I guess we need a bug list. Please post only bugs here (although you can correct posts that are mistaken in their reports). Remember a bug is something that is not working as intended - this is not the thread to talk about historical inaccuracies or questionable game design decisions.
To make it a useful reference, they could be bugs that you have heard of elsewhere - for example, the passive AI bug that CA have already promised to patch. But obviously, don't needlessly duplicate bugs already reported in this thread.
I doubt I am going to do CAs work for them by systematically collating the bugs, so you will have to read the whole thread if you want to know them all. However, I am going to be ruthless with this thread and delete anything that does not report a bug or add to our understanding of one. If I get the stamina, I will edit posts so that all discussion of a particular bug is in the same post. Apologies in advance - no offence is meant to anyone.
The Italian translator forgot his mychrophone on while was reading the besieging speech ....
designers forgot to add a reiter type unit to Itailan Faction mounted musketeers with heavy plate armour (ok this may not be a bug but is a serious forgot thing to me ^^...)
....
11-12-2006, 04:25
maestro
Re: The Org bug list - ONLY post bugs here
Anyh00 - I found a couple of oddities.
1) Dumb French King. the French King decided it would be a good idea to attack Caen...... on his own :dizzy2: I had nearly a full stack in there of upgraded longbows and billmen. Needless to say I attacked him in the field on his way to Caen. When it came to the battle, he stodd in the middle of some woods .... and stayed there. So I unloaded all 6 units of longbows on him. He just stood there until he was down to 3 men and ran off!?!? What's all that about? He made absolutely no attempt to get out of range of my longbows, or to even charge them - he just stood there and let his men die. Now I know the French orean't very clever ~;) but surely this takes the biscuit.
2) Attacking with multiple units. When I was attacking a French city - I'd broken through the walls and was closing in on the square. I had 6 units of billmen all lined up and the Froggies had one unit of general's bodyguard. there were other uints fighting but not involved in this little melee. I got all six units of billmen to attack the general's bodyguard cavalry to overwhelm them and chop skewer them. But not so... there seemed to be an element of "fair game" tactics being employed by my men. They simply wouldn't engage en-mass. The front of each unit just spread out towards the general and a few men at a time from each unit engaged. There must have been a less than 2 - 1 ration of my men to his, probably close to 1 - 1 actually engaged! the rest just stood there and watched as their mates got hacked to pieces by the general. Needless to say this carried on until I charged with my own general - which helped a bit, but no a lot so I withdrew my own general and let loose with the longbows. I lost many of my own men to stray arrows but it was a desperate attempt to get the upper hand. Surely you'd think that 6 billmen to one general should be a walk in the park for the billmen? I've noticed this quite a lot - especially fighting in cities, that units simply don't engage - they just watch as a few brave soles take on the entire enemy unit.
After my ballistae ran out of ammo I was automatically defeated, though I had already destroyed the gates.
Moderator edit: Some further discussion of this:
Quote:
Originally Posted by Lord of the Isles
I couldn't be that you were attacking a castle with an inner keep? I was doing that, used catapults to break the outer wall and then brought them up to break down the inner keep wall. When they ran out of ammo with the wall only 80% damaged, the battle ended (reasonably enough, since I had no other way of getting into the keep).
The was an inner keep, but it was one of those towns were the walls of the different layers are connected to eachother (not sure if this is always the case), so I would've been able to get into the inner keep with my infantry anyway, even though I had no siege weapons left.
11-12-2006, 20:23
Veresov
Re: The Org bug list - ONLY post bugs here
Definately a problem with siege weapons particularly the largest bombards. The game reboots its when you fire at the wall.
No, it isn't my computer overheating. Mine is watercooled.
11-13-2006, 05:09
Basileus
Re: The Org bug list - ONLY post bugs here
1.You start a crusade and your crusading army loses its extra movement points so all your units start to desert every turn and you cant do anything, happend twice so far, once with the English and once with the French.
I had to hire mercs just to keep the army going with men and even the mercs deserted, the whole way to Jerusalem propably cost me 15k.
Moderator edit: from a later pos now deletedt:
Quote:
Originally Posted by Basileus
About the crusade losing its extra movement points i posted earlier in this thread. I´ve found out i was wrong, basicly if you have agents following your crusade you lose the extra movement points you gain as a crusade, i still think this should be fixed though.
2. Youre getting sieged by one army and one more is close and joins the battle, all good but the problem is that if you beat the army that sieged you the other army usualy stands on the other side until the timer runs out..so you basicly have to wait it out each time and its very annoying.
Reinforcements need to be fixed, currently its buggy as hell.
11-13-2006, 08:08
Sheogorath
Re: The Org bug list - ONLY post bugs here
Im having some crash issues with 'An unspecified error'. It appears to have something to do with the autosave function, which I dont seem to be able to turn off. When I press the 'end turn' button the game goes through everybody elses turns, then when it does the autosave afte the rebels, the game crashes.
Its only doing this on my Spanish campaign though.
Oh, and my save file for the Scots is corrupted, gives me the same error, only right after it loads.
No other major troubles except a single, random CTD for some reason, and a few issues with gun units firing in wierd patterns and not knowing how to walk correctly :P
One thing I forgot. Im experiencing the wierdest bug.
It seems that all of the rebel towns start out with no buildings in them and no units. I havent checked the population, but I suspect its quite low.
However, the AI treats those towns as though they had people in them and would be difficult to take.
This makes things somewhat...easy, you know?
However, it also makes overextending quite easy, when you have to build each town up from scratch.
11-13-2006, 12:37
the Black Prince
Re: The Org bug list - ONLY post bugs here
couldn't see a thread that seemed to talk about this here, was wondering if anyone here had experienced this? a number of people at TWC are complaining about this one
Its not the AI, at least i don't think so, the AI, both battle and camp seems to be making some pretty good moves.
BUT
units, when ordered to attack, will pause, then half will charge the unit, the rest won't move. when the chargers get to the enemy, they stop, losing all charge benefits, then get hacked to pieces coz the rest of the unit is elsewhere. infantry, cavalry, meh, always seems to happens. when you order units to attack, at best i seem to be able to get 1/4 of the unit properly engaged, the rest will just mill around.
no unit cohesion. as above, but units just seem to split up randomly, and the men do their own thing. my mailed knights, chasing routers, ended up halfway across the map (and note, the unit they were chasing wasn't spread out...)
men do their own thing. so, i'm besieged, i sally forth, my archers step up. i give the archers an order to close and fire. there's 85 men in the unit. the bulk form line, draw bows, as expected. 15 walk in the opposite direction. 2 charge the enemy they're supposed to be shooting with drawn daggers. WTF???
as for cavalry. i've seen people complain that cav seem weak. my experience is this isn't the case. the problem is the cavalry don't charge correctly. they stop just before they get to the unit, then walk up in melee mode, with swords not lances, so they ain't getting charge bonus. the only time i've managed to get my cavalry to properly charge, they had to start from so far away, it was ridiculous
bonus' not working properly
i'm not stupid, i know cavalry charging spears is suicide. so, my generals guard flanked a unit of spearmen that was already engaged, and charged from behind. net result. over half my cav die. apparently, spear milia have massive spikes sticking out the back of their armour to impale rear charging horses on.
my personal favourite...
seems if you give an order, i.e to attack a unit, and that order gets executed, your men will just sit around and wait for the next order.
i was attacking a city, my knights had flanked the enemy, charged the rear of some highlanders, done their thing (eventually) the clock was ticking down, it looked like i'd won. but the battle hadn't ended. i looked round to find where the last enemy unit was. it was 3 spear militia. they were standing in front of my knights. who were doing nothing, but dying, one by one. you'd have thought, at least, that if a unit was attacked, it might respond.
as i say, i don't think this is a bug. there seems to be some overall problem with the way men in a unit work together (or don't).
to quote someone else on the issue
Quote:
Black Prince's experience matches my own. I've been playing the Total War series since Shogun. Although there's always been some issues with unit cohesion/pathfinding/group-dynamics, in the past it's mostly been limited to situations with obstacles (navigating around gates and buildings in RTW assaults, rock formations and cliffs in Shogun, etc) or chasing down scattered routers (especially in RTW), M2TW just takes things to a whole new level. You can't even depend on a unit to engage in full force on a flat, open field.
The frequent inability of cavalry to charge effectively especially stings for me, as cavalry was the backbone of my favorite battle strategies. I've always liked to use a bunch of highly durable infantry (such as Shogun's Naginata infantry, or RTW's heavy Roman legions) to engage the enemy line while my cavalry circles behind them for a crushing charge to the rear. Nothing in RTW satisfied me more than seeing a phalanx unit shattered on impact as my Praetorian Cavalry smashed through their rear. I'm content with attempts to tone cavalry down for balance, as I admit they were sometimes rather over-powered, but their current implementation is terrible. They're basically just fast melee units that are weak against spears. Sometimes the game builds up incredible anticipation as I see my cavalry moving into position and lowering their lances... but then they halt the charge and march into melee with their swords. Why must they mock me so, oh Lord?
I also saw comments from a developer diary (on GameSpot) about new mechanics being in place to prevent the so-called cavalry blobbing exploit, and thought it was a noble endeavor, but if this is the result then it was a failed endeavor.
so i know its not just me. seems like a fairly serious bug with the battlemaps that for me is killing my game...
Moderator edit:
Maestro supports this: I want to second everything "The Black Prince" said. I keep experiencing appauling unit cohesion! The number of times I've set a unit to charge, only for them to get within 10 yards, stop, send in the front ranks on their own, who then stop and negate all their charge bonus and then get slaughtered whilst the other 80 men in the unit play patty-cake in the background and send in anoth 8-10 men at a time. This has to be fixed. It's most frustrating and I'm losing hundreds of men because of their inabililty to work as a unit. :wall:
This "bug" seems to be most obvious and most destructive when you have a numerical advantage against a foe. You can set 3 units of heavy infatry against one lot of light cavalry (or whatever) and each unit will send a few men at a time to engage and play patty-cake inthe background. This totally loses the numerical advantage and takes a great number of tactics out of the game. :wall:
All in all, I often find that each unit of men is spread over a wide area, completely disperate from each other with no cohesion and no ability to engage the enemy cause for some reason a few men have gone walk-about and the rest want to wait for them so they doin't miss out on the fun. :wall:
Basically, unless you stay perfectly still, you lose all cohesion and cannot fight effectively!
11-13-2006, 14:10
Jimmytwohand
Re: The Org bug list - ONLY post bugs here
Hope this is the sort of thing you are looking for, couldnt see it mentioned anywhere else...
In, as far as i can see random, battles, my men carry torches as if they were fighting at night. I tried reproducing it by reloading my save game from before the battle and they dont have seem to have them. Then they will pop up again during the day fights for seemingly no reason. Im sure this must be having an effect on my performance. At first i thought it was just the archers that had them and i convinced myself it was a little touch of realism in case they needed to use flaming ammo. On closer inspection the knights and other units had them too.
Torches also appear at the sunset and sunrise day types as those are still classified as night.
11-13-2006, 15:24
Oleo
Re: The Org bug list - ONLY post bugs here
1) I also had the 'M2TW has to close, because of an unspecified error'. Ive had it twice now, once during a battle against 6 france armies (1 vs 6, 1000 vs 2000+) and once during the other factions turns, after france's turn in which I fought a big battle with france (1 vs 3, 1000 vs 2000+). Technically it was the same battle.
I am rather sad that I now have to fight that 30 minute battle for Paris again. :thumbsdown:
2) I'd like to be able to quit with alt+f4, I use that in every game, in this one it doesnt work.
11-13-2006, 16:49
Biggus Diccus
Re: The Org bug list - ONLY post bugs here
I my game I had a strange episode with a English princess, playing as the Scots. During AI phase I watched her walk in and out of a fleet several times, and the fleet just stood there idly. This repeated itself several turns (around 6-7 turns) until a pirate fleet attacked the English fleet and made it retreat. But the next turn the same fleet showed up again and the princess repeated the previous process at the exact same spot.
Looks like the AI got stuck in some loop or something, and quite annoying to watch. Luckily a pirate fleet came around again and sunk the English fleet, killing the crazy princess.
Moderator edit: from a later post now deleted
Quote:
Originally Posted by Quillan
I've seen the exact same issue with an Egyptian diplomat. An Egyptian fleet in the Black Sea would drop off a diplomat on the short between Constantinople and the Hellespont. The dip would move west, around the city and up the coast. Two turns later, with the fleet having moved off the previous turn, the fleet would arrive again, and drop the diplomat off in the same place. Rinse, repeat, at least 10 times. It looks like both of them just moved up the coast a ways, where the dip got back on the boats and went back where it started.
11-13-2006, 18:04
Lanfire
Re: The Org bug list - ONLY post bugs here
No new pricesses... I hate that bug.. it is inpossible to get new princesses on your campain map
Moderator edit incorportating later posts, now deleted:
Quote:
Originally Posted by Lusted
It isn't, i have 2 or 3 in my current campaign. You know those marriage things that come up from time to time? Ignore them if one of your princesses is coming of age that turn. Then you get her in the city her father is in.
Quote:
Originally Posted by Lanfire
I think this should be made clearer.
During said marrage proposal, they should say?
If you deny a marrage this turn, she will come under service as an agent for you. Etc, something to make it clearer so I know when I can get my princesses!
11-13-2006, 20:48
RabidGibbon
Re: The Org bug list - ONLY post bugs here
Heres a wierd one, I've seen it two or three times now (I'm a 100 turns or more into the campaign, so its not frequent) and thought to take some pictures on the last time I saw it.
I'm sallying out from a castle under siege, and several AI units, before I even give my men any orders immediately make a run for the corner of my city walls.
After I'd routed the half of their force (which behaved normally) one of the three units made a dash for my gate, I blocked its progress but they continued, attempting to simply march straight through my unit.
However I have seen AI units doing this head on so maybe its an unrelated bug - a "corner" bug and a "march to the gate" bug. The other two units back at the corner continued their behaviour however, even as I shot them in the back with crossbow men.
1) Archers dont seem to do any damage in heavy rain, I noticed this when I had peasant archers unless ALL of thier arrows upon a unit of spearmilita, not a single death.
Moderator edit from later posts now deleted:
Quote:
Originally Posted by Myrddraal
This isn't a bug. Archers are historically bad in heavy rain, the bowstring gets wet, and looses tension as it does.
Quote:
Originally Posted by Shaun
Yes, I know that, but this is too far, not a single death but the animations for death adn getting hit by an arrow was playing all the time, the whole unit of men was almost all red with blood. I had used up all my arrow's of TWO units of peasant archers. I am sure this is a bug.
2)When you hold down the spacebar to see where your units are going to be positioned the pink markers flash some what terribily. And they dont even show if you ordered your unit when the game was paused until you un pause it.
I will post more when I see them.
11-13-2006, 21:59
eefums
Re: The Org bug list - ONLY post bugs here
:: HUGE PROBLEM ::
This has been addressed, but it's once of the most severe problems in the game as a catholic faction. When the pope orders you to do a ceasefire upon a faction that has attacked YOU, then when you can't get a ceasefire, all you can do is let the attacking faction kill you. Again this has been addressed 100 times but it's very important. I'm playing Milan right now and Venice attacked me..Pope said if I attack Venice I get EC'd. They wont take a ceasefire and keep attacking me.
11-14-2006, 01:04
HicRic
Re: The Org bug list - ONLY post bugs here
Quote:
Originally Posted by Shaun
2)When you hold down the spacebar to see where your units are going to be positioned the pink markers flash some what terribily. And they dont even show if you ordered your unit when the game was paused until you un pause it.
Seconding this, it's really annoying having the arrows flash extremely fast for a few seconds before being simply drawn solidly. And then if you move the camera they disappear. I also find the purple arrows can be very hard to see on certain kinds of terrain.
I also have a bug where only the first assassination video in any play 'session' works. I have repeated this three times - after watching one assassination video, trying to watch a second causes the video to freeze and the sound to loop, with no way to quit, cancel or kill the game. I have to press the reset button on my computer. :no:
11-14-2006, 09:44
RJV
Re: The Org bug list - ONLY post bugs here
Battering Ram bug on battle map tutorial, siege of london.
My battering ram unit is all formed up around the battering ram, but in true matrix style - There Is No Ram. Not a sign of it. I get the % figure telling me that there's no damage to it, I can walk the unit forward to the gate, and I can even smash down the gate with the invisible ram. Reloaded several times and always the same.
nVidia 6600GT
ForceWare 91.31 drivers (was getting it with 84.21 too)
DirectX9.0c, with updates off the M2TW disk.
Game doesn't crash or anything, and as far as I can tell everything else is where it should be. Tried setting graphics details up and down, but to no avail.
Cheers,
Rob.
Moderator edit: incorporating later post
Quote:
Originally Posted by bs7rphb
I've got this too. Apparently it's to do with having reflections turned on - turn them off and siege equipment appears normally.
Incidentally, if you zoom out far enough the siege equipment appears normally too. Seems it only affects the more detailed models or textures.
11-14-2006, 13:52
Rothe
Re: The Org bug list - ONLY post bugs here
Hi! I am a long time player (since Shogun) but have not really posted much - now I have to do my duty as I am a bit frustrated :wall: .
I encountered a very troublesome bug that I have not seen reported anywhere.
I got an announcement of a new general (adoption) in the normal order. However, I misclicked something and the window disappeared. As I am not so into the new announcement system and its workings I was worried, did I lose a chance to adopt the general?
Anyway, I had to break for dinner and forgot about the general. I pressed end of turn. Now I was happy, as the adoption thingy popped up again. I suppose it will not let it drop unless you accept or decline normally.
I of course accepted. Then the turn ends as normal, and next turn I find problems... I find the new general. I move him to another castle - he was in london, I moved him to nottingham. Then the strangest thing happens: He disappears just before the castle. I check the castle, he is not there. He has vanished!
I am thinking that ok, this is a bug, and get on with the game. Hoping for a patch to fix it. But it does not end here.
Few turns later I am struck with the idea of checking the family tree for the vanished general. He is there, and very much alive. From there I can find a button to locate his position, and also it selects him. I still cannot see the figure in the map, but the green area showing his move radius is there. I again move him.
Now I find out a few nasty things:
- he has a figure on the strategy map, but no unit. I cannot look at his bodyguards via the general info card or other means.
- he cannot enter cities
- the game crashes to desktop when I try to join a unit to the "army" he controls (without any units in it)
So now I am afraid this will screw up my save file.
11-14-2006, 14:35
Lanfire
Re: The Org bug list - ONLY post bugs here
Hmz... A crusade had been called 40 turns ago ( i did not join) so 80 years later it is still going.. so no new Crusades can be called. I did toggle_Fow. and the crusade armies are gone no where on the map.. but it still says that the Crusade is in progress.. Is that a bug or do i have w8 another 100 years...
11-14-2006, 15:41
Scottn72
Re: The Org bug list - ONLY post bugs here
I've also noticed a couple of things about seiges -
1. I get the message that the spy in the settlement has opened the gates
but when the battle begins the gates are locked and I still have to use my battering ram, which leads me onto ..
2. when the gate is being attacked by a ram or walls by catapults etc, they lose their textues and turn grey - although this is possibly a driver problem as I haven't seen anyone else mention it.
By the way I'm using a amd64 3500+, GeForce 7800GT, Windows Vista RC1 (which I thnik has DirectX 9.0l )
Forgot to mention, the bug with the closed gates works against the AI also, I get told that someone has left the gates open when I'm being attacked, but again when the battle starts the gates ae all closed.
11-14-2006, 15:49
Trojan Pony
Re: The Org bug list - ONLY post bugs here
I've had a problem where quite often when I attack an army that's on the side of a cliff that once it gets to the battle map they'll be in a totally inacessible position. there'll be no way up to them at all so I just have to withdraw. Now I don't know if it's a bug but if it's a feature it's a rather poor one. https://img134.imageshack.us/img134/...leareasoo0.jpg
Here you can see half of the army on the lower slopes but at the top of the pic there's 4 units that are completely unreachable.
Also pathfinding on that map was appalling with units getting stuck on invisible objects and heading in 5 different directions at once. A truly horrible experience trying to fight on it.
Other than that the only really bug has been the passive Ai in sieges.
I've had some really quirky AI doing some stupid things. Besieging a city with a 6 unit garison with a two unit stack while it had a full stack sitting idle. The sicilians threw full stacks against Venice almost one a turn but never attacked two stacks at once which would have given them victory. The AI doesn't want to drive home its advantage. It'll break blockades at random to blockade again the next turn. The Hungarians besieged, peace, besieged me in one turn. If i attack an army besieging my city or Navy blockading my port I get a massege saying relatians have deteriorated, like it's my fault. The AI can do some very stupid and inexplicable things in the context of diplomacy. Like demanding I become a Vassal then accepting a ceasefire and paying me tribute. Making me a vassal and attacking me next turn. Milan wouldn't accept a trade of Venice for Milan even though I was about to take Venice by force from them. It's just not very bright.
11-14-2006, 16:17
JFC
Re: The Org bug list - ONLY post bugs here
I've checked the Thread and cannot seem to find his one...
When Archers have been grouped and 'engage at will' they shoot at the nearest enemy. Fine. Yet when I de-click the 'engage at will' and double click another enemy within range my archers give me a stiff ignoring and carry on shooting at the nearest enemy (usually Peasants instead of the General's Bodyguard!:wall: ). However, they will happily follow my commands for shooting at alternative targets if selected individually. (Which methinks there may be a snag with group shooting orders?)
11-14-2006, 16:59
Maizel
Re: The Org bug list - ONLY post bugs here
During the course of the game, my family tree seems to be getting bugged. From then on, it only shows my first faction leader+ his spouse
When inspecting family-members via the family-tree I'm always unable to scroll v&v's screen with at least on family member. Not a big issue, but really annoying.
And not a bug, but worth mentioning; there is no indication in the character screen if a agent/family member is a plague bearer. The only way to keep track of this is via the plague message you get at the start of the turn. This is really annoying, and I just can't imagine why they would change this from RTW.
When moving grouped units they should keep their formation. I'm experiencing quite frequently that one or more units decide to change formation (from a nice wide rectangular to a square) when I move them as a group. When the group has arrived at it's destination the units that decided to change formation just stand there with a walk icon in their new formation. When I click SPACE to see unit destinations the proper destination/formation still show up. To have the unit form up again I have to manually select them and form them up the way I want them. Then I have to ungroup and regroup to maintain that formation. This is very annoying, especially with archers.
11-16-2006, 02:45
PROMETHEUS
Re: The Org bug list - ONLY post bugs here
Uff dunno if it is a bug , but it bothers me that Cavalry is so much useless now , they barely follow orders , they charge and befoure impact they slow down and get cutted into pieces , they are slow and hard to move .... this game is looking more like viking invasion like with no armies of horses ....
plus in general in city its really difficult to make units stay in a precise position they refuse orders and have all sort of weird behaviours when tring to make them stand somewhewree .... and also when pursuing cavalry just have erratic movements and seems that they take prisoners only by casual impact on them ....
on Campaign map at hard level the Pope never condamn foreign powers that are Chatolic to have attaked another Catholic faction , in the case of me , plus all merchants of foreign powers always win any dispute with your merchants , and to make exchange of cardinal votes it is ridiculous to get votes for things like 1600 florijs per 16 turns .... come on.... I barely have a surplus of some hndreds per turn usually ....
11-16-2006, 03:44
Valpo
Re: The Org bug list - ONLY post bugs here
Faction heir doesn't return to the King's son once he comes of age it sticks with the King's brother.
Moderator edited to remove non-bugs.
11-16-2006, 04:17
Dooz
Re: The Org bug list - ONLY post bugs here
Is anyone else but me having a problem with the yellow unit markers when you press spacebar to see where the units are gonna' line up? It's not working properly, not stable. It flashes on and off and generally isn't reliable. Anyone know what this is all about? It's an important part of my game as I always use it to form up my armies in precise ways. Really sucks not having it work properly.
11-16-2006, 10:45
derfinsterling
Re: The Org bug list - ONLY post bugs here
Two things:
1) In some of the battles, the letters in the text boxes are screwed up - like when you move your mouse over your units, it'll show only a couple of letters here and there.
In the next battle, the text boxes are ok again.
2) I'm playing the first campaign (short) as the English. I quickly conquer the rebel provinces next to me, then set up my empire, planning to build up my infrastructure before wiping out the French and then the Scots, thus ending the campaign.
The Scots at that point have a couple of units in Edinburgh, their king and his heir. There are two other armies with generals standing around.
I sometime check from time to time up on them until I notice - the armies get smaller and smaller. I send a spy to Edinburgh and can literally watch as the units turn by turn disappear until the last one is gone.
No scottish army is anywhere to be seen.
No units in the capital, that still flies a Scottish flag.
I march an army into Edinburgh, take the city, am threatened with excommunication and have wiped out the Scots.
Where did they go?
Could be that they all boarded a ship and tried to get to Scandinavia, but then it's still pretty stupid of them to leave their only city undefended.
11-16-2006, 17:33
gardibolt
Re: The Org bug list - ONLY post bugs here
Haven't had much time to play with it, but in besieging Nottingham ran into three bugs already:
1. Routing peasants on the wall above the gateway were stuck there, and no matter what I did I couldn't get any units into the gateway to attack them. So the gateway stayed Saxon, permanently (good thing they don't have the boiling oil that RTW did). Couldn't even shoot them from the ground with archers.:wall: Or was this because I had destroyed the towers? Does that trap units in the gateway? Maybe this isn't a bug...:clown:
2. My cavalry, inside the walls, was sent to take the unguarded center square. Instead, they marched out of the castle and parked themselves outside the walls. :furious3:
3. Double click to Run is still broken, like it was in Alexander. :thumbsdown: I have to make the unit walk, then hit R to turn it into a run.:whip: :whip: :whip:
11-16-2006, 17:44
Whacker
Re: The Org bug list - ONLY post bugs here
My submission to the bug list. Sorry for any duplicate issues!
- My assassins are beyond useless.
Spoiler Alert, click show to read:
The percentages given are NOT accurate, my basis for this is empirical testing (Mr. Puzz3d would be proud). I ran (by saving and reloaded), for multiple assassins, several attempts of varying difficulty (11%, 16%, 23%, and 35% iirc) 25 times each to see if they succeeded. Not *once* did they accomplish their goals, and the ratio of agents dying in the attempt vs just failing was roughly 50%. Before anyone berates me or disagrees, this is hard math and statistics. If a probability is given at say (just for giggles) 16%, that means 16 times out of 100 my attempt should succeed, or reduced this would be 4/25 attempts. 0/25 is *not* 16%, that is 0 percent. Before anyone says "you should have done it more", that argument is invalid, based on the probabilities given, I should have succeeded at least once given my attempts, and the probability of me trying 100 times and it succeeded the last 25 in a row is about as close to nil as one can get. One successful attempt out of 25 would be 4%, not 16%, and so on. As such, I list this is a bug and believe there are several possibilities:
1. The percentage is accurate but the code is broken.
2. The percentage is NOT an accurate portrayal of their chances, this also qualifies as "broken" as the correct indicator should be displayed.
3. The percentage is accurate, at the beginning of each turn the agent "pre-rolls" against all possible characters and it's already decided how it will happen when you make the attempt, as opposed to "making the roll" when you try to execute the action. I *highly* doubt this is how it's coded as it would seem to be an utter waste of RAM, but if it is, it should be fixed to function as "calculated upon attempt" imo.
Whatever the case may be, it is HIGHLY annoying.
*** Addendum: I just tried this for a priest on a heretic with a 33% chance. Tried it 33 times, there were 2 successes. Given the probability listed in the game I should only have had to do it ~3 times max for it to succeed. For those who didn't do the math, 2/33 is 6%.
****** Addendum 2: FINALLY after countless reloading, got a few of them above 1st/2nd grade, up to 5-6 each after a few turns. Even still, they aren't as effective as what I feel they should be, and the rule I stated above about inaccurate percentages and failed attempts still holds true. bleh.
I hid my text here in spoilers because people have been focusing more on the methods I used for testing than the actual issue itself. To me, the bottom line is that the percentage displayed for an action to be successful does NOT seem to be accurate, given testing.
- The campaign AI is extremely passive. I am playing on easy to start out with, but there haven't been any hostile attempts toward me except for that crusade I was nailed with earlier. In RTW, the campaign map AI was rather aggressive, even on easy.
- The Siege AI is still pretty bad from RTW. I haven't experienced the 1 ladder slowdown bug, but I *have* experienced incredibly bad pathing on par with, if not worse than, RTW for siege equipment. My units tend to go all over the place when trying to get siege equipment to walls or doors. I've fought several battles where the team pushing my ram took a zig-zag shaped pattern to the gate when it was, quite literally, a straight shot with no obstacles. I've had siege-tower-bearing-units that I swear couldn't find their rear ends with a compass, flashlight, both hands, and a road map. I've had units carrying rams TURN AROUND AND START MOVING AWAY FROM THE GATE instead of towards it when I click on it, and yes they were very far away from the walls! On a positive note, I want to say that unit pathing inside the city has improved over RTW. I haven't had any instances of the "three guys stuck between houses half a mile away from the main group" syndrome yet, but I have had other issues somewhat related, read on for them.
- I've had several instances where when I was sieging a city/castle, there was an enemy army nearby that would reinforce the city during the battle. On both attempts I tried this, I set up my forces to snag them immediately when they entered the map and slaughtering them before they could get into the city to reinforce. The bug is, when I finally caused the enemy units to route, my units REFUSED TO FOLLOW AND FINISH THEM OFF!!! Even when placing my units in their line of travel, they wouldn't attack them! Clicking to attack would do nothing, my units would simply sit there! Even ranged units wouldn't attack them! I had upwards of 200 routing people slip through my forces when they should have been annihilated!! ARGGG!!!
- Likewise, I've played numerous battles and custom battles with 1 unit of my cav against a single enemy unit of infantry. Invariably when I win and start to chase them off, the route-killing AI is abysmal. They spread out and all seem to be going away from the routers as opposed to towards them. It's a bit hard to explain, I'd attach some screenshots but I don't know how at this point.
- I can't target about 90% of the structures inside (or outside) cities when doing custom battles with my artillery, but errant hits can destroy them??? This *has* to be a bug.
- I will submit that I cannot get my cav to charge correctly, no matter how much time I give them to set up or line up. I simply cannot get my units to charge in a cohesive fashion, and more often than naught they end up plowing into the enemy piecemeal and are chewed up. Also, I have had several instances where a few of the people in the unit will stray very far off from the main group while in combat, for seemingly no good reason.
- The above has also happened to my and the cpu's infantry on the walls and on siege towers during siege combat. There was one guy running around on the walls several towers away from the main body of the unit (RUN AWAY!!!), and I had a few instances of a unit being broken up and completely losing cohesion when issuing multiple commands while climbing or on the siege towers.
- Town square flags do not change to reflect the current owner if seized. For example, english besieging french city. English take the square but the battle is not decided/over yet. Flags surrounding square still show french flags.
Cheers!:balloon2:
11-16-2006, 19:03
Zatoichi
Re: The Org bug list - ONLY post bugs here
Well, this is a bug/exploit left over from RTW, but now manifesting in a new and shiny way:
I had my crusade army board a ship from England to reach Antioch, and on their second turn of movement I discovered I actually had unlimited movement - I moved the ships from the west coast of Spain all the way to the coast of Antioch in one go. All I did was select all ships in the fleet after there initial movement points had run out, and I kept getting a renewed movement range, even though the admiral kept saying 'no more move' etc, each time the fleets reached the end of their 'new' move allowance.
I'm not sure if the following is a bug or just a cheesy exploit, but when playing as the English you can deploy longbow stakes inside fortresses during the deployment phase and thereby massacre any cavalry that comes through the gate. I think the deploy stake ability should be removed in siege maps. I know I could always not use this ability, but removing it removes temptation!
11-16-2006, 23:21
brugi82
Re: The Org bug list - ONLY post bugs here
1. MTW2 is running excellent on my computer on low details (AMD 2500+, Radeon 9550, 512 MB RAM), and I would say it never drops below 30FPS. But sometimes in sieges game suddenly becomes unplayable and FPS drops to 1-2 FPS. Then when I exit battle game doesn't load any textures on strategy map (only gray), and restarting game won't help. I must restart computer, and then everything goes back to normal.
2. Overwriting savegame wont work. Game says "Saved succesufuly" but it doesent save anything. I always have to save with a new name.
3. At my friends computer (AMD64 3500+, Radeon X800 Platinum, 1GB RAM), when game should display loading screen (before or after battle), everything goes black. You can hear the music, but you can't see anything. Then we switch to windows (alt+ctrl+del), and then just go back in the game and everything is working. And this is happening after EVERY loading screen.
11-17-2006, 00:10
mmk
Re: The Org bug list - ONLY post bugs here
The assassin issue has been mentioned before. And I do have to agree, 99% of the assassinations I have attempted were total failures - even against the lowliest peasent rebels. Bug or purpose?
11-17-2006, 01:01
Valpo
Re: The Org bug list - ONLY post bugs here
Quote:
Originally Posted by mmk
The assassin issue has been mentioned before. And I do have to agree, 99% of the assassinations I have attempted were total failures - even against the lowliest peasent rebels. Bug or purpose?
Really? Wow I've been knocking off Merchants, princesses, diplomats, and heretics with assasins all day long.
Now I will tell you that generals arn't going to be easy to kill and I can't say as I've gotten one yet but I've gotten quite a few enemy agents.
11-17-2006, 04:24
Kanamori
Re: The Org bug list - ONLY post bugs here
When I was at the screen to choose a faction to start a campaign, I clicked on the map, hoping for some interactivity, but the color changed to a light tan.:shrug:
After using assassins a bunch, as a purely 'intuitive' observation, it seems that the best chance is actually around a displayed 30% w/ a new assassin. Also, when I get into 40-50%, they've failed me a few out of many tries. Anyway, the displayed % seems funky, and I wish that it would just display the real %.
11-17-2006, 05:28
Darkmoor_Dragon
Re: The Org bug list - ONLY post bugs here
AI problems with Longbowmens stakes:
This has occurred 3 times now so Im happy to report it as a bug rather than a one-off quirk:
When longbowmens stakes are deployed the AI has problems negotiating them and seem to plump for one of two methodologies both of which need to be remedied:
1) AI lines up its troops in front of the spikes and stands there doing nothing
2) AI lines up its forces at 90 degrees to the spikes and does nothing (When doing this it lines up its troops in 2 rows, one facing one way, the other facing the other way, both at 90 degrees to the stakes, with a column of clear space between them roughly equal to the width of the longbowmens stakes)
Obviously number 2 is the more worrying as it means the AI has some alignment issues (pathing?) with the stakes as well as overall passivity which may be the known passive AI issue.
- - -
Siege bug:
AI attacking a castle with 1 set of ladders and 5 battering rams. 6 units of foot and 8 units of horse.
AI sends ladder men against the wall.
AI drops 4 battering rams and lines entire force up in column formation in front of and behind the 5th ram, AI then walks to the wall with cavalry troops leading the way. Ram is destroyed. AI returns entire column to where it left the rams, picks up another battering ram, lines up in column, walks to the wall (repeat until no more battering rams are left or no more troops).
Meanwhile, although the unit with the ladders has been destroyed the AI resolutely refuses to use the ladders left parked against the wall.
(Faction with the problem was Byzantine on 2 occasions - both attacking Antioch as "large City", not witnessed the bug anywhere else, or by other factions)
- - -
Longbowmen stake planting bug:
When planting stakes of longbowmen if you plant them in group mode at the start of the battle, then when you click "start" a random number of the stakes (for an entire unit) vanish.
If you plant the stakes one unit at a time they appear to always appear. (incidence has occurred twice on different maps with different unit types {basic longbowmen and Yeoman Archers} Nothing similar between the incidents that I noted)
- - - -
Fire at Will does not cancel.
GROUP Longbowmen firing at targets set to "Fire at Will" -> Cancel "Fire at Will" and then press "Stop" -> Unit stops firing.
Manually select target for GROUP to fire at -> Unit starts firing but ignores command to Fire at the designated target but returns to firing at its previous target.
Swap to giving units orders individually does not remedy the situation UNTIL you disband the group to issue orders individually to the units.
If you issue orders to the individual units whilst still in the GROUP then they will start firing at the selected target and then switch back to their "Preferred" target.
EVEN when issuing orders to individual non-grouped units the unit will STILL sometimes swap to its preferred target ignoring your commands. (I had assumed that the AI was choosing "greatest perceived threat" no matter what the player did, but longbowmen seem to have a penchant for *all ranged units* followed peasants - whilst ignoring swordsmen and heavy infantry almost entirely?)
(and, believe me, you have no idea how annoying that all is when playing as the English!)
11-17-2006, 05:31
Darkmoor_Dragon
Re: The Org bug list - ONLY post bugs here
Quote:
Originally Posted by Scottn72
I've also noticed a couple of things about seiges -
1. I get the message that the spy in the settlement has opened the gates
but when the battle begins the gates are locked and I still have to use my battering ram,
NOT a bug:
There is no visual queue to show that the gates are open i.e. the gates are not SHOWN as being open, HOWEVER, if you walk/run your troops to the gate and click beyond it then they will open up for you.
Perhaps the message should be "The gates have been UNLOCKED by your spy" as that is more accurate, but they are most definitely not lcoked to you and will open if you simply walk/run through them.
Verifiable.
11-17-2006, 06:51
GrandInquisitor
Re: The Org bug list - ONLY post bugs here
Just reinforcing two things in particular:
--Siege lag is appalling. I can no longer play my Venetian campaign because the Milanese attack with a huge army and the battle drops to 1-2 fps. No amount of graphics tampering has changed the situation.
--Routing units using ladders sometimes get stuck on the wall (a la RTW siege tower units that just sat in the tower, stuck and unkillable).
Other:
--Router chasing cavalry tends to run beside the routers, rather than over them.
--I could be wrong, but I've watched cavalry as I've tried to charge home and I think I noticed something. It seemed that cavalry will use lances if the enemy is a) charging it, b) holding position. If the enemy was moving in a different direction or skirmishing, then the cavalry would switch to swords.
11-17-2006, 11:28
Fisherking
Re: The Org bug list - ONLY post bugs here
Bugs I have not seen mentioned so far:
1) Crusade called but would not allow me to join. Scotland not excommunicated.
2) Twice captured objectives as directed by the nobles council, then told that the mission was invalid because another faction took it.
I have had several of the other issues also, I just haven't seen these.
Also I think it is a bug that once you are at war with a particular faction there is no way to end it short of total elimination. (other than allies who ally with your enemy) You can't give gifts or do anything with the other faction. Some actions need to always be viewed as neutral…especially if it is in their interest. :dizzy2:
belay the last...I just went back and found everyone wanting peace, very weird!!!
11-17-2006, 12:23
BigTex
Re: The Org bug list - ONLY post bugs here
Slightly major bug here. I attacked a jihad right across the the ocean from constantinople. Now I had to cross a land bridge to do this, might have something to do with it. The battle was a major victory, completely eliminating everything but the general. after the battle I ransomed the few thousand soldiers back to the Turks. After doing this they ransomed soldiers returned to the general I had defeated. The only problem is that the general was located in the middle of the ocean.:dizzy2: Couple of turns have gone by and he is still in the ocean. I can't attack him, but apparently when i click on him the yellow area "shows were he can move" but he hasnt moved. He is creating a zone of control for my men on the land trying to cross the land bridge also. Diplomats also arent able to talk to him so no bribing.:juggle2: Very very wierd, it's been 3 years so far, I don't think I could tred water for that long.....
I'll try to get some screenies.
11-17-2006, 14:27
Quillan
Re: The Org bug list - ONLY post bugs here
Two potential bugs here. First, princessess, or rather the lack thereof. Several people have reported similar issues. Playing Byzantium, when the girl children come of age, they don't turn into princessess. I'm currently waiting 1-2 more turns, as the daughter of the current emperor is about to reach 16 years old, and I'll see if she becomes a princess, but here's a screenshot of another part of the family tree.
Second, in this game the jihad seems to be bugged. First thing regarding this: is it normal that once a crusade/jihad army is destroyed that faction can rejoin with another? A jihad was called against Constantinople. I've destroyed two Turkish jihad armies, one Egyptian and one Moorish. I've found another Egyptian jihad army. Are they allowed to keep creating them?
It's been sitting here, next to Jedda, for at least 20 turns now. No desertion that I can see, although I suppose it's possible the general is simply hiring more Ghazi's to round out the ones that leave. However, the 30-man archer unit and the other units with casualties as well as the catapults have been there the entire time. Shouldn't this army have deserted by now, or at least have been moving towards Constantinople?
11-17-2006, 22:09
Akka
Re: The Org bug list - ONLY post bugs here
Quote:
Originally Posted by the Black Prince
units, when ordered to attack, will pause, then half will charge the unit, the rest won't move. when the chargers get to the enemy, they stop, losing all charge benefits, then get hacked to pieces coz the rest of the unit is elsewhere. infantry, cavalry, meh, always seems to happens. when you order units to attack, at best i seem to be able to get 1/4 of the unit properly engaged, the rest will just mill around.
no unit cohesion. as above, but units just seem to split up randomly, and the men do their own thing. my mailed knights, chasing routers, ended up halfway across the map (and note, the unit they were chasing wasn't spread out...)
men do their own thing. so, i'm besieged, i sally forth, my archers step up. i give the archers an order to close and fire. there's 85 men in the unit. the bulk form line, draw bows, as expected. 15 walk in the opposite direction. 2 charge the enemy they're supposed to be shooting with drawn daggers. WTF???
as for cavalry. i've seen people complain that cav seem weak. my experience is this isn't the case. the problem is the cavalry don't charge correctly. they stop just before they get to the unit, then walk up in melee mode, with swords not lances, so they ain't getting charge bonus. the only time i've managed to get my cavalry to properly charge, they had to start from so far away, it was ridiculous
I second all this.
Also : in Custom Battle, my units actually have the "upgraded armor" graphics when they aren't upgraded, and the "basic armor" graphics when they are upgraded.
11-17-2006, 22:56
Kanamori
Re: The Org bug list - ONLY post bugs here
Quote:
Second, in this game the jihad seems to be bugged. First thing regarding this: is it normal that once a crusade/jihad army is destroyed that faction can rejoin with another? A jihad was called against Constantinople. I've destroyed two Turkish jihad armies, one Egyptian and one Moorish. I've found another Egyptian jihad army. Are they allowed to keep creating them?
One can join w/ as many armies as one has and wishes to use. There just needs to be a family member leading it.
11-18-2006, 00:02
Cras
Re: The Org bug list - ONLY post bugs here
I have a problem with the system locking up, I have 3.6 Mhz processor, an 256MB Nvidea 6800 ultra videocard, 2 gig of ram, DirectX 9.0C
During a battle (the crash occurs 95% of the time during a battle) the game will lock up, usually when I am like 10-20 minutes in the game
very very VERY annoying...
11-18-2006, 05:44
andrewt
Re: The Org bug list - ONLY post bugs here
Sieges lag a lot for me. Non-siege battles are pretty smooth, even on normal settings. I put all settings on the lowest possible and still get tons of lag. It's starts even before I click start battle.
11-18-2006, 23:40
PaleHorseman
Re: The Org bug list - ONLY post bugs here
Quote:
Originally Posted by brugi82
3. At my friends computer (AMD64 3500+, Radeon X800 Platinum, 1GB RAM), when game should display loading screen (before or after battle), everything goes black. You can hear the music, but you can't see anything. Then we switch to windows (alt+ctrl+del), and then just go back in the game and everything is working. And this is happening after EVERY loading screen.
I'm having a similar problem running a similar configuration (AMD 64 3500+, Radeon X700 Pro, 1 GB RAM). After the 3rd blink, I cannot recover the game and have to restart the computer.
11-19-2006, 00:49
NihilisticCow
Re: The Org bug list - ONLY post bugs here
Sieges are normally fine for me, but for one where I was attacking a Spanish castle with 3 sets of walls with no siege equipment but a fair few cannons I had incredibly bad lag. There was a small garrision in the castle and another army coming to reinforce. I broke through the outer walls, chased routing infantry and got through into the middle compound (as an aside, I really don't think you should be able to do that, it just seems a bit of a cheat to follow routing units to get through gates) and moved most of my other forces in. At the stage the reinforcing army had just entered the city and the game started to lag unbearably, to the extent that I just ended up quitting it. The garrision army only had one unit left, that was shown as routing next to the final gate that didn't open.
11-19-2006, 02:12
sapi
Re: The Org bug list - ONLY post bugs here
^^ I've never been able to chase routing infantry through gates (they simply didn't open, for my infantry or theirs) - are you sure that's what happened?
11-19-2006, 02:32
Marquis of Roland
Re: The Org bug list - ONLY post bugs here
Only played 1 battle so far, turks vs. byz.
Confirmed infantry unit cohesion issue, but its not always uniform; sent 2 ottoman infantry to charge, guard mode off, 1 charged normally, other charge bugged.
Janissary musketeers on fire at will, guard mode on, skirmish off, in front row of army. Fired on byz. at extreme range but stopped firing at javelin range still with 80% ammo with no friendlies in line of fire.
Moving grouped units over rough terrain: some units reformed from a 4 deep line formation into a 6 wide column formation on contact with some impassable rocks. Upon clearing rocks, formation stuck in column rather than going back to original line formation. This is a serious issue.
11-19-2006, 02:52
therother
Re: The Org bug list - ONLY post bugs here
There seems to be a couple of issues with merchants. Firstly, they appear to be able to trade resources found in your capital, despite what the manual says. Secondly, if you temporarily switch your capital to somewhere else and then switch it back to its original location, the amount your merchants make appears to change. Some have linked this to a possible save/reload problem. See here for more info.
11-19-2006, 02:57
econ21
Re: The Org bug list - ONLY post bugs here
Some bugs noted by Orda Khan:
Quote:
Originally Posted by Orda Khan
Epistolery Richard reported opening this feature by adding
[features]
editor=true
in the Med2.preferences.cfg file. This adds Battle Editor in the options screen and a map can be generated by selection. It works OK but no matter where I selected (even steppe areas) I failed to find a flat map or at least flat enough to be considered fun and fair in team battles. Every map generated featured considerable hills and a rock face or two. Nothing wrong with hills or impassable areas but in every map?
Even Ukraine steppe, elevation 190 was hills. Having to 'iron out' every map to make it fair for a map pack is a bit of a pain.
Another feature, Ctrl+F5 is supposed to show impassable and restricted areas but it would not work.
(I do not know if this feature only works when armies and deployment are created. I would expect it would work anyway to prevent you from deploying on those areas)
Booting up the PC the following day, restarting the game....no Battle Editor in the options list. Investigating the Med2.preferences.cfg file and the new lines are now missing, even though the changes were saved?
- When two stacks of my stacks are going into battle, the check box for "let the AI control this generals troops" dosnt seem to stay unchecked if I go off and look at some stats or something. Nasty suprise once I get in the game to not be able to use half my guys, or worse, the AI tries to use them and gets them slaughtered, heh.
- Sometimes AI princesses and diplomats make the "presentation" animation to my towns during the AI turn, but no scroll pops up. There arent any other AI agents around for them to be talking to, either.
11-19-2006, 11:00
Byzantine Emperor
Re: The Org bug list - ONLY post bugs here
Firstly, I think I an going to repeat some stuff, so sorry.
- Crusades (not sure about Jihads) DO get stuck. My English crusade got stuck in Germany after becoming bogged down in tiny one-unit armies and cities, even though they were my allies. Not very nice as the whole crusade got fed up and left within 2 turns.
- Seiges are certainly bugged:
Units get stuck on invisible objects
Tremendous lag
Poor unit co-ordination
Stupid enemy AI standing their under fire (not just seiges, but mostly seiges)
- Balance is certainly not right. It might not be a bug, but it is the kind of thing that is fixed in a patch:
Byzantine Spearmen have appaling stats. They are the same as miltia in combat. And I am fed up of having insanely powerful Italian Militia rip them up.
Gothic knights are FAR too weak.
Crosbowmen are better than longbows, and they shouldn't be.
- Stakes are bugged. The enemy simply lines up in front of the stakes getting shot.
- Whatever anyone else says, I have found no AI improvement. Quite the opposite, they are really a bit stupid.
11-19-2006, 13:08
Denali
Re: The Org bug list - ONLY post bugs here
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)
I've found cavalry can't charge artillery thanks to the "gun obstacle". Artillery are third row troops, they can impossibly be any danger for heavy cavalry? However they inflict more casualties thanks to the riders being too damn dumb to circle around the artillery pieces, while the crew carves them to bits with their daggers... ridiculous!
Oh, and please let cavalry destroy artillery pieces again! I can't see why heavy knights would be unable to cut the ropes or smash off the wheels on catapults or ballistas..
In general, user/unit interaction is too slow. A casualty should be registered as such when the sword that kills him strikes, not when he is finally done dying pathetically. Animation wait means slower reaction especially for fast (sic!) troops as cavalry.
11-19-2006, 22:26
ULT255
Re: The Org bug list - ONLY post bugs here
Tons of sound file bugs. For example, when I pound open the enemy gate with a battering ram, twice it has informed me, instead, that my reinforcements have arrived.
The Scottish Diplomap telling me the diplomacy session was a failure even after we made an agreement.
11-19-2006, 23:05
Daveybaby
Re: The Org bug list - ONLY post bugs here
Pretty minor, but there are 3 trade resources which are invisible on the campaign map.
Metz - 128,136 - Iron (immediately to the left of the upper one of Metz's other 2 iron resources)
Caen - 105,129 - Timber (on the southern border)
Stockholm - 167,182 - Slaves (not actually invisible, but hidden behind the word 'Stockholm'.
11-20-2006, 00:26
Chrisky
Double line formation
Forgot one. Usually when I set a formation to double line, mostly with 6 units, 3 each row, I only get a 1 unit front row and a 5 unit second row. The easy workaround of course is to make two single lines, but what's the 2 line option for then...?
11-20-2006, 00:26
Bullethead
Re: The Org bug list - ONLY post bugs here
The reported ability of loose infantry formations to resist cavalry charges better than tight, ordered formations. See RomoR's posts in the "Research on battle map" sticky thread. I don't have the game yet, so can't verify this myself, but if RomoR is correct, then this is a total game-breaker.
Assuming RomoR is correct, and I have no reason to doubt him, especially considering other reports of charge-related issues, then this problem is a result of several related charge problems
#1. As soon as a single charging man contacts a single defending man, the entire charging unit loses its impetus and charge bonus. After that, it's hack-and-slash on normal stats for both sides.
#2. Due to #1 above, charging units only get the charge bonus agains the 1st enemy individuals they meet. Therefore, damage to the defender is maximized by increasing the number of them that the charging unit can contact at once.
The above are, of course, completely at odds with historical accuracy. In real life (and in prior TW games), the ability of infantry to stop cav's forward progress was directly proportional to the tightness of the infantry formation. Infantry in loose formation, even just loose enough to allow a couple of horses to wedge in, quickly folded, right up to the end of effective cavalry in the 1800s. But it seems to be quite the opposite in M2TW. By stopping the cav with a couple of sacrificial victims, dispersed infantry can rush in and engulf the stopped cav unit.
Caveat: I haven't seen this (or any of M2TW) myself. But if RomoR's findings are legit, this is a MAJOR bug that has to be fixed.
11-20-2006, 02:02
Oaty
Re: The Org bug list - ONLY post bugs here
Quote:
Originally Posted by sapi
^^ I've never been able to chase routing infantry through gates (they simply didn't open, for my infantry or theirs) - are you sure that's what happened?
You can but 90 percent of the times you will get the gate shut on your men and thiers, wich nicely adds a little spice, hoping to beat the odds.
Anyways the spy bug, I can say a spy opening the gates is not working 100 percent of the times, as I tried to run a unit in from a distance, I then tried a close up and tried to go in and instead got shot up, so obviously I did something wrong or the spies are'nt working properly.
Another siege problem is cavalry can rout infantry off the walls. Actually this bug is carried over from RTW/BI and infantry on the walls get scared by non missile units that should not be having an effect on them that are on the ground. Edit: I should add I can't confirm this as MTW2 does not show why they are wavering, like BI would tell you. But something seems really fishy when all my cavalry run up to the freshly breeched gatehouse and enemy engaged units on the wall rout upon this action.
Detroyed ram blocks the gate, if destroyed just as it enters the passageway. The gate is still accessable for troops but barely and prevents backup rams from accessing the gate wich happened to me but not sure how the AI would handle it well especially when they have backup rams.
11-20-2006, 05:13
Forward Observer
Re: The Org bug list - ONLY post bugs here
I too have had my english campaign ruined by the A.I ladder slowdown bug. I was attacked by the French and had destoyed both their battering ram and siege tower, so all they had left were ladders. They bogged down at the bottom and the frame rates dropped to zero. Had to exit out of the battle and take a loss tog
I have also observed what seems to be a bug, but I am not totally sure. If I have a town with no governor, of course it is auto-managed. What is odd is when I finally find a governor and move him in, I seem to be unable to change the tax rate.
The slider bar is there, but I just get the message that I cannot change the rate. There may be some control I am unware of for this, but i haven't found it yet.
Lastly, I had a weird thing happen when I saved the recording of one of my instant battles. It was a bridge defense by Venice agains the Byzantines. For some reason they enemy never tried to cross the bridge, but simply stood there at their end and let me pound them with my ballista and capapults. The advisor kept saying that my siege equipment was being attacked, but the enemy never approached.
I finally depleted my ammo and had to attack across the bridge myself. The ememy routed eventually. In watching the replay it was like a different battle.
This time the enemy did cross the bridge and attack my catapults just like the advisor said in the original battle. They wiped out my siege equipment but then just stood there until my units began to move like I attacked in the original play of the battle. They then routed. It may have just been a corrupted file and not a bug though, but it just seemed surreal
11-20-2006, 10:14
Derfal Cadarn
Re: The Org bug list - ONLY post bugs here
Offered to trade map information with HRE, just a straight swap, nothing complicated.
HRE turn the offer down and make a counter offer to swap map information.
So AI turned down my diplomatic offer and countered it with exactly the same offer I had made
11-20-2006, 11:39
geala
Re: The Org bug list - ONLY post bugs here
Not everything listed below is a bug and I will repeat some bugs mentioned before (for comradeship:sweatdrop: ):
1.
pro:
- no crashes at all
- very few and minor lags (relatively new pc)
- no problems with crusades etc.
contra:
- cavalry cannot charge correctly in most cases
- cavalry is hardly able to destroy routed enemy troops when chasing
- placement problems in towns/castles: the markers appear but the unit cannot be placed there
- problems with units dispersing without any sense (or it may be a simulation of individual deserters, that would be great:inquisitive: )
- even the most secret agents cannot pass normal enemy stacks on the campaign map
- killing chances for assassins are to low for my taste
- no princesses
2.
Matters of balance I would not rate under bugs. A few remarks:
- english (long)bows were inferior to strong crossbows except for (the very important) shooting speed, so they are a bit too powerful in the game or at best acceptable as they are now; no need for a special change
- but: crossbows and bows ingame are a bit too powerful at all in some aspects; in reality they performed very bad against plate, but I fear it is hardly possible to represent this under the programming rules of TW games
- muskets or arquebuses were very effective against all armor and easy to master (the reason they replaced crossbows and longbows very fast after the introducing of real triggers at the end of 15th c.), so it may be right as it is
- ballistae, catapults are far too powerful in the game. It is strange that you can crash a huge stone wall even with a ballistae (!) or with two shots of a catapult; at least far more shots should be necessary. One effect of this seems to be AI armies with 6 normal units and 10 catapult units which is a bit ridiculous
11-20-2006, 13:11
mmk
Re: The Org bug list - ONLY post bugs here
Since I am not an expert, forgive me if the following does not fall under the category "bug".
I experienced the first crash to desktop yesterday. Game was running super stable up to then, but when I played the English and had to vote in the papal election (I think it was the 3rd or 4th election during the game), the game crashed after the cathedral picture popped up. I could work around this by not closing the pop-up, just minimized it, moved a few troops around on the map and then closed the pop-up. Struck me as rather strange, since, as I said, otherwise the game is running stable on my machine.
Another bug (if it is one): In the German language version, if you send a princess on a diplomatic mission, she is always adressed as "Sir" by the opposite party.
11-20-2006, 15:07
FrancisDrake
Re: The Org bug list - ONLY post bugs here
Ok so I think this is a bug, some of you may think not but I think it is an issue that should be changed.
I'm defending my Castle against the French and after the initial gates fall I decide to retreat back to the inner keep where the square the enemy needs to capture is. After hastily setting up my archers on the ramparts and troops behind the gate (safe in the knowledge I can at least take some more of them with me) the French walk up and the gates open up before them?. Some people are saying that once you've captured the outer walls all the walls are lost? Whats the point in having the inner keep then, its utterly useless and slightly misleading?
I also echo many of the bugs noted in Cavalry not charging, troops not listening to orders and poor unit cohesion.
Still a fantastic game, but a patch might make it even better?
11-20-2006, 18:38
Darkbirdy
Re: The Org bug list - ONLY post bugs here
~While fighting a siege, I'm the English, the AI's Milanese, I had an irksome one. They brought up one set of ladders, one ram, one tower. I got lucky and destroyed the ram before it got to the gates. Up comes the tower, up come the ladders. Troops start up the ladders, I meet them with my troops. Suddenly, the AI abandons the tower and tries to send every one of its troops up the ladders simultaneously. The problem is that they won't use the ladders - no more troops are coming up, but hundreds of them are in tight little packs at the bottoms of the ladders milling around. For whatever reason, this caused my CPU usage to spike, dropping me to 2 FPS (I'm guessing an AI looping issue, as pausing brought me back up to 60 FPS.) I ended up finishing the battle at a single frame per second by riding my general out of the gate and back and forth past the clusters until they routed one by one because of the presence of the cavalry. Even after I brought out all of my troops, they ladder mobs refused to budge - they just sat there and got chewed up by my in-the-open longbowmen.
~Another siege. I'd just taken a castle, and hadn't had a chance to repair the walls when the Spanish attacked again. I get the 'spy opened the gates' message scattering my troops all around. Unfortunately, two of my units of longbowmen were placed on walls that had no exits - sections of wall completely cut off from towers by my previous bombardments on the far side of the castle. This effectively denied me the use of a third of my missle troops for the duration of that battle.
~Speaking of which, in that same battle, the AI decided they were better off shooting ballistae at my intact wall rather than coming in from the side (in their deployment zone) with already destroyed walls and towers.
11-20-2006, 20:24
Aquitaine
Family tree - wrong faction!
Here's an odd one:
140 turns or so into the game as England, both my faction heir and faction leader die on the same turn (of old age). They are the last members of their 'branch' of the family, so it then goes over to a more distant relative.
The family tree now shows the first King and Queen of Scotland, both of whom died early on (they had some help). It even says 'Scotland' under their names when I mouse over them.
11-20-2006, 21:27
Excalibur Bane
Re: The Org bug list - ONLY post bugs here
A few things I have noticed. I'm sure they are already noted here, but confirmation is always a good thing.
- 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.
11-21-2006, 05:24
Dr.Strangelove
Re: The Org bug list - ONLY post bugs here
A couple of bugs:
My faction heir(Moors) got a bad taxman trait while being in a castle. If this trait works as in RTW, it is obviously a bug
The above rule or its corespondent in M2TW should work this way while in a city but not in a castle where the tax level is forcibly set to medium.
I too get the cohesion and, more importantly, the lack of response to commands of units, especially during sieges. As an example: In the opening of a battle
against the Spanish I ordered all the troops to run up the hill in front of them using a way-point(Go to A then B), in order to get to the higher ground before
the enemy. I saw the double arrow on all the units cards as they acknowledged the order. I moved the camera to the enemy to evaluate their movement but
after a while I noticed that my units were standing still while the enemy were getting the hill!:gah: The double arrows were still there. Thus I lost the
advantage of my better initial position.Very IRRITATING:furious3: . Anyway I started moving units one by one(they moved!!!!), patched this mess up and
won the battle with more losses than I should, given the AI's bad initial positioning.
Great game but needs refinement...
11-21-2006, 05:35
gs1397
Re: The Org bug list - ONLY post bugs here
Ok; So I couldn't find a way to search on the site as a whole, but is anyone else having trouble with the game freezing up? I have pretty basic Dell Dimension e310 with a P4, 1gb or RAM, and an onboard Intel Video chipset.
When I start the game, everything works ok, but when I actually go to a battle scene, it freezes. Can't seem to figure this one out. Any help will be greatly appreicated.
GC
11-21-2006, 07:51
46852
Re: The Org bug list - ONLY post bugs here
A small problem with Master and HQ Guildhouses (might be moddable, but it's a bug imo anyways):
Master Thieves' Guild gives a global +1 bonus for spies, but doesn't give the city-specific +1 agent bonus that the basic Thieves' Guild does. So, as a result, the best spies will be built in a city with basic Thieves' Guild (you have to have the Master Thieves' Guild in some other city), as the agents built there will get BOTH the local guild bonus AND the global Master Guild bonus.
I'm quite sure this same irregularity appears with other Guildhouses with global bonuses too (Master Merchants' Guild etc).
The solution would be to add the local bonus to the Master Guildhouses and Guild HQs in addition to the global bonus.
11-21-2006, 08:23
sapi
Re: The Org bug list - ONLY post bugs here
Quote:
Originally Posted by gs1397
Ok; So I couldn't find a way to search on the site as a whole, but is anyone else having trouble with the game freezing up? I have pretty basic Dell Dimension e310 with a P4, 1gb or RAM, and an onboard Intel Video chipset.
When I start the game, everything works ok, but when I actually go to a battle scene, it freezes. Can't seem to figure this one out. Any help will be greatly appreicated.
GC
That's not a bug; it's the result of using the inbuilt chipset, which isn't intended for playing games, let alone a new one like m2tw. I'm surprised you can even run the campaign map ;)
11-21-2006, 16:22
derfinsterling
Re: The Org bug list - ONLY post bugs here
Quote:
Originally Posted by FrancisDrake
After hastily setting up my archers on the ramparts and troops behind the gate (safe in the knowledge I can at least take some more of them with me) the French walk up and the gates open up before them?. Some people are saying that once you've captured the outer walls all the walls are lost? Whats the point in having the inner keep then, its utterly useless and slightly misleading?
They had a spy in your city that unlocked the gates for them.
11-21-2006, 21:48
Callatian
Re: The Org bug list - ONLY post bugs here
Just kill a bit their archery units with your besieged cavalry (they are the only ones who fire back) and then enjoy masacrating their army execution squadron style. You can get anything around any singeing army - they don't mind.
How could such a bug be slipped by the CA QA – someone from programming forgot to activate the cavalry aggressiveness it seems.
- French Archer units in my first game (england) seemed to charge at me very aggressively, to the point of getting so far ahead of the rest of the army I could mop them up and return to position with cavalry. This doesn't seem to be occuring in battles I've fought with other civ's since though.
- lack of aggression. I've had Turks sitting back and allowing their second army to be destroyed while they wait (despite the fact that I was defending), and also a mongol army in a custom battle that did the same. Both times the armies not attacking kept changing formation, while the mongols also started moving forward, then chickened out, then moved forwards again...
- Random crash on starting the game yesterday that took the whole PC out- not even a CTD but a full PC restart and no messages.
11-22-2006, 00:40
mmk
Re: The Org bug list - ONLY post bugs here
The council told me to get Algiers from the Moors (sorry, I am playing the German language version, so I am not quite sure how the nationalities are actually called in English.) So the task was to negotiate and/or bribe. Which I did. Then I got the message: "Another faction has taken the city, mission failed". :dizzy2: