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Thread: The Org Buglist v2

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  1. #1
    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
    In war, let your great object be victory, not lengthy campaigns.
    Sun Tzu on the Art of War

  2. #2
    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

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