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Thread: The Org bug list - ONLY post bugs here

  1. #61
    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'.

  2. #62

    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...?

  3. #63
    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.
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  4. #64
    Senior Member Senior Member Oaty's Avatar
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    Default Re: The Org bug list - ONLY post bugs here

    Quote Originally Posted by sapi
    ^^ 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?
    You can but 90 percent of the times you will get the gate shut on your men and thiers, wich nicely adds a little spice, hoping to beat the odds.

    Anyways the spy bug, I can say a spy opening the gates is not working 100 percent of the times, as I tried to run a unit in from a distance, I then tried a close up and tried to go in and instead got shot up, so obviously I did something wrong or the spies are'nt working properly.

    Another siege problem is cavalry can rout infantry off the walls. Actually this bug is carried over from RTW/BI and infantry on the walls get scared by non missile units that should not be having an effect on them that are on the ground. Edit: I should add I can't confirm this as MTW2 does not show why they are wavering, like BI would tell you. But something seems really fishy when all my cavalry run up to the freshly breeched gatehouse and enemy engaged units on the wall rout upon this action.

    Detroyed ram blocks the gate, if destroyed just as it enters the passageway. The gate is still accessable for troops but barely and prevents backup rams from accessing the gate wich happened to me but not sure how the AI would handle it well especially when they have backup rams.
    Last edited by Oaty; 11-20-2006 at 05:12.
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  5. #65
    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.
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  6. #66

    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

  7. #67
    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
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  8. #68
    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.

  9. #69
    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?

  10. #70

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

    ~While fighting a siege, I'm the English, the AI's Milanese, I had an irksome one. They brought up one set of ladders, one ram, one tower. I got lucky and destroyed the ram before it got to the gates. Up comes the tower, up come the ladders. Troops start up the ladders, I meet them with my troops. Suddenly, the AI abandons the tower and tries to send every one of its troops up the ladders simultaneously. The problem is that they won't use the ladders - no more troops are coming up, but hundreds of them are in tight little packs at the bottoms of the ladders milling around. For whatever reason, this caused my CPU usage to spike, dropping me to 2 FPS (I'm guessing an AI looping issue, as pausing brought me back up to 60 FPS.) I ended up finishing the battle at a single frame per second by riding my general out of the gate and back and forth past the clusters until they routed one by one because of the presence of the cavalry. Even after I brought out all of my troops, they ladder mobs refused to budge - they just sat there and got chewed up by my in-the-open longbowmen.

    ~Another siege. I'd just taken a castle, and hadn't had a chance to repair the walls when the Spanish attacked again. I get the 'spy opened the gates' message scattering my troops all around. Unfortunately, two of my units of longbowmen were placed on walls that had no exits - sections of wall completely cut off from towers by my previous bombardments on the far side of the castle. This effectively denied me the use of a third of my missle troops for the duration of that battle.

    ~Speaking of which, in that same battle, the AI decided they were better off shooting ballistae at my intact wall rather than coming in from the side (in their deployment zone) with already destroyed walls and towers.

  11. #71
    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.

  12. #72
    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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  13. #73
    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...

  14. #74

    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

  15. #75
    Member Member 46852's Avatar
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    Default Re: The Org bug list - ONLY post bugs here

    A small problem with Master and HQ Guildhouses (might be moddable, but it's a bug imo anyways):

    Master Thieves' Guild gives a global +1 bonus for spies, but doesn't give the city-specific +1 agent bonus that the basic Thieves' Guild does. So, as a result, the best spies will be built in a city with basic Thieves' Guild (you have to have the Master Thieves' Guild in some other city), as the agents built there will get BOTH the local guild bonus AND the global Master Guild bonus.

    I'm quite sure this same irregularity appears with other Guildhouses with global bonuses too (Master Merchants' Guild etc).

    The solution would be to add the local bonus to the Master Guildhouses and Guild HQs in addition to the global bonus.

  16. #76
    Cynic Senior Member sapi's Avatar
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    Default Re: The Org bug list - ONLY post bugs here

    Quote Originally Posted by gs1397
    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
    That's not a bug; it's the result of using the inbuilt chipset, which isn't intended for playing games, let alone a new one like m2tw. I'm surprised you can even run the campaign map ;)
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  17. #77

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

    Quote Originally Posted by FrancisDrake
    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?
    They had a spy in your city that unlocked the gates for them.

  18. #78

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

    Just kill a bit their archery units with your besieged cavalry (they are the only ones who fire back) and then enjoy masacrating their army execution squadron style. You can get anything around any singeing army - they don't mind.

    How could such a bug be slipped by the CA QA – someone from programming forgot to activate the cavalry aggressiveness it seems.



    Pls. fix it in the next patch.

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  19. #79
    He who controls Arrakis.. Member 71-hour Ahmed's Avatar
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    Default Re: The Org bug list - ONLY post bugs here

    - French Archer units in my first game (england) seemed to charge at me very aggressively, to the point of getting so far ahead of the rest of the army I could mop them up and return to position with cavalry. This doesn't seem to be occuring in battles I've fought with other civ's since though.

    - lack of aggression. I've had Turks sitting back and allowing their second army to be destroyed while they wait (despite the fact that I was defending), and also a mongol army in a custom battle that did the same. Both times the armies not attacking kept changing formation, while the mongols also started moving forward, then chickened out, then moved forwards again...

    - Random crash on starting the game yesterday that took the whole PC out- not even a CTD but a full PC restart and no messages.
    The scary thing about leaving the Org for a while and then coming back is the exponential growth of "gah!" on your return...

  20. #80
    Member Member mmk's Avatar
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    Default Re: The Org bug list - ONLY post bugs here

    The council told me to get Algiers from the Moors (sorry, I am playing the German language version, so I am not quite sure how the nationalities are actually called in English.) So the task was to negotiate and/or bribe. Which I did. Then I got the message: "Another faction has taken the city, mission failed".

  21. #81

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

    Quote Originally Posted by sapi
    That's not a bug; it's the result of using the inbuilt chipset, which isn't intended for playing games, let alone a new one like m2tw. I'm surprised you can even run the campaign map ;)

    That's odd because it does say in teh documentation that it is a 128mb video card equivalent. I don't have an AGP slot, so would a PCI vid card work better? thanks for all the help

  22. #82
    Cynic Senior Member sapi's Avatar
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    Default Re: The Org bug list - ONLY post bugs here

    Quote Originally Posted by gs1397
    That's odd because it does say in teh documentation that it is a 128mb video card equivalent. I don't have an AGP slot, so would a PCI vid card work better? thanks for all the help
    If you've got a pci-e slot (pci-express) then yes, one of those cards would work much better, but it wouldn't necessarily be cheap. The intel graphics chips are only included so the computer can run vista when it comes out, and not for gaming.
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  23. #83
    Member Member Ituralde's Avatar
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    Default Re: The Org bug list - ONLY post bugs here

    Quote Originally Posted by ULT255
    - 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.
    This actually isn't a bug. The "presentation" animation is shown when a Diplomat tries to bribe your settlement or a Princess tries to marry one of your generals. When the attempt fails, nothing happens but you still see the animation.


    Now on to the things that bother me so far:

    Pathfinding in cities is still bad. It's often difficult or even impossible to draw unit lines along narrow streets. The pink dots just won't appear you have to just right-click along the strett and hope that the units align the right way.

    For me Charging Cavalry qualifies as a bug also, despite the 'adviced' use of just single-left clicking at the enemy the cavalry sometimes decides to just walk up to the enemy not getting their charge bonus.

    Another thing that doesn't really qualify as a bug but is till annoying is that you get no notification when one of your Priests turns into an Heretic.
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  24. #84
    Member Member Terry's Avatar
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    Default Re: The Org bug list - ONLY post bugs here

    This is just a minor one but:

    I have a spy check out an individual and will get the spy movie (I've left these on - so far, like shogun, I enjoy them) twice.

    Terry

  25. #85

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

    Was this game even beta tested? I lot of these have allready been mentioned:

    Group Command Problems: This makes creating groups pointless, I press 2 to select my main infantry group and tell them to attack, and only 1 unit charges, the rest stand and watch.

    Unit Cohesion: The melee battles are like schoolground fights, 6 men take on a whole enemy unit, whilst the rest crowd round and watch. I've had 4 units charge a heavy cavalry unit, only to watch them get slowly butchered and then break.

    Catapults Best Anti-Cavalry Unit?: Forget spearmen! If you want to crush cavalry, use seige weapons! This one worked to my advantage. My infantry were locked in mortal combat with the enemy, my catapults were in the open, the enemy general flanked my army and charged. I thought it was over, only for the general to get stuck inbetween 2 catapults and then get stabbed to death with daggers, he broke and fled with the rest of his army.

    Suicidal Archers: My city was beseiged, I told my archers to rain hell on the approaching army, only for them to get off the wall, run out the front door and charge them with daggers drawn (they had full arrows).

    Spearmen: Impossible to charge from behind with cavalry without losing most of your horses. Just touching them, kills you.

    Cavalry: Underpowered, don't understand the concept of charging, prefer to walk to their death. Seem to be attracted to spearmen, tell them to charge the general, and they decide to take the long route that goes through several units of spearmen. If you run them past spearmen, you'll get the odd knight that wanders aimlessly into the spears. Should be able to destroy wooden seige equipment.

  26. #86
    Member Member Lord Leonard's Avatar
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    Default Re: The Org bug list - ONLY post bugs here

    I have noticed there is an issue with training experienced troops. In my England campaign, I have Nottingham (Castle) up to almost max buildings, including a Tourney Field and Master Swordsmith's Guild. Therefore any knights trained in Nottingham should receive a +3 experience bonus (+2 from Tourney and +1Global from MSG).

    I had placed 3 Feudal Knights into the training queue and eagerly awaited the next turn to see Sgt knights coming out. Next turn, I got 3 ordinary Feudals without any experience, but I did see the Retrain tab was enabled. OK, checked the retrain and there are the 3 knights waiting for training. R-click inspection of the retrain units listed them as +3 experience, so I assumed if I paid the 365fl each, the retraining would get them to Sgt level.

    Next turn happens, they're still in the Retrain tab. They're not even +1 experience on their unit cards. So, I retrain, retrain, retrain, @ 365fl a turn each. After about 5 turns, when I wasn't so rich, and could no longer afford to spend 3 x 365 for each turn, so I moved them out and sent them to battle in Europe.

    I then trained 2 more Feudals and retrained a Dismounted Feudal Knight. Much to my surprise, the 2 Feudals on their initial training popped out as +3 experience, without a need for retraining at all???

    Cool, I next trained another Feudal knight, an Armoured Swordsman and a Retinue Longbowman. What happens, this Feudal Knight comes out without any experience and straight into the retrain option.

    To sum it up for those who got bored.
    - Trained 3 new Feudals (0 exp)
    - Retrained same 3 Feudals (0 exp)
    - Retrained same 3 Feudals (0 exp)
    - Retrained same 3 Feudals (0 exp)
    - Retrained same 3 Feudals (0 exp)
    - Retrained same 3 Feudals (0 exp)
    - Retrained same 3 Feudals (0 exp) moved them to ship
    - Train 2 new Feudals and retrain Armoured Swordsman > 2 Feudals (+3 exp)
    - Train new Feudal, AS and RL > Feudal (0 exp)

    Is this a bug? Has anyone else experienced this?

    I must admit there are other experience bonuses I should have paid more attention to with other units, but this was one I did watch closely and it certainly didn't work at all (been having too much fun with a new TW). In RTW all units would get the promised experience upon initial training. Any units, whether 0, +1 or +2 that were retrained in RTW would get the full experience from the first retrain (i.e. Brutii with Awesome Temple to +3).

    Comments or assistance will be much appreciated.

  27. #87
    1000 post member club Member Quid's Avatar
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    Default Re: The Org bug list - ONLY post bugs here

    I have posted this twice (once in another thread), so apologies to those poor sods having to read it twice.

    Am playing as England and have conquered all of France, some HRE and parts of Denmark.

    I am at war with Milan and Spain. I have one diplomat each at the northern Spanish provinces trying to convince them that peace is the way to go. They are not interested (even if I offer them large sums of money - just for fun).

    However, one thing did strike me as weird. They are currently on my land with two huge stacks of armies, yet, when I ask them for money (100 florins) they offer me 2000 instead - at times without even asking for anything. At other times they ask me not to attack. As I am not suicidal, I won't and let them pay me every turn (conceeded, they do tend to pay me less and less everytime).

    All this gives me a total of well over 3000 florins every turn as I have now decided to play the same game with Denmark.

    Peace (neutral stance) will not let you allow to use your diplomats to any further effect apart from using them to give presents.

    I wonder if anyone else has tried this...if not, have a go and let me know...

    Quid
    ...for it is revenge I seek...


    Cry Havoc and let slip the dogs of war
    Juleus Ceasar, Shakespear

  28. #88
    Back in black Member monkian's Avatar
    Join Date
    Nov 2002
    Location
    Casnewydd, Cymru
    Posts
    2,034

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

    Free Company heavy Infantry reply with 'heavy calvary'
    Look what these bastards have done to Wales. They've taken our coal, our water, our steel. They buy our homes and live in them for a fortnight every year. What have they given us? Absolutely nothing. We've been exploited, raped, controlled and punished by the English — and that's who you are playing this afternoon Phil Bennett's pre 1977 Rugby match speech

  29. #89

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

    MASSIVE merchant trade bug:


    (Spotted by Kobal2fr and just verified by myself)


    Capital London, faction English, vh/vh

    Level 7 Merchant on gold in Timbuktu - after loading the game, Florins per turn = 100

    Switch Capital to Nicossia - income 500 per turn

    Return Capital to London - income 800 per turn

    SAVE game, -> RELOAD

    Income per turn 100 florins.


    - Thus - after a load you need to relocate your capital otherwise the game will not correctly work out the trade values for any of your merchants - by what appears to be a VERY big degree of error.
    morsus mihi

  30. #90

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

    Hate for this to be my very first post here, but I'm so frustrated right now I had to give some imput.

    Some bugs I have found (some of these may have already been stated):

    -My biggest complaint is in battle my units will not respond to orders. For example I tried clicking my army away from a castle so as not to get hit by archers. Not only did half my army not move backwards, they actually moved towards the castle!!! I tried clicking behind them again but they would not respond at all. They were then immidiatelly charged upon and fired upon and killed. Nice...

    In that same batte I sent 3 spear units to attack the general's bodyguard who was charing my entire army when they got there, I'd say maybe 8 guys out of 120 did anything. Two whole units stood behind my one spear unit and just sat there. I tried clicking on them individually to attack the general but every right click gave me the same result...NOTHING!!

    I love this game for the most part but this is F'n rediculous.

    -Another issue is the crusade desertions. I had to change my route while crusading because another army was blocking my path. When I went even slightly out of the way of my target I had almot half that army desert in two turns. Needs to be fixed.

    -Back to the battles, it feels like I have no control over units as they pretty much do whatever they want.

    -Spacing issues in battles (which I know has been addressed)

    I hope this all gets addressed in this next patch because I would love to actually feel like I'm fighting the enemy and not fighting through the bugs just to enjoy this game.

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