New patch, new bug list.
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New patch, new bug list.
BUGS
-- CTD on turn end: ok, I played with France to 1705: all was well (I mean, really well... an engaging campaign, to a degree not seen before in TE series)... until campaign just would start CTD un loading the "next turn" (after all factions have been processed). i tried to reload the campaign from two turns before the crash: still the same deal, it would crash in winter of 1705... i never had a crash like this before the patch of today. very disappointing.
-- a small thing: if one builds the first road upgrade (the one for 750), it it displays as 'negative promised wealth' (grayed out wealth) increment in the province summary on the turn it's qued. once it's built, the province wealth increase display is correct.
-- another small thing: the battle advisor loop. before the patch that man was driving me nuts with his inspirational "artillery cannot be deployed in forested areas" advice repeated no fail before every battle... After the patch, the advisor seemed random again. Well, for the first 5 battles or so. After that: back to "artillery cannot be deployed in forested areas"... :wall:
-- CTD in harbors: it seems, nothing has been fixed in that department. Disembarking a unit in Jamaica harbor results in a CTD. If not right away then after clicking on the unit in the harbor...
-- Queens love their mistresses... I had no idea all British queens were lesbians.
-- Cavalry getting stuck entering/exiting forts: if you ride a unit of cavalry in/out from a fort a few riders get stuck on one side of the gate (usually inside) rendering the whole outfit useless. This was present before the patch, and was not fixed. Shouldn't be that hard to fix given that there was no issue like that in MTW2, RTW.
-- AI Sweden: slow on turn end: this was another thing that was present before the patch. About 20/30 years in the game, Swedish AI starts to take forever (a few minutes at times with no AI movement show option) to make decisions for its turn. Before the patch it seemed to be caused by its inability to decide what to do with the land-bridge near Denmark. Once I took Denmark from them (before the patch): Swedes started to make decisions much faster. In my post-patch game, Swedes have not taken Denmark yet though. So, I am not sure what the problem is. They do have about a dozen small (2-3 unit) outfits surrounding Stockholm. All dug in, not having been moved for years...
-- Land bridges: the AI still does not seem to be able to use those consistently. Innuit would declare war on me, but no Innuit armies would show up in Newfoundland for decades. I can see the same near Gibraltar. Spanish would be at war with Morocco with stacks sitting in Gibraltar, seething in anger but not being able to cross. Then, all of a sudden, a couple decades after DOW one of the stacks would all of a sudden march across... Nothing has changed in this department unfortunately.
-- Trade theater passivity: the AI still does not attack ships on anchors in trade theaters: neither the pirates nor the enemy fleets.
-- Trade income fluctuations: Sometimes, adding an Indiaman to a trading stack sitting on an anchor results in total trade revenue dropping (considerably at times...). Note, I did not render the whole trading stack invalid by changing its composition while it was on the anchor; rather I took the whole fleet off the anchor, added a ship and put the stack back on. Not sure, maybe it's a result of reshuffling the goods between trading partners since the total trade output changes and assigning the goods to trade partners whose harbors are blocked.
-- Adding a trade partner results in total trade revenue drop: for example, in mid game, I add Sweden as my trade partner. As soon as I do that, my total trade revenue drops by 3000... Went into the trade tab to discover that the engine had reshuffled a load of goods from my other trade partners to Sweden, which is supposedly a better decision as long as their ports are not blockaded. Well, the trick was: Swedish port was being blockaded by the Danish. So, I am not sure if this is a bug or just a feature with messed up design.
-- Autoresolve unrealistic: not sure if this is a bug or a messed up feature too. Autoresolve assigns very unrealistic losses to the attacker if one autoresolves a battle in which remains of a defeated enemy army are 'cleaned up'. The pre-battle odds show there being practically zero chance for an AI win. Autoresolve assigns a win the attacking player but with huge, unrealistic losses, forcing to manually play foregone conclusion cleanups. Example: As British, I fight a big battle with the Iroquois and defeat them. After the battle, 4 (not 4 units, but literally, 4 riders) North American lancers and 10 medicine men retreat deeper into my territory. Fine, I send a few militia units residing in the near-by town to clean up the mess. Pre-battle screen shows that my larger army wants to join in the battle too; odds for the AI to win: practically nil. Autoresolve results in my win, but the militia units suffer about a 60 men loss. Fine, those 14 indians must have been real killers... The nasty surprise came when I checked the main stack: my autoresolve losses there were worth about 3000 florins. It seemed, those 14 must have been true Spartans... So, advice: until the fix it (if they will) make sure you clean up with cheap troops and do not have any big armies near-by.
-- Light Infantry facing in the wrong direction: for some reason they prefer to look 'sideways' rather than straight on... Even when ordered to shoot straight at the target right in front of them, they frequently prefer to turn their side to the target (and not shoot)...
-- Chasseurs Britaniques don't stop firing: I have not used other light infantry so I am not sure if that is true for them too, but the British foreign light infantry (Chasseur Britanique if I'm not mistaken in spelling) does not stop firing when the enemy leaves their range. Toggling autofire off or pressing backspace does not solve the issue: they still fire. Only moving the unit a bit stops that nonsense. If one does not play close attention to them: they can lose ammo in no time.
-- Line Infantry: when firing by rank, frequently they miss the 'shooting bit'... The first row would go on their knee to reload; the second row is supposed to shoot and then go down: instead, they just go down to their knee... same for the third row...& recycle starting with the first row. It looks as if they're doing squat exercises... It does not happen always though, but frequently enough to be annoying.
-- Line Infantry behind a fence: I am yet to see them shoot... At most ONE guy would get up and fire a bullet once in a while, while the rest just sit and go through non-stop reloading exercise...
-- Diplomacy: it has happened to me a couple times. I propose a ceasefire to a nation in exchange for let's say 500 ducats. They come back with a proposal in which they offer ceasefire +9000 ducats... The faction that did that was Russia.
-- Camels scared of camels: if one attacks a unit of camels with camels, both sides display message "horses scared...", no comment...
-- Battle map, clicking on unit cards that belong to a group: Maybe it's just me, but I find clicking on unit cards all too frequently removes the unit from the group it belongs to.
-- Reinforcements entering the battlefield sometimes have some soldiers stuck behind a boulder or something and, as a result, become unusable.
-- Charge pathing. This one is quite annoying actually. If ordered to charge (or shoot at) an enemy unit, player units frequently turn sideways (opening flank to the enemy) and just wander off into the map...
-- Battle replay sound problem. I recorded a couple battle replays. The battle sound was missing in the replay except for very loud mouse click recordings... Battle sound appeared only at the very end of the recording, I believe from the point when the end-battle pop-up shows up and one selects to continue.
-- Trade blockades: regardless how many trade ports a country's mainland provinces have if any of mainland ports get blockaded, maritime trade stops and does no reroute to other ports. Similarly, if a player has a multitude of North American (for example) provinces and a single pirate ship blockades the port of a single Carribean island, ALL of North American trade gets stopped (as indicated on the trade goods tab). It does not make any logical sense: since all other North American harbors are still open. Not sure if this is an undocumented feature or a bug. For the lack of logic to it, it seems like a bug.
NOT BUGS
-- Industrial Buildings do not cause unrest (from industrialization): this seems to be specific to constitutional monarchies. Does not make much sense (not having the lower class to worry about), but it appears to be a feature.
-- Transylvanian rebels: not really a bug, but still questionable. The rebels that spawn in Transylvania are labeled "Slav Rebels". Transylvania at the time had Magyar (Hungarian) nobles and Romanian peasants. Hungarian belongs to the Finn-Ugric language family whereas Romanian is a Romance language with strong latin roots same as Italian. So, why Slav rebels?
-- Russian last name problem: A minor thing, but it still looks sloppy. In Russian, last names can take two gender forms: female and male. For some reason, CA has assigned female last name forms (ending in '-va') to many male characters in the government and among the agents... On the same token, I find it highly unlikely XVIII century Russian army would address anyone with "Da, ser" (Yes, sir). "Ser" is used in Russian for situations translated from English (if there is a reference to "sir" in the original) not in the native speach.
I thought "I know, I will start a new game! I will play as Russia, so I can observe the Naval units in action".
So I put it as VH/VH like I do, then I noticed that I was basically bankrupt, so I thought "oh, must be more expensive, I will go Easy/Easy to cancel out the costs" and still no money.
Well, here was the issue, I get no money from taxes.
Spoiler Alert, click show to read:
Edit:
How to fix the problem -
Remove all mod files and delete the startpos.esf file and the patch.pack file.
Delete The Creative Assembly user data folder
Use Steam, properties > verify installation
Wait
Profit.
somebody suggested, reinstalling the patch fixes this.
-nt
Completing a campaign on hard still doesn't get you the 'Strategic Genius' achievement on Steam.
When I check the building cost of a unit that starts in a new game the cost is the new increased cost, but if I try to build the same type of unit the cost is the old pre-patch cost.
There are still issues with embarking/disembarking.
- When you have land and sea units in a port, click the button to bring up the embark/disembark window, select the land units, click the transfer button. Sometimes the units will embark instead of disembark and vice versa. Not always, but sometimes. Moving the fleet out and back into port sometimes puts the units on the correct side of the transfer screen.
- I experienced the same white screen CTD that I've gotten from release when I tried to disembark a unit in a port. It's a seemingly random bug. Doesn't happen every time I embark or disembark a unit, but it happened, and it's a game-killing bug, so I'm reporting it again. However, reloading the game and not repeating the exact same move allowed me to move past the crash, which used to be impossible. Before, the unit would be bugged, and no matter what you did to it, it would cause a crash. This time, I don't think it was a cursed unit that caused the crash, since I haven't had any problems with the unit since I reloaded.
- When you embark units on a ship, after you hit the transfer button, the game will appear to freeze for a few seconds as the game figure out where the units are again or something, and then you will only see the army units, even though they're embarked. You will not see the naval units. You have to click on something else besides the port, then click back on the port. Only when you do that will you see the ships and not the land units again.
Minor bug related to save games
Also, I noticed that when I load a save game, if any of my land or sea units were following a multi-turn move order (like ordering a ship from England to Boston), if the save is made before that unit has moved in that turn, when you load the save, those units have forgotten their move order. They just stay where they are.
Not entirely sure if this is a bug or my error, but in cleaning up my save games I deleted the auto save. now the game is not saving at the end of the turn. I cannot find an option to turn it back on either.
I assumed that a new auto save would be created with a new campaign. guess not.
update: It doesn't seem to be a bug after all. next day I went to load and the auto save game was there. weird but it is working so I am not sure what went wrong before.
I don't think unit costs have been increased, they're all showing the same recruitment and upkeep costs from the previous version for me. I'm also making just as much (if not more) money as GB in the first 5 years as always, but not doing anything differently, so i think there's an issue with the new unit costs.
There's also the hull strength of ships issue, but Jack already said they're fixing that.
The Land Battle AI seems to be far more interested in moving their troops around and avoiding combat.
And if you get in range they usually do a bayonet charge instead of just firing.
It seems to vary depending on your troop selection however if you move 2 units of line infantry up against their entire army of line infantry, they should not run away or just charge with a bayonet.
No Tobacco being exported from Cuba bug
While I have not yet bumped into the problem I've heard others have where a city doesn't grant any revenue, even when taxes are enabled, I am experiencing a situation where I have tobacco plantations in Cuba, a trade port there, unblocked trade lanes, but no coffee shows up in London for export. I know this is different from how it used to be, but I can't be sure if it's a bug or if something changed with the way trade works. Perhaps I have to upgrade the trade port in order to allow the export of more than just 1 good. Not sure yet, but thought I should metion this.
EDIT: SOLVED
Hang on. There's a new tool tip in Cuba's capital window that says I need to upgrade my Trade Port in order to export the additional goods I'm producing. Let me see if that fixes it... Yes, it did. For exporting regions, you now need 1 trade route / building that creates a trade good.
Still having issues with trade.
Playing as GB, owning Jamaica, Bahamas and the Winward Islands. Trade ports in all three regions.
Pirates are blocking Winward harbour - all trade from the Americas is interrupted. Doesn´t seem quite right to me, as trade from the Bahamas and Jamaica is not taking place via Winward Islands.
Prussia H/H
CTD when Courland attacks me on their turn with a 3/4 stack. I built a wooden fort on my previous turn and had 1/2 stack inside, when Courland's turn came up I had an opportunity to intercept from the fort and the game CTD on loading screen. Reloaded game and did not build fort, intercepted Courland on their turn with no CTD.
When I switch theatres the graphics get crazy; flashing color changes and some polygons pop out, but when I switch back to Europe it goes away after awhile. I don't know if this is due to the patch or the new Nvidia driver I just downloaded. Geforce 8800gts, and the new driver is 182.50.
Plus what everyone else said about trade.
If you look at the trade route on the map, you can see that you still have trade going through other unblockaded ports. I think the trade system should be more in-depth because of that, since we have no way of knowing the true value of our trade routes without surfing around the campaign map and adding up the numbers ourselves.
Starting a new game as britain on H/H cost to recruit a line infantry was 991/290. For a fourth rate
1720/460. costs for lowest level units didn't change all that much. Maybe check beskars post above if you don't see those costs.
what's the hull strength issue? I saw jack posted that it was actually displaying correctly now whereas it was bugged prior to patch, but in either case the actual strength remains the same. Or is there a new issue?
Small sound bug during battles: the soundbit for unpausing the game is extremely loud. Whenever I unpause there is about a 2 second lag. I don't know if these two are related. Did not happen pre-patch. Seems like the rest of the sound problems from before have been fixed, I also love the new sounds that were added, very nice.
Trade Bug #1
Game is only tracking 9 trade partners. I have 11. The Diplomacy screen shows all 11 trade partners. The Trade screen only shows 9. The total Trade Revenue shown at the bottom of the Trade screen is the sum of the 9 trade partners shown. Canceling one of the 9 displayed trade partnerships does not make either of the missing two show up, it just reduces the number displayed trade relationships to 8. My trade revenue dropped when I added the 2 most recent parters (Genoa and Venice) because their relationships were worth less than the 2 they made disappear (Ottoman and Mughal).
EDIT 1
I had destroyed the trade port in Bristol, one of my earliest trade ports, and turned it into a shipyard. Since it was one of my earliest trade ports, and since my trade agreements with Mughal and Ottoman were two of my earliest trade partnerships, it's possible that destroying the trade port caused a bug where by I no longer had a functioning trade parternship with those two nations. It seems the bug may prevent other trade ports from picking up the slack.
EDIT 2
Destroying Bristol's shipyard and rebuilding the Trade Port did not resolve the problem. Canceling the trade agreements with Mughal and Ottoman, then obtaining them again did allow me to trade with them again, and for the revenue from those trade relationships to appear in the Trade window.
Trade Bug #2
The cumulative value for all trade partnerships shown in the Trade screen is more than the revenue shown under Trade Revenue on the National Summary page. Those two numbers should be the same, shouldn't they?
Upper Louisiana Cotton Plantation Bug
Upper Louisiana shows Cotton Planation revenue in the Region Wealth window, but there is no Cotton Planation anywhere in the region.
There's a CTD when you perform multiple transfers onto naval units in a turn. As an example: Start campaign as GB, load Marlborough and co onto the Channel fleet, move the Channel fleet to Dublin/Ireland, when loading more units from Ireland the game crashes immediately.
Is it possible that they have lost their trade ports, or their connection between their trade ports and their capitals? In my GB campaign I was trading with the Ottoman Empire according to the diplomatic screen, but that trade was not showing up in trade screen. This was because Austria had captured the Istanbul region which contained their trade port. Since their capital now was just above Transylvania their remaining port in Mesopotamia was no longer connected with their capital and they could no longer trade by sea. I have seen the same with the UP. We were trading partners but when they lost Flanders and the Netherlands to France (they still have Westphalia) trade stopped.
Bug: You still can get a Heroic victory for beating a couple of peasants with a full stack. I just defeated the army of some Spanish captain, he had two units of colonial cavalry and three units of natives and I was rewarded a heroic victory. All my units have been given a Victoria Cross for bravery. heh heh!
Recruitment & upkeep costs: I thought they were supposed to scale with difficulty? They are the same for Hard and Very Hard.
CTD on disembarking a single unit: New GB campaign, I embarked the army in Ireland (minus the pikeman) on the fleet in the Irish sea, and docked at the dockyard. Had a CTD when I selected just the general for disembarking and hit the OK (check mark) button. I could disembark the whole army without a problem.
I experienced the same bug last night (on a post patch3 new campaign). To clarify, it happens when only part disembarking a stack loaded on a fleet at port. i.e. selecting one of 2 units for transfer from ships to land and clicking on the transfer button.
I haven't tried this when landing troops away from a port.
Disembarking the whole army and re-embarking the desired troops back on the ships is a work around.
GB - VH/H
I've had the same embark/disembark problem. I think it's actually not hte UI updating or something like that. For example, you can disembark all of your units from a fleet and the Army tab doesn't appear in the UI. If you select something else - another town for example - then back on the port, the UI has updated andhte army tab is available.
Goddam sodding landlocked fleets still isn't fixed. This is sooooo frustrating. This used to happen all the time and has happened within the first few turns of my new campaign, rendering my entire fleet useless and making me start again. My entire fleet was in port a the Leeward Isles (might be windward but who cares) and an indiaman passing by on the way to Brazil. After ending turn, both the indiaman and the fleet were completely landlocked. Everywhere you try to move them has a cross for a pointer and you get "fleets go on water, sir" from your irritating captains.
Fleets stuck on same spot still isn't fixed. Again, has happened very early on. A barbary states fleet was raiding one of my trade routes, but occupying the same bit of sea as a Spanish fleet. Both were completely stuck and so I couldn't stop them raiding without either attacking Spain or Destroying Barbary thingies.
Naval battle AI still a bit retarded. In my first post-patch naval battle, I was a lone indiaman caught out by a pirate Fluyt and Galleon. Bad news. I had the wind behind me and headed towards them , getting off a few shots and circling round the back to cross the T from the rear. They just kept on going... and going ... and going. In a straight line, straight into the wind. WTF? It wasn't until I'd severely damaged one of them that they suddenly turned on me and started fighting but I'd guess I got off 20 or more volleys before they changed course. I won.
I've noticed skirmishers {infantry at least} won't skirmish when reloading .
I know this has been the T.W. standard for at least the last 2 previous games , but given how long it takes to reload a musket it is epic silly to the point it should be called a bug .
If they're being charged , they don't have time to finish loading anyway {as melee interupts the cycle , death also interupts it} thus the "feature" is not only useless , but it also is basically bugging the skirmish feature {which is only really usefull if your unit can actually use its' missile weapon} to the point of being also useless .
For what it's worth , the unit I discovered this with was the French Light Infantry {whom got squashed by charging British Line Infantry} .
Afghanistan Map Bug
There are a few territories to the east of Persia and the west of India that seem to belong to Afghanistan. However, they do not appear on the world map in the lower left corner when you're looking at the campaign map. Also, when you hold Belughistan (sp) and you go to the Policies window, the first time it will say India but show you the Europe map. If you cycle through the 3 theaters, India will not show up and Europe will show up twice (one of those times it's meant to show you the tax policies for the Indian theater). I think there's some map error where some features, like the Policies window, know that Afghanistan is in the Indian theater, but the map on the Policies page is bugged. The world map in the lower left corner of the campaign map also appears to not recognize the Afghan regions.
Fleet Arrival Bug
If your fleet arrives at a different theater in the same spot as an AI fleet, your ships will be bugged (not movable), and you have to scuttle them. Seems to kill the AI fleet as well but they do not scuttle, they just leave them in place for the remainder of the game.
I found a Dragoons bug in the battle map. Whilst playing as GB, fighting a dirty pirate mob, I had my dragoons dismounted to get a few volleys of and then told them to mount up for a withdraw and charge. However, a couple of the dragoons got caught in the open (literally less than five men) before they managed to mount up and entered melee combat. The problem is that the rest of the platoon just sat there on their horses and did nothing. I couldn't move them, I couldn't dismount them, I couldn't do anything with them - they just sat on their horses and watched their mates die... then continued to sit there.
Ah. Due to CTD bugs (fixed by this patch), I've never been able to play long enough to reach that part of the map before. Can't hurt for CA to know it's still there.
Minor Graphical Bugs
- The town of Mohawk in Iriquois Territory has a tree growing up in the middle of the town.
- When Madrid builds city walls, the top ^ shape that represents the walls on the campaign map is built into the mountains to the north of the city.
Light infantry behavior bug still not fixed; they will not face forward, but rather in the last direction you moved them. So far I've been moving them about 2 steps forward after every move as a workaround.
Artillery still bugged; they will always discharge their last loaded round or partially loaded round before ceasing fire once ordered to. So far workaround has been to limber immediately to stop the reload/firing animation, and as a further safety measure switch to roundshot so if a rogue shot does get off, it won't kill a lot of your men.
Can someone playing a new GB campaign check and see if the Gibraltar port still causes you to CTD?
Disembarking Agents Bug
If you have an agent on a ship that is about to make port, and the port you're heading to already has ships in it, when you dock the ship with the agent on it, the agent tab will not appear. Moving the ship that held the agent out and back into the port will not make the agent appear either. Instead, you have to move all ships in the port out and back in. Only once you've done that will the agent appear.
When I combined two groups of ships (both were pirating on the same trade route before combining, between english channel and denmark) I ended up losing 70,000 in revenue
Annoying new CTD where didn'd exist before! Wail!
Can select all options from screens except "Grand Campaign". When I do I get a CTD "Empire has stopped working"
I can play custom, RTI & MP OK.
No mods installed. I've tried re-installing from game discs, and re d/l from steam no joy. Like an idiot I deleted my campaign game saves and started a new RTI campaign directly after the update.
Updated drivers etc.
DxDIag:
Spoiler Alert, click show to read:
Attacked Pirate ship blockading my port at Trinidad and Tabago, animation looked like the "blockading port"..so I was in effect blockading my own port (says it was owned by Pirates). I sent an infantry unit down to clear..the Pirate ship popped out to the left..and was untouchable..couldnt attack it or click on it. Dissappeared when I eliminated Pirate faction.
Playing new long campaign as French
I have been experiencing much longer AI turn moves especially on Sweden. Most of the time this is fine, but periodically I get a CTD during the AI's turn. never had this pre patch.
The naval fleet select CTD bug has resurfaced. I now have a fleet transporting my main american army that I cannot use as everytime I click on the fleet I get a CTD. I thought this was fixed.
Whelp...the game freezes at the launch screen for me, now.
Either that or it's taking half an hour to load.
I don’t know if it has been brought up already but I have not been able to combine fleets if they both have armies aboard.
Not full armies, but just troops. In order to have one fleet with one army you have to land units and reload them onto the ships.
Annoying!! It could also be dangerous if the fleets are attacked and a one ship fleet with troops is sunk.
The British AI seems incapable in defending its home commercial port. It lets france take it, and keep it. Even when I clear the port on a bait interception, Britian refuses to repair or occupy it.
Also, if you try to board a Indiaman ship and its the last enemy ship in the field, the game will hard lock.
Nah, this was a problem in all previous versions. And I can confirm it still is.
Most annoying thing is that it ALWAYS seems to strike a vital battle fleet or a fleet carrying an experienced army. Never has it struck merchantmen en route or some trade raiding frigates. Amazing that a bug so easy to isolate is still in.
I don't have the click on fleet bug. I had that twice pre patch. The first was while reloading a couple of units on a fleet and the second while clicking on a newly trained fleet in Gibraltar. Post patch I have trained a fleet (four third rates) in Gibraltar and did not have a CTD. Nor did I have one while sailing along the Caribbean with a fleet with third rates transporting an army. On request from Faction Heir I sailed all around the West Indies with that fleet while clicking on it, but I didn't experience any CTD. I had on some occasions a freeze of several seconds after clicking on a ship. There were several sloops and brigs also transporting agents and armies back to Europa and sailing through the Caribbean. During my try run I split the fleet and and combined the two parts into one fleet again.
Remains the question while a lot of people are having this bug and why a lot of people don't have it.
btw,
You can "fix" it by having another ship join the CTD fleet. Select something other then that fleet, and it should reset it. For a while anyway, ETW still need a few seconds to sort itself out every time you select that fleet and will CTD eventually.
I have a sloop tailing my battle fleet now. Aside from having a fix for the CTD issue close by, it's a rather nice enemy fleet magnet, drawing in your main fleet.
New CTDs: :spider:
- RTI now exits to main menu when you satisfy all campaign conditions, even < 1825.
- Unloading troops in port
- Merging units (via ^M, drag'n'drop seems to work)
- Taking a faction's last city
Seems like we've regressed a bit, in this patch. So, I'm not optimistic about future ones. :rtwno:
New odddities:
- Selecting a fleet that's transporting an army causes the UI to select the army tab
- Attempting to move that fleet provokes "Can't go there" response
"If you are a dee (programmer), please don't marry a dee (game company).
'Cause then your kids (programs) will be ... dee dee dee."
Fire by rank is still bugged !
I've been testing it this morning in custom battles . The A.I. allways fires correctly with the first rank firing a simultanious volley , then the second and finally the third ; however the player controlled line or guard infantry spreads out and "ripple fires" by small groups of files down the line right to left and doesn't begin firing from the right again untill the idiotic "mexican wave" has finnished touring the length of the unit .
This gives the A.I. a massive superiority in rate of fire {asside from the "free" volleys the A.I. gets whilst the player unit is spreading out and then taking the extra few seconds again before even beginning to fire} , especially in larger sized units {which we're meant to be able to have !} .
Another problem is that when multiple units are in line and any spread out to fire by files it causes large numbers of freindly fire casualities {they shoot the men in units they overlap} which gets increasingly worse with larger unit sizes {modded to say 300 men} .
It might wok properly on small unit settings {the largest fire by rank units being 120 men for example or smaller} , but given that the "ultra" setting gives 160-200 men for line infantry and that furthermore the game is intended to be modded including much larger sized units , this is a bugged feature {and concidering just how much line infantry combat is an integral part of the game , a very bugged feature } !
There is absolutely no reason for fire by file as modeled {with a 4 man deep files firing} .
No sane commander would have used it unless He actually wanted his men to shoot each other in the back of the head ! Even the standard fire by rank system {in which only the first 2 ranks were supposed to fire and the third do the reloading which invariably degenerated into all three firing and doing their own reloading as an engagement progressed} caused as much as 25% of a units casualities in friendly fire ... fire by file as modeled would have done far far worse . It is a useless "feature" that ruins a good and needed feature .
Again , it nerfs the fire by rank feature to the point of virtual worthlessness {in large units , mass fire actually gives a greater volume of fire over any timescale !}
The C/A need to simply delete fire by file {or atleast make it a different fire mode that is toggled by a separate button} so fire by rank can actually work properly .
Diplomacy Bug
It's ~1780. I'm GB and about to finish off India. I just had Persia, who I've had a trade deal with since my game was 10 turns old, and who is Very Friendly towards me, just declared war on me. They were Very Friendly towards me even in the war declaration screen. I'm posting this as a bug as nothing else explains it. If one nation is in love with your nation, it should never do anything negative towards you (declare war, break trade agreements, etc.). Otherwise, what's the point or value of having relationship status'...
Wait, so there's a hard-coded declaration of war, if you take Punjab? Kinda odd, isn't it?
It seems so. It happened to me too, Persia declared war on me as soon as I took Punjab. Also, Mughals declared war on me as soon as I took the Southern-most province in India from Mysore despite us both having a very loving and 70-year old trading relationship.
There were a number of such hard-coded DoW regions in the game pre-patch. For e.g.:
Iriquois - New York (and others?)
Huron - Upper Canada, Ruppert's Land
Pueblo Nations - Lower Louisiana and Mexico
Persia - Punjab (and Mesopotamia?)
These regions must be on the victory conditions for those factions.
I played about 20 turns as UP after the latest patch when I got a CTD when I moved a unit of pikes into brussels (owned it already).
Have had a few problems with my trade ships and the trade spots. Sometimes they have the old problem of being on the same spot but as separate fleets and only one produces trade. Now however they can at least be moved off.
Also, a few times a fleet has exited the teleport and was unable to move. I could select it but it refused to move anywhere. Thankfully next turn it was moveable.
Rhineland intercepted me as my army moved towards their city, but in the battle they just stood around hiding in the buildings, when, as the attacker, they should have come after me. A continuation of a previous bug I think.
Also, Rhineland declared war on me with a larger army, and, despite that, just stood around for a turn and didn't even enter my territory - I would have been in serious trouble if they had attacked. They also left half a stack of their army camped in the SE corner of their province (they weren't at war with anyone else), and thus were completely useless when I took advantage of that and took their city. Erm, hello AI?
When I was desperate for money early on I was selling military access for $, and about half the time they accepted without wanting to change anything, but the other times they came back with a proposal for exactly the same amount as I had originally asked for. So it seems to be only partially fixed.
Lots of things were thankfully fixed, but the saga continues. Seeing AI fleets with troops on board is a most welcome sight!
Played a few games with various nations now past 1720, and they all seem to lose the script...getting super passive, and doing very little on the campaign map. This is both on H/H and VH/VH
Reaching into the 1770's on Prussia post patch now.
There have been less CTDs; all campaign map-based CTDs with exception of naval seems to have gone for this specific campaign. Battle CTDs still happen but less frequently. However, there is longer lag on campaign map for me at certain times and goes away by itself that hasn't happened before. Also I think there's something buggy about the shadowing still, it keeps flickering on campaign map every so often, and always happens when I switch theater (also happens in battle deployment phase but not during actual battle). I have all checkbox options turned off.
During battles there is a certain action or sound that is bugged; I haven't been able to isolate it but everytime it happens my normally high FPS battle will turn choppy for a few seconds, then go back to smooth, then choppy again. Sometimes this stops during the battle, sometimes it keeps going until it eventually CTDs.
The weird nameless tech you can trade is gone.
I dunno if this is a bug or feature or maybe I didn't see this right but during a recent battle 1 guard infantry unit fired what seemed like a full volley at a unit of charging lancers. There were riflemen in front of them but they just shot off a volley themselves as the lancers came into 125 range. Once they got within 70, a single row of smoke puffs rather than a ripple.
@Alphonse
What faction were you when you got the Gilbraltar CTD?
They did the exact same thing pre-1.2 as well. This patch didn't affect the various military access exploits:
- Military access for alliance: redundant, allies can move around in allied nation territories. Though it is a bit funky, for e.g. Spain and France can move in each others' territories for the first 10 or 15 turns. Others can do it as soon as the alliance is established.
- Military access for trade pact
- Military access for money
I didn't see a m.a. for tech exploit. I've never been able to purchase an AI tech at any stage of the game, for any price, even regions... Only war works (get techs for peace), and not always.
Playing as Great Britain. I combined *click and dragged one unit card over the other* two depleted Native Missle Cav units in my small force that was protecting the Moose Factory from a Huron attack. Now when I click on that force no unit cards appear, the tab where the cards generally appear identify that group as an agent and not an army. You can move them, but can't check their status. I clicked end turn to see if that would fix the problem, but it did not. It was early in the campaign so I just started over.
There is an odd bug when playing in Windows.
It is if the picture slips to the effect that when trying to click on an object you have to fish for it until it is highlighted.
It usually seems to slip to the lower right and the longer you play the worse it gets. The game must be closed down and restarted to get it back to where it belongs.
Auto-merge ctd still with us. I think it happens if merging the units will result in one unit disappearing.
Double trade bug. Another one from pre-patch that's still with us. Twice now, on different campaigns (GBR and Prussia), I get double the income from one trade partner. They appear twice on the trade screen, two seperate lines, both showing the same amount, and the total trade revenue amount at the bottom of the screen does take into account both 'routes'. In one game I was getting 5k+ from Spain... twice. Which was nice.
That happens when a trade partner captures another trade partner's capital. Sometimes it corrects itself, and other times it doesn't.
For e.g., in one pre-patch campaign it happened when when Russia lost Moscow to Sweden. Sweden appeared twice on the trade list, and the route was still to Moscow. It wouldn't correct after the Russians took back Moscow, so I had to cancel the trade agreement - I was losing money.
IIRC, something similar happened in my post-patch French campaign, but it corrected itself. I would have to load it up, and see, but I think the Russians already took back Moscow.
Since the patch, I started a campaign as the Austrians, and got a CTD as the turn started on year 1705.
I thought it might have been a fluke, so I started up another campaign as the Austrians and got another CTD (I do not recall the exact date, but it was around the same time).
Both times, autosave will bring me to the turn before and i can hit END TURN and as the AI finishes doing it's stuff, it gets to my turn and... "Empires Has Stopped Working"
Did not have this problem before the patch came out. I've loaded save games for a couple turns before and still no good.
Puckle Guns are still the best friend of those with a propensity for razing settlements: they take 1% off the building health with every single bullet impact... Townhalls crumble in 2-3 volleys, this clearly MUST be a bug -unless mr Puckle also invented depleted uranium projectiles for use in persuading buildings of the benefits of rubble...
Trade routes that are blocked will not bring the income listed next to it. Check the trade window, it will give you the sum total of all trade routes. Then go to your economy window, you'll see that the trade income is less than the total trade value if a trade route is being blockaded. You need to keep track of the trade income in the income/expenditure screen, not the trade screen.
For e.g., in my current GB game Sweden seems to have lost all its navy, and the Danes are blockading it. Inconveniently for me, 3K of my 18K worth of trade was being conducted with Sweden. So my actual trade income was only 15K. It shot back up to the full 18K when I canceled the Swedish trade agreement, and the goods were diverted to other partners.
Campaign map zoom disabled
Hadn't noticed this before patch, but can't be sure it's not an existing bug. Sometimes, and I can't offer any explanation of why it should happen, but the zoom (+) on the campaign minimap is disabled. You can zoom out to global view, and zoom back to theatre view, but the next level of zoom (half a theatre?) is disabled.
Thanks anweru good tip, hadn't considered canceling the route as an option.
Agree this is a bug though, if a port is blockaded for a year your merchants should eventually start shipping elsewhere.
Yesterday I had a weird happening.
I was shipping a gentleman from india to america, the fleet arrived with the gentleman aboard but now another gentleman had spawned on an island with no school, so I decide to pick him up also. I pick him up from the shore, not a dock. Two agents on the fleet now, both show properly in the unit card thingie. When i reach the island with the school I go into the dock there and unload, only one agent unloads and the other is no longer in the fleet, nor is he in the docks! The following turn the agent turned up again, with the fleet that was now once more at sea!
New one on me -- apologies if this is an inappropriate place to put it, mea culpa -- but in the last twenty-four hours I've noticed the following post-battle:
Numbers of survivors per unit after a played-through battle are rather, er, off: Infantry units that received casualties now have the numbers of men that the cavalry & artillery should have & vice versa. For instance, my general's bodyguard now has sixty-eight men despite receiving two casualties, & a howitzer unit has seventy-five men; infantry units that should have these numbers left have the troop numbers of the artillery & cavalry (eighteen & twenty-two respectively).
Also, in a different campaign, post-battle a unit of dragoons had zero (yes, 0) men left, yet their unit card still shows in the stack & is selectable & replenishable (is that a word?).
It hasn't crashed the game (yet) but I have a horrible feeling it's just about to.
Latest patch, no mods at all ever installed. Will try & get a screenie to confirm.
Anyone else ever had this?
Nota bene: this is not an auto-resolve issue. This is after a 3D battle, & has occurred separately (though not identically) in two different campaigns.
Using Darth Mod Commander I had a unit of dragoons nearly wiped out. Instead of the roughly ten survivors of four chevron and a single star experience at the end of the battle I ended up with three hundred and sixty-three troopers with no experience. I think they adopted the XP and numbers of an opposing unit of Ottomans or something.
Completely weird.
The last two bugs posted above happened pre-patch as well. Did you have a reinforcing stack with a unit that couldn't make it to the battlefield during battle - most commonly a saker or demi-cannon in a reinforcing stack?
That was the case for me any time I came across the bug you guys are reporting. It swaps the men among the units. e.g. my line inf. went down to 18 men, and my demi-cannons to 104 men!
Post Patch Spanish Bug!
Spain gets no credit for its Tobacco Plantations. The at start trade figures are 44 (4 barrels)
The several plantations produce 15 barrels. It will drop to 0 later. Upgrading the plantations does nothing, unless this is what sends it to 0.
Also, what the heck is going on with the hiding behind walls?
Every time I try to use it, it will only allow me to hide on one side. Usually the side the enemy is coming from!
This is a big deal! It effects tactics severely!
Hey dude.
Something like that, except in this case the AI attacked my "reinforcing stack" of two infantry units, driving a wedge between this stack & my main army stack (I always try & bring a reinforcing stack of foot-sloggers along when I perform a major assault!).
So the issue could be as you say when multiple stacks are involved in a battle, the casualties end up going weird.