sorry, not sure if I should put the above on the patch wish list thread.
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sorry, not sure if I should put the above on the patch wish list thread.
Maybe it's just me, but has anyone else noticed that, there's no indication of the date/season in the campaign map SP?
Very sure... You just don't see it until the enemy unit is spotted. Then you see the unit aswell as the bodies. If they happen to move, and you don't see it, and then hide again it is very possible that you never notice that they might have suffered heavy losses.Quote:
Originally Posted by Oaty
So while you can't see enemies that are dead (or living obviously), you can see impacts of bolts and arrows if you zoom in closely. There you will see the arrows/bolts do their little splash of blood.
Another thing that might be a bug:
Man of the Hour never triggers if the combat is from sallying, attacking out from a town (ie. the troops dont step out as the enemy stands right next to the town) and if a captain led army takes an enemy town. For all other instances it can and will trigger if you have significantly less generals than provinces. Noticed that today.
the small lake at the border betweenTunis and Algiers,
i have no means to upload a pic from this PC,
but i have a screenie with a fleet IN that lake,
B.
You are right Kraxis, in RTW the corpse didnt do that.
I just had the spy in the castle ignore the ram and the door bug.
England Vs Milan
If you use archers with flaming arrows you do see a small fire at the point where the arrows hit hidden men. When the unit is again revealed, through movememt or getting close to them, the man count is considerably lower than prior to concealment. I haven't checked this with cannons, etc. as yet, but archers and crossbowmen definitely do reduce enemy unit numbers.Quote:
Originally Posted by Oaty
AI concealed units are immune to artillery/missile barrage where as human concealed units are not. Can be a death sentence if the map is covered in trees.
Forlorn Hope
These guys have very slightly better stats than Twei-handers, cost about the same yet have half their numbers. That can't be right.
Currently they are not worth it, as they die far too easily, and get plastered against just about anyone in melee. They can't even defeat Swordsmen Militia with any certainty of victory, while Twei-handers walk all over them.
Obviously they are missing an extra HP, or else their cost doesn't warrent their rather paltry combatabilities.
[EDIT] This is of course a very 'balance' issue, but the Forlorn Hope is downright lousy and far far too expensive as it stands. Something is not as it should be. And I'm certain I have seen something about them having two HP somewhere.
When using autocombat to take a town/castle, even without artillery a lot of buildings will be damaged after the battle. The question is why and how? Its impossible and should not be happening unless you have artillery!
Reporting this as a balance problem with a few possible bugs:
I took a look at the unpacked character traits file and noticed that characters are SEVERELY penalized for being in cities. Basically, if a character governs a city with a certain level of structure built, he stands a pretty good chance of becoming a useless bum. This was particularly pronounced in RTW where every one of my governors became corrupt, womanizing catamites who were also bad taxmen, poor farmers, poor miners, poor administrators and hated merchants to boot. This is because of the way the traits system works. Every time a character ends his turn in a settlement, he stands a chance of picking up traits based on the level of buildings there. These chances stack and are pretty high. Considering that governors have to spend turn after turn in their settlements, they will eventually become totally useless.
For example, the expensive tastes trait line can cut your income by 30%, yet it is insanely easy to pick up. The coaching house, theatre, public baths, merchant quarter and pleasure palace each give a 3-5% chance of your character picking up 1 point of expensive tastes every turn and these chances all stack. Furthermore, there are triggers for the "bloated empire" effect. If your treasury is above 50k florins then any character that ends the turn in any settlement in your empire stands a 3% chance of getting expensive tastes, plus additional 3% checks if your treasury is above 100k and 150k respectively. These are all in addition to the chances from the settlement buildings, making it extremely unlikely that any character will escape unscathed after even a single turn in a settlement. And of course, expensive tastes is hardly the only trait you can pick up this way. Girls, gambling and drinking are easy to pick up; in fact gambling and drink are 5% checks for each level of brothel/tavern you have built.
Characters in castles are safe from most of these vices, yet an oversight causes them to pick up bad traits as well. Any governor whose people are content and happy and whose tax rate is normal or lower stands a 15% chance every turn to pick up the really harmful bad taxman trait (-30% to taxes at the highest level). The problem is the tax rate for castles is fixed at normal and public order for castles is usually very high, so any character who manages a castle is almost guaranteed to become a bad taxman.
Unless addressed in a patch or modded, there is really no point to having governors in M2TW, just like there was no point in RTW. Most of the negative traits cause unrest or reduce income, so the settlement is actually worse off by having a governor. All characters should avoid settlements like the plague and stay in the field.
Possible bug: losing to Aztecs makes your general hate Denmark for some obscure reason.
I read through this thread - I havent seen any report of this 'bug' /undoc feature
my apologies if this has been dealt with and I missed it
The 'Old' MTW 'General seeking artillary' is back - Ive counted numerous battles where the enemy gen or mine is near the first to die in an art barage. Even when I tell my units - NOT to target him - he dies
also as someone mentioned - the suicidal general - Ive only seen this in seiges so far - where he is usually first in the door - not a good idea in any castle im defending
may be related to cav generals being fastest when ordered 'once more unto the breach'
As the above poster stated, suicide general makes a reappearance in sieges.
This is a bit disappointing.
Also, the AI seems to 'freeze' halfway through in sieges. I've had this happen several times, where the AI starts the siege, then just seems to stop doing anything.
Feels a bit like the passive AI bug, but differently as it acts normally at first then just stops for some reason.
I was reduced to a handful of remnants, the enemy still had about 5 full stacks of Genoese militia, but did nothing and just stood there till the time ran out (no shooting either).
Have noticed as well...Quote:
Originally Posted by Daevyll
I was down to less than 100 men (in 6 units, where 50 or so were archers) in the square where they had fended off the enemy for a long while. Now they were exhausted and down on their morale. The enemy syill had a few units left that had not yet been in the fight. Yet they never came, I had to send my troops out (of which some couldn't because they broke instantly). In the end I just Esc'ed out, having done my damage.
I don't know whether any posters have encountered this problem but in all of my games, regardless of faction, whenever the video for a succesful or failed Spy/Assassin mission comes up my game crashes. Does anyone know a way around this? It does get incredibly annoying...
There's an option 'do not show this type of movie again' or something similar when you get the video.Quote:
Originally Posted by KhaderKhan
Now you probably cant select this because that's when you get your crash, but I'm guessing the value here is in one of the configuration text files, changing a 0 into a 1 or viceversa, the config-keys are pretty recognizable mostly so I'd have a look there.
Where can I find this?Quote:
Originally Posted by Daevyll
KhaderKhan: Preferences.cfg
Some more bugs:
I play under small unit scale and sent off a town militia unit (60 men) to fight a nearby rebel army near my town. Used quick combat as I couldn't be bothered to fight and won (peasants). After the combat my town militia shows 71 men for some reason? :dizzy2: And it stays that way too..I can provide save or screen if necessary.
The other problem is recently my capital (Venice, playing as Milan) has a 10% religious unrest problem even though its 99% catholic with no other religion shown in the settlement details (wonder why it doesn't show 100%, maybe atheists). Usually religious unrest occurs at more than 6% difference from your religion and 10% from 10% or more. I got 1% difference and 10% for some weird reason??
Also, all my towns and castles have a 15% unrest showing. Even those without a governor. It can't be spies as I eliminated every faction besides England (they are stuck on their island with Scotland) and the Papal states. Mongols and Timurids have yet to show. Where does this unrest stem from and why is it global?
Crusades and Agents
I suspect, this is a bug, not a feature. If any agents join the crusade stack (even at the time when the crusade is created), they "slow the crusade down". The available movement points are the ones of the agents, not of the crusade. Makes bringing priests and spies along a tedious process.
Quote:
Originally Posted by Razor1952
I can confirm this. When ordered to attack the big blob of enemies at the base of the ladders, my knights just go "Orders completed, Sir !" and do nothing. They will engage if you walk them really close, but I wouldn't recommend it - I lost quite a few knigths this way, as the "on the ladder" enemies can still retaliate effectively and without the charge bonus and the disengage-and-charge-again movement, the knights will lose against most infantry.
ANOTHER BUG :
The woodsmen guild doesn't always give the archery bonus. After I built the guild in Nottingham, 2-3 of the units I've trained there came out with 0 exp. When I right-clicked them on the recruiting queue, the description card said "experience 1" but when the training was complete the unit had 0 experience. The problem dissapeared after a few turns - the exp. bonus started to apply to the newly trained units. I don't know yet if this is a recurring problem or just happens once the first few turns after you build the woodsmen guild.
I've reached a point where it crashes every time I try to end the turn.
Playing as the Moors, at turn 53. 19 regins controlled, destroyed Spain and Portugal. Teamed up with England to stomp out the French, moving armies east to start my take over of Egypt, completed 3 Jihads.
Was one of the best campaigns I've done so far, but now it'll crash evrytime when I try to end the turn. :wall: ~:angry:
That is a generic problem. Jousting Fields and other buildings that add experience also tend not to grant it beofre you retrain the troops again. And then sometimes they don't even get it then either.Quote:
Originally Posted by Ars Moriendi
When parts of a unit have left the battle its possible that another part of the unit (only if its far from exiting the battle) becomes untargetable. Had this happen to me on steep terrain and parts of an enemy sipahi unit routed. When I held my cursor over those still near the center of the map, it told me "this unit has left the battle" and i couldn't attack it.
The description for Holy warrior is the same as for Grand Crusader and mentions crusades. Not a good thing.
When defeating a stack and getting the "Enemy army routs" message, the wrong name is displayed there. It displays your army as the one having been routed instead of the enemy's.
Units with the skirmish ability will stop skirmishing, even when still in skirmish mode, if out of ammo. This is annoying when you don't have time to move those units manually right at this moment.
Looking through the released data files, I've noticed a few errors:
- The WifeIsFertile trait has a character type of admiral
- The swift_steed ancillary for diplomats has a health bonus
- There are numerous ancillaries with no triggers, eg. armour_custom, armour_ornate, black_stallion, faithful_servant
This was from some casual browsing, so I've no doubt there's more errors.
Hasn't anyone noticed this or its just me?
Turks don't have speech before battles in campaign.
But Egypt has it working just fine.
They should leave that one in :laugh4:Quote:
Originally Posted by dopp
AI has lots of trouble withdrawing artillery units, They withdraw then run back pickup the artillery and withdraw again never getting anywhere.
AI can't besiege any fortification with cannon towers as they will willingly let themselves get slaughtered on a sally. Should they only be assaultable due to the towers range?
A couple of small ones, but bugs all the same:
1) On a merchant mission from the Merchant's Guild to takeover an enemy merchant, the mission states, if you succeed you will receive 500 Florins and the Merchant's Guild will be pleased with you and if you fail or don't do it, the Merchant's Guild will be pleased with you. Obviously they've been trading too much wine and they'll be pleased either way!!!
2) I received a mission to assassinate a Witch standing on my territory. Without reading properly I despatched a priest to burn the witch and the mission failed although the witch was dead. I reloaded and repeated task with an assassin and the mission succeeded. It should work either way or be more specific as to how to actually kill the witch.
3) My city Genoa in an England campaign has 100% Catholic, a cardinal and a priest within region, yet my religious unrest is 15% and the public order is 85%. The region above (Milan) owned by the Papal States has 2 Heretics standing around, 23% Heretic religion and their city reports 150% public order. Can anyone explain that?
I looked through this list and didn't see this bug--or maybe I'm not playing the game right.
I only get one princess. I start the game with her and once she's gone I never get another. I watch them grow up in the family tree and as soon as they come of age they get married to one of my generals. I try to dis-allow the marriage but she never appears on the game map.
Have I missed something here?