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

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

    Another one I just noticed that I haven't seen reported yet. Pretty darn minor, but I have one unit of Dismounted Feudal Knights with 64 knights in it instead of 60... If placed inside a castle it shows up under re-train, but is always greyed out. It also shows 64 inside the actual battle mode. I'll see if it's still that way (ie: haven't killed any of extras off yet) and take a screenshot.
    Also, not so much of a bug as an irritating lacking feature is the ability to precisely change the direction of a unit without setting up the actual line formation again. Even just being able to right-click + drag rotate grouped units without it COMPLETELY ruining the formations would be great. Even to just be able to do this in the deploy troops phase would be great! I've been waiting for that to be in the interface since Shogun, haha. ;-)
    Now if someone tells me that's in the game already and I've just somehow overlooked it all these years... I'm going to slap myself silly, haha.

  2. #2

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

    Did a quick scan through the thread and didn't see this. Manual states that you can covert between castles and cities up through City <-> Fortress level. Game stops allowing conversion one level below that though. For a quick check on this, Cordoba starts the game as a Minor City (in game designation, population is the same as for what the manual lists as a City) and you do not have the option of converting to a castle.
    Magnum

  3. #3
    Cynic Senior Member sapi's Avatar
    Join Date
    Oct 2004
    Location
    Brisbane
    Posts
    4,970

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

    @ralek, thanks for the clarification in the merchant issue - i've quoted you.

    As to the archer one, i understand what you're saying, but i don't buy it. To begin with, my archers dont' fire evenly across the enemy line, as they would if that was working properly. Secondly, i've never noticed my infantry strictly keeping to that order, so i'm sure the archers shouldnt' either.

    having said that, i now believe that the problem is to do with having the fire at will command have a higher priority than the manual commands, stopping the manual ones from workign effectively.

    I've also decided to move the issue with two handed weapons into the major bugs section, as it's really irritating to have major units being completely ineffective due to it :(

    I'll probably send this off later today to ensure that ca can get started on it tomorrow (they're actually on my time, fancy that :D ), so if anyone has any additions please be quick ;)

    ---

    Categorised List (in order of priority by category, but not within the category; ie. major bugs should be dealt with first, then minor gameplay bugs, then minor irritants, but they all have equal priority within the category):

    Major Bugs (need immediate attention)

    Passive AI bug - seemingly triggered by a lack of missile troops and thus prevalent in sieges, the AI has a tendency to stand still and allow its troops to get shot to pieces by archers that could have been easily eliminated by a charge

    Siege lag bug - the game lags severely when the ai has only one set of ladders/attempts to only use the one set; or when the ai attempts to use one major method to enter the castle; or from a myriad of other factors. Whatever they are, it needs to be looked at.

    Cavalry stop charging when the first man hits, robbing the charge of its impact. Sometimes they don't lower their lances at all, but instead just charge in with swords drawn.

    Units have cohesion problems - often, only the first ten or so men of a unit will attack, with the rest hanging back and only filling the gaps caused by casualties.

    Archer Issues - Archers refuse to obey your orders with respect to targets (one suggestion is that this is to do with the fire at will command having a higher priority than your manual orders) and seemingly enjoy charging the enemies you've ordered them to shoot. This seems to happen more with missile cavalry, but sometimes one or two men out of the unit will charge straight at the enemy to engage meele combat instead of shooting as ordered, and others will just run around in circles. In addition, archers sometimes take forever to fire as a group and thus only get one full volley off against charging enemies. Archers also operate too far in front of their army to be saved by friendly cavalry in the event of an enemy charge.

    Passive Friendly AI - your units won't always react to threats and will often just sit there being slaughtered instead of turning around and fighting

    Papal Bugs - there is inconsistent excommunication, and the papacy doesn't seem to be able to distinguish between the aggressor and the defender. It's also been suggested that it shouldn't be an act of war to attack another catholic faction's army that is in your territory without leave.

    Armies (both friendly and ai) occasionally spawn on inaccessible cliffs.

    Infantry still have trouble navigating and fighting on walls and often get stuck with half the unit on the wall, and half off it, making movement next to impossible.

    The AI can't deal with longbow stakes properly, and will either line up before them to get shot or bizarrely change formation to a deep column and stand to one side of the stakes.

    Troops in loose formation can better resist cavalry charges and are otherwise inexplicibly superior to those in tight formation.

    It is very hard to accurately place troops in cities, castles and forts. As a matter of fact, it is very hard to place units at all in them!

    Relocating your capital causes errors in merchant earnings. According to reports, "When you first start a campaign, the resource trading is calculated correctly. After you load the game, it fails to correctly calculate the distance to the capital, resetting ALL resources values to their base value, with NO regard to distance to capital. If you relocate your capital, the game will be forced to recalculate distance to the capital. Workaround for now is to relocate your capital back and forth immediately following loading a game." (thanks ralek)

    Men desert from crusades far too easily, either after a small change in course or after sailing around Spain.

    There is no weather option for non-settlement maps in multiplayer.

    Giving orders to groups sometimes results in only one or two units obeying that order and the rest standing around having a smoko.

    Inquisitors are felt to be unbalanced in the sense that they enjoy killing heirs, and that they'll attempt to root out heresy on a crusade (which historically was pointless as the crusade cleansed you of sin), causing the entire army to desert.

    Troops with two handed weapons (eg. billmen, varangian guard) don't seem to fight well in melee(at all, in fact - from what i can see they'll only make a kill if they're attacked and the enemy fails to make one), but work effectively on the opening charge.

    Multiplayer balancing issues with musketeers and cavalry.


    Minor Bugs (gameplay issues)

    Siege battles in multi-walled castles automatically end when you run out of ammo for your siege weapons despite the walls being linked and thus infantry being able to get through.

    Agents and ships get stuck into loops on the campaign map, generally involving 'get on, sail somewhere, get off, sail somewhere, get back on, sail to place one, get off, repeat'

    Men sometimes run for a corner of the walls in siege battles without player orders.

    Archers seemingly do no damage in heavy rain.

    Sometimes crusades don't move anywhere.

    Pathfinding for units chasing routers is terrible.

    Ships sometimes have unlimited movement.

    Longbow stakes can be deployed in fortresses to massacre cavalry.

    Faction missions sometimes state that they were completed by another faction when they weren't.

    Units have pathfinding issues in attacking artillery from the front.

    In diplomacy, ai sometimes counter offer with the exact same thing that you offered.

    Men are auto-placed on sections of wall that are cut off thanks to a previous battle destroying sections of the wall.

    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.

    Princesses often gain useless ancillaries that are designed for family members such as Governors and Generals.

    The 'bad taxman' trait is awarded in castles, where you can't adjust the tax rate.

    Master guilds don't award basic guildhouse bonuses to agents trained in their city (so it is actually more effective to train an agent at a city with a basic guildhouse than one with a master, provided you have a master one elsewhere)

    Some people are having a bug where a crusading army gets stuck on the bridge by venice once another faction takes the crusade target. The army stays there forever until someone attacks it.

    Sometimes the mongols fail to appear.

    Ballista towers fire during a siege despite being destroyed by sabotage

    Muskateers only fire effectively when in a formation two lines deep.

    In multiplayer, map names are shown in the host's language rather than that of the player.


    Minor Bugs (irritants)

    Byzantine archers have a skinning issue on their arms.

    Holding space to see unit positions doesn't stick, but instead flashes on and off.

    There are occasionally texture issues on siege equipment, stopping them from showing up

    Arrows hit the gates as if they're in closed position when they're open due to a spy

    Faction heir doesn't return to king's son once he comes of age, but stays with the brother/whatever

    Town square flags don't change to reflect the current owner.

    Units change formation on rough terrain and don't change back

    The 'let the ai control these reinforcements' option doensn't stay checked when you browse unit stats, army composition etc.

    Byzantine spearmen are too weak in comparison to those of other factions.

    Gothic knights appear to be too weak.

    Crossbowmen are too powerful and the ai seems to use them far too much in its armies

    The 'start battle' option obscures the unit description card

    There are sound bugs (see post #60 of the Org bugs thread)

    Battle replay files sometimes show completely different battles to what actually happened

    Agents can't pass armies on the campaign map

    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%.

    Catapults (the men, not the weapon) are overpowered

    Experience bonuses are sometimes not awarded correctly (see post #86 of the Org bugs thread)

    Free Company heavy Infantry reply with 'heavy calvary' when you click on them

    Muslim archers will join a sicilian crusade against muslims

    Native archers have the peasant picture in the stats screen

    Pope names seem odd - perhaps the incorrect file is being referenced?

    Holding mouse4 to activate free look mode sometimes results in the camera simply spinning anti-clockwise.


    Bugs that aren't common/cannot be repeated/are probably due to hardware

    'm2tw has to close because of an unspecified error' sometimes occurs.

    There is an invisible general bug (posted by rothe, the Org buglist post #19)

    Family trees sometimes only show the faction leader (Org buglist, post #24)

    Game seemingly stuck in a loop (probable hardware issue) (https://forums.totalwar.org/vb/showthread.php?t=72147)

    AI armies disappearing (Org buglist, post #30)

    Crusades unjoinable (Org buglist, post #41)

    Ransomed general 'floating on water' and blocking land bridge (Org buglist, post #42)

    Faction switching bug (Org buglist, post #92)

    Game hanging issues (Org buglist, post #105)

    Some units have incorrect numbers of men in them (Org buglist, post #124)
    Last edited by sapi; 11-27-2006 at 09:31.
    From wise men, O Lord, protect us -anon
    The death of one man is a tragedy; the death of millions, a statistic -Stalin
    We can categorically state that we have not released man-eating badgers into the area -UK military spokesman Major Mike Shearer

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