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Re: 1.2 Buglist
Updated.
This list is going to be mirrored at TWC, as of about 2 minutes from now.
What this means is that I'll be getting submissions from two sources. Unfortunately, what that means is that there's a possibility of duplication in reports; so I'd like to request that people here (yes, I'm looking at you in particular, FH) double check my work so it doesn't get too out of control.
I'll pass things along to CA once I've had a chance to get any last-minute suggestions from over there, so in say, a week or so.
EDIT: Other thead here
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Re: 1.2 Community Buglist
Sapi
here some others and some remarks.
- Woodsmen guild doesn't give 1 XP local and 2 global, only two global.
- When two generals are in a settlement, the one with the higher chivalry will become governor, even when the general's primary attribute is dread (ie. a 1 chivalry general will govern instead of a 8 dread one, even though it results in reduced public order). But according to the manual the general with the highest piety is the governor.
- When the AI attacks with a reinforcement stack, that stack will often take up a defensive position and force you to attack it in order to win a supposedly 'defensive' battle. It is possible that this is caused by path finding. I have seen a Mongol army deploying and redeploying over and over again and never been able to advance. I have seen this in two battles.
- Mounted missile units continue to shoot after leaving the battlefield and can still inflict casualties I have seen the other way also. An enemy router was killed after leaving the battlefield.
- Units can become ‘stranded’ half-on, half-off walls in siege battles and fail to respond to orders entirely. Units can also get stuck after leaving the wall. After leaving the wall they cross the street and have difficulties with getting in to formation. They stand still in the street and have to ordered again to move.
- Janissary musketeers still can't fire at a certain angle and redeploy themselves accordingly.
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Re: 1.2 Community Buglist
Quote:
Originally Posted by Monsieur Alphonse
Sapi
here some others and some remarks.
- Woodsmen guild doesn't give 1 XP local and 2 global, only two global.
Have a feeling I've mentioned swordsmith's guild wrt that; will have a look and add woodsmens
Quote:
- When two generals are in a settlement, the one with the higher chivalry will become governor, even when the general's primary attribute is dread (ie. a 1 chivalry general will govern instead of a 8 dread one, even though it results in reduced public order). But according to the manual the general with the highest piety is the governor.
iirc that refers to cases with equal piety - can FH confirm (as I think he reported it)?
Quote:
- When the AI attacks with a reinforcement stack, that stack will often take up a defensive position and force you to attack it in order to win a supposedly 'defensive' battle. It is possible that this is caused by path finding. I have seen a Mongol army deploying and redeploying over and over again and never been able to advance. I have seen this in two battles.
Possibly, yeah :yes:
Quote:
- Mounted missile units continue to shoot after leaving the battlefield and can still inflict casualties I have seen the other way also. An enemy router was killed after leaving the battlefield.
Interesting...
Quote:
- Units can become ‘stranded’ half-on, half-off walls in siege battles and fail to respond to orders entirely. Units can also get stuck after leaving the wall. After leaving the wall they cross the street and have difficulties with getting in to formation. They stand still in the street and have to ordered again to move.
Yeah, noticed that too. Will make a note in the next update
Quote:
- Janissary musketeers still can't fire at a certain angle and redeploy themselves accordingly.
Does that apply to all musketeers/gunpowder units?
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Re: 1.2 Community Buglist
Sapi
You are very quick.
About other musketeers I don't know. I only have witnessed that with janissary because I haven't played with other musketeers yet. (my Turkish campaign took quite some time because I played on after winning it)
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Re: 1.2 Community Buglist
Updated.
I'll wait for confirmation on the musketeer one (whether it effects all types) and chiv/dread general one.
I'm trying to keep on top of things this time, as if i need to do an update of over one or two score posts, I'll have to wait until I have enough time to do it in one sitting (ie 2 and a bit months ~:))
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Re: 1.2 Community Buglist
I didn't report the dread/chiv for governors.
As for the woodsmen vs swordsmith issue, that applies to any GM level guild giving local and global boni, where only the greater (usually global) is applied.
Reinforcements. Doubt its pathfinding. They react perfectly well when engaged or lured, and sometimes follow you a bit and then return back to their defensive position if you move away too far (i.e. with horse archers). Happens most often if the enemy has artillery, but also if he doesn't.
Router kills. The unit leaving the field continues to shoot as long as it has ammo and is in range. The unit on the battlefield on the other hand will only finish its last volley against the leaving unit. Big difference.
The problem is that units leaving the field are no longer counted as routing. You can tell by a unit just leaving the field and your pursuers suddenly initiating charge - something that only happens in 1.02 against non routing units.
Gunpowder units still get the crossing over prob when told to fire at a target while fire at will is enabled, yes. All fire_by_rank units actually.
[edit]
Regarding bug 1 on your list, while its not always common that the defender has nothing left in the end, it certainly is possible. I actually had that quite often where I would hold the square long enough to prevent all enemy units from eaching it and/or the enemy being stuck somewhere else and refusing to go to the center. Also, if you mod the time for palaza holding, the amount of units remaining after capture also will vary. As such, the autocalc shouldn't consider all defenders fighting to the death.
[edit2]
The first (ex)(/ex) has a broken quote.
I'd say sieges not ending if the enemy has elephants that cannot break walls is at least medium priority as it forces the defender to attack the besieger in a non sally, especially if not playing with battle timer.
[edit3]
You haven't incorporated my bug extension from the previous page about ransoming back the last family members yet.
On quick inspection, i did not find duplicates
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Re: 1.2 Community Buglist
Quote:
Originally Posted by FactionHeir
Reinforcements. Doubt its pathfinding. They react perfectly well when engaged or lured, and sometimes follow you a bit and then return back to their defensive position if you move away too far (i.e. with horse archers). Happens most often if the enemy has artillery, but also if he doesn't.
I noticed this on two occasions.
The first battle: The second stack attacked from a corner of the battle map. Because of this corner the stack couldn't deploy on a wide front. The AI was trying to deploy its infantry in single line and its horse archers on the flanks. Because the flanks would be outside the battle map the AI deployed and redeployed over and over again. Of course when the human player attacks the AI will defend itself, but the AI wasn't able to stage an attack.
The second battle: A bridge battle. The second stack never attacked because it Was organizing its flanks. The AI couldn't deploy it horse archers on the flanks and was reorganizing its deployment over and over again.
During both battles I could hear the general shouting his orders to advance.
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Re: 1.2 Community Buglist
The thread is too large to read, so apologies if it has been mentioned before.
Battle Map Gate
I besieged a settlement, and its defenders were outnumbered, but they had reinforcements coming from behind me afar. I took quick care of the unable defenders and put as much of my troops inside the settlement as possible. The gate closed and stayed closed. The enemy reinforcements would have to be locked out while most of my army was safe inside. Still, "somehow" their forces went through slowly and painfully. THROUGH THE GATES AS THEY WERE CLOSED. It looked like slow clipping and my plan -- defeating the small force and keeping out the large force, while I was outnumbered anyway but I would still take the city/castle -- failed and I had to defend from the large force as they tried to... "enter" through the gates.
A long hard battle, outnumbered, outarmored, but still victorious. Then of course they had their idle General (of the original defending force) in the most inner square. After the large force's defeat it was an annoying wait to the end to only receive a DRAW.
Heh...
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Re: 1.2 Community Buglist
Quote:
Originally Posted by Monsieur Alphonse
I noticed this on two occasions.
The first battle: The second stack attacked from a corner of the battle map. Because of this corner the stack couldn't deploy on a wide front. The AI was trying to deploy its infantry in single line and its horse archers on the flanks. Because the flanks would be outside the battle map the AI deployed and redeployed over and over again. Of course when the human player attacks the AI will defend itself, but the AI wasn't able to stage an attack.
The second battle: A bridge battle. The second stack never attacked because it Was organizing its flanks. The AI couldn't deploy it horse archers on the flanks and was reorganizing its deployment over and over again.
During both battles I could hear the general shouting his orders to advance.
That's a different bug then. I saw yours too, usually only if the enemy has artillery, where the artillery will rotate on the spot all the time.
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Re: 1.2 Community Buglist
did a lack in discipline in missile units was mentioned already? i understand that some of you may take it as feature that not every soldiers in unit do what we told them to do, but when one side of unit make a skirmish run and other start a volley and this unit is a latest english archers then its not so funny anymore.
also the fake siege unit range, why trebuchet, catapult and balista need to do another 10 steps forward when we already see them capable to shot (green cursor).
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Re: 1.2 Community Buglist
Quote:
also the fake siege unit range, why trebuchet, catapult and balista need to do another 10 steps forward when we already see them capable to shot (green cursor).
Could one of the knowledgeable tinkerers (Foz, I'm looking at you) confirm that that's not merely a display bug, caused by restrictions in descr_projectiles but not in the maximum range of that unit?
I think it's a bug, but I could have sworn that someone managed to explain it to me somewhere :laugh4:
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Re: 1.2 Community Buglist
Yes, most likely due to projectile file restrictions if you are not on the same level plane as your target as your projectile is launched from a certain spot and has an absolute minimum angle.
Haven't noticed this with ballistae/trebs unless it was very steep. Mostly with ribaults only.
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Re: 1.2 Community Buglist
ok, i had this situation
https://img401.imageshack.us/img401/4408/00ur3.th.jpg
and when i push night battle button, uncheck it and then go for details of spanish second squad ive got this:
https://img401.imageshack.us/img401/130/01eo9.th.jpg
its application found an error in my language.
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Re: 1.2 Community Buglist
I noticed in my current venetian campaign that when I build additional markets they don't increase merchant recruiting limit.
For example, at turn start I have 3 or so markets upgrades done but only one additional merchant to recruit OR not at all (weird).
I counted all markets of different levels :
Level 1 : 2 markets
Level 2 : 7 markets
Level 3 : 8 markets
Level 4 : 8 markets
Level 5 : 3 markets
Therefore I should be able to recruit 1 x 2 + 2 x 7 + 3 x 8 + 4 x 8 + 5 x 3 = 87 merchants. But I only have 29 and I can't train anymore as it tells me I reached the limit.
I thought that using merchants inside armies to have them all grouped on one resource can cause the bug ? I tried getting all of them out without result.
I also noticed another strange thing related to merchants inside armies.
Near Alep there are 2 spice resources. I have one unit of soldiers on each of them. One of the army has around 10 merchants and the other 2. I tried moving one merchant from a unit to the other and I noticed that the total income from merchants changed each time I moved one of them. The variation values were 20811, 20912, 20710, 20811, ... . The initial merchant income was 21416. Finally when I merged the 2 units the income was back at 21416 on both resources. Anyone has an explanation for this variation ?
Is the merchant limit controlled by some unknown mechanism or is it just a bug ?
Is it possible to modify the merchant limit manually by editing a text file ?
Thank you for any replies.
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Re: 1.2 Community Buglist
I think the market thing is hardcoded and intentional (one merchant per city, essentially).
You should be able to mod it fairly easily (though I couldn't tell you how).
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Re: 1.2 Community Buglist
Not hardcoded but intentional. And any level market only allows 1 merchant.
EDB for more info.
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Re: 1.2 Community Buglist
I didn't find any trigger for the apothecary ancillary in the export_descr_ancillaries.txt file.
Instead I found this (the spelling error is original) :
;------------------------------------------
Trigger apocethary_vnv_trigger
WhenToTest GovernorBuildingCompleted
Condition SettlementBuildingFinished = alchemists_lab
AcquireAncillary alchemist chance 33
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Re: 1.2 Community Buglist
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Re: 1.2 Community Buglist
This has been happening a few times to me now:
If you have a crusading army aboard a ship and it is attacked by an enemy fleet and has to retreat, the next turn you suffer major desertions (without the talk of desertion message)
In addition, each turn you mvoe toward your target, even in a straight line, you will suffer additional desertion unless you disembark in between.
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Re: 1.2 Community Buglist
Well whad'ya know.
According to one of the fixlists (was it 1.1 or 1.2) standards (Milan&Venice) are now supposed to fit through the gates. Well, they don't quite:
I was playing Venice just now and sallying from Venice (Minor City) out against Milan. My standard refused to go through the gate.
I left it in for a while and turned up to x6 speed to move my other troops out and ordered the standard again to move out, which it did funnily, but through the closed gate and no-clipping through the wall. So that ended up resulting in 1 man outside with the standard and the rest bunched up at the gate inside.
So I ordered them to release the standard to open the gate and move them out (still at x6 speed). Once they stood next to the standard again, I told em to pick it up, then dragged them to where I wanted them to be (i.e. aligning them). That's when I got a nice CTD (unspec error).
As a follow-up to the problem chasing routing AI salliers, I withdraw my statement that infantry can still chase the routers: they can't. But with a few new tests, it seems that only as long as the gates are closed and the units are routing, you cannot chase them (even if they are ALL outside the gate). If the gate if open, you can chase them just fine even if they are separated. This is especially bad in citadels with 3 layer gates. So this bug is most likely due to pathfinding, although I have no clue why units outside gates can't be chased when the gates are closed, unless the chasers are told to move inside the town to chase?
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Re: 1.2 Community Buglist
This could be a bug :
I married my princess named Francesca Selvo with a German general, his name is Conrad de Celle. After marriage he joined my faction and is showing in the family tree.
He has now a son named Mafeo Gusti and a daughter named Catarina Delmonico. Both have different family names.
For info I'm using the French version.
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Re: 1.2 Community Buglist
Yes, I noticed that too in the English version whenever a princess snatches a foreign general.
Also, and i can't reproduce this one as the AI very seldomly does it, when an AI princess fails to snatch your general and you get the message "foreign princess disgraced" the next turn, the princess does not show up in the family tree and the character still does not count as married either (i.e. can still be married). This happened with a Hungarian charm 0 princess trying to snatch one of two HRE characters who were in the same stack.
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Re: 1.2 Community Buglist
Same thing for me with a foreign byzantine princess (3 charm). She tried to grab one of my generals at a turn start. So I kept restarting the same turn until my general "disgraced" her because I wanted him to get married but the princess didn't appear on family tree after marriage.
I make saves for each turn so if anyone is interested I can send the save file.
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Re: 1.2 Community Buglist
I am playing with the game updated. If you have an unit on the walls and ordered they that go out of there, if the enemy shot with siege weapons to the portion of the wall where they are walking, they stop suddenly, always. Bug?
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Re: 1.2 Community Buglist
Quote:
Originally Posted by Psiloi
I am playing with the game updated. If you have an unit on the walls and ordered they that go out of there, if the enemy shot with siege weapons to the portion of the wall where they are walking, they stop suddenly, always. Bug?
Thanks for reminding me of that one - I get it myself and have been meaning to add it ~;)
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Re: 1.2 Community Buglist
there is something weird with chosing unit's size in camera game options. i always played tw on normal and now in 1.2 when i start i got small unit sizes in campaign game sometimes.
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Re: 1.2 Community Buglist
Just a few so far as I have only played MTW II this week ( Had to get a new GPU to play it, clean install with patch 1.2):
Troops get caught in the wreckage of artillery.. spent 10 mins using 3
units of archers trying to eliminate 2 running bugs within the remains
of 3 wreckages of artillery :S Two incidences over two sessions so far... Even though hilarious at the time it sort of dampened the excitement of the
overall battles.
Grouped cavalry don't seem to follow orders fully. I don't know if this due to an impetuous charge trait or something of that order or if it is to do with General's command rating, or a bug.
This plagued me in RTW too.
My suggestion: If General is in grouped unit then they follow orders no matter what unless he has poor traits or bad command rating. Unless it's a bug... sigh*
That's all so far Thank God. Although the first page of this thread has put me into a deep depression :S
Oh, and I played HRE without any princesses for something like 40 turns... I was sweating thinking it was a bug and princesses simply disappeared ! But they suddenly started spawning again after a loooong time.
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Re: 1.2 Community Buglist
1. My king Rufus is married with anna comnennus from bizantium and my prnce robert is with agnes herman from poland, im very reliable. and then i need to break an alliance with one of those nations because polish crusaders attacked bizantine forces when going into antioch crusade. and no mather who i choose i will always land into reliable. i think it should favor your own religion or defender.
2. i got a famous battle mark on my strategic map after defeating single peasant unit with my general only. dont be silly game...
3. for some reason my city of antioch wants to retrain a mercenary crusaiders, but it cant of course.
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Re: 1.2 Community Buglist
My Sicilian army spawned like this in battle set up south west of Algiers... Couldn't move anything
https://i195.photobucket.com/albums/...picture003.jpg
It was in this position on the campaign map right in front of the Moor army:
https://i195.photobucket.com/albums/...picture004.jpg
Also I don't know if it's due to game mechanics ( As my faction and the other one had similar high ranking with the Papacy) or a bug but I can't seem to excommunicate myself so I can attack another catholic faction.
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Re: 1.2 Community Buglist
[QUOTE=ForgotMyOldNick]My Sicilian army spawned like this in battle set up south west of Algiers... Couldn't move anything
https://i195.photobucket.com/albums/...picture003.jpg
I confirm this, had similiar problem in brugge region where reinforcements try to go through farm. looks like old shogun tw mongol invasion problem :)