Not counting the plethora errors and bugs with the VnV & TnT systems or the multitude of graphic files error let simply look at the following list (I forgot who drafted it) of well know issues shall we?? (Blackmail - hardly...)



A. BATTLEMAP



(1) Tactical AI:

· Suicidal generals: persistent reports of generals charging entire enemy armies without support.

· Tactical AI still fails to take adequate measures in avoiding missile fire.

· AI-controlled infantry sometimes maneuver like cavalry units when engaged; repeatedly charging/disengaging and running in circular paths through loose formations. If a feature, implemented poorly with units that have poor charge attributes.

· AI-controlled units guarding the town centre sometimes fail to turn and face approaching enemy units.

· AI siege attackers: AI-controlled reinforcements continue to pursue enemy units that have retreated behind city walls; AI siege armies do not always retreat after their siege equipment is lost.

· AI-controlled units sometimes remain idle while being issued repeated movement orders; "move" or "move out" orders can be heard in an almost continuous loop. Occurs most commonly with AI formations preparing to attack over bridges.



(2) Unit movement/path-finding:

· Generally poor unit navigation in cities and around bridges: individual soldiers often break formation and become lost in streets/alleyways; soldiers still run into the water and drown during bridge maneuvers; bugged path-finding around Egyptian arches.

· Scenery interaction: units often become stuck in narrow passages, between rocks/trees, in siege towers, and amongst massed formations; rare reports of soldiers walking through walls and closed gates; soldiers in siege towers and on ladders occasionally fall through solid wood.

· "Ford" river crossings are sometimes impassable.



(3) Unit functionality:

· Horse-archers: reports from some players that bow-armed cavalry fail to fire on the run when skirmish mode is engaged. Possibly related to bugged animation cycles; units go through the motions of firing arrows but arrows are not (or rarely) released. Cantabrian circle still functions fully. Javelin-armed cavalry are unaffected.

· Various problems associated with the use of multiple selected (ungrouped) units: aberrant maneuvers provoked on move command to several selected units; ignoring attack orders; incorrect processing of attack orders given to multiple unit selections comprising a mix of ammo-depleted and range-capable missile units (all engage in melee, despite the cursor highlight suggesting that ranged attack is available for some units).

· Various problems associated with the use of grouped units: unselected units comply with commands issued to other units in the same group; grouped cavalry does not run at the speed of the slowest unit, but at that of the quickest (eg. grouped cataphractoi and horse-archers will run at horse-archer speed).

· Phalanx mode: soldiers sometimes do not hold formation adequately in phalanx formation, when ordered to attack, soldiers shuffle around and break formation; phalanxes have trouble attacking uphill, even on gentle inclines.

· Canine unit (wardog/warhound) "formations" cannot be selected or attacked, even when their handlers are defeated or routed off the battlefield.

· Javelin infantry may become stuck and refuse further orders when ordered to launch missiles or change formation.

· Hiding in long grass is possible on snowy maps and in places where no long grass is visible.

· Bridge routs: occasional recurrences besides documented changes in v1.2.

· AI-controlled reinforcements are sometimes inappropriately flagged "not yet arrived on battlefield" and cannot be selected/attacked.

· Disappearing ladders: on rare occasions, siege ladders do not appear on the battle map if constructed in preparation for a siege assault.

· Fighting on city walls: soldiers deployed on walls sometimes shuffle around and fall to their death on pressing "start battle"; units deployed on walls "fight to the death" even if their adversary is on the ground below; units "fighting to the death" sometimes do not fight back when engaged in melee.



(4) Interface/graphics:

· Minimal UI: cut-scenes reset map and card visibility settings if they were originally toggled off; upper edge of screen blocked from cursor interaction when buttons are toggled off; message tiles often obscure the left-most unit card when toggling cards off and on with active messages; sluggish/unreliable response to time control hotkeys when MUI is active.

· Coastal tiles: frequent reports of large grey angular coastline tiles in the distance when fighting in coastal regions, relating to the presence of coastal structures such as ports/cities.

· Victory screen: rare reports of victory screen failing to appear after all enemy units are defeated/routed.





B. CAMPAIGN MAP



(1) Strategic AI:

· Unit construction: occasional reports of AI favoring mass construction of low quality troops early on in campaign games.

· Naval units: rare reports of the AI conducting single-turn blockades frequently and indiscriminately.

· AI incongruity on reload: reports that reloading a saved game "resets" AI priorities/flags provoking inconsistencies in diplomatic behavior and strategic planning. Refer to stickied thread on "Loadg ame issue".



(2) Diplomacy:

· Illogical AI behavior: requesting ceasefire with considerable concessions, only to attack next turn; refusing "unfair" diplomatic offers only to accept less advantageous agreements immediately afterwards.

· Labile diplomacy: occasional reports of AI factions frequently signing and breaking treaties.

· Protectorates: multiple problems related to protectorate system and status of ex-protectorates. Full assessment still pending. p223.ezboard.com/fshogunt...=1&stop=20



(3) Characters:

· Generals get checked twice for trait awards in manual battles.

· "Scarred" trait: over rapid trait progression with repeated battles (GeneralHPLostRatioinBattle works in one way for manual battles, and differently for autocalc; manual battles without engagement always trigger battle1/battle1r).

· Senate offices: ex-office trait is not registered following reappointment to a previously held office ((office)again triggers giving twice as needed).

· Coward trait: is not given if the general avoids combat in battle (GeneralFoughtinCombat always returns true, causing trigger battle4 to never go off; trigger needs revision as if it worked properly the coward trait could by gained simply if the enemy retreats).

· Rare reports of spies acquiring traits specific to generals.

· Isolated reports of family members who die in battle described to have "died peacefully" if they weren't generals during the final battle.

· Transferred retainers are sometimes not immediately deleted from the retinue of the donating character (corrected by closing and reopening the character description).

· Character portraits: continue to age after death; portrait images can sometimes be replaced by inappropriate/non-portrait pictures.

· Disappearing characters: issuing a move/attack command to selected units within a stack, then stopping them prior to reaching their intended destination (by pressing backspace) makes the general in the original stack disappear; losing the commanding general out of two (or more?) family members in a battle may lead to disappearance of the surviving character(s). In either situation the description for the disappeared character states "died peacefully".



(4) Economics:

· Paved roads sometimes do not provide the correct land trade bonuses.

· Colossus wonder does not provide the correct naval trade bonus that its description states

· Financial reports continue to calculate diplomatic tribute from ex-protectorates or when active protectorates are bankrupt and cannot provide the required diplomatic tribute (in either case no actual tribute is received for the turn).



(5) Land/naval warfare:

· Multiple-army sieges: only the attacking stack is represented in battlemap/autocalc during attacks on a settlement besieged by several stacks.

· Naval warfare: battle outcome summaries do not correctly register the number of ships sunk in a naval engagement.

· Elephants killed in battle by their riders are resurrected on returning to the campaign map.

· A distorted coast-line battle map is loaded when fighting on the road east of the port of Sidon (the depressed terrain one grid south of the small hill).

· Naval/land units sometimes become stuck at certain points in the map and cannot be selected (eg. fleets at the port of Corinth).

· Lost siege supplies: if an attempt is made to relieve a besieged AI army prior to its supply time limit, it is sometimes incorrectly flagged to be at the extent of its supply and will "fight to the death" as reinforcements in the subsequent battle. This also means that the siege succeeds automatically if the relieving army is defeated before the reinforcements arrive.

· Diplomats/spies/assassins are capable of blockading retreating armies.

· Gates of Syracuse: isolated reports of permanent damage refractory to repairs/upgrades if opened by a spy during a siege.

· If a rival faction enters a protectorate agreement under the player, any player-led sieges of that faction's settlements will be deactivated but the besieging armies will be unable to leave.

· Rare reports of entire stacks teleporting to distant parts of the map when disembarking from a fleet.



(6) Unit statistics/properties:

· Praetorian Cohorts are available prior to Marius reforms.

· Pharaoh's Guard flagged as carrying shields contrary to unit models.

· Egyptian Desert Axemen have high armour attributes contrary to unit models.

· Long-Shield Cavalry are not listed in the unit building files for Spain and Numidia.

· Seleucid Cataphract Elephants construction requirements should also include "resource elephants".

· Typing error in "descr_mercenaries.txt" variables for "unit merc horse archers" under "pool Armenia".

· Bedouin Archers flagged as carrying shields contrary to unit models.

· Illyrian Mercenaries have no bonus against chariots and elephants.

· Thracian Armoured General has the same statistics as the unarmoured form.

· Praetorian Cohorts are recruitable prior to Marius event.

· Thracian Phalanx Pikemen are no longer recruitable after a specific barracks level.

· Gallic Naked Fanatics can be recruited at a farming shrine.

· Silver Shield Legionaries can be trained prior to Marius event.

· Sarmatian Mercenaries do not suffer the "mount" penalty when facing elephants/camels.

· Rebel Archer Warbands have blue Chosen Swordsman as unit commander.

· Spain has blue generals.

· Royal Pikemen use spears (and should use spears) but their name indicates otherwise.

· Inconsistent mass values for certain units: Bastarnae Mercenaries, Bull Warriors, Silver Shield Legionaries and several other infantry units are assigned a mass value of "1" in contrast to comparable units (Bastarnae, Spartan warriors and various legionary units all have "1.3" in mass).



(7) Interface/graphics:

· Dysfunctional construction menu scroll-bar.

· Game transit: reloading screen disappears for a few seconds when loading/exiting a battle; when playing in 16-bit mode, campaign map occasionally resets colours incorrectly when returning from battlemap.

· Movement range highlights: some players report loss of the green terrain highlight indicators for unit movement after patching to 1.2.

· Snowy winter bug: some players report experiencing the snowy winter effect in all regions (including equatorial zones).

· Settlement details window: if the building/unit information screen (on the right side) is closed while the settlement details summary is open, the latter resets automatically to a "default" settlement.