds) like a missing sound or mislinked sound thus.

Tormentor
08-17-2007, 05:30
wow this thread was really useful :book:

sapi
08-25-2007, 05:38
Posts split off to tech forums

Namealreadytaken
08-27-2007, 01:30
I don't know if these were already pointed out; I discovered them some minutes ago:

- French mail knights suck: a unit of 41 countercharging 51 rebel town guards won the fight, but lost 20 members.
- Venetian merchants (I'm not sure about the others) get seized 4 times out of 5, no matter who tries to do so.
- When a unit is charging, if some members of the front rank come in contact with the enemy before the others, the rest of the units stops marching and them close the distance with short, slow steps, as if they were all engaged.
- Often, IA units under fire or close to the enemy would give their backs to the upcoming fire/enemy, even if there are no other foes around.
- Cavalry doesn't always switch from swords to spears when charging, even from a long distance.

I hope this helps. :beam:

Namealreadytaken
08-28-2007, 14:44
Oh, I forgot this one:

- When one or more cardinals die, the probability of one of your priest being elected are low even if the Pope loves you.

ixidor
08-28-2007, 18:15
- French mail knights suck: a unit of 41 countercharging 51 rebel town guards won the fight, but lost 20 members.

Never happened to me before... But it's only with the french?


- Venetian merchants (I'm not sure about the others) get seized 4 times out of 5, no matter who tries to do so.

Yeah, i have already noticed it...:wall:


- When a unit is charging, if some members of the front rank come in contact with the enemy before the others, the rest of the units stops marching and them close the distance with short, slow steps, as if they were all engaged.

In order to prevent this just double right click in an unit behind it. They will just pass through that unit you wctually want to charge, making his casualties even greater then usual. If there aren't units behind you better prepare the charge before. Put your knights in front of the enemy, at enough distance for them and properly formed. This way your charge will be deadly.


- Often, IA units under fire or close to the enemy would give their backs to the upcoming fire/enemy, even if there are no other foes around.

I have seen it a couple of times, even though the most usual is having them looking at the missile unit but without reaction.


- Cavalry doesn't always switch from swords to spears when charging, even from a long distance.

You tell me. I always zoom him to check if they are using his spears. It's not unusual that i had to trie 2 or 3 times until i got a full optimal charge, with SPEARS...

FactionHeir
08-28-2007, 18:23
1. Change your tactics or use your terrain better. Even a weak unit can beat a strong one given the right circumstances. Not a bug.
2. Same for any merchant. Not a bug, but rather dependent on random chance as well as merchant skill difference.
3. Happens and I would consider it a bug in some cases. This happens more often if you charge a unit with a friendly one nearby or if a few soldiers got entangled somewhere or the enemy is not in formation.
4. Passive AI / "want to make a pretty formation" bug.
5. Make sure they are in formation and at more than min charging distance. Then it always works unless it is blocked halfway by either friendly or enemy units.
6. Cardinals are appointed first by piety, then eligibility, then seniority, and then papal standing. I.e. not a bug.

Radyn
08-29-2007, 10:48
I stumbled recently over a couple of some bugs, I'm sorry if they've been posted before, I haven't seen them on the list, however.

1. Experience bonuses aren't applied if a besieged city surrenders after "End Turn". I did clear and refill all recruitment pools, and all the other turns, it worked fine.
2. Master Merchant's Guild gives only +1 global (as Russia)
3. CTD if a rebel stack decides to retreat AFTER the battle screen has popped up. This happens when I've chosen to fight a night battle. I guess the AI reconsidered its strength in a night battle and changed its mind...
4. When I captured a citadel late game, I couldn't train Dismounted Dvor (only peasant archers) even though the required tier 3 archery range was in the building browser. Probably because I captured a tier 4 archery range, and Russia doesn't have one. Nevertheless, a bug.
5. Units speak on helium while gunpowder units are firing if the camera is on front, if the camera is in the rear they have a bass voice (or was it the other way round? Can't remember). I've got a Soundblaster Audigy 4 with latest drivers, and the bug only appears with EAX on (all of them).

lancelot
08-30-2007, 12:46
You know, I bought this game when it first came out, had a little play and then left it for ages, knowing full well that a laundry list of bugs would be found.

Ive just come back to see that we are on patch 1.2 and there is still a freaking huge list! The sad thing is- I cant say Im surprised- on 2 counts, first that the list is huge and second- that it is still not fixed.

And now the expansion is on the horizon, no doubt a whole new bag of bugs will be found...Anyone have an educated guess ETA on a more or less bug free MTW2?

Oh, and one final question- I turned off of RTW just after the barbarians expansion- did RTW ever get to the bug free stage or did CA give up and just make MTW2 instead?

It does appear that CA/Sega/whoever they are now is a bit lax on their beta-testing...and I thought hearts of iron 2 had problems...

FactionHeir
08-30-2007, 12:49
Afaik, RTW / BI still had bugs (and several serious ones) after the last patch respectively.

As for M2TW, Kingdoms and the associated 1.3 patch don't fix any bugs and any new introduced / promised features are exclusive to Kingdoms. Kingdoms also has the same bugs as M2TW with likely an added few.

FactionHeir
09-01-2007, 16:32
Shame. I forgot to report this even though I'm aware of it since 1.0 times.

- When a foot missile unit (archer/crossbow) is out of range of a target and is ordered by single click (walk) to attack it using ranged fire, there is a chance that it will walk all the way up to the target to engage it in melee rather than stop at range and start shooting.

Namealreadytaken
09-04-2007, 13:17
I add this one:

- Sometimes, when a chivarly unit charges another, the attacker will get stuck into "charging" state and will not fight the enemy, therefore getting massacred.

Generals_Bodyguard
09-08-2007, 14:31
Battle Map

* The 2 AI seige wooden tower bug(for lack of a better name)

This has now changed to this :

UPDATE!!! :
1.3 unspecified error during sieges with ally:
- 2 AI armies
-Siege battles
-Fort, Motte & Bailey, Town(level 1 defense)
-AI army uses firing siege equipment
-AI army attacks towers or walls that are under control either by you or the other AI!!!
-The AI army firing the siege weapon havent moved their infantry yet.

In essence any settlement with those small wooden walls can cause a crash...This differs from 1.2 as i remember testing it on wooden castles and large towns with larger wooden defences that quite clearly caused a CTD...this time not anymore...However I managed to test multiple times with these small wooden defences using the retrofit mod and had not a single crash...Kingdoms is free of this...So if you know whats best for you...use the retrofit mod...again im stumped why this CTD doesn't affect the retrofit mod and leads me to believe it something to do with the changes to the AI scripts...

http://shoguntotalwar.yuku.com/topic/16419?page=2

paulish
09-09-2007, 01:39
How about this for a :daisy: Bug? I just spent 90 minutes downloading the freaking 1.3 patch (for the second freaking time tonight!!!) and it tells me that the :daisy: 1.3 patch can't be applied to the 1.0 version!!!!. On top of that the :daisy: website, does not have an :daisy: link to download the 1.1 or 1.2 patch, nor does it tell you that the 1.3 won't work unless you download one of the previous versions!!!! All of which :daisy: is on top of the fact that you have to get the :daisy: patch from an :daisy: 3rd party provider who makes you give them private information in order to get the :daisy: patch.

Please pardon the :daisy: cursing but I am :daisy: :daisy:

I bought a game and patches are part of the game. I ought not to have to go to a third party to get my patches and I the :daisy: patches should work on the :daisy: game that I bought!!!!!!!!

EDIT: ~:) ~sapi

Gaius Terentius Varro
09-09-2007, 07:09
Not sure it's a bug but in America's campaign the "fiscally challenged" trait does not have a counter since you can't build grain silo or higher when playing the natives. Mebbe CA wanted to portay the natives as ignorant savages but one can't leave a governor in the settlement or he'll get the trait.

Mr Frost
09-10-2007, 19:33
... Kingdoms also has the same bugs as M2TW with likely an added few.
Now that you mention it :yes: in the Kingdoms expansion Americas campaign , none of the starting family members of any faction have any loyalty . None , zero , not a sausage !
I highly doubt this is a "feature" , so I'll call it a bug or if you prefer an :oops: .
The other campaign starting family members have loyalty scores that seem to average about 5 {pretty normal starting score} , it's just in America they don't seem to give a damn ~;p

Gaius Terentius Varro
09-11-2007, 18:56
Yupp all but Spanish and Mayan Faction heirs get no LoyaltyStarter 1 so I was forced to add it to descr_strat.txt to instead of killing them off since they can rebell and take the whole army with them

icek
09-12-2007, 07:44
teutonic order lose mangonels in their lv3 siege equipment building. Manufakture looks like in m2tw and i saw in crusaders campaign that lv3 building had mangonels in it.

Radyn
09-12-2007, 20:25
I made a mistake in my last post.
The Merchant Guild HQ gives only +1 global instead of +2 global.
If it were the Master Merchant Guild, it would be just fine.

icek
09-14-2007, 10:44
Apachean prises Sun God for their accomplishments in battle.

Bobo
09-21-2007, 17:28
- Apache "armour" upgrade not visible
- Apache +1 Experience for recruited "Knights" (?) not visible
- Apache Free upkeep slots not visible

Don't know whether they do work behind the scenes, though.

Monsieur Alphonse
09-22-2007, 16:16
In Kingdoms (Britannica) there is still no difference between a master swordsmith and a HQ. Both give a 1 XP global bonus. There is no need to upgrade to a HQ.

In Kingdoms (Britannica) the cannon foundry in a Norwegian citadel gives 2 x 3 serpentines in stead of three serpentines and three cannons. It reads like this:
Serpentine (max available 3) - culture required: 40% Norwegian.
Serpentine (max available 3) - culture required: 40% Norwegian.
The second line could be a typo and should possible be a cannon.

Charge
09-23-2007, 11:25
As I don't installed 1.2 an 1.3 patches, I'm asking you : is shield bug fixed?

Monsieur Alphonse
09-24-2007, 12:59
As I don't installed 1.2 an 1.3 patches, I'm asking you : is shield bug fixed?

Yes. That was fixed together with the two handed bug in 1.2

FactionHeir
09-27-2007, 18:21
I do not recount ever seeing it before 1.3, and it is a rather annoying and somewhat major bug:

Bug: The AI can move its artillery at running speed.

Observation: When the AI forces its army that contains artillery pieces on the battlefield to move at double speed while in its standard formation (more or less), the artillery pieces will often "run" after as well. However, this only applies to the men pushing the artillery piece and the artillery pieces themselves. The men not actively manning the artillery still move at their old walking speed.

DVX BELLORVM
10-01-2007, 22:36
In Kingdoms, a unit (noticed it for spear militia) cannot be upgraded to padded armor if having a experience chevron(s)!?

Some screenshots:
Although there are 3 Spear militia ready to be upgraded with padded armor, they are not shown as available to retrain

https://img253.imageshack.us/img253/1242/bug1md9.jpg


As you can see, there is a Leather tanner in the city

https://img222.imageshack.us/img222/5034/bug2hb2.jpg

Here you can see two units that should be upgraded with the padded armor, but only one (without the chevron) is ready to upgrade

https://img225.imageshack.us/img225/8279/bug3hh3.jpg

hrvojej
10-02-2007, 12:04
Plenty of units in Kingdoms: Americas are missing in-game text descriptions. I haven't played other campaigns enough to see whether this is also the case.

It would seem that the first line of the speech is sometimes missing in Crusaders (Antioch). The camera pans over my units for some time, but no speech or subtitles show up. Then the units would cheer as if a line was just delivered, and the general would give what is usually a last line of speech before the battle.

In my Crusaders campaign I saw that AI Jerusalem had two Marshall of the Templars units, which is supposed to be unique. I haven't researched it further though.

Unit cohesion is still horrible.

lancelot
10-03-2007, 13:30
Sure this has probably been covered- (1.2)

Scots (at least) pikemen dropped pikes and switched to swords when chgarged by cav in a recent Grand camp.

Hates Rebels trait has no effects listed, so presumably no actual effect.

Oh and the small unit graphics for Russian spear and archer militia units look incredibly poor.

FactionHeir
10-06-2007, 21:58
If the maximum items are used during diplomacy (default 8) and the offer is rejected, no more further diplomacy is possible as the left hand column now reads "no more offers possible".
This is a bug as the number of items should only affect a current transaction and not bar any future ones. (i.e. it is possible to go for 7 and another 7 during the next cycle in the same screen)

DVX BELLORVM
10-07-2007, 01:41
Some sea trade lines are missing sometimes in Kingdoms Britania campaign (haven't played any other yet, therefore I don't know about them). The trade itself is not affected, only its graphical representation is.

After a reload, the lines reappear, only to disappear again after a few turns.

I started noticing this after building Docklands in one of my cities.

Boyar Son
10-13-2007, 23:14
click "continue campaign.......goes back to meneu....

SeekerDK
10-19-2007, 13:51
I found a very annoying bug. When holding Stockholm, a heretic spawned, which of cause is irritating in it self, but he spawned on Gotland, which is that little Island just south of the city, where I can't land with my agents. Thus he just sits there and converts my city until it revolts. I believe this is a bug, since there is no counter action against it.

The Norse Axemen seems pretty much ineffective in some situations (at least preforming WAY below stats). Other post ha let me to believe that this is a general (animation) issue for 2 handed fighters?

And wall path finding needs tweaking. I've experienced numerous times, when moving around on walls, that half the group stands still when ordered to move, not temporarily, but simply stand their ground until several feverish and annoyed clicks to get their B-hinds moving. Generally groups splitting up by getting caught in obstacles or some of the men simply not moving, is something I experience in pretty much every major battle.

MikeV
11-01-2007, 00:03
Playing as Spanish, here's the current family tree:
https://img134.imageshack.us/img134/7981/family1ba6.th.png
Note that the left-most son of the heir has been "married into" the family by the Princess.
Faction leader dies, here's the new family tree:
https://img134.imageshack.us/img134/9607/family2kh6.th.png

BAM! Entire family tree wiped out. :wall:

Yet another reason to LET US CHOOSE OUR OWN HEIRS!

DVX BELLORVM
11-01-2007, 23:05
Kingdoms: Britannia campaign - found a broken battle map, west of Inverness.

Broken tile is marked with the circle
https://img208.imageshack.us/img208/5096/campqg9.jpg

There's no way to reach enemy positions
https://img75.imageshack.us/img75/2958/batjl0.jpg

pike master
11-09-2007, 06:35
youd think with this big list that those little devils would come out with a patch.

irishron2004
12-19-2007, 02:53
For those that like to build as much as they can as fast as they can, be it bouildings or units, especially using cheats to maximum effect, You will eventually get end-of-turn slow crashes that can caues a warm reboot. It is about 80 regions held and/or 150-200 units completed in one turn. I have replicated it with an nVidia 7500LE and an ATI x1950pro video cards on the game's lowest graphical settings.

pike master
12-19-2007, 18:10
spearwall halberdiers are useless when used by ai as the ai army leaves them behind and its army gets seperated and easily defeated.

this is a bug.

the only fix can only come by speeding up marching speed of halberdiers.

Privateerkev
12-22-2007, 21:06
Here are two family tree bugs I have found in Kingdoms:

1.) Play as Scotland in the Brittania campaign. In the campaign startup screen, both England's and Scotland's stories tell of King Alexander being married to the English princess Margaret. But, start a Scottish game and Alexander is single. Also, he is the only person on the tree. He has an official faction-heir if you look at the army list. But that faction-heir is not on the tree. Plus, the heir will marry and have kids. But they won't be on the tree. :wall:

I haven't played Scotland long enough to know what happens if Alexander dies. I don't know if the heir will become the faction-leader.

2.) Play as the Byzantines in the Crusade campaign. Emperor Manuel's wife is passed away already. But, he keeps having children...

I guess he got over her death real quick... :clown:

russveld
12-27-2007, 19:08
explosive shells hitting and flinging units all over and they all get up unhurt!!!!!

PorT_Lobo
01-03-2008, 06:49
Lithuania Killing Crusade Mission don't work!!!

When Crusading Nobles appear to help TO, Lithuania receives an Assassination mission to kill him offering 4000 florins!
http://www.portclan.com/imagens/ML.JPG
But it don't work. If Lithuania kills him by assassination (or in combat) the result is Mission Failed!! :thumbsdown:

http://www.portclan.com/imagens/MLF.JPG

At a side note, i am sad to see so many NEW FEATURES of Kingdoms, with so many marketing on it not working...
- Crusades Forts of Wood
- Wales don't get reinforcements
- Kalmar Union don't give any new unit to Denmark
- Unique Units of Crusades can't be retrained
- Teutonic Order leader without his skin
- Apaches armour upgrades not working
And now this Lithuania Killing mission failure, etc. etc.

This only in very announced features of Kingdoms!!!!

What kind of testers have CA to allow the game to be published with these SEVERE faults in the new features???

How we can have hope that CA improve the great AI problems or other kind of bugs coming from vanilla if they don't have attention to the new ones???

And why they first deny us a patch for Kingdoms!!!? Just for appear they do a favour to FIX it now in the announced patch!!!? We (fans who bought the game and love TW series) deserve better from CA!! It seems they just want money and selling and ignore the great problems that game has and if someone wants to play a competitive and freebug game must wait for user modders because CA don't give a damn and this is sad!!! :thumbsdown:

Joh
01-10-2008, 13:59
I suppose this is a feature and not a bug, but it annoys the heck out of me.

Camera will shake when some heavy projectile (siege equipment or all type of cannons) hits nearby. This is particularly infuriating in siege battles, as with all the shaking caused by the projectile hitting the walls I cannot select my own units.

vonhartzell
02-10-2008, 06:48
Stop me if anyone else has noticed this:

Missle troops gain experience chevrons and get better at melee combat but no missle bonus as there was in RTW Yes let me use my butt kicking peasant archers to slay you in hand to hand..........

Alchemy school says only building that can upgrade gunpowder troops but again only their melee attack?

Musketeers handgunners etc are totally useless on walls. Guess they cant shoot down?

This is more balance but why in gods name would you use anything other then stacks of Dismounted Fuedal knights? For cost they seem to be vastly superior to 90% of other infantry save for the few factions that get chivalric knights or armored swordsman. An example of this would be the cost difference vs zweihanders or Venetian heavies.

LuminaryJanitor
02-16-2008, 16:01
...
*Some people report campaign map lag.
99% sure I've pinned down the cause of this one...

Whenever you've got a unit selected and you're scrolling around the campaign map, the game runs its pathfinding algorithm from the unit to the cursor. Not just when you press the button, but constantly. Over a short distance you'd never notice, but from one side of the map to the other brings my A64 3800+ to its knees.

The most convincing evidence for the cause comes when the destination is inaccessible. If you've got a unit selected in Sardinia (Cagliari region), you can scroll over the mainland without a hitch (because with only a tiny island to move around on, the pathfinding algorithm can exhaust all possibilities in no time). Selecting a unit on the mainland and scrolling over Sardinia, however, brings my framerate down to single digits (because there are many, many more paths to consider - you can't conclude that it's impossible to get there from France until you've tried to do it via Egypt...).

I wouldn't exactly call it a bug, because it seems pretty deliberate, though I can't imagine what purpose it serves... In any case, the quick workaround is just to deselect units unless you're about to use them.

Bakalov
05-17-2009, 12:53
In Kingdoms 1.5, Americas, Bad trader triggers are totally messed with the introduction of the new mesoamerican trigger. Now each building triggers one of the two triggers (the new or the old), no matter what. As a result your governors always get a bad trader when they build a building. The two triggers should have a faction type check of some kind.

FactionHeir
05-17-2009, 14:07
Unfortunately, official CA support for M2TW has been completely discontinued, which is why the bug list was destickied a year ago.

May it rest in peace.