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Thread: The Org Buglist v2

  1. #121
    Magister Vitae Senior Member Kraxis's Avatar
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    Default Re: The Org Buglist, v2

    And Forlorn Hope still lack their extra HP....
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  2. #122
    Cynic Senior Member sapi's Avatar
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    Default Re: The Org Buglist, v2

    Quote Originally Posted by FactionHeir
    Sapi, you missed this from my post #42 in this topic:

    -Merchants trained when I had the merchants HQ and a master assassins guild would give a newly trained merchant the "merchants guild apprentice" trait which somehow related to the master assassins guild descript and gave "+1 to agent's skill". You would also expect a journeyman for the HQ in that respect, so its likely that there is some overlap in the triggers for merchants guild / assassins guild.
    I'll look at the other ones later, but just to answer this - it's in the original buglist.
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  3. #123
    Member Member mor dan's Avatar
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    Default Re: The Org Buglist, v2

    i don't know if it is a bug or not, since i don't see it up there, but i experience severe lag on all sieges of fortresses and citadels, as well as Large Cities when there are 600-800 and up total soldiers in the battle.

    my system specs:

    XP Media Center SP2
    1gig PC3200ddr
    Athlon 3500+
    NVIDIA GeForce 6600GT

    it doesn't seem right that i can handle 1,800 soldiers in a field or mountains, but i can't handle 600 in a late period siege battle with all graphics options turned to their lowest possbile settings...
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  4. #124
    Cynic Senior Member sapi's Avatar
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    Default Re: The Org Buglist, v2

    I get the same thing - i think its' a problem with the buliding textures or the ai, using excessive cpu time
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  5. #125

    Default Re: The Org Buglist, v2

    Broken savegame. It works ok upon reloading, but crash to dektop when I hit "end turn" with a message saying something like "unspecified error". Previous saves work fine, just not my latest one in an english campaign.
    I've seen other people in this thread complaining about end turn issues or save files, but not this one, I think...

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  6. #126
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Re: The Org Buglist, v2

    Yeah me too. Check the second link in my sig..and its not just my system :)
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  7. #127
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Re: The Org Buglist, v2

    My post above was meant to address mor dan and sapi.
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  8. #128

    Default Re: The Org Buglist, v2

    Here's one.

    I think the active ability of marriage is bugged. For example, if you start a campaign as France and you send your princess to Caen, you can use the marriage ability to try and steal Robert from England and bring him into your family. If you are successful, Robert will step outside Caen and join the French faction, however, I think now he should be a member of the French family and appear on your family tree - but he doesn't. It will say French family member when you click on him, and he will have royal ties etc but won't appear on the tree. Then, I started to get weird "New Family member" messages every round. A new baby seemed to emerge, but the surname was seemingly random like "de Calais" etc. No new child appeared on the tree again.

    A bug this is... I am certain of it...

    If Musashi is correct:-

    I have not tried a faction heir yet.. but if they do join your family, then maybe there is a bug and they switched the trigger to join your family tree "wrongly" from generals to faction heir. So generals dont join and faction heirs do.. should be other round methinks...
    Last edited by Jace11; 12-12-2006 at 01:19.

  9. #129
    Confiscator of Swords Member dopp's Avatar
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    Default Re: The Org Buglist, v2

    Don't know if I mentioned this before (can't find it). Gunpowder upgrades at university give bonus melee attack instead.

  10. #130
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Re: The Org Buglist, v2

    British can build military academy and get gunpowder associated traits and retinues before gunpowder is even developed.
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  11. #131
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Re: The Org Buglist, v2

    Diplomacy bug:
    When the balance is on "balanced", the AI will often reject (just reject) by saying that the offer is too generous and they would owe me too much. However, then I make the offer even more generous, they actually accept...shouldn't the AI say that they don't like the terms instead then?
    Or could it be that they couldn't meet those terms and auto-default onto "too generous"?
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  12. #132
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Re: The Org Buglist, v2

    Bug or intentional?:

    Christian factions can retrain almost all mercenaries (save crusader units).
    Muslim factions can only retrain merc spearmen, bulgarian brigands and salv mercenaries? (maybe a few more, but much less than christians)
    I mean muslim factions can't even retrain mercs they get in their own area while christians can! (alan merc cav, armenian heavy cav, merc crossbows...)
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  13. #133
    Confiscator of Swords Member dopp's Avatar
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    Default Re: The Org Buglist, v2

    Related to the starting piety bug: becoming a king makes you lose the starting piety again.

  14. #134
    Guardian of the Fleet Senior Member Shahed's Avatar
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    Exclamation Re: The Org Buglist, v2

    Quote Originally Posted by dokparstal
    another critical bug is that gunpowder units such as musketeers and arquebusiers and handgunners' REFORMING BUG!
    Hi sapi !

    I can confirm this, after about an hour of tests last night.

    Sometimes musketeers under fire will perpetually try to reform going back and forth back and forth without shooting back.

    Forgive me if I missed this in the list, but I did'nt pick it up.

    This is a MAJOR bug.

    The consquence of which is players who wait a long time to use gunpowder unist in campaign are severly handicapped. It's extremely disappointing and is a show stopper. It's likely to produce many, many unsatisfied customers.

    If I need to produce any evidence of the bug let me know. But basically anyone can see it. You need a musket unit and have it get shot up by 2 or more units intermittently. It will be stuck in a reform loop, it will fire back only very rarely. It WILL fire back back not half as much as it should.

    I wonder if this is a feature, I think not, because even one man dying per every few enemy volleys can severely disrupt the musket formation.

    They also don't seem to work at all 50% of the time actually.

    Sometimes depending on the rows and columns of their formation, they simply won't shoot. Case in point is city walls where they have an awesome position from which to destory the enemy, they won't shoot in most cases.

    They also seem to sometimes shoot through buildings in siege situations (talk about reversal of fortune).

    Lastly there is also a bug with the fire command on these units. If you order them to shoot, about 20% of the time they will just stand there and they won't shoot, even thoguh the enemy is plainly standing there too about 50 meters away in beautiful formation ideal for the killing. If you switch on auto fire they probably will shoot, eventually.

    The firing sequence has issues.

    These essentially mean players have to contend with a late period unit for which they have waited long and can't use, issues with muskets, need to be addressed by the developers.
    Last edited by Shahed; 12-12-2006 at 09:31.
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  15. #135
    PapaSmurf Senior Member Louis de la Ferte Ste Colombe's Avatar
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    Default Re: The Org Buglist, v2

    A kind of funny one...

    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.

    That means I can give two different orders using one key!

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  16. #136
    Guardian of the Fleet Senior Member Shahed's Avatar
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    Default Re: The Org Buglist, v2

    Sacre Bleu !!! Le French Zhey Have Everyyythiing !!
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  17. #137
    Στωικισμός Member Bijo's Avatar
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    Default Re: The Org Buglist, v2

    Sometimes during battles the sound gets set to Muted? I also noticed it in RTW back then,. Happened sometimes when alt-doubleclicking with a missile cavalry unit, but am not sure if it also happened with others. Anyway, it happens occasionally :P
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  18. #138
    Typing from the Saddle Senior Member Doug-Thompson's Avatar
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    Default Re: The Org Buglist, v2

    A very, very few things that I don’t think are bugs:

    Updated 10/12 AEST


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

    Well, if there’s a flood or an earthquake going on … or if it wiped out the tower you just built …

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

    Those Orthodox may be misguided members of the flock from the Catholic point of view, but they’re still Christians. Muslim factions aren’t allowed to attack other Muslims at all while on Jihad, period.

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

    Except that it doesn’t get you in a war. You can still trade with the former ally, for instance.

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

    I don’t have a problem with that at all. They’re taking the armorers attention, for instance.

    “Archers seemingly do no damage in heavy rain.”

    Wet bows. Wet bowstrings. Water in your face ...

    “Relations with x have worsened' notices appear when you're at war with faction x.

    Making it more difficult and costly to negotiate peace.

    Also, on this one:

    “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.”

    Pilgrims seem to have the same problem.
    "In war, then, let your great object be victory, not lengthy campaigns."

  19. #139

    Default Re: The Org Buglist, v2

    Hopefully someone has already reported these two bugs related to the plague.

    1. I am playing as Venice, hard/very hard. When a city has the plague, any understrength units within the city is automatically retrained. I have double-checked settings to ensure I don't have any troops set for retraining. Yet any understrength troops are retrained to full strength anyway.

    Considering the size of Venice by this stage of the game, the retraining can cost quite a bit of money. During the plague, money is very tight and retraining troops is not a good use of the money.

    2. I have also noticed that troops with the plague do not display the plague marker which makes it very difficult to prevent the spread of plague.

  20. #140
    Member Member Morindin's Avatar
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    Default Re: The Org Buglist, v2

    Not sure if this has been mentioned already.

    Sounds

    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

    In my game the mongols just parked above the black sea, until about 50 years later I sent a scout to check them out. Then they rampaged across Eastern Europe.
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  21. #141
    Cynic Senior Member sapi's Avatar
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    Default Re: The Org Buglist, v2

    Quote Originally Posted by Doug-Thompson
    A very, very few things that I don’t think are bugs:

    Updated 10/12 AEST


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

    Well, if there’s a flood or an earthquake going on … or if it wiped out the tower you just built …
    Yes, but they stop you building in that province forever (or at least until another one occurs)

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

    Those Orthodox may be misguided members of the flock from the Catholic point of view, but they’re still Christians. Muslim factions aren’t allowed to attack other Muslims at all while on Jihad, period.
    Yes, but having a different set of papal relation-damaging actions when on crusade and off seems a bit silly.

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

    Except that it doesn’t get you in a war. You can still trade with the former ally, for instance.
    Yes, but the example in question is if you want to go to war with that nation but dont' want to betray them.
    “Retraining a full strength unit (to improve its armour, for example) will still take a unit away from the recruitment pool.”

    I don’t have a problem with that at all. They’re taking the armorers attention, for instance.
    I've got no problem with it either except that the recruitment pool measures men, not an armourer's attention.
    “Archers seemingly do no damage in heavy rain.”

    Wet bows. Wet bowstrings. Water in your face ...
    The hit animations still play.
    “Relations with x have worsened' notices appear when you're at war with faction x.

    Making it more difficult and costly to negotiate peace.
    Yes, but you'd think your relations would hit rock bottom when you attack them, wouldn't you?

    Also, on this one:

    “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.”

    Pilgrims seem to have the same problem.
    Don't they use clubs? Maybe that's regarded as a 2h weapon...
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  22. #142
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Re: The Org Buglist, v2

    Pilgrims don't have the problem from what I know as they use daggers. Religious fanatics use 2 handed clubs though, same as the jihad mutww something.

    Another bug:
    When you tell crossbowmen (noticd thismainly commanding merc xbows) to move, they will continue reloading and then fire an empty volley (mock firing with sound) before the move. This can take very long and make them sitting ducks. Why do they reload and do an empty volley anyway when you tell them to move right after they all took their shot?
    Further, when they currently are firing or about to fire and you press "stop", they all finish their current volley and fire an empty one as well.
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  23. #143

    Default Re: The Org Buglist, v2

    Sorry if someone's mentioned this already;

    I've seen a bug several times when attacking a city/castle if a defending unit routes while outside the main wall or in the outer area of a 2 teir fortress/citadel. If you chase them and have a unit quite close when they reach the gatehouse, the doors don't open and the unit gets stuck stood just outside the gate, even if the unit chasing them withdraws. The routing unit cannot be properly attacked either, any units set to engage them will stand a few yards behind them and mill around until someone accidentally walks into an enemy soldier and attacks them.

  24. #144
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Re: The Org Buglist, v2

    I can confirm what PureFodder says. Have seen it only twice before though bc i usually auto resolve sieges.
    Happened mostly when the enemy for some reason moved his cav out of the gate and let it stand there till it routs but then it won't open the gate for it and I can't attack it.
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  25. #145
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Re: The Org Buglist, v2

    The AI can get Man of the Hour (even in RTW, but still in M2TW) without fighting battles.
    I noticed this when I assassinated one of his family members in the middle of nowhere and there weren't any rebel or other stacks around. Next turn the stack is led by a new family member again, aged 20-21.
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  26. #146

    Default Re: The Org Buglist, v2

    I assume this is a bug and not a feature.

    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.

  27. #147
    Magister Vitae Senior Member Kraxis's Avatar
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    Default Re: The Org Buglist, v2

    Quote Originally Posted by FactionHeir
    The AI can get Man of the Hour (even in RTW, but still in M2TW) without fighting battles.
    I noticed this when I assassinated one of his family members in the middle of nowhere and there weren't any rebel or other stacks around. Next turn the stack is led by a new family member again, aged 20-21.
    Adoption...

    The AI plays it's turn after you, so it will be able to respond at once.
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  28. #148
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Re: The Org Buglist, v2

    You cannot adopt a captain though. THe adopted ones will always show up at the family member who adopted them or next to him.
    But if I kill the leader of a crusading army for example and the AI just replaces him mysteriously next turn and keeps going, then something's wrong.

    I can't adopt someone in the field either if I don't have a family member nearby.
    Want gunpowder, mongols, and timurids to appear when YOU do?
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  29. #149
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Re: The Org Buglist, v2

    Add to the list:

    Lag/major slowdown on campaign map. Details in the second link of my sig. Got several people having the same problem now and it seems to occur on both low and high end rigs.
    Want gunpowder, mongols, and timurids to appear when YOU do?
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  30. #150
    Guardian of the Fleet Senior Member Shahed's Avatar
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    Exclamation Re: The Org Buglist, v2

    I can second the campaign map lag. I tried everything and even on extremely low settings it happens sometimes. Seems like a memory leak maybe ?

    sapi I'd like to add this as an enhancement for the February update:

    There is no road connection between Constantinople-Trebizond, no road connection between Nicea-Trebizond.

    I've done research on this and there was indeed a road connection between the two passing through what is the first northern valley on the MTW2 campaign map, between Trebizond and Nicea.

    Naturally there was also a road connection between Nicea and Trebizond.

    I don't know why those connections are missing but it would be a nice little addition if they were there.

    This is not a major issue, hence I'd like to add it as an enhancement, rather than a bug, it is however an inaccuracy.

    Thanks.
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