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Re: The Org bug list - ONLY post bugs here
Unit Bugs;
-Translyvanian Peasants have halberds, halberd militia like stats, and halberd militia like cost, but they don't have spear wall.
2 Handed Axemen/Polearms don't attack cavalry
https://forums.totalwar.org/vb/showthread.php?t=72875
Billmen and similar units get completedly ripped apart by cavalry of any kind since they don't at all attempt to attack.
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Re: The Org bug list - ONLY post bugs here
I haven't seen this one mentioned yet, guess I just may be lucky enough to be the only one to have it yet?
I was allied with Portugal, (I'm playing England) but the Pope called a crusade on one of their provinces. So I joined it, and began sieging with several other countries' armies.. Next turn all but Poland abandoned the siege, then I get this...
https://img.photobucket.com/albums/v...liosis/bug.jpg
Notice what's wrong? I'm England, not Portugal...
I can't withdraw, because it says I'm being sieged. If I click attack, it loads halfway then crashes with an "unspecified error" message. If I click auto-resolve, it just sits there as if Poland is still trying to make a move. I even tried turning off following AI movements, it still just sits there. I can't move my army away, lifting the siege doesn't change it, abandoning the crusade doesn't change it. And of course... all of my saves turn out to be from that same turn, after I'd already moved my army there. :(
I'm pissed, all that time put into this campaign already is gone, it would seem...
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Re: The Org bug list - ONLY post bugs here
Some people are having a bug where a crusading army gets stuck on the bridge by venice once another faction takes the crusade target. The army stays there forever until someone attacks it. I assume this is not intentional.
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Re: The Org bug list - ONLY post bugs here
There is a major problem with the appearance of the Mongols.
Sometimes they don't appear at all if I'm playing the Russians, even though there have been several event messages, including the one that they're crossing Transoxiana and multiple event messages that the Horde has invaded my lands.
I discuss it in more details in this thread:
https://forums.totalwar.org/vb/showp...9&postcount=30
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Re: The Org bug list - ONLY post bugs here
reenforcements can make the game hang up really bad, less than 1 FPS had over 80 units on the battlefield and had to withdraw wich took 15 minutes just to withdraw. The max allowed on the battlefield needs to be toned down.
Catapults usually can't fire over the walls(fine with me) but when you sally them the AI forces them back in, all fine but the AI will suicide itself against the towers.
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Re: The Org bug list - ONLY post bugs here
Quote:
Originally Posted by JeffBag
Unit Bugs;
-Translyvanian Peasants have halberds, halberd militia like stats, and halberd militia like cost, but they don't have spear wall.
2 Handed Axemen/Polearms don't attack cavalry
https://forums.totalwar.org/vb/showthread.php?t=72875
Billmen and similar units get completedly ripped apart by cavalry of any kind since they don't at all attempt to attack.
I just want to second or third JeffBag on this 2 handed thing.
When you're playing as the English then this is not total war but total pawnage!! Being violated by French Cav using Billmen is just not right :laugh4:
Please make sure this is solved.
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Re: The Org bug list - ONLY post bugs here
Quillan reported here that ballista towers still fire during assault battles even though an assassin had previously destroyed them with saboutage.
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Re: The Org bug list - ONLY post bugs here
1) Oddities regarding spear units : they don't all have the "bonus against cavalry" trait. Even for the exact same unit (Spear Militia being a good example, as AFAIK all factions can build those), the trait varies from faction to faction.
2) Weirdness regarding the Moorish unit roster :
Berber Spearmen (castle 3) and Nubian Spearmen (castle 4) share the exact same stats, and both have the exact same price/upkeep. While I haven't tested this yet, I think both are restricted to leather armor at best. Berber Spearmen have Good Endurance + Bonus in the desert + Schiltron, Nubian have no traits whatsoever. Berber Spearmen are nevertheless one rank earlier in the tech tree.
The only reason I could find for this was to allow you to build at least 2 units of spearmen per turn should you really, really keep on pumping them out (I for one rarely, if ever, hit unit caps after the first few turns, and Nubians are far from being available at that point), but that's flimsy at best. Better give the poor Nubians something to make them distinct and "wantable" compared to their Berber counterparts. Fast movement + Good Endurance + Desert Bonus for example, close enough but not the exact same role as the Berbers on a battlefield. Good Morale could work too I guess, though I'm not sure it would befit them.
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Re: The Org bug list - ONLY post bugs here
Well I have read about desertion during crusades but seriously... 10 of my 14 units deserted from the time my english army, consisting of armoured swordsmen, yeomen archers (all kinda expensive), left Rennes to the point it reached the entrance to the mediterranian. Are the so dumb so they don´t realize it´s the fastest way to travel to Jerusalem? Even the advisor said that it is a faster way, so I thought it was taken in consideration to the act of desertion. It´s very frustrating, now I have to try and take Jerusalem with my king, one unit of sherwood bowmen, one mailed knights and one yeomen archers. Anyone wanna bet I can do it?
Any ideas why they are so eager to jump ship?
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Re: The Org bug list - ONLY post bugs here
I don't think this has been posted (at least here) before.
I don't know my current year (roughly 40 turns), but gunpowder has not yet been discovered. I build ballista towers in Constantinople, but during battles they are cannon towers.
In addition, regardless of this bug, I find these cannon towers have a very high rate of fire. Each towers shoots about 1 round every 5/10 seconds.
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Re: The Org bug list - ONLY post bugs here
Quote:
Originally Posted by maxbrutal
Well I have read about desertion during crusades but seriously... 10 of my 14 units deserted from the time my english army, consisting of armoured swordsmen, yeomen archers (all kinda expensive), left Rennes to the point it reached the entrance to the mediterranian. Are the so dumb so they don´t realize it´s the fastest way to travel to Jerusalem? Even the advisor said that it is a faster way, so I thought it was taken in consideration to the act of desertion. It´s very frustrating, now I have to try and take Jerusalem with my king, one unit of sherwood bowmen, one mailed knights and one yeomen archers. Anyone wanna bet I can do it?
Any ideas why they are so eager to jump ship?
It's been adressed in the relevant thread, but basically when you're moving north to south-west along the French and Spanish coasts, you've actually moved *away* from Jerusalem/Antioch/whatever, not getting closer, compared to the point your stack started its turn at, which is what is checked at the end of the turn for desertion, that and wether the stack has movement points left. The best "proper" way to crusade as the English IIRC is to go straight through France towards Toulouse/Marseilles and buy merc boats (at crusade price, which is much cheaper) when there. You shouldn't get jumped by the French if they're not excommunicated, even should you be at war with them, and you shouldn't get any desertion whatsoever as long as you don't "bump" into an ennemy stack (and lose your turn) on the way either.
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Re: The Org bug list - ONLY post bugs here
not so much a big, as a correction:
Playing as Sicily, they can recruit Muslim Archers.
However, these can still be p[art of your army when you Join a Cruisde agaisnt Muslim lands! :)
so, i guess they just need to be prevented from joining!
not a big bug, but its the first original bug ive ever found and its my bug, i like it, it keeps me warm even though it does bug me a little bit but what the hell its just a little bug....
*mutters off into the distance*....
HDD
*mutter*mutter*
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Re: The Org bug list - ONLY post bugs here
I can't really believe this one, but well, here it is.
https://img388.imageshack.us/img388/...rrorrh9.th.jpg
Weird how that could have slipped.
Oh and I guess while we're on the subject...
https://img237.imageshack.us/img237/...rrorkc5.th.jpg
I guess this guy is so good an assasin, he passes off as a merchant even to the omniscient player. Now that's subterfuge.
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Re: The Org bug list - ONLY post bugs here
Hi
At first, in the historic battle with Cortes against the Aztecs, when I kill one of the Aztec leaders, the game just crashes with a window like that "Medieval 2 encounter an error". Sorry for details, I don't remember them but it happens everytime I try this battle so I cannot finish it.
Then, when Knights are walking on a slope, they graphically appear kind of distorded, as if being looked at from a weird camera angle. It may be some kind of trick to do a camera effect, but it just looks weird. Can you let the 3D models look like normal or allow an option to desactivate this ?
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Re: The Org bug list - ONLY post bugs here
don't know if this mentioned.
i (Spain) was besieging a castle(Egypt). On the last turn of the siege i was attacked by what looks like 2 armies, however, 6 armies showed up on the map. After the "clear victory" (should have been herioc) i try to ransom the prisoners, the sultan refuses to pay. Then the game freeze as if Egypt is making a move. I can zoom in and out. I can hit "Esc" an old the options are available except for "Save". This hung for 2 hours, i had to reload.
:furious3:
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Re: The Org bug list - ONLY post bugs here
Org Members,
I really appreciate the work going on here and would appreciate if you guys could take it to the next step so we can start getting things fixed. Can I suggest that you nominate someone to start compiling a list in order of priority with the biggest problems at the top.
Please dont group them according to SP, MP etc just in order of priority. This would be determined by how many people it bothers and how much of a concern it is.
Whoever takes ownership of this could you contact me at:
jturnbull@creative-assembly.com.au
Then we will get the ball rolling starting with the "big fish" :smash:
Thanks again,
Jason
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Re: The Org bug list - ONLY post bugs here
Sounds like a great idea.
The main ones, imo, would have to be the charge 'bug', the unit cohesion issues and the passive ai bug, though obviously there's plenty of others too, as you'd expect from a game of this scale.
I'll willing to lend assistance to whoever ends up getting the job and if necessary i could have a list by this time tomorrow.
EDIT: I'm compiling a quick list now
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Re: The Org bug list - ONLY post bugs here
Here's a full list of bugs from both the sp and multiplayer forums
If i've missed anythign, please tell me so i can put it in when i order them tomorrow.
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passive ai bug
seige lag bug (one set of ladders)
archers taking forever to aim
byz archer skinning issue (see pg1)
unit cohesion problems (only 10 or so men attack at any one time)
automatic battle end when you run out of ammo for seige weapons despite the walls being linked
archer issues (both mounted and foot) - some fire, some charge, and some run around doing god knows what
passive friendly ai - units don't react to threats
'mtw has to close because of an unspecified error'
campaign ai bug - agents disembark from ships, move around, get back on and repeat
siege battle bug - men run for walls
no archer damage in heavy rain
holding space to see unit positions doesn't stick (the icons flash on and off)
papal bugs - inconsistent excommunication
texture issues on siege equipment (don't show up)
arrows hit the gates as if they're in closed position when they're open due to a spy
invisible general bug (posted by rothe, #19)
crusades not moving
armies spawning on inaccessible clifs
archers ignore player orders
family tree bug (#24) - only showing faction leader
game seemingly stuck in a loop (probable hardware issue) (https://forums.totalwar.org/vb/showthread.php?t=72147)
faction heir doesn't return to king's son once he comes of age
ai armies disappearing (#30)
assassains 'useless' thanks to low % for success
units are unable to successfully kill routing enemies (pathfinding is terrible)
town square flags dont' change to reflect current owner
infantry issues on walls (stuck half on, half off etc.)
units extremely passive when attacking walls; they just stand there and are slaughtered by the defenders. I personally experienced this and it could possibly be put down to using varangian guard, who may have got stuck in their 'hit' animations thanks to a low defense
ships having unlimited movement
exploit with longbow stakes (can be deployed in fortresses)
ai have serious issues with longbow stakes (see #38)
crusades unjoinable (#41)
faction missions stating that they were completed by another faction when they weren't (#41)
ransomed general 'floating on water' and blocking land bridge (#42)
units change formation on rough terrain and dont' change back (#51)
'let the ai control these reinforcements' option doens't stay checked when you browse stats
byz spearmen are too weak comparitively
gothic knights are 'too weak'
crossbowmen are too powerful //personal note - the ai seems to use crossbowmen far too much in its armies
no weather option in custom battles
the 'start battle' option obscures the unit description card
missile troops move too far foward before shooting
artillery block cavalry/other units and allow their crews to take them on one by one as they get around the pieces
sound bugs (#60)
loose formations can resist cavalry charges and are otherwise superior to tight formation units
battle replay files show completely different battles to what actually happened
ai counter offer with the same thing :P (#66)
severe placement problems in towns and forts
agents can't pass armies
men are auto-placed on sections of wall cut off by destroyed sections and thus are cut off
From #72:
Cavalry or infantry will not attack a unit that is attempting to climb a ladder that is currently busy with another unit.
The gatehouse is reported as taken when you are defending on a siege. This is not the case, as the gates are still locked and the enemy does not attempt to go through them.
Missile units have difficulty firing on units inside the castle while on the wall, sometimes they will not fire at all.
Ordering more then one unit off the walls during a siege, will result in them getting stuck in the tower and unable to do anything, even though it still displays them as moving towards the destination.
With a large number of spies in a city, the chance to open the gates in the event of a siege will go beyond 100%.
Princesses often gain useless ancillaries that are designed for family members such as Governors and Generals.
bad taxman trait is awarded in castles
units are ordered to move but fail to do so
master guilds don't award basic bonuses
archers operate too far in front of the armies to be saved in time in the event of a cavalry charge
catapults (the men, not the weapon) are overpowered (#85)
experience bonuses not awarded correctly (#86)
Free Company heavy Infantry reply with 'heavy calvary'
From #89
MASSIVE merchant trade bug:
(Spotted by Kobal2fr and just verified by myself)
Capital London, faction English, vh/vh
Level 7 Merchant on gold in Timbuktu - after loading the game, Florins per turn = 100
Switch Capital to Nicossia - income 500 per turn
Return Capital to London - income 800 per turn
SAVE game, -> RELOAD
Income per turn 100 florins.
Thus - after a load you need to relocate your capital otherwise the game will not correctly work out the trade values for any of your merchants - by what appears to be a VERY big degree of error.
men desert from a crusade after only a small change in course
Faction switching bug (see #92)
Some people are having a bug where a crusading army gets stuck on the bridge by venice once another faction takes the crusade target. The army stays there forever until someone attacks it. I assume this is not intentional.
From $94
There is a major problem with the appearance of the Mongols.
Sometimes they don't appear at all if I'm playing the Russians, even though there have been several event messages, including the one that they're crossing Transoxiana and multiple event messages that the Horde has invaded my lands.
Quillan reported here that ballista towers still fire during assault battles even though an assassin had previously destroyed them with saboutage.
Muslim archers will join a sicilian crusade against muslims :)
game hanging issues (#105)
native archers have peasant picture in the stats screen
MP
cavalry need a rebalance (apparentally ;)
muskateers stop firing for no reason and only fire effectively at 2 lines deep
from #13
Here are a list of bugs that affect multiplayer :
* Units split out and do not charge on close distance
* Musketeers are overpowered
* Lags when playing team games (2v2 or higher), unstable servers, platform (GameSpy)
* No weather-option
* Missiles-troops move one step too much forward than necessary before they start shooting
* The button "start-battle" is too far on the left, overwrites the unit-description
* On the result-screen, names aren't written correctly, instead the names of the captains are displayed
* Heavy cavalry turn too slow and it takes ages until they start running, they slowly walk away before they start running (this might be intention)
* Double click sometimes doesn’t seem to work
* Cavalry sometimes stop before impact during a charge.
map names are shown in host's language
---
Any suggestions/comments on ordering would be appreciated. I guess i just volunteered myself for the job of compiler :beam:
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Re: The Org bug list - ONLY post bugs here
I cannot corrupt anyone , when I try I see no room for insert a money set ot corrupt ppl , firstly I tought was becouse I didnt have enough money , but now that I am far in the game I have loads of gold and I still do not get any window to ask me money , they just say this army will accept corruptiona and will happen bla bla , make ur offer , and no place where to put the offer....
the second bug is about AI on hard setting in campaign I have destroyed 2 powers reducing them to just one city and region and almoust no army ... I wanted to make them peace and offered also gold a new province back , tribute and so on and they still refuse to surrender or to accept peace , this looks ridiculous since I could wipe them out in a single assault ....
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Re: The Org bug list - ONLY post bugs here
I managed to get around my faction-switching bug by using the move_character cheat to move artillery in to my sieging army so that I could simply attack right away. However, obviously that doesn't mean the bug doesn't exist. ;-)
Also, about the assassins being "worthless", I don't agree. You just have to build up their skill killing the higher chance of success characters such as Captains and diplomats. I now have two master assassins that have killed quite a few family members. If it were easier for assassins to be successful, imagine how irritating it would be when the AI was killing off your characters regularly...
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Re: The Org bug list - ONLY post bugs here
@prometheus, i thought that was just me :P
Good to be vindicated
@rosscoliosis, i actually agree with you on the assassain issue and if i did add it to the list it would be far, far down it as it's a balancing issue, not a bug
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Re: The Org bug list - ONLY post bugs here
Hey sapi, great work on compiling the list! However, I didn't see the bugs I posted screenshots of a few posts up, the one with a missing unit card and a merchant trait error. Just a heads up to include it, as they should be fixed.
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Re: The Org bug list - ONLY post bugs here
After playing through a brief Portuguese campaign I have started to wonder if the Papal States faction is using the right names for the newly elected Popes. I had a Pope Orsellus for example, and I've never heard of such a pope, usually they have names like John, Nicholas, Urban, Innocent, Callixtus, Gregory etc. I wonder if the wrong name file is being referenced for new pope names? Anyway that's my two cents, a minor issue but something worth looking at. Cheers!
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Re: The Org bug list - ONLY post bugs here
I saw the excommunicated bug and I had this happen to me.
I was fighting Denmark , ordered to cease hostilities, which I did, and their navy attacked me. Well cant withdraw from those but somehow the computer treated it as I attacked Denmark.
I went from a high relations with papal states to excommunicated. I could have reloaded but figured will play it out.
Also I am getting asked to retrain troops but they arent getting any type of upgrade. Ex was my merchant horsemen, they arent getting armor or experience upgrades yet even after I retrain them, they are right back in my retrain options.
Not sure if its intentional or a bug, but princesses can only server as a diplomat with another diplomat or princess, otherwise all you can do is marriage options with generals.
Pathing doesnt look for non aggresive routes when trying to cover maps, it just takes shortest route no matter if you tick neighbors off. Of course it seems any Tom Dick or Harry can just march away in you lands without a penalty.
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Re: The Org bug list - ONLY post bugs here
I want to adress the bug with the english billmen and some other units using two-handed weapons. When they are in melee with a cavalry unit they do nothing but blocking the blows of the cavalry. They don't actually hit back with their long-ranged weapons, which should be pretty effective. Now before you think these units are just too weak to make any damage, I have had the opportunity to actually charge an enemy cavalry unit, because they weren't moving (passive ai bug) and the charge literally cut down the complete first row of the cavalry. But as soon as the charge was over and they were in melee there didn't fight anymore and were cut down by the cavalry. THIS IS A SERIOUS BUG.
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Re: The Org bug list - ONLY post bugs here
Quote:
Originally Posted by TheManWhoWasn'tThere
I want to adress the bug with the english billmen and some other units using two-handed weapons. When they are in melee with a cavalry unit they do nothing but blocking the blows of the cavalry. They don't actually hit back with their long-ranged weapons, which should be pretty effective. Now before you think these units are just too weak to make any damage, I have had the opportunity to actually charge an enemy cavalry unit, because they weren't moving (passive ai bug) and the charge literally cut down the complete first row of the cavalry. But as soon as the charge was over and they were in melee there didn't fight anymore and were cut down by the cavalry. THIS IS A SERIOUS BUG.
Billmen (at least, maybe others too), seem to have another weird issue with their stats.
Heavy billmen have better stats (15/10/5) than Jannisarry Heavy Infantry (12/10/4). Yet, the Jannissaries always win in a 1-1 fight.
Now, Jannissaries -should- win this fight, but i don't know how this happens with the stats as they are.
The description of billmen suggests they should get a bonus against cavalry (that was the intent of the weapon), but it's not mentioned in their features list, only `bonus against armor'.
-Fizz
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Re: The Org bug list - ONLY post bugs here
@fizz, i'll add in something about an issue with two handed weapons; i seem to have noticed the same things with my varangian guard.
@lochar, i've mentioned the excommunication problems
@julius, i'll mention that
@Wonderland, i've mentioned the first bug as 'native archers have peasant picture in the stats screen'; with the second, is that a typo in the master merchant guild virtue or is it actually being awarded by a master assassain guild?
I'm working on the categorisation now btw ;)
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Re: The Org bug list - ONLY post bugs here
I'll email this to CA later today or tomorrow, but i want to put it up first in case anyone disagrees with what i class a major/minor bug, etc.
Now i'm (finally) off to play some m2tw :P )
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Categorised List (in order of priority by category, but not within the category; ie. major bugs should be dealt with first, then minor gameplay bugs, then minor irritants, but they all have equal priority within the category):
Major Bugs (need immediate attention)
Passive AI bug - seemingly triggered by a lack of missile troops and thus prevelant in sieges, the AI has a tendancy to stand still and allow its troops to get shot to pieces by archers that could have been easily eliminated by a charge
Siege lag bug - the game lags severely when the ai has only one set of ladders/attempts to only use the one set
Cavalry stop charging when the first man hits, robbing the charge of its impact. Sometimes they don't lower their lances at all, but instead just charge in with swords drawn.
Units have cohesion problems - often, only the first ten or so men of a unit will attack, with the rest hanging back and only filling the gaps caused by casualties.
Archer Issues - Archers refuse to obey your orders with respect to targets and seemingly enjoy charging the enemies you've ordered them to shoot. This seems to happen more with missile cavalry, but sometimes one or two men out of the unit will charge straight at the enemy to engage meele combat instead of shooting as ordered, and others will just run around in circles. In addition, archers sometimes take forever to fire as a group and thus only get one full volley off against charging enemies. Archers also operate too far in front of their army to be saved by friendly cavalry in the event of an enemy charge.
Passive Friendly AI - your units won't always react to threats and will often just sit there being slaughtered instead of turning around and fighting
Papal Bugs - there is inconsistent excommunication, and the papacy doesn't seem to be able to distinguish between the aggressor and the defender. It's also been suggested that it shouldn't be an act of war to attack another catholic faction's army that is in your territory without leave.
Armies (both friendly and ai) occasionally spawn on inaccessible cliffs.
Infantry still have trouble navigating and fighting on walls and often get stuck with half the unit on the wall, and half off it, making movement next to impossible.
The AI can't deal with longbow stakes properly, and will either line up before them to get shot or bizarrely change formation to a deep column and stand to one side of the stakes.
Troops in loose formation can better resist cavalry charges and are otherwise inexplicibly superior to those in tight formation.
It is very hard to accurately place troops in cities, castles and forts.
Relocating your capital causes errors in merchant earnings.
Men desert from crusades far too easily, either after a small change in course or after sailing around Spain.
There is no weather option for non-settlement maps in multiplayer.
Multiplayer balancing issues with muskateers and cavalry.
Minor Bugs (gameplay issues)
Siege battles in multi-walled castles automatically end when you run out of ammo for your siege weapons despite the walls being linked and thus infantry being able to get through.
Agents and ships get stuck into loops on the campaign map, generally involving 'get on, sail somewhere, get off, sail somewhere, get back on, sail to place one, get off, repeat'
Men sometimes run for a corner of the walls in siege battles without player orders.
Archers seemingly do no damage in heavy rain.
Sometimes crusades don't move anywhere.
Pathfinding for units chasing routers is terrible.
Ships sometimes have unlimited movement.
Longbow stakes can be deployed in fortresses to massacre cavalry.
Faction missions sometimes state that they were completed by another faction when they weren't.
Units have pathfinding issues in attacking artillery from the front.
In diplomacy, ai sometimes counter offer with the exact same thing that you offered.
Men are auto-placed on sections of wall that are cut off thanks to a previous battle destroying sections of the wall.
Cavalry or infantry will not attack a unit that is attempting to climb a ladder that is currently busy with another unit.
The gatehouse is reported as taken when you are defending on a siege. This is not the case, as the gates are still locked and the enemy does not attempt to go through them.
Missile units have difficulty firing on units inside the castle while on the wall, sometimes they will not fire at all.
Ordering more then one unit off the walls during a siege, will result in them getting stuck in the tower and unable to do anything, even though it still displays them as moving towards the destination.
Princesses often gain useless ancillaries that are designed for family members such as Governors and Generals.
The 'bad taxman' trait is awarded in castles, where you can't adjust the tax rate.
Master guilds don't award basic guildhouse bonuses to agents trained in their city (so it is actually more effective to train an agent at a city with a basic guildhouse than one with a master, provided you have a master one elsewhere)
Some people are having a bug where a crusading army gets stuck on the bridge by venice once another faction takes the crusade target. The army stays there forever until someone attacks it.
Sometimes the mongols fail to appear.
Ballista towers fire during a siege despite being destroyed by sabotage
Troops with two handed weapons (eg. billmen, varangian guard) don't seem to fight well in melee, but work effectively on the opening charge.
Muskateers only fire effectively when in a formation two lines deep.
In multiplayer, map names are shown in the host's language rather than that of the player.
Minor Bugs (irritants)
Byzantine archers have a skinning issue on their arms.
Holding space to see unit positions doesn't stick, but instead flashes on and off.
There are occasionally texture issues on siege equipment, stopping them from showing up
Arrows hit the gates as if they're in closed position when they're open due to a spy
Faction heir doesn't return to king's son once he comes of age, but stays with the brother/whatever
Town square flags don't change to reflect the current owner.
Units change formation on rough terrain and don't change back
The 'let the ai control these reinforcements' option doensn't stay checked when you browse unit stats, army composition etc.
Byzantine spearmen are too weak in comparison to those of other factions.
Gothic knights appear to be too weak.
Crossbowmen are too powerful and the ai seems to use them far too much in its armies
The 'start battle' option obscures the unit description card
There are sound bugs (see post #60 of the Org bugs thread)
Battle replay files sometimes show completely different battles to what actually happened
Agents can't pass armies on the campaign map
With a large number of spies in a city, the chance to open the gates in the event of a siege will go beyond 100%.
Catapults (the men, not the weapon) are overpowered
Experience bonuses are sometimes not awarded correctly (see post #86 of the Org bugs thread)
Free Company heavy Infantry reply with 'heavy calvary' when you click on them
Muslim archers will join a sicilian crusade against muslims
Native archers have the peasant picture in the stats screen
Pope names seem odd - perhaps the incorrect file is being referenced?
Bugs that aren't common/cannot be repeated/are probably due to hardware
'm2tw has to close because of an unspecified error' sometimes occurs.
There is an invisible general bug (posted by rothe, the Org buglist post #19)
Family trees sometimes only show the faction leader (Org buglist, post #24)
Game seemingly stuck in a loop (probable hardware issue) (https://forums.totalwar.org/vb/showthread.php?t=72147)
AI armies disappearing (Org buglist, post #30)
Crusades unjoinable (Org buglist, post #41)
Ransomed general 'floating on water' and blocking land bridge (Org buglist, post #42)
Faction switching bug (Org buglist, post #92)
Game hanging issues (Org buglist, post #105)
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Re: The Org bug list - ONLY post bugs here
Sahi, I didn't see any mention of the inquisitor issue whereby many gamers feel inquisitors are way overpowered and knock off too many heirs. Many people seem to feel this is a major issue. Also the issue of inquisitors killing the head of a crusade causing the whole army to desert.
Also, I've read a number of reports that the group selection commands still don't work properly, which I would consider a major bug. Like only one unit obeying the command when a group of units is ordered to do something.
Also, the siege lag bug has been reported not just when a bunch of units are trying to get up one ladder, but when a number of them are trying to use the same method of entering a castle regardless of what the method is.
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Re: The Org bug list - ONLY post bugs here
ok screwtype - thanks for the info. Added (both under major bugs).
...Siege lag bug - the game lags severely when the ai has only one set of ladders/attempts to only use the one set; or when the ai attempts to use one major method to enter the castle; or from a myriad of other factors. Whatever they are, it needs to be looked at.
...Giving orders to groups sometimes results in only one or two units obeying that order and the rest standing around having a smoko.
Inquisitors are felt to be unbalanced in the sense that they enjoy killing heirs, and that they'll attempt to root out heresy on a crusade (which historically was pointless as the crusade cleansed you of sin), causing the entire army to desert...