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Re: BI Bugs (read first post before posting)
I'm pretty sure this is a bug:
The "toggle AI control of reinforcements" button doesn't work. If the reinforcement army is controlled by a general, it is always controlled by the AI. If it's an army controlled by a captain, it's always under your control.
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Re: BI Bugs (read first post before posting)
Yeah I have notied something fishy with that too... Will add it right away.
Btw, this is a shot of the result of the ladder-limbo. Most of the guys here are from a unit after the intial 'limbo' unit. The same happened at another ladder attack a little way down the wall. My infantry killed almost nothing in this battle due to this.
https://img212.imageshack.us/my.php?...kers0325xk.jpg
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Re: BI Bugs (read first post before posting)
Bug/Exploits:
- AI have problems in conquer rebel towns. Sometimes even with much greater armys AI quit from sieges and don't conquer easy towns.
- In sieges, when reinforcing ladders or siege towers, AI ignore Towers and is devasted because aproach armys of it.
- Is impossible to join several admirals in same fleet like we do with generals in land armys (problem that remain from RTW).
- I got a General that was Archer instead Germany Bodyguards!!
- When conquering citys Horde don't destroy all possible buildings (like human do) even with the message that everything was destroyed.
- ERE defend to bad Egypt and Desert citys!!! It's easy to get a landing and conquer ERE best economic citys with a small army! That important citys almost don't have garrison and Human can get it with few cost!!! Maybe CA should provide for AI always have a large garrison in ERE south frontier!
Other Problems:
- AI do many peasantas in the armys!!
- AI is very little expansive, take lot's of time to advance and conquer territorys when have huge army superiority.
- Retraining experience units keep their experience for no extra cost! Another problem that remains from RTW.
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Re: BI Bugs (read first post before posting)
The problem with ancillary characters being copied still remains. Sometimes you move a retinue character from one person to another, but it appears as if the character hasn't moved. The character has actually moved, but doesn't appear to until you close the window down. But if you then drop the same character back onto the original person's retinue list without closing the window, you now have a copy of the ancillary character. It doesn't happen all the time, but I notice it a far bit. I'm sure people said this happened in the original RTW before.
Oh and I wonder what are the chances CA will fix all the messed up textures and models in the next patch. British Legionaries with just one and a half legs? No wonder the poor sods had no chance when they were crippled and faced unimpressed and angry Saxon raiders.
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Re: BI Bugs (read first post before posting)
Another problems are the using of mass villagers to garrison our citys a low cost! Maybe villagers should have a penalty in giving order to citys to force players using limitanei, or even better, maybe CA retire villagers for civilizated factions......
Another problem i verified is that in some sieges at stoned walled citys, doing sappers not was available (and i had infantry ;)). And i NEVER went attacked with sappers by AI, but i guess it was only my game experience, because some people already reported it.
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Re: BI Bugs (read first post before posting)
Other BIG BUG is:
When AI attacks with several armys, only of them build siege weapons, the others just remain quiet trying to enter when a breach is done..... and are mostly killed by defense towers.
And AI never conquer our defensive towers when they control the gates and have armys inside. It would require only 1 or 2 companys to run around the walls and conquer towers to minimize casualities in main army when it moves inside walls to the center to fight the final battle against human.
Another solution for this can be Towers only fire to outside instead inside walls.
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Re: BI Bugs (read first post before posting)
Quote:
Originally Posted by PorT_Lobo
Another problem i verified is that in some sieges at stoned walled citys, doing sappers not was available (and i had infantry ;)). And i NEVER went attacked with sappers by AI, but i guess it was only my game experience, because some people already reported it.
Not all infantry can sap. Most merc infantry can, though.
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Re: BI Bugs (read first post before posting)
PorT_Lobo, please read the first post as the thread says... Basically all of what you say has already been noted.
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Re: BI Bugs (read first post before posting)
I noticed playing as a ERE that theres only one province that can make a port in the red sea this is the city of Petra. Theres no reason to make a port over there, you can´t have any trade with someone.
I think theres a fewer province than vanilla.
AB~:confused:
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Re: BI Bugs (read first post before posting)
CA better do a patch this is just too many bugs for a game that was suppose to solve many but seems that many bugs that had been fixed in 1.2 have reappeared.
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Re: BI Bugs (read first post before posting)
Quote:
Originally Posted by abrarey
I noticed playing as a ERE that theres only one province that can make a port in the red sea this is the city of Petra. Theres no reason to make a port over there, you can´t have any trade with someone.
I think theres a fewer province than vanilla.
AB~:confused:
Oh yes, forgot about that one... It doesn't serve any purpose other than hunting the pirates that does not impact you at all. Makes no sense to have it.
Will put it on the front.
And yes there are fewer provinces.
manbaps, none of these bugs are serious. They are for the most part just small mistakes. I do agree that the return ofcertain bugs is not good, but it is hardly debilitating.
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Re: BI Bugs (read first post before posting)
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Re: BI Bugs (read first post before posting)
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Re: BI Bugs (read first post before posting)
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Re: BI Bugs (read first post before posting)
ARGH!!!
If you use up all your ammo for ornagers or any other siege engine for knocking over walls, we all know said battle will end in a loss. Makes sense since you can't get inside anymore.
But just in case your very last boulder or bolt destroys the last piece of wall (and you get that little ingame movie), then you get a loss as well.
Apparently the game figures the loss from when the missile leaves the weapon and not when it lands.
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Re: BI Bugs (read first post before posting)
Man of the Hour characters always start with a loyalty of zero.
[fixed by bug fixer 2.0]
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Re: BI Bugs (read first post before posting)
Quote:
Originally Posted by Kraxis
Quadruple post...???
Man, you´re on a real postring spree, aren´t you Kraxis, he he! ~D
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Re: BI Bugs (read first post before posting)
Quote:
Originally Posted by PseRamesses
Man, you´re on a real postring spree, aren´t you Kraxis, he he! ~D
There was a slight screwover of the forum at the point... But I did get a bit frustrated.:charge:
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Re: BI Bugs (read first post before posting)
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Re: BI Bugs (read first post before posting)
Graphics and looks:
Saxons:
Chosen warlord ............lod3.cas file is damaged
Chosen Warlord texture .......does not have texture on arms
Chosen axemen ... .cas fille issues with weapion placement on lod1,lod2, and lod3
Keel spearmen .... sheild has a object that appears along the bottom of the shield and it is not a bad alphf channel.
Romans West
praeventors ..........have no arms
imperial german body ... lod3.cas issue also texture issue with both weapions sword and spear.
Sassanids
immortals bodyguard........no texture on mace
Celts
gallowglass ...don't have a double handed animation
celtic chariot ...........has blue british flag on it
Campaign Battle Map issues
lesser generals not activated in the game
wrong general models on the sm for most factions except romans and huns
barbarians only use saxon generals for all factions when there is a frankish gerneral and celt general.
berber model on sm is missing texture for his sword
Reiks
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Re: BI Bugs (read first post before posting)
Quote:
Originally Posted by Refnulf von Holland
Chosen warlord ............lod3.cas file is damaged
Chosen Warlord texture .......does not have texture on arms
Could you explain a little more? I found no problem, but then again the Saxons have a normal Warlord rather than Chosen.
Quote:
Originally Posted by Refnulf von Holland
Chosen axemen ... .cas fille issues with weapion placement on lod1,lod2, and lod3
immortals bodyguard........no texture on mace
Found nothing on them... ~:confused:
Quote:
Originally Posted by Refnulf von Holland
Keel spearmen .... sheild has a object that appears along the bottom of the shield and it is not a bad alphf channel.
Praeventors ..........have no arms
gallowglass ...don't have a double handed animation
celtic chariot ...........has blue british flag on it
Agreed... The Paeventores have their right forearm moved back a bit. Knew about the Gallows but it never seemed important, but will post it anyway.
Quote:
Originally Posted by Refnulf von Holland
imperial german body ... lod3.cas issue also texture issue with both weapions sword and spear.
Already noted.
Quote:
Originally Posted by Refnulf von Holland
lesser generals not activated in the game
wrong general models on the sm for most factions except romans and huns
barbarians only use saxon generals for all factions when there is a frankish gerneral and celt general.
berber model on sm is missing texture for his sword
Reiks
Interesting... Could you tell us more about this? What happens and so on. Lesser generals? What are they andso on for istance.
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Re: BI Bugs (read first post before posting)
By the way, chaning skeleton for Gallowglasses won't fix the problem, since hilt of their swords is too small to look well with that skeleton.
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Re: BI Bugs (read first post before posting)
Quote:
Originally Posted by player1
By the way, chaning skeleton for Gallowglasses won't fix the problem, since hilt of their swords is too small to look well with that skeleton.
Yes, but that is not our problem (well actually it is), it is our job to point out that it doesn't fit.
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Re: BI Bugs (read first post before posting)
Quote:
Originally Posted by Refnulf von Holland
Chosen warlord ............lod3.cas file is damaged
Chosen Warlord texture .......does not have texture on arms
Could you explain a little more? I found no problem, but then again the Saxons have a normal Warlord rather than Chosen.
Right it is the warlord model, not sure if you know how .cas models work but none the less I will explian. A .cas file will load at a certian distance there are 4 .cas files then the sprites will load as the camera is zoomed out. With the warlord if you zoom out he will dissapear when .cas 3 loads and then reappear when .cas 4 loads. When I saw this I used 3dmax to open the .cas 3 file and discover that it is damaged.
Quote:
Originally Posted by Refnulf von Holland
Chosen axemen ... .cas fille issues with weapion placement on lod1,lod2, and lod3
immortals bodyguard........no texture on mace
Found nothing on them...
Chosen axemen the axe is misplace in the .cas files if you zoom out just a litte you will notice that the axe jumps into a high grip..after looking at the .cas files lod2.cas, lod3.cas, and load4.cas the axe is mis placed
Immoral bodyguard- when the unit fights in meele the mace they fight with has no texture it is black with the texture of the bow on it. If you open up the the .dds file with photo shop you will notice there is no texture for a mace.
Quote:
Originally Posted by Refnulf von Holland
Keel spearmen .... sheild has a object that appears along the bottom of the shield and it is not a bad alphf channel.
Praeventors ..........have no arms
gallowglass ...don't have a double handed animation
celtic chariot ...........has blue british flag on it
Agreed... The Paeventores have their right forearm moved back a bit. Knew about the Gallows but it never seemed important, but will post it anyway.
Also the Keels have a .cas problem with their sheilds
Quote:
Originally Posted by Refnulf von Holland
imperial german body ... lod3.cas issue also texture issue with both weapions sword and spear.
Already noted.
Right I saw you listed the problem with the spear bt the sword texture is missplaced aswell.
Quote:
Originally Posted by Refnulf von Holland
lesser generals not activated in the game
wrong general models on the sm for most factions except romans and huns
barbarians only use saxon generals for all factions when there is a frankish gerneral and celt general.
berber model on sm is missing texture for his sword
Reiks
Interesting... Could you tell us more about this? What happens and so on. Lesser generals? What are they andso on for istance.
As far as the lesser generals go all of the moedels and textures are in the game but for some reason CA did not use them. If you noticed CA only used three differnt general models for all of the faction. Roman, Saxon, and Hun general for all the gerneral classes. What it looks like to me CA forgot to impelment the models see how the Hun general has the wrong texture, on the Campaign map goths use celtic lesser gereral as the general model which there is a skin and model but not used on the battle map. Celts use a celtic general on the campaign but a saxon general on the battle map. I was able to fix these and activate lesser generals on my own however it just looks like an oversite on CA part.
Reiks
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Re: BI Bugs (read first post before posting)
Ok, some things I've discovered whilst playing BI for some time, and also responses to what's already been posted.
Bugs
* Western Roman Empire (WRE) generals have this description in their text box on the battlefield (when you put your cursor over them):
"Imperial German Bodyguard"
:furious3:
* Celts can train Pictish Crossbowmen (PC) when capturing a settlement that contains either a Catapult Range or Siege Engineer, when PCs don't appear under any building / shrine etc in the Celtic building browser. Why has this unit been given a hidden recruitment option, when it could have been bolted-on to what the Celts already had? IIRC, the Celts can only train slingers and kerns as missile troops from their standard recruitment options.
* (Celtic) Slingers, when firing their weapons, make their standard sling-throwing sound. However, immediately after this sling-throwing sound, an arrow-firing sound can also be heard from the same unit. Sounds as if its a bug ~D
Already Posted
* White unit cards: although some of you agree this a bug, I find it useful for at-a-glance use. If you deploy more than one family member on the battlefield (as I often do to make up for heavy cavalry), you can see which of your generals "have gone to meet their ancestors", and which are still slogging it out with the enemy. If the faction leader goes under, you usually get the pop-up message on screen informing you anyway.
Also, you should now receive a "Heroic Death" message (with the picture of the yellow sword) in BI once any family member has been killed on the battlefield. I also find this a useful indication as to which family members are still alive and active - deceased generals bodyguards' will usually be sent first in the next cavalry skirmish ~D
Irritating Problem
* Many infantry / archer units in both RTW and RTW: BI don't have the 'can_sap' attribute. In RTW I went into the descr_unit text file and gave it to them all (apart from cavalry units). I just find this laziness by the developers tbh - any infantry / missile (i.e. unmounted) unit that has hands should be able to dig a sapping point after all. Especially peasants - this is the main reason I recruit peasants in the first place, so that they can be sacrificed in sieges!
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Re: BI Bugs (read first post before posting)
One of the reasons for not using them could be that most barbarian ledears use that cool looking saxon model for battle maps, so for consistency sake, same model should be used at faction map.
Anyway, I think, countary to original RTW, that developers were really low on art staff/resources when making BI.
I don't remember a single unfinished/bugged texture/model in original RTW. Exempt wrongly colored spanish general.
But in BI, there are way too much.
I wonder will future patch(es) fix some of these problems, since usually just coders are those that work on patch maintaince, not artists.
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Re: BI Bugs (read first post before posting)
Quote:
Originally Posted by player1
One of the reasons for not using them could be that most barbarian ledears use that cool looking saxon model for battle maps, so for consistency sake, same model should be used at faction map.
Anyway, I think, countary to original RTW, that developers were really low on art staff/resources when making BI.
I don't remember a single unfinished/bugged texture/model in original RTW. Exempt wrongly colored spanish general.
But in BI, there are way too much.
I wonder will future patch(es) fix some of these problems, since usually just coders are those that work on patch maintaince, not artists.
I agree with you player1 but the problem with sm model vs battle models there is no consistency. Consistency would be the sm_model matches the battle model like in RTW. Here is a picture on how they should look on the sm.
https://img170.imageshack.us/img170/...mmodels6up.jpg
Reiks
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Re: BI Bugs (read first post before posting)
Quote:
Originally Posted by Refnulf von Holland
Right I saw you listed the problem with the spear bt the sword texture is missplaced aswell.
Actually it is mentioned as 'weapons'...
But in any case I have added your points. Hopefully in the correct manner as I'm nore certain what you meant in all cases.
SA, they are German because they are Germans in service of the Empire. I thought the description mentioned that much.
Added the two Celtic issues.
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Re: BI Bugs (read first post before posting)
.
For what it's worth, the memory leak is a rule with no exception for me. Happens in each RTW and BI session:
https://img276.imageshack.us/img276/...memleak8wi.jpg
.
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Re: BI Bugs (read first post before posting)
Quote:
Originally Posted by Kraxis
No traitincrease for Assassins. Well there is for normal murdering, but there is only decreases for sabotage. You can get a decrease for failed sabotage but apparently not an increase.
Also, assassins in BI don't get an increase in retinue members for succesful murders. This severely hampers their ability to murder important targets, such as enemy family members. In RTW, they received ancillaries such as 'Skilled Courtesan', 'Catamite' etc.
Also, I haven't noticed so far the other two agents (Spy and Diplomat) receiving new retinue members, such as 'Pet Monkey', 'Foreign Hostage', 'Linguist', 'Dancer', 'Courtesan'. These are the kind of ancillaries they gained in RTW after completing various missions.
Looks as though all agents are bugged from receiving new retinue members.
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Re: BI Bugs (read first post before posting)
Actually I have recieved a few ancilliaries for my asassins (or spies, can't remember), but it does look like there is a major limitation on them now.
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Re: BI Bugs (read first post before posting)
Quote:
Originally Posted by Seasoned Alcoholic
Also, I haven't noticed so far the other two agents (Spy and Diplomat) receiving new retinue members, such as 'Pet Monkey', 'Foreign Hostage', 'Linguist', 'Dancer', 'Courtesan'. These are the kind of ancillaries they gained in RTW after completing various missions.
Looks as though all agents are bugged from receiving new retinue members.
I haven't seen ancillaries for my spies or assassins, but one of my Diplomats managed to get a foreign hostage. Granted, this is the only time I've seen an agent get any kind of retinue during a completed Saxon, Sarmatian and ongoing WRE game... ~:handball: (it was the during the WRE game the foreign hostage popped up)
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Re: BI Bugs (read first post before posting)
Quote:
Originally Posted by Kraxis
The total list so far, so read it before posting.
Fighting ghosts. It appears that sometimes units can end up fighting nothing after killing an enemy unit. confirmation?(CBR)
I've seen it too. A unit with no enemy nearby but continues to show the 'in combat' sign.
Archer units are able to 'phase through' walls when moving from atop walls to ground with left click on the ground i.e. once moved to ground the unit is positioned through (perpedicular to) the wall. This can be avoided though by using the right click to give orders for new unit position.
Units that are able to swim will swim in preference to using a bridge. This one may not be a true bug but it's a real 'must fix' IMO.
EDIT: Just had another beautiful example of the no-bridge for saxon archers. Rather than defend the bridge, a significant Goth army decided to sit back on the map edge (brilliant strategy there). After marching the rest of my army across the bridge, I spent 10 minutes trying to line up my archers 'just right' (remember that was sometimes needed with fords) so that they might cross the bridge - but no luck. Eventually I let them swim and take the hit to their energy levels (then wasted more time allowing them to recover to 'fresh').
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Re: BI Bugs (read first post before posting)
Anybody noticed that goths and huns can't build ports?
Probaby not the bug, since port requrements in data files are written in such way that's good chance it's the way they wanted.
Still weird I must say.
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Re: BI Bugs (read first post before posting)
Well neither the Hun culture, nor the Nomads can build ports, aside from those Nomad factions listed: roxolani, slavs, sarmatians, vandals
Like you suggest, if they wanted all those of Nomad culture to build boats, surely they'd have just added: 'Nomad' to the building requirments instead of just some of them.
Seems CA want the Huns and Goths (and Ostro-Goths) to stay land locked and hording as much as possible. I don't think I'd want the Huns to start transporting their armies across the seas just to be sunk by pirates. But yet if they acquire a port built by someone else they can still build boats. Ho hum.
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Re: BI Bugs (read first post before posting)
I had a problem with a seige. I had besieged a pop center and the AI sallied forth. During the battle I managed to rout most of his army and I ran into his pop center through his open gates. The game reported via subtitle and voice that my walls had been taken by the enemy, when actually it was the AI's pop center so it should have reported that I had taken the walls.
Cheers
Starkhorn
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Re: BI Bugs (read first post before posting)
Senate offices no longer notified
In RTW 1.3, while playing as the Romans, no notification is received of election to senate offices, even though characters within the faction have received such offices.
Roman faction diplomacy messed up
Declaring war as one of the Roman factions in 1.3 now seems to result in the other Roman factions breaking their alliances with you, rather than rushing to your aid. This seems to be the case even if your hostile action was in fulfilment of a Senate mission - the Senate will then break alliance with you if it's not already at war with the faction in question!
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Re: BI Bugs (read first post before posting)
SUPER BUG
When AI siege a city with 2 (or more) armys, only one has siege equipment..... The others go join the main army next to our walls (getting a lot of losses because towers)!
This is a major bug and turns off the advantage of more soldiers that AI have! All armys should get siege engines before attack!
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Re: BI Bugs (read first post before posting)
Was the second army besieging the city or was it just in hte red zone?
I had that once ( wooden walls, no ultra high casualties ) and thta was because one army couldn't reach the city and thus couldn't build any siege equipment, however they were in the red zone and thus participated in the battle, without the equipment - which the other enemy army had.
:balloon2:
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Re: BI Bugs (read first post before posting)
I don´t know whether this is intentional but for the Franks, the Great King´s stables can only produce Paladin Bodyguard and not Paladins, while these are distinct units in custom battles.
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Re: BI Bugs (read first post before posting)
That's because you need monastey to build them in campaign.
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Re: BI Bugs (read first post before posting)
Frankish Palidain Bodyguard - Holy Palidain Texture/model problem the unit is missing texture on body, you can see inside the model. The missing texture/mess is under the right arm, very noticable in combat.
Warlord model appears to have a texture problem on both arms, black box around the sleeves near the wrist. The same models that has a damaged lod3.cas file. The problem appears on all factions that use this model.
Lesser generals - not being used in the expansion. Looks like they made models/textures but did not add them.
Generals on the battle map do not correspond with the general models on the strategy map for some factions as they do in RTW vanilla.
(example) Saxons use the saxon general on the battle map, however they use a differnt model on the strategy map that does not correspond. It should be saxon general on battle map and saxon general on strategy map (campaign map)
List of factions that have the problem saxons, vandals, celts, goths, franks, lombards, rebels, and bergundi - maybe others
Reiks
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Re: BI Bugs (read first post before posting)
Hunnic generals and captains.
Anyone else noticed that teir great sabers look like somthing just out of the fire, big, black and patchy. In fact they look like something out of Warcraft III.
Also their shields are severely messed up.
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Re: BI Bugs (read first post before posting)
I_BattleSettlementFortificationLevel trigger is slightly bugged.
It always gives false value for autocalced battles, making it difficult for AI generals to get GoodSiegeAttacker traits (since their combats are autocalced).
.
Also, I don't know is it intentional, but there is no seperate trigger for siege battles with wooden walls only, or for city assault on unwalled cities.
That means that gaining command stars in those cases is most difficult, since neither normal Good/BadAttacker triggers (require Normal battle), not siege triggers (require stone walls) help, so only basic Any Victory trigger runs. And that's kinda unfair since those battles are supposed to be harder then standard field battles.
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Re: BI Bugs (read first post before posting)
Quote:
Originally Posted by Kraxis
Spy prevents capture of gateways. Confirmation? (Viking)
Apparently, this only the case for the AI. In a siege today. I managed to capture the gateway already opened by a spy. I still believe this counts for the AI, but it isn`t a big issue anyway.
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Re: BI Bugs (read first post before posting)
Quote:
Originally Posted by Viking
Apparently, this only the case for the AI. In a siege today. I managed to capture the gateway already opened by a spy. I still believe this counts for the AI, but it isn`t a big issue anyway.
Ok will note that.
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Re: BI Bugs (read first post before posting)
One of the big problems, I'm surprised it hasn't been mentioned yet, is that descr_skeleton.txt parsing STILL seems to be bugged (from 1.2). I really hope this is fixed in a patch.
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Re: BI Bugs (read first post before posting)
Quote:
Originally Posted by dsyrow1
One of the big problems, I'm surprised it hasn't been mentioned yet, is that descr_skeleton.txt parsing STILL seems to be bugged (from 1.2). I really hope this is fixed in a patch.
What does that do and what seems to be the problem?
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Re: BI Bugs (read first post before posting)
This bug might be related to the saps bug in sieges. AI can build siege equpiment that it cannot use for the wall it is trying to assault. For example building ladders when it is assaulting Large/Epic stone walls. Or building saps for epic stone walls (correct if im wrong but i dont think the player can). All these pieces of equpiment are greyed out when in the campaign map information scrolls, you know where you can look at the strenght of the army and such like, this suggest they arent usable. The ladders may not appear on the battle map but the saps do and they can be used against epic stone walls when one would think they cant.
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Re: BI Bugs (read first post before posting)
Saxon archers (hunters) are problematic when moved along stone walls from one position to another. They can be placed just fine before the battle, but if they are moved from one part of the wall to another they will often not stay where you want them to be (in some cases they will run to the side of a tower and do a keystone-cops routine). Turning on guard mode and turning off the evasion (I forgot the correct term) buttons have no effect. I've also noticed that when this happens they will be holding their little axes and will not engage enemy that come within range of their bows.
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Re: BI Bugs (read first post before posting)
I was reading another thread and realized I havent seen a storm of any kind so far. Is this a bug? I liked the storms volcanoes etc!
EDIT: I've had one flood so they must still be in but perhaps the frequency has been reduced.
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Re: BI Bugs (read first post before posting)
Quote:
Originally Posted by SpencerH
Saxon archers (hunters) are problematic when moved along stone walls from one position to another. They can be placed just fine before the battle, but if they are moved from one part of the wall to another they will often not stay where you want them to be (in some cases they will run to the side of a tower and do a keystone-cops routine). Turning on guard mode and turning off the evasion (I forgot the correct term) buttons have no effect. I've also noticed that when this happens they will be holding their little axes and will not engage enemy that come within range of their bows.
This happens with all archers i have encoutered aswell as all melee troop, though the problem of them not fireing isnt an isssue with melee troops. Troops on walls often ignore orders awell and generally dont do what you want them to. Sorry cant be more specific as it seemingly random what they do.
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Re: BI Bugs (read first post before posting)
Quote:
Originally Posted by manbaps
This happens with all archers i have encoutered aswell as all melee troop, though the problem of them not fireing isnt an isssue with melee troops. Troops on walls often ignore orders awell and generally dont do what you want them to. Sorry cant be more specific as it seemingly random what they do.
Exactly, and I never had this in RTW so its something 'new'.
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Re: BI Bugs (read first post before posting)
Here's another thing I've encountered: I don't think the script command 'not' works completely well.
I'm working on an elections script for Romans, that does a certain operation if the number of men 'elected' so far does not exceed a certain limit. So I had code like this:
Code:
if RandomPercent < 35
and not I_CompareCounter electedcounter = 1
Which should theoretically perform a specified operation 1/3 of the time, and if the electedcounter variable is not set to 1. Also, as a background for this problem, BEFORE this if-statement I have another if statement, that, if successful, sets the 'electedcounter' to 1, so that this next if-statement should not go through. Except the problem is that, if the first if-statement goes through and sets the variable to 1, then this next one ALSO has a chance to go through -- and it NEVER goes through if the first one doesn't, thus behaving the opposite of what it's intended (as if the 'not wasn't even there). So in order to get my logic to operate the way I wanted it, I now changed the code to:
Code:
if RandomPercent < 35
and I_CompareCounter electedcounter < 1
removing the "not" statement. Just something for CA guys to consider when they're reviewing things to look over for the patch, because not every single instance of logic can be rewritten without a "not" statement.
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Re: BI Bugs (read first post before posting)
Sassanid Camel Riders Graphical Issue
The unarmoured Sassanid camel riders are missing their chests, so you can see right through them to the inside of their backs. This actually isn't immediately obvious when you look at them head-on but can clearly be seen by moving the camera. There also seem to be some similar problems around the rear saddle/lower back area.
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Re: BI Bugs (read first post before posting)
I have increasing memory footprint issue and more frequent ctd's.
I can confirm the
"Swimming units want to swim. Rather than taking the bridge they will swim across the river."-issue,
and I've also had a couple of ghost-fights.
Once my general (alemanni family member) was stuck in a communal farm field, and couldn't get away for the entire battle. 2 men were chopping at some invisible enemy between them. A spear unit of mine was also fighting the same ghost, but I managed to pull them out of the fight and on to more real issues.
It would have been a cool feature if the general had recieved some "Unhinged loon" vice for it ~;)
Once I took a town, and a ghost remained just inside the gate. All my units fought it as they walked past, but even archers took no losses.
An issue I encountered once, needs confirmation:
None shall pass
A Frankish general stood at one end of a bridge as the battle started.
His friends and family marched through, though, to die at the other end.
I then tried to get at him, but my units refused to cross the bridge. It was blocked, somehow.
But the rest of the Franks got across :dizzy2:
Anyway, I just had to wait it out on triple speed.
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Re: BI Bugs (read first post before posting)
I hope I'm not repeating myself, but just to make sure I'll report all issues I found and fixes I did with bug-fixer, so they could be dealt with in official patch.
The list of bug-fixer fixes (together with files used to fix them):
Quote:
Fixes for Barbarian Invasion Campaign
Changes in export_descr_buildings.txt file:
-Added 3rd level barracks for Berber faction, to fix the problem with Berbers being unable to build Mountain Men unit
-Added Pictish Crossbowmen to Archery Range of Celts faction, to fix the problem with Celts being unable to build Pictish Crossbowmen unit
-Fixed problem with Circus Maximus for Romano-British faction, so it won't train Sarmatian Auxilia with lower experience then Hippodrome (+2 to experience)
-Added Bucellarii, Ballistae and Onagers to Catapult Range and Heavy Onagers and Repeating Ballistae to Siege Engineer building for Romano-British faction to fix the problem with these buildings giving no benefit for Romano-British and with having those units only available in custom battles
Changes in export_buildings.txt.txt file:
-Added description for 3rd level barracks for Berber faction (Hall of Heroes)
Changes in descr_strat.txt file:
-Fixed problem with Western Roman faction member Gratianus Flavius having archers as bodyguards by adding actual bodyguard unit in his unit stack
Changes in descr_model_battle.txt file:
-Fixed Mercenary Bucellarii unit model, so it will fire crossbow properly
*Made a workaround for Pictish Crossbowmen unit model, so it will fire crossbow properly
*Made a workaround for broken leg of British Legionaries
-Fixed model for barbarian female civilians, so that looking cities in battle view won't show just male population for barbarian factions
Changes in export_descr_sounds_stratmap_voice.txt
and export_descr_sounds_units_battle_events.txt files:
-Fixed voices for campaign map and battle events for nomad and hun cultures, so they'll be barbaric, like all other voices they use, and not greek or arabian
Changes in export_descr_ancillaries.txt file:
-Fixed bonuses for Bodyguard, Charioteer and Elder Senator retinue members, so they'll actually give bonus/penalty to Influence as their description says, and not only affect public order
-Fixed the bug when following ancillaries could be gained with agents: Anchoress, Anchorite, Priest of Sol Invictus, Priest of Mithras and Zoroastrian Teacher
-Fixed trigger for Drinking Companion retinue member, so it can be gained at both Tavern and Bardic Circle, like all other drinking related ancillaries and not just in Tavern
-Made Druid retinue members available in hunting shrines (Cocidius) instead of battle shrines, so that Celts could actually get them in their native temples
*Made a workaround for trigger for Mother-in-Law retinue member, so it can be correctly gained with marriage event
*Fixed triggers for Foreign Dignitary, Foreign Hostage and Pet Monkey retinue members, as well as triggers for Spear of Wotan and Sword of Chinglu relics by fixing InEnemyLands condition which gave opposite results then intended
-Fixed trigger for Amici Principis office, so it can be gained in cities with either Proconsuls Palace or Imperial Palace and not just in cities with Proconsuls Palace, so it's possible to gain this office if only possessing huge cities
Changes in export_descr_character_traits.txt file:
-Added anti-traits to some traits to prevent weird or impossible combinations
-Several anti-traits that worked in one direction fixed to work in both directions
*Added the workaround for a bug, when gaining an anti-trait would reset trait value to 0 (instead of reducing it for value of anti-trait)
*Added Disloyal as anti-trait to Faction Leader and Augustus traits, so faction leader won't get disloyalty traits
-Anti-traits for Indecisive Attacker changed from GoodCommander and GoodAttacker to GoodAttacker and GoodRiskyAttacker, so that having Indecisive Attacker trait won't prevent general from gaining Command bonuses
-Increased point awards in birth and adoption triggers for traits that need more then one point to get first level of the trait, so it's actually possible to gain those traits at character generation (expect more vices and virtues from new family members)
-Fixed bonuses for Sobriety like of traits so they'll actually give penalty to Influence and not only affect public order
-Fixed the bug in trigger for GoodRiskyDefender line of traits when mildly outnumbered, since it required crushing victory, instead of clear or crushing victory like other similar triggers
-Removed "BattleOdds < 1.5", from triggers for BadAttacker/Defender line of traits, so it's possible to gain them, when losing battle in which enemy was highly outnumbered
-Removed "BattleOdds > 0.5", from triggers for Noctophilia line of traits, so it's possible to gain them, when winning the battle while highly outnumbered by enemy
-Removed "BattleOdds < 1.5", from triggers for Noctophobia line of traits, so it's possible to gain them, when losing battle in which enemy was highly outnumbered
-Added two new triggers, to make it possible that Intelligent and Genius characters could be born
-Fixed the problem, when Intelligent characters could lose their Intelligence
-Added hidden LoyaltyStarter trait to generals gained by Man of the Hour event, so they won't start with loyalty of zero
*Made the workaround for buggy marriage triggers, which prevented characters from getting any traits from marriage event
-Moved triggers for Cuckold and Wife Above Reproach traits, which are related to Ugly and Handsome characters, from birth to marriage event, so characters won't get those traits without getting married
-Fixed the problem when characters that are not married could get Cuckold trait (by adding IsMarried condition before check)
-Fixed the education triggers, so skill generation effects of lower level academy buildings will still work when building gets upgraded
-Split the education trigger for Ludus Magnus, so that both Romans and non-Romans can benefit from its effect, while still keeping Politics skill exclusive to Romans
-Removed roman culture requirement from trigger for refusing bribes, so that non-Romans can benefit from resisting bribes, by gaining levels in Upright line of traits that exempt other things increases bribe resistance
-Added new trigger to make it possible to gain Diplomatic Genius agents
-Fixed several agent creation triggers so that most diplomats and spies will start with one of religious believes
-Tweaked trigger for gaining experience with spies when doing missions with 100% success rate (slightly_successful), so it will be triggered for spies with one or zero levels of experience, and not just for those with exact one level of experience
-Fixed Good/BadConspirator line of traits so they can be gained by assassins
-Corrected sabotage triggers, so that they make more sense
List of fixes for Imperial Campaign
Changes in export_descr_buildings.txt file:
-Fixed the bug when Gauls could recruit Naked Fanatics in farming shrines (and Gauls don't have farming shrines)
-Fixed a bug when Awesome Temple of Epona and Pantheon would show up in building browser for Gauls and Spanish
-Added law bonus to academy-type buildings like it's done in Barbarian Invasion expansion, so that such buildings would still have uses in cities without governor
-Holding games in arena type buildings limited to Romans only, to prevent "THIS GAMES HELD TEXT SHOULD NEVER APPEAR ON SCREEN AND SHOULD NOT BE TRANSLATED!" message appearing when other factions try to hold games in conquered roman territories
Changes in export_descr_unit.txt file:
-Added secondary attack to German Spear Warband to prevent bug when using these units outside phalanx formation
-Fixed the issue with Pontus generals, when they would never get their bodyguards upgraded like all other factions (added to unit "general_unit_upgrade" tag)
-Fixed inconsistencies in mass and armor sound for Bastarnae Mercenaries unit, compared to its thracian equivalent
-Removed "annoying" blue officer from rebel Archer Warband
Changes in descr_model_battle.txt file only:
-Fixed the wrong color of Spanish generals by giving them proper texture (should be brown, instead of blue)
The issues marked with *, are those that are workarounds for hardcoded problems.
Also, be sure to check bug-fixer readme, for details of how some of these fixes are implemented (it has GOOD readme), or what exactly they do. Download can be found in my sig, or in TWC patch download section and sticked threads in both ORG (collosseum) and COM (mod) forums.
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Re: BI Bugs (read first post before posting)
When positioning the camera behind a unit of Saxon Sea Raiders, you can see through the back of their heads.
Their head appears to be pretty empty, by the way.
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Re: BI Bugs (read first post before posting)
On my building browser at Kotais it shows I built a stone wall (which I did), but on the campaign map I can still see a stockade.
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Re: BI Bugs (read first post before posting)
Reinforcement units die when waiting to enter the battle (siege/sally battles only?)
I've had this happen in a couple of battles so far. They were all sally-out battles, so it might only apply to them. I had a relief force of nomad archer cavalry units joining my garrison as reinforcements, they appear in the corner of the map and start marching into the battle area from behind the red lines. But some of them are strangely scattered, the individual soldiers spread around randomly and starting on both sides of the red line.
What is worse is that they would suffer casualties for no appearent reason. There were no enemy units anywhere nearby, some of these bugged units simply kept losing men (some of them very rapidly) untill they had completely crossed the red line (some were unable to cross and died). This bug occured the exact same way when I reloaded and tried to fight the battle again two times.
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Re: BI Bugs (read first post before posting)
Sluggish ford-battles:
This has now happened three times so I guess there´s something wrong with the fords (rivercrossings before bridges) or some of them. Right from the start the game is sluggish and chumpy. I move the mouse and it moves with a delay of a sec or two and sometimes a command isn´t even registred or executed by the game. My first thoughts was that this problem could derrive from the "mem leak bug" but after the battle I can continue playing as nothing has happened. Now, yet another oddity that I´ve noticed is that the AI player just stands stills issuing orders like: "march!" over and over again but never moves!!!? I could run theese battles on tripple speed but that turned out to not work either!
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Re: BI Bugs (read first post before posting)
I've two issues which are a bit of a pain.
You lose titles when a character dies like all other retinues. Shouldn't you be allowed to assign to title to a new character like in MTW?
https://forums.totalwar.org/vb/showt...d=1#post963464
The emperor can rebel against himeself as described in the below thread.
https://forums.totalwar.org/vb/showthread.php?t=55978
My apologises if these have been reported before.
Cheers
Starkhorn
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Re: BI Bugs (read first post before posting)
Playing as the saxons I captured a celtic city. The unit build said I could create a warlord unit but despite the fact that I was charged the 1503 gold and the unit queue was filled for 3 turns no unit arrived. Either its a bug that the warlord was in the build queue or its a bug that it didnt arrive.
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Re: BI Bugs (read first post before posting)
Hi everyone,
I've bought BI, and I find that everything moves slowly.
I was told to lower the settings, but could it be something else?
First, Is this a lack of memory problem on MY part (512mb Ram is what I got)?
OR
Is this a lack of video memory? (128mb Nvidia card 5600xt is what I got)?
Any help would be appreciated!
~:cheers: ~:)
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Re: BI Bugs (read first post before posting)
Quote:
Originally Posted by hellas1
Hi everyone,
I've bought BI, and I find that everything moves slowly.
I was told to lower the settings, but could it be something else?
First, Is this a lack of memory problem on MY part (512mb Ram is what I got)?
OR Is this a lack of video memory? (128mb Nvidia card 5600xt is what I got)?
Any help would be appreciated!
First, this is a bug thread. Secondly, have you tried following the advice you´ve already got? :bow:
Best way to find your PC´s threshhold is to start with the lowest settings in the game and work your way upwards. You shouldn´t have mem problems so your bottleneck might be vid.mem but on my 2nd PC I´ve 128mb too and never had any problems. For more insight and tech.related Q´s do adress the right forum in the Apothecary:
https://forums.totalwar.org/vb/forumdisplay.php?f=15
Good luck! ~:cheers:
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Re: BI Bugs (read first post before posting)
Another one (for modding):
It was found out that any religion that is added to the three existing ones doesn't cause unrest.
Even worse: Only the first three religions in descr_beliefs.txt ever cause unrest, the fourth and following religions are ignored by the game when calculating unrest (christianity, pagan and zoroastrian, too, if they are shifted back).
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Re: BI Bugs (read first post before posting)
Hoard armies dont fight to death even when out of movement points; bug or feature? It means that they can exist as tiny stacks annoying the hell out of me.
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Re: BI Bugs (read first post before posting)
Quote:
Originally Posted by manbaps
Hoard armies dont fight to death even when out of movement points; bug or feature? It means that they can exist as tiny stacks annoying the hell out of me.
All do that, it is not a specific horde feature, it is even mentioned in the first post.
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Re: BI Bugs (read first post before posting)
Two of the issues at the battlefield where you ask for confirmation, the charging of units who are swimming, and units swimming rather than crossing the bridge. I can definetly confirm them both. Had a battle with a lone General against rebels; spearmen, peasants and cavalry. They're across the bridge. They decide to cross and attack. Peasants and General swim, spearman crosses the bridge. Spearmen arrive first, so I charge my general and push them back across the bridge as I kill them. Peasants and General, who now have arrived at the other side of the river, promptly goes swimming again(none crosses the bridge). I decide to charge peasants as they get up of the water. Almost instantly I get a message my Generals died. Get a scene where he drownes and then CTD.
Also the issues at walls seem linked to baseline of unit formations. I have notices that units try to revert to the original positions they had at the start of battle (when you position your troops BEFORE the battle begins), but fail because of the limitations of the wall. Also if you invade a city and try to position your archers on the wall, they will use ase baseline for their formation the innerside of the wall and not the outerside. Thus they can never arrange an orderly line if deployed on a wall(of the city they are invading). This obviously doesn't apply to the invaded citys own archers.
Had a similar problem when ordering lines of man to sally. They get stuck in the gate, first trying to revert back to their old(pre-battle start) alignments before marching orderly to their new appointed line outside the walls.
That part about baseline is a bit difficult to explain. I'll try and show what I mean:
__________________ Baseline
---------------------outerside of wall
xxxxxxxxxxxxxxxxxxxxxArchers(city defenders)
xxxxxxxxxxxxxxxxxxxxx
---------------------innerside of wall
---------------------outerside of wall
.....x....x.xxx....x.....x.(... are placeholders to make it look good)
xxxxxxxxxxxxxxxxxxxxxArchers(city attackers)
__________________baseline
---------------------innerside of wall
XXXXXXXXXXXXXXXX
XXXXXXXXXXXXXXXX
^Position the attacking archers are trying to achieve, while still on wall, only the wall doesn't stretch that far.
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Re: BI Bugs (read first post before posting)
Quote:
Originally Posted by Kraxis
All do that, it is not a specific horde feature, it is even mentioned in the first post.
Ive found that all other armies do die after a fight to death even if they havent all died, you get the army routs message in the campaign screen.
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Re: BI Bugs (read first post before posting)
Quote:
Originally Posted by manbaps
Ive found that all other armies do die after a fight to death even if they havent all died, you get the army routs message in the campaign screen.
I have only experienced Rebels do that, but they only need to lose the battle. You need to kill 80% of the enemy army for it to vanish, while family members and generals can survive.
I have had several units and small armies be able to survive situations where they were out of MP and attacked by enemies, by using this.
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Re: BI Bugs (read first post before posting)
I have an update on the units fighting ghosts if it helps any. The enemy unit is still there when they are all dead! If you move the mouse over a dead enemy body from the unit you were fighting there (and indeed still are fighting due to 1 of you men flipping out) you can still get the status of the enemy unit that you originally defeated and killed on that spot.
For example "Spear Warband (0 men); exhausted" or whatever.
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Re: BI Bugs (read first post before posting)
I've seen the ghost fighting in 1.0 too--just last night, in fact, so that's not a new bug (though it may be more common).
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Re: BI Bugs (read first post before posting)
Quote:
Originally Posted by SpencerH
Playing as the saxons I captured a celtic city. The unit build said I could create a warlord unit but despite the fact that I was charged the 1503 gold and the unit queue was filled for 3 turns no unit arrived. Either its a bug that the warlord was in the build queue or its a bug that it didnt arrive.
If you have too many family members, the Warlord unit will turn up as a regular cavalry unit instead of as a general - so not a bug as such.
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Re: BI Bugs (read first post before posting)
Another bug for you's. When the enemy has druids type unit in a RTW1.3 battle, the announcer gives the speech for "religious units inspire the enemy" from BI instead of the "Druids" blurb so the speech doesnt match the text in the bubble that appears (obviously).
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Re: BI Bugs (read first post before posting)
A screenshot of my famous invisible general:
https://img383.imageshack.us/img383/...ral12kl.th.jpg
Perhaps this is a feature, not a bug but "invisibility" wasn't listed in his traits.
One turn this guy just disappeared. At first I thought maybe he was bribed or died without my noticing, but then I found him still listed in the "armies" tab. From there, I could find him and use him.
At one point I had him in a city, and his unit card did not show up among the city garrison, but he did show up as the city's governor.
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Re: BI Bugs (read first post before posting)
It was reported on TWC that when you try to record movies with a settlement, upon playback the settlement disappears and only the ground features for it are visible.
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Re: BI Bugs (read first post before posting)
[EDIT:]Ok, I've just grabbed a few screnshots from the battlefield in my Roxolani campaign, see 2 posts down for results.
Quote:
Originally Posted by Kraxis
Goths talk Greek. Yes strategos! (Barbarossa82)
Exactly the same applies to the Roxolani on the strategy / campaign map. Each time a family member, captain or agent is selected, a Greek voice is used. Same applies for giving unit / agent orders, depleted movement points, and siege voices.
On the battlefield however, I found the following results:
* Left-clicking any unit (this included horse archers, infantry, general's cavalry unit) generates a Barbarian voice. EG "Chosen Swordsmen", "Warlord", "Horse Archers" etc.
* However, giving any unit an order (ie moving it round the battlefield by right-clicking) generates a Greek acknowledgement. EG sounds like "Oi!", the default from RTW. This also applies to mercenary units.
[EDIT:]I've also noticed on the battlefield that pre-battle speeches are done in Barbarian voices, but siege / victory announcements are in Greek.
So what we end up with on the battlefield is a Barbarian-Greek cross in terms of voices, unlike the the campaign map, where this is solely Greek voices.
Also (I stand corrected on this one), why is it that the Goths* in BI (not sure about the Ostrogoths btw) are of the same culture as that of the Huns, Sarmatians, Roxolani etc? Surely as the Goths originated in Scandinavia, they would be more European-looking on character portraits, unit cards etc than they do at present? Unless looking like a Hun was the fashion in those days?! ~D
*I'm not referring to the indvidual Gothic units on this point, just the generals' / agents' portraits, unit cards etc.
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Re: BI Bugs (read first post before posting)
Quote:
Originally Posted by Kraxis
The total list so far, so read it before posting.
THE BIGGEST ISSUES!!!!
Both RTW and BI suffers from huge memoryleaks. Many players complain that the game sucks up huge amounts of memory the longer they play. Eventually the game becomes unplayable, also it seems to affect the AI...
AI doesn't count in towers in assaults. Reinforcements from allied armies that are marching to get up siege towers or ladders will march close to the walls getting decimated, sometimes even destroyed before getting there. (CBR)
Infantry acting like cavalry. Captains in control of infantry will act like cavalry and recharge when the battle isn't going their way. Needless to say that this just makes it even less likely for them to win.
When a unit of infantry is controlled by a captain it will act like cavalry and withdraw from combat to recharge. That can be disruptive for the enemy forces.
Units with FAW off don't use ranged weapons. Exception is siege equipment. Legionaries are most visible affected by this. In the case of Plumbatarii there is little point for the AI to use said unit.
AI doesn't restructure settlements. The local religion will stay put, even if it is problematic.
CTDs! They are apparently frequent to a significant number of players. Often centered on taking cities. A specific case seems to be the Saxons taking the British cities, perhaps connected with the Romano-British and their appearance.
Graphics and looks:
Scholae Palatinae has a graphical or model glitch. They only move half their head... It is rather ugly, and very obvious.
Celtic Wardogs wrong colour. Black should be white. (player1)
Officers and captains don't always have weapons. It looks rather silly when they try to beat up an enemy with their fists. Brave men.
Pictish Crossbowmen have weird attack animation. They have bowmen stance when using crossbow. (player1)
Graphical bug with Imperial German Bodyguards, their weapons are shown with black boxes around the edges. ([DnC])
Golden Band model is not correct, they are shown with two weapons (like the Arcani) yet only sport a single sword in battle. (King Ragnar)
Gallowglasses lack twohanded style. Despitethe destriction and their cards they don't have a twohanded style in battle. (Refnulf von Holland)
Praeventores, odd arm? The right forearm is off center, moved back a bit. Looks ugly, just likethe Scholae Palatinae. (Refnulf von Holland)
Scotti Chariots, British? The Celtic chariots carry a Briton flag on their rear. Shouldn't it be Celtic? (Refnulf von Holland)
Saxon Keels carry a bar. While they might be drunken men, they shouldn't be carrying a small thin bar around below their shields. Obvious texture failure. (Refnulf von Holland)
This is a problem for other roundshielded spearmen too.
Textureproblem with Clibanarii Immortal maces. There is no texture for them. They work fine enough in black though. (Refnulf von Holland)
Warlord model. The lod3.cas files doesn't work it seems. (Refnulf von Holland)
Chosen Axemen. The axe jumps into a high grip when using .cas files. The axe is misplaced. (Refnulf von Holland)
Romano-British Legionaries, losing a leg? They lack the usual two leg style that most humans have. Obvious problem.
Frankish Paladin Bodyguard. Holy Paladin Texture/model problem the unit is missing texture on body, you can see inside the model. The missing texture/mess is under the right arm, very noticable in combat. (Refnulf von Holland)
Warlord model appears to have a texture problem on both arms, black box around the sleeves near the wrist. The same models that has a damaged lod3.cas file. The problem appears on all factions that use this model. (Refnulf von Holland)
Lesser generals not being used in the expansion. Looks like they made models/textures but did not add them. (Refnulf von Holland)
Generals on the battle map do not correspond with the general models on the strategy map for some factions as they do in RTW vanilla. (example) Saxons use the saxon general on the battle map, however they use a differnt model on the strategy map that does not correspond. It should be saxon general on battle map and saxon general on strategy map (campaign map). List of factions that have the problem saxons, vandals, celts, goths, franks, lombards, rebels, and bergundi - maybe others. (Refnulf von Holland)
Hunnic generals and captains. There seems to be some messed up textures as their great blades look decidedly odd and their shields look like they are coated with some kind of bodyarmour.
Roxolani Horde Chosen Warriors, their officers are Vandals (brown).
Saxon Sea Raiders, hole in their head? They seem to lack part of their skull. (Brutus)
Battlefield:
Units on FAW shoot at routers, even if they are engaged by chasers. Can be very costly, and is quite demanding on attention.
Units can charge other units in water? Not very good in case of non-swimming units, they drown. Seems to be a case of Generals mostly.
Fighting ghosts. It appears that sometimes units can end up fighting nothing after killing an enemy unit. (CBR)
Shield Wall not holding formation, WRE Auxulia (the ones with the nice breastplate) do a slow forward creep while in shieldwall formation, even when told to Stand Ground. This pulls them out of line and exposes their flanks. (TinCow)
Horse archers gets stuck on the border when they can´t outflank you. They will respond if attacked but if they can´t flank you they simply go idle. (PsreRamesses)
Celtic Slingers have odd sound. They give off the correct slingersound when they whirl and let loose, but then right after it an arrow-firing sound goes off. (Seasoned Alcoholic)
Swimming units want to swim. Rather than taking the bridge they will swim across the river. (SpencerH)
Druids in RTW 1.3. When the enemy has druids type unit in a RTW1.3 battle, the announcer gives the speech for "religious units inspire the enemy" from BI instead of the "Druids" blurb so the speech doesnt match the text in the bubble that appears (obviously). (gmjapan)
Strategic map:
Alliance in tatters, well this one is not confirmed at all. And even if it is a fact then it might be a feature. But so far both cases of the two Roman empires asking each other (player asking) for maps has resulted in immediate cancellation of alliance.
This needs some more research. CA comment on this?
Asking for alliance results in no more talks that round. Feature or bug? Confirmation?
Rebels can sally twice, when using autocalc that ends in a draw. (magnum)
Throwing games sometimes don't grant conversion stated in manual. Confimration?(Viking)
Castrum not 'visible', it continues to be the Great Hall in the city list while the Castrum is visible on the battlemap and in the browser. (Barbarossa82)
Advisor doesn't give advises for buildings? Still works for training though. Confirmation? C-F
Units, armies and generals can retreat despite out of Movement Points. In old RTW they couldn't and died if they were at the end of the 'road'. Can lead to impossible chases after battles.
No traitincrease for Assassins. Well there is for normal murdering, but there is only decreases for sabotage. You can get a decrease for failed sabotage but apparently not an increase.
Petra is the only port in the Red Sea. Makes no sense to have that port. Even less to have pirates there.
The strategic models not used correctly. Several factions use the wrong models for their generals. And in the case of the Goths they use the lesser general for their generals. (Refnulf von Holland)
Senate offices no longer notified. In RTW 1.3, while playing as the Romans, no notification is received of election to senate offices, even though characters within the faction have received such offices. (Barbarossa82)
Roman internal diplomacy messed up. The Roman factions don't stay together anymore, and might even have unprovoked Civil Wars early. They act as if they are just normal factions. (Barbarossa82)
Kotais shows only wooden stockade despite stone wall in place. (Garvanko)
Invisible Generals. The figure of a general can apparently get 'lost' making the said general invisible on the strategic map. (dismal)
Sieges:
Units still fight to the death on walls. Can be a major problem in certain cases. Either make it so they don't rout at all (so they can be moved off the wall, or make them somehow behave like other routers.
Siege towers can become transparent, apparently only at night and through the ladders. Screenshot added later on.
Sallies end too soon. When the enemy withdraw or are routing the battle ends. Can't chase them down properly. Not confirmed. (Viking)
Ladder Limbo. Sometimes units with ladders can get into a sort of limbo where they simply will not raise the ladders. The same thing can happen to Ornagers (thankfully only to one at a time). If the does get raised the unit often end up falling to the ground. (Jambo and myself)
Spy prevents capture of gateways. Apparently only applies for the AI... Thus less problematic, but still needs fixing as te AI doesn't need to be more disadvantaged. (Viking)
Soldier die for no reason in siege towers. When the ramp falls a number of men might die for no reason, falling through the battlement. (the_inquisition)
Problematic Walls. Constantinople: north east corner of the wall is unpassable, not broken, unpassable. (PsreRamesses)
Saps random? Sometimes the option appears when you go to build siege equipment on large, larger and epic walls, other times they are greyed out with a 'this equipment not needed' tool tip. This happens whether you have units with the 'Can Sap' ability or not in your siege stack. Obviously, they are always unavailable when sieging wooden walls. (Zatoichi)
Last bolt/boulder doesn't count. You will get a loss if your very last boulder is the one that knocks over a wall (and you have nothing else to take the walls with). It seems the game calculates the chances of victory when the missiles leaves the weapon instead of when it lands.
Reversing sallies becomes odd... If one takes towers and gates when the enemy sallies it will bring pop-ups of the enemy taking them. Apparently the games doesn't recognize you. (starkhorn)
Damaged Awesome Temples float. That's right. A completely destroyed Awesome Temple floats on the battlemap. It is ca 10 meters into the air, rubble and all.
Factions and cities:
Romano-British can't build siege equipment or Bucellarii, so why have they got them in Custom Battle and can build level 4 siege engineers? (professorspatula and player1)
Missing options for modded in factions. Why not have them when they have so much else that makes them so moddable. (professorspatula)
Goths talk Greek. Yes strategos! (Barbarossa82)
Celts and Pictish Crossbowmen. Pictish Crossbowmen can be trained at a higher level of Siege Engineer than the Celtas can build. A lack of building capability or too high requirements for the Crossbowmen? (Seasoned Alcoholic)
Traits and ancilliaries:
"CharacterMarries" event still does not work, when used in scripts for generaing ancillaries or vices and virtues. What this means for common player is that traits such as Well Mannered Wife, or ancillaries like Evil Mother-in-Law will not apprear in game (exempt in few cases when they are preplaced at the beggining of campaign). (player1)
The new personality VnV system added in BI is not really working (the "hidden" traits Guardian, Idealist, Rational, Artisan). They apparently only work at coming of age while their active points are meant to work during the whole life. (player1)
Trouble with the siegeline traits. Apparently the traits don't count wooden or no walls in autocalc, thus the AI characters suffers limitation in their commandability in sieges. (player1)
Emperors revolting? Their lack of Loyalty can cause an Emperor to go rebel. That can't be right. (starkhorn)
Load of issues, at page 5 player1 has presented a lot of the fixes in his BUG-fixer. They are worth noticing.
Bug with 'Eagletaker' line? The traits mentions 100% chance of getting it, but people are reporting that this is far from the case, only a third or less recieve it.
General/other:
Gratianus Flavius of the WRE starts with a unit of archers, should of course be Imperial German Bodyguards.
"Upgrade bodyguard" building function in v1.3 imperial campaign still doesn't work for others than Romans. They still have to wait for Marius. (player1)
Something wrong with reinforcement selection. It seems that the reinfrocements are not so easily selected to be controlled or not. Often turning the selection off does nothing. Perhaps we have a selection where we haev no choice really (meant as a feature)?
Ermanaric, Leader or Diplomat? The Goth Faction Leader has the Diplomat ancilliary Translator. It works well enough (he is given the +2 Influence bonus), but he shouldn't really have it, or what?
Sounds Like A nother Well made And Thought out Expantion.
Good thing They didnt rush the release of this expantion, Just to stop the complaints about the bugs in RTW,
Adding claims like "most of the bugs will be fixed in the new expantion"
Otherwize theyd Look like right idiot's...
Becous It seems to me that theyve managed to keep Most of the origional Bugs and flaws.
And then threw in a few new 1's to boot.
Lets just hope They dont just release 2 patches that wont address even 20% of the bugs then moove on to the next profit making game,
Something makes me beleve that they will though,
I think its Previous expirience of the tw games maby.
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Re: BI Bugs (read first post before posting)
[EDIT:]Updated screenshots relating back to 2 posts earlier, after trying out the Roxolani faction. Also discovered Roxolani Herdsmen's formation appears to be too loose
Quote:
Originally Posted by Refnulf von Holland
I agree with you player1 but the problem with sm model vs battle models there is no consistency. Consistency would be the sm_model matches the battle model like in RTW. Here is a picture on how they should look on the sm.
https://img170.imageshack.us/img170/...mmodels6up.jpg
Reiks
As with the above strategy map faction general models, add the Roxolani to this incorrect list. On the strategy map they have the Roman General skin, as below:
http://show.imagehosting.us/show/895...725_895254.jpg
Same skin applies on the battlefield:
http://show.imagehosting.us/show/895...725_895256.jpg
Also found that Roxolani Herdsmen's formation is a bit too loose, whether this was intentional or not I'm not sure:
http://show.imagehosting.us/show/895...725_895292.jpg
http://show.imagehosting.us/show/895...725_895299.jpg