Results 1 to 30 of 77

Thread: Post patch 1.3 Bug List

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    Senior Member Senior Member Fisherking's Avatar
    Join Date
    Feb 2005
    Location
    East of Augusta Vindelicorum
    Posts
    5,575

    Default Post patch 1.3 Bug List

    Here is your new one!


    Education: that which reveals to the wise,
    and conceals from the stupid,
    the vast limits of their knowledge.
    Mark Twain

  2. #2
    A Livonian Rebel Member Slaists's Avatar
    Join Date
    Sep 2004
    Posts
    1,828

    Default Re: Post patch 1.3 Bug List

    This is a list of my own observations and not a compilation of people's input in this thread.

    Bugs

    -- General unable to rally units: this omission was in the game before the patch, but I see it still has not been fixed. General's abilities list "rallying". However, there is no option to use this ability.

    -- + to relationship for canceled trade agreement: while I was playing as Britain, 13 colonies canceled our trade agreement. Upon inspecting the diplomacy screen, I discovered that "trade agreement canceled" is giving +23 to our relationship... After having played more, I have to note, I have not noticed it in other cases when an AI faction cancels our trade agreement. Just the case when the 13 colonies canceled their trade agreement with Britain.

    -- Dishonoring alliances trigger: my ally attacks my protectorate. Since my ally is the aggressor, I side with my protectorate. What I discover next is that my relationships with ALL western factions INCLUDING THE PROTECTORATE have suffered -200 penalty for "dishonoring alliances". This just does not make sense at least in two ways: 1) the huge penalty for choosing to side with the defender, 2) the penalty in the relationship with the very faction I am defending... Either this is an utterly stupid feature or a bug.

    I reloaded the game, in which I had sided with my protectorate. In the second time around, I sided with the ally who was the aggressor rather than the protectorate. As a result of this choice, I did not get ANY diplomatic relationship penalty. It seems, in 1.03 "protectorate alliance" is seen as something inferior to an "alliance" to the point that everyone would hate your guts (including the protectorate) if you did what you were supposed to do: protect the protectorate...

    -- Light infantry facing is still broken. If relocated by 'drag and drop' the infantry still would be turned (and shoot) in the direction they were facing before the relocation.

    -- Sail damage display: when the game came out, the sail damage icon was bugged. The sails would visibly take damage, but the icon would not budge. This was fixed with one of the later patches. After 1.03, it seems we've got the sail damage icon's bug back as it was when the game came out. Sails get visibly damaged, but the icon does not change.

    -- Right double click is non-responsive: all too often right-double click does not work on the battlefield in 1.03. Very often the right-double-click results in the respective units WALKING rather than running or charging. This is very annoying in critical battlefield situations when a unit needs to be withdrawn from a fight (such as cavalry unit after a charge).

    -- Dismounted dragoons: all too frequently, dismounted dragoons get "stuck" on the map and the player is unable to move them anywhere.

    -- Agents getting stuck in cities: sometimes an agent spawns, but it's impossible to move him out of the city despite the agent having full move points.

    -- Ships getting stuck: sometimes ships get stuck on the map and the player cannot move them (despite the unit having full move points). I noted this several times in the Indonesian trade theater.

    -- Armies getting stuck in conquered cities: on a couple occasions now, an army got stuck in a conquered city despite having move points remaining. It is possible to counter that by giving the province to an AI faction (which automatically kicks the conquering army out), but it's still annoying.

    -- "Close victory": it does not make any logical sense so I will list it as a bug. Example: 10 surviving soldiers of an enemy army get intercepted by my force numbering close to 1000. Of course, 10 soldiers should not accept battle against 1000; they should flee, but that's a different matter. So, I fight the "intercept" battle; losing 1 soldier to friendly fire and eliminating the 10 AI's soldiers. Post-battle message states "close victory". Darned, it was never "close" at any point... "Easy" - yes, "sloppy" - yes (due to the 1 friendly fire victim), but not "close"...

    -- Screen freezes upon completing a battle: at times, upon completing a battle the screen freezes and does not return to any meaningful state.

    -- City forts cannot be repaired: if the enemy artillery blows a hole in a city fort's wall there is no option to repair the wall. In the next battle, the whole appears where it was. For field forts there is an option to repair them after battles though.

    -- Light dragoon diamond formation: the description of light dragoons states that they are able to do "diamond formation". In the game, however, there is no light dragoon "special ability" to do so. The vanilla dragoons (level one lower than light dragoons) can doo the formation though. Funny enought, the diamond formation appears as a special ability (grayed out) option when the light dragoons dismount...

    -- Ships still get stuck in trade theaters: ships still go into some "limbo" state if they retreat from battle in the trade theaters. After the retreat, they cannot be moved anywhere. The only solution is to destroy them. AI is encountering the same problem too: I retreated from a French fleet near Brazil. My ship got stuck near the coast line. The French moved to the anchor (not to attack me) and I got the option to intercept. Curiously enough, decline intercept button was grayed out (ANOTHER BUG). Anyway, I lost the battle in autoresolve (1 Indiaman agains SOLs), but French got "stuck" right on the anchor. The next turn there was a Maratha fleet trading from that same anchor while the French fleet was still sitting there. I could not attack the French fleet and they could not move away. I defeated the Maratha fleet but the French were still there. I could trade from the same spot indefinitely, and the French would still be sitting there.

    -- Garrisonable buildings not allowing their capacity to be filled: fort buildings still do not allow to be filled to their capacity. The only building that does seems to be the Eastern Fort's armory (up to 5 units fit in it).

    -- 99 grenadiers per unit: I'm not sure what causes this, but at times, after a battle, my grenadier units refill 'with extras'. Example, playing on the unit size that has grenadiers at 60 soldiers per unit, a depleted grenadier unit suddenly becomes 99 grenadiers after the battle. Not that I mind, LOL. I have a feeling these 'extras' were suffled in from another line infantry unit. I had one down to 26 (at the same time when the depleted grenadier unit got to 99) when actually on the battlefield it did not suffer any casualties.

    -- Ottoman general's upkeep. Playing on VH for several factions the general's upkeep is around 90 per turn. For Ottomans it's 300+ per turn. 300+ used to be the general unit's upkeep pre 1.3. I suspect the Ottoman upkeep is a leftover from pre-1.3 times.

    -- Venetian harbor cannot be blockaded, as just stated in the title...

    -- Ungrouping, regrouping CTD: I have seen this consistently post 1.03. Ungrouping, regrouping the whole army on the battlefield causes a CTD. OK, This has been fixed with the hotfix that came out on 07/01/2009.



    Issues

    -- B-AI's "star formation": all too often the B-AI prefers to bunch its (line!) units up in a "formation" that reminds a star as in "*"... As a result, the overlapping units cause tremendous friendly fire rather than killing my troops. Sure, there should be a way to program the B-AI to hold line (when it's reasonable)...

    -- BAI's friendly artillery fire: I consider AI's artillery to be the BEST AI's cavalry killer in the game. I'm sure, in every battle BAI kills at least twice as many of its own troops (especially cavalry) as it kills mine. It seems in coding battle-field pathing absolutely no priority is given to units keeping out of their own artillery's fire arch or the artillery pausing fire while friendly units walk through their line of fire.

    -- AI factions still are happy with enemy sitting in their trade harbors: it seems that in 1.3, AI factions are happier than ever to have enemy ships camp out in their trade harbors. Examples: 1) AI's Austria has a huge empire stretching from their original lands to Rumelia in South East and Ukraine in the East. They are my trade partner, but I have been unable to trade with them because a stack of Russian ships has been sitting in Rumelia's trade harbor for TWO DECADES... two stacks of Austrian troops have been camping out near Istanbul. For some reason, my trade does not reroute to another Austrian harbor (they have several) neither. 2) AI's Sweden has had a single Danish ship camp in their Malmo trade harbor for THREE DECADES. Swedes have several stacks of troops in Kopenhagen, but, they do not borther to throw out the single intruder... One might think trade has zero priority for the AI in 1.3.

    -- fort siege BAI: Siege AI is still horrendous both in attacking and defending situations. 1) When the AI is the attacker the stupidest thing a player can do is to place troops on the walls whereas surrounding the main square with shooters while leaving open pass ways for the AI to reach the central square seems to guarantee a win in most situations. Exhausted AI units (who usually RUN all the way across the map to the walls), climb up and down the walls and then rush towards the center while being shot at: a guaranteed rout regardless how many stars the AI general has. A simple solution would have been to program the AI to exploit such situations by leaving their troops on the walls and shooting at the player's troops on the ground. 2) an AI army sitting in a fort is one of the easiest targets to destroy as long as the player has some artillery to make holes in the walls. Once the holes are there, the AI abandons the walls and either bunches up in the center (easy picking for artillery or player's troops placed on walls) or sends out troops in piecemeal fashion.

    -- the AI still does not clear blockaded harbors: it seems, the only instance when the AI speedily clears its harbors from blockading/raiding ships is when the blockade is done by the player. If an AI faction is sitting in another AI's harbor, the AI is happy to leave the blockaders in the destroyed harbor for DECADES... Example: I play as the Dutch. On turn 3, a Prussian (some naval power!!!...) fleet appears from the North Sea and camps out in the British main trade port. That fleet is still there 20 turns later. We all know, the British do have troops near-by in London from the game start... Don't know, maybe that's the CA's ingenious way to restrict the (trade) cash flow for the player, for AI, it seems, blockades do not matter squat economically. They still get what seems like unlimited cash at least on VH campaign difficulty.

    -- Nonsensical DOWs are still in the game: example: Prussia would declare war on 13 colonies despite sharing no border with them and not being able to send troops over (Prussia in my game has no fleet). One might think that this could be an ingenious way for Prussia to declare war on the player (Britain) without dragging Britain's allies into the war. Not in this case, since Prussia has been at war with Britain's only remaining ally Austria for decades. Reloading a save game from the previous turn results in the DOW not showing up suggesting it's one of those random "screw the player" events as nicely defined by Didz here.

    -- AI galleons (and similar slow ships) can sail directly into the wind: this just makes the wind tactics obsolete... Some modders have been able to take away ship 'ability' to sail into the wind. I'm sure, CA can do the same.

    -- AI does not retreat, ever...: it's just silly, single units instead of retreating ALWAYS put up heroic stances against full stacks. All previous TW titles had AI retreating (if it made sense), why has CA lost that feature in ETW? The current state of affairs go against what CA said about the ETW AI pre-release (that it can smartly decide whether to retreat or to fight)...

    -- AI factions DO NOT make peace amongst themselves. I remember Lusted suggesting that AI factions supposedly DO make peace with each other in 1.02 (before 1.03 came out). Well, in my 1.03 games this is more rare than naval invasions for sure... Example: Marathas declare war on me in 1730. I ask my Austrian allies to join, which they do. In 1770, Austria is STILL at war with Marathas despite me having made peace with them about 10 times in the interim (just to be attacked by Marathas again a few turns after the ceasefire; but I did not ask any allies to join any subsequent British-Maratha wars) and happily trading away. Note: Austria shares no border with Marathas, has sent no army to join the war and has no visible naval presence anywhere. So, what's the point of staying at war?

    -- Not accepting trade agreements: even friendly AI factions bluntly refuse to accept trade agreements post 1730 or so. Frequently, due to constant inter-AI wars, those very trade deniers have no trade partners whatsoever... Ironically, in mid-game it is easier to get trade agreements with enemies (as part of a peace deal) than with friends. Maybe this is game difficulty related (I have not played other 1.03 campaign difficulty than VH), I do not know. Bottom line: I am not sure if this is an intended feature or disbalance.

    -- Piece-meal raiders: the AI would sent 2-3 units to raid, get intercepted and defeated, then (on the same turn) send two-three extra units, get intercepted and defeated, send two-three extra, get defeated... rinse, repeat. Yesterday, in my British game, the Spanish sent such piecemeal 'raiders' to the port right next to Gibraltar 10(!!!) times during the same turn... and it wasn't like I could "auto-resolve" these raids since the battle balance always was estimated to be quite close for an auto-resolve. 10 times 2-3 units makes a full stack army, and, in this case, quite a decent one since the 'raiding parties' consisted of line infantry, cavalry and artillery. I suppose, it should be not that difficult to put some 'checks' in the code to make the AI combine these forces and make one efficient assault rather than piecemeal suicide runs.

    -- AI control of player's troops: that's a feature I'd like to be brought back. In MTW2 it allowed to let the AI take control of simple unit configurations (in non critical battle moments) allowing the player to zoom in on the action at times and appreciated the great work CA has done on the graphics. Cavalry units grouped together under AI control did a pretty good job chasing the routers too.

    -- Naval autoresolve: come on, a single sloop sailing by a fleet of 4 light galleons + a 5 star admiral sitting on a 5th rate + a sloop and a brig is NOT likely to sink ANYTHING. In ETW though, this single sloop is likely to sink at least 2 of the light galleons if autoresolved... Silly, to the least; very annoying too... Curiously enough, if the same sloop is faced just by the admiral's 5th rate in autoresolve, there are no losses...
    Last edited by Slaists; 07-29-2009 at 06:33.

  3. #3
    Member Member Schiltrom's Avatar
    Join Date
    Aug 2008
    Location
    Somewhere back in time
    Posts
    52

    Default Re: Post patch 1.3 Bug List

    Quote Originally Posted by Slaists View Post
    -- General unable to rally units: this omission was in the game before the patch, but I see it still has not been fixed. General's abilities list "rallying". However, there is no option to use this ability.
    The general rallying thing, I think, just means that he'll automatically rally any units passing close by (unless, of course, they're shattered)

    |~
    |~...)_).....|~
    )_)...)__)...)_)
    )__)..)___)..)__)
    )___).)____).)___)
    ,____|_____|_____|____,
    \\........the guild . ........//

    ^^^^^^^^^^^^^^^^^^^^^^^

  4. #4
    A Livonian Rebel Member Slaists's Avatar
    Join Date
    Sep 2004
    Posts
    1,828

    Default Re: Post patch 1.3 Bug List

    Quote Originally Posted by Schiltrom View Post
    The general rallying thing, I think, just means that he'll automatically rally any units passing close by (unless, of course, they're shattered)
    In the previous TW titles "rallying" was a special ability generals had. It's efficiency depended on the distance to the routing unit.

  5. #5

    Default Re: Post patch 1.3 Bug List

    The pathfinding is just pathetic. Playing as Sweden(unrelated), I was fighting a 1v1 infantry battle with Hannover

    My line infantry had a full 120 men; theirs had 84

    They retreat to a building, I charge the building, and my units fight a few and then begin garrisoning the building, standing a foot away from the enemy soldier, being completely motionless. Are they having a tea party??? Pre-Patch they all fought hard and stuff, now they just fill in the building and do nothing. When I told them to go outside and go back in, they took a step outside, got shot by the units still in the windows, and then went back inside. I eventually ended up getting a CTD

    im trying to keep hope though, eventually CA will get these fixed

  6. #6
    kwait nait Member Monsieur Alphonse's Avatar
    Join Date
    May 2007
    Location
    Groningen
    Posts
    928

    Default Re: Post patch 1.3 Bug List

    The bug, giving you a heroic victory when defeating a small army or fleet with a huge overwhelming force and suffering almost no casualties, is still there.

    During the AI turn the names of the AI factions is now against a black background instead of a wooden background. (this was from a game I started before the patch)
    Tosa Inu

  7. #7
    Member Megas Methuselah's Avatar
    Join Date
    Aug 2007
    Location
    Prairie Grasslands
    Posts
    5,040

    Exclamation Re: Post patch 1.3 Bug List

    New Spain and Mexico do not share Spain's uniform change.

  8. #8
    pardon my klatchian Member al Roumi's Avatar
    Join Date
    Mar 2009
    Location
    Sogdiana
    Posts
    1,720

    Default Re: Post patch 1.3 Bug List

    2 items, 1 issue and 1 bug:

    1. BUG: Defensive cannon and musket fire from region capital defensive forts (level 1 and up) are still bugged. Units on the walls don't fire (outwards) until the enemy are right under the walls -this is completely at odds to the lowest level fort which (presumably due to having lower walls) provides a very strong defensive position with cannon and muskets firing at sensible range.

    2. Issue: Defensive forts, from artillery fort up, are incorrectly designed on the battle map. They have blind spots on the corners and are without proper provision for enfilading or covering fire.

    The principle of these defenses is that an attacker storming the walls will always be fired on from more than one direction than just the front -usually the flank or back too.

    To fix this, I suggest increasing the saliency of the corner section and adding at least 1 cannon (on each side) in a position to enfilade the gate house walls. As to star forts, I am tempted to advise a complete re-think of their design. Perhaps in a carry over from MTW2, the more advanced the fort in ETW, the higher it's walls. This is very much at odds with practice during the period, where the whole point was to dig down and in providing less of a target to artillery fire. The more developped a fort, the more expansive and numerous the beaten zones for cannon and musket fire there should be -not just a scalled up model of a more basic design.

    I'm sure the guys at CA know this, it would be nice however if they could turn their attention to this in the next patch though, please! :)
    Last edited by al Roumi; 06-23-2009 at 10:43.

  9. #9
    Member Member d1ng0d0g's Avatar
    Join Date
    Nov 2006
    Location
    Winterswijk, Gelderland, Netherlands
    Posts
    56

    Default Re: Post patch 1.3 Bug List

    From being a playable game in the previous patch with all it's flaws, it has become utterly unplayable.

    Enormous slowdowns, gargantuan loading times, sound glitches, no longer the ability to alt-tab out of the game (after the first patch I've been consistently able to do so without problems).

    In short, I won't be playing until this is fixed.

  10. #10
    Member Member mmk's Avatar
    Join Date
    Feb 2006
    Location
    Munich, Bavaria
    Posts
    66

    Default Re: Post patch 1.3 Bug List

    CTD in campaign mode - again while AI is working through the country list.

    Game is incredibly slow now. Austria seems to be the new Sweden, as in the 2 campaigns I started, the AI needs ages to sort Austria out.

    Unit costs - these differ in the unit cards and in the actual recruitment costs.

    Diplomacy still leaves a lot to be desired, e.g. I haven´t been able to get a peace treaty out of the AI, no matter what countries and no matter how generous my offers were.

    Not quite the improvement I was hoping for.

  11. #11

    Default Re: Post patch 1.3 Bug List

    Quote Originally Posted by d1ng0d0g View Post
    From being a playable game in the previous patch with all it's flaws, it has become utterly unplayable.

    Enormous slowdowns, gargantuan loading times, sound glitches, no longer the ability to alt-tab out of the game (after the first patch I've been consistently able to do so without problems).

    In short, I won't be playing until this is fixed.
    Same here.

    I´ve never had any performance problems in the earlier versions of ETW. I hadn´t played ETW for a few weeks. When I started it yesterday, the latest patch was automatically installed and the nightmare began....

    Now it takes more than 10 minutes to load the main menu.


    My system:

    Core2Duo @ 2,3 GHz
    GF 9600 GT
    3 GB RAM
    Vista 32


    UPDATE:

    Found a solution in the CA Support Forum:

    http://shoguntotalwar.yuku.com/topic...on-inside.html

    Seems that the "Threatfire"-anti-virus Software causes these lags.
    Last edited by Haudegen; 07-29-2009 at 19:17.

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO