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View Full Version : Bugs and Patch Changes v1.6 (BI)



Kraxis
09-28-2005, 20:50
The total list so far, so read it before posting.

THE BIGGEST ISSUES!!!!
Both RTW and BI suffers from huge memoryleaks. Many players complain that the game sucks up huge amounts of memory the longer they play. Eventually the game becomes unplayable, also it seems to affect the AI...
AI doesn't count in towers in assaults. Reinforcements from allied armies that are marching to get up siege towers or ladders will march close to the walls getting decimated, sometimes even destroyed before getting there. (CBR)
Infantry acting like cavalry. Captains in control of infantry will act like cavalry and recharge when the battle isn't going their way. Needless to say that this just makes it even less likely for them to win.
When a unit of infantry is controlled by a captain it will act like cavalry and withdraw from combat to recharge. That can be disruptive for the enemy forces.
Units with FAW off don't use ranged weapons. Exception is siege equipment. Legionaries are most visible affected by this. In the case of Plumbatarii there is little point for the AI to use said unit.
AI doesn't restructure settlements. The local religion will stay put, even if it is problematic.
CTDs! They are apparently frequent to a significant number of players. Often centered on taking cities. A specific case seems to be the Saxons taking the British cities, perhaps connected with the Romano-British and their appearance.


Graphics and looks:
Scholae Palatinae has a graphical or model glitch. They only move half their head... It is rather ugly, and very obvious.
Celtic Wardogs wrong colour. Black should be white. (player1)
Officers and captains don't always have weapons. It looks rather silly when they try to beat up an enemy with their fists. Brave men.
Pictish Crossbowmen have weird attack animation. They have bowmen stance when using crossbow. (player1)
Graphical bug with Imperial German Bodyguards, their weapons are shown with black boxes around the edges. ([DnC])
Golden Band model is not correct, they are shown with two weapons (like the Arcani) yet only sport a single sword in battle. (King Ragnar)
Gallowglasses lack twohanded style. Despitethe destriction and their cards they don't have a twohanded style in battle. (Refnulf von Holland)
Praeventores, odd arm? The right forearm is off center, moved back a bit. Looks ugly, just likethe Scholae Palatinae. (Refnulf von Holland)
Scotti Chariots, British? The Celtic chariots carry a Briton flag on their rear. Shouldn't it be Celtic? (Refnulf von Holland)
Saxon Keels carry a bar. While they might be drunken men, they shouldn't be carrying a small thin bar around below their shields. Obvious texture failure. (Refnulf von Holland)
This is a problem for other roundshielded spearmen too.
Textureproblem with Clibanarii Immortal maces. There is no texture for them. They work fine enough in black though. (Refnulf von Holland)
Warlord model. The lod3.cas files doesn't work it seems. (Refnulf von Holland)
Chosen Axemen. The axe jumps into a high grip when using .cas files. The axe is misplaced. (Refnulf von Holland)
Romano-British Legionaries, losing a leg? They lack the usual two leg style that most humans have. Obvious problem.
Frankish Paladin Bodyguard. Holy Paladin Texture/model problem the unit is missing texture on body, you can see inside the model. The missing texture/mess is under the right arm, very noticable in combat. (Refnulf von Holland)
Warlord model appears to have a texture problem on both arms, black box around the sleeves near the wrist. The same models that has a damaged lod3.cas file. The problem appears on all factions that use this model. (Refnulf von Holland)
Lesser generals not being used in the expansion. Looks like they made models/textures but did not add them. (Refnulf von Holland)
Generals on the battle map do not correspond with the general models on the strategy map for some factions as they do in RTW vanilla. (example) Saxons use the saxon general on the battle map, however they use a differnt model on the strategy map that does not correspond. It should be saxon general on battle map and saxon general on strategy map (campaign map). List of factions that have the problem saxons, vandals, celts, goths, franks, lombards, rebels, and bergundi - maybe others. (Refnulf von Holland)
Hunnic generals and captains. There seems to be some messed up textures as their great blades look decidedly odd and their shields look like they are coated with some kind of bodyarmour.
Roxolani Horde Chosen Warriors, their officers are Vandals (brown).
Saxon Sea Raiders, hole in their head? They seem to lack part of their skull. (Brutus)
Roxolani Generals use the same skin as the Romans, just blue of course. (Seasoned Alcoholic)

Battlefield:
Units on FAW shoot at routers, even if they are engaged by chasers. Can be very costly, and is quite demanding on attention.
Units can charge other units in water? Not very good in case of non-swimming units, they drown. Seems to be a case of Generals mostly.
Fighting ghosts. It appears that sometimes units can end up fighting nothing after killing an enemy unit. (CBR)
Shield Wall not holding formation, WRE Auxulia (the ones with the nice breastplate) do a slow forward creep while in shieldwall formation, even when told to Stand Ground. This pulls them out of line and exposes their flanks. (TinCow)
Horse archers gets stuck on the border when they can´t outflank you. They will respond if attacked but if they can´t flank you they simply go idle. (PsreRamesses)
Celtic Slingers have odd sound. They give off the correct slingersound when they whirl and let loose, but then right after it an arrow-firing sound goes off. (Seasoned Alcoholic)
Swimming units want to swim. Rather than taking the bridge they will swim across the river. (SpencerH)
Druids in RTW 1.3. When the enemy has druids type unit in a RTW1.3 battle, the announcer gives the speech for "religious units inspire the enemy" from BI instead of the "Druids" blurb so the speech doesnt match the text in the bubble that appears (obviously). (gmjapan)

Strategic map:
Alliance in tatters, well this one is not confirmed at all. And even if it is a fact then it might be a feature. But so far both cases of the two Roman empires asking each other (player asking) for maps has resulted in immediate cancellation of alliance.
This needs some more research. CA comment on this?
Asking for alliance results in no more talks that round. Feature or bug? Confirmation?
Rebels can sally twice, when using autocalc that ends in a draw. (magnum)
Throwing games sometimes don't grant conversion stated in manual. Confimration?(Viking)
Castrum not 'visible', it continues to be the Great Hall in the city list while the Castrum is visible on the battlemap and in the browser. (Barbarossa82)
Advisor doesn't give advises for buildings? Still works for training though. Confirmation? C-F
Units, armies and generals can retreat despite out of Movement Points. In old RTW they couldn't and died if they were at the end of the 'road'. Can lead to impossible chases after battles.
No traitincrease for Assassins. Well there is for normal murdering, but there is only decreases for sabotage. You can get a decrease for failed sabotage but apparently not an increase.
Petra is the only port in the Red Sea. Makes no sense to have that port. Even less to have pirates there.
The strategic models not used correctly. Several factions use the wrong models for their generals. And in the case of the Goths they use the lesser general for their generals. (Refnulf von Holland)
Senate offices no longer notified. In RTW 1.3, while playing as the Romans, no notification is received of election to senate offices, even though characters within the faction have received such offices. (Barbarossa82)
Roman internal diplomacy messed up. The Roman factions don't stay together anymore, and might even have unprovoked Civil Wars early. They act as if they are just normal factions. (Barbarossa82)
Kotais shows only wooden stockade despite stone wall in place. (Garvanko)
Invisible Generals. The figure of a general can apparently get 'lost' making the said general invisible on the strategic map. (dismal)
Roxolani faction uses Roman skins. Their armies are blue Romans for all appearances. (Seasoned Alcoholic)

Sieges:
Units still fight to the death on walls. Can be a major problem in certain cases. Either make it so they don't rout at all (so they can be moved off the wall, or make them somehow behave like other routers.
Siege towers can become transparent, apparently only at night and through the ladders. Screenshot added later on.
Sallies end too soon. When the enemy withdraw or are routing the battle ends. Can't chase them down properly. Not confirmed. (Viking)
Ladder Limbo. Sometimes units with ladders can get into a sort of limbo where they simply will not raise the ladders. The same thing can happen to Ornagers (thankfully only to one at a time). If the does get raised the unit often end up falling to the ground. (Jambo and myself)
Spy prevents capture of gateways. Apparently only applies for the AI... Thus less problematic, but still needs fixing as te AI doesn't need to be more disadvantaged. (Viking)
Soldier die for no reason in siege towers. When the ramp falls a number of men might die for no reason, falling through the battlement. (the_inquisition)
Problematic Walls. Constantinople: north east corner of the wall is unpassable, not broken, unpassable. (PsreRamesses)
Saps random? Sometimes the option appears when you go to build siege equipment on large, larger and epic walls, other times they are greyed out with a 'this equipment not needed' tool tip. This happens whether you have units with the 'Can Sap' ability or not in your siege stack. Obviously, they are always unavailable when sieging wooden walls. (Zatoichi)
Last bolt/boulder doesn't count. You will get a loss if your very last boulder is the one that knocks over a wall (and you have nothing else to take the walls with). It seems the game calculates the chances of victory when the missiles leaves the weapon instead of when it lands.
Reversing sallies becomes odd... If one takes towers and gates when the enemy sallies it will bring pop-ups of the enemy taking them. Apparently the games doesn't recognize you. (starkhorn)
Damaged Awesome Temples float. That's right. A completely destroyed Awesome Temple floats on the battlemap. It is ca 10 meters into the air, rubble and all.

Factions and cities:
Romano-British can't build siege equipment or Bucellarii, so why have they got them in Custom Battle and can build level 4 siege engineers? (professorspatula and player1)
Missing options for modded in factions. Why not have them when they have so much else that makes them so moddable. (professorspatula)
Goths talk Greek. Yes strategos! (Barbarossa82)
Celts and Pictish Crossbowmen. Pictish Crossbowmen can be trained at a higher level of Siege Engineer than the Celtas can build. A lack of building capability or too high requirements for the Crossbowmen? (Seasoned Alcoholic)


Traits and ancilliaries:
"CharacterMarries" event still does not work, when used in scripts for generaing ancillaries or vices and virtues. What this means for common player is that traits such as Well Mannered Wife, or ancillaries like Evil Mother-in-Law will not apprear in game (exempt in few cases when they are preplaced at the beggining of campaign). (player1)
The new personality VnV system added in BI is not really working (the "hidden" traits Guardian, Idealist, Rational, Artisan). They apparently only work at coming of age while their active points are meant to work during the whole life. (player1)
Trouble with the siegeline traits. Apparently the traits don't count wooden or no walls in autocalc, thus the AI characters suffers limitation in their commandability in sieges. (player1)
Emperors revolting? Their lack of Loyalty can cause an Emperor to go rebel. That can't be right. (starkhorn)
Load of issues, at page 5 player1 has presented a lot of the fixes in his BUG-fixer. They are worth noticing.
Bug with 'Eagletaker' line? The traits mentions 100% chance of getting it, but people are reporting that this is far from the case, only a third or less recieve it.

General/other:
Gratianus Flavius of the WRE starts with a unit of archers, should of course be Imperial German Bodyguards.
"Upgrade bodyguard" building function in v1.3 imperial campaign still doesn't work for others than Romans. They still have to wait for Marius. (player1)
Something wrong with reinforcement selection. It seems that the reinfrocements are not so easily selected to be controlled or not. Often turning the selection off does nothing. Perhaps we have a selection where we haev no choice really (meant as a feature)?
Ermanaric, Leader or Diplomat? The Goth Faction Leader has the Diplomat ancilliary Translator. It works well enough (he is given the +2 Influence bonus), but he shouldn't really have it, or what?

Oaty
09-28-2005, 21:49
Siege equipment burning up within a few shots of flaming arrows. Noticed that a few times in RTW, but never paid much attention to it. But now it happened again when the Huns attacked a city. I had no archers and the towers only hit with 2-3 arrows before the ram went up in flames. Is there a chance that the equipment might get destroyed right away that rises with each subsequent hit?

Rams in RTW have always gone into flames real easily against a stonewall. As for the towers, it seems gatehouse has a better chance at destroying towers. As for towers in general it appears theres a small chance that each time they get hit they may go into flames. I've had an abandonded tower sitting in front of a wall tower and got close to the town square until it finally ignited. So it's all a matter of luck, sometimes they go up right away and sometimes they'll last forever. This is my experience for RTW but quite likely they haven't changed much in siege warfare.

TB666
09-28-2005, 22:01
Siege equipment burning up within a few shots of flaming arrows.
Noticed that a few times in RTW, but never paid much attention to it. But now it happened again when the Huns attacked a city. I had no archers and the towers only hit with 2-3 arrows before the ram went up in flames. Is there a chance that the equipment might get destroyed right away that rises with each subsequent hit?
As Oaty said, it is a matter of luck.
That's why you bring more then one kind with you.
And we can mod it so that they become tougher if needed.

Kraxis
09-28-2005, 22:06
It is just that I have never experienced anything in between the 'normal' time it takes, and those instant immolation cases. And it applies to both rams and towers.
So if you guys have experienced equipment going up in flames after the first volley of archer fire or second, then it sounds more acceptable. But I have never been able to flame a tower or ram within three volleys at the least (only experienced instant immolation when I was the attacker).

TB666
09-28-2005, 22:08
Yeah it has happened to me in vanilla a couple of times.
However does it happen everytime or just sometimes ??

Kraxis
09-28-2005, 22:26
Yeah it has happened to me in vanilla a couple of times.
However does it happen everytime or just sometimes ??
Obviously not every time, or else I would have a good deal of trouble capturing big cities.
But it happens often enough for me to notice.

To me it just seemed that the effort needed to bring down either a ram or tower was consistent, but at times they did fall to a few individual arrows. That is very odd when you think about it.

TB666
09-28-2005, 22:28
Well it sounds like the same as vanilla RTW.
I guess if you played mods then you are not used to the weak seige equipment since most mods make them tougher.

CBR
09-28-2005, 22:41
I have some problems with unitcards being white in campaign map. That went away after restarting the game. Now I see some blanks when I check the units that can be produced by a building as well as the building info pic is blank too.


CBR

Kraxis
09-28-2005, 22:51
Hmmm... Sounds like a graphical problem with the vidcard. I guess it would help if you posted your system, so they can fix it (the bug).

TB, I only played RTR 6.0 for a very short while. Otherwise I played my own modded game (you know a little tweak here and there for months will leave you with a heavily modded game), but it was only modded to the units and the buildings. I never touched the siege equipment.

Hmm... Since the Hun Horde is besieging that city to the north-west of my Empire I get a good number of siegebattles with me as the defender.
Every time the Huns bring the same equipment and troops and each time the ram is burning within three hits.

magnum
09-29-2005, 02:19
Not sure if its a bug or feature or something else I don't understand, but it has happened twice now:

Besieging a rebel city, going to starve it out. Last turn rebels sally forth and I auto-calc resulting in a draw. Rebels sally forth again immediately making two sallies in one turn.

Have tried to sally multiple times with my defenders and can't.

Haven't tried starving out a regular faction, nor have I tried fighting the battle of the initial sally on the last turn of a siege.

All I've noticed in first hour of playing. ~:)

Sheep
09-29-2005, 03:50
Some pretty minor new bugs, I noticed the minimal UI is fixed though. Only have to hit P or Ctrl-T once to pause or change speed now. That's nice. Makes the minimal UI worth playing in now.

caesar44
09-29-2005, 10:19
A huge bug - I still don't have BI :bigcry: :bigcry:

Kraxis
09-30-2005, 17:32
Units still fight to the death on walls, yes, it is still there. Despite the fact that we were promissed it would be gone in 1.2.
This can be serious if you play without the clock, yours or enemy units can be stuck where nobody can get them, resulting in endless battles where you will have to Esc out and suffer a debilitating defeat.

Small graphical bug with siege towers, it is not important or anything, but it is better to tell than not. Notice the ladder, or rather what is not behind it.
https://img320.imageshack.us/img320/8442/berserkers0150xj.jpg
Luckily it has only happened once, perhaps it is centered on nightbattles?

Enemies doesn't use pila or any other weapon that is not artillery but is not at Fire At Will. It is very noticeable with the rebel Merc Veteranii, you can march right up under their noses and use your own javelins at them. They should respond in kind.
I can understand that they shouldn't use the javelins when attacking directly, but not when standing still.

Units on FAW will shoot at routers despite own units chasing them. Not good. At least we can now force a unit to fire into melee, but they should not shoot at any unit engaged with your own units unless you tell them to, that includes routers. I have lost many expensive mercs to these kind of shots in the back.

professorspatula
09-30-2005, 18:15
Hmm, not sure if these are really bugs, but here's 2 things I noticed during the first few hours of play.

During a battle I had an army of reinforcements on the sidelines waiting to enter. Some of the units in that army were partially on the field of battle, but their unit strength was small, such as only 6 out of 54 men. Their status reported they were unhappy about taking casualties, when they weren't even in a fight. After the battle, none of those men were missing fortunately. Not sure if this happened pre-BI to be honest, but it was a little odd.

Also, this may not be a bug, but an annoying gameplay element. I was beseiging the Burgundians only settlement, and also a fort containing their heir and a few other units. I took the settlement first, and this turned them into a horde. Fair enough. However, when I looked at the fort I was besieging, there were now several horde units inside and all the family members I'd trapped had moved away with the rest of the horde armies. The horde army gets a 'free move' when the horde forms I understand, but it is stupid that this allows the armies to escape a siege or enter a besieged fort at will. Didn't my army notice several hundred troops coming and going from the fort?

I also experienced the white unit card thing early on too. It soon resolved itself.

I have to reinstall RTW and BI anyway. RTW failed to update itself and now CTD on startup. I suppose I should have installed BI with a clean install, but I was hoping the game would automatically overwrite modified files. Bah.

King Ragnar
09-30-2005, 18:16
Golden band model is screwed up there supposed to have 2 weapons but only have on and the arm where there is no weapon also seems to be deformed.

Viking
09-30-2005, 19:20
When you chase enemy units routing or told by AI to fall back(all units are either fleeing or falling back), without you actually have wone the battle in any way, the victory screen appears. This only happens if your units are outside the city walls. A really annoying bug wich prevents you from chasing down enemies that you now will have to fight once more.
This bug actually was in RTW too, but then it only occurred in Susa.

Oaty
09-30-2005, 21:20
Not sure if its a bug or feature or something else I don't understand, but it has happened twice now:

Besieging a rebel city, going to starve it out. Last turn rebels sally forth and I auto-calc resulting in a draw. Rebels sally forth again immediately making two sallies in one turn.

Have tried to sally multiple times with my defenders and can't.

Haven't tried starving out a regular faction, nor have I tried fighting the battle of the initial sally on the last turn of a siege.

All I've noticed in first hour of playing. ~:)

That's an existing bug from RTW

PseRamesses
09-30-2005, 22:00
Alliance in tatters, well this one is not confirmed at all. And even if it is a fact then it might be a feature. But so far both cases of the two Roman empires asking each other (player asking) for maps has resulted in immediate cancellation of alliance. This needs some more research.


Sometimes it´s good to keep a written record of things as they pass. From my log-book I can derrive the following stats:

As the Romans it´s a feat IMO that relations are a bit tense. This period SHOULD be hard for the Romans, right?! Playing any other fac is no prob. Ex: 12 tries (this far), 10 terminations with ERE and 0 with other facs. Ex: Sassanides 17 tries, 0 terminations. It seems to me that either a hardcoded strain is applied between ERE and WRE or it´s..... bugged, sigh!

Getting an alliance in the first place as the ERE/ WRE is near impossible. Getting it as anyone else isn´t a prob. Ex: Romans; 96 tries, 8 alliances.
Sassanids: 96 tries, 71 alliances. Saxons: 16 tries, 15 alliances.

[DnC]
09-30-2005, 22:23
- Graphical bug with Imperial German Bodyguards. At first I saw that the swords were mostly black, which looked rather odd. Afterwards I saw them switching to their spears and the spears were also odd looking. The spearpoint looks like a box, part is the spearpoint and the rest is black. It looks as if the texture wasn't applied properly to the model.

- Slavic Emergence. The Slavs emerged somewhere up north of where the huns originally start out. They didn't move at all for some 40 odd turns, actually they've never even moved since they emerged. Maybe all the wood is preventing them from moving. It seems as if they have enough room to move, but yet they don't. So it's either a pathfinding issue or their surroundings are preventing them from moving. This is just one campaign though, never gotten far enough with the others to have seen the Slavs emerged.


Can't think of anything else at the moment.


On a side note: Not a bug, however it is an annoyance. Machinegun Towers decimating units (e.g. Comitatenses) on walls. Hopefully it can be dumbed down a bit through modding. Can't remember if this was possible in that engines.txt, or whatever it was named, file.
It looks a tad ridiculous seeing such a tower in action.

Meneldil
09-30-2005, 22:42
Well, I'm not really sure this is a bug, but the horde factions just do not do anything. While the Huns have enough stack to hammer both the WRE and the ERE, they stay in their starting province for about 10 turns (without taking the city). I find them to be a great disappointement. I thought Horde factions would move accross the whole map, but from what I've seen (playing 3 games of a few hours each), they just get stuck and are almost inactive (and I'm playing on the hardest difficulty level). I've even seen the Romano British appearing, taking londinium and then spending 20 turns being completly inactive.

Dead generals - I once had a Roman general charging a group of sassanian who were swimming. The crazy folk sunk in the water, and his face (on the unit card) changed. The unit cart became white, but the general did not have the same face, but a random one.

RTW/Spanish generals - Spain still have the blue (briton) generals

Jambo
10-01-2005, 02:08
It would appear ladders are still bugged! Sigh. Quite often the AI attackers don't line them up against the walls properly and instead they seem to get stuck in limbo, with the wall defences all the while decimating the ladder bearers. Even when they do line them up and attack, quite often a whole stream of them will fall to the ground dying en mass.

Who knows, maybe the latter is actually a feature of using ladders - being able to topple attackers to the ground?? Still, I don't remember it ever happening to me when I'm using them to assault stone walls....

Kraxis
10-01-2005, 03:41
Well, I'm not really sure this is a bug, but the horde factions just do not do anything. While the Huns have enough stack to hammer both the WRE and the ERE, they stay in their starting province for about 10 turns (without taking the city). I find them to be a great disappointement. I thought Horde factions would move accross the whole map, but from what I've seen (playing 3 games of a few hours each), they just get stuck and are almost inactive (and I'm playing on the hardest difficulty level). I've even seen the Romano British appearing, taking londinium and then spending 20 turns being completly inactive.
I can say that this does not happen all the time.

In my speed test-run with the Saxons the hordes went wild. The Huns and Vandals ripped the Sarmatians, Goths and Lombards a new one, sending them running. The Sarmatians took Constantinople for instance while the Goths and Lombards took refuge in the WRE (grey provinces spilled out behind them). If I had let the game run some 40 turns more I'm sure the world would have ended up in anarchy.

In my current game I have had serious trouble with the Huns (they have finally settled down in Campus Iazyges), while I personally sent the Goths packing into the WRE, hot on the heels of the Vandals.
After a few checkups with toggle_fow I have noticed that the Vandals have left a path of destruction (though no conquered cities), and now they are rummaging in Spain (and all WRE players can tell you that Spain is problematic to say the least when it comes to troops). Meanwhile the Goths have sacked Aquitania and eventually conquered Arles.
I'm pretty certain the WRE emperor is quite dissatisfied with the situation.

Kraxis
10-04-2005, 20:29
Non-swimming units attacking swimming units but ends up drowning, this has been reported by LegioXXXUlpiaVictrix.
Could be a bug. Anyone else experienced this?

Btw, could this get a sticky, perhaps over the BI Demo thread?

Viking
10-04-2005, 20:51
-Throwing gladitorial games does not help conversion. When you throw glad. games monthly or daily, they`re supposed to help conversion to the official religion in the settlement. This is not the case.

-AI when attacking(possibly human player too) cannot take over the gateway(s) if a spy has opened the gates to them. The AI will suffer some exstra casualties because of this.

manbaps
10-04-2005, 22:18
-Throwing gladitorial games does not help conversion. When you throw glad. games monthly or daily, they`re supposed to help conversion to the official religion in the settlement. This is not the case.


It does in my games you should double check.

Viking
10-05-2005, 10:28
It does in my games you should double check.

It does add a icon to the list when you do it, but it doesn`t have any effect. I have two examples.

In a settlement in Iberia the gladitorial games tipped the balance in conversion in christian favour by 5%. No conversion happened to either side. Then I converted a neighbour a neighbour settlement, Corduba, to christianity. First then conversion happened as it should.
The same was the case in Corduba where it was 20% conversion to both paganism and christianity. Despite both religion being equal in conversion I converted a great amount of the population into christianity each turn, and the christian unrest increased. If it wasn`t for gladitorial games the conversion would have been in 20% to christianity and 15% to pagansm, so apparently the game doesn`t count gladitorial games in it`s calculations.

Hambut_bulge
10-05-2005, 12:24
New bug in the diplomacy screen in RTW 1.3. When making an offer of say the map and leaving the demands blank, so as to find out what they're prepared to offer in return, my speculative offer is treated as a gift! Don't know if this is also in BI.

CBR
10-05-2005, 12:27
My problem with blank unitcards seems to have been fixed by using latest drivers for my graphic card.

One bug I have noticed in two battles now (both times with Clibinarii):

One unit somehow gets stuck in the battlefield after killing off a unit. There are no enemies nearby but from the unitcard is still looks like they are fighting and when I zoom in some of the men are swinging their weapon as if fighting. They will not respond to any type of order I give.

First time it happened they did eventually move again after several minutes but the second time they stood there the rest of the battle (had sent a few cav to kill one small army before moving everything to kill off the other enemy army)

Another problem (although more a case of bad AI I guess) is how AI armies move along the walls only to get shot to pieces. Having 4 strong AI armies assaulting my city feels more like 1 1/2 as the rest of the men die before reaching the army that has the siege equipment. Would be much better if they stay outside missile range.

Oh one thing about diplomacy. I saw it while playing RTR (so thats RTW 1.2) too and seen it again in BI. Sometimes AI gives me an offer that basically reads "Please dont attack us or we will attack you" That can happend just before the attack me or sometimes just out of the blue. A bit weird IMO but not new I guess.


CBR

Garvanko
10-05-2005, 12:54
New bug in the diplomacy screen in RTW 1.3. When making an offer of say the map and leaving the demands blank, so as to find out what they're prepared to offer in return, my speculative offer is treated as a gift! Don't know if this is also in BI.
In BI, factions refuse settlements as gifts..

Zatoichi
10-05-2005, 13:09
So far the 'feature' which has been most noticeable to me in BI is the AI infantry not using their pila/javalins/plumbatari before attacking (infantry only, not skirmishers who still behave correctly). This limits the effectiveness of the AI controlled Romans - especially the plumbatari who have 14 missiles at their disposal and don't use any. I've already won one battle which I would have lost if they'd loosed off a couple of volleys at me before charging.

I know it's been pointed out before, but this infantry FAW oversight is my main gripe. I haven't tried testing whether this is also occurring in RTW 1.3 yet as I'm still having way too much fun in my crumbling ERE campaign!

gmjapan
10-05-2005, 13:32
I have to reinstall RTW and BI anyway. RTW failed to update itself and now CTD on startup. I suppose I should have installed BI with a clean install, but I was hoping the game would automatically overwrite modified files. Bah.

I had this error and all it turned out to be was I needed to reinstall the Windows Media Format 9 (or whatever its called) from the RTW disc1. Now it works.

I thought the CDT when trying RTW was because I installed ontop of RTW1.2 + bugfixer but no such problem. I was initially confused because I could play BI okay but no RTW. What gave it away was creating the RomanBritish in my Saxon game. When I took the second town to trigger their creation, I got CDT in BI and thought "I bet a videos meant to play there, hmmm". So I dug out RTW disc1 and (re-)installed the media format 9 thingy and hey-presto! RTW1.3!

As for bugs - I get the men fighting ghosts in the middle of nowhere. The unit might have 79 men climbing a ladder but has an "engaged in fight" symbol because 1 man from the unit has flipped out and is still in the field way outside the town fighting no-one. War is not the time to practice!

Kraxis
10-05-2005, 13:36
A small startup bug.

Gratianus Flavius of the WRE starts in a unit of Archers, he should have a unit of Imperial Bodyguards.
It is easily fixed, but it would be better if CA fixed it.

Magraev
10-05-2005, 14:16
A small thing I've noticed is that some times you cannot access the building screen via the button on the right. This seems to be when the "buildings completed" icon is up or have just been up (not sure).

the clicking on the build icon (after selecting a city) has no effect.

Once I had to find an army in a city and through that access the screen.

Nothing game-stopping, but annoying.

gmjapan
10-05-2005, 14:39
Okay, this one seems more of a control change than a bug but I can no longer rotate the RTS camera right by moving the mouse to the edge of the screen while I am scrolling left using the left cursor key (and vice-versa!).

I can still scroll left while I rotate left (and vice-versa).

*This is really frustrating me, now I have to make bigger turning circles to change view and if happen to be using the cursor keys to look around I can no longer change my point of view if it conflicts with the diretion I am moving the camera to see the troops.

Damnit, scroll and rotate are different camera controls, why make them exclusive of each other? Why break an intuitive and user friendly system that didnt need changed? (too much hot-chocolate!!:dizzy2: )

the_inquisition
10-05-2005, 15:05
One bug I noticed in RTW original is still present, relating to siege-towers. It basically goes like this: Troops roll up siege tower to walls. Troops climb up in siege tower. Siege tower opens, bridge falls down on battlement. Troops rush out. More than 1 in 3 troops die, falling through the battlement.

:furious3:

It does not happen all the time, but has happened on both the siege-tower sieges in BI I've experienced (Saxons vs WRE) on Large stone walls.

Anyone else experienced this interesting way of suicidal death amongst your troops?~:confused:

player1
10-05-2005, 16:58
About pillum fire at will problem:
Wasn't there some switch in battle formation files, that could force FAW turned on or off for various unit blocks in formation.

So could it be possible, by forcing FAW to all infantry blocks, to somehow make a workaround for this "feature"?

Barbarossa82
10-06-2005, 00:08
The top-level governor's building for barbarians, the Castrum, does not show up in the city buildings panel when constructed, instead the Great Hall continues to be shown. However, the building browser shows that the Castrum is already built, and the Castrum is shown when the city is viewed on the battle map.

Kraxis
10-06-2005, 01:34
This might not be a true bug, but it is itching me greatly.

Christians having speeches about 'our Roman gods', most often it is captains, but it happens that a real christian also has that speech. Even if I'm wrong and it is only the captains it is still silly since they come from a wholly christian society.

phred
10-06-2005, 03:06
Playing as the Franks, I was attacked by the Saxons. Over the next two turns I raced my army to their only city to beseige it, only to find that we were now neutral. ~:confused:
I declared war and beseiged the city anyway, and the next turn the seige was broken and the Saxons and Franks were neutral again. ~:confused: ~:confused:
I finally loaded the Saxon city with spies and beseiged the city until my spies opened the gates. I had to beseige it a couple of more times and every time I hit end turn, I heard "the seige is broken" and the Franks and Saxons were neutral again.

Not once was I approached by a Saxon diplomat and given the option of making peace - the game just automatically reset the Franks and Saxons to neutral.

Gustav II Adolf
10-06-2005, 08:50
I like BI very much but there seems to be a lot of bugs in it. Here´s my list after short time playing the game:

-Sarmatian auxila not beeing able to move because one trooper wants to stay an keep striking a dead enemy.

-A unit of commitanses got stuck in a gateway and did´nt move inspite of repeeted attack orders from me. When i ordered them to run through without attacking they moved as supposed to.

-Unitscards in the campaignmap is starting to turn white again as before patch 1.2 in RTW

-My general turned out to be a unit of archers when entering the battlemap. I´m not sure if this is a feature. If this is not a bug i´d like it explained. Also it would be nice to know what kind of troops your generals bodyguards are in advance

Kraxis
10-06-2005, 11:26
Playing as the Franks, I was attacked by the Saxons. Over the next two turns I raced my army to their only city to beseige it, only to find that we were now neutral. ~:confused:
I declared war and beseiged the city anyway, and the next turn the seige was broken and the Saxons and Franks were neutral again. ~:confused: ~:confused:
I finally loaded the Saxon city with spies and beseiged the city until my spies opened the gates. I had to beseige it a couple of more times and every time I hit end turn, I heard "the seige is broken" and the Franks and Saxons were neutral again.

Not once was I approached by a Saxon diplomat and given the option of making peace - the game just automatically reset the Franks and Saxons to neutral.
That can be explained by the Saxon allying with an ally of yours each and every turn. You enemy allies with your ally means a return to peace. Look it up.

Gustav, the last one I have reported earlier, it is not a bug per se, but a failure to grant a family member a unit of bodyguards. player1 has posted a fix in another thread (So... I think).

Gustav II Adolf
10-06-2005, 12:15
Gustav, the last one I have reported earlier, it is not a bug per se, but a failure to grant a family member a unit of bodyguards. player1 has posted a fix in another thread (So... I think).

Ok, Thanks. I´ll look for the thread

phred
10-06-2005, 12:34
That can be explained by the Saxon allying with an ally of yours each and every turn. You enemy allies with your ally means a return to peace. Look it up.


Thanks Kraxis. That's what happened.

Telesforo
10-06-2005, 13:54
After eleven years as WE none new family member appaered. This is strange is there a new adoption procedure in BI?

mystic brew
10-06-2005, 14:33
your aquisition of new family members is tied to the number of territories you have, so you might want to check that. If you have more family members than territories you might well not get any engagements.

one thing i noticed is that ERE has a corvus Quinqreme in its starting fleet. you can't build these at any point.

easy to fix, and also od minimal impact. since i disbanded most of the navy anyway, but something you might want to know.

TinCow
10-06-2005, 14:35
Shieldwall not holding formation.

WRE Auxulia (the ones with the nice breastplate) do a slow forward creep while in shieldwall formation, even when told to Stand Ground. This pulls them out of line and exposes their flanks.

No event locator button for enemy units defecting to your side.

Not really a bug, but it can be difficult to find units that have rebelled from their faction and joined you. One of the magnifying glass locator buttons on the notification scroll would be very useful.

Hordes do not properly draw their numbers from the town population

See posts 1 and 10 in this thread (https://forums.totalwar.org/vb/showthread.php?t=55070).


Strangely, the people of a horde don´t come from the city that generated the horde. If you start with the Goth, you have one city with 11507 inhabitants. Your troops are 302 in the city and 196 in a stack nearby on large units. That makes 12005 people under your rule.
I did horde immediately and got several horde stacks that amount to 5586 men in total. But the city I just abandoned had still 11507 inhabitants! I retook the city and the number of inhabitants rose to 13061. The increase was taken from the horde stacks. I still had 4032 men in stacks. If you add that to the people in the city, you get 17093. Thus, by abandoning the city and immediately retaking it, my population increased by 5088 people. Where did they come from??

So, although a horde is supposed to be 'a people on the run', its members are not taken - unlike normal soldiers - from the population resource.

gardibolt
10-06-2005, 17:58
Could that be reflecting a horde drawing from the surrounding countryside as opposed to the city proper? I should think the folks in town would be less likely to go horde than those out in the boondocks. But a zero reduction to the city does seem odd.

Garvanko
10-06-2005, 19:38
After eleven years as WE none new family member appaered. This is strange is there a new adoption procedure in BI?
Perhaps none of your kids has 'come of age' yet...?

professorspatula
10-06-2005, 20:39
Not really bugs, but minor issues nonetheless:

Romano-British cannot build any artillery in the campaign, despite being able to use all the usual Roman artillery in custom battles. Perhaps this is a gameplay thing so you have to bribe Roman armies with artillery to get them, but then why let the Romano-British build all 4 levels of siege engineer building?

If you create a Provincial campaign, some options on the faction selection screen disappear. http://disko.co.uk/images/misc/rtw/missingoptions.jpg
I presume the missing options can be selected from the menu on the strategy map, but why not have them here too?

ShellShock
10-06-2005, 22:34
This is another feature/bug: it is not possible to bind the same key in both the campaign and battle maps to different functions although logically there is no reason key bindings have to be shared. This means e.g., I cannot use the F key on the campaign map to bring up the Financials scroll, and the F key in a battle to switch on fire at will.

It is possible to hack the key .dat file so that the same key works differently in campaign and battle - it is just the key binding user interface in RTW doesn't know this.

PS This feature has always been present in the game.

professorspatula
10-06-2005, 22:46
Ah, a very minor thing that has emerged since BI. On the battlemap, if you have a unit info scroll for an unit up, you cannot click on an enemy unit to bring their unit scroll up. You always have to close the current scroll before you can view another enemy unit information scroll. Yet you can click on your own units and bring up their scrolls as often as you like. This is only since BI. A very minor thing, but a minor annoyance if you're like to check out lots of enemy unit stats during a battle.

Afro Thunder
10-06-2005, 23:03
So could it be possible, by forcing FAW to all infantry blocks, to somehow make a workaround for this "feature"?

I wouldn't call it a "feature." I wouldn't even call it a bug. It's more of an oversight by CA.

Barbarossa82
10-06-2005, 23:54
Gothic units (on the campaign map at least) use the Greek voices and vocab - "Yes, strategos!" etc.

Barbarossa82
10-07-2005, 00:08
This might not be a true bug, but it is itching me greatly.

Christians having speeches about 'our Roman gods', most often it is captains, but it happens that a real christian also has that speech. Even if I'm wrong and it is only the captains it is still silly since they come from a wholly christian society.

I think this is tied into the fact that there don't appear to be any new unit sounds in BI, instead they have simply recycled some of the more generic sound clips from the original RTW. Thus, where in original RTW, clicking on a Roman unit would have had them responding with their name - "Hastati!" "Principes!" etc., in BI if you click on Comitatenses they just yell back "cohort", while all mounted units will just say "Cavalry!". Same with the battle speeches, which just seem to have been cut down from the old ones in order to make them fit in. That's why Roman generals no longer refer specifically to the enemy (like - "The Dacian horde is ferocious" etc.). This way CA don't have to bother recording more sounds to describe the new factions.

Kraxis
10-07-2005, 00:36
Actually there are several new speeches. Such as 'the road to victory is paved with skulls' or new variations of old ones.

At least I have heard several speeches I have never heard before in RTW.

Susanne
10-07-2005, 11:57
Same with the battle speeches, which just seem to have been cut down from the old ones in order to make them fit in.

Speaking of which... when I, as the Goths, was routing the enemy I heard a voice strikingly similar to that of the Greek commentator in RTW.

PseRamesses
10-07-2005, 12:36
Actually there are several new speeches. Such as 'the road to victory is paved with skulls' or new variations of old ones.
That one was actually in RTW too.:bow:

1. Horse archers gets stuck one the border when they gan´t outflank you. They will respond if attacked but if they can´t flank you they simply go idle.
2. Auxilia cavalry will rather swim over the river rather than use the bridge.
3. Friendly fire seems ok but you´ll take huge losses charging routers since your archers doesn´t "understand" that your in pursuit. Shouldn´t firing on a router stop once you give your cav the order charge?!
4. Constantinople: north east corner of the wall is unpassable, not broken, unpassable.
5. CTD´s, CTD´s, CTD´s. It´s been mentioned a lot but this is really frustrating. Especially when you´re fighting the 4th or 5th consecutive horde-battle, 3hrs waisted, arrrrrgh!

Kraxis
10-07-2005, 14:05
It does appear that there are no new speeches... Hmmm... I wonder why I have been hearing so many 'new' ones. My generals haven't been that different.

PseRamesses
10-07-2005, 21:37
It does appear that there are no new speeches... Hmmm... I wonder why I have been hearing so many 'new' ones. My generals haven't been that different.
Well, I still hear new things or new combos of speeches so you´re not alone since there are very many of theese in RTW. Look at my thread https://forums.totalwar.org/vb/showthread.php?t=47780 and you´ll might find (or add) some more. ~:cheers:

Shambles
10-08-2005, 01:31
id like to know.

does the game actualy have Enough difficulty to warant play OR will i just Easily defeat any 1 i want to like it was in Vanilla RTW.

Also the bigest thing i hated about rome, were
Load save bug...

And the fact that
AI marches up hill towards you then changes mind And repeats untill dead

Are these things fixed?

I guess i want to know.
Is there any point in me geting this thing.
or will I just be wasting my money like i did with rome?

Its probably A good idea for me to mention that i think rome sucked Some serious amount of balls,. Or atleast in my oppinion and it Could not even be compared to STW or MTW without me Laughing at it's inadequacy

So bear in mind If its not as good as Shogun for Battle Ai,
or as good as MTW for the strat map.
Id rather you told me i would not like it,

Kraxis
10-08-2005, 01:48
Ehm, this is the bug-thread. A lot of what you havfe asked is answered in several of the other threads.

Come Together
10-08-2005, 03:01
I'm sure it's been mentioned but I tend to get CTD's after a particularly large siege, and when i choose to occupy/enslave/exterminate (I don't believe it matters which one you choose) it CTD's. It's the main reason i stopped playing my Goth campaign :/.

Zatoichi
10-08-2005, 08:02
There seems to be a slightly 'random' ability to produce saps. Sometimes the option appears when you go to build siege equipment on large, larger and epic walls, other times they are greyed out with a 'this equipment not needed' tool tip. This happens whether you have units with the 'Can Sap' ability or not in your siege stack. Obviously, they are always unavailable when sieging wooden walls.

I say it's random - there could be a pattern that I'm not seeing. If someone wants to have a crack at explaining it to me, I'd appreciate it.

On the other hand, it's great to see the AI using saps more frequently against me now.

Zarax
10-08-2005, 08:28
Not sure if it's a bug or not, but I'm unable to choose the zoroastrian religion with most factions, which is something you should be able to, at least as barbarians.

player1
10-08-2005, 10:17
"CharacterMarries" event still does not work, when used in scripts for generaing ancillaries or vices and virtues.

I tried few tests with putting some of the traits/ancillaries that should be gained at 100% chance on event, and it did not happen.

What this means for common player is that traits such as Well Mannered Wife, or ancillaries like Evil Mother-in-Law will not apprear in game (exempt in few cases when they are preplaced at the beggining of campaign).


P.S.
This was old v1.2 bug

sik1977
10-08-2005, 10:53
EDIT: post deleted (Wrong forum)

player1
10-08-2005, 13:05
"Upgrade bodyguard" building function in v1.3 imperial campaign doesn't seem to do much for other factions exempt romans.

For romans, building imperial palace triggers Marius reforms, which with other things upgrades bodyguards for ALL factions.

On the other hand, when other factions build their highest level governor buildings, nothing happens (although they also have "Upgrade bodyguard" function).

Feature or bug?

player1
10-08-2005, 13:51
Pictish Crossbowmen have weird attack animation.
They have bowmen stance when using crossbow. Weird.

Easy to test in custom battle.

EDIT:
Changing the flexi model to one used by bucellarii fixes this problem, which leads me to belive that error is in original celt crossbowmne CAS files. Not that they are needed, since bucellarii ones can be used without problems.

EDIT2:
Not perfect fix. There are side-effects.
Changing flexi to bucellarii screws up their forearms a bit (getting edgy).

professorspatula
10-08-2005, 14:06
Yep, he's stuck in archery-esque mode, despite having the fs_crossbow skeleton. The Merc bucellarii crossbowman is given the wrong skeleton too.. fs_archer.

player1
10-08-2005, 14:33
Look the edited post above. I found the fix.

Garvanko
10-08-2005, 15:36
Not sure if it's a bug or not, but I'm unable to choose the zoroastrian religion with most factions, which is something you should be able to, at least as barbarians.
There only available to the Sassanids.

Kraxis
10-09-2005, 02:40
Before posting please read first post... I have compiled all the bugs for now. Might put them in related order at some point. But please read the first post.

player1
10-09-2005, 10:36
The new personality VnV system added in BI is not really working (the "hidden" traits Guardian, Idealist, Rational, Artisan).

How it is supposed to work is that every character gets one personality at birth, which disables some of VnVs happening to him.

But there are several problems.

For example, if you give to trait Drink, Guardian personality as antitrait, like it's done in files, that does not mean that Guardians won't get Drink trait at all. It only means if you have points in Drink, that getting Guardian trait later, will reduce those points if possible. Since personality is gained at birth, before other traits are generated, it will in no way prevent getting Drink trait after.

To work it should've been done the other way around. For Drink to be disabled for Guardians, Drink should've been an anti-trait to Guardian, not vice versa. That way evrytime Drink should be gained, game will try to reduce Guardian, which is not possible due to "nogoingback" level, so Drink won't be gained.

Another problem with system is that, preplaced character don't have these "hidden" traits, nor will those characters adopted/married get them. Only those born into the family will get them.

lancelot
10-09-2005, 11:01
I have noticed that some pictures in the info parchments dont show up on some occasions, Im not sure if there is a pattern to this or not.

Some traits seem confused.. one has +1 and -1 to public order in the same personaility trait!

Garvanko
10-09-2005, 11:13
5. CTD´s, CTD´s, CTD´s. It´s been mentioned a lot but this is really frustrating. Especially when you´re fighting the 4th or 5th consecutive horde-battle, 3hrs waisted, arrrrrgh!

Save, save, save. Especially before every major battle. ~:)

PseRamesses
10-09-2005, 12:44
Save, save, save. Especially before every major battle. ~:)
You can´t save during the AI´s turn, can you? I always press ctrl+S before a battle but when the AI hit you 2, 3, 4 or even 5 turns in a row there is nowhere to save, right!? Now, my CTD´s always occur in this phase of the game. It helps though if you reboot now and then. Playing long sessions seems to put a lot of strain on your PC which causes your game to crash due to mem.loss I think.

Garvanko
10-09-2005, 12:48
Of course you can. Hit escape, and go to save game.

manbaps
10-09-2005, 16:35
As the saxons if your conquer britainia ie take the roman provinces the game CTDs probably somehting to do with the romano-british emerging

PseRamesses
10-09-2005, 18:17
Of course you can. Hit escape, and go to save game.
He he, and now he tells me! It seems we learn something every day, don´t we?:bow: Had no idea that I could save between battles during the AI turn. Don´t tell me that I could´ve done it in the vanilla RTW too?!~:confused:
Thx!~:cheers:

player1
10-09-2005, 18:30
Exempt ongers and ballistas, romano-britons are also lacking bucellarii in campaign, while having them in custom battles.

Also, celtic wardogs have wrong color in battle (black, instead of white).

Afro Thunder
10-10-2005, 00:49
I'm pretty sure this is a bug:

The "toggle AI control of reinforcements" button doesn't work. If the reinforcement army is controlled by a general, it is always controlled by the AI. If it's an army controlled by a captain, it's always under your control.

Kraxis
10-10-2005, 01:01
Yeah I have notied something fishy with that too... Will add it right away.

Btw, this is a shot of the result of the ladder-limbo. Most of the guys here are from a unit after the intial 'limbo' unit. The same happened at another ladder attack a little way down the wall. My infantry killed almost nothing in this battle due to this.
https://img212.imageshack.us/my.php?image=berserkers0325xk.jpg

PorT_Lobo
10-10-2005, 04:55
Bug/Exploits:

- AI have problems in conquer rebel towns. Sometimes even with much greater armys AI quit from sieges and don't conquer easy towns.

- In sieges, when reinforcing ladders or siege towers, AI ignore Towers and is devasted because aproach armys of it.

- Is impossible to join several admirals in same fleet like we do with generals in land armys (problem that remain from RTW).

- I got a General that was Archer instead Germany Bodyguards!!

- When conquering citys Horde don't destroy all possible buildings (like human do) even with the message that everything was destroyed.

- ERE defend to bad Egypt and Desert citys!!! It's easy to get a landing and conquer ERE best economic citys with a small army! That important citys almost don't have garrison and Human can get it with few cost!!! Maybe CA should provide for AI always have a large garrison in ERE south frontier!

Other Problems:

- AI do many peasantas in the armys!!
- AI is very little expansive, take lot's of time to advance and conquer territorys when have huge army superiority.
- Retraining experience units keep their experience for no extra cost! Another problem that remains from RTW.

professorspatula
10-10-2005, 05:07
The problem with ancillary characters being copied still remains. Sometimes you move a retinue character from one person to another, but it appears as if the character hasn't moved. The character has actually moved, but doesn't appear to until you close the window down. But if you then drop the same character back onto the original person's retinue list without closing the window, you now have a copy of the ancillary character. It doesn't happen all the time, but I notice it a far bit. I'm sure people said this happened in the original RTW before.


Oh and I wonder what are the chances CA will fix all the messed up textures and models in the next patch. British Legionaries with just one and a half legs? No wonder the poor sods had no chance when they were crippled and faced unimpressed and angry Saxon raiders.

PorT_Lobo
10-10-2005, 10:57
Another problems are the using of mass villagers to garrison our citys a low cost! Maybe villagers should have a penalty in giving order to citys to force players using limitanei, or even better, maybe CA retire villagers for civilizated factions......

Another problem i verified is that in some sieges at stoned walled citys, doing sappers not was available (and i had infantry ;)). And i NEVER went attacked with sappers by AI, but i guess it was only my game experience, because some people already reported it.

PorT_Lobo
10-10-2005, 11:09
Other BIG BUG is:

When AI attacks with several armys, only of them build siege weapons, the others just remain quiet trying to enter when a breach is done..... and are mostly killed by defense towers.

And AI never conquer our defensive towers when they control the gates and have armys inside. It would require only 1 or 2 companys to run around the walls and conquer towers to minimize casualities in main army when it moves inside walls to the center to fight the final battle against human.

Another solution for this can be Towers only fire to outside instead inside walls.

Garvanko
10-10-2005, 11:17
Another problem i verified is that in some sieges at stoned walled citys, doing sappers not was available (and i had infantry ;)). And i NEVER went attacked with sappers by AI, but i guess it was only my game experience, because some people already reported it.
Not all infantry can sap. Most merc infantry can, though.

Kraxis
10-10-2005, 12:09
PorT_Lobo, please read the first post as the thread says... Basically all of what you say has already been noted.

abrarey
10-10-2005, 16:21
I noticed playing as a ERE that theres only one province that can make a port in the red sea this is the city of Petra. Theres no reason to make a port over there, you can´t have any trade with someone.

I think theres a fewer province than vanilla.

AB~:confused:

manbaps
10-10-2005, 16:45
CA better do a patch this is just too many bugs for a game that was suppose to solve many but seems that many bugs that had been fixed in 1.2 have reappeared.

Kraxis
10-10-2005, 16:59
I noticed playing as a ERE that theres only one province that can make a port in the red sea this is the city of Petra. Theres no reason to make a port over there, you can´t have any trade with someone.

I think theres a fewer province than vanilla.

AB~:confused:
Oh yes, forgot about that one... It doesn't serve any purpose other than hunting the pirates that does not impact you at all. Makes no sense to have it.

Will put it on the front.
And yes there are fewer provinces.

manbaps, none of these bugs are serious. They are for the most part just small mistakes. I do agree that the return ofcertain bugs is not good, but it is hardly debilitating.

Kraxis
10-10-2005, 17:01
Quadruple post...???

Kraxis
10-10-2005, 17:02
Quadruple post...???

Kraxis
10-10-2005, 17:05
~:confused: ~:confused:

Kraxis
10-12-2005, 01:44
ARGH!!!

If you use up all your ammo for ornagers or any other siege engine for knocking over walls, we all know said battle will end in a loss. Makes sense since you can't get inside anymore.
But just in case your very last boulder or bolt destroys the last piece of wall (and you get that little ingame movie), then you get a loss as well.

Apparently the game figures the loss from when the missile leaves the weapon and not when it lands.

Sleepy
10-12-2005, 12:03
Man of the Hour characters always start with a loyalty of zero.

[fixed by bug fixer (https://forums.totalwar.org/vb/showthread.php?t=55464) 2.0]

PseRamesses
10-12-2005, 12:31
Quadruple post...???
Man, you´re on a real postring spree, aren´t you Kraxis, he he! ~D

Kraxis
10-12-2005, 13:29
Man, you´re on a real postring spree, aren´t you Kraxis, he he! ~D
There was a slight screwover of the forum at the point... But I did get a bit frustrated.:charge:

Garvanko
10-12-2005, 14:43
A bug? :book:

Refnulf von Holland
10-13-2005, 09:59
Graphics and looks:

Saxons:
Chosen warlord ............lod3.cas file is damaged
Chosen Warlord texture .......does not have texture on arms

Chosen axemen ... .cas fille issues with weapion placement on lod1,lod2, and lod3

Keel spearmen .... sheild has a object that appears along the bottom of the shield and it is not a bad alphf channel.

Romans West
praeventors ..........have no arms

imperial german body ... lod3.cas issue also texture issue with both weapions sword and spear.

Sassanids
immortals bodyguard........no texture on mace

Celts
gallowglass ...don't have a double handed animation

celtic chariot ...........has blue british flag on it

Campaign Battle Map issues

lesser generals not activated in the game

wrong general models on the sm for most factions except romans and huns

barbarians only use saxon generals for all factions when there is a frankish gerneral and celt general.

berber model on sm is missing texture for his sword

Reiks

Kraxis
10-13-2005, 14:34
Chosen warlord ............lod3.cas file is damaged
Chosen Warlord texture .......does not have texture on arms
Could you explain a little more? I found no problem, but then again the Saxons have a normal Warlord rather than Chosen.


Chosen axemen ... .cas fille issues with weapion placement on lod1,lod2, and lod3
immortals bodyguard........no texture on mace
Found nothing on them... ~:confused:


Keel spearmen .... sheild has a object that appears along the bottom of the shield and it is not a bad alphf channel.
Praeventors ..........have no arms
gallowglass ...don't have a double handed animation
celtic chariot ...........has blue british flag on it
Agreed... The Paeventores have their right forearm moved back a bit. Knew about the Gallows but it never seemed important, but will post it anyway.



imperial german body ... lod3.cas issue also texture issue with both weapions sword and spear.
Already noted.


lesser generals not activated in the game

wrong general models on the sm for most factions except romans and huns

barbarians only use saxon generals for all factions when there is a frankish gerneral and celt general.

berber model on sm is missing texture for his sword

Reiks
Interesting... Could you tell us more about this? What happens and so on. Lesser generals? What are they andso on for istance.

player1
10-13-2005, 15:07
By the way, chaning skeleton for Gallowglasses won't fix the problem, since hilt of their swords is too small to look well with that skeleton.

Kraxis
10-13-2005, 15:30
By the way, chaning skeleton for Gallowglasses won't fix the problem, since hilt of their swords is too small to look well with that skeleton.
Yes, but that is not our problem (well actually it is), it is our job to point out that it doesn't fit.

Refnulf von Holland
10-13-2005, 18:32
Quote:
Originally Posted by Refnulf von Holland
Chosen warlord ............lod3.cas file is damaged
Chosen Warlord texture .......does not have texture on arms
Could you explain a little more? I found no problem, but then again the Saxons have a normal Warlord rather than Chosen.

Right it is the warlord model, not sure if you know how .cas models work but none the less I will explian. A .cas file will load at a certian distance there are 4 .cas files then the sprites will load as the camera is zoomed out. With the warlord if you zoom out he will dissapear when .cas 3 loads and then reappear when .cas 4 loads. When I saw this I used 3dmax to open the .cas 3 file and discover that it is damaged.

Quote:
Originally Posted by Refnulf von Holland
Chosen axemen ... .cas fille issues with weapion placement on lod1,lod2, and lod3
immortals bodyguard........no texture on mace
Found nothing on them...

Chosen axemen the axe is misplace in the .cas files if you zoom out just a litte you will notice that the axe jumps into a high grip..after looking at the .cas files lod2.cas, lod3.cas, and load4.cas the axe is mis placed

Immoral bodyguard- when the unit fights in meele the mace they fight with has no texture it is black with the texture of the bow on it. If you open up the the .dds file with photo shop you will notice there is no texture for a mace.



Quote:
Originally Posted by Refnulf von Holland
Keel spearmen .... sheild has a object that appears along the bottom of the shield and it is not a bad alphf channel.
Praeventors ..........have no arms
gallowglass ...don't have a double handed animation
celtic chariot ...........has blue british flag on it
Agreed... The Paeventores have their right forearm moved back a bit. Knew about the Gallows but it never seemed important, but will post it anyway.

Also the Keels have a .cas problem with their sheilds


Quote:
Originally Posted by Refnulf von Holland
imperial german body ... lod3.cas issue also texture issue with both weapions sword and spear.
Already noted.

Right I saw you listed the problem with the spear bt the sword texture is missplaced aswell.

Quote:
Originally Posted by Refnulf von Holland
lesser generals not activated in the game

wrong general models on the sm for most factions except romans and huns

barbarians only use saxon generals for all factions when there is a frankish gerneral and celt general.

berber model on sm is missing texture for his sword

Reiks
Interesting... Could you tell us more about this? What happens and so on. Lesser generals? What are they andso on for istance.

As far as the lesser generals go all of the moedels and textures are in the game but for some reason CA did not use them. If you noticed CA only used three differnt general models for all of the faction. Roman, Saxon, and Hun general for all the gerneral classes. What it looks like to me CA forgot to impelment the models see how the Hun general has the wrong texture, on the Campaign map goths use celtic lesser gereral as the general model which there is a skin and model but not used on the battle map. Celts use a celtic general on the campaign but a saxon general on the battle map. I was able to fix these and activate lesser generals on my own however it just looks like an oversite on CA part.

Reiks

Seasoned Alcoholic
10-13-2005, 20:29
Ok, some things I've discovered whilst playing BI for some time, and also responses to what's already been posted.

Bugs

* Western Roman Empire (WRE) generals have this description in their text box on the battlefield (when you put your cursor over them):

"Imperial German Bodyguard"

:furious3:

* Celts can train Pictish Crossbowmen (PC) when capturing a settlement that contains either a Catapult Range or Siege Engineer, when PCs don't appear under any building / shrine etc in the Celtic building browser. Why has this unit been given a hidden recruitment option, when it could have been bolted-on to what the Celts already had? IIRC, the Celts can only train slingers and kerns as missile troops from their standard recruitment options.

* (Celtic) Slingers, when firing their weapons, make their standard sling-throwing sound. However, immediately after this sling-throwing sound, an arrow-firing sound can also be heard from the same unit. Sounds as if its a bug ~D


Already Posted

* White unit cards: although some of you agree this a bug, I find it useful for at-a-glance use. If you deploy more than one family member on the battlefield (as I often do to make up for heavy cavalry), you can see which of your generals "have gone to meet their ancestors", and which are still slogging it out with the enemy. If the faction leader goes under, you usually get the pop-up message on screen informing you anyway.

Also, you should now receive a "Heroic Death" message (with the picture of the yellow sword) in BI once any family member has been killed on the battlefield. I also find this a useful indication as to which family members are still alive and active - deceased generals bodyguards' will usually be sent first in the next cavalry skirmish ~D


Irritating Problem

* Many infantry / archer units in both RTW and RTW: BI don't have the 'can_sap' attribute. In RTW I went into the descr_unit text file and gave it to them all (apart from cavalry units). I just find this laziness by the developers tbh - any infantry / missile (i.e. unmounted) unit that has hands should be able to dig a sapping point after all. Especially peasants - this is the main reason I recruit peasants in the first place, so that they can be sacrificed in sieges!

player1
10-13-2005, 20:32
One of the reasons for not using them could be that most barbarian ledears use that cool looking saxon model for battle maps, so for consistency sake, same model should be used at faction map.


Anyway, I think, countary to original RTW, that developers were really low on art staff/resources when making BI.
I don't remember a single unfinished/bugged texture/model in original RTW. Exempt wrongly colored spanish general.

But in BI, there are way too much.

I wonder will future patch(es) fix some of these problems, since usually just coders are those that work on patch maintaince, not artists.

Refnulf von Holland
10-13-2005, 21:01
One of the reasons for not using them could be that most barbarian ledears use that cool looking saxon model for battle maps, so for consistency sake, same model should be used at faction map.


Anyway, I think, countary to original RTW, that developers were really low on art staff/resources when making BI.
I don't remember a single unfinished/bugged texture/model in original RTW. Exempt wrongly colored spanish general.

But in BI, there are way too much.

I wonder will future patch(es) fix some of these problems, since usually just coders are those that work on patch maintaince, not artists.

I agree with you player1 but the problem with sm model vs battle models there is no consistency. Consistency would be the sm_model matches the battle model like in RTW. Here is a picture on how they should look on the sm.

https://img170.imageshack.us/img170/7636/smmodels6up.jpg (https://imageshack.us)

Reiks

Kraxis
10-13-2005, 22:11
Right I saw you listed the problem with the spear bt the sword texture is missplaced aswell.
Actually it is mentioned as 'weapons'...

But in any case I have added your points. Hopefully in the correct manner as I'm nore certain what you meant in all cases.

SA, they are German because they are Germans in service of the Empire. I thought the description mentioned that much.
Added the two Celtic issues.

Mouzafphaerre
10-13-2005, 22:15
.
For what it's worth, the memory leak is a rule with no exception for me. Happens in each RTW and BI session:

https://img276.imageshack.us/img276/3862/rtwmemleak8wi.jpg
.

Seasoned Alcoholic
10-13-2005, 23:10
No traitincrease for Assassins. Well there is for normal murdering, but there is only decreases for sabotage. You can get a decrease for failed sabotage but apparently not an increase.

Also, assassins in BI don't get an increase in retinue members for succesful murders. This severely hampers their ability to murder important targets, such as enemy family members. In RTW, they received ancillaries such as 'Skilled Courtesan', 'Catamite' etc.

Also, I haven't noticed so far the other two agents (Spy and Diplomat) receiving new retinue members, such as 'Pet Monkey', 'Foreign Hostage', 'Linguist', 'Dancer', 'Courtesan'. These are the kind of ancillaries they gained in RTW after completing various missions.

Looks as though all agents are bugged from receiving new retinue members.

Kraxis
10-13-2005, 23:14
Actually I have recieved a few ancilliaries for my asassins (or spies, can't remember), but it does look like there is a major limitation on them now.

the_inquisition
10-14-2005, 16:45
Also, I haven't noticed so far the other two agents (Spy and Diplomat) receiving new retinue members, such as 'Pet Monkey', 'Foreign Hostage', 'Linguist', 'Dancer', 'Courtesan'. These are the kind of ancillaries they gained in RTW after completing various missions.

Looks as though all agents are bugged from receiving new retinue members.

I haven't seen ancillaries for my spies or assassins, but one of my Diplomats managed to get a foreign hostage. Granted, this is the only time I've seen an agent get any kind of retinue during a completed Saxon, Sarmatian and ongoing WRE game... ~:handball: (it was the during the WRE game the foreign hostage popped up)

SpencerH
10-14-2005, 19:37
The total list so far, so read it before posting.

Fighting ghosts. It appears that sometimes units can end up fighting nothing after killing an enemy unit. confirmation?(CBR)

I've seen it too. A unit with no enemy nearby but continues to show the 'in combat' sign.

Archer units are able to 'phase through' walls when moving from atop walls to ground with left click on the ground i.e. once moved to ground the unit is positioned through (perpedicular to) the wall. This can be avoided though by using the right click to give orders for new unit position.

Units that are able to swim will swim in preference to using a bridge. This one may not be a true bug but it's a real 'must fix' IMO.

EDIT: Just had another beautiful example of the no-bridge for saxon archers. Rather than defend the bridge, a significant Goth army decided to sit back on the map edge (brilliant strategy there). After marching the rest of my army across the bridge, I spent 10 minutes trying to line up my archers 'just right' (remember that was sometimes needed with fords) so that they might cross the bridge - but no luck. Eventually I let them swim and take the hit to their energy levels (then wasted more time allowing them to recover to 'fresh').

player1
10-14-2005, 20:13
Anybody noticed that goths and huns can't build ports?

Probaby not the bug, since port requrements in data files are written in such way that's good chance it's the way they wanted.

Still weird I must say.

professorspatula
10-14-2005, 20:24
Well neither the Hun culture, nor the Nomads can build ports, aside from those Nomad factions listed: roxolani, slavs, sarmatians, vandals

Like you suggest, if they wanted all those of Nomad culture to build boats, surely they'd have just added: 'Nomad' to the building requirments instead of just some of them.

Seems CA want the Huns and Goths (and Ostro-Goths) to stay land locked and hording as much as possible. I don't think I'd want the Huns to start transporting their armies across the seas just to be sunk by pirates. But yet if they acquire a port built by someone else they can still build boats. Ho hum.

starkhorn
10-15-2005, 13:30
I had a problem with a seige. I had besieged a pop center and the AI sallied forth. During the battle I managed to rout most of his army and I ran into his pop center through his open gates. The game reported via subtitle and voice that my walls had been taken by the enemy, when actually it was the AI's pop center so it should have reported that I had taken the walls.

Cheers
Starkhorn

Barbarossa82
10-15-2005, 16:34
Senate offices no longer notified
In RTW 1.3, while playing as the Romans, no notification is received of election to senate offices, even though characters within the faction have received such offices.

Roman faction diplomacy messed up
Declaring war as one of the Roman factions in 1.3 now seems to result in the other Roman factions breaking their alliances with you, rather than rushing to your aid. This seems to be the case even if your hostile action was in fulfilment of a Senate mission - the Senate will then break alliance with you if it's not already at war with the faction in question!

PorT_Lobo
10-15-2005, 20:43
SUPER BUG

When AI siege a city with 2 (or more) armys, only one has siege equipment..... The others go join the main army next to our walls (getting a lot of losses because towers)!

This is a major bug and turns off the advantage of more soldiers that AI have! All armys should get siege engines before attack!

Dutch_guy
10-15-2005, 21:05
Was the second army besieging the city or was it just in hte red zone?

I had that once ( wooden walls, no ultra high casualties ) and thta was because one army couldn't reach the city and thus couldn't build any siege equipment, however they were in the red zone and thus participated in the battle, without the equipment - which the other enemy army had.

:balloon2:

A.Saturnus
10-16-2005, 15:35
I don´t know whether this is intentional but for the Franks, the Great King´s stables can only produce Paladin Bodyguard and not Paladins, while these are distinct units in custom battles.

player1
10-16-2005, 17:55
That's because you need monastey to build them in campaign.

Refnulf von Holland
10-17-2005, 09:37
Frankish Palidain Bodyguard - Holy Palidain Texture/model problem the unit is missing texture on body, you can see inside the model. The missing texture/mess is under the right arm, very noticable in combat.

Warlord model appears to have a texture problem on both arms, black box around the sleeves near the wrist. The same models that has a damaged lod3.cas file. The problem appears on all factions that use this model.

Lesser generals - not being used in the expansion. Looks like they made models/textures but did not add them.

Generals on the battle map do not correspond with the general models on the strategy map for some factions as they do in RTW vanilla.
(example) Saxons use the saxon general on the battle map, however they use a differnt model on the strategy map that does not correspond. It should be saxon general on battle map and saxon general on strategy map (campaign map)

List of factions that have the problem saxons, vandals, celts, goths, franks, lombards, rebels, and bergundi - maybe others

Reiks

Kraxis
10-17-2005, 10:05
Hunnic generals and captains.
Anyone else noticed that teir great sabers look like somthing just out of the fire, big, black and patchy. In fact they look like something out of Warcraft III.
Also their shields are severely messed up.

player1
10-17-2005, 10:48
I_BattleSettlementFortificationLevel trigger is slightly bugged.
It always gives false value for autocalced battles, making it difficult for AI generals to get GoodSiegeAttacker traits (since their combats are autocalced).

.

Also, I don't know is it intentional, but there is no seperate trigger for siege battles with wooden walls only, or for city assault on unwalled cities.

That means that gaining command stars in those cases is most difficult, since neither normal Good/BadAttacker triggers (require Normal battle), not siege triggers (require stone walls) help, so only basic Any Victory trigger runs. And that's kinda unfair since those battles are supposed to be harder then standard field battles.

Viking
10-17-2005, 17:54
Spy prevents capture of gateways. Confirmation? (Viking)

Apparently, this only the case for the AI. In a siege today. I managed to capture the gateway already opened by a spy. I still believe this counts for the AI, but it isn`t a big issue anyway.

Kraxis
10-17-2005, 18:01
Apparently, this only the case for the AI. In a siege today. I managed to capture the gateway already opened by a spy. I still believe this counts for the AI, but it isn`t a big issue anyway.
Ok will note that.

SigniferOne
10-17-2005, 19:27
One of the big problems, I'm surprised it hasn't been mentioned yet, is that descr_skeleton.txt parsing STILL seems to be bugged (from 1.2). I really hope this is fixed in a patch.

Kraxis
10-17-2005, 22:36
One of the big problems, I'm surprised it hasn't been mentioned yet, is that descr_skeleton.txt parsing STILL seems to be bugged (from 1.2). I really hope this is fixed in a patch.
What does that do and what seems to be the problem?

manbaps
10-17-2005, 22:43
This bug might be related to the saps bug in sieges. AI can build siege equpiment that it cannot use for the wall it is trying to assault. For example building ladders when it is assaulting Large/Epic stone walls. Or building saps for epic stone walls (correct if im wrong but i dont think the player can). All these pieces of equpiment are greyed out when in the campaign map information scrolls, you know where you can look at the strenght of the army and such like, this suggest they arent usable. The ladders may not appear on the battle map but the saps do and they can be used against epic stone walls when one would think they cant.

SpencerH
10-18-2005, 14:16
Saxon archers (hunters) are problematic when moved along stone walls from one position to another. They can be placed just fine before the battle, but if they are moved from one part of the wall to another they will often not stay where you want them to be (in some cases they will run to the side of a tower and do a keystone-cops routine). Turning on guard mode and turning off the evasion (I forgot the correct term) buttons have no effect. I've also noticed that when this happens they will be holding their little axes and will not engage enemy that come within range of their bows.

SpencerH
10-18-2005, 17:10
I was reading another thread and realized I havent seen a storm of any kind so far. Is this a bug? I liked the storms volcanoes etc!


EDIT: I've had one flood so they must still be in but perhaps the frequency has been reduced.

manbaps
10-18-2005, 18:23
Saxon archers (hunters) are problematic when moved along stone walls from one position to another. They can be placed just fine before the battle, but if they are moved from one part of the wall to another they will often not stay where you want them to be (in some cases they will run to the side of a tower and do a keystone-cops routine). Turning on guard mode and turning off the evasion (I forgot the correct term) buttons have no effect. I've also noticed that when this happens they will be holding their little axes and will not engage enemy that come within range of their bows.

This happens with all archers i have encoutered aswell as all melee troop, though the problem of them not fireing isnt an isssue with melee troops. Troops on walls often ignore orders awell and generally dont do what you want them to. Sorry cant be more specific as it seemingly random what they do.

SpencerH
10-18-2005, 23:16
This happens with all archers i have encoutered aswell as all melee troop, though the problem of them not fireing isnt an isssue with melee troops. Troops on walls often ignore orders awell and generally dont do what you want them to. Sorry cant be more specific as it seemingly random what they do.

Exactly, and I never had this in RTW so its something 'new'.

SigniferOne
10-19-2005, 06:04
Here's another thing I've encountered: I don't think the script command 'not' works completely well.

I'm working on an elections script for Romans, that does a certain operation if the number of men 'elected' so far does not exceed a certain limit. So I had code like this:


if RandomPercent < 35
and not I_CompareCounter electedcounter = 1

Which should theoretically perform a specified operation 1/3 of the time, and if the electedcounter variable is not set to 1. Also, as a background for this problem, BEFORE this if-statement I have another if statement, that, if successful, sets the 'electedcounter' to 1, so that this next if-statement should not go through. Except the problem is that, if the first if-statement goes through and sets the variable to 1, then this next one ALSO has a chance to go through -- and it NEVER goes through if the first one doesn't, thus behaving the opposite of what it's intended (as if the 'not wasn't even there). So in order to get my logic to operate the way I wanted it, I now changed the code to:


if RandomPercent < 35
and I_CompareCounter electedcounter < 1

removing the "not" statement. Just something for CA guys to consider when they're reviewing things to look over for the patch, because not every single instance of logic can be rewritten without a "not" statement.

Barbarossa82
10-19-2005, 11:47
Sassanid Camel Riders Graphical Issue
The unarmoured Sassanid camel riders are missing their chests, so you can see right through them to the inside of their backs. This actually isn't immediately obvious when you look at them head-on but can clearly be seen by moving the camera. There also seem to be some similar problems around the rear saddle/lower back area.

Paul Peru
10-19-2005, 15:11
I have increasing memory footprint issue and more frequent ctd's.

I can confirm the
"Swimming units want to swim. Rather than taking the bridge they will swim across the river."-issue,

and I've also had a couple of ghost-fights.
Once my general (alemanni family member) was stuck in a communal farm field, and couldn't get away for the entire battle. 2 men were chopping at some invisible enemy between them. A spear unit of mine was also fighting the same ghost, but I managed to pull them out of the fight and on to more real issues.
It would have been a cool feature if the general had recieved some "Unhinged loon" vice for it ~;)
Once I took a town, and a ghost remained just inside the gate. All my units fought it as they walked past, but even archers took no losses.

An issue I encountered once, needs confirmation:
None shall pass
A Frankish general stood at one end of a bridge as the battle started.
His friends and family marched through, though, to die at the other end.
I then tried to get at him, but my units refused to cross the bridge. It was blocked, somehow.
But the rest of the Franks got across :dizzy2:
Anyway, I just had to wait it out on triple speed.

player1
10-20-2005, 12:39
I hope I'm not repeating myself, but just to make sure I'll report all issues I found and fixes I did with bug-fixer, so they could be dealt with in official patch.

The list of bug-fixer fixes (together with files used to fix them):



Fixes for Barbarian Invasion Campaign


Changes in export_descr_buildings.txt file:

-Added 3rd level barracks for Berber faction, to fix the problem with Berbers being unable to build Mountain Men unit
-Added Pictish Crossbowmen to Archery Range of Celts faction, to fix the problem with Celts being unable to build Pictish Crossbowmen unit
-Fixed problem with Circus Maximus for Romano-British faction, so it won't train Sarmatian Auxilia with lower experience then Hippodrome (+2 to experience)
-Added Bucellarii, Ballistae and Onagers to Catapult Range and Heavy Onagers and Repeating Ballistae to Siege Engineer building for Romano-British faction to fix the problem with these buildings giving no benefit for Romano-British and with having those units only available in custom battles


Changes in export_buildings.txt.txt file:

-Added description for 3rd level barracks for Berber faction (Hall of Heroes)


Changes in descr_strat.txt file:

-Fixed problem with Western Roman faction member Gratianus Flavius having archers as bodyguards by adding actual bodyguard unit in his unit stack


Changes in descr_model_battle.txt file:

-Fixed Mercenary Bucellarii unit model, so it will fire crossbow properly
*Made a workaround for Pictish Crossbowmen unit model, so it will fire crossbow properly
*Made a workaround for broken leg of British Legionaries
-Fixed model for barbarian female civilians, so that looking cities in battle view won't show just male population for barbarian factions


Changes in export_descr_sounds_stratmap_voice.txt
and export_descr_sounds_units_battle_events.txt files:

-Fixed voices for campaign map and battle events for nomad and hun cultures, so they'll be barbaric, like all other voices they use, and not greek or arabian


Changes in export_descr_ancillaries.txt file:

-Fixed bonuses for Bodyguard, Charioteer and Elder Senator retinue members, so they'll actually give bonus/penalty to Influence as their description says, and not only affect public order
-Fixed the bug when following ancillaries could be gained with agents: Anchoress, Anchorite, Priest of Sol Invictus, Priest of Mithras and Zoroastrian Teacher
-Fixed trigger for Drinking Companion retinue member, so it can be gained at both Tavern and Bardic Circle, like all other drinking related ancillaries and not just in Tavern
-Made Druid retinue members available in hunting shrines (Cocidius) instead of battle shrines, so that Celts could actually get them in their native temples
*Made a workaround for trigger for Mother-in-Law retinue member, so it can be correctly gained with marriage event
*Fixed triggers for Foreign Dignitary, Foreign Hostage and Pet Monkey retinue members, as well as triggers for Spear of Wotan and Sword of Chinglu relics by fixing InEnemyLands condition which gave opposite results then intended
-Fixed trigger for Amici Principis office, so it can be gained in cities with either Proconsuls Palace or Imperial Palace and not just in cities with Proconsuls Palace, so it's possible to gain this office if only possessing huge cities


Changes in export_descr_character_traits.txt file:

-Added anti-traits to some traits to prevent weird or impossible combinations
-Several anti-traits that worked in one direction fixed to work in both directions
*Added the workaround for a bug, when gaining an anti-trait would reset trait value to 0 (instead of reducing it for value of anti-trait)
*Added Disloyal as anti-trait to Faction Leader and Augustus traits, so faction leader won't get disloyalty traits
-Anti-traits for Indecisive Attacker changed from GoodCommander and GoodAttacker to GoodAttacker and GoodRiskyAttacker, so that having Indecisive Attacker trait won't prevent general from gaining Command bonuses
-Increased point awards in birth and adoption triggers for traits that need more then one point to get first level of the trait, so it's actually possible to gain those traits at character generation (expect more vices and virtues from new family members)
-Fixed bonuses for Sobriety like of traits so they'll actually give penalty to Influence and not only affect public order
-Fixed the bug in trigger for GoodRiskyDefender line of traits when mildly outnumbered, since it required crushing victory, instead of clear or crushing victory like other similar triggers
-Removed "BattleOdds < 1.5", from triggers for BadAttacker/Defender line of traits, so it's possible to gain them, when losing battle in which enemy was highly outnumbered
-Removed "BattleOdds > 0.5", from triggers for Noctophilia line of traits, so it's possible to gain them, when winning the battle while highly outnumbered by enemy
-Removed "BattleOdds < 1.5", from triggers for Noctophobia line of traits, so it's possible to gain them, when losing battle in which enemy was highly outnumbered
-Added two new triggers, to make it possible that Intelligent and Genius characters could be born
-Fixed the problem, when Intelligent characters could lose their Intelligence
-Added hidden LoyaltyStarter trait to generals gained by Man of the Hour event, so they won't start with loyalty of zero
*Made the workaround for buggy marriage triggers, which prevented characters from getting any traits from marriage event
-Moved triggers for Cuckold and Wife Above Reproach traits, which are related to Ugly and Handsome characters, from birth to marriage event, so characters won't get those traits without getting married
-Fixed the problem when characters that are not married could get Cuckold trait (by adding IsMarried condition before check)
-Fixed the education triggers, so skill generation effects of lower level academy buildings will still work when building gets upgraded
-Split the education trigger for Ludus Magnus, so that both Romans and non-Romans can benefit from its effect, while still keeping Politics skill exclusive to Romans
-Removed roman culture requirement from trigger for refusing bribes, so that non-Romans can benefit from resisting bribes, by gaining levels in Upright line of traits that exempt other things increases bribe resistance
-Added new trigger to make it possible to gain Diplomatic Genius agents
-Fixed several agent creation triggers so that most diplomats and spies will start with one of religious believes
-Tweaked trigger for gaining experience with spies when doing missions with 100% success rate (slightly_successful), so it will be triggered for spies with one or zero levels of experience, and not just for those with exact one level of experience
-Fixed Good/BadConspirator line of traits so they can be gained by assassins
-Corrected sabotage triggers, so that they make more sense



List of fixes for Imperial Campaign


Changes in export_descr_buildings.txt file:

-Fixed the bug when Gauls could recruit Naked Fanatics in farming shrines (and Gauls don't have farming shrines)
-Fixed a bug when Awesome Temple of Epona and Pantheon would show up in building browser for Gauls and Spanish
-Added law bonus to academy-type buildings like it's done in Barbarian Invasion expansion, so that such buildings would still have uses in cities without governor
-Holding games in arena type buildings limited to Romans only, to prevent "THIS GAMES HELD TEXT SHOULD NEVER APPEAR ON SCREEN AND SHOULD NOT BE TRANSLATED!" message appearing when other factions try to hold games in conquered roman territories


Changes in export_descr_unit.txt file:

-Added secondary attack to German Spear Warband to prevent bug when using these units outside phalanx formation
-Fixed the issue with Pontus generals, when they would never get their bodyguards upgraded like all other factions (added to unit "general_unit_upgrade" tag)
-Fixed inconsistencies in mass and armor sound for Bastarnae Mercenaries unit, compared to its thracian equivalent
-Removed "annoying" blue officer from rebel Archer Warband


Changes in descr_model_battle.txt file only:

-Fixed the wrong color of Spanish generals by giving them proper texture (should be brown, instead of blue)



The issues marked with *, are those that are workarounds for hardcoded problems.
Also, be sure to check bug-fixer readme, for details of how some of these fixes are implemented (it has GOOD readme), or what exactly they do. Download can be found in my sig, or in TWC patch download section and sticked threads in both ORG (collosseum) and COM (mod) forums.

Brutus
10-20-2005, 16:57
When positioning the camera behind a unit of Saxon Sea Raiders, you can see through the back of their heads.

Their head appears to be pretty empty, by the way.

Garvanko
10-21-2005, 14:15
On my building browser at Kotais it shows I built a stone wall (which I did), but on the campaign map I can still see a stockade.

Conqueror
10-21-2005, 22:12
Reinforcement units die when waiting to enter the battle (siege/sally battles only?)

I've had this happen in a couple of battles so far. They were all sally-out battles, so it might only apply to them. I had a relief force of nomad archer cavalry units joining my garrison as reinforcements, they appear in the corner of the map and start marching into the battle area from behind the red lines. But some of them are strangely scattered, the individual soldiers spread around randomly and starting on both sides of the red line.

What is worse is that they would suffer casualties for no appearent reason. There were no enemy units anywhere nearby, some of these bugged units simply kept losing men (some of them very rapidly) untill they had completely crossed the red line (some were unable to cross and died). This bug occured the exact same way when I reloaded and tried to fight the battle again two times.

PseRamesses
10-22-2005, 10:01
Sluggish ford-battles:

This has now happened three times so I guess there´s something wrong with the fords (rivercrossings before bridges) or some of them. Right from the start the game is sluggish and chumpy. I move the mouse and it moves with a delay of a sec or two and sometimes a command isn´t even registred or executed by the game. My first thoughts was that this problem could derrive from the "mem leak bug" but after the battle I can continue playing as nothing has happened. Now, yet another oddity that I´ve noticed is that the AI player just stands stills issuing orders like: "march!" over and over again but never moves!!!? I could run theese battles on tripple speed but that turned out to not work either!

starkhorn
10-22-2005, 12:23
I've two issues which are a bit of a pain.

You lose titles when a character dies like all other retinues. Shouldn't you be allowed to assign to title to a new character like in MTW?

https://forums.totalwar.org/vb/showthread.php?p=963464&posted=1#post963464

The emperor can rebel against himeself as described in the below thread.

https://forums.totalwar.org/vb/showthread.php?t=55978

My apologises if these have been reported before.

Cheers
Starkhorn

SpencerH
10-22-2005, 18:29
Playing as the saxons I captured a celtic city. The unit build said I could create a warlord unit but despite the fact that I was charged the 1503 gold and the unit queue was filled for 3 turns no unit arrived. Either its a bug that the warlord was in the build queue or its a bug that it didnt arrive.

hellas1
10-22-2005, 21:13
Hi everyone,

I've bought BI, and I find that everything moves slowly.
I was told to lower the settings, but could it be something else?

First, Is this a lack of memory problem on MY part (512mb Ram is what I got)?
OR
Is this a lack of video memory? (128mb Nvidia card 5600xt is what I got)?

Any help would be appreciated!

~:cheers: ~:)

PseRamesses
10-23-2005, 08:28
Hi everyone,
I've bought BI, and I find that everything moves slowly.
I was told to lower the settings, but could it be something else?
First, Is this a lack of memory problem on MY part (512mb Ram is what I got)?
OR Is this a lack of video memory? (128mb Nvidia card 5600xt is what I got)?
Any help would be appreciated!
First, this is a bug thread. Secondly, have you tried following the advice you´ve already got? :bow:
Best way to find your PC´s threshhold is to start with the lowest settings in the game and work your way upwards. You shouldn´t have mem problems so your bottleneck might be vid.mem but on my 2nd PC I´ve 128mb too and never had any problems. For more insight and tech.related Q´s do adress the right forum in the Apothecary:
https://forums.totalwar.org/vb/forumdisplay.php?f=15
Good luck! ~:cheers:

alpaca
10-23-2005, 16:33
Another one (for modding):
It was found out that any religion that is added to the three existing ones doesn't cause unrest.
Even worse: Only the first three religions in descr_beliefs.txt ever cause unrest, the fourth and following religions are ignored by the game when calculating unrest (christianity, pagan and zoroastrian, too, if they are shifted back).

manbaps
10-25-2005, 22:47
Hoard armies dont fight to death even when out of movement points; bug or feature? It means that they can exist as tiny stacks annoying the hell out of me.

Kraxis
10-25-2005, 23:34
Hoard armies dont fight to death even when out of movement points; bug or feature? It means that they can exist as tiny stacks annoying the hell out of me.
All do that, it is not a specific horde feature, it is even mentioned in the first post.

Kyniskos
10-26-2005, 10:46
Two of the issues at the battlefield where you ask for confirmation, the charging of units who are swimming, and units swimming rather than crossing the bridge. I can definetly confirm them both. Had a battle with a lone General against rebels; spearmen, peasants and cavalry. They're across the bridge. They decide to cross and attack. Peasants and General swim, spearman crosses the bridge. Spearmen arrive first, so I charge my general and push them back across the bridge as I kill them. Peasants and General, who now have arrived at the other side of the river, promptly goes swimming again(none crosses the bridge). I decide to charge peasants as they get up of the water. Almost instantly I get a message my Generals died. Get a scene where he drownes and then CTD.
Also the issues at walls seem linked to baseline of unit formations. I have notices that units try to revert to the original positions they had at the start of battle (when you position your troops BEFORE the battle begins), but fail because of the limitations of the wall. Also if you invade a city and try to position your archers on the wall, they will use ase baseline for their formation the innerside of the wall and not the outerside. Thus they can never arrange an orderly line if deployed on a wall(of the city they are invading). This obviously doesn't apply to the invaded citys own archers.
Had a similar problem when ordering lines of man to sally. They get stuck in the gate, first trying to revert back to their old(pre-battle start) alignments before marching orderly to their new appointed line outside the walls.
That part about baseline is a bit difficult to explain. I'll try and show what I mean:

__________________ Baseline
---------------------outerside of wall
xxxxxxxxxxxxxxxxxxxxxArchers(city defenders)
xxxxxxxxxxxxxxxxxxxxx
---------------------innerside of wall

---------------------outerside of wall
.....x....x.xxx....x.....x.(... are placeholders to make it look good)
xxxxxxxxxxxxxxxxxxxxxArchers(city attackers)
__________________baseline
---------------------innerside of wall
XXXXXXXXXXXXXXXX
XXXXXXXXXXXXXXXX
^Position the attacking archers are trying to achieve, while still on wall, only the wall doesn't stretch that far.

manbaps
10-26-2005, 11:26
All do that, it is not a specific horde feature, it is even mentioned in the first post.

Ive found that all other armies do die after a fight to death even if they havent all died, you get the army routs message in the campaign screen.

Kraxis
10-26-2005, 12:19
Ive found that all other armies do die after a fight to death even if they havent all died, you get the army routs message in the campaign screen.
I have only experienced Rebels do that, but they only need to lose the battle. You need to kill 80% of the enemy army for it to vanish, while family members and generals can survive.
I have had several units and small armies be able to survive situations where they were out of MP and attacked by enemies, by using this.

gmjapan
10-27-2005, 13:21
I have an update on the units fighting ghosts if it helps any. The enemy unit is still there when they are all dead! If you move the mouse over a dead enemy body from the unit you were fighting there (and indeed still are fighting due to 1 of you men flipping out) you can still get the status of the enemy unit that you originally defeated and killed on that spot.

For example "Spear Warband (0 men); exhausted" or whatever.

gardibolt
10-27-2005, 16:47
I've seen the ghost fighting in 1.0 too--just last night, in fact, so that's not a new bug (though it may be more common).

Zatoichi
10-31-2005, 19:07
Playing as the saxons I captured a celtic city. The unit build said I could create a warlord unit but despite the fact that I was charged the 1503 gold and the unit queue was filled for 3 turns no unit arrived. Either its a bug that the warlord was in the build queue or its a bug that it didnt arrive.

If you have too many family members, the Warlord unit will turn up as a regular cavalry unit instead of as a general - so not a bug as such.

gmjapan
11-01-2005, 14:06
Another bug for you's. When the enemy has druids type unit in a RTW1.3 battle, the announcer gives the speech for "religious units inspire the enemy" from BI instead of the "Druids" blurb so the speech doesnt match the text in the bubble that appears (obviously).

dismal
11-03-2005, 15:28
A screenshot of my famous invisible general:

https://img383.imageshack.us/img383/2516/invisiblegeneral12kl.th.jpg (https://img383.imageshack.us/my.php?image=invisiblegeneral12kl.jpg)

Perhaps this is a feature, not a bug but "invisibility" wasn't listed in his traits.

One turn this guy just disappeared. At first I thought maybe he was bribed or died without my noticing, but then I found him still listed in the "armies" tab. From there, I could find him and use him.

At one point I had him in a city, and his unit card did not show up among the city garrison, but he did show up as the city's governor.

SigniferOne
11-05-2005, 17:09
It was reported on TWC that when you try to record movies with a settlement, upon playback the settlement disappears and only the ground features for it are visible.

Seasoned Alcoholic
11-07-2005, 16:14
[EDIT:]Ok, I've just grabbed a few screnshots from the battlefield in my Roxolani campaign, see 2 posts down for results.


Goths talk Greek. Yes strategos! (Barbarossa82)

Exactly the same applies to the Roxolani on the strategy / campaign map. Each time a family member, captain or agent is selected, a Greek voice is used. Same applies for giving unit / agent orders, depleted movement points, and siege voices.

On the battlefield however, I found the following results:

* Left-clicking any unit (this included horse archers, infantry, general's cavalry unit) generates a Barbarian voice. EG "Chosen Swordsmen", "Warlord", "Horse Archers" etc.

* However, giving any unit an order (ie moving it round the battlefield by right-clicking) generates a Greek acknowledgement. EG sounds like "Oi!", the default from RTW. This also applies to mercenary units.

[EDIT:]I've also noticed on the battlefield that pre-battle speeches are done in Barbarian voices, but siege / victory announcements are in Greek.

So what we end up with on the battlefield is a Barbarian-Greek cross in terms of voices, unlike the the campaign map, where this is solely Greek voices.

Also (I stand corrected on this one), why is it that the Goths* in BI (not sure about the Ostrogoths btw) are of the same culture as that of the Huns, Sarmatians, Roxolani etc? Surely as the Goths originated in Scandinavia, they would be more European-looking on character portraits, unit cards etc than they do at present? Unless looking like a Hun was the fashion in those days?! ~D

*I'm not referring to the indvidual Gothic units on this point, just the generals' / agents' portraits, unit cards etc.

Just A Girl
11-07-2005, 16:55
The total list so far, so read it before posting.

THE BIGGEST ISSUES!!!!
Both RTW and BI suffers from huge memoryleaks. Many players complain that the game sucks up huge amounts of memory the longer they play. Eventually the game becomes unplayable, also it seems to affect the AI...
AI doesn't count in towers in assaults. Reinforcements from allied armies that are marching to get up siege towers or ladders will march close to the walls getting decimated, sometimes even destroyed before getting there. (CBR)
Infantry acting like cavalry. Captains in control of infantry will act like cavalry and recharge when the battle isn't going their way. Needless to say that this just makes it even less likely for them to win.
When a unit of infantry is controlled by a captain it will act like cavalry and withdraw from combat to recharge. That can be disruptive for the enemy forces.
Units with FAW off don't use ranged weapons. Exception is siege equipment. Legionaries are most visible affected by this. In the case of Plumbatarii there is little point for the AI to use said unit.
AI doesn't restructure settlements. The local religion will stay put, even if it is problematic.
CTDs! They are apparently frequent to a significant number of players. Often centered on taking cities. A specific case seems to be the Saxons taking the British cities, perhaps connected with the Romano-British and their appearance.


Graphics and looks:
Scholae Palatinae has a graphical or model glitch. They only move half their head... It is rather ugly, and very obvious.
Celtic Wardogs wrong colour. Black should be white. (player1)
Officers and captains don't always have weapons. It looks rather silly when they try to beat up an enemy with their fists. Brave men.
Pictish Crossbowmen have weird attack animation. They have bowmen stance when using crossbow. (player1)
Graphical bug with Imperial German Bodyguards, their weapons are shown with black boxes around the edges. ([DnC])
Golden Band model is not correct, they are shown with two weapons (like the Arcani) yet only sport a single sword in battle. (King Ragnar)
Gallowglasses lack twohanded style. Despitethe destriction and their cards they don't have a twohanded style in battle. (Refnulf von Holland)
Praeventores, odd arm? The right forearm is off center, moved back a bit. Looks ugly, just likethe Scholae Palatinae. (Refnulf von Holland)
Scotti Chariots, British? The Celtic chariots carry a Briton flag on their rear. Shouldn't it be Celtic? (Refnulf von Holland)
Saxon Keels carry a bar. While they might be drunken men, they shouldn't be carrying a small thin bar around below their shields. Obvious texture failure. (Refnulf von Holland)
This is a problem for other roundshielded spearmen too.
Textureproblem with Clibanarii Immortal maces. There is no texture for them. They work fine enough in black though. (Refnulf von Holland)
Warlord model. The lod3.cas files doesn't work it seems. (Refnulf von Holland)
Chosen Axemen. The axe jumps into a high grip when using .cas files. The axe is misplaced. (Refnulf von Holland)
Romano-British Legionaries, losing a leg? They lack the usual two leg style that most humans have. Obvious problem.
Frankish Paladin Bodyguard. Holy Paladin Texture/model problem the unit is missing texture on body, you can see inside the model. The missing texture/mess is under the right arm, very noticable in combat. (Refnulf von Holland)
Warlord model appears to have a texture problem on both arms, black box around the sleeves near the wrist. The same models that has a damaged lod3.cas file. The problem appears on all factions that use this model. (Refnulf von Holland)
Lesser generals not being used in the expansion. Looks like they made models/textures but did not add them. (Refnulf von Holland)
Generals on the battle map do not correspond with the general models on the strategy map for some factions as they do in RTW vanilla. (example) Saxons use the saxon general on the battle map, however they use a differnt model on the strategy map that does not correspond. It should be saxon general on battle map and saxon general on strategy map (campaign map). List of factions that have the problem saxons, vandals, celts, goths, franks, lombards, rebels, and bergundi - maybe others. (Refnulf von Holland)
Hunnic generals and captains. There seems to be some messed up textures as their great blades look decidedly odd and their shields look like they are coated with some kind of bodyarmour.
Roxolani Horde Chosen Warriors, their officers are Vandals (brown).
Saxon Sea Raiders, hole in their head? They seem to lack part of their skull. (Brutus)

Battlefield:
Units on FAW shoot at routers, even if they are engaged by chasers. Can be very costly, and is quite demanding on attention.
Units can charge other units in water? Not very good in case of non-swimming units, they drown. Seems to be a case of Generals mostly.
Fighting ghosts. It appears that sometimes units can end up fighting nothing after killing an enemy unit. (CBR)
Shield Wall not holding formation, WRE Auxulia (the ones with the nice breastplate) do a slow forward creep while in shieldwall formation, even when told to Stand Ground. This pulls them out of line and exposes their flanks. (TinCow)
Horse archers gets stuck on the border when they can&#180;t outflank you. They will respond if attacked but if they can&#180;t flank you they simply go idle. (PsreRamesses)
Celtic Slingers have odd sound. They give off the correct slingersound when they whirl and let loose, but then right after it an arrow-firing sound goes off. (Seasoned Alcoholic)
Swimming units want to swim. Rather than taking the bridge they will swim across the river. (SpencerH)
Druids in RTW 1.3. When the enemy has druids type unit in a RTW1.3 battle, the announcer gives the speech for "religious units inspire the enemy" from BI instead of the "Druids" blurb so the speech doesnt match the text in the bubble that appears (obviously). (gmjapan)

Strategic map:
Alliance in tatters, well this one is not confirmed at all. And even if it is a fact then it might be a feature. But so far both cases of the two Roman empires asking each other (player asking) for maps has resulted in immediate cancellation of alliance.
This needs some more research. CA comment on this?
Asking for alliance results in no more talks that round. Feature or bug? Confirmation?
Rebels can sally twice, when using autocalc that ends in a draw. (magnum)
Throwing games sometimes don't grant conversion stated in manual. Confimration?(Viking)
Castrum not 'visible', it continues to be the Great Hall in the city list while the Castrum is visible on the battlemap and in the browser. (Barbarossa82)
Advisor doesn't give advises for buildings? Still works for training though. Confirmation? C-F
Units, armies and generals can retreat despite out of Movement Points. In old RTW they couldn't and died if they were at the end of the 'road'. Can lead to impossible chases after battles.
No traitincrease for Assassins. Well there is for normal murdering, but there is only decreases for sabotage. You can get a decrease for failed sabotage but apparently not an increase.
Petra is the only port in the Red Sea. Makes no sense to have that port. Even less to have pirates there.
The strategic models not used correctly. Several factions use the wrong models for their generals. And in the case of the Goths they use the lesser general for their generals. (Refnulf von Holland)
Senate offices no longer notified. In RTW 1.3, while playing as the Romans, no notification is received of election to senate offices, even though characters within the faction have received such offices. (Barbarossa82)
Roman internal diplomacy messed up. The Roman factions don't stay together anymore, and might even have unprovoked Civil Wars early. They act as if they are just normal factions. (Barbarossa82)
Kotais shows only wooden stockade despite stone wall in place. (Garvanko)
Invisible Generals. The figure of a general can apparently get 'lost' making the said general invisible on the strategic map. (dismal)

Sieges:
Units still fight to the death on walls. Can be a major problem in certain cases. Either make it so they don't rout at all (so they can be moved off the wall, or make them somehow behave like other routers.
Siege towers can become transparent, apparently only at night and through the ladders. Screenshot added later on.
Sallies end too soon. When the enemy withdraw or are routing the battle ends. Can't chase them down properly. Not confirmed. (Viking)
Ladder Limbo. Sometimes units with ladders can get into a sort of limbo where they simply will not raise the ladders. The same thing can happen to Ornagers (thankfully only to one at a time). If the does get raised the unit often end up falling to the ground. (Jambo and myself)
Spy prevents capture of gateways. Apparently only applies for the AI... Thus less problematic, but still needs fixing as te AI doesn't need to be more disadvantaged. (Viking)
Soldier die for no reason in siege towers. When the ramp falls a number of men might die for no reason, falling through the battlement. (the_inquisition)
Problematic Walls. Constantinople: north east corner of the wall is unpassable, not broken, unpassable. (PsreRamesses)
Saps random? Sometimes the option appears when you go to build siege equipment on large, larger and epic walls, other times they are greyed out with a 'this equipment not needed' tool tip. This happens whether you have units with the 'Can Sap' ability or not in your siege stack. Obviously, they are always unavailable when sieging wooden walls. (Zatoichi)
Last bolt/boulder doesn't count. You will get a loss if your very last boulder is the one that knocks over a wall (and you have nothing else to take the walls with). It seems the game calculates the chances of victory when the missiles leaves the weapon instead of when it lands.
Reversing sallies becomes odd... If one takes towers and gates when the enemy sallies it will bring pop-ups of the enemy taking them. Apparently the games doesn't recognize you. (starkhorn)
Damaged Awesome Temples float. That's right. A completely destroyed Awesome Temple floats on the battlemap. It is ca 10 meters into the air, rubble and all.

Factions and cities:
Romano-British can't build siege equipment or Bucellarii, so why have they got them in Custom Battle and can build level 4 siege engineers? (professorspatula and player1)
Missing options for modded in factions. Why not have them when they have so much else that makes them so moddable. (professorspatula)
Goths talk Greek. Yes strategos! (Barbarossa82)
Celts and Pictish Crossbowmen. Pictish Crossbowmen can be trained at a higher level of Siege Engineer than the Celtas can build. A lack of building capability or too high requirements for the Crossbowmen? (Seasoned Alcoholic)


Traits and ancilliaries:
"CharacterMarries" event still does not work, when used in scripts for generaing ancillaries or vices and virtues. What this means for common player is that traits such as Well Mannered Wife, or ancillaries like Evil Mother-in-Law will not apprear in game (exempt in few cases when they are preplaced at the beggining of campaign). (player1)
The new personality VnV system added in BI is not really working (the "hidden" traits Guardian, Idealist, Rational, Artisan). They apparently only work at coming of age while their active points are meant to work during the whole life. (player1)
Trouble with the siegeline traits. Apparently the traits don't count wooden or no walls in autocalc, thus the AI characters suffers limitation in their commandability in sieges. (player1)
Emperors revolting? Their lack of Loyalty can cause an Emperor to go rebel. That can't be right. (starkhorn)
Load of issues, at page 5 player1 has presented a lot of the fixes in his BUG-fixer. They are worth noticing.
Bug with 'Eagletaker' line? The traits mentions 100% chance of getting it, but people are reporting that this is far from the case, only a third or less recieve it.

General/other:
Gratianus Flavius of the WRE starts with a unit of archers, should of course be Imperial German Bodyguards.
"Upgrade bodyguard" building function in v1.3 imperial campaign still doesn't work for others than Romans. They still have to wait for Marius. (player1)
Something wrong with reinforcement selection. It seems that the reinfrocements are not so easily selected to be controlled or not. Often turning the selection off does nothing. Perhaps we have a selection where we haev no choice really (meant as a feature)?
Ermanaric, Leader or Diplomat? The Goth Faction Leader has the Diplomat ancilliary Translator. It works well enough (he is given the +2 Influence bonus), but he shouldn't really have it, or what?


Sounds Like A nother Well made And Thought out Expantion.

Good thing They didnt rush the release of this expantion, Just to stop the complaints about the bugs in RTW,
Adding claims like "most of the bugs will be fixed in the new expantion"

Otherwize theyd Look like right idiot's...
Becous It seems to me that theyve managed to keep Most of the origional Bugs and flaws.
And then threw in a few new 1's to boot.

Lets just hope They dont just release 2 patches that wont address even 20% of the bugs then moove on to the next profit making game,
Something makes me beleve that they will though,

I think its Previous expirience of the tw games maby.

------------------

Seasoned Alcoholic
11-07-2005, 17:27
[EDIT:]Updated screenshots relating back to 2 posts earlier, after trying out the Roxolani faction. Also discovered Roxolani Herdsmen's formation appears to be too loose


I agree with you player1 but the problem with sm model vs battle models there is no consistency. Consistency would be the sm_model matches the battle model like in RTW. Here is a picture on how they should look on the sm.

https://img170.imageshack.us/img170/7636/smmodels6up.jpg (https://imageshack.us)

Reiks

As with the above strategy map faction general models, add the Roxolani to this incorrect list. On the strategy map they have the Roman General skin, as below:

http://show.imagehosting.us/show/895254/26725/user_26725/T1_26725_895254.jpg (http://www.imagehosting.us/index.php?action=show&ident=895254)

Same skin applies on the battlefield:

http://show.imagehosting.us/show/895256/26725/user_26725/T1_26725_895256.jpg (http://www.imagehosting.us/index.php?action=show&ident=895256)

Also found that Roxolani Herdsmen's formation is a bit too loose, whether this was intentional or not I'm not sure:

http://show.imagehosting.us/show/895292/26725/user_26725/T1_26725_895292.jpg (http://www.imagehosting.us/index.php?action=show&ident=895292)

http://show.imagehosting.us/show/895299/26725/user_26725/T1_26725_895299.jpg (http://www.imagehosting.us/index.php?action=show&ident=895299)

manbaps
11-07-2005, 18:32
One of my generals is constantly getting a new image on his unit card instead of his portait. IVe had him be a boat, onager, another general potrait, a mix of them (yes like a quarter of each) and many othes. It was on a campaign as the WRE but i finished it a while ago so i cant provide a screenshit

gardibolt
11-07-2005, 18:39
No traitincrease for Assassins. Well there is for normal murdering, but there is only decreases for sabotage. You can get a decrease for failed sabotage but apparently not an increase.

Did this ever work? I did a lot of sabotaging in 1.0 but I don't believe I ever got an increase or a decrease for traits in it.

Viking
11-07-2005, 21:04
The total list so far, so read it before posting.
Strategic map:
Asking for alliance results in no more talks that round. Feature or bug? Confirmation?

Not only when asking for alliance, but all refusals(alliances, cease fire, military access etc) at either side in a negotiation will end the diplomatic possibilities with that faction that turn.


Rebels can sally twice, when using autocalc that ends in a draw. (magnum)

I had a case where I as the Franks(I think) was besieging a WRE city where the sally ended as a draw(they refused to leave the city, incredibly annoying :furious3:). Back on the campaign map they sallied again, on the same turn. I couldn`t stand putting the battle on 3x speed and wait for it to end once again, so I autocalced and lost.

Mouzafphaerre
11-08-2005, 02:22
.
I'm sure this has been mentioned multiple times before but it seems that the siege/assault/sally AI has been left unprogrammed. ~:pissed: Yes, it's that. Whether in offense or defense, the AI simply ignores the existence of firing walls/towers/gates and sends troops to ultimate suicide.

:gah2:
.

PseRamesses
11-08-2005, 10:08
Also (I stand corrected on this one), why is it that the Goths* in BI (not sure about the Ostrogoths btw) are of the same culture as that of the Huns, Sarmatians, Roxolani etc? Surely as the Goths originated in Scandinavia, they would be more European-looking on character portraits, unit cards etc than they do at present? Unless looking like a Hun was the fashion in those days?!
*I'm not referring to the indvidual Gothic units on this point, just the generals' / agents' portraits, unit cards etc.
The Goths in Scandinvia and the Goths in the game are two different people. The Goths in Sweden are named after two parts of the land Västergötaland and Östergötaland - Westgoths and Eastgoths,

Seasoned Alcoholic
11-08-2005, 14:23
The Goths in Scandinvia and the Goths in the game are two different people. The Goths in Sweden are named after two parts of the land Västergötaland and Östergötaland - Westgoths and Eastgoths,

Thanks for the heads-up. Was just a bit concerned after reading that (some? all? ~:confused:) of the Goths were Eastern Germanic tribes, which originated from Scandinavia of course. Then some of these settled in and around the Ukraine, before being dislodged by the great migrations of the Steppes peoples. Thanks anyway :bounce:

Seasoned Alcoholic
11-08-2005, 15:14
Sassanid Gateways

http://show.imagehosting.us/show/898441/26725/user_26725/T1_26725_898441.jpg (http://www.imagehosting.us/index.php?action=show&ident=898441)

You can see from the above screenshot that Sassanid gateways (on standard Stone Walls btw) do not have any murder holes on their inner side. So, once the gateways are taken by the attacker, these Sassanid towers will not fire inwards upon any defending troops that are within gateway range. As we know, this is the not the case with other stone wall gateways - they are capable of firing inwards once they've been occupied, such as Roman, Barbarian etc cultures.

However, I have not yet seen either a Large or Epic Stone Wall for the Sassanids on the battlefield, but will post some more screens if and when I get there ~D


Gateway, Tower, Wall Occupation / Ownership Status

Going back to the same screenshot, I've noticed in RTW and now BI how the flags displayed along defenders' walls, on top and in front of gateways / towers do not change regardless of ownership. Whether the developers missed this, it is bugged, or they never got round to it is anyone's guess.

It would make things a lot easier to see who is ocupying which towers, gateways etc, so (if defending) you can direct men towards breaches, or reinforce (if attacking) a wavering breakthrough.

This would be achieved simply if the flags changed to reflect ownership status. Obviously they don't at present, so its annoying to keep moving your cursor over each section of wall, tower, gateway etc to find out who's in control. After all, your eyes can't be in more than one place at any time: at-a-glance flags on walls are the way forward ~D

Mouzafphaerre
11-09-2005, 18:01
.
Frozen in time and space ~:)

Got this in one of my conventional "watch the AI infantry get grinded by fortifications" battles. The last Hun Horde Spearmen unit of the four besieging horde armies were diminished to two. Then:

https://img317.imageshack.us/img317/1329/frozen4ah.th.jpg (https://img317.imageshack.us/my.php?image=frozen4ah.jpg)

They were unreachable, unmovable, unkillible and unhittable. I had to send my melee units down and back, after which they decided to flank the frozen enemy from within the siege tower so that the game resolved. ~:)
.

Seasoned Alcoholic
11-13-2005, 21:09
Mercenary Sarmatian (Armoured) Archers

On the battlefield, I've noticed that Mercenary Sarmatian (Armoured) Archers (not Mercenary Alan Archers) cannot form Cantabrian Circle. This gets annoying, since other cavalry archer types can perform this manouvere. Also, you have to keep them moving around the battlefield to avoid casualties - if they were able to form cantabrian then they would stay out of range of most missile and infantry troops anyway.

Back on the strategy map, it takes 2 turns to recruit Sarmatian Armoured Archers - all other cavalry units take 1 turn. For balance purposes, Sarmatian Noble Cavalry should take 2 turns since they are the most heavily armed and armoured, otherwise Sarmatian Armoured Archers should take 1 turn to recruit like the rest.

* Discovered these whilst playing a Roxolani campaign

Ziaelas
11-29-2005, 22:01
https://img438.imageshack.us/img438/391/assaultonephesus1bx.png

As you can see, the Bosphoran Infantry have the uncanny ability to wield short swords and spears at the same time. Bug? Undoubtably. Also is the same for Mercenary Bosphoran Infantry.

Mouzafphaerre
12-02-2005, 06:27
.
Schizophreniac Faction?

https://img522.imageshack.us/img522/695/biromedestroyed2al.jpg

~:joker:
.

Viking
12-02-2005, 12:44
.
Schizophreniac Faction?

~:joker:
.

What faction is that horde at the British Isles? ~:eek:

Mouzafphaerre
12-02-2005, 14:42
.
The Romano-British, emerged a few turns ago. Not technically a horde though, a single full stack army.
.

Viking
12-02-2005, 18:42
That explains it, always been a bit unsure about the Romano British.

Barbarossa82
12-03-2005, 14:00
Earlier I mentioned a graphical problem with the Sassanid camel riders, i.e. their hollow chests and rear left legs. Now I take a couple of screenshots to prove it...and they come out showing them perfectly formed! Even though the units still have the glitches in-game, the screenies show them looking totally normal.
What gives?

Oaty
12-03-2005, 19:01
Minor bug

Enslavement does not increase population growth If you have a growth rate of 3 % plus 1 % from slaves totaling 4 % the town only recieves the 3 % growth rate even though it says it should grow at 4 percent.

This has been there since at least RTW 1.2 possibly 1.0 and took a while discover this was happening due to many factors with the main one being you need a road in the enslaved town to be able to export slaves.

Slicendice
12-14-2005, 16:41
I read the first page but haven't read all pages. I got things to do people!

Bugs I have found so far that I haven't seen listed yet:

Sarmatians talk greek and at end of battles praise greek gods and are called greeks by the narrator.

Sarmatian units will not chase routing units that have sallied from a city. Very annoying.

I abandoned a city and then sent 1 mercenary unit to sac it. I was rewarded with negative 2147468648 denarii! (edit--I have done this with no mercs in my army and using my faction leader to get this amount!) I'm not sure how they came up with that number but apparently when you are a horde you have to pay looting bonus' to mercs. This bonus is pretty extreme though.

Why do you Roxolani have Sarmatian Virgin Archers?

professorspatula
12-14-2005, 18:21
v1.6
Well the 1.6 patch contains updated models for the Hunnic Warlord, Imperial German Bodyguard, British Legionaries, Pictish Crossbowmen and Scholae Palatinae. No more Legionaries with half a leg missing! The West Roman German Bodyguard now has a proper spear head. Sadly, the shield now contains part of the spear head - obviously this was carefully done. Pictish Crossbowmen now fire their weapon properly.

The Barbarian factions' Chosen Archers now have old RTW chosen archer textures. Sadly, the patch didn't update my descr_model_battle.txt file, and with no old RTW archer model referred to, the unit is completely messed up. It's easy to fix (edit the chosen_archer entry, and replace the existing model_flexi lines with this:
model_flexi data/models_unit/unit_barb_chosen_archers_400.cas, 8
model_flexi data/models_unit/unit_barb_chosen_archers_300.cas, 15
model_flexi data/models_unit/unit_barb_chosen_archers_200.cas, 30
model_flexi data/models_unit/unit_barb_chosen_archers_100.cas, 40
model_flexi data/models_unit/unit_barb_chosen_archers_70.cas, max).

The Hunnic Warlord's (new?) red plume or whatever it is called is completely messed up too, or it is for me. Shockingly, many units still have messed up textures or broken models. Another amateurish patch job.

There are lots of changes to the Character_traits file for BI also (463 apparently). As well as many changes to gaining command stars, it's much harder for family members to gain traits relating to the use of assassins. Heck it'll take half hour to list all those changes. Noticeably, however, it's harder to gain the bad governor traits of Bad Farmer and Poor Taxman. About time too. Player1 will have a field day sorting through all the changed files. Rather him than me!

(This thread just for 1.5 then? Oops.)

teja
12-15-2005, 12:46
This is 1.6 BI-stuff
Just from the start the AI strategy looks to becoming now more flexible. The WRE is defending the gates into Italy very strong now. After a normal battle my Horde general get promoted with a command star! That did not happend before that easy. Assasins are now nearly useless without any experience. To kill a normal Diplomat you have a chance of 10 % to kill him - and a chance of 15 % to kill the captain of a stack with 2 peasants! Spies die much quicker when checking persons. I used several times my Spy to check a city with a chance of 75 % and succeed in 5 of 6 attempts. I checked enemy Diplomats with the same rate (75%) and my Spy got killed in about half the attempts.
Another change is the skirmish mode for AI. All the time the AI-enemy-archers started to run whenever you give your cavalry order to charge at them. This seems to be no longer. In the only battle I made, the archers took place behind a friendly spear unit and continued to fire.

This is what I learned in a 10 turns testing game with my Horde.

Yes, that's all BI-stuff. I see no need to make a seperated one for BI and patch 1.6

KSEG
12-16-2005, 23:24
Are all the reports in this thread is actually sent to CA?
There isn't much point in reporting a bug if the devs won't notice it right?

Ludens
12-17-2005, 17:19
Are all the reports in this thread is actually sent to CA?
There isn't much point in reporting a bug if the devs won't notice it right?
Since the developer visit here occasionaly, I am sure they know about it. One of them even posted in the LM bug thread some time ago.

Incidentally, wouldn't it be wise to start this thread over again for 1.5/1.6?

Watchman
12-19-2005, 19:05
Units don't just sometimes get stuck fighting the ghosts of already departed foes - sometimes those ghosts fight back. A while ago I was mildly suprised when a fair few of my Egyptian phalangites managed to die passing over the remnants of smashed enemies - although I'll grant that those spikes protruding from the wrecks of Scythed Chariots would no doubt be rather dangerous to cavort around IRL, I'm pretty sure they aren't supposed to kill people in the game...

Slicendice
12-24-2005, 01:10
deleted to make new thread for 1.6 bugs.

davidchandlee
01-06-2007, 17:37
:help: After I installed BI, I can't get back to my previous RTW saves my campaign there (huge), but they seem to be there in the folder!?

Squid
01-08-2007, 19:09
Install the 1.6 BI Patch and you should have access to your saves again.

Guyus Germanicus
08-17-2007, 21:45
OK, I've looked over the threads and I don't see any posting for this bug:

In my BI games, regardless of the faction I am playing, I'm having this same problem if I attack a city with large stone walls or huge stone walls. I send my siege towers to the walls, and invariably, one or two or three of the towers get stuck.

By that I mean, the units line up the siege tower against the wall, as they're supposed to, then when they are supposed to disappear into the siege tower to ascend the tower to the top of the city wall, they don't. Instead, the men tumble about at the entrance at the base of the siege tower and stay stuck there.

Getting them unstuck, by pressing the halt button and having them return to the outside of the siege tower, is a real ordeal. If I didn't try to get them unstuck, they would literally stay there, tumbling about at the base entrance of the tower throughout the battle.

Usually this only happens to one or two of my siege towers. Depending on the size of the defending garrison, I will build between 4-5 siege towers for an assault. But in one case I've even had three of my siege towers become afflicted with this malady.

Having browsed thru several threads on this site, I haven't seen that anyone else in the guild is having this problem.

Is there a fix for this problem? Has anyone else had this problem?

Guyus Germanicus
08-18-2007, 04:04
OK, I've looked over the threads and I don't see any posting for this bug:

In my BI games, regardless of the faction I am playing, I'm having this same problem if I attack a city with large stone walls or huge stone walls. I send my siege towers to the walls, and invariably, one or two or three of the towers get stuck.

By that I mean, the units line up the siege tower against the wall, as they're supposed to, then when they are supposed to disappear into the siege tower to ascend the tower to the top of the city wall, they don't. Instead, the men tumble about at the entrance at the base of the siege tower and stay stuck there.

Getting them unstuck, by pressing the halt button and having them return to the outside of the siege tower, is a real ordeal. If I didn't try to get them unstuck, they would literally stay there, tumbling about at the base entrance of the tower throughout the battle.

Usually this only happens to one or two of my siege towers. Depending on the size of the defending garrison, I will build between 4-5 siege towers for an assault. But in one case I've even had three of my siege towers become afflicted with this malady.

Having browsed thru several threads on this site, I haven't seen that anyone else in the guild is having this problem.

Is there a fix for this problem? Has anyone else had this problem?

According to the readme file I saw on patch 1.5/1.6 this particular problem was supposed to be dealt with in these patches. But I have the Gold Edition of RTW deployed on my laptop, from the ERAs package. So I'm supposed to already be patched to 1.6. Nevertheless, I'm still getting the aforementioned bug.

So I welcome any suggestions from them who might help.

Barbarossa82
08-18-2007, 12:37
According to the readme file I saw on patch 1.5/1.6 this particular problem was supposed to be dealt with in these patches. But I have the Gold Edition of RTW deployed on my laptop, from the ERAs package. So I'm supposed to already be patched to 1.6. Nevertheless, I'm still getting the aforementioned bug.

So I welcome any suggestions from them who might help.

They didn't fix the problem with 1.5/1.6, they caused it. Pre-1.5/1.6, there was a separate problem whereby men would occasionally fall down between the siege tower and the wall. This was what CA claimed to fix with the last patch, and perhaps they did fix it. But in doing so they caused this, more serious problem.

There have been some efforts by modders here at the org to correct the issue by editing the details of the tower, but without much luck. However, it is apparently possible to mitigate the problem by repeatedly pressing backspace (cancel orders) and re-issuing the order to get up onto the wall. It is very annoying when it happens though.

Guyus Germanicus
08-18-2007, 22:46
They didn't fix the problem with 1.5/1.6, they caused it. Pre-1.5/1.6, there was a separate problem whereby men would occasionally fall down between the siege tower and the wall. This was what CA claimed to fix with the last patch, and perhaps they did fix it. But in doing so they caused this, more serious problem.

There have been some efforts by modders here at the org to correct the issue by editing the details of the tower, but without much luck. However, it is apparently possible to mitigate the problem by repeatedly pressing backspace (cancel orders) and re-issuing the order to get up onto the wall. It is very annoying when it happens though.


Thanks Barbarossa.

I read about that other issue in this forum, about the men falling off the towers. Apparently CA has been short of good testers in the past. Hopefully with Jack Lusted there now testing has improved. I can't understand how such an obvious bug could just slip through the cracks or be allowed to stay in a release. My customers at work would drive me crazy if I did that to them. Taking cities with large or huge stone walls is de rigueur in BI. You can't get around it. And waiting out sieges takes too long. Some of these cities could hold out for 9 to 10 turns.

I shall try the 'backspace' key. What I've usually been doing is simply spacing out my siege towers so that at least one unit can find a way to get on the walls unopposed. Then I can move them to support by capturing wall towers to stop the wall towers' archers from sniping my tumbling brethren in my siege towers. I have never had a success getting a tumbling unit to the top of a wall. Probably I've just not shown the patience. I usually just try to get them disengaged from the tower from the ground by cancelling their command and then re-issuing commands to move away from the siege tower until they finally respond. And that takes awhile.

What an a n n o y i n g little bug!!! :smash: :smash: :smash: :furious3:

Thanks again for responding Barbarossa.

Phoenix
08-19-2007, 05:56
I do what Barbarossa mentioned and it always works for me. After hitting backspace wait until all the soldiers are standing still before re-issuing orders though, they seem to make better progress that way in my experience. You can also mod out the Large Stone Walls by going to the export_descr_buildings file in your data folder if you want to.

Guyus Germanicus
08-19-2007, 06:11
I do what Barbarossa mentioned and it always works for me. After hitting backspace wait until all the soldiers are standing still before re-issuing orders though, they seem to make better progress that way in my experience.

Thanks. I'll give that a shot.

Guyus Germanicus
08-21-2007, 02:05
I do what Barbarossa mentioned and it always works for me. After hitting backspace wait until all the soldiers are standing still before re-issuing orders though, they seem to make better progress that way in my experience.

Phoenix, et al -

The backspace/re-issue command eventually works in siege tower assaults. But, I dare say, it would be problemmatic in the extreme if you're assaulting a well-defended settlement. You can't be banging away at the backspace key and fight a seriously defended wall. One thing I noticed while using the backspace command. If you time your hitting 'backspace' so that the tumbling unit finishes his tumbling just as he steps into the siege tower, he will then ascend the tower when you re-issue the command to ascend the tower.

Also, I've noticed a couple other serious bugs in BI.

Today, while playing the Huns, I had both Constantinople and Thessalonica under siege. The sieges would terminate in the same term if I waited them out, and I did. When the turn ended, I won both cities. Since I had not yet 'settled' in a homeland I was going to sack them both to collect the money and reduce the population, then re-besiege and retake them to settle in/occupy with reduced populations.

When the turn ended, the AI granted me the win at Thessalonica, offered me the option to 'sack' or 'occupy,' and I choose 'sack'. But what the game did was: (1) it granted me the sack option for both cities - Thessalonica AND Constantinople - without prompting me with a separate choice for Constantinople, (2) it gave me the money for the sacking of both cities, (3) invested my armies in both cities as OCCUPIERS, and (4) left the populations in tact as if I had chosen to occupy instead of sack. I lost half my Hun army because the game interpreted my battle as an occupation, and I was faced with two hugely unmanageable city populations. OHHHHHHHHH I was PO'd! :furious3: :wall:

But that's not the only bug. Seems when a foreign army takes Thessalonica, the port goes away and it doesn't appear as a building option. Grrrrrr :furious3: That happened when I was playing the Huns and the Goths on separate occasaions.

I can't believe what a slipshod product CA put out with Barbarian Invasion. It makes you have second thoughts about buying the Kingdoms expansion of M2TW. :yes:

Any comments Mods? Would to read the reflections of serious veteran gamers on this subject? Apologias, mea culpas, whatever. . .

I consider myself just an amateur even though I've been playing for about a year and a half.