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  1. #1
    Cynic Senior Member sapi's Avatar
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    Default Re: The Org Buglist, v2

    Quote Originally Posted by dokparstal
    -------------------------------------------------------------
    that bug is widespead. it causes when system loads once damage elephant units to next battle without train to have it full. so full elephant unit of Timur doen't make it crash itself. it confirmed.

    And u don't know reforming bug?? did you ever play it??

    ma hardware spec follows below

    manchester 4200, usually 55-57 temp when playing
    2Gb ddr1 ram dual channel
    160gb harddisc, 92% still available
    7600GT 256mb non-overclock

    game option ->shader 2.0(u know that VGA servicible for shader 3.0) highest unit detail, highest effect detail, none or low others

    that bugs i mentioned is not about hardware at all.
    Mate, i really can't understand what you're saying - i presume english isn't your native language, and that's fine, but i really can't tell what you're saying

    And no, i don't get some ambiguous 'reforming bug', but i have mentioned a bug where units won't automatically switch back to your chosen formations after navigating around obstacles, and that's probably what you're talking about.

    Quote Originally Posted by Zatoichi
    I actually had my first game freeze event (reproducible) last night.

    As the Byzantines I was sieging a Viennese fortress (on the Dalmatian coast, can't remember its name) when they moved a stack to lift the siege during their turn. I won this battle, and in the process I killed the King and his heir.

    When the game returned to the campaign map, before it got to the 'Occupy, Sack, Exterminate' pop up, it stuck in a loop, with the death animation of the city army incomplete, and the animation of my attacking army looping. All the while the game was stuck in Vienna's turn.

    I could press Esc and bring up all the options (but not the Save option), but nothing I pressed would move the turn on to the next AI faction turn.

    After waiting 5 minutes, I reloaded the last autosave and started again. The exact same thing happened - the Viennese attacked, I killed them, the game got stuck.

    I figure it was caused by losing the king and his heir in one battle, but I can't be sure what other conditions need to be met in order for this to happen.

    It was a tough battle to win once, let alone twice, so rather than risk the same thing happening a third time while I tried not kill off both royals I reloaded and decided to break the siege and retreat my army a short distance so that the relieving army attacked me in the field before resuming my siege and defeating the occupants in order to progress the game.

    Anyway, looking through the original bug list, I see that USMCNJ had a similar issue (post #105), so I'm sure this happens under a specific set of circumstances as outlined above rather than being hardware related.
    So do you believe that it's due to killing both the faction leader and his heir in the same turn. Interesting...my theory is that the game assigns the new heir at the end of the battle, but only after the current heir has taken over. If he's dead, pandemonium ensures :P

    Quote Originally Posted by Elmar Bijlsma
    Not a bug as such but more a AI improvement.
    I really wish the AI would use it's amount of free upkeep militias better. If a city is capable of supporting six militia units, the AI should make use of it. Too often I encounter a huge city held by a mix of units, frequently little or no militia amongst them.
    Trivial point, you say? Not really. In my experience cities are regularly under-defended despite being capable of housing six units for free.(less for non-huge) And for any size of kingdom the upkeep for garrisons can really be significant, especially a hundred odd turns into the game.

    So I suggest the AI should be forced to station the maximum amount of free militia in a city at all times. Two birds with one stone: Always at least a modestly decent defence in the cities and the AI will save precious cash doing so.
    Interesting idea, but hardly a bug ;)

    Quote Originally Posted by PorT_Lobo
    sapi, i don't know how you forget MAJOR BUGS like the fallowing:

    - AI in Campaign map don't garrison properly the settlements, letting human take them without fight! And AI let human army pass/enter in their lands without reaction or consider it an act of war.

    - AI don't do landings! AI never leave British Islands and attack by sea!!!
    - With a Spy inside, AI don't use rams and ignore the open doors in a siege...
    The first two aren't bugs, but the second is. I'll add it in.

    Quote Originally Posted by Fridgebadger
    Has anyone managed to customise the keyboard yet? I wanted to add keys for the different speeds, as i did in RTW, but despite it showing as changed in the options menu, the new keys have no effect in my campaigns (and I've started a new campaign since changing the keys).
    Added - anyone got confirmation?

    Quote Originally Posted by Quillan
    On the ballista tower/cannon tower thing, I have experienced that, as Byzantium. I built ballista towers in Constantinople, well before the development of gunpowder. They fired cannon shots during battle. This happened again later in Jerusalem when I owned it, after the development of gunpowder: ballista towers fired cannons. However, it did not happen with castles. The ballista towers in Acre only fired ballista bolts. I also did not have this experience with Spain, the ballista towers at Angers (large city at the time) only fired ballista bolts, and I built the towers after the conversion. It may be a random thing, or it may be a faction specific bug.
    Quote Originally Posted by lecnac
    I can confirm the "ballista towers fire cannonshots - cannontowers fire ballistamissles" bug. It happened to me in 2 different settlements, playing england ( my defense of Damaskus ) on vh/vh and venice on vh/vh ( my defense of Venice ).
    Okay, added as confirmed - there's definitely something wrong with those towers.

    Quote Originally Posted by Whacker
    RE: the Inquisitor "situation", I vote that we leave it as a bug for now. The reason being it could be either a bug or balance/taste, we don't know which. Bug would be bad code making them act wrong, aka more powerful than they should be. Taste/balance would be they are acting correctly, and people feel they're overpowered. Due to the volume of people voicing the latter of my comments, I would offer that it warrant's CA's attention regardless.

    RE: the cannon towers, I just realized myself that I have experienced that as well. I haven't fought a siege battle yet, in custom, with any variation of castle defenses or upgrades that they've started shooting cannonballs at me, when some of them definitely should. I'd chalk this one up as a bug definitely.

    Thanks for the hard work @ making the list sapi!
    Thanks - i was sort of thinking the same thing with the inquisitor issue, and i'm glad to get some support on it.

    Quote Originally Posted by afrit
    Total war Camera mode does not work anymore. I had ir work once , but since I quit and restarted M2TW, I am stuck in RTS camera mode. Changing it in the UI dialog box does nothing.
    added

    Quote Originally Posted by derfinsterling
    I have a serious problem with the text boxes in battles. In about half the battles, there are only a few letters here and there.

    Since I can't upload any attachments, let me illustrate the point:

    Normal textbox (using some text from the M2TW website):


    Now here's how's that would look in one of the cases I mentioned:



    Makes it kinda hard to discern the troops... both your own and the enemies...

    On the campaign map, this has never happened.
    Added.

    Quote Originally Posted by Razor1952
    Minor bug with a sort of workaround.
    Whilst defending send your knights out the gate to catch attacking troops milling around waiting to climb ladders. Your knights cannot target the attacking troops on the ground , but can be sent to walk to an area just beyond the attackers and will then engage these attacking troops. You however cannot get them to charge the attackers.

    Presumably once a unit has been assigned to climb the ladder by the ai then it is considered to be " on the wall" and hence not reachable by cavalry.
    Added.

    As an aside, i'm going to be on holidays all next week, so this list will lie dormant until next sunday (the 10th), at which point i'll spend half an hour going through this thread and updating the master list, after which i'll send it off to CA.
    From wise men, O Lord, protect us -anon
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  2. #2
    Member Member Midnight's Avatar
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    Default Re: The Org Buglist, v2

    It's a minor problem and it may be a one-off, but I was playing as the Byz, and the Council of Nobles gave me a 10-turn mission to take Ragusa, offering 'some military units' as a reward. When I took the castle (3 or 4 turns later), I got the 'Mission Expired: another faction has taken this settlement' message.

  3. #3

    Default Re: The Org Buglist, v2

    - With a Spy inside, AI don't use rams and ignore the open doors in a siege...
    I can confirm this.

    Has anyone managed to customise the keyboard yet? I wanted to add keys for the different speeds, as i did in RTW, but despite it showing as changed in the options menu, the new keys have no effect in my campaigns (and I've started a new campaign since changing the keys).
    This as well (though only related to the speed keys).



  4. #4
    Guardian of the Fleet Senior Member Shahed's Avatar
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    Exclamation Re: The Org Buglist, v2

    Please see here for an armor upgrade bug.

    https://forums.totalwar.org/vb/showt...68#post1327468

    Sapi, is it ok if I post links like this or do you prefer if I write up a new post ?

    This suits me better as I don't have to retype everything.

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  5. #5
    Cynic Senior Member sapi's Avatar
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    Default Re: The Org Buglist, v2

    tbh (and especially as i'm going away tomorrow for a week) i'd prefer if you summarised it in this thread and linked to the other one, as it'd save me a lot of work when it comes to the compilation.

    It's really up to you though.
    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

  6. #6
    Guardian of the Fleet Senior Member Shahed's Avatar
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    Default Re: The Org Buglist, v2

    Ok NP. I'll do that. :) Please tell me you're not going to surfer's paradise ?
    Last edited by Shahed; 12-01-2006 at 12:00.
    If you remember me from M:TW days add me on Steam, do mention your org name.

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  7. #7
    Cynic Senior Member sapi's Avatar
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    Default Re: The Org Buglist, v2

    Nope :P
    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

  8. #8

    Default Re: The Org Buglist, v2

    I just had the spy in the castle ignore the ram and the door bug.

    England Vs Milan

  9. #9
    Member Member Lord Leonard's Avatar
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    Default Re: The Org Buglist, v2

    Originally Posted by Oaty
    AI concealed units are immune to artillery/missile barrage where as human concealed units are not. Can be a death sentence if the map is covered in trees.
    If you use archers with flaming arrows you do see a small fire at the point where the arrows hit hidden men. When the unit is again revealed, through movememt or getting close to them, the man count is considerably lower than prior to concealment. I haven't checked this with cannons, etc. as yet, but archers and crossbowmen definitely do reduce enemy unit numbers.

  10. #10
    Magister Vitae Senior Member Kraxis's Avatar
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    Default Re: The Org Buglist, v2

    Forlorn Hope
    These guys have very slightly better stats than Twei-handers, cost about the same yet have half their numbers. That can't be right.

    Currently they are not worth it, as they die far too easily, and get plastered against just about anyone in melee. They can't even defeat Swordsmen Militia with any certainty of victory, while Twei-handers walk all over them.

    Obviously they are missing an extra HP, or else their cost doesn't warrent their rather paltry combatabilities.

    [EDIT] This is of course a very 'balance' issue, but the Forlorn Hope is downright lousy and far far too expensive as it stands. Something is not as it should be. And I'm certain I have seen something about them having two HP somewhere.
    Last edited by Kraxis; 12-06-2006 at 03:45.
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  11. #11
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Re: The Org Buglist, v2

    When using autocombat to take a town/castle, even without artillery a lot of buildings will be damaged after the battle. The question is why and how? Its impossible and should not be happening unless you have artillery!
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  12. #12
    Member Member Yun Dog's Avatar
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    Default Re: The Org Buglist, v2

    I read through this thread - I havent seen any report of this 'bug' /undoc feature

    my apologies if this has been dealt with and I missed it

    The 'Old' MTW 'General seeking artillary' is back - Ive counted numerous battles where the enemy gen or mine is near the first to die in an art barage. Even when I tell my units - NOT to target him - he dies

    also as someone mentioned - the suicidal general - Ive only seen this in seiges so far - where he is usually first in the door - not a good idea in any castle im defending

    may be related to cav generals being fastest when ordered 'once more unto the breach'
    Quote Originally Posted by pevergreen View Post
    its pevergeren.

  13. #13
    Member Member Daevyll's Avatar
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    Default Re: The Org Buglist, v2

    As the above poster stated, suicide general makes a reappearance in sieges.
    This is a bit disappointing.

    Also, the AI seems to 'freeze' halfway through in sieges. I've had this happen several times, where the AI starts the siege, then just seems to stop doing anything.
    Feels a bit like the passive AI bug, but differently as it acts normally at first then just stops for some reason.

    I was reduced to a handful of remnants, the enemy still had about 5 full stacks of Genoese militia, but did nothing and just stood there till the time ran out (no shooting either).

  14. #14
    Magister Vitae Senior Member Kraxis's Avatar
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    Default Re: The Org Buglist, v2

    Quote Originally Posted by Daevyll
    As the above poster stated, suicide general makes a reappearance in sieges.
    This is a bit disappointing.

    Also, the AI seems to 'freeze' halfway through in sieges. I've had this happen several times, where the AI starts the siege, then just seems to stop doing anything.
    Feels a bit like the passive AI bug, but differently as it acts normally at first then just stops for some reason.

    I was reduced to a handful of remnants, the enemy still had about 5 full stacks of Genoese militia, but did nothing and just stood there till the time ran out (no shooting either).
    Have noticed as well...

    I was down to less than 100 men (in 6 units, where 50 or so were archers) in the square where they had fended off the enemy for a long while. Now they were exhausted and down on their morale. The enemy syill had a few units left that had not yet been in the fight. Yet they never came, I had to send my troops out (of which some couldn't because they broke instantly). In the end I just Esc'ed out, having done my damage.
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  15. #15

    Unhappy Re: The Org Buglist, v2

    I don't know whether any posters have encountered this problem but in all of my games, regardless of faction, whenever the video for a succesful or failed Spy/Assassin mission comes up my game crashes. Does anyone know a way around this? It does get incredibly annoying...

  16. #16
    Member Member Daevyll's Avatar
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    Default Re: The Org Buglist, v2

    Quote Originally Posted by KhaderKhan
    I don't know whether any posters have encountered this problem but in all of my games, regardless of faction, whenever the video for a succesful or failed Spy/Assassin mission comes up my game crashes. Does anyone know a way around this? It does get incredibly annoying...
    There's an option 'do not show this type of movie again' or something similar when you get the video.
    Now you probably cant select this because that's when you get your crash, but I'm guessing the value here is in one of the configuration text files, changing a 0 into a 1 or viceversa, the config-keys are pretty recognizable mostly so I'd have a look there.

  17. #17

    Question Re: The Org Buglist, v2

    Quote Originally Posted by Daevyll
    There's an option 'do not show this type of movie again' or something similar when you get the video.
    Now you probably cant select this because that's when you get your crash, but I'm guessing the value here is in one of the configuration text files, changing a 0 into a 1 or viceversa, the config-keys are pretty recognizable mostly so I'd have a look there.
    Where can I find this?

  18. #18
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Re: The Org Buglist, v2

    KhaderKhan: Preferences.cfg


    Some more bugs:
    I play under small unit scale and sent off a town militia unit (60 men) to fight a nearby rebel army near my town. Used quick combat as I couldn't be bothered to fight and won (peasants). After the combat my town militia shows 71 men for some reason? And it stays that way too..I can provide save or screen if necessary.

    The other problem is recently my capital (Venice, playing as Milan) has a 10% religious unrest problem even though its 99% catholic with no other religion shown in the settlement details (wonder why it doesn't show 100%, maybe atheists). Usually religious unrest occurs at more than 6% difference from your religion and 10% from 10% or more. I got 1% difference and 10% for some weird reason??

    Also, all my towns and castles have a 15% unrest showing. Even those without a governor. It can't be spies as I eliminated every faction besides England (they are stuck on their island with Scotland) and the Papal states. Mongols and Timurids have yet to show. Where does this unrest stem from and why is it global?
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  19. #19

    Default Re: The Org Buglist, v2

    Loss of sound

    I played the Cortez vs Mayans hsitorical battle, and a few seconds into the action, the sound just died. The music, the voiceovers, and the battle sounds all just died.

    *Restarting the game had no effect!*
    *Restarting the COMPUTER had no effect!*

    So now when i run the game, theres no menu music, no game sounds. . I tried changing the sound provider (was using Miles 2D with headphones), apply, but still no change. Ive never messed with any of the .ini files or whatever or anything.

  20. #20
    Member Member Sun Tzui's Avatar
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    Thumbs down Re: The Org Buglist, v2

    My english campaign is stuck on turn n.º 128!
    It recognizes the end turn button but it does not highlight it, so clicking it does nothing, same goes for faction, contruction and mercs purchase button....

    I would'nt mind waiting a bit longer for a game without so many bugs.

    Now i gotta restart a new campaign
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  21. #21
    Cynic Senior Member sapi's Avatar
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    Default Re: The Org Buglist, v2

    The buglist updates are below and in the first post. I'll send them off to CA in a minute or two.

    ---

    New Bugs
    When the AI has a spy inside a settlement that opens the gates for them, they don't use rams to break down the gates but they also don't make use of them being open.

    The game can get stuck in a loop, apparently when both the faction leader and heir are killed in the same battle. Further investigation indicates that this occurs when they are taken prisoner, but the ransom is refused.

    Aztec cities sometimes have egyptian architecture !

    Some key mapping doesn't work correctly (specifically that to do with binding keys to different speeds).

    Sometimes textboxes fail to display correctly during battles, so that only a few letters are readable.

    Once a unit has begun to climb a ladder, it can no longer be targeted by cavalry (even though most of the unit is still on the ground.

    If new units are added to a jihad (or a crusade?) and it takes the settlement within the next few turns, the game does not count those units (and thus the entire stack) as a jihad army and the mission is failed.

    The AI doesn't understand that being in spear wall formation prevents units from hiding, and will operate as if those units were hidden when to the player they are not.

    In many cases, ballista towers shoot cannon balls, and cannon towers shoot ballista bolts.

    There is an exploit wherein you can move all garrisons with generals in them as part of a crusade on the last turn before its completion and thus get the experience bonus despite not having moved anywhere.

    If any of the Timur elephant units lose men in a battle, the game will crash when you try to fight them in the next battle (presumably because the unit won't work without its full compliment of men).

    The AI won't sally out of forts.

    The AI often doesn't do sea landings, causing a lot of trouble for factions such as the British and the Scots. It also means that they are unable to capture island territories.

    Armourer buildings are not giving the correct bonuses (please see post #42 in the new Org buglist for a full explanation, but basically they all add +1 armour despite the different armour levels actually giving far more than that.

    Reinforcement units sometimes get 'stuck', half on, half off the map. This mostly occurs with generals bodyguard units and may be to do with the king/heir having a larger unit size than the game allows for with theautodeployment.

    Pathfinding for routing/withdrawing units in siege battles is horrible, with men that are literally ten metres from the border of the map running past the defences to withdraw on the other side.

    Natural Disasters sometimes prevent you from building forts and watchtowers in the affected province.

    Cavalry don't seem to get the experience bonus when trained at castles with jousting/training grounds during initial training (they need to be retrained to get the bonus.

    You/the AI are still counted as a faction's ally even if that faction has been destroyed (ie the game is not erasing the ally information for that faction), causing significant problems with attempting to secure future alliances.

    Pathfinding in mountain terrain is horrible.

    You can often see the hit animation play out for units with only one hitpoint and yet not see them die.

    Diplomats/Princesses lose all trait points in their diplomatic ability trait if they fail a negotiation instead of just getting a trait decrease by 1.

    Agents and armies can move on top of each other and thus displace the other character that was on that coordinate, preventing characters such as merchants from earning an income and moving your characters away from their intended targets.

    The 'wary of rebels' trait's description reads 'no effect'.

    When you've ordered a spy to move into a city (over multiple turns) and that city is besieged, the spy can still move in and bypass the siege restriction during your automated movement phase at the end of your turn.

    Captured captains show up as a member of the unit of which they were a part on the ransom screen.

    Generals bodygurads without a leader show up for ransom (as an aside to this point, it'd be nice to have an option to 'ransom nobility' to keep the price down).

    The 'annex settlement' mission doesn't seem to work correctly.

    Generals can get traits about wives when they're not married.

    Spelling error in the details of "Your forces melt away"

    Grammar error in the details of a successful Regicide mission.

    Like the diplomatic traits, the 'chivalrous ruler' trait can be lost very quickly (for example by leaving him in a town with high tax rates)

    Knight Hospitaler trained from a HQ do not gain the promised experience bonus.

    Militia cavalry sometimes can't be retrained in the city they have been recruited in.

    A successful regicide mission doesn't raise the relations between the factions as it should.

    Attacking Orthodox factions while on crusades will drastically kill your relations with the pope.

    Cancelling an alliance lowers your reputation, defeating the point of doing so (it's the same as just attacking without warning).

    Retraining a full strength unit (to improve its armour, for example) will still take a unit away from the recruitment pool.

    If a family member comes of age in a fleet which already has 20 units in it, the fleet vanishes, and can only be recovered by moving another ship close by and using the faction members panel to locate and move the prince.

    An AI army that is forced to fight to the death sometimes tries to withdraw (and is destroyed).

    Several options in the config file (such as editor and movies) are overwritten by the exe on game startup and thus cannot be changed for good.

    Elephants can capture a gatehouse from outside the city.

    AI reinforcements rarely work together with the main force and often let themselves be defeated in detail.

    The AI doesn't move their general out of artillery range when he's under attack, so he often gets killed before the battle is joined.

    The 'man of the hour' event never seems to trigger in sallies, siege battles and when the army never moves out of the town (ie for an enemy/rebel army within one step of the settlement).

    There seems to be a significant balance issue with 'forlorn hope' (see post #69)

    Buildings can get damaged in a siege battle that is autoresolved despite the absence of artillery.

    There seems to be no real reason not to sack a settlement rather than occupy it. If it does generate unrest then the penalties seem to be too small.

    The vices that can be gained from being in cities have a ridiculously high chance of being gained when how many a general is eligible for and how long he stays in the city are taken into effect.

    Losing to the aztecs can make your general hate Denmark !

    Generals are still suicidal in sieges.

    The AI sometimes 'freezes' during sieges, and their units simply stand still for the remainder of the battle.

    Adding agents to a crusade removes its movement bonus.

    Religious unrest and general unrest sometimes behave strangely (see post #79)

    The description for Holy warrior is the same as for Grand Crusader and mentions crusades.

    There are numerous ancillaries with no triggers, eg. armour_custom, armour_ornate, black_stallion, faithful_servant

    AI has lots of trouble withdrawing artillery units, They withdraw then run back pickup the artillery and withdraw again never getting anywhere.

    AI can't besiege any fortification with cannon towers as they will willingly let themselves get slaughtered on a sally. Should they only be assaultable due to the towers range?

    On a merchant mission from the Merchant's Guild to takeover an enemy merchant, the mission states, if you succeed you will receive 500 Florins and the Merchant's Guild will be pleased with you and if you fail or don't do it, the Merchant's Guild will be pleased with you. Obviously they've been trading too much wine and they'll be pleased either way!!!

    Assassination missions (such as assassinate witch x) fail if you kill the unit in any other way (such as burning it at the stake or killing it in battle).

    The trigger that promotes priests produced in cathedrals to bishops doesn't extend to huge cathedrals.

    (the next three are quoted from post #94)
    There's no way to get a whole bunch of princess-related traits. Lack of a CharmStarter trait to give princesses some charm to begin with. This is important since there are only 2 ways to gain and lose charm for princesses through actions (diplomatic success and getting assassinated).

    ReligionStarter trigger for adopted generals, married-in generals and men of the hour is not giving the trait properly, resulting in them all having no piety (starter trait is supposed to give default 3). This may be due to the triggers being cluttered with other traits. The only one that works is the coming of age trigger, and only sometimes. This is most likely due to the fact that LoyaltyStarter is above ReligionStarter in the trigger and both are at 100% chance. The game checks for LoyaltyStarter, awards it and stops. If this is true, then all triggers with 100% chance traits buggy as well, since the game may stop before it hits the 100% trait and will definitely stop after it hits the 100% trait.

    Pagan magician ancilliary is given when a region is less than 90% of the controlling faction's religion. This results in everyone getting one. Might be a simple typo from too many late nights up.

    The Hashashim guild building description doesn't mention any bonus to law.

    When artillery has 2 shots left it fires all of its ammo, but when it is down to one shot left it can never fire that last shot. Does the game consider the ammunition empty?

    If you sally and enemy has artillery, you lose the battle if you exit, even when you destroy all of their artillery. This is including the fact that all men are back in the city (their artillery is destroyed but unit is left). It's also a loss if they fired all shots from thier artillery.

    There are several bugs with choosing the city you call a crusade upon (see post #103)

    (quoted from post #103)
    Pikemen tend to be a little messed up. Charges often make it past the pikes and cause them to whip out swords and die. Pikemen not engaged directly will continue standing in braced position while their fellows are hacked down right beside them. Ordering a pike unit to attack causes it to walk forward and the front ranks do not engage the enemy. When the back ranks get into attack range they start poking away fine, but the problem is that the front ranks are now too close, switch to swords and die.
    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

  22. #22

    Default Re: The Org Buglist v2



    I have the unspecified error bug, presumably caused by the aforementioned elphant unit issue. This explanation makes sense, because I have only experienced this in battle against the tamarids, and in battle with my one army which has elephant units.

    It occurs usually about 30 secs into the battle every time I fight the Tams now.

    What I don't know is how to fix it. Can someone please let us know if there is a fix? Another poster in another thread claims to have had the same problem and before anyone replied they said that they figured it out and fixed it on their own but neglected to explain what was causing the problem or how they fixed it. I am guessing that they had an unrelated hardware issue.

    Is there a fix for the elphant bug? Have they put out a patch fixing this?

    Thnx for any help,

    ~Buck

  23. #23
    Cynic Senior Member sapi's Avatar
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    Default Re: The Org Buglist v2

    If i remember correctly then it's fixed in the new patch - you should be able to find a thread on it (with a download link) in this very forum.
    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

  24. #24
    Prussian Musketeer Member Faenaris's Avatar
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    Default Re: The Org Buglist v2

    I just skimmed through the list and want to add some "texture oversights". These are easily noticed in custom battles and I believe that one can also see the phenomena in the campaign.

    Berdiche Axemen: Regardless of armour level, their outwards appearance stays the same. You can give them no armour upgrade, 1 armour upgrade or 2 upgrades, they just look the same. This can't be right since we have seen Berdiche Axemen wearing special masks.

    Venetian Archers: Their armour upgrades are switched. Upgrade a unit and they show LESS armour than the upgraded version.

    Venetian Heavy Infantry: Same problem as the archers.

    I will post screenshots tonight.
    Signature by Atterdag

    "Hunde, wollt ihr ewig leben?" ("Dogs, do you want to live forever?") - Frederick II of Prussia at the battle of Kolin when adressing his fleeing Prussian soldiers.

  25. #25
    Cynic Senior Member sapi's Avatar
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    Default Re: The Org Buglist v2

    Updated.

    (and since i noticed the 40k quote in your sig, faenaris, i'd like to add one from the game Dawn of War - 'hope is the first step on the road to disappointment ;) )

    ----

    It appears that marrying a general acts a marrying a faction heir should do and vice versa (ie, marrying a faction heir brings him into your faction whereas marrying a general doesn't). Reported with marrying Robert in Caen first turn as the French.

    Gunpowder upgrades at university give bonus melee attack instead of ranged.

    British can build military academy and get gunpowder associated traits and retinues before gunpowder is developed.

    Christian factions can retrain most mercenaries, even ones which are not found in their home territories, whereas muslim factions can't even retrain local ones.

    Becoming a king makes you lose your starting piety bonus.

    Gunpowder infantry often get stuck 'reforming' and don't do anything but get killed.

    When using "Total war" view, in the French version of the game, the camera keys relate to a "qwerty" keyboard, and the other contros use an "azerty" keyboard.

    Troops with the plague don't display any indication of it, making it hard to stop it spreading (bug or 'feature'?)

    Archers seem to have infantry marching sound and infantry seem to have Archers marching sound - archers make the intimidating 'crunch crunch crunch' noise as they march, wereas infantry just rattle and barely make a noise.

    The mongols sometimes fail to expand, and just sit around as a big horde.

    Crossbows sometimes fire an empty volley when you tell them to move or stop firing; and they won't turn and run until they have completed their firing animation, making saving them from charges impossible.

    If the gates shut to stop a routing unit passing through, the unit will never pass through the gate, even if it opens later in the battle, and will be almost impossible to kill.

    The AI can get new family members in stacks in the middle of nowhere.

    When an enemy army decides to assault one of your settlements, by having diplomats/prests/spies/assassins in the enemy territory you can see their planned route (the big blue arrow) of the enemy army all the way to your settlement even when it's going to take several turns for them to get there. Even if you then use this information to massively re-enforce the settlement the computer still follows it's attack order resulting in the enemy sneak attacks being utterly non-sneaky and disastrous for them.

    The campaign map sometimes lags very badly, even on high end systems, and this does not seem to be reproducable, even though it is a widespread issue.

    Historically, the game is missing several road connections that existed in real life. Constantinople-Trebizond, Nicea-Trebizond, Caesarea-Yerevan and Caesarea-Trebizond are examples of connections that existed and were significant historically but are not ingame. To clarify why this is a bug (and, to be honest, it's more of an enhancement), the absence of these connections makes life very hard for the Turkish and whoever invades their empire.

    The AI sometimes withdraws its armies (on the battle map) directly towards an army that is waiting to enter, preventing the AI army from leaving.

    Upgraded armour is not represented visually on Berdiche Axemen.

    Venetian Archers and Venetian Heavy Infantry show less armour the more they are upgraded (ie the effect works in reverse).
    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

  26. #26
    One of the Undutchables Member The Stranger's Avatar
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    Default Re: The Org Buglist, v2

    is this a bug?

    one turn in game equals 2 years on the time line... but the characters just age one year a turn (or maybe one year per two turns... i havent checked that...)

    We do not sow.

  27. #27
    Cynic Senior Member sapi's Avatar
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    Default Re: The Org Buglist, v2

    It's one year per two turns, and it's a feature to ensure that your characters don't die before they have a chance to develop.

    @dunno, yes, i've noticed that too, though i haven't tried the manual merge workaround (and, tbh, i can't remember how to do so :P ) - i'd previously put it down to mercanaries not wanting to merge but you're right, it may well be a bug.
    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

  28. #28
    One of the Undutchables Member The Stranger's Avatar
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    Default Re: The Org Buglist, v2

    so let me get this straight... on the timeline 1 turn is 2 years but for a character 1 year is 2 turns?... thats stupid...

    We do not sow.

  29. #29

    Default Re: The Org Buglist, v2

    Quote Originally Posted by sapi
    @dunno, yes, i've noticed that too, though i haven't tried the manual merge workaround (and, tbh, i can't remember how to do so :P ) - i'd previously put it down to mercanaries not wanting to merge but you're right, it may well be a bug.

    You can do manual merging by just dragging the unit portraits. I experience the auto-merge bugs even with militia spearmen who has taken casualties from the black plague, for example. So I end up with six stacks of 72 of 75 spearmen. Yet when I press M repeatedly, sometimes absolutely nothing happens. But if I drag two of the stacks together and then press M, I'll get five stacks of 75 and one stack of the remaining as is proper. Apart from the workaround, most of the time it clears itself up and works properly the next turn though.

  30. #30

    Default Re: The Org Buglist v2

    Not sure this a bug or not, I was being attacked and set my army on the side of a fairly steep slope, had alot of problems placing my 2 cannons and ballista, even though the areas I wanted to deploy them on were fairly level. I manged to find 3 places for them although not really where I wanted, I was hoping to have my cannons overlooking the cliff, firing volleys down the side of mountain.

    Once, the battle started, I couldn't move any of them, so just gave them orders to engage any target, then they started the reload animation, up to the point where the barrel points down, then stopped, and started looping. Eventually near the end of the battle a unit of elephants must of got to the only point in the map where my cannons could hit, and they started firing properly. My ballista only fired when something stood right in front of it.

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