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

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  1. #1
    On the Egyptain throne Member Ahmose's Avatar
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    Default Re: CA asks for Bug List - to be fixed in the expansion

    mybe it is not a bug .. but when I order alot of my troops to do movements while my general beeing chased by a chariot his horse halt and he do his imotion of raising his sword and then continue running but this result beeing cought alone with the deadly chariot and his boudygards away from him.
    thx for all
    Now playing and modding for Chivalry Total War Mod although I got Medieval II Total War...

  2. #2
    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

    If the manual states otherwise its a bug. I'll add it.

    I'll put the grouped unit speed on hold till I can find out more.


    Has anyone else experience the difficulty level bug? Any research?

  3. #3

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

    Quote Originally Posted by Myrddraal
    If the manual states otherwise its a bug. I'll add it.

    I'll put the grouped unit speed on hold till I can find out more.


    Has anyone else experience the difficulty level bug? Any research?

    In real life they would usualy put slow mooving Units at the front
    Then they would force faster mooving units to slow down When grouped in formation,

    I think that should be the case for the game as well,

    Honestly a slow mooving unit should not be able to moove faster becous you grouped it with a faster mooving unit,
    Id say its a bug or glitch.

  4. #4
    Member Member sunsmountain's Avatar
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    Default Re: CA asks for Bug List - to be fixed in the expansion

    1. Make the AI programmable, like an export_descr_AI.txt !!!
    2. See 1!!
    3. Perhaps add a section in descr_strat.txt?
    4. If you don't, total war fans will keep moaning for ever and ever.

    5. No bugs found or reproduced except those found by player1-bugfixer thread. NONE.

    Phalanx game mechanic problems
    The pikes should be raised so that the points are high enough above the ground to be effective.
    Well if they do they should tire more quickly than anything. Phalanx should not fight on a slope.

    Battle difficulty bonus is being added to both human and AI
    I agree it should only go to the AI, but make it a morale bonus like in medieval, NOT an attack or defense bonus.

    @ oaty
    Your list is way too long, could you please test your 'bugs' before you post them? This goes for the other long lists as well!
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  5. #5

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

    Quote Originally Posted by sunsmountain
    1. Make the AI programmable, like an export_descr_AI.txt !!!
    2. See 1!!
    3. Perhaps add a section in descr_strat.txt?
    4. If you don't, total war fans will keep moaning for ever and ever.
    Nice idea. But would they have to compromise even further on AI complexity to do so?

    someone: "Phalanx game mechanic problems
    The pikes should be raised so that the points are high enough above the ground to be effective."

    sunsmountain: "Well if they do they should tire more quickly than anything. Phalanx should not fight on a slope."

    Actually the closer to vertical a pike is held, the less tired a phalangite should get. So I don't agree they should tire more quickly just because their pikes are at an angle to the horizontal - quite the contrary.

  6. #6
    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

    The fact that Custom battles maps use the orignial campagin map to generate rather than the modded one.
    I thought they used the base map...

  7. #7
    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

    About the loadgame bug, isn't this enough

    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.


  8. #8

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

    I've been diligently reading this thread before posting. I usually post on the .com forum, but am seriously thinking about a permament "move" to the .org just because the atmosphere seems so much nicer here. Anyways, just wanted to say that what you're doing in this thread is really productive, and for whatever it's worth, you have my full support.

    Also, the issue I want to bring up was touched upon by sik1977 a couple of posts above. I am Mindblank, the original poster of one the .com link he provides. Again, here is the link:

    http://p223.ezboard.com/fshoguntotal...ID=24041.topic

    Game version is RTW 1.2 (i.e. vanilla, no downloaded mods, no personal mods or tweaks to any text files)

    It is actually a twofold issue:

    1) 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.

    2) 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.

    For more details I recommend checking out the link I provided.

    Also, I can provide a saved game to illustrate this problem.

  9. #9
    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

    Thx Torvald, and welcome to the .org Enjoy your stay.

    I'll look into that and add it to this list. sorry about the lack of speed with which the list is updated. You guys post so many a day, I'm running hard to catch up, but I can't be online very often these last few days. Keep it up though

  10. #10

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

    Here's a little something else in my current game that may or may not qualify as a bug, depending on your POV.

    On about the fifth turn of my current campaign, a Pontic army crossed over the straits and parked itself outside my newly acquired city of Byzantium. I suspected it was planning to attack, but since I had a diplomat handy I sent him to ask for trade rights, hopeful that this might dissuade the AI from attacking.

    Well, Pontus accepted the trade offer. And it's army stayed outside Byzantium where it had first moved. And stayed. And stayed. And stayed.

    I'm now 30 turns into the campaign and this Pontic army is still standing there. But what really bothers me is that two Pontic ships (in separate stacks), one of which I think was used to transport the army, are ALSO just staying there, apparently stuck, in the straits. This means I cannot move ships into or out of the Caspian. It's absurd.

    Oh and while I'm on the topic of ships, can anyone tell me why the heck a neutral ship would have a ZOC that restricts your movement? Surely only enemy ships (and armies) should have ZOC's that affect your units? I'm tired of neutral ships being in the way when I want to move my ships somewhere.

  11. #11
    Lawful Evil Member sik1977's Avatar
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    Default Re: CA asks for Bug List - to be fixed in the expansion

    I think this has been mentioned before.

    Just wish to confirm that '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. Thus making the pause feature very frustrating, specially when every second is crucial during an engagement.
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  12. #12

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

    @ Myrddraal,

    I previously stated:

    "When you direct a unit to "run" when the game is paused, and then unpause the game, the unit immediately reverts to walking."

    I was certain this was the case, but blow me down when I tried to replicate it last night it didn't happen!

    However, I still believe it was happening before, and I still think there's something screwy about this feature, but I will have to look into it more before I confirm the nature of this bug.

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