Results 1 to 13 of 13

Thread: New bugs?

  1. #1

    Default New bugs?

    I've noticed 2 new issues with settlements and 1.2:

    When you capture a settlement, the face often goes red (fine) and the icon for rioting shows up on the campaign map (flames and pitchfork). When you go into the settlement and adjust things so happiness is 100% or better, the face goes to the appropriate color, but the rioting icon remains

    The 80% garrison ceiling no longer seems to be true. I added peasants to the garrison queue with settlements that already had an 80% garrison effect, and was able to raise public order even though the icon remained at 80%. Can anyone else verify this?
    "If you demand CA or any company absorb the cost of a future patch, the upfront price rises or you buy a subscription for continuous service. The latter is not available.
    " - killemall54
    "An expansion should be a free standing new feature product, not a bug fixing enticement." - Old Celt

  2. #2
    Alienated Senior Member Member Red Harvest's Avatar
    Join Date
    Jan 2003
    Location
    Searching for the ORG's lost honor
    Posts
    4,657

    Default Re: New bugs?

    I've noticed the riot symbol remaining in that turn, although it doesn't appear to be doing anything once you have improved loyalty.

    I wasn't aware of an 80% limit for peasants. In 1.1 knew there was a limit and that adding troops of any type seemed to cap out somewhere, but I thought it was purely headcount, not type. Haven't looked into this, but I'll start taking more note of it.
    Rome Total War, it's not a game, it's a do-it-yourself project.

  3. #3
    Unpatched Member hrvojej's Avatar
    Join Date
    Sep 2002
    Location
    It depends...
    Posts
    2,070

    Default Re: New bugs?

    Not bugs.

    Ther game is now often updating the autotaxes and public order *before* you click the end of turn. I assume you are using autotax, am I correct? Also, the flashing icons in the settlement details are now working correctly, which means that you get to check them out before they are update. For example, you get a flashing unrest icon each time you lose 5% unrest in a newly conquered city. Click on something else and then come back, or add something to the queue, and that icon disappears and the unrest is updaterd accordingly. It's quite neat if you are really into details.

    By adding a peasant to the queue, you are both increasing the garrison effect by reducing population and quite possibly also removing a point of squalor. Hence the rise in order - garrison effect is still maxed at 80%, but there are now less people to take care of.
    Some people get by with a little understanding
    Some people get by with a whole lot more - A. Eldritch

  4. #4
    Alienated Senior Member Member Red Harvest's Avatar
    Join Date
    Jan 2003
    Location
    Searching for the ORG's lost honor
    Posts
    4,657

    Default Re: New bugs?

    I've never used automanage.
    Rome Total War, it's not a game, it's a do-it-yourself project.

  5. #5
    Dux Nova Scotia Member lars573's Avatar
    Join Date
    Apr 2004
    Location
    Halifax NewScotland Canada
    Posts
    4,114

    Default Re: New bugs?

    Quote Originally Posted by Red Harvest
    I've never used automanage.
    Yes automanage is the devil. Only the weak will use it.
    If you havin' skyrim problems I feel bad for you son.. I dodged 99 arrows but my knee took one.

    VENI, VIDI, NATES CALCE CONCIDI

    I came, I saw, I kicked ass

  6. #6

    Default Re: New bugs?

    Quote Originally Posted by Old Celt
    When you capture a settlement, the face often goes red (fine) and the icon for rioting shows up on the campaign map (flames and pitchfork). When you go into the settlement and adjust things so happiness is 100% or better, the face goes to the appropriate color, but the rioting icon remains
    I've never considered this a bug. The face (and the public order %) indicates how the populace _will_ react to your changes. The changes aren't actually made until you end the turn (which is why you can change your mind with no ill-effects). Rioting is a ongoing state, it's not going to stop until your changes to improve public order are actually put into effect (ie, you click the end turn button).
    Epistolary Richard's modding Rules of Cool
    Cool modders make their mods with the :mod command line switch
    If they don't, then Cool mod-users use the Mod Enabler (JSGME)
    Cool modders use show_err
    Cool modders use the tutorials database Cool modders check out the Welcome to the Modding Forums! thread Cool modders keep backups Cool modders help each other out

  7. #7

    Default Re: New bugs?

    I never use automanage. It would seem to me that it IS a bug because placing further units in the queue when public order from garrison is already maxed at 80% should not raise public order, regardless of the reasoning. I don't recall this ever happening prior to 1.2. The queue isn't definite. You can remove all those units the next turn, so in effect, you have a little buffer you can plug in whenever you want to manipulate public order but then not actually go on to build the units.

    By queing 8 peasants, you can alter the population by 960 on large unit size, and this is significant, but bonuses for that should NOT be applied before the actual decline takes place. It's not a very big bug, but still a bug.
    "If you demand CA or any company absorb the cost of a future patch, the upfront price rises or you buy a subscription for continuous service. The latter is not available.
    " - killemall54
    "An expansion should be a free standing new feature product, not a bug fixing enticement." - Old Celt

  8. #8
    Magister Vitae Senior Member Kraxis's Avatar
    Join Date
    Feb 2002
    Location
    Frederiksberg, Denmark
    Posts
    7,129

    Default Re: New bugs?

    Noticed this too... But I haven't seen any bad effects. I just took it as the population not being very happy with being conquered but too weak to do anything important baout it.

    The peasant thing is not a bug, I suppose CA just haven't thought that depleting the population like that was something people would do. Every unit is just counted as being called up for service right away, maybe that can't be differentiated.
    You may not care about war, but war cares about you!


  9. #9
    Unpatched Member hrvojej's Avatar
    Join Date
    Sep 2002
    Location
    It depends...
    Posts
    2,070

    Default Re: New bugs?

    Yes, you queue 8 peasants and you can bring down the population to quell unrest somwhat. But there is a drawback too, in that you'll have less population growth since growth is a percentage of total population, and you'll also get less money from the settlement. All in all, I have no problem with it.

    Edit: And I misread your initial comment about the rioting icon, sorry. Since the riot doesn't actually happen but rather is properly deterred when the turn is being processed, I guess there's no real harm in rioting icon lingering after the changes have been made.
    Last edited by hrvojej; 02-25-2005 at 14:48.
    Some people get by with a little understanding
    Some people get by with a whole lot more - A. Eldritch

  10. #10

    Default Re: New bugs?

    I'm wondering if you agree with me that this behavior is different from the way it was handled before 1.2? My opinion is that it is a minor bug, and that it works in the player's favor because you can play around with the effect of 9 units to adjust public order when you couldn't do that before.

    The icon used to change immediately during the same turn when you took action to fix public order problems. Now, it sometimes doesn't change even in the next turn, and yet, the settlement has a green face, so everybody is just ecstatically happy. It just seemed odd to me for the patch to create that kind of behavior.
    "If you demand CA or any company absorb the cost of a future patch, the upfront price rises or you buy a subscription for continuous service. The latter is not available.
    " - killemall54
    "An expansion should be a free standing new feature product, not a bug fixing enticement." - Old Celt

  11. #11

    Default Re: New bugs?

    The "bug" where you could queue units and increase the happiness of the population has always been part of the game. As stated above this works due due to the men being removed from the population before the unit is created.

  12. #12
    Alienated Senior Member Member Red Harvest's Avatar
    Join Date
    Jan 2003
    Location
    Searching for the ORG's lost honor
    Posts
    4,657

    Default Re: New bugs?

    Yes, queue effect on population has always been part of the game from what I recall. I rationalize it like this: you pull people out of the general population to start training. This puts "idle hands" to work, and/or results in other idle hands taking up their former work roles. It is a bit gamey that the population effect happens immediately for units that will not be built until subsequent turns--that much I agree with. However, you don't receive the garrison loyalty bonus (if any) until they are actually trained.
    Rome Total War, it's not a game, it's a do-it-yourself project.

  13. #13

    Default Re: New bugs?

    Hi there, i have a question about automanage. I'm playing Mundus Magnus version 2.0 but now i dont have the possibility of automanage all settlements anymore. Does somebody know how to fix this?

    Thank you in advance!!!

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