I am not sure if this has been posted.
I sometimes have bugs when Legionaries form the testudo. When they walk in the woods, some get stuck and sometimes the whole unit stops or move backwards.
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I am not sure if this has been posted.
I sometimes have bugs when Legionaries form the testudo. When they walk in the woods, some get stuck and sometimes the whole unit stops or move backwards.
Pathfinding in cities, especially the town square, is buggy. You click to attack, and your unit will often run off in some other direction -- often into another unit that you'd prefer not to engage in. It's also incredibly difficult to get units to properly do a rear/flank charge, since they generally "miss", run right by the targeted unit, and end up getting hit themselves in the back.
I thought it was just cavalry at first, and believed it might be a feature rather than bug (since presumably cavalry cannot maneuver as well in city streets). But it's infantry too. And it's not only the area around the flag.
Makes town battles incredibly annoying.
The hwole AI concerning cities is really messed up. I was defending a siege in a recently conquered city and forgot to repair the hole I had made to get in. The AI, attacking from the other direction, runs his whole army around the walls (right by every single tower). I pulled back to the town square, he marchers his army to it, mostly 1 by 1. They all reach the town squad exausted and are slaughtered. At least he tried to flank by using both entrances to the square, unfortunately he also sent his general in first, alone (scythian nobles also).
Also when attacking cities, the AI keeps suiciding it's units. If you route 1, theyll run back to the square, rally, and immediately head out by themselves back into the swords of your 8 advancing cohorts.
I hope CA is doing some serious work on the AI, theyre so incompetant at city battles that I may as well be cheating.
I encountered this for the first time last night. I was sallying forth from my city to smite the Egyptians. I ended up with a log jam in front of the gate involving about 4 -5 cav and foot units. The bug was that I could not get them unjammed (I clicked double clicked etc on every unit) until I turned off the skirmish mode. Luckily the Egyptians didnt attack or it would've been a slaughter.
I've tried the (worthless) testudo formation and found another problem. When you disable the formation, you have to completely wait until they all reform back to the default shape. If you don't, whatever is left will still be in testudo shape. While I charged, one row was still in testudo formation and got left behind. Pretty funny. :laugh4:Quote:
Originally Posted by hotingzilla
temple of zeus currently apepars to do nothing.
All wonders grant 20% order bonus temporarliy. Temple does the same thing, but otherwise adds nothing to population loyalty, afaict.
When I have a large siege battle in a large city (1600 vs 1600), the framerate starts out smoothly, but gradually the framerate degrades.. as if the accumulation of bodies was the culprit. It makes no sense. It starts out perfectly smooth, and by the time the opponents are dead, the framerate makes it almost unplayable. Even pressing Pause makes no difference (which it does in huge mock battles), I get down to 2-3 fps at that point.
It would be much more logical if it started out with low fps, and got better as the men died. For every dead body, the CPU has less pathfinding and AI to do.
I have an Amd Athlon 2400+ XP, MSI KT3 Ultra-2R (VIA), 2x512mb Kingston pc2100, Sapphire 9800XT 256mb, DirectX9.0C, ATI Catalyst 4.9, Windows XP SP1.
I'm getting a new system tomorrow: A64 3800+, MSI K8N Neo2 Platinum Ed. (Nforce3). I'll test the same issue then, and post my findings.
I think this could very well be a symptom of a memoryleak in the game, and it could be related to a certain combinations of memorytypes, motherboard-chipsets, and most certainly gamecode.
I'm going to test further using the Performance-log in WinXP to make sure if it is a memleak or not.
I'd urge others to playtest and see if they get this bug.
-edit
Ok. I just started RTW again and tried the exact same siege battle. This time, it ran fine. This is a clear confirmation of the existence of a memoryleak. There IS a memoryleak. Now I'm going to try to catch the leak on a performance-log.
In short:
-After a very prolonged playtime, memoryleak occurs, causing cumulative and dramatic degradation of framerate in battles (not only siege battles, but most frequently)
I'm not sure if this has been reported but i got a CTD for no reason after going to the loading screen on a custom battle Pontus vs Julli.
I get a CTD most of the time I try to get into Multiplayer. :help:
Where's the "transgression" warning.
I know that, in theory, there's no need to give the human player way to express dissatisfaction becasue he knows he's mad already. However, it would be nice to give a warning.
"Even if you're going to hang a man, it costs nothing to be polite." Winston Churchill.
I have the problem with CTD when loading multiplayer also.
Navy Bugs:
-The AI seems to have trouble merging ships into fleets. In my current campaign, the Spanish have about 20 single ships in the med, and 1 big fleet. The same goes for the Julii, Brutii and Senate (I'm Scipii). They still cluster all these little fleets together, you'll often see 5 or more bunched up and travelling in line.
-There's also a bug where you can't merge flagships which both have ranking admirals aboard (more than zero stars). THis could be related to the AI not merging fleets, but I dont think so since not all the AI ships have ranked admirals.
-Admirals aren't gaining stars through battle, only through people in their retinue. This is a strange contrast to generals who seem to gain them very easily. I get one after just about any sucessful confontation, I'll even often get a positive increase in a general's command trait if I march my army up to a single enemy unit, who declines battle and retreats away.
Although I'm not sure whether this is classified as a bug or not, but it would be nice to see the AI blockading ports on a more regular basis. At the moment in my current campaign there's a huge Spanish fleet sitting outside my Julii cities (I'm a war with them) however, none of them are blockading any of the ports.
During defending a stone walled city I places Archers on single file along the gate area in the deployment phase. I set them to Use Fire as well in the deployment phase. When the battle started they didnt' fire one arrow. They just sat there with their bows. I tried clicking and making them fire - nothing. I really was confused by this because the archers are on 30 foot high stone walls and not able to fire at anything no matter what I did with the.
No they were not in a group.
Colovion,
There are troubles making archers fire sometimes. Try to put them on Fire-at-will but don't give them any orders. When they start firing, just try to redirect their specific target.
I've had the same problems, but mine is attacking barbarian towns. I haven't tried fire arrows though since they slow my system reeeaallly bad ~:handball:
:charge:
It seems then when your ships are in a fleet led by a ship with command stars you can't repair/reman/retrain the ships at ports. This bugged me for quite awhile until I took the ships out of the group and sent them to the ports by themselves where they were finally able to retrain.
Not sure if this has been mentioned or not, but I thought i'd post it.
Edit-You CAN select them to be retrained, the only problem is so long as they're in the fleet it never happens. I waited several turns and with them supposedly saying 0 turns but never training.
Feel free to delete this if it has been mentioned.
Corruption of a savegame. I tried loading a savegame from the day before and got CTD after a ½ second loading. I tried the autosave and quicksave and got the same results. It was early as the scipii in the big campaign. Sad to see that campaign go. Another save I had worked fine.
I also get the trouble with groups mentioned before.
Junior Patron SpifDK has this to say:
When I attacked Thessalonica from the seaside with my faction leader, a strange bug occurred. I didn't have enough move points to besiege the city in this turn, but when he and his army left the ships, he did it anyway. I did hear the "No more moves, sir", but he continued nonetheless.
I loaded a game where I was besieging Sparta, but the army was somehow transported to another place on the map. A reload fixed this.
When merging a sea unit with another, and one of them is of higher experience, they automatically get the same experience. For example, you have a Bireme with 20 units and an experience of 2. You merge these with another Bireme consisting of 39 units, but these only have an experience of 1. After the merging both units have an experience of 2, even though only one man, one single man, was transferred to the other ship. Bug? I definitely think so.
I besieged a city, but suddenly the garrison sallied forth. To huge armies nearby helped them. The reinforcements appeared on the other side of the map, but when trying to enter the city, they couldn't go through the gates. Or rather, they wouldn't. Every time a regiment had gone through the gate, it was immediately ordered back. Very annoying since...
There is no battle timer when playing siege battles.
After removing the disc from my disc drive, I need to restart my computer in order to be able to play the game.
I haven't had it happen all the time, but I did have it happen to me once, & it was during my assault on a city.Quote:
Originally Posted by Colt374
I noticed a bug with the building browser. If I call up the city scroll & use the arrow icons around the title to cycle through my cities, & then I look at the building browser for one of those cities, when I close the building browser, the scroll displays the first city who's scroll I called up, not the one I was looking at.
Example: I call up the city scroll for city 1. I click the arrow to change the scroll to city 2. I click again to change to city 3. While looking at the scroll for city 3, I decide to consult the building browser to see if I can build a catapult range yet. After looking at the building browser, I click the check mark at the bottom to close it & go back to the city scroll. At this point the city scroll displays city 1, not city 3. If I click the arrow at the top now, however, it will display city 4.
A couple times now, spies of mine have, of their own volition apparently, left the enemy city they had infiltrated and clambereda board the fleet blockading the port.
Maybe enemy assassins can force them out of the city somehow and that is what I am seeing.
A couple of things during seiges:
1) I've never managed to have ladders appear. Having built many, I never get them once I start the battle.
2) Dunno if this is supposed to happen, but when I use a seige tower and successfully get a unit onto the walls, no more troops can follow up the seige tower. Seams a bit silly when it's a clear way in fought for by my 1337 troops.
3) Tha AI are all complete n00bs in seiges.
- the AI also never sends more troops up the ladders either
- I was possitioning my hoplite troops in front of the gate in a semicircle with three units to the three sided 'cirlcle'. I had my Spartans inside the formation, plenty of room. The gates had been opened and I was trying to get the Spartans as close to the opening without going out it. I used the "drag/click" and made them go form up. This worked to a point - but each and every time I did this the Spartans would start to move around after a while and start to leave the formation - trying to run back through the hoplites around them. I did this over and over again with the same result - retarded Spartans with their heads cut off.
- I had some Militia hoplites inside my Stone walled city. For the life of me (and them) I couldn't get them to go up to the top of the wall. They eventually lost the city for my by running outside teh gates and letting the enemy in (once again, a "Lock the City Gates" button feature would be indespensible at a time like this). I tried drag clicking them up there, tried single right clicking them up there - they wouldn't move. So I right clicked "attack" on the units who were up there and they ran outside! Frusterating....
http://pages.videotron.ca/rossmacd/stuck.jpg
Moved a fleet onto this river mouth tile on the eastern Iberian which is apparantly a land tile. The fleet got stuck and I couldn't transfer ships out of it (nor is there any way to disband it), but I could transfer ships from the nearby fleet into it. As you can see from the cursor, it doesn't allow you to move the fleet.
Also in the pic you can see an example of the AI not merging ships. there's about 5 more spanish ships clustered together just offscreen to the east.
You can't make units go up on top of the walls unless they are close enough to the door for the unit to 'know' there is a door there. If you click or drag/click on the wall they will go around the sap point/gate to the outside of the wall (or out through the closed gate). You have to get them to a certain place in front of the door before they will consider climbing those dark stairs..... I guess there's a proximity thing there that needs expanding...
One bug I noticed is when you eliminate a faction by conquering all the cities any family members in the field will turn rebel. The thing is, they still retain any titles they had as part of the faction, eg you will see a rebel family general with the title "faction leader". Bribe him and he still retains the faction leader tag plus the benefits, so you can have multiple faction leaders. I havent tried this with rebel faction heirs, but if the same thing happens then it might mess up succession.
One very minor bug I came across was when I besieged Carthage as the Brutii.
The puny garrison sallied and other tiny armies moved in from the surrounding countryside. The faction leader was in command of the puny Punic garrison army, while captains were in command of each reinforcement army.
Now there were something like three reinforcement armies consisting of nothing but one unit of Pikemen.
What was really funny was every time one of the Captains ran I got the "Enemy King flees" message, and every time I killed that unit I got the "Enemy King has been slain" message (complete with little video).
It was rather amusing that I killed the faction leader about Five times in that sally which turned into an assault!
The tactical advisor occasionally gives inappropriate advice, especially in reference to river/bridge battles. I get advice about river battles fairly regularly when I am near a river on the strategic map but the river does not appear on the tactical map. During deployment the advisor will be giving me advice about defending a bridge when I am actually preparing to attack an enemy on a hill in and there is no river on the map.
I second that. I had this happen now 3 times. Common circumstances include:Quote:
Originally Posted by Thoros of Myr
a moderate to large amount of troops (at least 500 per side)
LOTS of missiles used. Typically cretan archers, but I have seen it in a battle with lots of velites and cavalry auxilia
There may have been missiles fire at some point in all three instances.
I definitely feel it is related to the missles. If a lot of them get fired, the computer slows to a crawl. It almost feels like it is still trying to track the missiles that got thrown.
I have played other massive battles without much slowdown. I think my specs are NOT the problem. Here they are for completeness ( not boasting):
Dell Pentium4 2.4 Ghz with 1 MB RAM. Nvidia 5700 Ultra with 128MB RAM (made by PNY). On board sound (no sound card). Resolution at 800X600 or 1024X728 (happened with both). Happens despite decreasing all the "extra" stuff. Win XP no patches. Graphic card drivers circa Dec '03 . I will look for new ones.
This is a real problem for me. I hope it gets patched soon
Afrit
Glad to see I am not the only one noticing this. So far two others have complained. This is a serious problem I am thinking of dropping RTW until a patch.Quote:
Originally Posted by Shigawire
In my experience, I feel it was related to missiles being thrown. I'll go experiment in some custom battles to find out.
There are 2 other bugs I found:
1. When besieging a city, if you rollover the mouse it gives the correct amount of turns until it falls. But if you double click it, it gives the original number only in the info window.
2. Neutral ships blocking your paths. While this may be a feature, it is a problem in tight areas. Often i cannot get anything through the Dardanelles or Bosporus because of the damn neutral ships sitting tere. They should allow you to navigate around neutrals.
Dropping a ram doesnt work if the ram has smashed a hole in the wall. The unit has to be moved near the gate, then it can be moved away from the ram.