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  1. #1
    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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  2. #2
    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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  3. #3
    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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  4. #4
    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."

  5. #5

    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.

  6. #6
    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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  7. #7
    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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  8. #8
    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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  9. #9

    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.

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