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Thread: Post patch 1.3 Bug List

  1. #31

    Default Re: Post patch 1.3 Bug List

    most of the videos for duels and such are buggy; they go at a horrible FPS and the noise goes on/off again and again

  2. #32

    Default Re: Post patch 1.3 Bug List

    Hopefully this is an easy bug to fix :)

    If a region gets taken over while its port is being blockaded the blockading fleet doesn't ditch the blockade.

    While playing as Maratha I conquered one of the Persian regions (Persia I believe). At the same time the Ottomans who were also at war with the Persians had a fleet blockading the port. I had to destroy the port in order to get my trade in from Russia as the game had tried to use the port in the trade route.

  3. #33
    A Livonian Rebel Member Slaists's Avatar
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    Default Re: Post patch 1.3 Bug List

    Quote Originally Posted by Zorbane View Post
    Hopefully this is an easy bug to fix :)

    If a region gets taken over while its port is being blockaded the blockading fleet doesn't ditch the blockade.

    While playing as Maratha I conquered one of the Persian regions (Persia I believe). At the same time the Ottomans who were also at war with the Persians had a fleet blockading the port. I had to destroy the port in order to get my trade in from Russia as the game had tried to use the port in the trade route.
    Hmm, could it be that you (as Maratha) were at war with Ottomans at the time? I have had taken over provinces with ports blockaded by a third party and had the blockade removed after the province transferred to my ownership.

  4. #34

    Default Re: Post patch 1.3 Bug List

    Quote Originally Posted by Slaists View Post
    Hmm, could it be that you (as Maratha) were at war with Ottomans at the time? I have had taken over provinces with ports blockaded by a third party and had the blockade removed after the province transferred to my ownership.
    Nope I was not at war and never was.

  5. #35
    Member Member Tillan's Avatar
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    Default Re: Post patch 1.3 Bug List

    Quote Originally Posted by peacemaker View Post
    most of the videos for duels and such are buggy; they go at a horrible FPS and the noise goes on/off again and again
    This happens to me too, never happened before. I liked watching them before, but now i just have to skip them.

    In addition, an interesting bug I havn't seen being mentioned, I had four units of grenadiers inside a fort, and a unit of cavalry inside intercept distance as Sweden. My polish enemy's attacked the fort with something near a full stack. The cavalry joins the battle as reinforcements and I rush them into the fort to the square, and place my grenadiers in the building.
    During the course of the battle, my cavalry gets destroyed completely, but I win the battle with my four grenadier stacks still living. Back on the campaign map I now have a stack with a single unit of cavalry that seems to be able to move anywhere, but the unit size is 0. There are no soldiers in the stack, or the unit.
    I dont actually mind, it hasnt caused any major bugs, and the upkeep for the unit is 0 as well, so its just something of a curiosity. The legendary ghost stack. I havnt put it in a battle yet, but I might just to see what happens.
    "Why should I? Your very existence is nothing but a lie! And everything in this world is a whim! It's all the fruit of an insane imagination! NOTHING IS REAL! AND NEITHER DO I EXIST!" - [Sayoko - Character from OMG]

  6. #36
    Member Member Lucius Verenus's Avatar
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    Default Re: Post patch 1.3 Bug List

    I dont know if you would call this a bug or a feature

    I had an army besieging Alsace-Lorraine having decided to end the interminable (and non-eventful) 'wars' with Hannover and that was their last province.
    During the AI turn,they sallied out with a full stack and retreated back into the city with 2 units - however the siege continued.

    During the same AI turn, moments later, a small army of Hessens who I was not at war with and had reciprocal miliary access with, walked up and took the city !!!

    Never saw that happen before - all I got was a 'Siege lifted' voice and at the beginning of my turn there was my army standing there looking stunned

    As I had given Hessen Flanders and the UP (which I had earlier conquered and given to Westphalia - and then took again after that same interminable and non-eventful 'war) I was not amused (well I was but my government wouldn't be ) so I attacked them (not allies) and took all four of their provinces in two turns.
    The other thing then was that my friendly relations with Spain, Austria, Prussia etc suddenly turned hostile and it was because I had 'broken treaties' - the only treaty I had was military access and I cancelled that before declaring war on Hessen so seemed a big hit for nothing ??

  7. #37
    A Livonian Rebel Member Slaists's Avatar
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    Default Re: Post patch 1.3 Bug List

    Quote Originally Posted by Lucius Verenus View Post
    I dont know if you would call this a bug or a feature

    I had an army besieging Alsace-Lorraine having decided to end the interminable (and non-eventful) 'wars' with Hannover and that was their last province.
    During the AI turn,they sallied out with a full stack and retreated back into the city with 2 units - however the siege continued.

    During the same AI turn, moments later, a small army of Hessens who I was not at war with and had reciprocal miliary access with, walked up and took the city !!!

    Never saw that happen before - all I got was a 'Siege lifted' voice and at the beginning of my turn there was my army standing there looking stunned

    As I had given Hessen Flanders and the UP (which I had earlier conquered and given to Westphalia - and then took again after that same interminable and non-eventful 'war) I was not amused (well I was but my government wouldn't be ) so I attacked them (not allies) and took all four of their provinces in two turns.
    The other thing then was that my friendly relations with Spain, Austria, Prussia etc suddenly turned hostile and it was because I had 'broken treaties' - the only treaty I had was military access and I cancelled that before declaring war on Hessen so seemed a big hit for nothing ??
    I suspect, this is an outcome (intentional or unintentional) of how ETW treats the turns. The player's "turn" is always the very last and player initiated actions from the previous turn get complete only after all AI's have made their moves.

    Example: if you queue up some units for training because you have noticed enemy near the city's borders and that enemy attacks you the next turn you get only your original units to fight with. The newly queued units do not appear until after the fight and all the other AI's have completed their turns.

    So, in the case of a city siege, the surrounded AI sallied and got defeated by your army on its turn. However, your army did not take control of the city YET because all the other AI's needed to complete their turns. When the player turn finally came up, some other AI faction had already taken the city...

    This has happened to me a few times. Once I was besieging a Moghul city with a full stack sitting inside. I thought, it would be smart to wait for the stack to attack me rather than assaulting the city. Wrong I was. A Maratha stack came out of the bushes and took the city while I was besieging it. In this case, there was not even an AI sally.

  8. #38
    Member Member Lucius Verenus's Avatar
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    Default Re: Post patch 1.3 Bug List

    Quote Originally Posted by Slaists View Post
    I suspect, this is an outcome (intentional or unintentional) of how ETW treats the turns. The player's "turn" is always the very last and player initiated actions from the previous turn get complete only after all AI's have made their moves.

    Example: if you queue up some units for training because you have noticed enemy near the city's borders and that enemy attacks you the next turn you get only your original units to fight with. The newly queued units do not appear until after the fight and all the other AI's have completed their turns.

    So, in the case of a city siege, the surrounded AI sallied and got defeated by your army on its turn. However, your army did not take control of the city YET because all the other AI's needed to complete their turns. When the player turn finally came up, some other AI faction had already taken the city...

    This has happened to me a few times. Once I was besieging a Moghul city with a full stack sitting inside. I thought, it would be smart to wait for the stack to attack me rather than assaulting the city. Wrong I was. A Maratha stack came out of the bushes and took the city while I was besieging it. In this case, there was not even an AI sally.
    I had it again with the Austrians nipping up and stealing Sarajevo while I was besieging it (held by P/L)
    Not very realistic at all, IRL it would be a very dangerous thing to try moving through a besieging armies lines and storming the city they are besieging !!

    One thing I also noticed different from previous TW games was a 'relieving' force can attack the besieging army and the garrison will not join in the fight. I actually agree with that as a more accurate (generally) portrayal of historical actuality

  9. #39
    Member Member Elmar Bijlsma's Avatar
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    Default Re: Post patch 1.3 Bug List

    Well, something is off with Paris and sieges for sure. Seems that playing as the UP there's a guaranteed CTD if Paris falls to an enemy unless I'm allied to the French at that time.

    I had gotten round the problem of West-Phalia taking Paris crashing it (merely by becoming Ally with the French before it fell) but since then the Brits had a crack too. In that case, after three crashes after them taking it, they managed to lose the battle on the 3rd reload. Paris saved, so no CTD. Now the Spanish have just taken Paris, causing a CTD. So definitely something weird in my game with France. Best try to get ally with them again. *sigh*
    Me thinks I'm going to finish them off myself and rid myself of this hassle.

    I'd love to hear what exactly is causing this most curious bug.
    Last edited by Elmar Bijlsma; 07-09-2009 at 11:07.

  10. #40
    Member Member Tora's Avatar
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    Default Re: Post patch 1.3 Bug List

    I don't seem to remember it being as difficult to run down routing enemies pre patch 1.3.

    Cavalry seem to pursue them in a tight bunch, like a load of kids chasing a football. The white flag disappears but pops up again about half a mile away. Cavalry all head towards the target, kill it then the process repeats itself. Result: half the enemy escape, ready to inflict more damage on my farms and mills next turn.

    Routers scattering is obviously realistic but the inability of the pursuers to do the same is not.
    It seems just as bad as MTW2 was before the first patch was released.
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  11. #41
    A Livonian Rebel Member Slaists's Avatar
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    Default Re: Post patch 1.3 Bug List

    Quote Originally Posted by Tora View Post
    I don't seem to remember it being as difficult to run down routing enemies pre patch 1.3.

    Cavalry seem to pursue them in a tight bunch, like a load of kids chasing a football. The white flag disappears but pops up again about half a mile away. Cavalry all head towards the target, kill it then the process repeats itself. Result: half the enemy escape, ready to inflict more damage on my farms and mills next turn.

    Routers scattering is obviously realistic but the inability of the pursuers to do the same is not.
    It seems just as bad as MTW2 was before the first patch was released.
    I've noticed that diamond formation (and triangle formation) seems to make the cavalry much more efficient router catchers. Also, frequently, one needs to direct the cavalry to run towards where most of the routing enemy unit is bunched up and then charging rather than charging the unit from afar. Another factor affecting router catching is scrub (and foresty terrain); most cavalry types slow down to a crawl in scrub.

  12. #42

    Default Re: Post patch 1.3 Bug List

    Got another one.

    Pirate and Great Britain fleet stacked together in the Straights of Madagascar. Both raiding the trade route. I am unable to attack the pirate fleet (I end up clicking on Great Britain instead).

    More info

    Great Britain has been raiding that route for a long time, and obviously I am not at war with them or this wouldn't be an issue.

    I can actually click on the pirate fleet as the two fleets are perpedicular to each other (they look like an X...) but the cursor doens't change to an attack cursor when I go over the pirate fleet, only the GB one.

  13. #43

    Default Re: Post patch 1.3 Bug List

    Still seems like the AI is incapable of defending their home port. Anyone else agree?

  14. #44
    Member Member Elmar Bijlsma's Avatar
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    Default Re: Post patch 1.3 Bug List

    Quote Originally Posted by Zorbane View Post
    Got another one.

    Pirate and Great Britain fleet stacked together in the Straights of Madagascar. Both raiding the trade route. I am unable to attack the pirate fleet (I end up clicking on Great Britain instead).

    More info

    Great Britain has been raiding that route for a long time, and obviously I am not at war with them or this wouldn't be an issue.

    I can actually click on the pirate fleet as the two fleets are perpedicular to each other (they look like an X...) but the cursor doens't change to an attack cursor when I go over the pirate fleet, only the GB one.
    As a quick fix, see if you can tempt the pirates away. Get a single weak ship in the ZOC of the pirates, with your fleet positioned nearby. With a bit of luck the pirates fall for it and engage the lone ship. With your fleet nearby entering the battle too, your problem should go away.

  15. #45

    Default Re: Post patch 1.3 Bug List

    100% reliable CTD. Playing as Maratha. Mughal spawned two separate fleets, one with a sloop, another with a brig. I build two sloops (in separate ports). I engage the enemy ships, as soon as the sails deploy, CTD. Every single time. I've tried engaging both (with one in range of the other. I've engaged single vs single, for both the enemy sloop or the enemy brig. I've cranked the graphics settings down to the lowest setting, as well as the highest (I run with the highest settings). No difference, CTD.

    I have 1.3, with the hotfix (Steam says I'm up to date, current date is 7/10/09).

    I have a savegame. If a Creative Assembly developer wants it, I can email it to them. It looks like it's around 14meg .zip-ed.

    This bug is really annoying, since I prefer to fight my sea battles myself than autoresolve. I never had a crash while playing the Independance campaign, but i never used a sloop by itself in battle. I'll try using a brig in the future (or a 6th rate or better). Hopefully I'll actually be able to fight naval fights in this campaign.

  16. #46

    Angry Re: Post patch 1.3 Bug List

    Ok, now this naval battle crash is really starting to tick me off. The Mysore stabbed me in the back. No problem, I was expecting this. However, their fleet blockaded my capitol province port on their backstab strike. This had the effect of almost completely eliminating my trade income, which resulted in bankruptcy. No problem. I have a three-ship fleet of sloops and they have two brigs, I can handily crush them in naval combat. Oh no, because the game crashes every stinking time I try to run this battle. So I'm forced to auto-resolve which a) doesn't kill them (but they do run away), and b) cripples my fleet (lost two sloops, the third in bad shape). Now I:

    a) have no money to fix the sloop or build a decent navy
    b) the auto-resolve decided that the two enemy ships got away, so they're at large. If they blockade again, I have nothing to throw at them.

    So I think, no problem, in 4 turns I can crush the Mysores in land battle, which will solve the naval problem. Next turn comes up, a third Mysore ship blockades the port, so again, no trade income, and again no way to build a fleet that can autoresolve them (not that it would matter as they'd just get away). Also, I managed to take one of their provinces, and am 2 turns away from the other one (they captured Portugal's province earlier). So in a few turns all will be well, right?

    Oh wait a minute, why are my units at half-strength? Yes, half my entire army evaporated. Oh, so I lose soldiers when in bankruptcy? Ok, that's the final straw. My empire is crumbling and I can't do anything about it all because of a flippin' CTD bug that prevents me from preserving my sea trade.

    This is fricking ridiculous, I can't wage a proper naval battle because I'm forced to autoresolve or face CTD. Losing because of bad choices, or because of being outmaneuvered/outnumbered/outgunned is one thing, losing because of a crash is very different.

    I'm going to try to back up a few turns (and lose a couple hours of playtime) to try to build my fleet of brigs this time, and hopefully those won't cause the crash. If not, I'm going to shelve ETW and go play something else, until the next patch comes out.

    ---------

    Ok, just tried again with brigs. Same thing, CTD. I'm done with this campaign (and ETW probably) until this gets resolved. Gonna try to replicate this CTD in the stand-alone battles, see if it's the weather or something.

    ---------

    Managed to isolate the offending parameter. If the winds are gale-force, the CTD occurs, regardless of the ship match-up. The reason I hadn't run into this before is because I never got gale-force winds in the Independence campaign. Just before the CTD, a band of the water, right about at the mipmap transition, darkens, then CTD. Gonna try to see if I can disable features to prevent the CTD. My system is an AMD Phenom II 940, with an ATI Radeon 4870 with 1gb memory, and version 9.6 of the drivers. OS is Vista x64, up to date. Will update as I get more info.

    ---------

    Ok, swapped my ATI card with an Nvidia 8800GT. Same crash. Swapped my system memory with memory from another computer. Same crash. I suspect this isn't a driver issue, or a memory issue based on those two tests. Next up is to see if it's just gale-force winds or other winds that yield the CTD.

    ---------

    Tried other winds, it's only the gale-force wind which causes the CTD. Oh, and as an added bonus, when I swapped my DDR2 8500 memory with DDR 6400, the motherboard locked in the 800Mhz mode, and won't go back to 1066Mhz for the DDR2 8500 memory now, no matter what I do in the bios. I'll try pulling the CMOS battery to see if that will clear whatever state it's in, but I love that I might have lost 20% memory bandwidth trying to track this down :(

    Next up is looking through the exposed data files to see if I can mod-out gale force winds from the game. If I can do that, then I'll be back in business.

    --------

    Final update (for now). Resetting the CMOS on my motherboard fixed the memory issue (yay!). As far as modding the game to not have fights in gale-force winds, I've posted a question in the Mods forum, as a quick glance at the data files tells me I'd have some serious learning to do to even attempt this on my own. Hopefully someone will be able to help me figure out how to turn off gale-force winds.
    Last edited by hoof; 07-11-2009 at 05:07.

  17. #47

    Default Re: Post patch 1.3 Bug List

    I found a work-around. Using the pack file editor, I opened up the seasurfaces.pack file, and made the wind_level_4_sea and wind_level_4_swell parts a copy of the level_3 parts. Now the game no longer crashes! It looks like whatever was cratering me was in the wind_level_4 data. Hopefully this only affects the visuals, which I can live with :) Now, time to crush that Mysore fleet =)

  18. #48
    Member Member Zenicetus's Avatar
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    Default Re: Post patch 1.3 Bug List

    Something new after last night's Steam hotfix:

    I haven't had any CTD problems before, but now I get a consistent CTD every time I try to go to the singleplayer Campaign screen to start a new campaign. I can click the "Continue" button and it will load a current game and I can play it fine, but it CTD's every time I try to reach that screen to start a new campaign.

    I guess this game goes on the shelf until the next hotfix or patch.
    Feaw is a weapon.... wise genewuhs use weuuhw! -- Jebe the Tyrant

  19. #49
    Member Member Zenicetus's Avatar
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    Default Re: Post patch 1.3 Bug List

    Okay, I fixed the CTD on the screen for starting a new singleplayer campaign. Looking around on the .com forum, I found a suggestion to delete the /empire folder in the path (for Win XP):

    /Documents and Settings/(username)/Application Data/The Creative Assembly/Empire

    That fixed the CTD. This will also delete your savegames, so be careful. Apparently you can get a corrupted file somewhere in that directory tree. Others have reported this happening before the recent hotfix, so it's either part of the 1.3 patch, or it goes back even further, and I just didn't manage to get the corrupted file until very recently.
    Feaw is a weapon.... wise genewuhs use weuuhw! -- Jebe the Tyrant

  20. #50

    Default Re: Post patch 1.3 Bug List

    I have got two "cursed" cities in my current campaign as France. Clicking them will CTD immediately. I have also tried to access them through the list or by moving an agent into city... same issue.

    Is there some solution, other than reloading 5 turns before or scrutinizing steam, waiting for some fix ?

    Thanks !

  21. #51
    Member Member Schiltrom's Avatar
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    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)

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

  22. #52
    A Livonian Rebel Member Slaists's Avatar
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    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.

  23. #53

    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

  24. #54

    Default Re: Post patch 1.3 Bug List

    I have found a bug in my British campaign that is very frustrating and consistant.
    During battle deployment and during battles When I deplot my troops behind a stone wall they do not shoot they with the exception of maybe one soldier at the end of the line. Although they doo seem to reload sometimes they never shoot at the enemy no matter how close they are eventually the enemy rushes over the wall and melee ensues. This is advanced vetran British line infantry with fire by rank and platoon against simple Mughal mellee weapon troops and mobs, typically one or 2 volleys would send them fleeing.

    Please fix

    Thanks!!!

  25. #55

    Default Re: Post patch 1.3 Bug List

    well when you tell a unit to hide behind a wall, platton firing and fire by rank are ignored.

    Which reminds me, It's annoying how units have so much trouble moving over stone walls and fences. Especially cavalry. Most of the unit is in position but waits for another few minutes for the last one or two to catch up, which means they can't return fire.

  26. #56
    Member Member Elmar Bijlsma's Avatar
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    Default Re: Post patch 1.3 Bug List

    Quote Originally Posted by peacemaker View Post
    well when you tell a unit to hide behind a wall, platton firing and fire by rank are ignored.
    I prefer to just place my units behind the wall anyway. Three ranks blazing away instead of 1 and much of the unit is still behind some cover, partially at the least. IMHO it was not that useful to use the special wall formation when it worked, never mind now that it's broken.
    Which reminds me, It's annoying how units have so much trouble moving over stone walls and fences. Especially cavalry. Most of the unit is in position but waits for another few minutes for the last one or two to catch up, which means they can't return fire.
    People have asked for this to be fixed before. I ask those people to choose a line of advance that is conducive to rapid movement, or failing that to take the disorder within the ranks like a man.
    Yes, it's annoying that an entire unit can stand there formed but for one man, being shot up while they wait. But it's you that sent them over the fence.

  27. #57
    Member Member Dradem's Avatar
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    Default Re: Post patch 1.3 Bug List

    I'm not able to fastward in battle's and it's driving me nuts just sitting there for over an hour waiting for the enemy to come to you, or vice versa
    New lords, new laws

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  28. #58
    Member Member Elmar Bijlsma's Avatar
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    Default Re: Post patch 1.3 Bug List

    Quote Originally Posted by Dradem View Post
    I'm not able to fastward in battle's and it's driving me nuts just sitting there for over an hour waiting for the enemy to come to you, or vice versa
    Not a bug.

    With multi-threading introduced in 1.3 you have greater performance, but the game now can no longer disconnect the action from what's being displayed.
    It used to be if you pressed x4 acceleration that graphics could update once and the game data would update for times. Basically what happened was it replaced some of the graphic processing for game data processing.
    But with multi-threading, though it's faster, it's too complex to juggle this data separate from each other and the game can only update game data at the same rate as the graphics. So if you press x4 it could only do four times the game data if it can also do four times the graphics. Clearly, this is a problem for most PCs, who can just about run the game 1x. Those will not see any acceleration.

    I think it's possible to turn off multi-threading somewhere. This should allow you to accelerate your game, but might reduce overall performance.

  29. #59
    Member Member Didz's Avatar
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    Default Re: Post patch 1.3 Bug List

    Just suffered the Protect the Protectorate bug in my new Austrian Campaign.

    In order to establish a buffer zone along my western border I established an Alliance with both Wurtemburg and Bavaria. A turn of two later I then offerred Bavaria full protectorate status and they accepted.

    Then in 1704, after a lot of posturing along each others borders Wurtemburg attacked Bavaria and I was forced to choose between honoring my obligation to protect Bavaria or siding with my ally Wurtemburg.

    I chose to protect my protectorate and instantly sufferred a dishonoured alliance penalty with the entire world including Bavaria who I opted to protect. Bavaria immediately became Hostile, even though I was defending them, and its cost me over 10,000 in state gifts to get them back to Friendly.

    Somehow this doesn't make a lot of sense.
    Didz
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  30. #60

    Default Re: Post patch 1.3 Bug List

    This is an interesting bug:

    When a naval fight loads up, do not hit end deployement. Go make a sandwich and watch you favorite TV show. When you come back after an hour or so, ships will have lost a signifigant number of their cannons...as in gone. The crew is still there but the cannon model is not. If you leave the game like this overnight, a Sloop will instantly route once you end engagement as it has no guns but full crew.

    Maybe its just my system, but I can reproduce this every time.

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