Or you could send this one off now and then not accept new reports until the patch is out so we can differentiate better :D
Or you could send this one off now and then not accept new reports until the patch is out so we can differentiate better :D
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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.
You mentioned the same bug several times. With the traits and antitraits. No need to mention it more then once.
Imperator de Basileia Ton Romaion-A "The long road" M2tw AAR
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Yeah it's not just Diplomats and Princesses... those are just the easiest ones to notice b/c they have so few traits and you often notice the sharp difference when one trait line vanishes. It's actually every single anti-trait in the game that causes this. Somehow the mechanic is bugged so when a trait gains a point, it completely destroys all of its antitraits instead of just subtracting one from them.Originally Posted by Darkarbiter
If you want to see other examples in action, you can start up a new campaign that gives you a family member with multiple points of StrategyDread or StrategyChivalry. Capture a city with him, and choose the action that will give you the opposite of what the guy has - exterminate if he has chivalry, occupy if dread. You'll note that the action immediately kills all of his old trait. I can't remember which exactly, but I think someone suggested one of the Scottish generals fits the bill for this.
There's actually a little known thread in the mod chat that discusses this one, and I formulated a workaround using triggers to simulate the antitrait functionality (yeah I'm crazy like that). The post is linked in my sig for any interested parties.
A couple of bugs...
1. When moving an army into an enemy's zone of control, you cannot move (this is normal), but if you attack the enemy with a different army such that the enemy army is destroyed or withdraws, the first army is still unable to move because the game thinks it's still within the enemy's zone of control.
2. Spies who are inside a settlement will show 100% success rate, when it may not be so in actuality, if you attempt a mission on the settlement the spy is already in. It is possible to have the spy fail despite showing "100%" chance of success in this case. However, if you first move the spy out of the settlement before attempting the mission, it will show the true percentage. It seems the game may not be correctly calculating the presence of enemy counter-spies when determining the chance of success in a settlement, if the player's spy is already inside that settlement.
Merchant can't reach Tobacco, maybe it was Chocolate, near river in Brazil, can't move onto the riverside tile.
At the end of the day politics is just trash compared to the Gospel.
not sure if that has been mentioned somewhere, it isnt important either.
the province dongola, southern of egypt has no connection with its port.![]()
the nile bars the way to the cost of the red sea.![]()
shaka
Homer was wrong in saying: "Would that strife might perish from among gods and men!" He did not see that he was praying for the destruction of the universe; for, if his prayer were heard, all things would pass away. . .
Had a read through and couldnt find these 2 so posting just in case ;)
Started a game and saved then when when I loaded up again no matter how many assassins I built I never got offered an assassins guild.
I was running around with 5 assassins killing loads ,sabotaging and had 4 towns pumping out an assassin every turn for 40 turns and still nothing.
A strange occurence with unrest,I had 9 level 5+ spies in rome,rome had around 10 units including the pope in it and was around 18k population at the time.
Unrest was at 75% so I sent in 4 assassins and wiped out 4 of his happiness buildings knocking happiness down to around 40%.
Next turn he hadnt repaired any of his buildings but happiness had shot up to 105% ,I took out all my spies unrest didnt move but as soon as I sent one of my spies in again, instead of unrest rising it went up to 120% happiness and stayed there no matter how many spies I sent in.
Bug #1 : After I captured Fortaleza in Brazil, upgraded walls, I let it rebel and after attacking it again, it showed on the battlefield with snow on it and around it but the rest of the landscape was green.
Bug #2 : Merchants can join an army, and if you move this army on a resource all merchants in it will make money. Same thing with forts built by generals sitting on resource position.
Bug #3 : After recruiting mercenery knights in west of France with 16 defence and 13 attack and sent them to upgrade at Swordsmith's guild in Caen their stats dropped at 15 D - 8 A or so after conversion.
Bug #4 : Aztecs speak arab
Bug #5 : In the Franch version I'm using the description of the aztec temple (the only building the Aztecs have) there is the 'DO NOT TRANSLATE - NOT MEANT FOR [...]'
Bug #6 : On sending a unit of mortars to destroy a castle tower (in Caesarea) sometimes they get in range then they stop without shooting even if I right-click again for attack command. It works if I position them in range of the target without commanding them to attack.
Bug #7 : 2 swiss pikemen units were in a forest, and 2 mercenary ribaults outside the forest were commanded to make some swiss cheese holes in the enemy pikes but they refused because they were too close to the enemy pikemen, finally they accepted after positioning them a bit far (similar to the 2 mortars refusing to attack the tower but doing it after repositioning)
Bug #8 : Musketeers were ordered to fire on a fierce unit of jaguar warriors that were approaching toward them on a street in Tlaxcala, of course they just stood there with weapon on shoulder ready to fire until the jaguar warriors came and put their fingers inside the muskets.
Bug #9 : In Tlaxcala, again, it seems soldiers become ghosts and can walk through some buildings (I took screenshots)
How long before the next patch ?
Not sure if someone posted this already, and I'm in quite a rush to get back to my game.
If you kill a cardinal when the cardinal page is open, the game crashes.
I second this. Soldiers can run right through buildings in the new world.Originally Posted by d3nn16
Also, weird bug I came across today: I was sieging a rebel city along with an ally. Either the rebels sallied out or (more likely) my ally decided to launch an attack, and the battle screen came up. I selected 'withdrawal' which also led to my ally withdrawing and breaking the siege.
I belive (guess) that soldiers can run through new world buildings because they display as egyptian but use aztec meshes for navigation.
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
Hm. Found this today.
If artillery is moved such that they are 'overlapping each other' in battle, they get stuck.
Death solves all problems. No man, no problem. -Josef Stalin
Not really. They just shoot each other to pieces and move onOriginally Posted by KHPike
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Another bug: Alchemist Lab dont upgrade ranged stat but melee stat...
@JaM - i believe that's already been noted
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
Its more, I trid to add upgrade for missile units in particular. So i added stat to add +1 to missile units. IT did,but to the melee instead of ranged. So this is not only a gunpowder upgrade bug,but it counts for all posible upgrades
Hmmm
Seems odd![]()
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
I concur with this, and further note that experience likewise is glitched for missile units. Missile units gain melee points any time they would gain an attack point from experience, when it would make sense of course for them to gain points in missile. I don't always mind them being better in melee, but in general would prefer them to be able to punch a lot more holes in other units from across the battlefield. This is especially important b/c a lot of ranged units have AP but low-ish missile attack values, which means those bonus points of missile attack count for more in practice than a non-ap point would.Originally Posted by JaM
A case could be made that experience at least is meant to be this way, as it seems to increase the unit's missile accuracy, however I've heard no suggestion that any upgrades confer this benefit, so it seems likely that all stat boosts are incorrectly affecting their melee instead of missile stat. Of course it's possible though that the upgrades DO affect accuracy, in which case it could still be a conscious design decision.
Missile units get more ammo with every 3 chevrons already
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well ..
1. i think that priests with high piety should have a possibility to convert the heretics to your priests ...
2. there should be a possibility for diplomats to ask your ally to "honor the alliance" when you want them to attack your enemy .. if ally refuses there reputation goes down but when they agree it goes up .. that way these alliances would be more impostant in the game ...
3. i should be abel to see your vassels armys and agents as they were your own ..
:)
So how are these bugs!?Originally Posted by SultanSaladin
![]()
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well .. it bugs me that i can't do those things :P
sry .. i understand that i made a wishlist and not a buglist![]()
When attacking a settlement without siege tools (i.e. with spies instead) the advice messenger will always trigger and say that the aim is not to destroy the walls etc even if the advice if turned off in general.
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Well I found a bug, though the way the game is, it is not going to occur very often. If by one way or another you manage to get your princess to high enough charm to persuade another faction's general to marry her, she disappears from the family tree instead of the general getting added to your family list. The best part however is if he becomes the faction heir he still doesn't show up and when he becomes the faction leader then your family tree disappears. At least in my game then 40 turns went by with no births or adoptions although there was 1 marriage into the family. So I suppose you can work around it by not using your princess for stealing a general or killing him off if he becomes the heir, but it is a glitch at least for how the family tree displays.![]()
That could be due to the the size of the city, the size of the church/cathedral and the governor.Originally Posted by Lord Leonard
A small bug...
Mercenary dismounted knights, the ones that fight with maces, say "Heavy cavalry" when you select them in battle.
Deselecting AI control for the reinforcement stack when staging an attack and then enabling night attack will lead to the reinforcement stack being AI controlled at night even though the box was not ticked in the pre-battle screen.
The tick box just doesn't seem to upgrade.
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Units captured in a successful siege assault can be ransom/release/execute handled but if you ransom or release, they will still not appear (i.e. disappear) from the campaign map.
Therefore, that popup should not be there to begin with.
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Are you sure of this? I believe I have seen a stack that I had released - they didn't show up right next to the city though, they fled just like the AI does when you engage it in the field but it withdraws (b/c it's outclassed). So if you have FOW anywhere near the city you're sieging, it's possible the released enemy units end up underneath it after they take their full movement points in running away. Of course it's also possible I'm remembering a situation where I released prisoners from a field battle, so don't consider this gospel.Originally Posted by FactionHeir
Another possibility is that they are removed only if the enemy army routs, since that event seems to mean the army simply ceases to be. I think humans playing sieges tend to rout the enemy army all the time though: it has proven difficult at least to me to capture the square without entirely slaughtering the enemy presence in the settlement, which may never leave a sufficient enemy force behind to count as an army.
Its only for siege attacks, not for field battles where this works properly.
I had sight over the region and there was another enemy stack in the region too (depleted) before the siege. Since I got major campaign lag issues, I get to see with painful sloth how enemy units move, and none of the ransomed/released prisoners ever left the city. The depleted stack had the same amount of troops and there were no new troops on the border.
For prisoners, even releasing 3 people counts as "army" and will create a new stack.
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