The thread in question has been restarted (not by me).
Let's hope the stubbornness the community addresses the issue will get noted by the developers and convince them that it is a real problem - the issue, not the stubbornness.
The thread in question has been restarted (not by me).
Let's hope the stubbornness the community addresses the issue will get noted by the developers and convince them that it is a real problem - the issue, not the stubbornness.
"Only when the human spirit is allowed to invent and create, only when individuals are given a personal stake in deciding economic policies and benefitting from their success -- only then can societies remain economically alive, dynamic, progressive, and free. Trust the people."
Ronald Reagan
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Ok, I think there is something more into this bug (or "strange animal" whatever...):
This requires one minute of testing a top.
1) Start game as Brutii or Scipii.
2) Save the game.
3) Press end of turn.
4) Julii will 100% of time take Segesta.
5) Now load saved game.
6) Press end of turn.
7) Julii will NEVER take Segesta, they'll just regroup!
Now, this makes my earlier hypothesis of AI losing long term plans, since they don't get saved, a little bit dodgy. This happens on 1st turn, before Julii had any plans.
Is it possible that loading game, corrupts AI logic in such way that they somehow don't try offensive actions in turn after load?
By trying similar tests in long term (EndOfTurn/save/load/EndOfTurn cycle), it happens that no territiry switches hand for whole game. This includes terriories without walls, so it's definetly not just seiges problem.
This bug (or "strange animal") affects mostly players that don't play long-term sessions, as well as late and mid game when turns get very long.
BUG-FIXER, an unofficial patch for both Rome: Total War and its expansion pack
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