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Thread: The Org bug list - ONLY post bugs here

  1. #31

    Default Re: The Org bug list - ONLY post bugs here

    Haven't had much time to play with it, but in besieging Nottingham ran into three bugs already:

    1. Routing peasants on the wall above the gateway were stuck there, and no matter what I did I couldn't get any units into the gateway to attack them. So the gateway stayed Saxon, permanently (good thing they don't have the boiling oil that RTW did). Couldn't even shoot them from the ground with archers. Or was this because I had destroyed the towers? Does that trap units in the gateway? Maybe this isn't a bug...

    2. My cavalry, inside the walls, was sent to take the unguarded center square. Instead, they marched out of the castle and parked themselves outside the walls.

    3. Double click to Run is still broken, like it was in Alexander. I have to make the unit walk, then hit R to turn it into a run.

  2. #32
    Amphibious Trebuchet Salesman Member Whacker's Avatar
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    Default Re: The Org bug list - ONLY post bugs here

    My submission to the bug list. Sorry for any duplicate issues!

    - My assassins are beyond useless.

    Spoiler Alert, click show to read: 
    The percentages given are NOT accurate, my basis for this is empirical testing (Mr. Puzz3d would be proud). I ran (by saving and reloaded), for multiple assassins, several attempts of varying difficulty (11%, 16%, 23%, and 35% iirc) 25 times each to see if they succeeded. Not *once* did they accomplish their goals, and the ratio of agents dying in the attempt vs just failing was roughly 50%. Before anyone berates me or disagrees, this is hard math and statistics. If a probability is given at say (just for giggles) 16%, that means 16 times out of 100 my attempt should succeed, or reduced this would be 4/25 attempts. 0/25 is *not* 16%, that is 0 percent. Before anyone says "you should have done it more", that argument is invalid, based on the probabilities given, I should have succeeded at least once given my attempts, and the probability of me trying 100 times and it succeeded the last 25 in a row is about as close to nil as one can get. One successful attempt out of 25 would be 4%, not 16%, and so on. As such, I list this is a bug and believe there are several possibilities:

    1. The percentage is accurate but the code is broken.
    2. The percentage is NOT an accurate portrayal of their chances, this also qualifies as "broken" as the correct indicator should be displayed.
    3. The percentage is accurate, at the beginning of each turn the agent "pre-rolls" against all possible characters and it's already decided how it will happen when you make the attempt, as opposed to "making the roll" when you try to execute the action. I *highly* doubt this is how it's coded as it would seem to be an utter waste of RAM, but if it is, it should be fixed to function as "calculated upon attempt" imo.

    Whatever the case may be, it is HIGHLY annoying.

    *** Addendum: I just tried this for a priest on a heretic with a 33% chance. Tried it 33 times, there were 2 successes. Given the probability listed in the game I should only have had to do it ~3 times max for it to succeed. For those who didn't do the math, 2/33 is 6%.

    ****** Addendum 2: FINALLY after countless reloading, got a few of them above 1st/2nd grade, up to 5-6 each after a few turns. Even still, they aren't as effective as what I feel they should be, and the rule I stated above about inaccurate percentages and failed attempts still holds true. bleh.


    I hid my text here in spoilers because people have been focusing more on the methods I used for testing than the actual issue itself. To me, the bottom line is that the percentage displayed for an action to be successful does NOT seem to be accurate, given testing.

    - The campaign AI is extremely passive. I am playing on easy to start out with, but there haven't been any hostile attempts toward me except for that crusade I was nailed with earlier. In RTW, the campaign map AI was rather aggressive, even on easy.

    - The Siege AI is still pretty bad from RTW. I haven't experienced the 1 ladder slowdown bug, but I *have* experienced incredibly bad pathing on par with, if not worse than, RTW for siege equipment. My units tend to go all over the place when trying to get siege equipment to walls or doors. I've fought several battles where the team pushing my ram took a zig-zag shaped pattern to the gate when it was, quite literally, a straight shot with no obstacles. I've had siege-tower-bearing-units that I swear couldn't find their rear ends with a compass, flashlight, both hands, and a road map. I've had units carrying rams TURN AROUND AND START MOVING AWAY FROM THE GATE instead of towards it when I click on it, and yes they were very far away from the walls! On a positive note, I want to say that unit pathing inside the city has improved over RTW. I haven't had any instances of the "three guys stuck between houses half a mile away from the main group" syndrome yet, but I have had other issues somewhat related, read on for them.

    - I've had several instances where when I was sieging a city/castle, there was an enemy army nearby that would reinforce the city during the battle. On both attempts I tried this, I set up my forces to snag them immediately when they entered the map and slaughtering them before they could get into the city to reinforce. The bug is, when I finally caused the enemy units to route, my units REFUSED TO FOLLOW AND FINISH THEM OFF!!! Even when placing my units in their line of travel, they wouldn't attack them! Clicking to attack would do nothing, my units would simply sit there! Even ranged units wouldn't attack them! I had upwards of 200 routing people slip through my forces when they should have been annihilated!! ARGGG!!!

    - Likewise, I've played numerous battles and custom battles with 1 unit of my cav against a single enemy unit of infantry. Invariably when I win and start to chase them off, the route-killing AI is abysmal. They spread out and all seem to be going away from the routers as opposed to towards them. It's a bit hard to explain, I'd attach some screenshots but I don't know how at this point.

    - I can't target about 90% of the structures inside (or outside) cities when doing custom battles with my artillery, but errant hits can destroy them??? This *has* to be a bug.

    - I will submit that I cannot get my cav to charge correctly, no matter how much time I give them to set up or line up. I simply cannot get my units to charge in a cohesive fashion, and more often than naught they end up plowing into the enemy piecemeal and are chewed up. Also, I have had several instances where a few of the people in the unit will stray very far off from the main group while in combat, for seemingly no good reason.

    - The above has also happened to my and the cpu's infantry on the walls and on siege towers during siege combat. There was one guy running around on the walls several towers away from the main body of the unit (RUN AWAY!!!), and I had a few instances of a unit being broken up and completely losing cohesion when issuing multiple commands while climbing or on the siege towers.

    - Town square flags do not change to reflect the current owner if seized. For example, english besieging french city. English take the square but the battle is not decided/over yet. Flags surrounding square still show french flags.

    Cheers!

    "Justice is the firm and continuous desire to render to everyone
    that which is his due."
    - Justinian I

  3. #33
    Bland Assassin Member Zatoichi's Avatar
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    Default Re: The Org bug list - ONLY post bugs here

    Well, this is a bug/exploit left over from RTW, but now manifesting in a new and shiny way:

    I had my crusade army board a ship from England to reach Antioch, and on their second turn of movement I discovered I actually had unlimited movement - I moved the ships from the west coast of Spain all the way to the coast of Antioch in one go. All I did was select all ships in the fleet after there initial movement points had run out, and I kept getting a renewed movement range, even though the admiral kept saying 'no more move' etc, each time the fleets reached the end of their 'new' move allowance.

    I'm not sure if the following is a bug or just a cheesy exploit, but when playing as the English you can deploy longbow stakes inside fortresses during the deployment phase and thereby massacre any cavalry that comes through the gate. I think the deploy stake ability should be removed in siege maps. I know I could always not use this ability, but removing it removes temptation!

  4. #34

    Default Re: The Org bug list - ONLY post bugs here

    1. MTW2 is running excellent on my computer on low details (AMD 2500+, Radeon 9550, 512 MB RAM), and I would say it never drops below 30FPS. But sometimes in sieges game suddenly becomes unplayable and FPS drops to 1-2 FPS. Then when I exit battle game doesn't load any textures on strategy map (only gray), and restarting game won't help. I must restart computer, and then everything goes back to normal.

    2. Overwriting savegame wont work. Game says "Saved succesufuly" but it doesent save anything. I always have to save with a new name.

    3. At my friends computer (AMD64 3500+, Radeon X800 Platinum, 1GB RAM), when game should display loading screen (before or after battle), everything goes black. You can hear the music, but you can't see anything. Then we switch to windows (alt+ctrl+del), and then just go back in the game and everything is working. And this is happening after EVERY loading screen.

  5. #35
    Member Member mmk's Avatar
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    Default Re: The Org bug list - ONLY post bugs here

    The assassin issue has been mentioned before. And I do have to agree, 99% of the assassinations I have attempted were total failures - even against the lowliest peasent rebels. Bug or purpose?

  6. #36

    Default Re: The Org bug list - ONLY post bugs here

    Quote Originally Posted by mmk
    The assassin issue has been mentioned before. And I do have to agree, 99% of the assassinations I have attempted were total failures - even against the lowliest peasent rebels. Bug or purpose?
    Really? Wow I've been knocking off Merchants, princesses, diplomats, and heretics with assasins all day long.

    Now I will tell you that generals arn't going to be easy to kill and I can't say as I've gotten one yet but I've gotten quite a few enemy agents.

  7. #37
    Member Member Kanamori's Avatar
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    Default Re: The Org bug list - ONLY post bugs here

    When I was at the screen to choose a faction to start a campaign, I clicked on the map, hoping for some interactivity, but the color changed to a light tan.

    After using assassins a bunch, as a purely 'intuitive' observation, it seems that the best chance is actually around a displayed 30% w/ a new assassin. Also, when I get into 40-50%, they've failed me a few out of many tries. Anyway, the displayed % seems funky, and I wish that it would just display the real %.

  8. #38

    Default Re: The Org bug list - ONLY post bugs here

    AI problems with Longbowmens stakes:

    This has occurred 3 times now so Im happy to report it as a bug rather than a one-off quirk:

    When longbowmens stakes are deployed the AI has problems negotiating them and seem to plump for one of two methodologies both of which need to be remedied:

    1) AI lines up its troops in front of the spikes and stands there doing nothing
    2) AI lines up its forces at 90 degrees to the spikes and does nothing (When doing this it lines up its troops in 2 rows, one facing one way, the other facing the other way, both at 90 degrees to the stakes, with a column of clear space between them roughly equal to the width of the longbowmens stakes)

    Obviously number 2 is the more worrying as it means the AI has some alignment issues (pathing?) with the stakes as well as overall passivity which may be the known passive AI issue.

    - - -

    Siege bug:

    AI attacking a castle with 1 set of ladders and 5 battering rams. 6 units of foot and 8 units of horse.

    AI sends ladder men against the wall.
    AI drops 4 battering rams and lines entire force up in column formation in front of and behind the 5th ram, AI then walks to the wall with cavalry troops leading the way. Ram is destroyed. AI returns entire column to where it left the rams, picks up another battering ram, lines up in column, walks to the wall (repeat until no more battering rams are left or no more troops).
    Meanwhile, although the unit with the ladders has been destroyed the AI resolutely refuses to use the ladders left parked against the wall.

    (Faction with the problem was Byzantine on 2 occasions - both attacking Antioch as "large City", not witnessed the bug anywhere else, or by other factions)

    - - -

    Longbowmen stake planting bug:

    When planting stakes of longbowmen if you plant them in group mode at the start of the battle, then when you click "start" a random number of the stakes (for an entire unit) vanish.

    If you plant the stakes one unit at a time they appear to always appear. (incidence has occurred twice on different maps with different unit types {basic longbowmen and Yeoman Archers} Nothing similar between the incidents that I noted)

    - - - -

    Fire at Will does not cancel.

    GROUP Longbowmen firing at targets set to "Fire at Will" -> Cancel "Fire at Will" and then press "Stop" -> Unit stops firing.
    Manually select target for GROUP to fire at -> Unit starts firing but ignores command to Fire at the designated target but returns to firing at its previous target.

    Swap to giving units orders individually does not remedy the situation UNTIL you disband the group to issue orders individually to the units.
    If you issue orders to the individual units whilst still in the GROUP then they will start firing at the selected target and then switch back to their "Preferred" target.

    EVEN when issuing orders to individual non-grouped units the unit will STILL sometimes swap to its preferred target ignoring your commands. (I had assumed that the AI was choosing "greatest perceived threat" no matter what the player did, but longbowmen seem to have a penchant for *all ranged units* followed peasants - whilst ignoring swordsmen and heavy infantry almost entirely?)

    (and, believe me, you have no idea how annoying that all is when playing as the English!)
    morsus mihi

  9. #39

    Default Re: The Org bug list - ONLY post bugs here

    Quote Originally Posted by Scottn72
    I've also noticed a couple of things about seiges -

    1. I get the message that the spy in the settlement has opened the gates
    but when the battle begins the gates are locked and I still have to use my battering ram,
    NOT a bug:

    There is no visual queue to show that the gates are open i.e. the gates are not SHOWN as being open, HOWEVER, if you walk/run your troops to the gate and click beyond it then they will open up for you.

    Perhaps the message should be "The gates have been UNLOCKED by your spy" as that is more accurate, but they are most definitely not lcoked to you and will open if you simply walk/run through them.

    Verifiable.
    morsus mihi

  10. #40
    Member Member GrandInquisitor's Avatar
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    Default Re: The Org bug list - ONLY post bugs here

    Just reinforcing two things in particular:
    --Siege lag is appalling. I can no longer play my Venetian campaign because the Milanese attack with a huge army and the battle drops to 1-2 fps. No amount of graphics tampering has changed the situation.

    --Routing units using ladders sometimes get stuck on the wall (a la RTW siege tower units that just sat in the tower, stuck and unkillable).


    Other:
    --Router chasing cavalry tends to run beside the routers, rather than over them.

    --I could be wrong, but I've watched cavalry as I've tried to charge home and I think I noticed something. It seemed that cavalry will use lances if the enemy is a) charging it, b) holding position. If the enemy was moving in a different direction or skirmishing, then the cavalry would switch to swords.

  11. #41
    Senior Member Senior Member Fisherking's Avatar
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    Default Re: The Org bug list - ONLY post bugs here

    Bugs I have not seen mentioned so far:

    1) Crusade called but would not allow me to join. Scotland not excommunicated.


    2) Twice captured objectives as directed by the nobles council, then told that the mission was invalid because another faction took it.

    I have had several of the other issues also, I just haven't seen these.

    Also I think it is a bug that once you are at war with a particular faction there is no way to end it short of total elimination. (other than allies who ally with your enemy) You can't give gifts or do anything with the other faction. Some actions need to always be viewed as neutral…especially if it is in their interest.

    belay the last...I just went back and found everyone wanting peace, very weird!!!
    Last edited by Fisherking; 11-17-2006 at 12:45.


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  12. #42
    Texan Member BigTex's Avatar
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    Default Re: The Org bug list - ONLY post bugs here

    Slightly major bug here. I attacked a jihad right across the the ocean from constantinople. Now I had to cross a land bridge to do this, might have something to do with it. The battle was a major victory, completely eliminating everything but the general. after the battle I ransomed the few thousand soldiers back to the Turks. After doing this they ransomed soldiers returned to the general I had defeated. The only problem is that the general was located in the middle of the ocean. Couple of turns have gone by and he is still in the ocean. I can't attack him, but apparently when i click on him the yellow area "shows were he can move" but he hasnt moved. He is creating a zone of control for my men on the land trying to cross the land bridge also. Diplomats also arent able to talk to him so no bribing. Very very wierd, it's been 3 years so far, I don't think I could tred water for that long.....

    I'll try to get some screenies.
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  13. #43
    Praeparet bellum Member Quillan's Avatar
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    Default Re: The Org bug list - ONLY post bugs here

    Two potential bugs here. First, princessess, or rather the lack thereof. Several people have reported similar issues. Playing Byzantium, when the girl children come of age, they don't turn into princessess. I'm currently waiting 1-2 more turns, as the daughter of the current emperor is about to reach 16 years old, and I'll see if she becomes a princess, but here's a screenshot of another part of the family tree.



    Second, in this game the jihad seems to be bugged. First thing regarding this: is it normal that once a crusade/jihad army is destroyed that faction can rejoin with another? A jihad was called against Constantinople. I've destroyed two Turkish jihad armies, one Egyptian and one Moorish. I've found another Egyptian jihad army. Are they allowed to keep creating them?

    The other thing is that second Egyptian jihad army hasn't moved in 20 turns!


    It's been sitting here, next to Jedda, for at least 20 turns now. No desertion that I can see, although I suppose it's possible the general is simply hiring more Ghazi's to round out the ones that leave. However, the 30-man archer unit and the other units with casualties as well as the catapults have been there the entire time. Shouldn't this army have deserted by now, or at least have been moving towards Constantinople?
    Age and treachery will defeat youth and skill every time.

  14. #44

    Default Re: The Org bug list - ONLY post bugs here

    Quote Originally Posted by the Black Prince
    units, when ordered to attack, will pause, then half will charge the unit, the rest won't move. when the chargers get to the enemy, they stop, losing all charge benefits, then get hacked to pieces coz the rest of the unit is elsewhere. infantry, cavalry, meh, always seems to happens. when you order units to attack, at best i seem to be able to get 1/4 of the unit properly engaged, the rest will just mill around.

    no unit cohesion. as above, but units just seem to split up randomly, and the men do their own thing. my mailed knights, chasing routers, ended up halfway across the map (and note, the unit they were chasing wasn't spread out...)

    men do their own thing. so, i'm besieged, i sally forth, my archers step up. i give the archers an order to close and fire. there's 85 men in the unit. the bulk form line, draw bows, as expected. 15 walk in the opposite direction. 2 charge the enemy they're supposed to be shooting with drawn daggers. WTF???

    as for cavalry. i've seen people complain that cav seem weak. my experience is this isn't the case. the problem is the cavalry don't charge correctly. they stop just before they get to the unit, then walk up in melee mode, with swords not lances, so they ain't getting charge bonus. the only time i've managed to get my cavalry to properly charge, they had to start from so far away, it was ridiculous
    I second all this.


    Also : in Custom Battle, my units actually have the "upgraded armor" graphics when they aren't upgraded, and the "basic armor" graphics when they are upgraded.
    Last edited by Akka; 11-17-2006 at 22:35.
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  15. #45
    Member Member Kanamori's Avatar
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    Default Re: The Org bug list - ONLY post bugs here

    Second, in this game the jihad seems to be bugged. First thing regarding this: is it normal that once a crusade/jihad army is destroyed that faction can rejoin with another? A jihad was called against Constantinople. I've destroyed two Turkish jihad armies, one Egyptian and one Moorish. I've found another Egyptian jihad army. Are they allowed to keep creating them?
    One can join w/ as many armies as one has and wishes to use. There just needs to be a family member leading it.

  16. #46
    Member Member Cras's Avatar
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    Default Re: The Org bug list - ONLY post bugs here

    I have a problem with the system locking up, I have 3.6 Mhz processor, an 256MB Nvidea 6800 ultra videocard, 2 gig of ram, DirectX 9.0C

    During a battle (the crash occurs 95% of the time during a battle) the game will lock up, usually when I am like 10-20 minutes in the game

    very very VERY annoying...
    carpe noctum (and their women!)

  17. #47

    Default Re: The Org bug list - ONLY post bugs here

    Sieges lag a lot for me. Non-siege battles are pretty smooth, even on normal settings. I put all settings on the lowest possible and still get tons of lag. It's starts even before I click start battle.

  18. #48

    Default Re: The Org bug list - ONLY post bugs here

    Quote Originally Posted by brugi82

    3. At my friends computer (AMD64 3500+, Radeon X800 Platinum, 1GB RAM), when game should display loading screen (before or after battle), everything goes black. You can hear the music, but you can't see anything. Then we switch to windows (alt+ctrl+del), and then just go back in the game and everything is working. And this is happening after EVERY loading screen.
    I'm having a similar problem running a similar configuration (AMD 64 3500+, Radeon X700 Pro, 1 GB RAM). After the 3rd blink, I cannot recover the game and have to restart the computer.

  19. #49

    Default Re: The Org bug list - ONLY post bugs here

    Sieges are normally fine for me, but for one where I was attacking a Spanish castle with 3 sets of walls with no siege equipment but a fair few cannons I had incredibly bad lag. There was a small garrision in the castle and another army coming to reinforce. I broke through the outer walls, chased routing infantry and got through into the middle compound (as an aside, I really don't think you should be able to do that, it just seems a bit of a cheat to follow routing units to get through gates) and moved most of my other forces in. At the stage the reinforcing army had just entered the city and the game started to lag unbearably, to the extent that I just ended up quitting it. The garrision army only had one unit left, that was shown as routing next to the final gate that didn't open.

  20. #50
    Cynic Senior Member sapi's Avatar
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    Default Re: The Org bug list - ONLY post bugs here

    ^^ I've never been able to chase routing infantry through gates (they simply didn't open, for my infantry or theirs) - are you sure that's what happened?
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  21. #51

    Default Re: The Org bug list - ONLY post bugs here

    Only played 1 battle so far, turks vs. byz.

    Confirmed infantry unit cohesion issue, but its not always uniform; sent 2 ottoman infantry to charge, guard mode off, 1 charged normally, other charge bugged.

    Janissary musketeers on fire at will, guard mode on, skirmish off, in front row of army. Fired on byz. at extreme range but stopped firing at javelin range still with 80% ammo with no friendlies in line of fire.

    Moving grouped units over rough terrain: some units reformed from a 4 deep line formation into a 6 wide column formation on contact with some impassable rocks. Upon clearing rocks, formation stuck in column rather than going back to original line formation. This is a serious issue.

  22. #52
    Research Fiend Technical Administrator Tetris Champion, Summer Games Champion, Snakeman Champion, Ms Pacman Champion therother's Avatar
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    Default Re: The Org bug list - ONLY post bugs here

    There seems to be a couple of issues with merchants. Firstly, they appear to be able to trade resources found in your capital, despite what the manual says. Secondly, if you temporarily switch your capital to somewhere else and then switch it back to its original location, the amount your merchants make appears to change. Some have linked this to a possible save/reload problem. See here for more info.
    Last edited by therother; 11-19-2006 at 02:59.
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  23. #53
    Senior Member Senior Member econ21's Avatar
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    Default Re: The Org bug list - ONLY post bugs here

    Some bugs noted by Orda Khan:

    Quote Originally Posted by Orda Khan
    Epistolery Richard reported opening this feature by adding

    [features]
    editor=true

    in the Med2.preferences.cfg file. This adds Battle Editor in the options screen and a map can be generated by selection. It works OK but no matter where I selected (even steppe areas) I failed to find a flat map or at least flat enough to be considered fun and fair in team battles. Every map generated featured considerable hills and a rock face or two. Nothing wrong with hills or impassable areas but in every map?
    Even Ukraine steppe, elevation 190 was hills. Having to 'iron out' every map to make it fair for a map pack is a bit of a pain.

    Another feature, Ctrl+F5 is supposed to show impassable and restricted areas but it would not work.
    (I do not know if this feature only works when armies and deployment are created. I would expect it would work anyway to prevent you from deploying on those areas)

    Booting up the PC the following day, restarting the game....no Battle Editor in the options list. Investigating the Med2.preferences.cfg file and the new lines are now missing, even though the changes were saved?

    ..........Orda
    More discussion here:

    https://forums.totalwar.org/vb/showthread.php?t=72473

  24. #54

    Default Re: The Org bug list - ONLY post bugs here

    - When two stacks of my stacks are going into battle, the check box for "let the AI control this generals troops" dosnt seem to stay unchecked if I go off and look at some stats or something. Nasty suprise once I get in the game to not be able to use half my guys, or worse, the AI tries to use them and gets them slaughtered, heh.

    - Sometimes AI princesses and diplomats make the "presentation" animation to my towns during the AI turn, but no scroll pops up. There arent any other AI agents around for them to be talking to, either.

  25. #55

    Default Re: The Org bug list - ONLY post bugs here

    Firstly, I think I an going to repeat some stuff, so sorry.

    - Crusades (not sure about Jihads) DO get stuck. My English crusade got stuck in Germany after becoming bogged down in tiny one-unit armies and cities, even though they were my allies. Not very nice as the whole crusade got fed up and left within 2 turns.

    - Seiges are certainly bugged:

    • Units get stuck on invisible objects

    • Tremendous lag

    • Poor unit co-ordination

    • Stupid enemy AI standing their under fire (not just seiges, but mostly seiges)


    - Balance is certainly not right. It might not be a bug, but it is the kind of thing that is fixed in a patch:
    • Byzantine Spearmen have appaling stats. They are the same as miltia in combat. And I am fed up of having insanely powerful Italian Militia rip them up.

    • Gothic knights are FAR too weak.

    • Crosbowmen are better than longbows, and they shouldn't be.


    - Stakes are bugged. The enemy simply lines up in front of the stakes getting shot.

    - Whatever anyone else says, I have found no AI improvement. Quite the opposite, they are really a bit stupid.
    Last edited by Byzantine Emperor; 11-19-2006 at 11:02.
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  26. #56
    in corde veritas Member Denali's Avatar
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    Default Re: The Org bug list - ONLY post bugs here

    • Units split out and do not charge on close distance
    • Musketeers are overpowered
    • Lags when playing team games (2v2 or higher), unstable servers, platform (GameSpy)
    • No weather-option
    • Missiles-troops move one step too much forward than necessary before they start shooting
    • The button "start-battle" is too far on the left, overwrites the unit-description
    • On the result-screen, names aren't written correctly, instead the names of the captains are displayed
    • Heavy cavalry turn too slow and it takes ages until they start running, they slowly walk away before they start running (this might be intention)
    • Double click sometimes doesn’t seem to work
    • cavalry stopping before impact (!!!!)

  27. #57
    The Dominican Member Wizzie's Avatar
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    Default Re: The Org bug list - ONLY post bugs here

    Current Campaign

  28. #58
    The Dominican Member Wizzie's Avatar
    Join Date
    Nov 2006
    Location
    Ireland
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    Default Re: The Org bug list - ONLY post bugs here

    Hmmm, so my clever linking didn't work. The words in my above post should be linked to this thread: https://forums.totalwar.org/vb/showthread.php?t=72480
    Current Campaign

  29. #59

    Default Cavalry vs. Artillery

    I've found cavalry can't charge artillery thanks to the "gun obstacle". Artillery are third row troops, they can impossibly be any danger for heavy cavalry? However they inflict more casualties thanks to the riders being too damn dumb to circle around the artillery pieces, while the crew carves them to bits with their daggers... ridiculous!

    Oh, and please let cavalry destroy artillery pieces again! I can't see why heavy knights would be unable to cut the ropes or smash off the wheels on catapults or ballistas..

    In general, user/unit interaction is too slow. A casualty should be registered as such when the sword that kills him strikes, not when he is finally done dying pathetically. Animation wait means slower reaction especially for fast (sic!) troops as cavalry.

  30. #60

    Default Re: The Org bug list - ONLY post bugs here

    Tons of sound file bugs. For example, when I pound open the enemy gate with a battering ram, twice it has informed me, instead, that my reinforcements have arrived.

    The Scottish Diplomap telling me the diplomacy session was a failure even after we made an agreement.

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