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

  1. #151
    warning- plot loss in progress Senior Member barocca's Avatar
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    Default Re: CA asks for Bug List - to be fixed in the expansion

    Interface Issue
    i actually forgot to check this before i started re-building my pc
    (at the moment i have virtually nothing installed here)

    when you are checking cities/units etc using the "tabs" and the previous next buttons
    IF, for some reason you click out of that menu to attend to something on the campaign map you must return to the city/unit/leader you were last at to re-enter the menu's OR the whole shebang goes right back to the beginning of the list

    in short the program does not remember the last city/unit/leader you "checked"

    as stated i forgot to check this in 1.2 before i rebuilt (and reformated) my PC

    has this been changed, or is it the same as 1.0, 1.1 ??
    Last edited by barocca; 04-24-2005 at 23:13.
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  2. #152
    Magister Vitae Senior Member Kraxis's Avatar
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    Default Re: CA asks for Bug List - to be fixed in the expansion

    Quote Originally Posted by player1
    Bad AI behaviour.

    AI cavalry units, after the charge, never switch to their backup secondary weapon if it is better then primary one, like cataphract maces.
    Indeed. I can't understand why I didn't think of it.
    Anyway it is not only the cavalry, but they are just the only case where it might have an impact.
    You may not care about war, but war cares about you!


  3. #153

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

    When you kill of a faction, the remaining faction leaders become rebels.

    However, I recently killed of SPQR, and two leaders who were in a fort died instead of becoming rebels. Well, they went to rebel colors, and then keeled over in animation (like the diplomats do on boats.)

    Bug, feature? I don't know but it's different from when leaders are in the field.

  4. #154

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

    I looked through the thread and didn’t see this one mentioned. Apologies if I missed it.

    This issue concerns AI reinforcements moving to help defend a city assault. Sometimes the AI units will move in toward the city and just sit within range of the walls and be shot to pieces. This happens on AI siege assaults as well.

    I had this happen last night. I had 2 archer units that had hustled around and gained control of all of the gates and towers. I then moved them to the wall near where the AI reinforcements were sitting. While the captured towers and my two archer units were slaughtering the AI reinforcements, they just sat there.

    I noticed something interesting while watching the AI units. If you move your cursor over a unit, you can see what it’s doing. Reloading, firing, moving, etc. When I did this to one of the AI reinforcment units, I could see that it was constantly receiving a move command followed by a stop command. Endless loop. The commands repeated too quickly for the unit to react to the move command.

    The other issue is that if the AI reinforcements have to move around outside the city walls, they will get as close to them as possible and get shot to pieces as they move around to the other side of the city. Pathfinding issue?

    tc

  5. #155
    Member Member slackker's Avatar
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    Default Re: CA asks for Bug List - to be fixed in the expansion

    to reinstate my earlier post abt the "walls sticking" pathfinding issue, happens to walls in cities as well as buildings..this screenshot is at the wall. i wonder wats so nice abt the walls...and when i found them in this position when i had ordered them to move a few metres away..i had to re-issue my order b4 they broke up their little love with the walls.

    Keep up the Support CA
    and please don't rush your next installment ;)

  6. #156

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

    Situation: Had an army with 2 generals in it. Had another army that I was going to bring up to support them. I originally was going to have one of the generals meet the army and lead it in, so I clicked to do that, then realized that was silly, as the army was going to get there in one turn. So I hit the "bkspc" key to halt the general's movement, and moved the army up.

    The general that I was going to move had left the army. I couldn't select him. The army he came from no longer contained any generals. I hit 'end turn', hoping it would solve itself. The next turn I could now select the general that left the army, but the general that was supposed to be with the original army was still gone.

    edit:

    And for situations like this - it would be nice to have more than one Autosave, so that if your current one gets bugged, you can reload an earlier turn.

    Bh
    Last edited by Bhruic; 04-26-2005 at 05:16.

  7. #157
    A Barbarian Mercenary Member unseen11's Avatar
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    Default Re: CA asks for Bug List - to be fixed in the expansion

    Quote Originally Posted by player1
    No real need to complain, since extra +15 to happiness is better then lost 10 points from law (both add too public order anyway). You also get extra growth.
    all other pantheons for other temples give a upgrade to the bonus from a awesome temple so it should be the same for the leadership pantheon. it is obviously a typo in the buildings txt because no other pantheon takes away the bonus from a awesome temple and law is better then happiness because it cuts out corruption.

  8. #158
    Actual Person Member Paul Peru's Avatar
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    Default Re: CA asks for Bug List - to be fixed in the expansion

    Minor bug:

    I've noticed something in the diplomatic information boxes that seems a bit silly to me. It has to do with how all the Romans try to maintain the same diplomatic stance towards each of the other factions.

    If all Roman factions are at war with faction X, and one of them gets a ceasefire, the other Romans will follow suit on the next turn. The Roman faction that originally got the ceasefire, will go back to war with X - presumably because the other Romans were at war with X at the end of the previous turn. They sometimes flip-flop like this for a few turns.

    They never do this to my faction, it only affects "third parties".

    This could probably be fixed if they implemented a quarantine thingy...
    "Roman factions cannot follow the lead of other Roman factions in changing diplomatic stance towards a faction to which they changed their stance on the previous turn/2turns."
    That would probably fix it.
    Last edited by Paul Peru; 04-27-2005 at 11:26.
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  9. #159
    Grand Dude Member Dead Moroz's Avatar
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    Default Re: CA asks for Bug List - to be fixed in the expansion

    @ Myrddraal
    Please, add another UI bug: when you have more then 2 lines of buildings in construction list down/up arrow don't work proper.

    One more bug. If camera restriction turned on and you select some unit, you cannot move to other your units even if they quite close.
    Last edited by Dead Moroz; 04-26-2005 at 07:57.

  10. #160

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

    you want a bug? :

  11. #161
    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

    Whaa, this looks like a job for Doctor Who....

    Thats very impressive, but is it a bug? If its unique to your computer, then its a problem with your installation, not the game. Has anyone else seen the like?

  12. #162
    Anything that isn't 'member' Member Squid's Avatar
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    Default Re: CA asks for Bug List - to be fixed in the expansion

    Quote Originally Posted by Simon Appleton[b
    Missile attacks are a little too strong[/b]: especially elites, who seem to mow down unarmoured enemies like machine guns.
    An elite archery unit (even javelin/pilum units) should be able to mow down unarmored enemy unit, just look at the English longbow weilding army of the hundred year war, they could kill 10,000 men in short periods of time and they were fully armored knights. So I don't think its unreasonable especially for unarmored units.

    Quote Originally Posted by Myrddraal
    [*]Charge Effect – The charge bonus stat works, but doesn't seem to have a significant impact--negligible for "normal" stat levels. Instead charge kills seem to be more controlled by armour level of the charging unit and by base attack. Mass has some impact but again less than the armour level. And the very act of charging itself seems to have a rather large sort of fixed effect. It is not that charges are weak (most of us agree they are VERY powerful, especially with the very high overall kill rates). It is instead that the charge bonus has almost nothing to do with the power of a charge, while other things that shouldn't matter as much have a large impact.
    I would argue that this is actually how they intended it to be, look at it this way what's going to hurt you more when it hits you, a horse with a man in leather armor or an armored horse with a man in full metal armor, yes they will both hurt like @%$#. CA probably also decided to just have one horse type, and not different kinds for heavy and light cavalry, making the mass between heavy and light cavalry determined by armor and weapons.

    Squid

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  13. #163
    Magister Vitae Senior Member Kraxis's Avatar
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    Default Re: CA asks for Bug List - to be fixed in the expansion

    Quote Originally Posted by Squid
    An elite archery unit (even javelin/pilum units) should be able to mow down unarmored enemy unit, just look at the English longbow weilding army of the hundred year war, they could kill 10,000 men in short periods of time and they were fully armored knights. So I don't think its unreasonable especially for unarmored units.
    Not at all... it has been proven that the archers killed the horses but hardly affected the riders or infantry. They did, though, force the French to keep their heads down to not risk a facehit, so they were at a decisive disadvantage in the melee (which was where the majority of the French lost their lives).
    If archery had been this effective we would never have seen Alexander win against the archer-heavy armies of the east.
    Besides, even if this was true it was still affecting the gameplaybalance in an unwanted fashion.



    Quote Originally Posted by Squid
    I would argue that this is actually how they intended it to be, look at it this way what's going to hurt you more when it hits you, a horse with a man in leather armor or an armored horse with a man in full metal armor, yes they will both hurt like @%$#. CA probably also decided to just have one horse type, and not different kinds for heavy and light cavalry, making the mass between heavy and light cavalry determined by armor and weapons.

    Squid
    Your argument would have had some merit if it wasn't for the fact that mass has already been calculated into the equation. Each mount (four different horses, eles and camels) have a different mass value (a few might be the same but the mass is equated from each different mount). So armour has nothign to do with it as it has already been taken care of, by mass.
    Especially when you consider famous hard chargers like Companions are pushovers compared to Cataphracts, even Cataphract Archers can deal harder charges. No the equation has been messed up by armour.
    You may not care about war, but war cares about you!


  14. #164

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

    The "Withdraw" button should immediately move a unit towards the nearest border (barring an enemy in the way, of course). Instead, it will often walk half-way across the map before withdrawing. Also, if a unit is skirmishing away from an enemy (while withdrawing), even if it gets to a map border, it won't continue across it. It will simply stop, and get destroyed.

    Bh

  15. #165
    Lawful Evil Member sik1977's Avatar
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    Default Re: CA asks for Bug List - to be fixed in the expansion

    This is a readme from player1's unofficial bug-fixer. I have not seen the entire list included so I am just posting it here.

    BUG-FIXER, an unofficial patch for Rome: Total War
    Compiled by player1
    Version 1.1

    Requires:
    Official v1.2 patch for Rome: Total War


    Introduction:

    This is compilation of fixes to various bugs that can be found in Rome: Total War. Most of the fixes were not my idea, but ideas of many members form gaming community. I just compiled them in one unofficial patch. Since unofficial, it is in no way associated with Creative Assembly or Activision.

    Download from this link.


    Fixes:

    -Fixed the issue with Praetorian Cohorts being available before Marius reforms
    -Fixed the issue with Seleucids Armored Elephants being available in provinces without elephant resource
    -Fixed the bug when Thracians could not recruit Phalanx Pikemen with their higher level barracks
    -Fixed the bug when Gauls could recruit Naked Fanatics in farming shrines (and Gauls don't have farming shrines)
    -Added ability for Spain to recruit Long Shield Cavalry and build Onagers in the campaign, since they could already use them in custom battles
    -Law bonus for Leadership Pantheon increased from 10% to 25%, in order to fix the problem with Athena and Jupiter Awesome Temples getting their law bonus lowered after upgrade to Pantheon.
    -Fixed the typo which prevented mercenary Horse Archers to appear in Armenia area
    -Fixed the issue with Pontus and Scythian generals, when they would not upgrade with Marius reforms
    -Fixed the issue with all horse/camel/chariot archers, when they are unable to fire while skirmishing
    -Fixed inconsistencies with effects on mounts for Armenian Heavy Spearmen and Illyrian and Sarmatian mercenaries
    -Fixed the wrong color of Spanish generals (should be brown, instead of blue)
    -Removed "annoying" blue officer from rebel Archer Warband
    -Fixed the problem with sprites not being generated for following units: Libyan Spearmen, Poeni Infantry, Spartans, Egyptian Slingers, Egyptian Siege Crew, Gallic Swordsmen and German Skirmisher Warband
    -Fixed the issue with Numidian governors not gaining priests as their retinue memebrs
    -Fixed all related issues with Scarred and Coward traits
    -Patched the hole in trigger for IndecisiveAttacker trait
    -Partially fixed the bug when generals fought in manual battles would get checked twice for trait awards (leading to more powerful human controlled generals)
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  16. #166
    Lawful Evil Member sik1977's Avatar
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    Default Re: CA asks for Bug List - to be fixed in the expansion

    What about the fixes in the Cherry Vanilla Pack? Are any of them relevent for inclusion here.
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  17. #167

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

    With the advisor completely turned off, I still get the advisor popping up when conducting a siege battle with elephants, or when a spy has opened the gates.

    Bh

  18. #168
    Merkismathr of Birka Member PseRamesses's Avatar
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    Default Re: CA asks for Bug List - to be fixed in the expansion

    More formations options especially in city-battles. I don´t want to pause ever so often just to micro-manage and move all my units 100 yards or so.

    Have you ever noticed that when fighting in a city there seems to be "entry-point or -corridors to plazas at the gate etc? This is especially annoying when trying to outmanouvre and flanking a unit in a tight place. And why the h_ll does a unit that charges through the gate suddely stop when in the gate and then move on to it´s given target???? What do they do there, pay an entry-fee?

  19. #169
    Actual Person Member Paul Peru's Avatar
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    Default skirmishing bug

    all in all skirmishing works OK, as long as I handle the red line and cities manually,
    but I'm plagued with units trying to evade through enemy units.
    In general, this gets quite ugly...
    I guess it's part of a bigger pathfinding problem complex.
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  20. #170
    Actual Person Member Paul Peru's Avatar
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    Default Re: CA asks for Bug List - to be fixed in the expansion

    Quote Originally Posted by marechalOYO
    you want a bug?
    What graphic card have you got?
    Have you got the latest drivers?
    Sono Pazzi Questi Romani
    Paul Peru: Holier than thy bucket!

  21. #171

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

    My bug in not unique to my computer. Other marechal in my clan have same problem but not always.
    alt+ tab and the bug disepear.
    I have seen other graphic bug, i search screen in my computer.

  22. #172

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

    Quote Originally Posted by Bhruic
    The "Withdraw" button should immediately move a unit towards the nearest border (barring an enemy in the way, of course). Instead, it will often walk half-way across the map before withdrawing. Also, if a unit is skirmishing away from an enemy (while withdrawing), even if it gets to a map border, it won't continue across it. It will simply stop, and get destroyed.

    Bh
    I've seen this on more that one occasion. I lost a couple of very experienced archer units with this bug. I wonder if turning off skirmish mode would have any effect on this.

    tc

  23. #173
    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 marechalOYO
    My bug in not unique to my computer. Other marechal in my clan have same problem but not always.
    alt+ tab and the bug disepear.
    I have seen other graphic bug, i search screen in my computer.
    Bugs occuring from mods are unsupported. That looks way too clean to be a bug. I've seen mods done to the night sky. And since this bug is common to your clan buddies and I've never seen anyone else make a report of this it is most likely caused by a mod somone in your clan has done.......... or just a complete hoax where you modded in a rainbow sky.
    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

  24. #174

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

    Another bug !!!

    If an admiral gains a comand star while he is blockading a port, this breaks off the blockade.

    Very anoying if you blocckade a port and forget about it, then find it has stopped blockading !

  25. #175

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

    Quote Originally Posted by cunobelin
    Another bug !!!

    If an admiral gains a comand star while he is blockading a port, this breaks off the blockade.

    Very anoying if you blocckade a port and forget about it, then find it has stopped blockading !
    Not to mess the thread up, but how did he gain a command star without participating in battle? It's more likely that he got attacked (which gained him a star) and that caused the blockade to stop.

    Bh

  26. #176

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

    A while back I posted on this thread regarding AI choosing to attack on the campaign map the player's army as they are straddling a bridge/river ford but failing to follow through on the battle map. It appears that if the AI has missile infantry in the stack they refuse to cross until they expend their ammo. It was added to the list but now it's gone. Just wanted to know the reason.

    One way around this by the way is a configurable timer. The default battle length is too short for epic city battles and with the timer off AI behaviour like above becomes a real issue.

  27. #177

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

    Quote Originally Posted by Pritzl
    If an enemy with ranged units attacks you on a bridge, they will not cross until they expend all their missile ammo. Since prudence demands you withdraw your troops to a safe distance this means that the battle comes to an impasse. When the time-limit is turned off, the result is a stalled game as exiting causes you to lose the battle. Ideally, the AI should not attack unless they intend to follow through.

    After loading a saved game, the AI seem very susceptible to diplomatic overtures such as the offering of protectorate status, ceasefires, alliances, etc.

    Oh, and Kudos to CA for the initiative...
    Here is the original post...

  28. #178
    EB Token Radical Member QwertyMIDX's Avatar
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    Default Re: CA asks for Bug List - to be fixed in the expansion

    What about Cavalry never switching between secondary weapons in melee (i.e. if they have a sword and a spear).
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  29. #179
    Grand Dude Member Dead Moroz's Avatar
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    Default Re: CA asks for Bug List - to be fixed in the expansion

    In city battles any units of some factions (I noticed it for Britons and Numidians) just cannot pursue routing enemies. You can order to pursue but when they reach the routing unit they just stand up saying that order is done.

    Another UI bugs:
    - Numidia (so I guess the other possible Carthaginian culture factions too) have Roman event pictures.
    - Parthian horse archers have wrong unit's info picture and icon.

  30. #180

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

    I have came across a very annoying bug (though only rare) online. Occasionally, as host, when people disconnect or are disconnected, the Kick Player/Quit Game dialog pops up as expected, but pressing Kick Player does not always work, and the dialog remains visible. Strangely enough, when you give up waiting and press Quit Game, the dialog disappears, and a message saying the player has been kicked is shown (as it would be if kick player had worked properly), and you are quite often able to play for a few seconds before the game quits. This kind of feels like a deadlock situation. I also know many other people who have also experienced this happening, so I don't think this is specific to me.

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