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

  1. #241
    Member Member CMcMahon's Avatar
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    Default Re: CA asks for Bug List - to be fixed in the expansion

    Enter/Exit Town Bug

    If you have multiple units selected and tell them to attack an enemy unit or move further inside while at least one unit is walking through the gates, about a quarter of the time your men will all turn around and walk back out the gates.

    Skirmishers and Walls Bug

    Using horse-borne skirmishers or archers, or regular skirmishers, telling them to attack a unit on the other side of a wall causes them to stop dead in their tracks. However, if you move them close enough to throw/shoot their weapons over the walls at the enemy unit, there is no problem. They should be able to recognize that they're throwing their weapons over the wall at the enemy, not going in for an impossible melee attack.

  2. #242
    Bug Hunter Senior Member player1's Avatar
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    Default Re: CA asks for Bug List - to be fixed in the expansion

    New bug:
    CharacterMarries event does not work!

    I did few tests with putting chances for several traits to 100, and neither player's familiy members nor those adpoted by marriage never got any traits from this event.

    That's probably the reason why I never saw in play traits like Wife Above Reproach or Well Mannered Wife.
    BUG-FIXER, an unofficial patch for both Rome: Total War and its expansion pack

  3. #243
    AoM: TW Director Member Lonely Soldier's Avatar
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    Default Re: CA asks for Bug List - to be fixed in the expansion

    Just give us a freakin' SDK! You said that the game would be the most moddable in the series ! What, accessing an editor via a commandline hack makes the game moddable? Where is the mod selector ala Battlefield, Jedi Knight series? Either make the game completely moddable or not at all! Give us a graphical settlement plan editor! Unlock the hard-coding! Get some proper community support systems in place! Do not place a limit on patches!

    Rant over!
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  4. #244

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

    - Sieges (AI can't conquer cittys with stone walls because do few engines and approach walls and towers without siege engines if player try lift siege)
    - AI in campaign map is few expansive and quit a lot at middle of sieges.
    - Difficultty bug in Battles VH, with player getting bonus that shoulded only be for AI.
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  5. #245
    Senior Member Senior Member Duke John's Avatar
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    Default Re: CA asks for Bug List - to be fixed in the expansion

    Either make the game completely moddable or not at all!
    Just wanted to say that the above is the opinion of just Lonely Soldier, even a smaller targeting group than the MP community

  6. #246

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

    First post here at the .org, here are a couple of bugs that I've found in my travels:

    - After loading troops into a ship, you can select the ship and move it the full distance. It does not matter what troops you carry or how far they moved before embarking. Note you must select the whole fleet (Ctrl+A) for this to work.

    - Phalanxes rarely work properly in cities; they will often lose their Phalanx formation (particularly when defending the plaza) and fight with swords when charged by an enemy (not cool when charged by heavy cavalry). They will also usually lose the Phalanx ability when marching through streets; I've noticed this usually happens when the previously-mentioned bug where units are "Fighting" when they're not even touching an enemy.

    - Units get split up and disorganised too easily when attacking/sallying from a town or city. I know that fighting in a city will be disorderly, but when it leads to units getting split up and single troops assaulting an enemy...

    - Missile units tend to charge enemies in the plaza rather than shoot them. This isn't only a problem with the AI; it also happens when the player assaults a city. The only solution is to move the unit to their firing range and let them fire at will.

    - I've only noticed this with Phalanxes (I'm a bit of a Macedonian fan ;)), but I find that sometimes if a Phalanx kills an enemy unit (particularly in a city plaza but I've seen it at least once in an open battlefield) then some members will continue to attack thin air. The unit is still considered to be "Fighting", too. I'll take a screenshot of this.

    - Like others have mentioned, I've experienced the "floating dead" bug, too. I've also experienced a bug where troops will just fly at random intervals, or get knocked over (but not killed) like they were attacked by Elephants as soon as I click "Start Battle". Except for the "floating dead", this usually only happens with mods (especially Roma), so it's probably not a CA thing.

    - As has already been said, the AI is incredibly irritating when sallying forth. They just sit there, sometimes sending one or two units to attack (which invariably rout and come back for more).

    I'm sure there's more, I'll have to get back to you on that one.

  7. #247

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

    Severe Bugs/Problems/Exploits

    - AI don't build fleets after 1.2 so human can take sea with a stack of birremes!
    - AI do few Siege Engines and never build Sappers! The most efficient way to enter in a city.
    - When Human sail from a city, AI instead still quiet waiting and defending aproach from town and stay fighting at range of Towers and Walls!
    - VH Battles AI Bonus (more moral and charge effects) go to Human also, so VH is not really Very Hard...
    - AI abandon sieges at middle often.

    Smaller Bugs/Problems

    - AI don't retrain units.
    - AI don't repair walls.
    - Accept to be under protectorade of AI don't damage at all Human Player.... instead accept it avoid war and can be a source of money with diplomat answering to AI that accept become protectorade in change a lot of money.
    - Other Roman Factions still visible after Civil War
    - AI don't attack Forts in our territory. Just attack when we build it on they're
    - When defending in a battle, AI often advance in terrain instead having the bonus of wait for the enemy.
    - Aldmiral's can't join in the same stack like Generals do in land.
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  8. #248

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

    Severe Protectorade Exploit

    Well it seems become an AI protectorade is another diplomatic exploit......

    Instead of causing problems to human player.... it beneficts him.... Because AI only propose that when has huge military advantage and is in war with human...... so the alternative is:

    - Human refuses and must fight a bloody war against a powefull opponent, or;
    - Human accept become under protection of AI, and can ask money for it (AI pays a lot), saving from war, and only have to give to the protector civ the remaining money non spent after each turn...... You just have to spent all your income to don't have nothing to pay....

    Become a AI protectorade shoulded be a bad situation to human, not a good thing.... so this is a diplomatic exploit.... My sugestion to CA is that when Human become protectorade, must have half income immediatly to AI without can spent it (like it is now) and AI no offeer money (or offeer to few) to Human accept become protectorade......
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  9. #249
    Bug Hunter Senior Member player1's Avatar
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    Default Re: CA asks for Bug List - to be fixed in the expansion

    New bug:

    CharacterComesOfAge and CharacterMarries events don't work in regard to ancillary generation.

    There is a reason why evil mother-in-law or overprotective nanny don't happen as retinue members.
    BUG-FIXER, an unofficial patch for both Rome: Total War and its expansion pack

  10. #250

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

    Just issues...

    I really hate, when i give the order to turn back. They just go to the center, and still together for a long time (i think this is some kind of a group discussion).




    When i group, lets say, 3 archers, and i send to go back. The unit of right first go to left, and the left go to right, and the center go to nowhere, and after some walk in circle, they finally arrive to his destination. I think they just want to go make a cooper.

    The Ai always attack me when im your allie!!??

    I think this is a bug...

    When i move a entire fleet to repair in a port, the fleet never repair. The repair still there queued forever. When i split the fleet, and put small parts to repair, in some times work. Some times i need to go to the other port in other side of the world to repair my ships.

    When the enemy defense the square, and i send skimirshers or archers to attack, they dont. Even making one by one. Only attack after cancelling the orders and put fire at will.

    When enemys was passing troght the gates, or exiting from towers , and i send my troops to attack, they just go around, go to the walls, stay stuck, but never attacking.

    When i put my phalanx in the gates and bridges, and comes a overrun of enemys, the formation its not broken, but the entire unit (or units) start to walk to the sides, opening the way ( i really hate that).

    This is a edit:

    Someone say that see unit fly in the air, after press star batle. This happen to me too. Usually happens when i put much units together at the same point, even two units. This was with vanilla, without mods. I think this is not really a bug, and is funny.
    Last edited by Armandus; 07-07-2005 at 14:13.

  11. #251

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

    Other siege exploit.....

    - AI only attack a city with one army, even if have several armys around, so it's easier do defend against one army at the time, and like AI lift siege often (old referenced bug) it gives time to defender and delay AI progress in campaign map.
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  12. #252
    Member Member M.T.Cicero's Avatar
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    Default Re: CA asks for Bug List - to be fixed in the expansion

    And another siege exploit: when AI sallies out if you exit the battle in first few seconds it will be declared a draw and the siege will not be broken thus allowing 10 men to hold 1000 men under siege until they starve.


    Another problem with protectorates, altough I'm not really sure about circumstances at which this happens, I've only seen it once. Negotiating a protectorate can result in a huge amount of money (cca a milion) being transfered from your treasury to your protectorates without it being mensioned in negotiations.

  13. #253
    Arrogant Ashigaru Moderator Ludens's Avatar
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    Default Re: CA asks for Bug List - to be fixed in the expansion

    Menu problems
    -Occasionally, when I terminate a replay before it has finished, the game will return to the menu as it ought (loading bar), but immediately will reload the replay. I don't even get to see the menu, I only get to hear the menu theme.

    Character bugs
    -Sometimes, family members that died in battle are listed as died peacefully in the family tree (maybe related to not being in charge at the battle?)
    -Double dancer retinue for spies: after I (Julii) had infiltrated a Gaul city (max development), the spy obtained a second dancer retinue identical in description, image and effect to the first. This repeated several times, even after I had captured said city. Something alike happened with a assassin: he gained a 'skilled courtesan' in addition to a normal courtesan obtained at a temple of Bacchus.

    Campaign map bugs
    -Carts shown on road going from Patavium to Luvavum even though they are at war. Something similar happened between Larissa and Thessalonica.
    -Watchtowers not working in certain locations. For example: I've captured Mauretania after it rebelled against the Scipii and the three watchtowers I built near the western edge of the map (to spot brigands) don't work. They can't even see themselves: they are shrouded in the fog-of-war.

    Battle bugs
    -Flying corpses have already been mentioned, but I would like to add that I think it caused by cavalry charging down an incline. I got a truly spectacular display of dead, levitated Spanish when I counter-charged veteran equites down a very steep slope into a charging unit of Iberian Infantry.
    -You cannot 'capture' the gate of forts as you can with cities
    -It is possible to use the mouse wheel to zoom in on enemy units regardless of the distance. However, I only noticed this when I installed R:TW on another computer. Edit: I have even managed to zoom in on hidden units by pressing the mouse wheel.
    -Skirmisher paralysis: sometimes, archers refuse orders to withdraw behind the infantry. Instead, the continue shooting. (In 1.1 I used to have a similar problem in which skirmishers where totally paralysis: the didn't have withdraw when the enemy charged and they were in skirmish mode! However, after reinstalling the game on another computer and patching I did not see this again).
    Last edited by Ludens; 07-28-2005 at 11:16. Reason: Added two bugs (in italics)
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  14. #254
    Come to daddy Member Geoffrey S's Avatar
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    Default Re: CA asks for Bug List - to be fixed in the expansion

    One problem I had in the campaign game was scrolling through the building/unit construction menu. I'll check it properly later to confirm this, but it seemed if there were more than two rows in the menu and I tried to scroll down it wouldn't stay on the third row and flip back to the first two. This is under 1.2.
    "The facts of history cannot be purely objective, since they become facts of history only in virtue of the significance attached to them by the historian." E.H. Carr

  15. #255

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

    Quote Originally Posted by Geoffrey S
    One problem I had in the campaign game was scrolling through the building/unit construction menu. I'll check it properly later to confirm this, but it seemed if there were more than two rows in the menu and I tried to scroll down it wouldn't stay on the third row and flip back to the first two. This is under 1.2.
    Grab the scroll button and pull it down to the bottom. It will stay down. The scroll arrow is broken as you say.

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  16. #256
    Spends his time on TWC Member Simetrical's Avatar
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    Default Re: CA asks for Bug List - to be fixed in the expansion

    Mine income is messed up. Some mines make more or less than their descriptions claim they do. For evidence, compare this with this.

    -Simetrical
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  17. #257
    Come to daddy Member Geoffrey S's Avatar
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    Default Re: CA asks for Bug List - to be fixed in the expansion

    Quote Originally Posted by Puzz3D
    Grab the scroll button and pull it down to the bottom. It will stay down. The scroll arrow is broken as you say.
    Cheers!
    "The facts of history cannot be purely objective, since they become facts of history only in virtue of the significance attached to them by the historian." E.H. Carr

  18. #258

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

    Don't know if that was evoked before, but during a siege, when a unit capture the walls (enter in the settlement), the unit stop, and run again. And of course the pathfinding is not very good...

    Another oversight : the pic for the assassin mission failed is not the right one. The pic is in the files of the game, but the txt refer the game to the wrong pic (the same one of the mission success)
    Last edited by Dusteuh; 07-29-2005 at 14:50.
    Excuse my bad english, I'm french :)

  19. #259
    Member Member swirly_the_toilet_fish's Avatar
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    Default Re: Re : Re: CA asks for Bug List - to be fixed in the expansion

    Dusteuh, all I can say to your signature is.. I'm American, so I'm not that much better at it.
    "If I were a man I could do so much - travel the stars, learn to play the harp, conquer a foreign country and become a frustrated cartoonist."

  20. #260
    Senior Member Senior Member Oaty's Avatar
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    Default Re: CA asks for Bug List - to be fixed in the expansion

    Quote Originally Posted by Simetrical
    Mine income is messed up. Some mines make more or less than their descriptions claim they do. For evidence, compare this with this.

    -Simetrical

    May not be a bug for multiple reasons. How MANY mines are in the province. That description only shows effect for 1 mine not taking into consideration for other mines. 2 I can't tell if you have a GOVERNOR in town. Well hope that helps.



    Generals rally command stops the engaged general When you hit rally if he's engaged his whole unit stops fighting.
    When a fox kills your chickens, do you kill the pigs for seeing what happened? No you go out and hunt the fox.
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  21. #261
    CA CA JeromeGrasdyke's Avatar
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    Default Re: CA asks for Bug List - to be fixed in the expansion

    Well! That's quite a few 'issues' and no mistake

    Since we're approaching the end of development on Barbarian Invasions I've made a summary of this thread (and yes, I've read through all of it) and will be going through and inserting issues into CA's bug database very shortly. I can't promise all of them will be dealt with - commercial reality may interfere - but we're going to give it a damn good go.

    So can I thank everyone who's put time and energy into making this excellent list; I think it shows clearly that in the end the people who are best placed to spot the fine (ahum) detail are the fans of the genre, and not necessarily the testers employed by our publishers. Fine ammunition when argueing for extended beta testing in the future

    I would like to leave you with a taster list of things which are fixed & improved in BI, which the average gamer probably won't see as important, but which might be interesting to you...

    * easily moddable factions via a descr file
    * shadow factions, emergent factions, and horde factions are all properties which can be attached to factions in the faction setup
    * a new, moddable religious system
    * rebalanced charge and spear effects
    * improved after-save AI behaviour
    * more bug fixes than I care to think about
    * much improved battle AI
    * removed the limits on uses of console commands
    * extended mod system (in fact, BI is a giant mod on Rome, although there will be new exe's as well of course...)
    "All our words are but crumbs that fall down from the feast of the mind."
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  22. #262
    Bug Hunter Senior Member player1's Avatar
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    Default Re: CA asks for Bug List - to be fixed in the expansion

    Well, I guess you guys will look for late added issues for a patch then.

    I mean, from the moment game goes gold patch should be in the making (I hope).


    P.S.
    My recent add-on:
    Non-romans can held games in amphitheaters, which results in getting "THIS TEXT SHOULD NOT APPEAR" message. I guess it's a simple oversigth, and that "game effect" should be for romans only (like it's done for races).
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  23. #263
    Shaidar Haran Senior Member SAM Site Champion Myrddraal's Avatar
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    Default Re: CA asks for Bug List - to be fixed in the expansion

    Quote Originally Posted by JeromeGrasdyke
    * easily moddable factions via a descr file
    * shadow factions, emergent factions, and horde factions are all properties which can be attached to factions in the faction setup
    * a new, moddable religious system
    * rebalanced charge and spear effects
    * improved after-save AI behaviour
    * more bug fixes than I care to think about
    * much improved battle AI
    * removed the limits on uses of console commands
    * extended mod system (in fact, BI is a giant mod on Rome, although there will be new exe's as well of course...)
    Great stuff, I'll forward that to the modding forum! thanks Jerome

  24. #264
    Member Member sunsmountain's Avatar
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    Default Re: CA asks for Bug List - to be fixed in the expansion

    This is the first post tempting me enough to buy the expansion pack, most notably:
    * rebalanced charge and spear effects
    * improved after-save AI behaviour
    * much improved battle AI

    especially that last one
    in montem soli non loquitur

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  25. #265
    Bug Hunter Senior Member player1's Avatar
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    Default Re: CA asks for Bug List - to be fixed in the expansion

    Bug report:

    1) It seems that bonus hp, that generals get in battle, doesn't help at all to chariot generals. However good their hp is (maxed out scares and health), they will still die after their chariot gets destoryed (which has just 5hp). This makes briton bodyguards the weakest general unit in the game.

    Soultion: general's chariot should get bonus hp too, not just general standing on the chariot.

    2) Formation used for light cavalry armies has some bugs. It's a formation selected by AI when having missle cavalry but no heavy, light or phalanx infantry (for example several Horse Archers, plus Eastern Infantry). When it gets selected, some units often get weird placement, like general bodyguard on top of infantry or similar. Also, right flank is at front, but left flak is at back.

    3) Technicly not a bug, but special roman formation is not used when having hastati only armies. It happens beacuse 3rd row requires spear or heavy infantry, which hastati is not.

    Solution: Add in 3rd row some small priority for light infantry, so that formation will get used for hastati only armies.

    4) Also regarding roman formation: If having 2 or more spear units (like Triarii), general will get poistioned on flank. This one happens since flank cavalry has same priority as bodyguard, as well as spear infantry, so AI doesn't see a reason why would general be in 3rd row more then at flanks.

    Solution: My testing showed that reducing spear priority a little bit, would force AI to put general at 3rd row, and not on flanks. Although then, the problem is that general would always be at the right side of 3rd row, so it's almost same as being at flanks.
    BUG-FIXER, an unofficial patch for both Rome: Total War and its expansion pack

  26. #266
    graduated non-expert Member jerby's Avatar
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    Default Re: CA asks for Bug List - to be fixed in the expansion

    The wedge formtaion doesnt wedge

    the charge bonus is possibly a placebo

  27. #267

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

    I think the cav archers "not fireing" has to do with an anti friendly fire mechansim put in place maybe with the 1.2 patch ? and Id like to add that its not just "on the move" when they refuse to fire, and I think angle/elevation vs the target has alot to do with whether or not they will fire

    as for ghost armies besiegeing settlements, I believe there is actually an army present, as Iv once, recently, had an invisible army that I was able to march around the campaign map, add and remove units from, and all I could see was its destination arrows, it lost its invisible status only when I added a general to it, changing the army chess piece (for lack of a better term) to that of an army containing a family member

    I have plenty of screens of that one, and maybe even a save file, but someone will have to refer me to a free tga - jpg viewer, as my free trial of ahaview has ran out

    and Im glad to hear about the method of getting in close to a phalanx formation from the front by attempting to run through it, Ill have to try that one, I always thought it unrealistic that my Roman infantry could not get in between the pikes, I think phalanx are unrealistically effective, vs heavy infantry and large shields atleast, and also, I think that the phalanx formation should kill less, but push the enemy back, and route them more easily, errr but this is gettingl off topic

    back on track, I wish you could use waypoints in city streets, but it doesnt work, unless the formation is so tight that it would be able to form perfectly at each marker
    if the units would have to break formation and squeeze together at any of the waypoints, then the waypoints cancel and the units go nowhere


    to add to the group bugs, Iv noticed, that atleast when combineing merc units, with normal units, or other mercs, you often lose the run button, very bad with any unit, but especially since it happens mostly with merc camel units and merc cav archer units, again, Iv lots of screenies of this

    perhaps CA should just remove most group functions, and have it just as a way of quick selecting a selection of units, like in other games, also being able to assign a number to a single unit would be nice

    the run button not working on pause happens when run is already highlighted/active when you paused the game,
    give a new move order, press run, unpause, he recieves the move order, but run is canceled

    inability to assault right away against a city that already has holes in its walls, that a bug ?

    back off topic again

    the number one thing to make this game more of a challenge (or should I say any challenge at all), would be to have the AI concentrate its forces on the strat map, move his multiple armies together, so that on my turn, if I want to attack one of his stacks, I have to deal with the other ones
    and on his turn, he should always assault my cities and armies with all available armies within reach, simultaneously, rather than piece meal

    and how about being able to controll all my armies on the battlefield, instead of just one? even if it means not being able to see the unit cards for most of them (though a toggle or scroll button to see the rest would be an easy solution)
    nobody wants the AI to controll their other armies, but if they do, then the assign group to AI controll button will suddenly have a use

    and even better, allow these other armies to deploy together as one army, rather than comeing onto the field as reinforcments

    oh by the way, I know not everything I talked about was bugs, but theres a few things I just had to throw in
    Last edited by Creeper525; 08-14-2005 at 07:16.

  28. #268
    Bug Hunter Senior Member player1's Avatar
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    Default Re: CA asks for Bug List - to be fixed in the expansion

    I found big flaw in AI formation logic.
    It is regarding generals or captains that are missile cavalry unit.


    At the begining of combat, if AI is not very defensive (like in custom battles), it will pull out all missle cavalry units out of formation to skirmish. This also happens to general or captain unit too.

    First, this makes suicidal general behaviour more common.

    Second, this makes rest of the army, since it has no more general or captain, to switch to single line formation (basic or orderly), since that is only formation that does not require general block present.

    Needless to say, this handicaps AI for Partians, Pontus, Egypt or Armenia, since they all have missle cavalry generals, but it can happen to other factions too, if they have missle cavalry captains.
    BUG-FIXER, an unofficial patch for both Rome: Total War and its expansion pack

  29. #269

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

    There appears to be a bug with regard to slaves adding to your city growth.
    See the "slaves recource" thread a bit further down.

  30. #270

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

    dont know if this ones been said, but I can never kick player from a multiplayer battle when it gives me the option to "Kick this player" or "quit"

    I can click the first option any number of times, and wait forever, nothing happens

    when I finally give up and press quit, then and only then does it say "Player X has been dropped"

    but then the game ends about 1 second later

    so in short, if one player needs to be dropped, I have to quit the game

    can anyone else confirm this? its happened to me every time Iv needed to kick someone from the battle, does the drop player function ever work for any of you?

    Vinilla 1.2
    Last edited by Creeper525; 09-19-2005 at 16:25.

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