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  1. #1
    Cynic Senior Member sapi's Avatar
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    Default Re: The Org bug list - ONLY post bugs here

    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.
    ;) ...
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  2. #2
    Member Member Vicarious's Avatar
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    Default Re: The Org bug list - ONLY post bugs here

    I don't think this one has been covered by any of the bugs listed, allthough related:
    In a siege battle, playing as the defender of a castle, I tried to rush my catapult through the gate to shoot at the advancing battering ram. But the catapult and its crew was somehow stuck in the gate, unable to fire. The men were on both sides of the gates, and wouldn't move anywhere when ordered.
    There was also an advantage with this, so it could almost be used as a cheat: The enemy was unable to get the battering ram to the gate, neither could they destroy it or the crew. So the battering ram just stopped before the catapult, and the enemy were forced to used only towers and ladders to get into the castle.

    After I had fought the enemy infantry off on the walls, I rushed out to take the cavalry too. When I opened the gate with another unit, my catapult was also relased and free to move again.

    In the same battle one of the routing enemy units were also "trapped" in the castle walls. But I think that bug has been covered.

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

    Considering that bugs are still cropping up, i'll delay posting it away for a day, so keep 'em coming.
    From wise men, O Lord, protect us -anon
    The death of one man is a tragedy; the death of millions, a statistic -Stalin
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  4. #4
    Member Member Lord Dazed & Confused's Avatar
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    Default Re: The Org bug list - ONLY post bugs here

    I know the siege lag has already been mentioned with the one set of ladders thing, which I have experienced but I have noticed that lag also occurs when the AI if defending starts to pull back to the main square or the second ring of defences or if you are defending and do the same, the game will be happily running at 30fps then drop to 0fps for a split second then up to 30fps for about ten seconds and back down to 0fps again and carry’s on doing this until the end of the siege, . The trigger seems to be the minute the AI or your units move into the streets and is more obvious on large cities which would suggest a path finding problem or is it just these 93.71 NVIDIA drivers. I have recreated this in custom battles and happens on high or low detail and unit size and number of units also seems to make no difference.
    Also I don't see the slow motion animations mentioned above, this happens regardless of unit detail or size or the amount of units on screen
    https://www.youtube.com/watch?v=im2tVDedB3g link to an example of the slow mo thing from CBR
    Last edited by Lord Dazed & Confused; 11-27-2006 at 17:46.

  5. #5
    Heavy Metal Warlord Member Von Nanega's Avatar
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    Default Re: The Org bug list - ONLY post bugs here

    I found ona. When I was playing Spain, I had a night fighter General attack a stack of rebels. I clicked "Attempt night attack" and then the rebels retreated!! I went ahead to attack and the game froze. I reloaded and tried again. Same result. So the next time I withdrew from attack, and went at them the next turn. Got them then.
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  6. #6
    Von Uber Member Butcher's Avatar
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    Default Re: The Org bug list - ONLY post bugs here

    I was under siege by the mogols, they got troops onto my walls which i routed. They fled thoruogh my gates, which opened for them and which then allowed the mongols to storm in. What was worse, was that it seemed to allow them to capture all the remaining gates.
    They had no spy in, and the gates were seemingly under my control. Very annoying, I lost Acre cos of that. :(
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  7. #7
    Member Member Nebuchadnezzar's Avatar
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    Default Re: The Org bug list - ONLY post bugs here

    I managed to take notes during the coarse of a few campaigns (Venice, Danes, Russia) and thought it would help to list them here since the .com has closed its bug thread. I tried to leave out the obvious bugs except if they differ slightly. I did read the thread but apologize if any have been mentioned.

    Finally I listed some points which may or may not be bugs but would help to be corrected. Also I have images and more details for some of the problems.

    CAMPAIGN
    Campaign AI does not sufficiently garrison its frontier settlements or castles and its full stack armies stroll by when under seige.

    Odd mouse cursur behavior eg don't always get the sword cursor displayed when selecting to attack rebels from a garrisoned army.

    Loss of keyboard control after hibernation mode.

    Danes have Russian accents.

    Venice mounted sergents information scroll show empty "Abilities at a glance"

    Battle engagement scroll when player reinforcements are available some overlayering occurs which prevents the clear display of the AI control checkbox.

    Faction notices appear after their extermination. eg Faction reconciled notices appear after extermination and broken alliances notices even if both or one faction have been exterminated.

    Bizarre and/or unobtainable missions. eg Council of Nobles such as send emissary to Venice to establish trade rights when you already have trade rights with them.

    Receive an expired notice on a mission to annex settlement because another faction has taken control when this is clearly not the case.

    No mission expired notice when faction heir requesting regicide mission and faction is later destroyed.

    After merging and then retraining units you may have an unusual unit size.

    Mongols may arrive in more than two waves. Have seen up to 15 stacks arrive from near Tbilisi.

    Factions are much too willing to part with cities. eg for very low cost or even in exchange for traderights.

    BATTLE

    When attacking an enemy city with allied reinforcements and their ram breaks through you hear "Enemy rams are through our gates".

    During triple speed can see Byzantine Infantry alternate 3 versions of armour.


    BUGS OR IMPROVEMENTS

    Assassins seem unusually inferior for some factions. Playing as Russia it is near impossible to train an assassin to a respectable level even with guilds where as playing as Venice nearly every assassin becomes a master.

    Cities/Castles should turn rebel after sacking.

    When asking French for trade right (no money) you get a reply "You enjoy holding us too ransom like this". This is a ridiculous agro response.

    A worsen relations notice appearing when at war. Just how worse do you expect in war?

    Portraits do not reflect age. eg heretic age 39 looks 79!

    No diplomacy at VH levels. This is a real bummer.

    When you open and then close the negotiation scroll (either because you changed your mind or you were just checking current treaties) is considered a failed negotiation leading to influence loss. Consider adding a close option without penalty rather than "end negotiation".

    A failed negotiation/mission for an agent could lead to a total loss of influence/skill.

    Battle control panel is clumsy to use and looks amateurish compared to RTW.

  8. #8

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

    Quote Originally Posted by Butcher
    I was under siege by the mogols, they got troops onto my walls which i routed. They fled thoruogh my gates, which opened for them and which then allowed the mongols to storm in. What was worse, was that it seemed to allow them to capture all the remaining gates.
    They had no spy in, and the gates were seemingly under my control. Very annoying, I lost Acre cos of that. :(
    Hahaha, that IS pretty silly. It used to annoy the heck out me in RTW too when enemy units would route back to their city square even after you had taken the square, thus restarting the countdown! They should have routed off the map since they had lost the city.

    IMO, units should not be able to route through city gates unless the gates are held by their own side, or unless the gates were already opened by a spy.

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