mfberg, I can confirm that seige bug for you. I've had it happen a few times, and it's darn annoying to chase down those amok elephants or chariots, often at significant casualties to my troops.
mfberg, I can confirm that seige bug for you. I've had it happen a few times, and it's darn annoying to chase down those amok elephants or chariots, often at significant casualties to my troops.
Let me go back and face the peril!
Routing units running towards the enemy (trying to stay together) instead of running away. This is probably a pathing issue or something like that, But I think its a bug. (They should scatter towards their unbroken friendlies and lines of retreat, not attempt to stay together as a unit.)
mfberg
It is not complete until the overwieght female vocalizes.
Pinky : Gee Brain, what do you want to do tonight?
Brain : The same thing we do every night Pinky. Try to take over the world!
Looks like we all forgot about totally wrong gloss files.![]()
Forced march to assault bug.
I can move my army much farther than the green zone if I click on a city to attack. I have not tested much, but in the first turn I can move my army from from Selucid to Susa and one from Antioch to Sidon.
mfberg
It is not complete until the overwieght female vocalizes.
Pinky : Gee Brain, what do you want to do tonight?
Brain : The same thing we do every night Pinky. Try to take over the world!
@ Mfberg
I could be wrong but I do believe it is a feature. This can ONLY happen to stacks with general in them. This never happens to stacks W/O a general. Also generals seem to only have that forced march ability only if no movement points have been used.
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
A couple of bugs I've seen that I haven't noticed listed are:
On the battle map, when the AI is sieging one of your towns, the order of the AI's attack seems to be to fire all siege weapons first (e.g. onagers) until they run out of ammo, before using siege equipment to take the walls etc. But the problem is that Scorpions, who cannot attack walls, are included in this, so if the AI has Scorpions, it will not launch an attack on your walls until you run out and destroy them.
The second problem is related to group movement I believe, when ordering grouped units to move, often a couple of units will continue moving past their destination for a bit before running back to where they were meant to stop. This is a problem if you are moving your Phalanxes close to your enemy...
Last edited by NihilisticCow; 05-23-2005 at 18:36.
Units that go into "fight to the death" mode on walls are stuck that way even if all enemies have been repulsed.
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