Wait, so there's a hard-coded declaration of war, if you take Punjab? Kinda odd, isn't it?
Wait, so there's a hard-coded declaration of war, if you take Punjab? Kinda odd, isn't it?
Fac et Spera
Last edited by Slaists; 05-04-2009 at 18:43.
There were a number of such hard-coded DoW regions in the game pre-patch. For e.g.:
Iriquois - New York (and others?)
Huron - Upper Canada, Ruppert's Land
Pueblo Nations - Lower Louisiana and Mexico
Persia - Punjab (and Mesopotamia?)
These regions must be on the victory conditions for those factions.
Last edited by anweRU; 05-04-2009 at 15:31.
Ancestry: Turkish & Irish. Guess my favorite factions!
I played about 20 turns as UP after the latest patch when I got a CTD when I moved a unit of pikes into brussels (owned it already).
Have had a few problems with my trade ships and the trade spots. Sometimes they have the old problem of being on the same spot but as separate fleets and only one produces trade. Now however they can at least be moved off.
Also, a few times a fleet has exited the teleport and was unable to move. I could select it but it refused to move anywhere. Thankfully next turn it was moveable.
Rhineland intercepted me as my army moved towards their city, but in the battle they just stood around hiding in the buildings, when, as the attacker, they should have come after me. A continuation of a previous bug I think.
Also, Rhineland declared war on me with a larger army, and, despite that, just stood around for a turn and didn't even enter my territory - I would have been in serious trouble if they had attacked. They also left half a stack of their army camped in the SE corner of their province (they weren't at war with anyone else), and thus were completely useless when I took advantage of that and took their city. Erm, hello AI?
When I was desperate for money early on I was selling military access for $, and about half the time they accepted without wanting to change anything, but the other times they came back with a proposal for exactly the same amount as I had originally asked for. So it seems to be only partially fixed.
Lots of things were thankfully fixed, but the saga continues. Seeing AI fleets with troops on board is a most welcome sight!
"All things are born from darkness, and all things return to darkness". Nausicaa of the Valley of Wind
Played a few games with various nations now past 1720, and they all seem to lose the script...getting super passive, and doing very little on the campaign map. This is both on H/H and VH/VH
Reaching into the 1770's on Prussia post patch now.
There have been less CTDs; all campaign map-based CTDs with exception of naval seems to have gone for this specific campaign. Battle CTDs still happen but less frequently. However, there is longer lag on campaign map for me at certain times and goes away by itself that hasn't happened before. Also I think there's something buggy about the shadowing still, it keeps flickering on campaign map every so often, and always happens when I switch theater (also happens in battle deployment phase but not during actual battle). I have all checkbox options turned off.
During battles there is a certain action or sound that is bugged; I haven't been able to isolate it but everytime it happens my normally high FPS battle will turn choppy for a few seconds, then go back to smooth, then choppy again. Sometimes this stops during the battle, sometimes it keeps going until it eventually CTDs.
The weird nameless tech you can trade is gone.
I dunno if this is a bug or feature or maybe I didn't see this right but during a recent battle 1 guard infantry unit fired what seemed like a full volley at a unit of charging lancers. There were riflemen in front of them but they just shot off a volley themselves as the lancers came into 125 range. Once they got within 70, a single row of smoke puffs rather than a ripple.
@Alphonse
What faction were you when you got the Gilbraltar CTD?
Playing as Great Britain. I combined *click and dragged one unit card over the other* two depleted Native Missle Cav units in my small force that was protecting the Moose Factory from a Huron attack. Now when I click on that force no unit cards appear, the tab where the cards generally appear identify that group as an agent and not an army. You can move them, but can't check their status. I clicked end turn to see if that would fix the problem, but it did not. It was early in the campaign so I just started over.
"He is no fool who gives what he cannot keep to gain that which he cannot lose." *Jim Elliot*
Post Patch Spanish Bug!
Spain gets no credit for its Tobacco Plantations. The at start trade figures are 44 (4 barrels)
The several plantations produce 15 barrels. It will drop to 0 later. Upgrading the plantations does nothing, unless this is what sends it to 0.
Also, what the heck is going on with the hiding behind walls?
Every time I try to use it, it will only allow me to hide on one side. Usually the side the enemy is coming from!
This is a big deal! It effects tactics severely!
Last edited by Fisherking; 05-08-2009 at 09:24.
Education: that which reveals to the wise,
and conceals from the stupid,
the vast limits of their knowledge.
Mark Twain
Fish, target the wall with your pointer until it turns to the 'hiding type' then drag and drop on the side of the wall you want. At least wall positioning IS NOT bugged.
What's bugged is that once behind the wall, line units do not shoot. Maybe one or two men get up once in a blue moon and fire a bullet. Otherwise, all of them just sit behind the fence and engage in constant reloading exercise. Probably covering behind the fence does not work well with firing by rank algorithm, but I believe, I've seen the reloading exercise performed by line infantry even before fire by rank is available.
Last edited by Slaists; 05-08-2009 at 14:52.
They did the exact same thing pre-1.2 as well. This patch didn't affect the various military access exploits:
- Military access for alliance: redundant, allies can move around in allied nation territories. Though it is a bit funky, for e.g. Spain and France can move in each others' territories for the first 10 or 15 turns. Others can do it as soon as the alliance is established.
- Military access for trade pact
- Military access for money
I didn't see a m.a. for tech exploit. I've never been able to purchase an AI tech at any stage of the game, for any price, even regions... Only war works (get techs for peace), and not always.
Ancestry: Turkish & Irish. Guess my favorite factions!
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