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  1. #1

    Default Re: Bug list?

    1) Replay randomness

    I had fought a particularly epic battle against two full enemy stacks, which I eventually won quite comfortably, and thought I'd try out the replays as I'd never looked at one (and quite wanted to show a mate the game).

    I started the replay and the first half of the battle, against the first stack looked perfectly familiar, but as soon as the second stack came on to the field, the replay completely diverged from what actually happened. Instead of routing and destroying the enemy reinforcements, I watched as my army was torn to pieces... So the replay showed me losing a battle I'd actually won...

    2) Save/load bug?!

    Also, and I hesitate to even ask this as I've only seen one instance that made me suspect, and haven't yet tried to reproduce it, but could we be seeing a reappearance of Rome's save/load bug?

    For people that didn't play Rome, this was a bug where, to save space on save-games, the AI-states weren't saved, instead, on any re-load, all the AI objectives would be recalculated. What this meant was that, if you were under siege, saved the game and re-loaded, any AI armies laying siege would break off and usually wonder away; and any AI armies on their way to attack would change their minds and retreat. It made the AI completely passive, it just couldn't take provinces off you or other AIs.

    Now clearly this isn't true of Shogun, as the AIs eat each other pretty quick, however, I did notice one occasion where two and a half full stacks suddenly appeared, attacked a castle and took it easily. I reloaded (my Daimyo was in that city, and I was going to retreat him whilst accepting the loss of the rest of the army & province....), and the attacking armies just stayed on the border for the next 5 or 6 turns, even after I'd left that province unprotected.

    Has Anyone noticed weird/passive/indecisive AI behaviour after a re-load? If Shogun is using the same rationale as Rome - ie, recalculating AI objectives fresh every time the player reloads the game, this thing could be happening, even if its not as game-breaking as the Rome version...

  2. #2
    Member Member Shigemasa Oyamada's Avatar
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    Default Re: Bug list?

    Something rather minor but annoying that I noticed is sometimes during siege defenses (I've only seen this in campaigns) enemy units will somehow get stuck in the risen earth at the base of walls, and cannot be killed. Particularly annoying during after battle routs when I can't kill the last guy ( have to quit battle)
    It is possible to be too much smarter than your opponent. If you give credit for more subtlety than he has, he can achieve tactical surprise by doing the obvious.

  3. #3
    Member Member Kurisu's Avatar
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    Default Re: Bug list?

    Trade Route Tooltip - Icon Omissions

    In the tooltip which displays on mousing over trade routes (dashed lines) on the campaign map, the resource column never displays more than one resource icon. This is despite the presence of more than one import commodity as well as the correct calculation for the actual value of the route after a merge point based on all imports.

    Example: I'm importing silk via a trade node. Later on that same path, I pick up cotton. The total value reflects this, but only cotton or silk shows up in the imports column. Again later I pick up warhorses. Correct total value for all three imports is displayed, but now the imports column only shows warhorses.

    This is the same for both player and AI trade routes alone or in combination. It makes it very difficult (if not impossible) to analyze an enemy's trade network and attack it with any specific purpose. Likewise, it makes protecting your own supplies a logistical puzzle requiring all sorts of back-tracing routes and guesswork. I might know I'm importing iron and know where it's coming from, but if it shares that route with another resource I might have no idea where it actually ends up (until that port gets sacked)..

    Do others see this as well? Hopefully it's just a simple UI bug.

    edit: Hi all, first post
    Last edited by Kurisu; 05-30-2011 at 03:01.

  4. #4
    Member Member Reapz's Avatar
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    Default Re: Bug list?

    Other people reporting the MASSIVE INCOME bug too:
    http://www.twcenter.net/forums/showthread.php?t=451637

    @edyzmedieval
    "There's a problem with the Raw Silk Trade Node. There's a map glitch which causes your entire fleet to block and unable to move unless you scupper it completely."
    I have had the same thing happen with two other nodes. It happens when you have had a trading fleet on a node for a while. I had to scupper and replace the fleets. I remember something similar with ETW before the first patch.

  5. #5
    Member Member Liberator's Avatar
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    Default Re: Bug list?

    1. Trade agreement finishes when number of trade routes declines, for instance if a region with a habour is lost to an enemy; even if the region is retaken right in the next round; the former tradng partner still has enough trade routes

    2. Even if a long-hold region was lost and reconquered right in the next round, one faces the same amount of "resistence to invaders(?)" as when captured the first time

    3. Does one always get the 'territorial expansion' punishment in diplomatic relations, even if a region switches sides several times? (Meaning that there is no real expansion) I had the impression so far...

    4. Even if the smallest castle has only Samurai retrainers and one attacks and autoresolves, the castle will burn.
    Only option to avoid this is to fight, but its kind of pointless to fight just Samurai retrainers

    5. Concerning vassals:
    - I think one should get trading rights and military access instantly if one chooses the 'make vassel' option if a region is captured

    - Spawning Vassals may start with 'historical grievances' in diplomacy, making the vassel attack its master very soon, while I think vassels shall not attack their master at all if not attacked or abandoned by him...
    Last edited by Liberator; 06-24-2011 at 12:50. Reason: add some comments
    Better dead than a Coward - Gurkha motto

  6. #6
    Heaps Gooder Member aimlesswanderer's Avatar
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    Default Re: Bug list?

    Noticed something very annoying, when defending a level 4 castle as the Ikko, with a 17 unit stack, and the 3 spawned defense units that are chosen are ashigarus, instead of the warrior monks (level 3 temple). I think this is especially problematic for the Ikko, since I've got temples all over the place.

    I deliberately had a nearly full stack so that I could take advantage of the 3 free warrior monk garrison, but which units turn up in the battle? Cruddy ashigaru! I paid good money out of my limited budget for that big temple, and either the best units in descending order should be spawned, or you should be given a choice of what you want. At times an extra archer would be more useful than warrior monks.
    "All things are born from darkness, and all things return to darkness". Nausicaa of the Valley of Wind


  7. #7
    Heaps Gooder Member aimlesswanderer's Avatar
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    Default Re: Bug list?

    Oh, and one of my vassals declared war on another of my vassals, surely this shouldn't be allowed to happen? Shouldn't your vassals effectively be allied to each other, with military access and trade if possible?
    "All things are born from darkness, and all things return to darkness". Nausicaa of the Valley of Wind


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