Originally Posted by professorspatula
You can choose whether the second army is controlled by AI or by yourself. There`s a little check-box. The first army has to be controlled by you in any case though.
Originally Posted by professorspatula
You can choose whether the second army is controlled by AI or by yourself. There`s a little check-box. The first army has to be controlled by you in any case though.
if you mean whether or not you can choose which stack becomes the primary stack which appears in battle first, then no, you can't choose.
just wanted to add some more info about the settlement-upgrade/FOW bug:
all units within this new blackened area cannot be selected on the campaign map unless you toggle FOW off via the RomeShell console, although you can click on the city and select the unit cards individually. moving a unit into the blackened area will momentarily restore vision, but will revert back to the bugged state once the unit moves out of the field-of-view. moving a new unit into the city itself will not restore vision either, as it become a part of the stack within the city, which is somehow now marked as "visionless". things will stay this way in all consecutive turns unless the game is reloaded. i think there is a chance it will be restored once you upgrade the residence again, though i haven't bothered to test this.
Gallic Archers (from Prologue) and Spanish Onagers (MP game) have their large unit cards missing.
They show brown peasant instead.
BUG-FIXER, an unofficial patch for both Rome: Total War and its expansion pack
Flanks getting turned in city battles Too often, especially when hit with cavalry, the unit's facing will get turned into a wall causing the flank penalty even though the unit was facing the opposing unit and the flanks protected by the narrow street and no chance to get hit in the rear.
When a fox kills your chickens, do you kill the pigs for seeing what happened? No you go out and hunt the fox.
Cry havoc and let slip the HOGS of war
Deployment in battles sometimes gets confusing especially when your surrounded and therefore must engage multiple enemies. The only help you get is, when the pre-battle zoom-in starts you can see where your army is facing, that´s the attacking army. My suggestion is that during the deployment phase you should get some indication as from what direction the enemies will enter the battle-map either as flags on the edges of the battlemap or as cursors on the mini-map. Many times you get aided by the terrain, mountains, forrests, rivers etc to determine from where your attackers will come and your initial unit-facing determines the direction of the army that engaged you. This is a huge problem though when fighting in a non-corfirmative and non-identifyable terrain as the deserts or when your sight is reduced by a blizzard, sandstorm or heavy fog.
The ability to choose which foe to engage first is an inportant strategic feat IMO otherwise theese kinds of situations is more like an ambush-situation which is not intended. In ancient times good pre-battle intel was available through scouting and most of the time a battlefield was "choosen" by either or both sides in the conflict. This is not the situation at the present and poorly handled by this game. Any thoughts?
Just saw this today.
Sally bug
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.
mfberg
It is not complete until the overwieght female vocalizes.
Pinky : Gee Brain, what do you want to do tonight?
Brain : The same thing we do every night Pinky. Try to take over the world!
mfberg, I can confirm that seige bug for you. I've had it happen a few times, and it's darn annoying to chase down those amok elephants or chariots, often at significant casualties to my troops.
Let me go back and face the peril!
Routing units running towards the enemy (trying to stay together) instead of running away. This is probably a pathing issue or something like that, But I think its a bug. (They should scatter towards their unbroken friendlies and lines of retreat, not attempt to stay together as a unit.)
mfberg
It is not complete until the overwieght female vocalizes.
Pinky : Gee Brain, what do you want to do tonight?
Brain : The same thing we do every night Pinky. Try to take over the world!
Looks like we all forgot about totally wrong gloss files.![]()
Forced march to assault bug.
I can move my army much farther than the green zone if I click on a city to attack. I have not tested much, but in the first turn I can move my army from from Selucid to Susa and one from Antioch to Sidon.
mfberg
It is not complete until the overwieght female vocalizes.
Pinky : Gee Brain, what do you want to do tonight?
Brain : The same thing we do every night Pinky. Try to take over the world!
@ Mfberg
I could be wrong but I do believe it is a feature. This can ONLY happen to stacks with general in them. This never happens to stacks W/O a general. Also generals seem to only have that forced march ability only if no movement points have been used.
When a fox kills your chickens, do you kill the pigs for seeing what happened? No you go out and hunt the fox.
Cry havoc and let slip the HOGS of war
A couple of bugs I've seen that I haven't noticed listed are:
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.
The second problem is related to group movement I believe, when ordering grouped units to move, often a couple of units will continue moving past their destination for a bit before running back to where they were meant to stop. This is a problem if you are moving your Phalanxes close to your enemy...
Last edited by NihilisticCow; 05-23-2005 at 18:36.
Units that go into "fight to the death" mode on walls are stuck that way even if all enemies have been repulsed.
r u sure about that bodidley?
Yeah I can confirm the 'fight to death' syndrome on walls. Once they go to fight to death, and their number is very small i.e., under normal conditions they cannot be rallied, they will stay stuck at fight to death on the walls.Originally Posted by Myrddraal
I usually ignore them anyway, but would be better if they could retreat to the central plaza.
AMD A64 3700+ (San Diego)
MSI K8N NEO4 Platinum
Asus EN7800GTX TOP 256MB
Kingston 2x1 GB DDR400 Ram
Cooler Master Extreme Power Duo 600W
Reinforcements that come on to the field do not have any sound effects..you cannot hear them walking running or anything...even if you are commanding them this bug was present before 1.2 and still isnt fixed..
"I'm the all-singing, all-dancing crap of the world."
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.
Minor bug but Might as well report them all since it's a bug report, plus there could be an unoticable bug hidden behind this where theres a bug with a generals hp's
Quite often there only time I run into a foot general is when its a small rubbish rebel army.
Myrdraal Have you sent this list via email to either acknowledge them this thread with a link or sent in the full list. If not I highly reccomend it. As it is getting very close to a BIG official anouncement on the expansion(or at least I suspect) and in short time it will be too late for CA to investigate these bugs at least for the CD release.
When a fox kills your chickens, do you kill the pigs for seeing what happened? No you go out and hunt the fox.
Cry havoc and let slip the HOGS of war
A.I. unable to withdraw engaged wardogs handlers with intentions of withdrawing the whole army.
When a fox kills your chickens, do you kill the pigs for seeing what happened? No you go out and hunt the fox.
Cry havoc and let slip the HOGS of war
Wardogs handlers either bugged or exploitable If wardogs run into any other unit than the intended 1 the handlers or forced to follow the wardogs. For the A.I. it leads its handlers into unnecessary slaughter, for the human they can cancel this by giving the unit a new order. The A.I. gets shortchanged on this deal.
When a fox kills your chickens, do you kill the pigs for seeing what happened? No you go out and hunt the fox.
Cry havoc and let slip the HOGS of war
Most traits that need 2 or more points to get first level, can't really be gained by birth triggers. And that's since most birth triggers only add 1 point, instead of minimal number needed to gain level. Great oversight by developer in my oppinion.
Here is a full list (way to many of them):
BadCommander (rb)
BadAttacker (rb)
BadDefender (rb)
Feck (dad, rb)
Girls (dad, rb)
Sobriety (adoped, married, lesser gen. adopted)
BadAmbusher (rb)
BadDisciplinarian (rb)
BadSiegeAttacker (rb)
BadSiegeDefender (rb)
Xenophobia (dad, rb)
Xenophilia (dad, rb)
PublicAtheism (dad, rb)
GoodAdministrator (rb, 6)
BadAdministrator (rb)
Aesthetic (dad, rb)
Ignorance (rb, 5)
DeceiverVirtue (dad, rb)
NonAuthoritarian (dad, 3)
SmoothTalker (dad, rb)
GoodMiner (rb)
BadMiner (rb, 8)
GoodTrader (rb, 24)
HarshJustice (rb)
LenientJustice (rb)
GamesFanRomanVice (dad, rb)
RacesFanRomanVice (dad)
Generous (dad, rb, 3)
Perverted (dad)
GoodConspirator (agent create)
Talkative (rb)
GoodInfantryGeneral (rb)
BadInfantryGeneral (rb)
GoodCavalryGeneral (rb)
BadCavalryGeneral (rb)
GoodRiskyAttacker (rb)
BadRiskyAttacker (rb, 3)
GoodRiskyDefender (rb)
BadRiskyDefender (rb, 3)
IndecisiveAttacker (rb, 8)
rb - randombirth trigger
dad - dad trigger
no number - needs to be set to value 2
number - needs to be set to higher value then 2
Last edited by player1; 05-31-2005 at 06:58.
BUG-FIXER, an unofficial patch for both Rome: Total War and its expansion pack
Beserker (boodyhanded title) can be in same time afraid of blood (due to lack of antitrait).
Character with PublicAtheism can have ReligiousMania and Pious as traits (lack of antitrait).
Character with PublicFaith can have Sacriligious traits (lack of antitrait).
BUG-FIXER, an unofficial patch for both Rome: Total War and its expansion pack
A.I. driving its units flank into a units front If Both the A.I. have units ABCDEF and G. In perspective A is in front A B to B...... The A.I will try to drive unit C to B, D to C, ............. The results without me even moving the A.I. drives its own unit flanks into the front of a unit - quick rout. Leaving the A.I. in short with only units A and G. This IMO is probably the # 1 killer of A.I. tactics. The A.I. focuses too much on the flank of every single unit, wich in almost all my battles, allows me to break the A.I.'s center without doing a thing. And what's left an A.I. with poor morale because all his buddies are leaving them behind.
When a fox kills your chickens, do you kill the pigs for seeing what happened? No you go out and hunt the fox.
Cry havoc and let slip the HOGS of war
Surprised this has missed the bug report and apparantly Shogunta(sp?) had no idea what was meant by this and this was on a post earlier this month. Modders have found out how to kill this bug so a little extra from the modders would help
Infantry acting like cavalry infantry get this odd special ability to run all the way through a unit like they are cavalry. (even town milititias can perform this)(never noticed this with horde formation units but they are far and few in my battles). Anyways oddly enough a unit will run through a unit out the sides back out the front then out the back again......... have no idea what's going on but town militias can wreak havoc on any unit when this occurs. Now mostoften though the first 2 lines of both INFANTRY units intermingle and all seems normal. From what I have read is that modders deleted a certain animation and this is corrected.
Do I have this correct as maybe a modder would be better in answering this or shedding more light.
When a fox kills your chickens, do you kill the pigs for seeing what happened? No you go out and hunt the fox.
Cry havoc and let slip the HOGS of war
AI Diplomacy sucks in 1.2
I'll be totally dominating a war with any faction, then they send me a ceasefire agreement, demanding like 40,000 denari(spl?) and for me to give back like the 8 cities I've captured from them.
At the request of The_Cortez:
My only gripe (that I haven't seen posted before) is that assassins do not track some victims. If I send an assasin after a spy, and the spy moves, my turn ends, then the assasin has movement points left and moves, he still go through the "assasinate" motions, even though the spy has moved to the next square! The assasin should either track the spy or let me know he has lost the trail.
Runes for good luck:
[1 - exp(i*2π)]^-1
Admiral's not being able to merge
Once you have an admiral with a command star, he refuses to merge with his other brethren. Now I have 6 little fleets when I would rather have them merge into 2. It seems that as soon as they get a command star the Admirals get a superiority complex. :)
And this does not happen with generals, as everyone knows.
As far as I know, this was done to prevent admirals getting absorbed and forever lost after merging.
Since there is only one admiral per group of units, no specific ship with admiral (similar to captains).
BUG-FIXER, an unofficial patch for both Rome: Total War and its expansion pack
Ok, so the only way to keep adding ships without creating new admirals is to dock your fleet and build new ships. This is someone more "realistic" but not really practical. You should keep the highest ranked admiral when merging fleets.Originally Posted by player1
Of course, you can still merge admirals which have no traits (since losing them is now loss).
BUG-FIXER, an unofficial patch for both Rome: Total War and its expansion pack
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