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  1. #1
    Member Member Lord of the Isles's Avatar
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    Default Re: Consolidated bug list

    Great work Oaty. If I can be so bold, it would be good if you could continue to consolidate, adding any new issues to your original post if you judge them worth being in there.


    Forts

    Pathfinding in general in forts is buggy. In particular:

    (i) I find cavalry units regularly get stuck in fort doors when you order them out or in. This means the attacker has an open door to walk through. In previous TW games you could usually workaround by reordering the unit and/or making them run; in ETW they seem to get stuck for good.

    (ii) Defending units on walls will abseil down ropes to pursue attackers. Worse, they will sometimes choose to use ropes and move around the outside when ordered to another part of the fort.

    Battles

    The 'fire & advance' drill (sorry if I've remembered the name wrongly) seems bugged. If a unit takes losses, they will reform before firing again, slowing down their rate of fire to the extent that micromanagement is much preferable.

    This has been an issue since MTW: redrawing out a line/formation with multiple units using a depressed mouse button. If a unit has taken losses, its frontage should be recalculated to take that into account and adjusted accordingly. To take an example: 2 units of line infantry, one at full 80, another with only 20 men left. When I draw them out to form a new line, the first unit should have 4 times the frontage, so that their depths are always the same. Since MTW, the frontages have remained in proportion to an full strength unit of that type, which is usually useless.

    I've not tested this myself but have seen reports in a thread: units set to fire at will and guard mode will sometimes still turn to an angle before firing at a target. Not sure if that is after a manual fire targetting click or just when selecting a target automatically.

  2. #2
    A Livonian Rebel Member Slaists's Avatar
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    Default Re: Consolidated bug list

    Quote Originally Posted by Lord of the Isles View Post
    Great work Oaty. If I can be so bold, it would be good if you could continue to consolidate, adding any new issues to your original post if you judge them worth being in there.
    I agree.

    My two cents:

    Inter-AI diplomacy: the AI never seems to make peace with other AI factions. If I drag my allies into a war with someone, they are still at war with that faction 30 years later. This must hurt AI economy tremendously and I do not believe it is working as intended (in the previous TW titles, AI factions would make peace with each other).

    Forts: at least according to fort descriptions, the higher level fort wall defenses should be more dangerous (for attackers). In the game, this is not the case, if the player gets to control the walls in star forts (and gun forts). Wall cannons are fired only once the enemy is at very close range. However, if the AI controls the walls, cannons are fired at the normal cannon range. This does not seem to work as intended. Also, player units placed on higher end fort walls do not seem to be able to hit anything with musket fire.

    Pike Units: insist on turning sideways if "pike wall" formation is ordered.

    Succession Wars: republics tend to declare succession wars. It does not make sense.

    Major European Powers: AI controlled major European powers seem too weak compared to the minors. AI controlled France is frequently destroyed early in the game by Wuttenberg or Savoy; Holland - by Westphalia...

    Land Bridges: this is a well known bug, but I did not see it in the list above. The AI frequently (not always) seems unable to figure out how to use land-bridges. Sweden in particular is plagued by this problem. Their armies would get stuck near Kopenhagen and unable to move in any direction from there. Once this happens, Sweden's AI turn takes forever to complete...
    Last edited by Slaists; 04-21-2009 at 15:08.

  3. #3
    Mr Self Important Senior Member Beskar's Avatar
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    Default Re: Consolidated bug list

    Quote Originally Posted by Slaists View Post
    Major European Powers: AI controlled major European powers seem too weak compared to the minors. AI controlled France is frequently destroyed early in the game by Wuttenberg or Savoy; Holland - by Westphalia...
    I have only seen this on the forum, never in any of my games. Usually, France always taken over those provinces by itself and Netherlands taking over Westphalia.
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  4. #4
    Member Member Liberator's Avatar
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    Default Re: Consolidated bug list

    Battles

    'Cover' seems to be bugged after tech like 'fire by rank' is developed.

    Quote Originally Posted by Beskar View Post
    I have only seen this on the forum, never in any of my games. Usually, France always taken over those provinces by itself and Netherlands taking over Westphalia.
    I have seen none of both so far. France is just a hangaround faction in my campaigns so far. It neighter conquered anything nor was defeated
    Last edited by Liberator; 04-22-2009 at 15:04.
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  5. #5
    Member Member Liberator's Avatar
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    Default Re: Consolidated bug list

    Quote Originally Posted by Liberator View Post
    Battles

    'Cover' seems to be bugged after tech like 'fire by rank' is developed.
    So what about it?! Really think this feature is bugged!

    https://forums.totalwar.org/vb/showt...ighlight=Cover
    Last edited by Liberator; 04-22-2009 at 15:04.
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  6. #6

    Default Re: Consolidated bug list

    It seems gunshot sounds are now completely messed up. When a volley is fired the sound is not accurate at all and even after all volleys are fired you still hear volleyfire as if its delayed somehow.

    Also when i order a unit to hold fire they will stop firing but the sound of volleyfire is still playing even though they are idle.

    I dont know why the sound is messed up now because it didend behave like this when i first installed the game.

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