Results 1 to 30 of 168

Thread: The Org bug list - ONLY post bugs here

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    Senior Member Senior Member Forward Observer's Avatar
    Join Date
    Mar 2001
    Location
    Little Rock, Arkansas,USof A
    Posts
    1,138

    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.

  2. #2

    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

  3. #3
    Member Member geala's Avatar
    Join Date
    Nov 2006
    Location
    Hannover, Germany
    Posts
    465

    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)

  4. #4
    Member Member mmk's Avatar
    Join Date
    Feb 2006
    Location
    Munich, Bavaria
    Posts
    66

    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.

  5. #5
    Member Member FrancisDrake's Avatar
    Join Date
    Nov 2006
    Location
    Newcastle, UK
    Posts
    1

    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?

  6. #6

    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.

  7. #7

    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.

  8. #8

    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.

    Thanks
    Modding Arts Inc.
    Lead Producer for :
    EAW Warlord Demo Mod - 2489 downloads
    SWR ProtectorateTSB TC, SWR AN II,III Series - 20.340 total downloads

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO