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    Shaidar Haran Senior Member SAM Site Champion Myrddraal's Avatar
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    Default CA askes for Bug List - to be fixed in the expansion

    Quote Originally Posted by JeromeGrasdyke
    But about the idea of a list of community issues, I think that's a fine idea. There might be some problems putting it together in that some people think, "oh, this is a huge problem" while other people are of the opposite opinion, but then you'll always get these things when lots of people try to work together ;) It will definitely help flag some areas for us that you guys have noticed as being either broken or not working as well as they could.
    This is what Jerome Posted in this thread

    So basically its down to us now.


    This is how it will work.
    You post bugs here, and they will be compiled into a concise list to give to CA. Thanks guys, we will soon be adding some of the bugs already mentioned.


    Current Reported Bugs - IMPORTANT: please could someone read through these inform me of any mistakes or unproven bugs.
    Note: Sometimes when it says me or I it is simply where I have copied the text of those who reported the bug.


    AI bugs

    General notes on AI (not specific bugs, these may be moved to issues):
    Battlefield AI - an AI army will approach to attack in a line, but when it gets near to the player's force, it will break up, with units veering off in piecemeal attacks. This allows its individual units to be flanked and destroyed in detail. It is particularly disasterous when the AI is fielding phalanxes. The AI would do better to just try to march straight through the player's line in a frontal attack.
    Campaign AI - the AI does not sufficiently concentrate its forces. Some simple code to make weak stacks keep out of range of stronger player's stacks (ultimately hiding out in a walled town if need be) would help a lot. Heroes of Might and Magic III had such AI behaviour and it made for a decently challenging game.
    • Siege
      • Loosing seige equipment - AI units who loose their siege equipment whilst approaching the walls, seem to be frozen for the rest of the game. Standing there getting shot.
      • AI can do multiple sallies - Oaty has reported that this only has occurred on the turn they are to be starved to death
      • A.I. builds sap points on wooden walls - I can't build them for a wooden wall and the sap points do'nt show up when I'm assaulted so this is a bug.
      • Computer controlled rienforcements bug - In siege assaults, computer controlled rienforcements for both the AI and player sometimes come on, line up in from of the wall and stand there getting shot. It seems they may be continuously be being given orders to move and halt, move and halt. See here
    • Loading bugs (all one bug?)

      • AI break siege- the AI will often break up sieges after loading a saved game
      • AI become protectorates - After loading a saved game, the AI seem very susceptible to diplomatic overtures such as the offering of protectorate status, ceasefires, alliances, etc.
      • AI behaves passively on the turn after a load - AI is also behaving passive in turn after reload. It would never take unwalled cities for example. If AI had "goto" toward enemy provice, it would also retreat.
        See an in-depth discussion of the whole issue here
    Strat map bugs

    • Settlement bugs
      • Fog of war - When a settlement gets upgraded, it sometimes becomes envelopped in fog of war, so that you can no longer see its contents or surroundings. You can still move into and manage the city. See here, more info here
    • Character bugs

      • Character portraits - continue to age after death.
      • Trait bug - After a battle is played, the triggers for traits are set off twice if the battle is played manually (once at the end of the battle and once on reload of the strat map?)
      • Spy/Assasin traits - Sabotage gives no experience to assassins. It was found that traits such as conspirator were triggered after sabotage, but are only for spies, yet spies cannot sabotage...
      • Additional trait bugs - the traits with "scarred", "coward" and "IndecisiveAttacker" are not working correctly
      • Numidians don't get priests - numidian generals never get any priests in their retinue. this is due to the trigger for carthaginian priests only works for carthage. a separate trigger needs to be created for numidians to get priests of tanit/baal/milqart
    • Unit recruiting bugs

      • Retraining experience units keep their experience for no extra cost - Retraining units with high experience costs no more than retraining units with no experience, yet the experienced unit is filled with new recruits who have the same experience as the unit (there is no fall in experience) See discussion here
      • Strange retraining costs - Could someone post a concise description of this bug. Is it part of the above bug?
      • Praetorian Cohort is available before Marian Reforms
      • Seleucids Armored Elephants are available in provinces without elephant resource
      • Thracians can not recruit Phalanx Pikemen with their higher level barracks
      • Gauls can recruit Naked Fanatics in farming shrines
      • Spain cannot build Long Shield Cavalry and Onagers
      • Mercenary Horse Archer cannot appear in Armenia
      • Pontus and Scythia do not get upgraded generals
      • Several other apparent inconsistencies are discussed here


    • Sea bugs
      • Attacking ships in port - It is possible to attack ships in port (see this thread) using a roundabout method of selecting the unit cards of your ship, but not otherwise. Should we or shouldn't we be allowed to attack ships in port?
    • Senate bugs

      • Senate allocates redundant units - After Marian reforms Senate still give triarii for successful missions.
      • Senate outlaws factions after capture of settlement - When capturing certain cities as part of a Senate mission (Sardis seems to be particularly prone to this, but other cities, including Corinth and Sidon have been known to cause this too), the Roman player gets outlawed for no logical reason. I say "no logical reason" because it apparently has nothing to do with prior Senate/Pleb popularity, number of regions controlled, etc. After this premature outlawing, the Senate behaves irrationally: it outlaws the other Roman factions, hands out new missions to the already outlawed Roman player, etc. Could someone please confirm this
    • Protectorates

      • Protecting protectorates - If some faction declares war on your protectorate, you may not declare war on aggressor and still be protector of that faction. Could someone please confirm this
    • Diplomacy bugs

      • Diplomats can't talk to cities - Often a diplomat seems to want to talk to a city. The turn sequence pauses and the diplomat faces the city and opens his scroll. There have been suggestions that this might be an attempted bribe, but it happens frequently between the Roman factions early in game. It seems the diplomats are having trouble starting a conversation.
    • Siege

      • Siege but no siege - Sometimes it happens that a settlement is besieged by ghosts. There is no army there to actually lay the siege but still the stakes are up around the settlement and it is declared under siege. We have all seen the humerous screenshot of a city in Germania under siege with a great caption. Could someone pls confirm this or give a link to the screenshot
    • UI bugs

      • Roman images for Numidia - (so I guess the other possible Carthaginian culture factions too) have Roman event pictures.
      • Parthian horse archers - have wrong unit's info picture and icon.
    • Watchtower/Fort bugs

      • Captured watchtowers not working - When an enemy army parks an army on my watchtower, only about 10~20 percent of the time it gets diasabled.
    • Other bugs

      • Weapon and armour upgrades have a maximum bonus of +3 - rendering the existing Awesome Temple of Artemis and its Pantheion useless. Right-clicking a unit in the Unit Recruitment screen will show the expected +5 missile weapon bonus, but when you actually (re)train a unit it only gets +3. The same problem manifests when a Temple of Artemis (or above) is combined with a Foundry. The combination should give units a +4 missile attack bonus.
    • Prologue bugs

      • Missing unit cards - Gallic Archers (from Prologue) and Spanish Onagers (MP game) have their large unit cards missing.
        They show brown peasant instead.
    Battle bugs

    • Grouping bugs
      • Grouped archers bug – Grouped archers don't fire where it is directed (first reported by hoom). They still obey individually.
      • Grouped speed bug - Grouping a quick unit with a slow unit results in both units moving at the speed of the fast unit. Surely the fast units should slow down for the slow ones?
      • Phalanx ability in groups - selecting an infantry unit without phalanx ability then adding a phalanx unit resaults in phalanx ability button appearing for the whole selection but indicating that phalanx formation is not chosen even if it is.
      • Grouped units not following orders - Sometimes, not all the units in the group follow orders given to the group. Also reported is that sometimes a unit not in the group follows orders given to the group.
      • Grouped units sometimes move rather than attack - Sometimes a group of units ordered to attack an enemy unit (double-click) will behave as if ordered to run to that location. The problem can be solved by choosing the individual unit cards and then ordering the attack, so I don't know the reason. I suspect the trouble is from groups created before the battle begins? Has anyone apart from Magraev experienced this?
      • Unit destinations - During pause grouped units destination position is not visible until you turn off pause.
    • Battle map generation bugs

      • Coastline bug - Sometimes areas of sea near coastlines disspear in battle, leaving a perfectly square area of brown land. See here
    • Fords and bridges bugs

      • Ford Bug - Some ford maps don't work properly in battle. For instance: the ford south of the town at Carthago Nova. Many of us have found infantry utterly unable to cross this ford and others. The ford was in the location where a bridge would normally be (if roads had been built.) There were no other fords on the map. The AI attacked, but could not find a crossing. It took me 10 or 15 minutes of experimentation and exploring to figure out how to get my cavalry into a formation that would allow them to cross (long narrow column very near the ford and perfectly alligned with it.) I never could get infantry across.
      • Bridge Routing bug – Bridge routing bug where the enemy unit routs to the player's side.
    • Siege bugs

      • Routing on walls - Units still Fight to the Death on walls when they should be routing, despite supposedly fixed in 1.2.
      • Ladder bugs – Occassions where the unit who drops the ladder during deployment precludes it from picking it up again. Also, ability to build ladder on huge/epic stone walls even though not usable during siege.
      • Sallying Enemy bug I – Killing all the sallying enemy's forces doesn't give automatic victory to player (reported by Oaty). I think Oaty was trapped outside.
      • Sallying Enemy bug II - Sometimes the AI sallies, but once in battle, doesn't move, just hides behind the walls till the timer runs out.
      • Enemy never attack - On the battle map, when the AI is sieging one of your towns, the order of the AI's attack seems to be to fire all siege weapons first (e.g. onagers) until they run out of ammo, before using siege equipment to take the walls etc. But the problem is that Scorpions, who cannot attack walls, are included in this, so if the AI has Scorpions, it will not launch an attack on your walls until you run out and destroy them.
      • Endless Siege bug - Defending Enemy units that rout getting stuck in between tight alleys of buildings where they can't be reached by skirmishers.
      • Barbarian city Pathfinding bug – Units will SKIRT the closest route inside barbarian cities when there are no roadway/tracks presents. Instead they follow the roadway/tracks ( going around the city) even though the clicked destination only meant crossing between two buildings (with no tracks)
      • Pathfinding when entering city plazas - All units usually insist on entering the plazas in the middle of the square borders rather than a direct line inward. This screws up cavalry support, infantry charges, and phalanx formations.
      • CTD when ordering units to line up beside dropped ladder - When the A.I. sallies and you drop your ladders (the 15 build point ones). With the ladders on the ground select some unit(s) and go to string them across in a line. When you do this if the mouse cursor has a palm(grab icon) and you go to string them out you get a CTD every single time. In the heat of battle this can be annoying.
      • Units fall off siege towers - Units tend to fall to their death between the gap (invisible one) between the ramp of the Siege Tower and the Wall they are trying to get onto through the said Siege Tower. This doesn't happen always and I have personally noticed this bug occassionaly on the Large Stone Walls.
      • All units die - In the Carthies initial seige of Syracuse, after my (Greek) forces sally all Carthage forces die or retreat (Elephants are amok). I click End Battle with my forces outside of my town and get DRAW instead of completely breaking the seige. Could someone explain, do they just drop dead?
    • Archery bugs

      • Flaming Arrows - Flaming ammo from archers do not light up or damage buildings like it says they do in the manual.
      • Horse archers don't fire when skirmishing - 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.
    • Other bugs

      • Cavalry Movement Point bonus bug – Left-clicking on a cavalry unit "on-screen" and Left-clicking on the same cavalry unit on the "unit card" confers different movement point values (being higher on the latter).
      • Cavalry don't use secondary weapon - Cavalry don`t change weapon when they stay in prolonged melee unless you press ALT key before you charge.
      • Impossible to attack dogs - (wardog/warhound) "formations" cannot be selected or attacked, even when their handlers are defeated or routed off the battlefield.
      • Flying Corpses - In some situations, (I belive melees with many men in tight situations) a corpse will decide to fly. Click here for a picture
      • Phalanx unable to fight up hills - Phalanx fighting uphill still hold their pikes horizontally. The effect of this is that units can run down the hill and ignore the pikes completely as the pikes end up stuck in the ground. Even on fairly shallow inclines the phalanx can't bring their pikes to bear on a enemy. Even with the pike tips well above the ground they simply let the enemy pass. And this really looks odd because it is happening on terrain where you wouldn't expect it to. I don't know how much the curvature of the incline matters as I tested it on many different hills and it happens nearly all the time.
      • Units running into walls - Sometimes when you give a unit an order, they start running continously into a wall. See here. This is not the same as the units getting stuck in narrow allyways, as giving them another order will cancel the effect. Pathfinding problem?
      • The Sprites for Creten archers are half the size they should be
      • Cutscene for generals death on foot Will play multiple times, the first to third cutscene usually zooms in but quite often it's not a generals death. Occasionally it only shows 1 for his death. All other times it goes to the cutscene up to 4 times and on the last it shows the cutscene ALONG with the line that gets thrown in for the generals death. All previous cutscenes don't have the generals death audio. Again this is only armies led by captains/generals on foot.Could someone please confirm this
    • UI bugs

      • Pausing in minimal UI mode unreliable - Pausing in Minimal UI' doesnt work properly, its as if one click of the pause button registers numerous clicks and u see the pause icon flash 10 times before you (in a milli-second) upon one click. Sometimes it ends up with a pause and sometimes it doesn't














    Will continue to update this later...





















    Issues: Note this list is very incomplete, I'm overwhelmed with issues, and I'm concentrating on the bugs for the time being.
    These are not strictly speaking bugs, but things which we think are noteworth and should be considered in the expansion. CA can do with these as they like.
    • Ports - ships shouldn't be able to exit or enter a blockaded port.
    • Fire at will - Units in Fire at Will will not fire at a unit engaged, nice. But it will fire at a unit that is routing, even if it is pursued by a friendly unit. This has the same friendly fire effect as firing at a unit in combat.
    • Charge Effect - The charge bonus stat works, but doesn't seem to have a significant impact--negligible for "normal" stat levels. Instead charge kills seem to be more controlled by armour level of the charging unit and by base attack. Mass has some impact but again less than the armour level. And the very act of charging itself seems to have a rather large sort of fixed effect. It is not that charges are weak (most of us agree they are VERY powerful, especially with the very high overall kill rates). It is instead that the charge bonus has almost nothing to do with the power of a charge, while other things that shouldn't matter as much have a large impact.
    • Pila Animation Halting Charges - Units raising their pila can stop a charge cold at times (quite frequently in 1vs1 tests), and then inflict heavy casualties on the chargers when they do release. When they are preparing to throw one would think they should be quite vulnerable to the shock of a charge. It might be intentional to make up for the difficulty of units being able to release their pila in time, but the fact that they are then causing heavy damage with the pila after taking the charge seems quite wrong/buggy.
    • You cannot demand a city which you are besieging
    • Exploit of the sallying A.I. Siege equipment is already equipped allowing the human to assault the walls immediately, as soon as towers/ladders hit the wall the A.I. calls off it's sally. Siege equipment should not be easily accessable on a sally.
    • Siege equipment uneffected by unit size settings No matter if huge units or small units are selected you always get 2 onagers or ballistas. It should be 1,2,4,8 respectively. Or 1,2,3,4 for balance issues.
    Last edited by Myrddraal; 06-05-2005 at 10:32.

  2. #2
    Simulation Monkey Member The_Mark's Avatar
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    Default Re: CA askes for Bug List - to be fixed in the expansion

    This is excellent news, I hope that this will give us a base for a more prolonged developer-community interaction.

    My share for this, something minor as most of the big stuff is already known. Grouping units affect unit speeds, e.g. infantry can be grouped with cavalry to get the infantry run (even) faster than usual. Some research here, topic gets switched from movement modifiers to group speed issue.: link
    Last edited by The_Mark; 04-17-2005 at 19:24. Reason: Removed something not-anymore relevant.

  3. #3
    Alienated Senior Member Member Red Harvest's Avatar
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    Default Re: CA asks for Bug List - to be fixed in the expansion

    Charge Effect I suggest the charge effect/charge bonus be added as a discussion item. There was a thread about this recently. It is not what I would call a bug, but it is a feature that when investigated leaves most of us scratching our heads and appears to be an area for improvement.. Short of it is that the charge bonus stat works, but doesn't seem to have a significant impact--negligible for "normal" stat levels. Instead charge kills seem to be more controlled by armour level of the charging unit and by base attack. Mass has some impact but again less than the armour level. And the very act of charging itself seems to have a rather large sort of fixed effect. It is not that charges are weak (most of us agree they are VERY powerful, especially with the very high overall kill rates). It is instead that the charge bonus has almost nothing to do with the power of a charge, while other things that shouldn't matter as much have a large impact.

    Pila Animation Halting Chargers
    Another one to add as an odd effect is that units raising their pila can stop a charge cold at times (quite frequently in 1vs1 tests), and then inflict heavy casualties on the chargers when they do release. It seems to be a timing issue, and it is very counterintuitive. When they are preparing to throw one would think they should be quite vulnerable to the shock of a charge. It might be intentional to make up for the difficulty of units being able to release their pila in time, but the fact that they are then causing heavy damage with the pila after taking the charge seems quite wrong/buggy. There could be quite a bit happening that we don't know about with this, the whole volley delay effect might be playing havoc here. It is worthy of scrutiny at least. Not sure if it ever happens for other missile units or when changing formation for any other types...could be a deeper glitch.
    Last edited by Red Harvest; 04-17-2005 at 20:42.
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    Alienated Senior Member Member Red Harvest's Avatar
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    Default Re: CA asks for Bug List - to be fixed in the expansion

    Ford Bug
    Some ford maps don't work properly in battle. For instance: the ford south of the town at Carthago Nova. Many of us have found infantry utterly unable to cross this ford and others. The ford was in the location where a bridge would normally be (if roads had been built.) There were no other fords on the map. The AI attacked, but could not find a crossing. It took me 10 or 15 minutes of experimentation and exploring to figure out how to get my cavalry into a formation that would allow them to cross (long narrow column very near the ford and perfectly alligned with it.) I never could get infantry across.
    Rome Total War, it's not a game, it's a do-it-yourself project.

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    Alienated Senior Member Member Red Harvest's Avatar
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    Default Re: CA asks for Bug List - to be fixed in the expansion

    Missile unit rank effect, no LOS, distance attenuation
    A large departure between previous TW series games is in rank effects, non LOS shooting, and apparently distance attenuation. Archers can fire effectively from extremely deep formations in RTW. Additionally, units don't seem to pay a significant non-LOS penalty. Indirect fire (when screened behind one's lines, a wall, other ranks of the same unit, etc.) should have a substantial impact on accuracy of fire and therefore killing power. Also, what testing I've done suggests that missile attack (or accuracy) is not modified for distance. However, the collision code does apparently slightly reduce the number of impacts at distance because the individual soldier cross sections are smaller at distance due to firing angle.

    Distance attenuation would reduce the effect of archery, without unfairly penalizing it.

    Indirect fire/LOS penalties would encourage more historic use of skirmishers and archers: thin formations in front and at the flanks.
    Rome Total War, it's not a game, it's a do-it-yourself project.

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    Alienated Senior Member Member Red Harvest's Avatar
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    Default Re: CA asks for Bug List - to be fixed in the expansion

    Hidden Unit Pathing Issue
    This is probably a small bug rather than merely an issue, but it is a result of FOW. If the banner of an *unseen* army projects over the tile the player selects for movement, then the player's path detours toward the army, rather than the intended destination. This is most often seen when moving along a road. The player can't see the enemy army and is not selecting them or their tile, but the player's army goes that way regardless when the road destination is selected.

    Suggestion: halt movement when new unit/agent is seen
    One thing that is annoying is having one's armies or agents change course or try to march around the world because an unseen army or agent now blocks their path. The correct approach would have them proceed along the intended route until they can see that the blocking force, then halt. At that point their orders could be altered. (The AI should be allowed to benefit from this as well!) Another approach would be to have the unit halt and be allowed to re-evaluate each time a new unit is revealed.
    Last edited by Red Harvest; 04-17-2005 at 21:12.
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    Member Member Narayanese's Avatar
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    Default Re: CA asks for Bug List - to be fixed in the expansion

    After installing patch 1.1 or patch 1.2 the game can no longer find the game CD, although CD I is in the drive, thus preventing me from running the game patched. I have this problem both when the install and the game is run from my DVD drive (D:) and when from my CD-burner (E:). The version istalled from the CD, unpatched, runs without such a problem.
    I've seen in the forums a few other people with the same problem but never seen anyone post a solution.

  8. #8
    Member Member tai4ji2x's Avatar
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    Default Re: CA asks for Bug List - to be fixed in the expansion

    :sigh: i miss those days in STW, where i knew the optimal formation for archers was two-lines deep...

    Quote Originally Posted by Red Harvest
    Missile unit rank effect, no LOS, distance attenuation
    A large departure between previous TW series games is in rank effects, non LOS shooting, and apparently distance attenuation. Archers can fire effectively from extremely deep formations in RTW. Additionally, units don't seem to pay a significant non-LOS penalty. Indirect fire (when screened behind one's lines, a wall, other ranks of the same unit, etc.) should have a substantial impact on accuracy of fire and therefore killing power. Also, what testing I've done suggests that missile attack (or accuracy) is not modified for distance. However, the collision code does apparently slightly reduce the number of impacts at distance because the individual soldier cross sections are smaller at distance due to firing angle.

    Distance attenuation would reduce the effect of archery, without unfairly penalizing it.

    Indirect fire/LOS penalties would encourage more historic use of skirmishers and archers: thin formations in front and at the flanks.

  9. #9
    Robot Unicorn Member Kekvit Irae's Avatar
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    Default Re: CA asks for Bug List - to be fixed in the expansion

    Pathfinding when entering city plazas
    All units usually insist on entering the plazas in the middle of the square borders rather than a direct line inward. This screws up cavalry support, infantry charges, and phalanx formations.

    Flaming Arrows
    Flaming ammo from archers do not light up or damage buildings like it says they do in the manual.

  10. #10

    Default Re: CA askes for Bug List - to be fixed in the expansion

    1/ Nine times out of ten my skirmishing units do a great job of keeping out the way of enemy units. But now and again, they completely fail to get out of the way, or just barge right into the enemy. And it's not because they are trapped or have nowhere to escape. They just seem to forget to skirmish. It's very annoying.

    2/ The pathfinding bug in cities is still extant. In my last siege battle for instance, I directed my missile cav to run away from an advancing phalanx, instead they charged straight INTO the phalanx. (Oh, and they had skirmish mode on too).

    3/ I've had repeated problems getting missile units to actually throw their weapons. Three times in one battle the other night, for instance, I directed a peltast to fire at an enemy unit, three times I came back to find it still standing there, "Idle". It seems that the only way to reliably get missile units to fire is to put them on autofire. If you turn them off autofire and try to get them to fire at a particular unit, much of the time they won't do it. Or they will fire one volley and stop. So I just have to leave them mostly on autofire now.

    4/ Still got the problem of grouped units not all following orders, or of some unit that is not part of the group following the group's orders instead.

    5/ Occasionally when I've had my missile cav grouped and taken them off skirmish mode, they continue to behave as though skirmish mode is enabled and can't be used to charge enemy units. Taking them out of group seems to make them work properly again.

    6/ When you direct a unit to "run" when the game is paused, and then unpause the game, the unit immediately reverts to walking. Also, ordering a unit to disable phalanx formation when the game is paused only works about 50% of the time, ie half the time they will stay in phalanx formation.

    7/ Problems with units ignoring orders generally.
    Last edited by screwtype; 04-18-2005 at 11:06.

  11. #11
    Elephant Master Member Conqueror's Avatar
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    Default Re: CA asks for Bug List - to be fixed in the expansion

    A note about the Port Blockade Bug: It is also possible for the player to enter one of his ports (that is being blockaded by a hostile AI fleet) with his fleet, without needing to fight the enemy.

    RTW, 167 BC: Rome expels Greek philosophers after the Lex Fannia law is passed. This bans the effete and nasty Greek practice of 'philosophy' in favour of more manly, properly Roman pursuits that don't involve quite so much thinking.

  12. #12

    Default Re: CA asks for Bug List - to be fixed in the expansion

    Probably this topic can help to list all bugs:

    http://p223.ezboard.com/fshoguntotal...opicID=5.topic

  13. #13
    Magister Vitae Senior Member Kraxis's Avatar
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    Default Re: CA asks for Bug List - to be fixed in the expansion

    I think the Blockade bug is not a bug. I think it was mentioned to be a feature sometime around the patch being released. And that is fair enough as the Carthies managed to run the gauntlet to Lilybaeum and Drapana to bring in supplies in the First Punic War.

    Anyway, I can confirm the no-sally-survivor-yet-no-victory bug, as I have experienced it myself. In fact it happened right after the Fight-to-the-Death bug I mentioned earlier.
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  14. #14
    Merkismathr of Birka Member PseRamesses's Avatar
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    Default Re: CA asks for Bug List - to be fixed in the expansion

    1: Fire at will command enables a unit to fire at an enemy that is not engaged with one of yours which is fine since it reduces friendly fire losses. The problem is that sometimes you do want to fire at an unit that is overpowering one of yours. Now, with a hastaii or principii unit they will throw two spears then charge. Put on guard command they should remain in their position and fire until ammo is depleted and not charge afterwards. Am I making sense?
    2: Many units runs past their given deployment location and then back again to it. This causes units that are given a deployment close to a enemy unit to actually run into them and then try to return to their place.
    3: Battelmaps needs fixing since there is a lot of screwed up coast lines. I can´t even remember when I played a battle last without the coast looking like a landfill area.
    4: All the different CTD´s that people are experiencing. RTW needs to be more compatible with XP, nVidia and ATI cards etc. CA should really take a look at this and the save-game bug.

    Thanks for listening and a truly epic game that has brought me countless hours of pure joy.

  15. #15
    Hǫrðar Member Viking's Avatar
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    Default Re: CA askes for Bug List - to be fixed in the expansion

    Quote Originally Posted by screwtype

    2/ The pathfinding bug in cities is still extant. In my last siege battle for instance, I directed my missile cav to run away from an advancing phalanx, instead they charged straight INTO the phalanx. (Oh, and they had skirmish mode on too).
    Skirmishers with skirmish mode turned on is somewhat uncontrollable when the enemy is that near that they (the skirmishers) consider to fall back.
    Turn off skirmish mode and you will avoid this problem.
    Last edited by Viking; 04-18-2005 at 14:09.
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  16. #16
    Cellular Microbiologist Member SpencerH's Avatar
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    Default Re: CA askes for Bug List - to be fixed in the expansion

    Issue: Retreating ships

    1) They should be effected by ZOC.
    2) Their pathfinding of the AI's retreating ships appears to be bizarre. If not, why does a decimated AI fleet often "retreat" through the players fleets ZOC (see point 1) and continue toward player controlled territory rather than back toward its own territory.
    3) AI controlled retreating ships appear to be given extra movement points (I dont know how this could be tested so its just an observation). How else could one explain playing ping-pong with AI ships back and forth across the Adriatic 3 times when I can only move across once during my turn?
    Last edited by SpencerH; 04-18-2005 at 14:24.
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  17. #17
    Magister Vitae Senior Member Kraxis's Avatar
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    Default Re: CA asks for Bug List - to be fixed in the expansion

    Archery bug/oddity:
    Units in Fire at Will will not fire at a unit engaged, nice. But it will fire at a unit that is routing, even if it is pursued by a friendly unit. It is as if they ignore the change made with 1.2 when the enemy routs.
    Not fun when the enemy unit consist of one man while your unit consists of lightly armoured troops such as light cavalry or mercenaries.
    Also it can at times be hard to force units to fire into a melee (but that is way better than no being able to stop them).

    Routbug on walls:
    Why has this been ignored two times already. At least there should be a comment about others perhaps experiencing it.
    Units still Fight to the Death on walls when they should be routing, despite supposedly fixed in 1.2. Not a good situation most often.
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  18. #18
    Cellular Microbiologist Member SpencerH's Avatar
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    Default Re: CA askes for Bug List - to be fixed in the expansion

    Issue: attacking ships in port

    IMO, it should not be possible to always (or ever) attack ships in port (which often had their own highly effective defenses against attacking ships). OTOH, ZOC should prevent ships from leaving or entering without fighting.
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  19. #19
    Cellular Microbiologist Member SpencerH's Avatar
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    Default Re: CA askes for Bug List - to be fixed in the expansion

    Issue: Routing enemy

    IMO, we need a "pursue" command that will allow all friendly units that are without existing commands to to engage the nearest routing enemy unit. Too often the end of battles consists of spotting units that have stopped dead and ordering them to attack a routing enemy unit that is passing near ,or even through, the players stopped unit.
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    We need MP games without the oversimplifications required for 'good' AI.

  20. #20

    Default Re: CA askes for Bug List - to be fixed in the expansion

    Quote Originally Posted by Viking
    Skirmishers with skirmish mode turned on is somewhat uncontrollable when the enemy is that near that they (the skirmishers) consider to fall back.
    Turn off skirmish mode and you will avoid this problem.
    The enemy wasn't that near. It was absolutely blatant - I ordered the cav to retreat around the corner and instead they charged straight in the opposite direction right into an enemy phalanx. And would not obey any orders to do otherwise. In the end I just had to bum rush the phalanx with everything available in order to save the cav.

    But IMO, I think this bug occurs whether or not a unit is on skirmish mode. You tell a unit to run one way in a city and it races in the opposite direction. Haven't you ever experienced that? It's happened to me quite a bit.

  21. #21
    Simulation Monkey Member The_Mark's Avatar
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    Default Re: CA askes for Bug List - to be fixed in the expansion

    Quote Originally Posted by Myrddraal
    Grouped cavalry speed bug - Grouping a quick cavalry unit with a slow unit results in both units moving at the speed of the fast unit Please could someone confirm this, the final list should only contain confirmed bugs
    This might be, again, one of the issues that could be a "feature" instead of a bug, as the units seem to use something of an average speed for the group's units in order to keep form, and it affects infnatry as well.

    I don't know if this qualifies as a confirmation, but here is a replay showing the issue. Two silver shield legions and two militia cavalry units are placed on line, with one silver shield grouped with other militia cav. Others are ungrouped. Single units and the group are ordered, at the same time, to run to a line some ways away. Grouped units stay in form, militia cav slows down and the silver shields accelerate. The ungrouped units travel at normal speed. As a result, ungrouped militia cav is the first one to arrive, grouped units are second, with the grouped silver legion leaving the ungrouped silver legion significantly behind.

  22. #22

    Default Re: CA asks for Bug List - to be fixed in the expansion

    Apparently nobody's mentioned this, but AI armies will sometimes exit the battlefield without a fight even when they don't have the option of retreat, so they end up losing all their units.

  23. #23

    Default Re: CA asks for Bug List - to be fixed in the expansion

    About Assasins not getting experience for sabotage. It could make sense since they need the spy's expertise to get information about the target. The spy should get more of the credit. Assassins, assassinate and get points for that. The spy should be the one to destroy buildings get a saboteur rating. How subtle is conan the destroyer with a spiked club?
    Last edited by Marcus Maxentius; 04-18-2005 at 23:19.

  24. #24
    Magister Vitae Senior Member Kraxis's Avatar
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    Default Re: CA asks for Bug List - to be fixed in the expansion

    Well since neither get any bonus from it, you can bet it is a misplaced feature. Either the spy was the old saboteur or a coder made a small mistake. Result: It doesn't work as it should, thus very much fixable.

    There are many small inconsistencies in the stats of the units. We can supply a lengthy list of them if it is deemed worthy of mention. But none of them can be considered bugs and as such are less important.

    About the grouped units' speed:
    It is very much worthy of mention, even if it isn't a bug per se. The units act strangely and in a way we in general do not like. So I think it is perfectly ok to include it as a bug so that it has a chance of being looked into (even if only to be determined a working feature). If we let it sit on the sideline there is a chance it will be ignored.
    Also we have had it confirmed, and personally I remember a lengthy discussion about it some time ago. So it is far from an unknown entity.
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  25. #25

    Default Re: CA asks for Bug List - to be fixed in the expansion

    - A phalanx should be able to turn without the lifting of Pikes and hoplons.
    - Moving units around in a town/city is unwieldy.
    - Selecting multiple units in battle and clicking forward for them to advance in the same formation doesnt work. They often end up facing the wrong direction and the formations are totally mixed.
    - Archers fire at a close-by unit 1 man rather than target a unit of 200.
    - Pursuing cavilry sometimes just rides beside the target at walking pace, not killing the fleeing soldiers.
    - Elephants are supernaturaly immune to ballista and scorpion attacks.
    - Heavy cavilry are too immune to archer fire.
    - Enemy AI will make its army absorb insane amounts of casualties from missile fire by standing still throughout the entire battle.
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  26. #26

    Default Re: CA asks for Bug List - to be fixed in the expansion

    I'd just like to to confirm that the Fog of War can hit your own cities.
    I thought it was just a wierd unpredictable random thing, that fixes itself after a few turns.

    I hadn't spotted the link - that it happens when your city expands - but that sounds about right.

    It's not a big bug, (you can still select the city and units within it) but it's worth looking at.
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  27. #27
    Member Member Benny Moore's Avatar
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    Default Re: CA askes for Bug List - to be fixed in the expansion

    Quote Originally Posted by Myrddraal
    Flaming ammo from archers do not light up or damage buildings/siege equipment like it says they do in the manual.
    They do light up siege equipment, excepting ladders, but the damage indicator does not show the damage until the thing lights up.

    And here is another example of the shoreline bug which so many people feel is not a problem.

  28. #28
    Cellular Microbiologist Member SpencerH's Avatar
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    Default Re: CA askes for Bug List - to be fixed in the expansion

    Pausing in minimal UI (after much button mashing and swearing->see previously mentioned bug) had no effect that I could observe on any unit in the brit faction.
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  29. #29
    Lawful Evil Member sik1977's Avatar
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    Default Re: CA asks for Bug List - to be fixed in the expansion

    Protectorates shouldn't attack each other (where you have two or more protectorates in a game), or attack your allies (those which are not protectorates). Your allies may attack your protectorate just like they may attack you, but that should be considered an attack on you and not just another ally which typically makes you choose between two allies now engaged in war, thus, an attack on your protectorate by a neutral or ally faction should change your diplomatic stance towards that faction as hostile.

    Will we see the 'Loadgame issue' mentioned in the bug list?
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  30. #30
    Barbarian of the north Member Magraev's Avatar
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    Default Re: CA asks for Bug List - to be fixed in the expansion

    Just met another bug tonight that made me give up that game (yeah - I didn't save often enough...). I thought I'd add it to this excellent list.

    1) I chased a julii army onto a ship in their port (they retreated before me).
    2) Same turn I attacked and conquered the city owning that port (thanks to some elephants I had).
    3) The Julii ship left the port, but the retreating stack didn't...

    The result was an army stuck in a water square, that couldn't be attacked/bribed/deleted in any way. It didn't even help to delete the port.

    I must admit to playing on a modded world map, with fixes(mods) installed for some of the bugs, but this seems like it could happen in a clean game too.

    BTW I've seen the battlegrouping bug I've mentioned above several time, so surely someone else has too?? Help me out here.

    Edit: And to Kraxis - new recruit should be green (though I'd expect the bonus from temples to count).
    Last edited by Magraev; 04-22-2005 at 00:09.
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