Quote:
Originally Posted by sapi
That's odd because it does say in teh documentation that it is a 128mb video card equivalent. I don't have an AGP slot, so would a PCI vid card work better? thanks for all the help
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Quote:
Originally Posted by sapi
That's odd because it does say in teh documentation that it is a 128mb video card equivalent. I don't have an AGP slot, so would a PCI vid card work better? thanks for all the help
If you've got a pci-e slot (pci-express) then yes, one of those cards would work much better, but it wouldn't necessarily be cheap. The intel graphics chips are only included so the computer can run vista when it comes out, and not for gaming.Quote:
Originally Posted by gs1397
This actually isn't a bug. The "presentation" animation is shown when a Diplomat tries to bribe your settlement or a Princess tries to marry one of your generals. When the attempt fails, nothing happens but you still see the animation.Quote:
Originally Posted by ULT255
Now on to the things that bother me so far:
Pathfinding in cities is still bad. It's often difficult or even impossible to draw unit lines along narrow streets. The pink dots just won't appear you have to just right-click along the strett and hope that the units align the right way.
For me Charging Cavalry qualifies as a bug also, despite the 'adviced' use of just single-left clicking at the enemy the cavalry sometimes decides to just walk up to the enemy not getting their charge bonus.
Another thing that doesn't really qualify as a bug but is till annoying is that you get no notification when one of your Priests turns into an Heretic.
This is just a minor one but:
I have a spy check out an individual and will get the spy movie (I've left these on - so far, like shogun, I enjoy them) twice.
Terry
Was this game even beta tested? I lot of these have allready been mentioned:
Group Command Problems: This makes creating groups pointless, I press 2 to select my main infantry group and tell them to attack, and only 1 unit charges, the rest stand and watch.
Unit Cohesion: The melee battles are like schoolground fights, 6 men take on a whole enemy unit, whilst the rest crowd round and watch. I've had 4 units charge a heavy cavalry unit, only to watch them get slowly butchered and then break.
Catapults Best Anti-Cavalry Unit?: Forget spearmen! If you want to crush cavalry, use seige weapons! This one worked to my advantage. My infantry were locked in mortal combat with the enemy, my catapults were in the open, the enemy general flanked my army and charged. I thought it was over, only for the general to get stuck inbetween 2 catapults and then get stabbed to death with daggers, he broke and fled with the rest of his army.
Suicidal Archers: My city was beseiged, I told my archers to rain hell on the approaching army, only for them to get off the wall, run out the front door and charge them with daggers drawn (they had full arrows).
Spearmen: Impossible to charge from behind with cavalry without losing most of your horses. Just touching them, kills you.
Cavalry: Underpowered, don't understand the concept of charging, prefer to walk to their death. Seem to be attracted to spearmen, tell them to charge the general, and they decide to take the long route that goes through several units of spearmen. If you run them past spearmen, you'll get the odd knight that wanders aimlessly into the spears. Should be able to destroy wooden seige equipment.
I have noticed there is an issue with training experienced troops. In my England campaign, I have Nottingham (Castle) up to almost max buildings, including a Tourney Field and Master Swordsmith's Guild. Therefore any knights trained in Nottingham should receive a +3 experience bonus (+2 from Tourney and +1Global from MSG).
I had placed 3 Feudal Knights into the training queue and eagerly awaited the next turn to see Sgt knights coming out. Next turn, I got 3 ordinary Feudals without any experience, but I did see the Retrain tab was enabled. OK, checked the retrain and there are the 3 knights waiting for training. R-click inspection of the retrain units listed them as +3 experience, so I assumed if I paid the 365fl each, the retraining would get them to Sgt level.
Next turn happens, they're still in the Retrain tab. They're not even +1 experience on their unit cards. So, I retrain, retrain, retrain, @ 365fl a turn each. After about 5 turns, when I wasn't so rich, and could no longer afford to spend 3 x 365 for each turn, so I moved them out and sent them to battle in Europe.
I then trained 2 more Feudals and retrained a Dismounted Feudal Knight. Much to my surprise, the 2 Feudals on their initial training popped out as +3 experience, without a need for retraining at all???
Cool, I next trained another Feudal knight, an Armoured Swordsman and a Retinue Longbowman. What happens, this Feudal Knight comes out without any experience and straight into the retrain option.
To sum it up for those who got bored.
- Trained 3 new Feudals (0 exp)
- Retrained same 3 Feudals (0 exp)
- Retrained same 3 Feudals (0 exp)
- Retrained same 3 Feudals (0 exp)
- Retrained same 3 Feudals (0 exp)
- Retrained same 3 Feudals (0 exp)
- Retrained same 3 Feudals (0 exp) moved them to ship
- Train 2 new Feudals and retrain Armoured Swordsman > 2 Feudals (+3 exp)
- Train new Feudal, AS and RL > Feudal (0 exp)
Is this a bug? Has anyone else experienced this?
I must admit there are other experience bonuses I should have paid more attention to with other units, but this was one I did watch closely and it certainly didn't work at all (been having too much fun with a new TW). In RTW all units would get the promised experience upon initial training. Any units, whether 0, +1 or +2 that were retrained in RTW would get the full experience from the first retrain (i.e. Brutii with Awesome Temple to +3).
Comments or assistance will be much appreciated.
I have posted this twice (once in another thread), so apologies to those poor sods having to read it twice.
Am playing as England and have conquered all of France, some HRE and parts of Denmark.
I am at war with Milan and Spain. I have one diplomat each at the northern Spanish provinces trying to convince them that peace is the way to go. They are not interested (even if I offer them large sums of money - just for fun).
However, one thing did strike me as weird. They are currently on my land with two huge stacks of armies, yet, when I ask them for money (100 florins) they offer me 2000 instead - at times without even asking for anything. At other times they ask me not to attack. As I am not suicidal, I won't and let them pay me every turn (conceeded, they do tend to pay me less and less everytime).
All this gives me a total of well over 3000 florins every turn as I have now decided to play the same game with Denmark.
Peace (neutral stance) will not let you allow to use your diplomats to any further effect apart from using them to give presents.
I wonder if anyone else has tried this...if not, have a go and let me know...
Quid
Free Company heavy Infantry reply with 'heavy calvary'
MASSIVE merchant trade bug:
(Spotted by Kobal2fr and just verified by myself)
Capital London, faction English, vh/vh
Level 7 Merchant on gold in Timbuktu - after loading the game, Florins per turn = 100
Switch Capital to Nicossia - income 500 per turn
Return Capital to London - income 800 per turn
SAVE game, -> RELOAD
Income per turn 100 florins.
- Thus - after a load you need to relocate your capital otherwise the game will not correctly work out the trade values for any of your merchants - by what appears to be a VERY big degree of error.
Hate for this to be my very first post here, but I'm so frustrated right now I had to give some imput.
Some bugs I have found (some of these may have already been stated):
-My biggest complaint is in battle my units will not respond to orders. For example I tried clicking my army away from a castle so as not to get hit by archers. Not only did half my army not move backwards, they actually moved towards the castle!!!:dizzy2: :dizzy2: I tried clicking behind them again but they would not respond at all. They were then immidiatelly charged upon and fired upon and killed. Nice...:furious3: :furious3:
In that same batte I sent 3 spear units to attack the general's bodyguard who was charing my entire army when they got there, I'd say maybe 8 guys out of 120 did anything. Two whole units stood behind my one spear unit and just sat there. I tried clicking on them individually to attack the general but every right click gave me the same result...NOTHING!!:furious3: :furious3:
I love this game for the most part but this is F'n rediculous.
-Another issue is the crusade desertions. I had to change my route while crusading because another army was blocking my path. When I went even slightly out of the way of my target I had almot half that army desert in two turns. Needs to be fixed.
-Back to the battles, it feels like I have no control over units as they pretty much do whatever they want.
-Spacing issues in battles (which I know has been addressed)
I hope this all gets addressed in this next patch because I would love to actually feel like I'm fighting the enemy and not fighting through the bugs just to enjoy this game.
Unit Bugs;
-Translyvanian Peasants have halberds, halberd militia like stats, and halberd militia like cost, but they don't have spear wall.
2 Handed Axemen/Polearms don't attack cavalry
https://forums.totalwar.org/vb/showthread.php?t=72875
Billmen and similar units get completedly ripped apart by cavalry of any kind since they don't at all attempt to attack.
I haven't seen this one mentioned yet, guess I just may be lucky enough to be the only one to have it yet?
I was allied with Portugal, (I'm playing England) but the Pope called a crusade on one of their provinces. So I joined it, and began sieging with several other countries' armies.. Next turn all but Poland abandoned the siege, then I get this...
https://img.photobucket.com/albums/v...liosis/bug.jpg
Notice what's wrong? I'm England, not Portugal...
I can't withdraw, because it says I'm being sieged. If I click attack, it loads halfway then crashes with an "unspecified error" message. If I click auto-resolve, it just sits there as if Poland is still trying to make a move. I even tried turning off following AI movements, it still just sits there. I can't move my army away, lifting the siege doesn't change it, abandoning the crusade doesn't change it. And of course... all of my saves turn out to be from that same turn, after I'd already moved my army there. :(
I'm pissed, all that time put into this campaign already is gone, it would seem...
Some people are having a bug where a crusading army gets stuck on the bridge by venice once another faction takes the crusade target. The army stays there forever until someone attacks it. I assume this is not intentional.
There is a major problem with the appearance of the Mongols.
Sometimes they don't appear at all if I'm playing the Russians, even though there have been several event messages, including the one that they're crossing Transoxiana and multiple event messages that the Horde has invaded my lands.
I discuss it in more details in this thread:
https://forums.totalwar.org/vb/showp...9&postcount=30
reenforcements can make the game hang up really bad, less than 1 FPS had over 80 units on the battlefield and had to withdraw wich took 15 minutes just to withdraw. The max allowed on the battlefield needs to be toned down.
Catapults usually can't fire over the walls(fine with me) but when you sally them the AI forces them back in, all fine but the AI will suicide itself against the towers.
I just want to second or third JeffBag on this 2 handed thing.Quote:
Originally Posted by JeffBag
When you're playing as the English then this is not total war but total pawnage!! Being violated by French Cav using Billmen is just not right :laugh4:
Please make sure this is solved.
Quillan reported here that ballista towers still fire during assault battles even though an assassin had previously destroyed them with saboutage.
1) Oddities regarding spear units : they don't all have the "bonus against cavalry" trait. Even for the exact same unit (Spear Militia being a good example, as AFAIK all factions can build those), the trait varies from faction to faction.
2) Weirdness regarding the Moorish unit roster :
Berber Spearmen (castle 3) and Nubian Spearmen (castle 4) share the exact same stats, and both have the exact same price/upkeep. While I haven't tested this yet, I think both are restricted to leather armor at best. Berber Spearmen have Good Endurance + Bonus in the desert + Schiltron, Nubian have no traits whatsoever. Berber Spearmen are nevertheless one rank earlier in the tech tree.
The only reason I could find for this was to allow you to build at least 2 units of spearmen per turn should you really, really keep on pumping them out (I for one rarely, if ever, hit unit caps after the first few turns, and Nubians are far from being available at that point), but that's flimsy at best. Better give the poor Nubians something to make them distinct and "wantable" compared to their Berber counterparts. Fast movement + Good Endurance + Desert Bonus for example, close enough but not the exact same role as the Berbers on a battlefield. Good Morale could work too I guess, though I'm not sure it would befit them.
Well I have read about desertion during crusades but seriously... 10 of my 14 units deserted from the time my english army, consisting of armoured swordsmen, yeomen archers (all kinda expensive), left Rennes to the point it reached the entrance to the mediterranian. Are the so dumb so they don´t realize it´s the fastest way to travel to Jerusalem? Even the advisor said that it is a faster way, so I thought it was taken in consideration to the act of desertion. It´s very frustrating, now I have to try and take Jerusalem with my king, one unit of sherwood bowmen, one mailed knights and one yeomen archers. Anyone wanna bet I can do it?
Any ideas why they are so eager to jump ship?
I don't think this has been posted (at least here) before.
I don't know my current year (roughly 40 turns), but gunpowder has not yet been discovered. I build ballista towers in Constantinople, but during battles they are cannon towers.
In addition, regardless of this bug, I find these cannon towers have a very high rate of fire. Each towers shoots about 1 round every 5/10 seconds.
It's been adressed in the relevant thread, but basically when you're moving north to south-west along the French and Spanish coasts, you've actually moved *away* from Jerusalem/Antioch/whatever, not getting closer, compared to the point your stack started its turn at, which is what is checked at the end of the turn for desertion, that and wether the stack has movement points left. The best "proper" way to crusade as the English IIRC is to go straight through France towards Toulouse/Marseilles and buy merc boats (at crusade price, which is much cheaper) when there. You shouldn't get jumped by the French if they're not excommunicated, even should you be at war with them, and you shouldn't get any desertion whatsoever as long as you don't "bump" into an ennemy stack (and lose your turn) on the way either.Quote:
Originally Posted by maxbrutal
not so much a big, as a correction:
Playing as Sicily, they can recruit Muslim Archers.
However, these can still be p[art of your army when you Join a Cruisde agaisnt Muslim lands! :)
so, i guess they just need to be prevented from joining!
not a big bug, but its the first original bug ive ever found and its my bug, i like it, it keeps me warm even though it does bug me a little bit but what the hell its just a little bug....
*mutters off into the distance*....
HDD
*mutter*mutter*
I can't really believe this one, but well, here it is.
https://img388.imageshack.us/img388/...rrorrh9.th.jpg
Weird how that could have slipped.
Oh and I guess while we're on the subject...
https://img237.imageshack.us/img237/...rrorkc5.th.jpg
I guess this guy is so good an assasin, he passes off as a merchant even to the omniscient player. Now that's subterfuge.
Hi
At first, in the historic battle with Cortes against the Aztecs, when I kill one of the Aztec leaders, the game just crashes with a window like that "Medieval 2 encounter an error". Sorry for details, I don't remember them but it happens everytime I try this battle so I cannot finish it.
Then, when Knights are walking on a slope, they graphically appear kind of distorded, as if being looked at from a weird camera angle. It may be some kind of trick to do a camera effect, but it just looks weird. Can you let the 3D models look like normal or allow an option to desactivate this ?
don't know if this mentioned.
i (Spain) was besieging a castle(Egypt). On the last turn of the siege i was attacked by what looks like 2 armies, however, 6 armies showed up on the map. After the "clear victory" (should have been herioc) i try to ransom the prisoners, the sultan refuses to pay. Then the game freeze as if Egypt is making a move. I can zoom in and out. I can hit "Esc" an old the options are available except for "Save". This hung for 2 hours, i had to reload.
:furious3:
Org Members,
I really appreciate the work going on here and would appreciate if you guys could take it to the next step so we can start getting things fixed. Can I suggest that you nominate someone to start compiling a list in order of priority with the biggest problems at the top.
Please dont group them according to SP, MP etc just in order of priority. This would be determined by how many people it bothers and how much of a concern it is.
Whoever takes ownership of this could you contact me at:
jturnbull@creative-assembly.com.au
Then we will get the ball rolling starting with the "big fish" :smash:
Thanks again,
Jason
Sounds like a great idea.
The main ones, imo, would have to be the charge 'bug', the unit cohesion issues and the passive ai bug, though obviously there's plenty of others too, as you'd expect from a game of this scale.
I'll willing to lend assistance to whoever ends up getting the job and if necessary i could have a list by this time tomorrow.
EDIT: I'm compiling a quick list now
Here's a full list of bugs from both the sp and multiplayer forums
If i've missed anythign, please tell me so i can put it in when i order them tomorrow.
---
passive ai bug
seige lag bug (one set of ladders)
archers taking forever to aim
byz archer skinning issue (see pg1)
unit cohesion problems (only 10 or so men attack at any one time)
automatic battle end when you run out of ammo for seige weapons despite the walls being linked
archer issues (both mounted and foot) - some fire, some charge, and some run around doing god knows what
passive friendly ai - units don't react to threats
'mtw has to close because of an unspecified error'
campaign ai bug - agents disembark from ships, move around, get back on and repeat
siege battle bug - men run for walls
no archer damage in heavy rain
holding space to see unit positions doesn't stick (the icons flash on and off)
papal bugs - inconsistent excommunication
texture issues on siege equipment (don't show up)
arrows hit the gates as if they're in closed position when they're open due to a spy
invisible general bug (posted by rothe, #19)
crusades not moving
armies spawning on inaccessible clifs
archers ignore player orders
family tree bug (#24) - only showing faction leader
game seemingly stuck in a loop (probable hardware issue) (https://forums.totalwar.org/vb/showthread.php?t=72147)
faction heir doesn't return to king's son once he comes of age
ai armies disappearing (#30)
assassains 'useless' thanks to low % for success
units are unable to successfully kill routing enemies (pathfinding is terrible)
town square flags dont' change to reflect current owner
infantry issues on walls (stuck half on, half off etc.)
units extremely passive when attacking walls; they just stand there and are slaughtered by the defenders. I personally experienced this and it could possibly be put down to using varangian guard, who may have got stuck in their 'hit' animations thanks to a low defense
ships having unlimited movement
exploit with longbow stakes (can be deployed in fortresses)
ai have serious issues with longbow stakes (see #38)
crusades unjoinable (#41)
faction missions stating that they were completed by another faction when they weren't (#41)
ransomed general 'floating on water' and blocking land bridge (#42)
units change formation on rough terrain and dont' change back (#51)
'let the ai control these reinforcements' option doens't stay checked when you browse stats
byz spearmen are too weak comparitively
gothic knights are 'too weak'
crossbowmen are too powerful //personal note - the ai seems to use crossbowmen far too much in its armies
no weather option in custom battles
the 'start battle' option obscures the unit description card
missile troops move too far foward before shooting
artillery block cavalry/other units and allow their crews to take them on one by one as they get around the pieces
sound bugs (#60)
loose formations can resist cavalry charges and are otherwise superior to tight formation units
battle replay files show completely different battles to what actually happened
ai counter offer with the same thing :P (#66)
severe placement problems in towns and forts
agents can't pass armies
men are auto-placed on sections of wall cut off by destroyed sections and thus are cut off
From #72:
Cavalry or infantry will not attack a unit that is attempting to climb a ladder that is currently busy with another unit.
The gatehouse is reported as taken when you are defending on a siege. This is not the case, as the gates are still locked and the enemy does not attempt to go through them.
Missile units have difficulty firing on units inside the castle while on the wall, sometimes they will not fire at all.
Ordering more then one unit off the walls during a siege, will result in them getting stuck in the tower and unable to do anything, even though it still displays them as moving towards the destination.
With a large number of spies in a city, the chance to open the gates in the event of a siege will go beyond 100%.
Princesses often gain useless ancillaries that are designed for family members such as Governors and Generals.
bad taxman trait is awarded in castles
units are ordered to move but fail to do so
master guilds don't award basic bonuses
archers operate too far in front of the armies to be saved in time in the event of a cavalry charge
catapults (the men, not the weapon) are overpowered (#85)
experience bonuses not awarded correctly (#86)
Free Company heavy Infantry reply with 'heavy calvary'
From #89
MASSIVE merchant trade bug:
(Spotted by Kobal2fr and just verified by myself)
Capital London, faction English, vh/vh
Level 7 Merchant on gold in Timbuktu - after loading the game, Florins per turn = 100
Switch Capital to Nicossia - income 500 per turn
Return Capital to London - income 800 per turn
SAVE game, -> RELOAD
Income per turn 100 florins.
Thus - after a load you need to relocate your capital otherwise the game will not correctly work out the trade values for any of your merchants - by what appears to be a VERY big degree of error.
men desert from a crusade after only a small change in course
Faction switching bug (see #92)
Some people are having a bug where a crusading army gets stuck on the bridge by venice once another faction takes the crusade target. The army stays there forever until someone attacks it. I assume this is not intentional.
From $94
There is a major problem with the appearance of the Mongols.
Sometimes they don't appear at all if I'm playing the Russians, even though there have been several event messages, including the one that they're crossing Transoxiana and multiple event messages that the Horde has invaded my lands.
Quillan reported here that ballista towers still fire during assault battles even though an assassin had previously destroyed them with saboutage.
Muslim archers will join a sicilian crusade against muslims :)
game hanging issues (#105)
native archers have peasant picture in the stats screen
MP
cavalry need a rebalance (apparentally ;)
muskateers stop firing for no reason and only fire effectively at 2 lines deep
from #13
Here are a list of bugs that affect multiplayer :
* Units split out and do not charge on close distance
* Musketeers are overpowered
* Lags when playing team games (2v2 or higher), unstable servers, platform (GameSpy)
* No weather-option
* Missiles-troops move one step too much forward than necessary before they start shooting
* The button "start-battle" is too far on the left, overwrites the unit-description
* On the result-screen, names aren't written correctly, instead the names of the captains are displayed
* Heavy cavalry turn too slow and it takes ages until they start running, they slowly walk away before they start running (this might be intention)
* Double click sometimes doesn’t seem to work
* Cavalry sometimes stop before impact during a charge.
map names are shown in host's language
---
Any suggestions/comments on ordering would be appreciated. I guess i just volunteered myself for the job of compiler :beam:
I cannot corrupt anyone , when I try I see no room for insert a money set ot corrupt ppl , firstly I tought was becouse I didnt have enough money , but now that I am far in the game I have loads of gold and I still do not get any window to ask me money , they just say this army will accept corruptiona and will happen bla bla , make ur offer , and no place where to put the offer....
the second bug is about AI on hard setting in campaign I have destroyed 2 powers reducing them to just one city and region and almoust no army ... I wanted to make them peace and offered also gold a new province back , tribute and so on and they still refuse to surrender or to accept peace , this looks ridiculous since I could wipe them out in a single assault ....
I managed to get around my faction-switching bug by using the move_character cheat to move artillery in to my sieging army so that I could simply attack right away. However, obviously that doesn't mean the bug doesn't exist. ;-)
Also, about the assassins being "worthless", I don't agree. You just have to build up their skill killing the higher chance of success characters such as Captains and diplomats. I now have two master assassins that have killed quite a few family members. If it were easier for assassins to be successful, imagine how irritating it would be when the AI was killing off your characters regularly...
@prometheus, i thought that was just me :P
Good to be vindicated
@rosscoliosis, i actually agree with you on the assassain issue and if i did add it to the list it would be far, far down it as it's a balancing issue, not a bug
Hey sapi, great work on compiling the list! However, I didn't see the bugs I posted screenshots of a few posts up, the one with a missing unit card and a merchant trait error. Just a heads up to include it, as they should be fixed.
After playing through a brief Portuguese campaign I have started to wonder if the Papal States faction is using the right names for the newly elected Popes. I had a Pope Orsellus for example, and I've never heard of such a pope, usually they have names like John, Nicholas, Urban, Innocent, Callixtus, Gregory etc. I wonder if the wrong name file is being referenced for new pope names? Anyway that's my two cents, a minor issue but something worth looking at. Cheers!
I saw the excommunicated bug and I had this happen to me.
I was fighting Denmark , ordered to cease hostilities, which I did, and their navy attacked me. Well cant withdraw from those but somehow the computer treated it as I attacked Denmark.
I went from a high relations with papal states to excommunicated. I could have reloaded but figured will play it out.
Also I am getting asked to retrain troops but they arent getting any type of upgrade. Ex was my merchant horsemen, they arent getting armor or experience upgrades yet even after I retrain them, they are right back in my retrain options.
Not sure if its intentional or a bug, but princesses can only server as a diplomat with another diplomat or princess, otherwise all you can do is marriage options with generals.
Pathing doesnt look for non aggresive routes when trying to cover maps, it just takes shortest route no matter if you tick neighbors off. Of course it seems any Tom Dick or Harry can just march away in you lands without a penalty.
I want to adress the bug with the english billmen and some other units using two-handed weapons. When they are in melee with a cavalry unit they do nothing but blocking the blows of the cavalry. They don't actually hit back with their long-ranged weapons, which should be pretty effective. Now before you think these units are just too weak to make any damage, I have had the opportunity to actually charge an enemy cavalry unit, because they weren't moving (passive ai bug) and the charge literally cut down the complete first row of the cavalry. But as soon as the charge was over and they were in melee there didn't fight anymore and were cut down by the cavalry. THIS IS A SERIOUS BUG.
Quote:
Originally Posted by TheManWhoWasn'tThere
Billmen (at least, maybe others too), seem to have another weird issue with their stats.
Heavy billmen have better stats (15/10/5) than Jannisarry Heavy Infantry (12/10/4). Yet, the Jannissaries always win in a 1-1 fight.
Now, Jannissaries -should- win this fight, but i don't know how this happens with the stats as they are.
The description of billmen suggests they should get a bonus against cavalry (that was the intent of the weapon), but it's not mentioned in their features list, only `bonus against armor'.
-Fizz
@fizz, i'll add in something about an issue with two handed weapons; i seem to have noticed the same things with my varangian guard.
@lochar, i've mentioned the excommunication problems
@julius, i'll mention that
@Wonderland, i've mentioned the first bug as 'native archers have peasant picture in the stats screen'; with the second, is that a typo in the master merchant guild virtue or is it actually being awarded by a master assassain guild?
I'm working on the categorisation now btw ;)
I'll email this to CA later today or tomorrow, but i want to put it up first in case anyone disagrees with what i class a major/minor bug, etc.
Now i'm (finally) off to play some m2tw :P )
---
Categorised List (in order of priority by category, but not within the category; ie. major bugs should be dealt with first, then minor gameplay bugs, then minor irritants, but they all have equal priority within the category):
Major Bugs (need immediate attention)
Passive AI bug - seemingly triggered by a lack of missile troops and thus prevelant in sieges, the AI has a tendancy to stand still and allow its troops to get shot to pieces by archers that could have been easily eliminated by a charge
Siege lag bug - the game lags severely when the ai has only one set of ladders/attempts to only use the one set
Cavalry stop charging when the first man hits, robbing the charge of its impact. Sometimes they don't lower their lances at all, but instead just charge in with swords drawn.
Units have cohesion problems - often, only the first ten or so men of a unit will attack, with the rest hanging back and only filling the gaps caused by casualties.
Archer Issues - Archers refuse to obey your orders with respect to targets and seemingly enjoy charging the enemies you've ordered them to shoot. This seems to happen more with missile cavalry, but sometimes one or two men out of the unit will charge straight at the enemy to engage meele combat instead of shooting as ordered, and others will just run around in circles. In addition, archers sometimes take forever to fire as a group and thus only get one full volley off against charging enemies. Archers also operate too far in front of their army to be saved by friendly cavalry in the event of an enemy charge.
Passive Friendly AI - your units won't always react to threats and will often just sit there being slaughtered instead of turning around and fighting
Papal Bugs - there is inconsistent excommunication, and the papacy doesn't seem to be able to distinguish between the aggressor and the defender. It's also been suggested that it shouldn't be an act of war to attack another catholic faction's army that is in your territory without leave.
Armies (both friendly and ai) occasionally spawn on inaccessible cliffs.
Infantry still have trouble navigating and fighting on walls and often get stuck with half the unit on the wall, and half off it, making movement next to impossible.
The AI can't deal with longbow stakes properly, and will either line up before them to get shot or bizarrely change formation to a deep column and stand to one side of the stakes.
Troops in loose formation can better resist cavalry charges and are otherwise inexplicibly superior to those in tight formation.
It is very hard to accurately place troops in cities, castles and forts.
Relocating your capital causes errors in merchant earnings.
Men desert from crusades far too easily, either after a small change in course or after sailing around Spain.
There is no weather option for non-settlement maps in multiplayer.
Multiplayer balancing issues with muskateers and cavalry.
Minor Bugs (gameplay issues)
Siege battles in multi-walled castles automatically end when you run out of ammo for your siege weapons despite the walls being linked and thus infantry being able to get through.
Agents and ships get stuck into loops on the campaign map, generally involving 'get on, sail somewhere, get off, sail somewhere, get back on, sail to place one, get off, repeat'
Men sometimes run for a corner of the walls in siege battles without player orders.
Archers seemingly do no damage in heavy rain.
Sometimes crusades don't move anywhere.
Pathfinding for units chasing routers is terrible.
Ships sometimes have unlimited movement.
Longbow stakes can be deployed in fortresses to massacre cavalry.
Faction missions sometimes state that they were completed by another faction when they weren't.
Units have pathfinding issues in attacking artillery from the front.
In diplomacy, ai sometimes counter offer with the exact same thing that you offered.
Men are auto-placed on sections of wall that are cut off thanks to a previous battle destroying sections of the wall.
Cavalry or infantry will not attack a unit that is attempting to climb a ladder that is currently busy with another unit.
The gatehouse is reported as taken when you are defending on a siege. This is not the case, as the gates are still locked and the enemy does not attempt to go through them.
Missile units have difficulty firing on units inside the castle while on the wall, sometimes they will not fire at all.
Ordering more then one unit off the walls during a siege, will result in them getting stuck in the tower and unable to do anything, even though it still displays them as moving towards the destination.
Princesses often gain useless ancillaries that are designed for family members such as Governors and Generals.
The 'bad taxman' trait is awarded in castles, where you can't adjust the tax rate.
Master guilds don't award basic guildhouse bonuses to agents trained in their city (so it is actually more effective to train an agent at a city with a basic guildhouse than one with a master, provided you have a master one elsewhere)
Some people are having a bug where a crusading army gets stuck on the bridge by venice once another faction takes the crusade target. The army stays there forever until someone attacks it.
Sometimes the mongols fail to appear.
Ballista towers fire during a siege despite being destroyed by sabotage
Troops with two handed weapons (eg. billmen, varangian guard) don't seem to fight well in melee, but work effectively on the opening charge.
Muskateers only fire effectively when in a formation two lines deep.
In multiplayer, map names are shown in the host's language rather than that of the player.
Minor Bugs (irritants)
Byzantine archers have a skinning issue on their arms.
Holding space to see unit positions doesn't stick, but instead flashes on and off.
There are occasionally texture issues on siege equipment, stopping them from showing up
Arrows hit the gates as if they're in closed position when they're open due to a spy
Faction heir doesn't return to king's son once he comes of age, but stays with the brother/whatever
Town square flags don't change to reflect the current owner.
Units change formation on rough terrain and don't change back
The 'let the ai control these reinforcements' option doensn't stay checked when you browse unit stats, army composition etc.
Byzantine spearmen are too weak in comparison to those of other factions.
Gothic knights appear to be too weak.
Crossbowmen are too powerful and the ai seems to use them far too much in its armies
The 'start battle' option obscures the unit description card
There are sound bugs (see post #60 of the Org bugs thread)
Battle replay files sometimes show completely different battles to what actually happened
Agents can't pass armies on the campaign map
With a large number of spies in a city, the chance to open the gates in the event of a siege will go beyond 100%.
Catapults (the men, not the weapon) are overpowered
Experience bonuses are sometimes not awarded correctly (see post #86 of the Org bugs thread)
Free Company heavy Infantry reply with 'heavy calvary' when you click on them
Muslim archers will join a sicilian crusade against muslims
Native archers have the peasant picture in the stats screen
Pope names seem odd - perhaps the incorrect file is being referenced?
Bugs that aren't common/cannot be repeated/are probably due to hardware
'm2tw has to close because of an unspecified error' sometimes occurs.
There is an invisible general bug (posted by rothe, the Org buglist post #19)
Family trees sometimes only show the faction leader (Org buglist, post #24)
Game seemingly stuck in a loop (probable hardware issue) (https://forums.totalwar.org/vb/showthread.php?t=72147)
AI armies disappearing (Org buglist, post #30)
Crusades unjoinable (Org buglist, post #41)
Ransomed general 'floating on water' and blocking land bridge (Org buglist, post #42)
Faction switching bug (Org buglist, post #92)
Game hanging issues (Org buglist, post #105)
Sahi, I didn't see any mention of the inquisitor issue whereby many gamers feel inquisitors are way overpowered and knock off too many heirs. Many people seem to feel this is a major issue. Also the issue of inquisitors killing the head of a crusade causing the whole army to desert.
Also, I've read a number of reports that the group selection commands still don't work properly, which I would consider a major bug. Like only one unit obeying the command when a group of units is ordered to do something.
Also, the siege lag bug has been reported not just when a bunch of units are trying to get up one ladder, but when a number of them are trying to use the same method of entering a castle regardless of what the method is.
ok screwtype - thanks for the info. Added (both under major bugs).
...Siege lag bug - the game lags severely when the ai has only one set of ladders/attempts to only use the one set; or when the ai attempts to use one major method to enter the castle; or from a myriad of other factors. Whatever they are, it needs to be looked at.
...Giving orders to groups sometimes results in only one or two units obeying that order and the rest standing around having a smoko.
Inquisitors are felt to be unbalanced in the sense that they enjoy killing heirs, and that they'll attempt to root out heresy on a crusade (which historically was pointless as the crusade cleansed you of sin), causing the entire army to desert...
Don't know whether they actually enjoy killing generals, but they do it too much, according to many posters ~:)Quote:
Originally Posted by sapi
I've seen other people report this.
When I use mouse button 4 (free look mode) the camera just spins continuously anti-clockwise. I thought this might be because of my old mouse, so I've bought a new one - a Logitech MX518 gaming mouse.
Guess what - the problem still happens.
I assume that this is a bug with the game, and hope it gets fixed in the patch. Use to work fine in RTW.
Great work compiling this list Sapi. I just want to address and refine a few of them:
The above is mostly correct, but I've seen the targeting of archers reported as a bug on several threads when it is actually a design feature which is covered by the advisor on the battle tutorial. I'll explain:Quote:
Originally Posted by sapi
Actual created groups (by using the group command) work differently than multiple selection of several units. When you have a group selected and give an attack order, you aren't actually telling all the units in the group to attack that unit, you are telling the group to engage the enemy line at that position. Look at this battle formation example:
1 2 3
A B C
If 1, 2 and 3 are enemy units and A, B and C are your archer units. If you have ABC grouped and click on any of the enemy units, A will fire at 1, B will fire at 2 and C will fire at 3. In order to have them engage a SINGLE unit on the enemy line, you have to ungroup them first. This is intentional. For achers this is not very useful, but it is damned useful if your ABC group were melee units and you wanted to engage the enemy line while maintaining your own line cohesion.
The other reported problem with archers targetting is leaving fire at will enabled. If you have fire at will enabled, the archer's AI will take over your targetting orders and fire at the target they want. If you want to control who your archers target, you need to turn fire at will off.
The rest of the reported problems with archers (taking forever to aim, missile cavalry attacking in melee instead of shooting, etc) are all apparently real bugs and not design decisions.
I'll expand this one a bit. When you first start a campaign, the resource trading is calculated correctly. After you load the game, it fails to correctly calculate the distance to the capital, resetting ALL resources values to their base value, with NO regard to distance to capital. If you relocate your capital, the game will be forced to recalculate distance to the capital. Workaround for now is to relocate your capital back and forth immediately following loading a game.Quote:
Originally Posted by sapi
Again, great work compiling this list and here's hoping they address the issues soon(tm)
Another one I just noticed that I haven't seen reported yet. Pretty darn minor, but I have one unit of Dismounted Feudal Knights with 64 knights in it instead of 60... If placed inside a castle it shows up under re-train, but is always greyed out. It also shows 64 inside the actual battle mode. I'll see if it's still that way (ie: haven't killed any of extras off yet) and take a screenshot.
Also, not so much of a bug as an irritating lacking feature is the ability to precisely change the direction of a unit without setting up the actual line formation again. Even just being able to right-click + drag rotate grouped units without it COMPLETELY ruining the formations would be great. Even to just be able to do this in the deploy troops phase would be great! I've been waiting for that to be in the interface since Shogun, haha. ;-)
Now if someone tells me that's in the game already and I've just somehow overlooked it all these years... I'm going to slap myself silly, haha.
Did a quick scan through the thread and didn't see this. Manual states that you can covert between castles and cities up through City <-> Fortress level. Game stops allowing conversion one level below that though. For a quick check on this, Cordoba starts the game as a Minor City (in game designation, population is the same as for what the manual lists as a City) and you do not have the option of converting to a castle.
@ralek, thanks for the clarification in the merchant issue - i've quoted you.
As to the archer one, i understand what you're saying, but i don't buy it. To begin with, my archers dont' fire evenly across the enemy line, as they would if that was working properly. Secondly, i've never noticed my infantry strictly keeping to that order, so i'm sure the archers shouldnt' either.
having said that, i now believe that the problem is to do with having the fire at will command have a higher priority than the manual commands, stopping the manual ones from workign effectively.
I've also decided to move the issue with two handed weapons into the major bugs section, as it's really irritating to have major units being completely ineffective due to it :(
I'll probably send this off later today to ensure that ca can get started on it tomorrow (they're actually on my time, fancy that :D ), so if anyone has any additions please be quick ;)
---
Categorised List (in order of priority by category, but not within the category; ie. major bugs should be dealt with first, then minor gameplay bugs, then minor irritants, but they all have equal priority within the category):
Major Bugs (need immediate attention)
Passive AI bug - seemingly triggered by a lack of missile troops and thus prevalent in sieges, the AI has a tendency to stand still and allow its troops to get shot to pieces by archers that could have been easily eliminated by a charge
Siege lag bug - the game lags severely when the ai has only one set of ladders/attempts to only use the one set; or when the ai attempts to use one major method to enter the castle; or from a myriad of other factors. Whatever they are, it needs to be looked at.
Cavalry stop charging when the first man hits, robbing the charge of its impact. Sometimes they don't lower their lances at all, but instead just charge in with swords drawn.
Units have cohesion problems - often, only the first ten or so men of a unit will attack, with the rest hanging back and only filling the gaps caused by casualties.
Archer Issues - Archers refuse to obey your orders with respect to targets (one suggestion is that this is to do with the fire at will command having a higher priority than your manual orders) and seemingly enjoy charging the enemies you've ordered them to shoot. This seems to happen more with missile cavalry, but sometimes one or two men out of the unit will charge straight at the enemy to engage meele combat instead of shooting as ordered, and others will just run around in circles. In addition, archers sometimes take forever to fire as a group and thus only get one full volley off against charging enemies. Archers also operate too far in front of their army to be saved by friendly cavalry in the event of an enemy charge.
Passive Friendly AI - your units won't always react to threats and will often just sit there being slaughtered instead of turning around and fighting
Papal Bugs - there is inconsistent excommunication, and the papacy doesn't seem to be able to distinguish between the aggressor and the defender. It's also been suggested that it shouldn't be an act of war to attack another catholic faction's army that is in your territory without leave.
Armies (both friendly and ai) occasionally spawn on inaccessible cliffs.
Infantry still have trouble navigating and fighting on walls and often get stuck with half the unit on the wall, and half off it, making movement next to impossible.
The AI can't deal with longbow stakes properly, and will either line up before them to get shot or bizarrely change formation to a deep column and stand to one side of the stakes.
Troops in loose formation can better resist cavalry charges and are otherwise inexplicibly superior to those in tight formation.
It is very hard to accurately place troops in cities, castles and forts. As a matter of fact, it is very hard to place units at all in them!
Relocating your capital causes errors in merchant earnings. According to reports, "When you first start a campaign, the resource trading is calculated correctly. After you load the game, it fails to correctly calculate the distance to the capital, resetting ALL resources values to their base value, with NO regard to distance to capital. If you relocate your capital, the game will be forced to recalculate distance to the capital. Workaround for now is to relocate your capital back and forth immediately following loading a game." (thanks ralek)
Men desert from crusades far too easily, either after a small change in course or after sailing around Spain.
There is no weather option for non-settlement maps in multiplayer.
Giving orders to groups sometimes results in only one or two units obeying that order and the rest standing around having a smoko.
Inquisitors are felt to be unbalanced in the sense that they enjoy killing heirs, and that they'll attempt to root out heresy on a crusade (which historically was pointless as the crusade cleansed you of sin), causing the entire army to desert.
Troops with two handed weapons (eg. billmen, varangian guard) don't seem to fight well in melee(at all, in fact - from what i can see they'll only make a kill if they're attacked and the enemy fails to make one), but work effectively on the opening charge.
Multiplayer balancing issues with musketeers and cavalry.
Minor Bugs (gameplay issues)
Siege battles in multi-walled castles automatically end when you run out of ammo for your siege weapons despite the walls being linked and thus infantry being able to get through.
Agents and ships get stuck into loops on the campaign map, generally involving 'get on, sail somewhere, get off, sail somewhere, get back on, sail to place one, get off, repeat'
Men sometimes run for a corner of the walls in siege battles without player orders.
Archers seemingly do no damage in heavy rain.
Sometimes crusades don't move anywhere.
Pathfinding for units chasing routers is terrible.
Ships sometimes have unlimited movement.
Longbow stakes can be deployed in fortresses to massacre cavalry.
Faction missions sometimes state that they were completed by another faction when they weren't.
Units have pathfinding issues in attacking artillery from the front.
In diplomacy, ai sometimes counter offer with the exact same thing that you offered.
Men are auto-placed on sections of wall that are cut off thanks to a previous battle destroying sections of the wall.
Cavalry or infantry will not attack a unit that is attempting to climb a ladder that is currently busy with another unit.
The gatehouse is reported as taken when you are defending on a siege. This is not the case, as the gates are still locked and the enemy does not attempt to go through them.
Missile units have difficulty firing on units inside the castle while on the wall, sometimes they will not fire at all.
Ordering more then one unit off the walls during a siege, will result in them getting stuck in the tower and unable to do anything, even though it still displays them as moving towards the destination.
Princesses often gain useless ancillaries that are designed for family members such as Governors and Generals.
The 'bad taxman' trait is awarded in castles, where you can't adjust the tax rate.
Master guilds don't award basic guildhouse bonuses to agents trained in their city (so it is actually more effective to train an agent at a city with a basic guildhouse than one with a master, provided you have a master one elsewhere)
Some people are having a bug where a crusading army gets stuck on the bridge by venice once another faction takes the crusade target. The army stays there forever until someone attacks it.
Sometimes the mongols fail to appear.
Ballista towers fire during a siege despite being destroyed by sabotage
Muskateers only fire effectively when in a formation two lines deep.
In multiplayer, map names are shown in the host's language rather than that of the player.
Minor Bugs (irritants)
Byzantine archers have a skinning issue on their arms.
Holding space to see unit positions doesn't stick, but instead flashes on and off.
There are occasionally texture issues on siege equipment, stopping them from showing up
Arrows hit the gates as if they're in closed position when they're open due to a spy
Faction heir doesn't return to king's son once he comes of age, but stays with the brother/whatever
Town square flags don't change to reflect the current owner.
Units change formation on rough terrain and don't change back
The 'let the ai control these reinforcements' option doensn't stay checked when you browse unit stats, army composition etc.
Byzantine spearmen are too weak in comparison to those of other factions.
Gothic knights appear to be too weak.
Crossbowmen are too powerful and the ai seems to use them far too much in its armies
The 'start battle' option obscures the unit description card
There are sound bugs (see post #60 of the Org bugs thread)
Battle replay files sometimes show completely different battles to what actually happened
Agents can't pass armies on the campaign map
With a large number of spies in a city, the chance to open the gates in the event of a siege will go beyond 100%.
Catapults (the men, not the weapon) are overpowered
Experience bonuses are sometimes not awarded correctly (see post #86 of the Org bugs thread)
Free Company heavy Infantry reply with 'heavy calvary' when you click on them
Muslim archers will join a sicilian crusade against muslims
Native archers have the peasant picture in the stats screen
Pope names seem odd - perhaps the incorrect file is being referenced?
Holding mouse4 to activate free look mode sometimes results in the camera simply spinning anti-clockwise.
Bugs that aren't common/cannot be repeated/are probably due to hardware
'm2tw has to close because of an unspecified error' sometimes occurs.
There is an invisible general bug (posted by rothe, the Org buglist post #19)
Family trees sometimes only show the faction leader (Org buglist, post #24)
Game seemingly stuck in a loop (probable hardware issue) (https://forums.totalwar.org/vb/showthread.php?t=72147)
AI armies disappearing (Org buglist, post #30)
Crusades unjoinable (Org buglist, post #41)
Ransomed general 'floating on water' and blocking land bridge (Org buglist, post #42)
Faction switching bug (Org buglist, post #92)
Game hanging issues (Org buglist, post #105)
Some units have incorrect numbers of men in them (Org buglist, post #124)
I've got a major Siege slowdown issue.
My system handles everything fine. I can assault a city/fortress without difficulty, and the initial defence starts our fine, but about 5 minutes into a siege defence, and from memory always after I issue a sortie to drive an undefended group of ladders or something from the walls, I end up with unplayable slowdown (about a second every 5 second to 10 seconds). Graphic settings make no difference, nore does anythign else I try.
System should be fine for this, particularly on lowest settings (where I ended up as mentioned above, to no avail), and I've had no problem in assaulting (even with more units in the battle), only in defence.:furious3:
Yeh - it's an issue with the ai that i've mentioned in the major bugs section. Still a bummer though :(
On you list, I didn't see mention of the billmen and a number of other infantry units with 2-handed weapons being unable to fight cavalry. They can kill some if they charge them, but after that, there's some sort of animation problem where they never take a swing in melee combat, and thus never do any damage.Quote:
Originally Posted by sapi
;) ...Quote:
Troops with two handed weapons (eg. billmen, varangian guard) don't seem to fight well in melee(at all, in fact - from what i can see they'll only make a kill if they're attacked and the enemy fails to make one), but work effectively on the opening charge.
I don't think this one has been covered by any of the bugs listed, allthough related:
In a siege battle, playing as the defender of a castle, I tried to rush my catapult through the gate to shoot at the advancing battering ram. But the catapult and its crew was somehow stuck in the gate, unable to fire. The men were on both sides of the gates, and wouldn't move anywhere when ordered.
There was also an advantage with this, so it could almost be used as a cheat: The enemy was unable to get the battering ram to the gate, neither could they destroy it or the crew. So the battering ram just stopped before the catapult, and the enemy were forced to used only towers and ladders to get into the castle.
After I had fought the enemy infantry off on the walls, I rushed out to take the cavalry too. When I opened the gate with another unit, my catapult was also relased and free to move again.
In the same battle one of the routing enemy units were also "trapped" in the castle walls. But I think that bug has been covered.
Considering that bugs are still cropping up, i'll delay posting it away for a day, so keep 'em coming.
I know the siege lag has already been mentioned with the one set of ladders thing, which I have experienced but I have noticed that lag also occurs when the AI if defending starts to pull back to the main square or the second ring of defences or if you are defending and do the same, the game will be happily running at 30fps then drop to 0fps for a split second then up to 30fps for about ten seconds and back down to 0fps again and carry’s on doing this until the end of the siege, :furious3: . The trigger seems to be the minute the AI or your units move into the streets and is more obvious on large cities which would suggest a path finding problem or is it just these 93.71 NVIDIA drivers. I have recreated this in custom battles and happens on high or low detail and unit size and number of units also seems to make no difference.
Also I don't see the slow motion animations mentioned above, this happens regardless of unit detail or size or the amount of units on screen :wall:
https://www.youtube.com/watch?v=im2tVDedB3g link to an example of the slow mo thing from CBR
I found ona. When I was playing Spain, I had a night fighter General attack a stack of rebels. I clicked "Attempt night attack" and then the rebels retreated!! I went ahead to attack and the game froze. I reloaded and tried again. Same result. So the next time I withdrew from attack, and went at them the next turn. Got them then.
I was under siege by the mogols, they got troops onto my walls which i routed. They fled thoruogh my gates, which opened for them and which then allowed the mongols to storm in. What was worse, was that it seemed to allow them to capture all the remaining gates.
They had no spy in, and the gates were seemingly under my control. Very annoying, I lost Acre cos of that. :(
Well not to sure that's exactly what it is or a bug.
As England I had my king in Acre after a crusade. I looked at the settlement details and noticed instead of distance to capital penalty being 80 it is 30.
It appears the king can nearly kill the distance to capitol penalty. The only thing is he died and the penalty stayed at 30 percent.
So is this a bug or was the king causing a 50 percent reduction, and the bug is the 50 percent bonus staying after he dies.
I managed to take notes during the coarse of a few campaigns (Venice, Danes, Russia) and thought it would help to list them here since the .com has closed its bug thread. I tried to leave out the obvious bugs except if they differ slightly. I did read the thread but apologize if any have been mentioned.
Finally I listed some points which may or may not be bugs but would help to be corrected. Also I have images and more details for some of the problems.
CAMPAIGN
Campaign AI does not sufficiently garrison its frontier settlements or castles and its full stack armies stroll by when under seige.
Odd mouse cursur behavior eg don't always get the sword cursor displayed when selecting to attack rebels from a garrisoned army.
Loss of keyboard control after hibernation mode.
Danes have Russian accents.
Venice mounted sergents information scroll show empty "Abilities at a glance"
Battle engagement scroll when player reinforcements are available some overlayering occurs which prevents the clear display of the AI control checkbox.
Faction notices appear after their extermination. eg Faction reconciled notices appear after extermination and broken alliances notices even if both or one faction have been exterminated.
Bizarre and/or unobtainable missions. eg Council of Nobles such as send emissary to Venice to establish trade rights when you already have trade rights with them.
Receive an expired notice on a mission to annex settlement because another faction has taken control when this is clearly not the case.
No mission expired notice when faction heir requesting regicide mission and faction is later destroyed.
After merging and then retraining units you may have an unusual unit size.
Mongols may arrive in more than two waves. Have seen up to 15 stacks arrive from near Tbilisi.
Factions are much too willing to part with cities. eg for very low cost or even in exchange for traderights.
BATTLE
When attacking an enemy city with allied reinforcements and their ram breaks through you hear "Enemy rams are through our gates".
During triple speed can see Byzantine Infantry alternate 3 versions of armour.
BUGS OR IMPROVEMENTS
Assassins seem unusually inferior for some factions. Playing as Russia it is near impossible to train an assassin to a respectable level even with guilds where as playing as Venice nearly every assassin becomes a master.
Cities/Castles should turn rebel after sacking.
When asking French for trade right (no money) you get a reply "You enjoy holding us too ransom like this". This is a ridiculous agro response.
A worsen relations notice appearing when at war. Just how worse do you expect in war?
Portraits do not reflect age. eg heretic age 39 looks 79!
No diplomacy at VH levels. This is a real bummer.
When you open and then close the negotiation scroll (either because you changed your mind or you were just checking current treaties) is considered a failed negotiation leading to influence loss. Consider adding a close option without penalty rather than "end negotiation".
A failed negotiation/mission for an agent could lead to a total loss of influence/skill.
Battle control panel is clumsy to use and looks amateurish compared to RTW.:2thumbsup:
... most of those are gameplay issues. Post them in the other thread (what you would like in the patch).
Hahaha, that IS pretty silly. It used to annoy the heck out me in RTW too when enemy units would route back to their city square even after you had taken the square, thus restarting the countdown! They should have routed off the map since they had lost the city.Quote:
Originally Posted by Butcher
IMO, units should not be able to route through city gates unless the gates are held by their own side, or unless the gates were already opened by a spy.
Gates should just have a lock you could set.
Naturally spies would negate that.
I disagree. Most of the things Nebuchadnezzar listed sound like genuine bugs to me.Quote:
Originally Posted by Kraxis
Quote:
Originally Posted by Kraxis
I would agree that the last 3 items on the list are gameplay issues and a couple of others are uncertain (bugs or features classification) but I believe the rest do infact belong here.
Oh well, I guess I just got influenced by the first (point) and the entire last paragraph.
I've added in what i feel to be the actual bugs from Nebuchadnezzar's list, and i'm about to email it to the address Palamedes gave me.
Thanks for all your help guys; here's hoping most of them will get fixed :D
not sure if it's an actual bug but i feel that Denmark needs some work. Most specifically i would make the path down from their main city into europe and the path into the rest of scandinavia shorter. Atm Denmark is almost always a power in europe probably because it tends to expand into the rebel provinces near it at the start. If it would focus on scandanavia first this would hopefully cause a more historically accurate Denmark to come about.
It is about the cavalry charge :
had some similar problems but now i do it "my way".
i group 3 cav units on two lines and tight. then order the formation to move just behind the enemy lines. when close enough i give them "run" . and they do !!! smashing any unit to pieces ( if u dont believe me try it )
when in the back of enemy lines i order then now in the opposite direction ; same : they run again though the lines - battle over !
and that without using "charge":smash:
User defined keys
I've tried adding hotkeys for the three game speeds, as I did in RTW, and though in the list of keys in the options menu it appears they have been set, they have no effect in game. I thought it may be because I was in the middle of a campaign, but I've since started a new one and they're still not working...
So I'm toying with the idea of launching a crusade and just for the heck of it have one of my somewhat decent newly adopted french general raise a nice army and have it go to crusade. I then finally stop to think just what happens if I click "Abandon Crusade" as I never thought of a situation where that would be necessary. So I saved the game and clicked it. Nothing.
Hmm looks like my general got +1 Chivalry for joining it, ok well back on track. So I have him rejoin the crusade...wait a minute, he just got more chivalry? Well looks like the "Ruler" trait is increased towards the chivalrous side each time you join a crusade, regardless of whether you finish said crusade or not. So I figure what the hell lets see what else may happen and BAM Peter the hermit is in my retinue, sweet. Spam it a few more times and my general is now known as a Saint and the Ruler trait grants +5 Chivalry +3 Authority. Not bad for never having to leave home to fight the infidels. :dizzy2:
Sounds like a prime candidate for the bug-fix patch list. Fun though :)
Must work with Jihads also then. Did you do this in the same turn or on consecutive turns?
Won't all the troops other than general's bodyguards who were in that army desert at the end of the turn?
I did it all on the same turn, you can join and leave as often as you want, and a crusading army has to be leaderless for two full consecutive turns to disband I think so it was fine.
That's not what I mean. What I meant was, it was my understanding if the general abandoned the crusade, all the troops would desert. Any normal troops you order out of the crusading army disband, unless you're leaving them as a city garrison. Or do you mean the general just moved out of the stack and back into it, rather than clicking a button to abandon the crusade?
Definately sounds like an exploit...
Does it have any effect on your relationship with the Pope?
The general doesn't have to leave the stack, Quillan. If you click on abandon crusade, he stays in charge of the stack. You'll see his card without the crusader flag on it in the stack window and all of the other troops' cards still show the crusader flag; but he's still in charge of the stack somehow. I only did this once, and didn't pay attention to the results. I clicked abandon crusade, saw the above, then clicked join crusade and continued on with him in charge of the same stack. He never left the stack, and nothing was affected - I wasn't paying attention to his stats at the time, though. Nice catch Darius.
He clearly stated that he used the button...
This should be fixed... and it isn't enough to 'only' allow one abandonment each turn. Then you just move then abandon and rejoin, rinse repeat.
The first abandonment should be free, but thereafter your man should get penalties to piety, morale and authority (he could be the next king).
One of what I'm about to mention has already been put forth, but I'm putting it out as a group.
- Pre-battle speeches have a number of sections that are bugged. For instance the German "We will kill a quarter of their troops" (well the one about killing a quater of their troops) is fairly bugged. The general starts over three times, and in one he seems to say it wrong. Obviously something went wrong when it was put out.
There is at least one other German speech that is bugged, and then there is the other one that has been mentioned where there is complete silence (not German though).
Should be easy to fix the German ones as it is 'just' a bit of snipping in the files and only the correct speech will appear.
:bump:
Spearman units (not pikes, just the regular short spears) have some serious problems that make them nearly useless:
1. Schiltrom Formation = Suicide
Instead of offering improved defense, the schiltrom formation is pure suicide for spearmen units in melee, whether fighting cav or infantry. It is MUCH worse than leaving the spearmen in their default formation, as follows:
- Attacker losses: schiltrom inflicts much fewer losses than do defenders in default formation.
- Defender losses: schiltroms are totally annihilated, whereas in default formation the spears will rout with about 25% men remaining, hopefully to be rallied later.
- Time until Defender Loses: The schiltrom only lasts about 1/2 as long as the time required to rout spearmen in default formation, when fighting the same attacker.
2. Charge and Anti-Cav Bonuses Backfire
If you run a spearman unit head-on into an identical but stationary spearman unit, the charging unit takes significantly more casualties on impact. Given that both units have the same defense stat and the attackers should have the charge bonus, you'd expect the opposite result. Thus it looks like the defenders actually get the attacker's charge bonus. The same seems to apply to the spearmen's anti-cav bonus, because even more charging spearmen die when hitting the rear of engaged cav than hitting the front of other spearmen.
Merging two threads into the bug list.