If that means the combat penalties/bonuses in different terrain types suffer from the same bug then this is a very big problem...
If that means the combat penalties/bonuses in different terrain types suffer from the same bug then this is a very big problem...
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That would be more difficult to test, but that is possible. Hiding in forest/tall gras does work in the appropiate places, so the code is at least able to tell on which groundtype an unit is, but it somehow goes wrong for movement.
Hi there Duke,
We just had a look at this to see if we could repeat it here at CA. But we failed to reproduce the effect.![]()
Could you pm me with more info? i.e. Map that you played on, units used to test, terrain types tested on, patch number etc.
It may be that we have already addressed the issue but we would like to be sure of it.
Thank you.
Intrepid Sidekick
P.S This isnt a request for everyone and their monkey to send me a PM or a vast list of bug reports.There is a seperate thread for that elsewhere on these forums. Thank you.
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Intrepid Sidekick
~CA UK Design Staff~
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'On two occasions, I have been asked, "Pray, Mr. Babbage, if you put into the machine wrong figures, will the right answer come out?"
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"They couldn't hit an Elephant at this dist..." Last words of General John Sedgewick, Union General, 1864.
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(I have sent a PM to Intrepid Sidekick.)
The "bug" did not appear in the unmodified version of R:TW 1.2. So it appears the problem lies somewhere in modding other files. I will look into this and post any results here.
CA is off the hookmy apalogies for any worries I may have caused
Edit: unless it turns out that this is afterall still caused by a bug in the code it would be better if this thread was moved the modding forums as it no longer applies to original R:TW.
Last edited by Duke John; 08-03-2005 at 13:03.
I would've given it a try myself but my comp is in repairs (should have it back today). I hope it doesnt happen in my mod cos I find terrain modifiers rather important for good strategical gameplay.The "bug" did not appear in the unmodified version of R:TW 1.2. So it appears the problem lies somewhere in modding other files. I will look into this and post any results here.
Was this test ran on grassy flatland ? I ask this because that map is a bit weird. For example there is a patch of terrain near the bottom of the map were units can hide even tho there is no forest visible (and the units did not have the "hide_anywere" or "hide_in_long_grass" attributes).
Member of The Lordz Games Studio:
A new game development studio focusing on historical RTS games of the sword & musket era
http://www.thelordzgamesstudio.com
Member of The Lordz Modding Collective:
Creators of Napoleonic Total War I & II
http://www.thelordz.co.uk
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