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Thread: Bug List (Post Patch #3)

  1. #61

    Default Re: Bug List (Post Patch #3)

    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?

  2. #62
    Member Member anweRU's Avatar
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    Default Re: Bug List (Post Patch #3)

    Quote Originally Posted by aimlesswanderer View Post
    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.
    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!

  3. #63
    kwait nait Member Monsieur Alphonse's Avatar
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    Default Re: Bug List (Post Patch #3)

    Quote Originally Posted by Marquis of Roland View Post
    @Alphonse
    What faction were you when you got the Gilbraltar CTD?
    I think it was GB. I just captured all of Spain and build a fleet in Gibraltar. When I clicked on it I had a CTD. After the patch I did the same with my GB campaign and there was no CTD.
    Tosa Inu

  4. #64
    Hope guides me Senior Member Hosakawa Tito's Avatar
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    Default Re: Bug List (Post Patch #3)

    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*

  5. #65
    Senior Member Senior Member Fisherking's Avatar
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    Default Re: Bug List (Post Patch #3)

    There is an odd bug when playing in Windows.

    It is if the picture slips to the effect that when trying to click on an object you have to fish for it until it is highlighted.

    It usually seems to slip to the lower right and the longer you play the worse it gets. The game must be closed down and restarted to get it back to where it belongs.


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  6. #66

    Default Re: Bug List (Post Patch #3)

    Auto-merge ctd still with us. I think it happens if merging the units will result in one unit disappearing.

    Double trade bug. Another one from pre-patch that's still with us. Twice now, on different campaigns (GBR and Prussia), I get double the income from one trade partner. They appear twice on the trade screen, two seperate lines, both showing the same amount, and the total trade revenue amount at the bottom of the screen does take into account both 'routes'. In one game I was getting 5k+ from Spain... twice. Which was nice.

  7. #67
    Member Member anweRU's Avatar
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    Default Re: Bug List (Post Patch #3)

    Quote Originally Posted by Fridgebadger View Post
    Double trade bug. Another one from pre-patch that's still with us. Twice now, on different campaigns (GBR and Prussia), I get double the income from one trade partner. They appear twice on the trade screen, two seperate lines, both showing the same amount, and the total trade revenue amount at the bottom of the screen does take into account both 'routes'. In one game I was getting 5k+ from Spain... twice. Which was nice.
    That happens when a trade partner captures another trade partner's capital. Sometimes it corrects itself, and other times it doesn't.

    For e.g., in one pre-patch campaign it happened when when Russia lost Moscow to Sweden. Sweden appeared twice on the trade list, and the route was still to Moscow. It wouldn't correct after the Russians took back Moscow, so I had to cancel the trade agreement - I was losing money.

    IIRC, something similar happened in my post-patch French campaign, but it corrected itself. I would have to load it up, and see, but I think the Russians already took back Moscow.
    Ancestry: Turkish & Irish. Guess my favorite factions!

  8. #68

    Default Re: Bug List (Post Patch #3)

    Since the patch, I started a campaign as the Austrians, and got a CTD as the turn started on year 1705.

    I thought it might have been a fluke, so I started up another campaign as the Austrians and got another CTD (I do not recall the exact date, but it was around the same time).

    Both times, autosave will bring me to the turn before and i can hit END TURN and as the AI finishes doing it's stuff, it gets to my turn and... "Empires Has Stopped Working"

    Did not have this problem before the patch came out. I've loaded save games for a couple turns before and still no good.

  9. #69

    Default Re: Bug List (Post Patch #3)

    Quote Originally Posted by anweRU View Post
    For e.g., in one pre-patch campaign it happened when when Russia lost Moscow to Sweden. Sweden appeared twice on the trade list, and the route was still to Moscow. It wouldn't correct after the Russians took back Moscow, so I had to cancel the trade agreement - I was losing money.
    How did you determine you were losing money? That's not making any sense to me, and as money is very tight in my new campaign I could stand to keep an eye on trade agreements that need to be cancelled. But again, no idea how i'd tell I was losing money from one.

  10. #70
    pardon my klatchian Member al Roumi's Avatar
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    Default Re: Bug List (Post Patch #3)

    Puckle Guns are still the best friend of those with a propensity for razing settlements: they take 1% off the building health with every single bullet impact... Townhalls crumble in 2-3 volleys, this clearly MUST be a bug -unless mr Puckle also invented depleted uranium projectiles for use in persuading buildings of the benefits of rubble...
    Last edited by al Roumi; 05-06-2009 at 11:19.

  11. #71
    Member Member anweRU's Avatar
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    Default Re: Bug List (Post Patch #3)

    Quote Originally Posted by Babblearossa View Post
    How did you determine you were losing money? That's not making any sense to me, and as money is very tight in my new campaign I could stand to keep an eye on trade agreements that need to be cancelled. But again, no idea how i'd tell I was losing money from one.
    Trade routes that are blocked will not bring the income listed next to it. Check the trade window, it will give you the sum total of all trade routes. Then go to your economy window, you'll see that the trade income is less than the total trade value if a trade route is being blockaded. You need to keep track of the trade income in the income/expenditure screen, not the trade screen.

    For e.g., in my current GB game Sweden seems to have lost all its navy, and the Danes are blockading it. Inconveniently for me, 3K of my 18K worth of trade was being conducted with Sweden. So my actual trade income was only 15K. It shot back up to the full 18K when I canceled the Swedish trade agreement, and the goods were diverted to other partners.
    Ancestry: Turkish & Irish. Guess my favorite factions!

  12. #72

    Default Re: Bug List (Post Patch #3)

    Campaign map zoom disabled
    Hadn't noticed this before patch, but can't be sure it's not an existing bug. Sometimes, and I can't offer any explanation of why it should happen, but the zoom (+) on the campaign minimap is disabled. You can zoom out to global view, and zoom back to theatre view, but the next level of zoom (half a theatre?) is disabled.

  13. #73

    Default Re: Bug List (Post Patch #3)

    Thanks anweru good tip, hadn't considered canceling the route as an option.
    Agree this is a bug though, if a port is blockaded for a year your merchants should eventually start shipping elsewhere.

  14. #74
    Medevil Member Dead Guy's Avatar
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    Default Re: Bug List (Post Patch #3)

    Yesterday I had a weird happening.

    I was shipping a gentleman from india to america, the fleet arrived with the gentleman aboard but now another gentleman had spawned on an island with no school, so I decide to pick him up also. I pick him up from the shore, not a dock. Two agents on the fleet now, both show properly in the unit card thingie. When i reach the island with the school I go into the dock there and unload, only one agent unloads and the other is no longer in the fleet, nor is he in the docks! The following turn the agent turned up again, with the fleet that was now once more at sea!

  15. #75

    Default Re: Bug List (Post Patch #3)

    New one on me -- apologies if this is an inappropriate place to put it, mea culpa -- but in the last twenty-four hours I've noticed the following post-battle:

    Numbers of survivors per unit after a played-through battle are rather, er, off: Infantry units that received casualties now have the numbers of men that the cavalry & artillery should have & vice versa. For instance, my general's bodyguard now has sixty-eight men despite receiving two casualties, & a howitzer unit has seventy-five men; infantry units that should have these numbers left have the troop numbers of the artillery & cavalry (eighteen & twenty-two respectively).

    Also, in a different campaign, post-battle a unit of dragoons had zero (yes, 0) men left, yet their unit card still shows in the stack & is selectable & replenishable (is that a word?).

    It hasn't crashed the game (yet) but I have a horrible feeling it's just about to.

    Latest patch, no mods at all ever installed. Will try & get a screenie to confirm.

    Anyone else ever had this?

    Nota bene: this is not an auto-resolve issue. This is after a 3D battle, & has occurred separately (though not identically) in two different campaigns.

  16. #76
    Member Member Elmar Bijlsma's Avatar
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    Default Re: Bug List (Post Patch #3)

    Using Darth Mod Commander I had a unit of dragoons nearly wiped out. Instead of the roughly ten survivors of four chevron and a single star experience at the end of the battle I ended up with three hundred and sixty-three troopers with no experience. I think they adopted the XP and numbers of an opposing unit of Ottomans or something.
    Completely weird.

  17. #77
    Member Member anweRU's Avatar
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    Default Re: Bug List (Post Patch #3)

    The last two bugs posted above happened pre-patch as well. Did you have a reinforcing stack with a unit that couldn't make it to the battlefield during battle - most commonly a saker or demi-cannon in a reinforcing stack?

    That was the case for me any time I came across the bug you guys are reporting. It swaps the men among the units. e.g. my line inf. went down to 18 men, and my demi-cannons to 104 men!
    Last edited by anweRU; 05-07-2009 at 17:17.
    Ancestry: Turkish & Irish. Guess my favorite factions!

  18. #78
    A Livonian Rebel Member Slaists's Avatar
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    Default Re: Bug List (Post Patch #3)

    Quote Originally Posted by anweRU View Post
    The last two bugs posted above happened pre-patch as well. Did you have a reinforcing stack with a unit that couldn't make it to the battlefield during battle - most commonly a saker or demi-cannon in a reinforcing stack?

    That was the case for me any time I came across the bug you guys are reporting. It swaps the men among the units. e.g. my line inf. went down to 18 men, and my demi-cannons to 104 men!
    Well, I think, the goal of a thread like this is to identify the bugs that are still in the game: no matter, whether they were caused by the new patch or not fixed by the new patch.

  19. #79
    Senior Member Senior Member Fisherking's Avatar
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    Default Re: Bug List (Post Patch #3)

    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,
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    the vast limits of their knowledge.
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  20. #80

    Default Re: Bug List (Post Patch #3)

    Quote Originally Posted by anweRU View Post
    The last two bugs posted above happened pre-patch as well. Did you have a reinforcing stack with a unit that couldn't make it to the battlefield during battle - most commonly a saker or demi-cannon in a reinforcing stack?

    That was the case for me any time I came across the bug you guys are reporting. It swaps the men among the units. e.g. my line inf. went down to 18 men, and my demi-cannons to 104 men!
    Hey dude.

    Something like that, except in this case the AI attacked my "reinforcing stack" of two infantry units, driving a wedge between this stack & my main army stack (I always try & bring a reinforcing stack of foot-sloggers along when I perform a major assault!).

    So the issue could be as you say when multiple stacks are involved in a battle, the casualties end up going weird.

  21. #81
    A Livonian Rebel Member Slaists's Avatar
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    Default Re: Bug List (Post Patch #3)

    Quote Originally Posted by Fisherking View Post
    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!
    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.

  22. #82
    Heaps Gooder Member aimlesswanderer's Avatar
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    Default Re: Bug List (Post Patch #3)

    Same UP game as before, and another ctd when I moved a non pike unit from Cologne to Brussels. I now move units via Amsterdam and it has been fine for 20 turns.

    Got a strange error when I was looking at Orissa. There were bars across the screen going wobbly and it was all very odd. The whole comp had frozen, and when I turned my screen off and on again nothing at all showed.

    Compared to the pre patch version no one has offered me a land swap at all, and I even have Rhineland, which the AI used to have a severe obsession about. It seems like it went from 3 crazy offers a turn to none at all.

    Also, when the AI is having its turn, Sweden's turn takes about 4 times longer than any other faction, even though they have just the 5 provinces.
    "All things are born from darkness, and all things return to darkness". Nausicaa of the Valley of Wind


  23. #83

    Default Re: Bug List (Post Patch #3)

    Quote Originally Posted by Slaists View Post
    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.
    Am still a turn away from getting fire-by-rank and tried wall hiding ( my men are not cowards sir, and don't normally hide behind anything ) in my last couple battles. Even in the same battle they've both fired at the enemy once their troops came into range - and reasonable firing most of the first line of troops, never the second line - then later after being moved into another wall cowering spot where the enemy was already within range they just stood there. no reloading just 2 nearly full units in range and doing nothing.

    haven't noticed much that might trigger it.

  24. #84

    Default Re: Bug List (Post Patch #3)

    Trade Goods Bug in Rupert's Land
    There seems to be a bug affecting the number of fur pelts generated by the two fur traders in Rupert's Land. Based on my research...
    - Abundant trade goods towns produce 200% of the listed units
    - High = 175%
    - Average = 150%
    - Low = 125%
    - Meagre = 100%

    Rupert's Land has 1 Abundant fur town and one Average one. When both are at level 1, the base is 15. Thus, the Abundant trader should actually be producing 30 units and the Average trader should be producing 22, for a total of 52 units of fur. When you open up the region capital page, it says that only 34 units are being produced. When you open up the Trade window, it says only 30 are being supplied to London and then exported to trade partners.

    I've reconfirmed the unit modifiers with other towns, like the two British sugar plantations in the Carribean. The Abundant one in Jamaica is producing 200% of the listed amount and the Meagre one is producing 100% of the listed amount. Those sugar units are consistent in each region capital's window and in the trade window.
    Last edited by Servius; 05-09-2009 at 20:11.
    Fac et Spera

  25. #85

    Default Re: Bug List (Post Patch #3)

    Campaign CTD (DOW Related?)

    In my French Long Campaign I cannot get past 1777, evertime I click end turn (tried from diff save games) I get a CTD while the AI tries to do Portugal's turn.

    I decided to play around and see why. GB declared war on me just the past turn and Portugal is their only ally. however they declined to join the war. I thought I would try and declare war on Portugal before ending the turn to see what would happen and sure enough it crashes as soon as I do this without my getting around to ending the turn.

    I next tried to reload and attack portugal with my fleet creating a DOW again. Same thing instant CTD.

    At this point I cannot get past this turn. Going to try making peace with GB and see if that works.

  26. #86
    Member Member anweRU's Avatar
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    Default Re: Bug List (Post Patch #3)

    Quote Originally Posted by Servius1234 View Post
    Trade Goods Bug in Rupert's Land
    Is not a bug, but an undocumented change in the patch. Your basic trade port can only export 30 bales worth of goods. You need to upgrade to the 2nd level to reach 60 bales, etc.
    Last edited by anweRU; 05-09-2009 at 22:57.
    Ancestry: Turkish & Irish. Guess my favorite factions!

  27. #87
    pardon my klatchian Member al Roumi's Avatar
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    Default Re: Bug List (Post Patch #3)

    Despite owning all regions in direct contact with the iroquoi, I am unable to trade with them. I had expected to be able to trade by road, but in fact i am not. Surely this is a bug.

  28. #88

    Default Re: Bug List (Post Patch #3)

    Native territory graphics and building options
    Forgive me if this is not considered a bug, but it seems like one to me. In North America, usually in lands that start out in native hands, I've noticed that:
    a) you cannot build city walls there, even once you've destroyed the native capital building and replaced it with a european one.
    b) all the little buildings that appear around the sides of the town structures continue to look like native huts rather than european houses. This doesn't seem to have any in-game effect; I think it's just cosmetic.
    Fac et Spera

  29. #89
    A Livonian Rebel Member Slaists's Avatar
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    Default Re: Bug List (Post Patch #3)

    Quote Originally Posted by Servius1234 View Post
    Native territory graphics and building options
    Forgive me if this is not considered a bug, but it seems like one to me. In North America, usually in lands that start out in native hands, I've noticed that:
    a) you cannot build city walls there, even once you've destroyed the native capital building and replaced it with a european one.
    b) all the little buildings that appear around the sides of the town structures continue to look like native huts rather than european houses. This doesn't seem to have any in-game effect; I think it's just cosmetic.
    It's not just cosmetic. Native villages do not have any buildings that can be occupied by city defenders.

  30. #90

    Default Re: Bug List (Post Patch #3)

    AI pathing problems around Athens?
    In my current GB game, I'm looking at the city of Athens, currently held by the Ottomans. The Ottomans have a full stack in the city, and the city is surrounded by 1-unit stacks of Ottoman units. None of them are moving anywhere. I've never seen this before, so I can't say if it's a problem with the Ottoman AI, Athens, the map of the land around Athens, etc. I just know something's wrong.
    Fac et Spera

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