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  1. #1
    Heaps Gooder Member aimlesswanderer's Avatar
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    Default Re: Consolidated bug list

    As Sweden I made peace with Russia and agreed to pay them 1k for 10 turns. However, after, the only way to figure out that I had an agreement was to check my "other" income, which went down to 2k for the duration. The diplomacy screen was absolutely no help, it didn't think that any agreement had been made.

    It would be nice to have a breakdown of your "other" income. I'd like to know how much my various protectorates give me.

    Possibly not a bug, but maybe pirates should build a few more defensive units and maybe even take weakly defended nearby provinces... but that would need the complete lack of AI invasions to be fixed - not on your list?

    You've taken on a major undertaking, thank you!
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  2. #2
    Senior Member Senior Member Fisherking's Avatar
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    Default Re: Consolidated bug list

    Other odd trade theater bugs

    More than one faction on a spot.

    Unable to attack Pirate Fleets on a trade spot.

    At the moment in a campaign I am playing there is a Dutch and a Spanish fleet sharing the same trade spot. I can not attack the Spanish fleet, only the Dutch.

    I am also sharing a spot with a pirate fleet which can not be attacked.


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    and conceals from the stupid,
    the vast limits of their knowledge.
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  3. #3
    A Livonian Rebel Member Slaists's Avatar
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    Default Re: Consolidated bug list

    Quote Originally Posted by Fisherking View Post
    Other odd trade theater bugs

    More than one faction on a spot.

    Unable to attack Pirate Fleets on a trade spot.

    At the moment in a campaign I am playing there is a Dutch and a Spanish fleet sharing the same trade spot. I can not attack the Spanish fleet, only the Dutch.

    I am also sharing a spot with a pirate fleet which can not be attacked.
    More than one faction on a spot seems to be a by-product of the bug that 'incapacitates' fleets on a trade spot. The fleets cannot be moved (only destroyed) and they do not trade. Once this happened to me and I forgot about the fleet for a turn. The next turn: a Dutch fleet was sitting on the same spot (while my fleet was still there) and trading away...

    Being unable to attack pirate fleets seems a by-product of the same issue...

  4. #4
    A Livonian Rebel Member Slaists's Avatar
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    Thumbs down Re: Consolidated bug list

    I believe the whole interception mechanism does not work as intended. In the current version of the game, If I choose the option to intercept anybody passing by, while I am sitting in a fort, I get to DEFEND while sitting behind the walls. Come on,... if I am INTERCEPTING I should be the one in the field trying to chase the enemy that's trying to sneak by.

    The following example clearly shows that the current system is not working as intended (or does not have much logic to it).

    1. I sit in a fort with a FULL STACK.
    2. Two(!) enemy CAVALRY units try to sneak by aiming for my factory town behind the fort.
    3. I get the option to INTERCEPT.

    Decision path A:

    4. Fine, I choose the option to ATTACK.
    5. As we go into the battle-mode, enemy loses (without the battle even opening). Of course, cavalry cannot storm the fort (at least in the game)... And, come to think of it, probably did not intend to ATTACK my fort anyway. They were trying to SNEAK BY.

    ... if I chose not to go into the battle screen but rather auto-resolved, I would still win, but both sides would suffer losses.

    Decision path B:

    4. Fine, I choose the option to DECLINE ATTACK
    5. Enemy cavalry proceeds on their merry way to burn my town behind the fort (not attack my fort).

    Clearly, the side that intercepts should be the one attacking, not the other way around. Under the current system, the AI is forced to storm fully garrisoned forts with raiders (1-3 units). What's force, the AI is forced to storm forts with cavalry-only groups... Even the TW AI wouldn't do that unless forced to do it by the game interception mechanics.
    Last edited by Slaists; 04-22-2009 at 14:36.

  5. #5
    Member Member Rhuarc's Avatar
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    Default Re: Consolidated bug list

    Quote Originally Posted by Slaists View Post
    More than one faction on a spot seems to be a by-product of the bug that 'incapacitates' fleets on a trade spot. The fleets cannot be moved (only destroyed) and they do not trade. Once this happened to me and I forgot about the fleet for a turn. The next turn: a Dutch fleet was sitting on the same spot (while my fleet was still there) and trading away...

    Being unable to attack pirate fleets seems a by-product of the same issue...
    This is because once your units get stuck this way, the program sees the trade spot as open since your unit has for all intents and purposes been removed from further gameplay.

    To expand on this bug, I attacked a Spanish fleet on a trade spot and defeated them such that they had a few surviving ships which should have retreated. Instead, they got stuck on their way out of the trade spot. I think it was the 'retreat' part of the AI action that created the hiccup, not the battle itself. Needless to say I was still able to use the trade zone myself for the next 40 years while the Spanish lingered alongside in limbo.

    Forts: I had another similar bug with forts- the cause is related I think. I was occupying a Russian fort, in Russian territory, with my veteran eastern army and negotiated peace. This should have resulted in the return of all units in enemy territory. Instead, I found my stack of crack troops still in the Russian province, 'standing' in the of the fort spot, and completely stuck. It was eerily reminiscent of the trade spot bug. I think they again got stuck during the AI's attempt to 'retreat' them out of the fort back to my territory. I had no option to move them, could not bear to disband my best army, so I quit the campaign.
    "I can picture in my mind a world without war, a world without hate. And I can picture us attacking that world because they'd never expect it."

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  6. #6
    Senior Member Senior Member Oaty's Avatar
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    Default Re: Consolidated bug list

    Quote Originally Posted by aimlesswanderer View Post
    As Sweden I made peace with Russia and agreed to pay them 1k for 10 turns. However, after, the only way to figure out that I had an agreement was to check my "other" income, which went down to 2k for the duration. The diplomacy screen was absolutely no help, it didn't think that any agreement had been made.

    It would be nice to have a breakdown of your "other" income. I'd like to know how much my various protectorates give me.

    You've taken on a major undertaking, thank you!
    As far as the game goes you only get 3 income statements tax, trade and other, the easy way to figure it out is to find out what your base other income is and then do deductions from there
    When a fox kills your chickens, do you kill the pigs for seeing what happened? No you go out and hunt the fox.
    Cry havoc and let slip the HOGS of war

  7. #7
    kwait nait Member Monsieur Alphonse's Avatar
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    Default Re: Consolidated bug list

    Forts

    If you capture a region that has a ford in it, the ford changes to your culture. I captured Punjab in my British campaign and the Mughal fortes changed in a star fort. In my Ottoman campaign all the star fortresses in Europe became Eastern forts.

    Trade

    The trade screen can get corrupted. I have had a trade screen that wasn't showing trade while according to the diplomatic screen I was trading with a faction.
    AND
    I have now a trade screen where I have three trade routes with the UP and two with the Ottoman Empire. This ads some 12,000 extra gold to my treasury each turn.
    Tosa Inu

  8. #8
    BLEEEE! Senior Member Daveybaby's Avatar
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    Default Re: Consolidated bug list

    Pretty minor one, but: It snows far more often in battles in north africa and southern spain than one would normally expect.

  9. #9
    A Livonian Rebel Member Slaists's Avatar
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    Default Re: Consolidated bug list

    Quote Originally Posted by Daveybaby View Post
    Pretty minor one, but: It snows far more often in battles in north africa and southern spain than one would normally expect.
    Lol, I guess, all the north african battles were fought in the Atlas mountains :)) It does snow there. I have seen it myself: snowfall so dense, I could not see further than a couple meters from my car's window...

  10. #10

    Default Re: Consolidated bug list

    Thanks so much for compiling this list!

    Here are some battle ones I haven't seen listed yet

    when I have 2 howitzers unlimbered; clicking 'limber' on one will turn the other ones
    limber/unlimber button to 'limbered', if I want that second one to actually limber I
    click the limber/unlimber twice. first click sets the button to 'unlimbered' second
    one they actually limber. this happens even when they are not grouped.

    perhaps relatedly I've had arty stuck to where they immediately unlimber after limbering
    and it becomes near impossible to move them, they advance like 10 feet with each round
    of limber/unlimber but I can't control their direction...

    when issuing move orders I click and drag at the place to move to but the highlight
    showing when space is pressed is at a steep angle to where they should go, units then
    march towards this false place until near it when the highlighted destination snaps
    to where it was supposed to be. then they change course and march to where they were
    supposed to go in the first place. Massively irritating as the game is so dependent
    on manouvering lines of rifles.

  11. #11
    Senior Member Senior Member Oaty's Avatar
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    Default Re: Consolidated bug list

    Quote Originally Posted by Babblearossa View Post

    when issuing move orders I click and drag at the place to move to but the highlight
    showing when space is pressed is at a steep angle to where they should go, units then
    march towards this false place until near it when the highlighted destination snaps
    to where it was supposed to be. then they change course and march to where they were
    supposed to go in the first place. Massively irritating as the game is so dependent
    on manouvering lines of rifles.

    This is a new feature although annoying at times it is realistic to stop units from merging then unmerging although on a computer you can mix 2 infantry units and then quickly unmerge them and they come out in perfect formation where as in a real battle they'd take forever to reorganize
    When a fox kills your chickens, do you kill the pigs for seeing what happened? No you go out and hunt the fox.
    Cry havoc and let slip the HOGS of war

  12. #12
    Bland Assassin Member Zatoichi's Avatar
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    Default Re: Consolidated bug list

    I originally posted this in the bug thread, but it didn't make it over into this consolidated list - it concerns Puckle guns:

    I've seen 2 bugs with the Puckle Guns - the first is if I am on defence and click the sandbags icon while the Puckle Guns are selected - the barrels of the guns detach from the their bases (still manned by the crew) and are unselectable for the rest of the battle, the sandbags deploy with the remaining parts of the guns. Don't know if the barrels would fire as the cursor target was showing as out of range for the duration of the battle.

    The second bug occurred with the Puckle guns deployed in a walled city - when the crew were attacked, they fought back, but one of the crew chased after the routing enemy, and the entire crew became unresponsive - I could select them, but the cursor didn't change into a 'hand' when hovering over the unmanned guns. When I finally tried to right click on the ground to move the crew, the game suffered a CTD.

    A second time (different battle in a walled city), one of the horses from the Puckle gun ran up one of the walls after the crew got attacked (I should probably take more care of them!) - the horse eventually glitched along the top of the wall until it got to the gate, whereupon it dropped down and ran off on the ground again.
    It would be great if a lot of the bugs listed here are addressed by the forthcoming patch, let's hope Oaty spends more time removing issues from this consolidated list than adding new ones!

  13. #13
    Senior Member Senior Member Forward Observer's Avatar
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    Default Re: Consolidated bug list

    Here's one that I don't think has been mentioned yet.

    If one goes to the option menu of the game under the battle section of the controls section there is a fairly extensive list of shortcut key commands for the battle screens.

    Many of these are duplicates of functions performed by various buttons included on the full user interface of the battle screen in both land and sea battles.

    Examples would be "[" & "]" (left and right bracket keys) equate to decrease or increase sails respectively when playing a sea battle.

    In land battles these same two keys equate to increase rank or increase file respectively which also duplicate on-screen buttons of the full battle user interface

    There are other keyboard commands that allow one to rotate their entire army or any unit on a center axis plus move them backward or forward by short increments, which are also duplicates of on screen buttons in the full UI.

    All the keyboard commands work when one is using the full UI giving one two methods of performing the listed functions. However, when one switches to the minimal UI, the on-screen buttons for these functions are not included. but oddly the duplicate keyboard commands also cease to function making them sort of pointless.

    I prefer the minimal UI when in battle, but feel a bit hamstrung because of the loss of these functions.

    I cannot imagine that this is what the developers intended and it should be corrected in a future patch.
    Artillery adds dignity to what would otherwise be a vulgar brawl.

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