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  1. #1
    Shaidar Haran Senior Member SAM Site Champion Myrddraal's Avatar
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    Default Re: CA askes for Bug List - to be fixed in the expansion

    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?
    Don't retreating armies get extra movement points too? I think this is a feature.

  2. #2

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

    replay bug
    when exiting a replay occationally it will start again

  3. #3
    Cellular Microbiologist Member SpencerH's Avatar
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    Default Re: CA askes for Bug List - to be fixed in the expansion

    Quote Originally Posted by Myrddraal
    Don't retreating armies get extra movement points too? I think this is a feature.
    I think they do but, it doesnt appear to be near the same extent and so doesnt cause the same (irritating) glitch. I've attacked fleets near the nile that retreated toward Crete/Cyprus, were attacked again and retreated toward Crete, were attacked again and ended up near Greece. Its too much especially when the movement ignores ZOC. Naval 'strategy' becomes meaningless.
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    We need MP games without the oversimplifications required for 'good' AI.

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    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.

  5. #5
    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.
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  6. #6
    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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  7. #7

    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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  8. #8
    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

  9. #9

    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.

  10. #10
    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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  11. #11
    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

  12. #12

    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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  13. #13
    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.

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  14. #14
    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.



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  15. #15
    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

  16. #16

    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 :)

  17. #17
    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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  18. #18
    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

  19. #19
    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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    becoming is for people who do not will to be

  20. #20
    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

  21. #21
    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

  22. #22
    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

  23. #23

    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.

  24. #24

    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.

  25. #25

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

    Quote Originally Posted by Creeper525
    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

    I get this too...


    Also, bit of a post RTW 1.3 patch bug (and I hope this is the right place to mention it) but... I found with seige towers the other day a second infantry unit wouldn't clamber up onto the wall. This is not good. How can I take the great walls of Macedonian cities without having 2+ units to take the walls?

    Please Help!
    Last edited by SomeNick; 10-20-2005 at 07:31.
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