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  1. #1
    Member Member yalpe's Avatar
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    Default Re: 1.2 Buglist

    AI: The AI would sometimes drop a faction heir alone or not into my lands.

    Battlemap (sound) : Do a battle vs a small size army with a lot of reinforcements, kill half of the original army, you get the "The enemy is badly bloodied" message even if the kill counter is at <<<<<< 50% (11% for me).

  2. #2
    Cynic Senior Member sapi's Avatar
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    Default Re: 1.2 Buglist

    Updated.

    Phew, that was a lot

    I'll do the wishlist tomorrow
    From wise men, O Lord, protect us -anon
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  3. #3
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Re: 1.2 Buglist

    Errr where did you get the info that antitraits are not working??
    From what I read over at the modding forum it works.

    Battle map
    If the AI has artillery and while moving into position the artillery blocks each other from taking up the position, the AI gets deadlocked in a loop where you can hear the enemy commander shouting commands every second and the army stalling where it is. This continues until your general (or main bulk of army) comes into their range at which time they become active again. Not so bad if you are the attacker, but annoying if the enemy is the attacker (as this forces you to attack them)
    Last edited by FactionHeir; 04-17-2007 at 11:35.
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  4. #4
    has a Senior Member HoreTore's Avatar
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    Default Re: 1.2 Buglist

    Yeah, at least they are partially working. I've got a lot of generals who've lost one point in something, like strategychivalry.
    Still maintain that crying on the pitch should warrant a 3 match ban

  5. #5
    Cynic Senior Member sapi's Avatar
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    Default Re: 1.2 Buglist

    @FH - whoops, misread something
    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
    A Livonian Rebel Member Slaists's Avatar
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    Default Re: 1.2 Buglist

    Pope'o meter

    The meter displaying Papal standing gets stuck at "outstanding" while the diplomacy screen states, relations with the Pope are "Perfect". The situation has persisted for quite a few turns now in my English campaign.
    Last edited by Slaists; 04-17-2007 at 15:02.

  7. #7

    Default Re: 1.2 Buglist

    Can someone verified if all agent related move are affect by Settlements under sieged, because I've seen spy enter a sieged settlements or possibly AI Agent continue to perform their mission regardless of a siege or not. I believe this only happens when orders are issue before the siege though.

    Cannot Verified for AI orders though.

  8. #8
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Re: 1.2 Buglist

    Quote Originally Posted by GOWDragonMaster
    Can someone verified if all agent related move are affect by Settlements under sieged, because I've seen spy enter a sieged settlements or possibly AI Agent continue to perform their mission regardless of a siege or not. I believe this only happens when orders are issue before the siege though.

    Cannot Verified for AI orders though.
    Yes, its one of the bugs I've reported, only for diplomats and spies though. Quite possible that it affects other agents too.
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  9. #9
    has a Senior Member HoreTore's Avatar
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    Default Re: 1.2 Buglist

    Bug:

    The great cross still wont go through the gate when sallying. Just sallied from Antioch, when I selected the cross and clicked anywhere outside the gate, it would flash the movement arrow for a second, and then disappear, not moving an inch.
    Still maintain that crying on the pitch should warrant a 3 match ban

  10. #10
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Re: 1.2 Buglist

    Three more bugs:

    Campaign map:
    - Ransoming back a family member (or the AI ransoming its family member) without ransoming a general's bodyguard (sometimes only the family member gets caught) will result in his instant death as the unit cannot be displayed without bodyguards. The family will show him as having died peacefully.

    - Moving a group of fast and slow units (i.e. cav with infantry/artillery or infantry with artillery) together and then disbanding all slow units will result in the fast units losing all their remaining movement points down to how much the slow units had left.

    - Generals (non family members) dying are still displayed as family member deaths in the faction announcements.
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  11. #11

    Default Re: 1.2 Buglist

    Immediately upon loading the game after updating with the 1.2 patch I checked the upgrades from the Master Swordsmith's Guild and the Woodsmen's Guild HQ. The Woodsmen's HQ gave 2 experience chevrons globally even in its city (Nottingham) which should give 3 and these cannot be futher upgraded to 3 at the HQ. The Master Swordsmith's Guild, however, gave 3 experience points globally to Mailed and Feudal Knights. Dismounted Feudal Knights and English Dismounted Knights get no experience bonus. Mounted knights received 1 experience point in castles that have no Swordsmith's Guild.

    So it seems that the bonus which the archers lost at Guild HQ has been given to mounted knights. I guess when they reprogrammed these they got the instructions reversed. (Or is this subtle class warfare?)

  12. #12

    Default Re: 1.2 Buglist

    Sorry, no time to read all this through and see if these points have been mentioned already I haven't got nearly enough playtime to say that these are bugs, but they are odd enough to make me want to pass the word along so others can take a look.

    1. The game doesn't save my city settings. When I exit the game entirely and then come back and load a save game all of my cities are set so I have to have a governor present to build and recruit. I always have the game set to let me manage all settlements at all times.

    2. I've found that the AI is behaving very differently if I exit and reload the game. In my current campaign (English VH battle, M campaign) I've had two play sessions. In my first everything was peaceful, sensible and logical. AI factions declared war rarely, and when they did it was a sensible choice. I played 52 turns, then finally dragged myself away. In all that time one faction (Danes) declared war on me, and I declared war on nobody but the rebels.

    I continued the same game tonight. I played until turn 67, which means 15 turns. I've had the Danes (again, now in reduced form thanks to my taking one of their settlements and killing their troops before making peace the first time), France, Portugal (3 times) and Sicily (twice) declare war on me. The Danes have sent two puny little armies to attack one of my cities. The Portuguese and Sicilians keep dropping tiny little armies on Ireland, which I kill in short order. Then they offer peace, which I accept, and a few turns later they come back and do it all again. France is the only one making anything like a sensible war here ... though I hesitate to call it that, as we've been good friends since turn 2, I’m stronger than them, and France is engaged in multiple wars with other factions and not doing entirely well.

    Scotland has also come to life. In my first play session they parked their army outside York and sat there doing nothing the entire time. On loading my save game they immediately moved that army and have been marching restlessly about their lands.

    My faction remains strong, rich, respected and pious. It's been peaceful, trading with everyone I can find and only warring with the rebels. While I have gained provinces since the game's start I'm no big bad monster (8 provinces total) and I held all these provinces for a good while before quitting the first time. My armies have grown slightly, but weren’t weak before. I've done nothing threatening. In short, I can see no reason for this abrupt change in AI policy towards me.

    I'm not amused. What was an enjoyable campaign has turned into a tedious game of whack-a-mole. It feels like a reverse of RTW's save/load bug.
    Frogbeastegg's Guide to Total War: Shogun II. Please note that the guide is not up-to-date for the latest patch.


  13. #13
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Re: 1.2 Buglist

    There's usually 2 different outcomes on a save/reload, including AI moves, so its entirely possible what you are saying. However, 1.1 AI ends up attacking you if you don't have a stack defending every single border to the AI sooner or later. Nothing you can do about it. 1.2 AI on the other hand (This is a 1.2 bugtopic btw, but you probably use 1.2 :p) is quite passive and will keep to alliances if your relations are very good or better.

    As for your first issue, I always manage myself so I don't know.
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  14. #14

    Default Re: 1.2 Buglist

    Yes, I'm using 1.2. There's the reason I'm mentioning this here.

    I did have good relations, and I did have armies in position to guard my lands. The AI still went psycho on me when I loaded my game up to continue it tonight, and it wouldn't stop, whereas for 52 turns in my first play session it was quite the reverse.
    Frogbeastegg's Guide to Total War: Shogun II. Please note that the guide is not up-to-date for the latest patch.


  15. #15

    Default Re: 1.2 Buglist

    Quote Originally Posted by sapi
    Ships can sail into and out of blockaded ports freely

    Pathfinding issues chasing routers.
    who the hell rewrites existing code for functions which work fine in previous products?

  16. #16
    has a Senior Member HoreTore's Avatar
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    Default Re: 1.2 Buglist

    Frogbeastegg, I'm suspecting there is some trigger for the AI where it simply goes nuts at the player... I like this feature though
    Still maintain that crying on the pitch should warrant a 3 match ban

  17. #17
    A Livonian Rebel Member Slaists's Avatar
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    Default Re: 1.2 Buglist

    Have not seen this mentioned anywhere, but during papal elections in v 1.02 I seem to be unable to attempt coercing other factions to vote for my favorite Papal candidate. This was possible in v 1.00.

  18. #18
    Masticator of Oreos Member Foz's Avatar
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    Default Re: 1.2 Buglist

    Just wanted to lend some further explanation to the problematic pathfinding for units chasing routers. I've done quite a lot of router chasing tonight, and have noticed something: the problem always occurs when the unit being chased has become spread out for some reason. Often a few of its men failed to break away from combat right away, or got hung up on the city gate while fleeing, but whatever the reason, men being separate from the main clump of the unit is the cause of the trouble. Every time the unit being chased had good grouping, the chasers rode right through the middle of it and wiped them out.

    Noting this behavior, I began holding the shift key down when I had a unit selected that was chasing routers. For those of you not familiar with this, it displays a red pin on the map that shows you exactly what point your unit is heading for. I noticed that units that were spread out typically had a pin nowhere near any of the men in the group: one man far away often made the pin appear in the space between him and the rest of the unit, which was always where my horsemen would ride to. From this I deduce that the game uses the "center" of the unit for all pathfinding in combat: basically, the average position of the men in the unit is considered to be the point the unit is at.

    The problem, then, has nothing to do with pathfinding or unit cohesion of the chasing unit, but rather has to do with the cohesion of the fleeing unit. Because routers are allowed to flee in complete chaos with no formation at all, the center of the unit (as calculated by the game) goes wild, and often leads the chasers to a place where no actual men of the unit are. Needless to say, this looks completely dumb, and has been the subject of much stress to some Orgers.

    What then can be done about it? The first (though likely least nice) solution is to simply enforce some sort of ordered formation on routers. This would be totally effective, however it would kinda lose the effect of routers running for their lives in, well, disorder. Perhaps semi-orderly formations could be used for routers, to preserve the feel while making sure not to leave those problematic stragglers behind.

    Likely better is to change the formula for finding the center of a unit. The problem would likely drop off the radar if some substantial portion of outliers would be ignored when considering the center of the unit: that is, if we're ignoring 25% as outliers, the 1/4 of the unit that is the most average distance from other soldiers would no longer count toward finding the center. This would essentially treat the clumped men as a unit and ignore the few that are quite far away, meaning the chasers would hunt down the most significant portion of the group they're chasing, and do so totally effectively. There can still be trouble, though, if the rogue portion of the group is more than the chosen outlier percentage: they would again tug on the center.

    Another possibility would be to set a threshold distance a man can be from the others to be considered. Using the median distance from a given man to every other, it should be simple to lop off any above a reasonable level, and thus arrive at a much tighter calculated unit center for pathfinding purposes. I recommended using the median because it neatly classifies a man as part of the bunch or one of the rogues, since his median distance from other men will be high if most are far from him, and low if most are nearby. So since the median will be much more polar than an average, it is IMO the best choice for dealing with this problem, and should result in very good unit center calculations that are not influenced at all by nonconformists.

    As far as I can see, removing outliers by either method would not substantially affect anything in normal circumstances: units in good order should generally continue to have their center calculated very near where it was the old way, while either should show significant benefit in chasing routers. I of course don't know the particulars of the situation... but I do hope my comments on the matter are some use, provided the devs haven't already fixed it (a change could be in the new 1.2 build already for all I know).


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  19. #19

    Default Re: 1.2 Buglist

    I was wondering about the chasing issue, thinking back to RTW I remember the units would move untill the enemies standard was in the centre of the chasing unit.

    Now in M2TW it looks like the chaser is moving unitll the front of the unit coincides with the emeny standard, then slows down to do some chopping/hacking, but at least half the enemy unit still gets away.

    Basically in RTW, the 'footprint' of the chaser (seemed to) coincide with the footprint of the routing unit.
    Now only the front half of the chaser coincides with the back half of the router.

    If any of that made sense....?

  20. #20
    Crepitans Ventus Antiquus Member MulusMariae's Avatar
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    Default Game hangs on Pope's death

    During the Papal States turn, the Pope attacks me. During the battle, my troops capture the routing Pope. After the battle, I try to ransom the Pope, but they can't pay, so the prisoners are executed.

    The game "hangs" forever, still showing that it is the Papal States' turn.

  21. #21
    Masticator of Oreos Member Foz's Avatar
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    Default Re: Game hangs on Pope's death

    Quote Originally Posted by FactionHeir
    I did that with my fixes after I posted the above. (Version 1.25 to Version 1.25a)
    Was actually quite easy to do. Open EDCT in word, replace all entries of NoGoingBackLevel with ; NoGoingBackLevel
    Haha! Good one. I was thinking too hard and missed the easier answer. I guess I have a hammer so the problem looked like a nail.

    Commenting the lines even has the advantage of letting you search for the lines later and auto-remove the comments in similar fashion via a find and replace for "; NoGoingBackLevel".

    Quote Originally Posted by MulusMariae
    During the Papal States turn, the Pope attacks me. During the battle, my troops capture the routing Pope. After the battle, I try to ransom the Pope, but they can't pay, so the prisoners are executed.

    The game "hangs" forever, still showing that it is the Papal States' turn.
    That'll teach you to mess with the pope! Did you miss the part of the manual that says "if the pope ever attacks you, you must roll over and die, or suffer biblical wrath of epic proportions?" I guess they mean God hangs your game, lol.

    Seriously though, sorry to hear about your troubles. All I can say is reload a save and try it again, play it out differently. If the problem repeats itself try again so you can avoid killing the pope, that'll probably at least get you by the problem.


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  22. #22
    Could be your God Member Abokasee's Avatar
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    Default Re: 1.2 Buglist

    Not a bug, but something worth fixing

    Now with transparent layers!

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  23. #23

    Default Re: 1.2 Buglist



    Look at the unit bar. It's the same guy. I hit this bug a few times with different game.

    I just go into battle and win, this bug pop out.

  24. #24
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Re: 1.2 Buglist

    There is nothing wrong with that. He is a general and not a family member, so you get the offer to promote him to become a family member.
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  25. #25

    Default Re: 1.2 Buglist

    CTD on attempt to use diplomacy to capture target of Crusade.

    Don't know if this has already been noted. Apologies if I am too lazy to use the search feature to read 52 pages of unrelated, unfiltered junk from all forums.

    (Hint: Wouldn't it be nice if search function could be restricted to specific forum?)

    Details on CTD:

    My lovely and talented level 9 princess approaches Antioch after her brother failed to capture it during the second crusade. Though he died in the attempt and thus proved himself a lesser son of grerater scions, she is not bitter. She offers 5000 florin now, and another 5000 each turn for two turns. The signs look favourable, as the target thinks this is a balanced deal and they have freely given up lesser territories for less lucre in the past. Hit the button, instant black screen and much nonsense to get back to desktop.

    Reboot, reload, reproduce. Same crash. Oh well, I guess the Pope wants blood.

  26. #26
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Re: 1.2 Buglist

    Hmm dunno, but when I used a diplomat to buy the target the other day it didn't crash for me. Of course that was in 1.01, so this might be a newly introduced CTD heh.
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  27. #27

    Default Re: 1.2 Buglist

    Alot of people have pointed out some of the obivious ones....

    But I ran into one, don't know if it's a bug or not. But on my milanese campaign I've always kept a near perfect rating with the pope, however when I donated them Baghdad in the holy land my rating went from perfect to 0 crosses/abysmal!?! I thought whatever just a fluke but I even tried it when some of my better and closer cities in italy, western europe, wherever I donated cities, boom my standing would plummet!

    Is this a bug or an intended effect because I've NEVER had that happen with any of my campaigns with Catholic/Muslim/Orthodox factions...

  28. #28
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Re: 1.2 Buglist

    Yes its a known bug
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  29. #29
    Member Member WhiskeyGhost's Avatar
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    Default Re: 1.2 Buglist

    I have noticed a little bug, where if you select night battle during the "play it out/auto resolve/retreat" screen, and hit Esc to say, save it before the battle, that if you have a general, and the conditions are correct for the trait, you'll gain a point in it (i.e. BattleChivalry/Dread traits) and the process can be repeated to max out that trait line....

    also i tried to use the search to see if its been brought up already, but to no avail, so if its already been mentioned, my bad


    "Don't mind me, i happen the have the Insane trait....." -Me

  30. #30

    Default Re: 1.2 Community Buglist

    Some other probably insignificant bugs :

    * Why an army that is under siege has to fight to death ?

    My general that occupied Zagreb village (with 2 other units of chainmail cavalry) was sieged by the Hungarians that had 2 units of Noble Hungarians and 1 unit of Magyar cavalry. This means I had no chance to win so I just retreated to the mountains nearby and waited for the enemy that camped in the center of the village until the countdown finished. In the strategy map my general and my army were considered killed. What's the use of the central square count-down in sieges then ? the Magyars should have followed me and killed me in order to win the siege ?

    * This could be a very insignificant bug, the image associated with the message seems to be inadequate for the HRE faction (palm trees and desert ...). The message notifies about the faction with the greatest population.



    * Reinforcements and attacked army in reversed positions near bridge (there is also an explanation).

    This happened to me when I was sieging Venice. On the next turn, when Venice played its move, a small army outside the city came to attack me (so the army inside the city was considered as reinforcements). I was expecting that between me and the small attacking army would be no bridge (as it would have been more favorable for me to have a bridge between me and the bigger reinforcement army from inside Venice.
    But I suppose that the game is made so if a bridge is inside the red square it will be positioned between the attacking army and the defending one. It's like I would cross the bridge toward Venice to turn my back to a 2 General, 2 Crossbows and 4 or so units of spears army to face a 40 spears unit with 20 peasant archers (with normal size of 150 for spears and 120 for archers).

    * Graphic bug (the contortionist crossbow)



    * French King Louis is a charming princess (the tooltip is in French).
    Also notice the spelling error in the tooltip : "[...]que la plupart les jeunes filles[...]", "les" instead of "des".



    * an example for the bug with half English and half French tooltip


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