Results 1 to 30 of 273

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

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    Shaidar Haran Senior Member SAM Site Champion Myrddraal's Avatar
    Join Date
    Feb 2004
    Location
    UK
    Posts
    5,752

    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.


  2. #2

    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.

  3. #3
    Shaidar Haran Senior Member SAM Site Champion Myrddraal's Avatar
    Join Date
    Feb 2004
    Location
    UK
    Posts
    5,752

    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

  4. #4

    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.

  5. #5
    Grand Dude Member Dead Moroz's Avatar
    Join Date
    Oct 2003
    Location
    Moscow
    Posts
    997

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

    I'd like to remind about well-known bug of "flying deads". Sometimes dead bodies hangs in the air.



    You can find many similar pictures in "Picture of the day" section on TWC.

    I think CA should fix some glitches of hoplites and pikemen. This one:



    and another one: spear or pike passing through shield when units are in phalanx formation.

  6. #6
    Grand Dude Member Dead Moroz's Avatar
    Join Date
    Oct 2003
    Location
    Moscow
    Posts
    997

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

    Quote Originally Posted by screwtype
    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.
    Are you playing 1.1 or 1.2?

  7. #7
    Shaidar Haran Senior Member SAM Site Champion Myrddraal's Avatar
    Join Date
    Feb 2004
    Location
    UK
    Posts
    5,752

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

    Ah yes, I'd forgotten about that corpse. It happened to me in this situation.

    There were many many men in a very small area, hoplites included. Are these similar conditions to when others get flying corpses?

  8. #8

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

    Quote Originally Posted by Dead Moroz
    Are you playing 1.1 or 1.2?
    1.2. I am playing the RTR mod though, which in theory might be responsible, but I doubt it would be.

  9. #9
    Hǫrðar Member Viking's Avatar
    Join Date
    Apr 2005
    Location
    Hordaland, Norway
    Posts
    6,449

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

    About the loadgame bug(or?):

    I have never experienced that sieges have been broken after I have reloaded a game.

    But what I do experience, is that the AI very often break sieges the turn they should have attacked, and that is quite annoying.

    I read that this was a part of the loadgame bug, but is it?
    Last edited by Viking; 04-21-2005 at 14:10.
    Runes for good luck:

    [1 - exp(i*2π)]^-1

  10. #10
    Lawful Evil Member sik1977's Avatar
    Join Date
    Mar 2005
    Location
    Lahore (Pakistan)
    Posts
    125

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

    @ Viking

    The sieges are not lifted till you press end turn after a load. Its not like you load a game and the siege is not even there.

    You may read the other thread on the Ludus Magna on this issue for more information and detailed testing by patrons.

    @ Myrddraal

    I just checked the list. It may be that you have yet to add the following issue but haven't done so due to lack of time, but just in case mentioning here:

    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.
    AMD A64 3700+ (San Diego)
    MSI K8N NEO4 Platinum
    Asus EN7800GTX TOP 256MB
    Kingston 2x1 GB DDR400 Ram
    Cooler Master Extreme Power Duo 600W

  11. #11
    Lawful Evil Member sik1977's Avatar
    Join Date
    Mar 2005
    Location
    Lahore (Pakistan)
    Posts
    125

    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.
    AMD A64 3700+ (San Diego)
    MSI K8N NEO4 Platinum
    Asus EN7800GTX TOP 256MB
    Kingston 2x1 GB DDR400 Ram
    Cooler Master Extreme Power Duo 600W

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO