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  1. #1

    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.

  2. #2

    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.

  3. #3
    BLEEEE! Senior Member Daveybaby's Avatar
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    Default Re: The Org bug list - ONLY post bugs here

    Pretty minor, but there are 3 trade resources which are invisible on the campaign map.

    Metz - 128,136 - Iron (immediately to the left of the upper one of Metz's other 2 iron resources)
    Caen - 105,129 - Timber (on the southern border)
    Stockholm - 167,182 - Slaves (not actually invisible, but hidden behind the word 'Stockholm'.

  4. #4
    Member Member Aquitaine's Avatar
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    Default Family tree - wrong faction!

    Here's an odd one:

    140 turns or so into the game as England, both my faction heir and faction leader die on the same turn (of old age). They are the last members of their 'branch' of the family, so it then goes over to a more distant relative.

    The family tree now shows the first King and Queen of Scotland, both of whom died early on (they had some help). It even says 'Scotland' under their names when I mouse over them.

  5. #5
    Psychotic Shock Trooper Member Excalibur Bane's Avatar
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    Default Re: The Org bug list - ONLY post bugs here

    A few things I have noticed. I'm sure they are already noted here, but confirmation is always a good thing.

    - Cavalry or infantry will not attack a unit that is attempting to climb a ladder that is currently busy with another unit.

    - The gatehouse is reported as taken when you are defending on a siege. This is not the case, as the gates are still locked and the enemy does not attempt to go through them.

    - Missile units have difficulty firing on units inside the castle while on the wall, sometimes they will not fire at all.

    - Ordering more then one unit off the walls during a siege, will result in them getting stuck in the tower and unable to do anything, even though it still displays them as moving towards the destination.

    - With a large number of spies in a city, the chance to open the gates in the event of a siege will go beyond 100%.

    - Princesses often gain useless ancillaries that are designed for family members such as Governors and Generals.
    Last edited by Excalibur Bane; 11-21-2006 at 14:11.
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  6. #6
    Member Member Dr.Strangelove's Avatar
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    Default Re: The Org bug list - ONLY post bugs here

    A couple of bugs:

    My faction heir(Moors) got a bad taxman trait while being in a castle. If this trait works as in RTW, it is obviously a bug

    Trigger governing19
    WhenToTest GovernorBuildingCompleted

    Condition GovernorLoyaltyLevel > loyalty_disillusioned
    and GovernorTaxLevel < tax_high

    Affects BadTaxman 1 Chance 4
    Affects BadAdministrator 1 Chance 4
    The above rule or its corespondent in M2TW should work this way while in a city but not in a castle where the tax level is forcibly set to medium.

    I too get the cohesion and, more importantly, the lack of response to commands of units, especially during sieges. As an example: In the opening of a battle

    against the Spanish I ordered all the troops to run up the hill in front of them using a way-point(Go to A then B), in order to get to the higher ground before

    the enemy. I saw the double arrow on all the units cards as they acknowledged the order. I moved the camera to the enemy to evaluate their movement but

    after a while I noticed that my units were standing still while the enemy were getting the hill! The double arrows were still there. Thus I lost the

    advantage of my better initial position.Very IRRITATING . Anyway I started moving units one by one(they moved!!!!), patched this mess up and

    won the battle with more losses than I should, given the AI's bad initial positioning.

    Great game but needs refinement...

  7. #7

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

    Ok; So I couldn't find a way to search on the site as a whole, but is anyone else having trouble with the game freezing up? I have pretty basic Dell Dimension e310 with a P4, 1gb or RAM, and an onboard Intel Video chipset.

    When I start the game, everything works ok, but when I actually go to a battle scene, it freezes. Can't seem to figure this one out. Any help will be greatly appreicated.
    GC

  8. #8

    Default Double line formation

    Forgot one. Usually when I set a formation to double line, mostly with 6 units, 3 each row, I only get a 1 unit front row and a 5 unit second row. The easy workaround of course is to make two single lines, but what's the 2 line option for then...?

  9. #9
    Voice Crying in the Wilderness Member Bullethead's Avatar
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    Default Re: The Org bug list - ONLY post bugs here

    The reported ability of loose infantry formations to resist cavalry charges better than tight, ordered formations. See RomoR's posts in the "Research on battle map" sticky thread. I don't have the game yet, so can't verify this myself, but if RomoR is correct, then this is a total game-breaker.

    Assuming RomoR is correct, and I have no reason to doubt him, especially considering other reports of charge-related issues, then this problem is a result of several related charge problems

    #1. As soon as a single charging man contacts a single defending man, the entire charging unit loses its impetus and charge bonus. After that, it's hack-and-slash on normal stats for both sides.

    #2. Due to #1 above, charging units only get the charge bonus agains the 1st enemy individuals they meet. Therefore, damage to the defender is maximized by increasing the number of them that the charging unit can contact at once.

    The above are, of course, completely at odds with historical accuracy. In real life (and in prior TW games), the ability of infantry to stop cav's forward progress was directly proportional to the tightness of the infantry formation. Infantry in loose formation, even just loose enough to allow a couple of horses to wedge in, quickly folded, right up to the end of effective cavalry in the 1800s. But it seems to be quite the opposite in M2TW. By stopping the cav with a couple of sacrificial victims, dispersed infantry can rush in and engulf the stopped cav unit.

    Caveat: I haven't seen this (or any of M2TW) myself. But if RomoR's findings are legit, this is a MAJOR bug that has to be fixed.
    -Bullethead

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    And by chance, if the enemy routs, you come upon some nubile nymph or doxy that strikes your fancy, remember: Hands off! Rank has its privileges. I pick first! - Ferrano the Chivalrous, Conqueror of Marakesh

  10. #10
    Senior Member Senior Member Forward Observer's Avatar
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    Default Re: The Org bug list - ONLY post bugs here

    I too have had my english campaign ruined by the A.I ladder slowdown bug. I was attacked by the French and had destoyed both their battering ram and siege tower, so all they had left were ladders. They bogged down at the bottom and the frame rates dropped to zero. Had to exit out of the battle and take a loss tog

    I have also observed what seems to be a bug, but I am not totally sure. If I have a town with no governor, of course it is auto-managed. What is odd is when I finally find a governor and move him in, I seem to be unable to change the tax rate.

    The slider bar is there, but I just get the message that I cannot change the rate. There may be some control I am unware of for this, but i haven't found it yet.

    Lastly, I had a weird thing happen when I saved the recording of one of my instant battles. It was a bridge defense by Venice agains the Byzantines. For some reason they enemy never tried to cross the bridge, but simply stood there at their end and let me pound them with my ballista and capapults. The advisor kept saying that my siege equipment was being attacked, but the enemy never approached.

    I finally depleted my ammo and had to attack across the bridge myself. The ememy routed eventually. In watching the replay it was like a different battle.
    This time the enemy did cross the bridge and attack my catapults just like the advisor said in the original battle. They wiped out my siege equipment but then just stood there until my units began to move like I attacked in the original play of the battle. They then routed. It may have just been a corrupted file and not a bug though, but it just seemed surreal
    Last edited by Forward Observer; 11-20-2006 at 05:19.
    Artillery adds dignity to what would otherwise be a vulgar brawl.

  11. #11

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

    Offered to trade map information with HRE, just a straight swap, nothing complicated.

    HRE turn the offer down and make a counter offer to swap map information.

    So AI turned down my diplomatic offer and countered it with exactly the same offer I had made

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

    Not everything listed below is a bug and I will repeat some bugs mentioned before (for comradeship ):

    1.
    pro:
    - no crashes at all
    - very few and minor lags (relatively new pc)
    - no problems with crusades etc.

    contra:
    - cavalry cannot charge correctly in most cases
    - cavalry is hardly able to destroy routed enemy troops when chasing
    - placement problems in towns/castles: the markers appear but the unit cannot be placed there
    - problems with units dispersing without any sense (or it may be a simulation of individual deserters, that would be great )
    - even the most secret agents cannot pass normal enemy stacks on the campaign map
    - killing chances for assassins are to low for my taste
    - no princesses


    2.
    Matters of balance I would not rate under bugs. A few remarks:
    - english (long)bows were inferior to strong crossbows except for (the very important) shooting speed, so they are a bit too powerful in the game or at best acceptable as they are now; no need for a special change
    - but: crossbows and bows ingame are a bit too powerful at all in some aspects; in reality they performed very bad against plate, but I fear it is hardly possible to represent this under the programming rules of TW games
    - muskets or arquebuses were very effective against all armor and easy to master (the reason they replaced crossbows and longbows very fast after the introducing of real triggers at the end of 15th c.), so it may be right as it is
    - ballistae, catapults are far too powerful in the game. It is strange that you can crash a huge stone wall even with a ballistae (!) or with two shots of a catapult; at least far more shots should be necessary. One effect of this seems to be AI armies with 6 normal units and 10 catapult units which is a bit ridiculous
    The queen commands and we'll obey
    Over the Hills and far away.
    (perhaps from an English Traditional, about 1700 AD)

    Drum, Kinder, seid lustig und allesamt bereit:
    Auf, Ansbach-Dragoner! Auf, Ansbach-Bayreuth!
    (later chorus -containing a wrong regimental name for the Bayreuth-Dragoner (DR Nr. 5) - of the "Hohenfriedberger Marsch", reminiscense of a battle in 1745 AD, to the music perhaps of an earlier cuirassier march)

  13. #13
    Member Member mmk's Avatar
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    Default Re: The Org bug list - ONLY post bugs here

    Since I am not an expert, forgive me if the following does not fall under the category "bug".

    I experienced the first crash to desktop yesterday. Game was running super stable up to then, but when I played the English and had to vote in the papal election (I think it was the 3rd or 4th election during the game), the game crashed after the cathedral picture popped up. I could work around this by not closing the pop-up, just minimized it, moved a few troops around on the map and then closed the pop-up. Struck me as rather strange, since, as I said, otherwise the game is running stable on my machine.

    Another bug (if it is one): In the German language version, if you send a princess on a diplomatic mission, she is always adressed as "Sir" by the opposite party.

  14. #14
    Member Member FrancisDrake's Avatar
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    Default Re: The Org bug list - ONLY post bugs here

    Ok so I think this is a bug, some of you may think not but I think it is an issue that should be changed.

    I'm defending my Castle against the French and after the initial gates fall I decide to retreat back to the inner keep where the square the enemy needs to capture is. After hastily setting up my archers on the ramparts and troops behind the gate (safe in the knowledge I can at least take some more of them with me) the French walk up and the gates open up before them?. Some people are saying that once you've captured the outer walls all the walls are lost? Whats the point in having the inner keep then, its utterly useless and slightly misleading?

    I also echo many of the bugs noted in Cavalry not charging, troops not listening to orders and poor unit cohesion.

    Still a fantastic game, but a patch might make it even better?

  15. #15
    Village special needs person Member Kobal2fr's Avatar
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    Default Re: The Org bug list - ONLY post bugs here

    1) Oddities regarding spear units : they don't all have the "bonus against cavalry" trait. Even for the exact same unit (Spear Militia being a good example, as AFAIK all factions can build those), the trait varies from faction to faction.

    2) Weirdness regarding the Moorish unit roster :
    Berber Spearmen (castle 3) and Nubian Spearmen (castle 4) share the exact same stats, and both have the exact same price/upkeep. While I haven't tested this yet, I think both are restricted to leather armor at best. Berber Spearmen have Good Endurance + Bonus in the desert + Schiltron, Nubian have no traits whatsoever. Berber Spearmen are nevertheless one rank earlier in the tech tree.

    The only reason I could find for this was to allow you to build at least 2 units of spearmen per turn should you really, really keep on pumping them out (I for one rarely, if ever, hit unit caps after the first few turns, and Nubians are far from being available at that point), but that's flimsy at best. Better give the poor Nubians something to make them distinct and "wantable" compared to their Berber counterparts. Fast movement + Good Endurance + Desert Bonus for example, close enough but not the exact same role as the Berbers on a battlefield. Good Morale could work too I guess, though I'm not sure it would befit them.
    Anything wrong ? Blame it on me. I'm the French.

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