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Thread: 1.2/1.3 Community Buglist

  1. #1
    Cynic Senior Member sapi's Avatar
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    Default 1.2/1.3 Community Buglist

    So it's that time again

    Only bugs that can be properly replicated under 1.2 RC, please.

    As this list is being posted at both the Org and TWC, and as I'm getting submissions from both sources, I need everyone to check that their post has not already been made at the other forum, and is not on the list already.

    Current thread - Org
    Current thread - TWC

    Old Thread - Org
    Old Thread - TWC

    ---------- 
    High Priority
    Campaign Map
    • Autocalc for siege battles is determined as it is for field battles (ie. defenses not taken into account and fight to the death ignored; the AI thinks that the defender can have men remaining after the battle)
    • Experience bonuses from guilds/tourney fields etc. still don't work correctly. Unknown if this only occurs after a reload with the units still in the queue, as previously.
    • The Campaign AI is improved and no longer recklessly attacks; but it still launches naval blockades at inopportune moments and thus gets into wars that it cannot win.
    • Units given move orders over multiple turns will not automatically move around hostile zones of control, and can get 'stuck' next to a city.



    Battle Map
    • Army formations often fail to be maintained when ordered to advance by a single left click over a distance of over approximately 100 yards.
    • DEK animation problems: In short, they refuse to attack if clumped very tightly together at times and while they have 4 anims to attack infantry, only 2 of those will actually do anything. As those 2 that are effective are their slow anims, they will hardly ever strike (and strike successfully) at another infantry unit.
      =FH] Explanation of why DEKs and similar units seem much weaker:

      DEKs (DNK, DPK) have 4 attack animations: Pierce (medium), Push (medium), Overhead (slow), Twisting Slash (slow).

      Against infantry, they will use all 4. Against cavalry only the first two.
      However, it seems when attacking infantry, the first two animations do not do anything. That is, they have no effect and cannot kill other infantry units. That leaves DEKs with a net 2 slow animations which play even less frequently due to the waste of playing the other two and the pauses in between.
      Further, DEKs will often refuse to attack in melee against infantry at all when clumped too closely together, possibly a collision/attack animation consideration (i.e. hitting friendlies, which non missile units will refuse to do) problem. This is compounded by the observation that DEKs will only attack if very close to the enemy, at a range that is even shorter than that of a short_spear or spear unit.

      This is especially evident on walls, where in some tests, I had fully upgraded DEKs defending against unupgraded Ottoman infantry on the walls.
      Each time when an Ottoman got cornered, he managed to kill exceptionally many (up to half my DEKs) units as those would refuse to attack him while he could swing freely and due to faster animation would stop DEK attack animations.

      Against cavalry, DEKs fare relatively well as they will only use their medium speed animations, although the delay between attacks is much increased.[/quote]
    • It's almost impossible to properly deploy units in siege battles as the defender.
    • Passive AI remains in siege battles.
    • Reinforcements sometimes do not enter the battle after being issued orders.
    • Siege AI is generally bad, with units waiting in range of wall towers to perform menial tasks. Explanation:
      Quote Originally Posted by FH
      I did some more extensive testing on why the AI would suddenly stop battering my entrance gate only to resume doing so a minute later. It seems that when they are at your gate and you attack one of its units making its way up the ladders/siege towers and have not yet reached the top, the ram will always disengage and then re-engage. So my test was running a few knights into the troops scaling the tower to make them come out and then I withdrew with my knights only to come back a bit later. Each time their ram disengaged when their troops went back to moving into the tower.

      Quote Originally Posted by FH
      AI against player sallies #2: Artillery pieces the AI carries seem to be affected by some conflicting scripts. Ie. when the AI drops the siege equipment, if it has any artillery units, the artillery will drop equipment, pick it up, drop, pick up etc constantly until enegaged in melee, at which time it will retreat behind its lines without taking the artillery with it and it will not use the artillery against you at all. Again, thats a big minus compared to 1.01 where it would use artillery against you in sallies.

    • Stats are unbalanced in light of 2-handed and shield bug fixes.
    • Unit Cohesion still isn't perfect, and sometimes only the front rank of a unit will charge.



    Medium Priority
    AI Cheats
    • The AI appears to be able to ‘see’ the players hidden forces in a sally battle.
    • The AI can fight night battles with captains (you notice this because you are the AI's reinforcement)
    • The AI can 'spawn' generals into captain-led stacks spontaneously
    • The AI does not suffer Crusade/Jihad desertions. This allows them to move said armies drastically off course to attack player-owned cities and yet suffer no penalty for doing so.



    Campaign Map
    • AI factions will occasionally fail to attack a crusade target and instead remain a few squares away for turns on end.
    • Alliances remain with destroyed factions, as does the state of war.
    • Checking and then unchecking the ‘night attack’ option can permanently exclude allied reinforcements from the battle.
    • Disasters block the building of forts/watchtowers in a region and decrease movement rate permanently (after a reload on that turn?)
    • If the last family members of a faction are killed sallying from a settlement or in a reinforcement battle for a settlement, the faction is destroyed but the settlement turns rebel and remains under siege with new troops that have jut magically appeared.
    • Man of the Hour event does not trigger properly (you get the "message arrived to a funeral" popup) if the stack moves into a city/castle, as captains do not exist in a settlement. (ie. it does not work for siege/sally/field (one square away) battles)
    • Man of the Hour will never trigger when attacking out of a settlement.
    • Possible issues using diplomacy to gain support in papal elections.
    • Possible save/reload issues.
      Quote Originally Posted by froggy
      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.

    • Ransoming back a family member after a battle without also giving at least one member of the generals bodyguard unit will result in the family member’s immediate death, as the unit cannot be displayed without any bodyguards. The family member will be shown to have died peacefully.
    • Ships can sail into and out of blockaded ports freely
    • Some people report campaign map lag.
    • Swordsmith and Woodsmen guild bonuses (at the HQ) still do not apply correctly to both local and global at the same time (ie they only give +2EXP global, not +2 global +1 local).
    • The faction heir is still not given to the right person (eg. will not revert to the king's son when he comes of age)
    • The percentage chance to open a settlement's gates with multiple spies is not calculated correctly (cumulative percentage wise instead of adding probabilities)
    • When defending against a sally, it is possible to exit the battle right at the start and it will result in a draw instead of a loss. Neither side will lose units.
    • When two generals are in a settlement, the one with the higher chivalry will become governor, even when the general's primary attribute is dread (ie. a 1 chivalry general will govern instead of a 8 dread one, even though it results in reduced public order)


    Battle Map
    • The 2 AI seige wooden tower bug(for lack of a better name)
      Quote Originally Posted by Generals bodyguard
      Crash Criteria:
      -2 AI armies
      -Siege battles
      -Settlement/castles with wooden defences
      -AI army uses ammo based siege equipment
      -AI army attacks towers that are under control either by you or the other AI!!!
      -The AI army firing the siege weapon havent moved their infantry yet.

    • Cavalry vs cavalry charges are seemingly ineffective (head on). Cavalry also refuse to charge in with secondary weapons, even if explicitly ordered to by the player.
    • It is possible to ‘sally’ and attack enemy artillery in defensive siege battles without the AI responding until it is far too late to save the crews.
    • Missile units will complete animations before fleeing in skirmish mode.
    • Mounted missile units continue to shoot after leaving the battlefield and can still inflict casualties
    • Only siege equipment able to be carried is spawned (ie if you have 6 rams and 2 infantry units, 2 are spawned)
    • Pathfinding issues chasing routers. It appears that these issues are a result of a unit getting ‘spread out’, and as the engine targets your unit at the centre (average) of the enemy unit, stragglers can move this point to a position outside the actual unit mass. This is especially prevalent following an AI sally, where cavalry will usually fail to chase routers, even if they are not split on/off the walls.
    • Routing units locked out of a settlement or otherwise near the gate cannot be attacked effectively.
    • The battlemap on the area near Jerusalem shown is made unplayable by high cliffs: https://img136.imageshack.us/img136/6987/00343uu2.jpg
    • Units can become ‘stranded’ half-on, half-off walls in siege battles and fail to respond to orders entirely. They can also become stranded after leaving the wall, often staying in the middle of the street until given further orders.
    • Units in spearwall/schiltrom and archers in melee combat do not properly disengage after defeating the enemy and will lose fatigue attacking thin air.
    • Using two ladders on one section of wall can cause both units to climb the one ladder after placement due to a pathfinding issue.
      Explanation:
      Quote Originally Posted by Foz
      I've seen that too sometimes. I think it happens if the center of the one unit is too close to the ladders of the other unit. Basically the pathfinding AI decides it's actually closer to climb the set of ladders the other guys are already using, so it will send the unit over there. It's not strictly wrong from a pathfinding sense, but it is rather awful for good assault practices. I think if the unit, having placed its ladder, was always required to begin climbing the one they placed, the problem would go away. As it currently stands that unit is disassociated with its ladder as soon as the ladder goes in place, and then it appears that the unit invokes pathfinding to determine the best way to its spot on the wall. Anyway, at least it's not too serious a problem, though somewhat annoying.

    • When the AI attacks with a reinforcement stack, that stack will often take up a defensive position and force you to attack it in order to win a supposedly 'defensive' battle.
    • While your cavalry is engaged in melee, double click attacking an enemy behind the unit you are fighting that is in charge distance results in your cavalry instantly charging and annihilating the unit they were meleeing with (plus charging into the unit you clicked on).



    Low Priority
    Campaign Map
    • During a crusade, I liberated Rome, the crusade target. The papacy contacted me and asked for Rome. They said if I gave it to them, I would be their closest ally. When I gave it to them, my faction (the Scots) did not get an alliance with the papacy.

    • A general with more command stars than the faction leader will sometimes command when he is present.
    • Adding mercenaries to the retraining queue and removing them from it deplenishes the mercenary pool regardless.
    • Allied spies cause a public order drop in your settlements; but your spies do not cause a similar drop in theirs.
    • British can build military academy and get gunpowder associated traits and retinues before gunpowder is even developed.
    • Demanding 'attack faction x' via diplomacy costs far too much and seemingly has no effect. The price only appears to be reasonable when one of your settlements is under siege; but the AI will still fail to take action regardless of diplomatic success.
    • Diplomacy can be initiated with a besieged town if the order was given before the siege commenced/was sighted.
    • During times of campaign map lag, clicking on a town settlement and then on the settlement again (or another town settlement) before the game updates the town's display info, can sometimes cause a CTD.
    • Factions now hate you for making them your vassal (i.e. after they accept your offer, the diplomat/princess will always trigger the unhappy speech).
      Quote Originally Posted by FH
      While this in itself is no big deal or could be seen as realistic, the following is not:
      After they are your vassals, if you approach them for any diplomacy, they will be as "welcome ally" stance. But once you ask for anything or even try to gift them something, they will always only barely accept and be annoyed after the transaction, as if they don't want to deal with you. What's worse, I tried gifting my new vassal 2000 florins and it was barely accepted, they were annoyed afterwards and my relations went from so-so down to abysmal....

    • Generals denounced for heresy are now counted as "died in battle" on the family tree instead of "denounced" as it used to be.
    • If you are hiring mercenaries but have not yet completed the transaction (i.e. you have the merc screen open and dragged a few over to the "to hire" section) and then disband any unit from your army, all mercs currently in the "to hire" section vanish and cannot be rehired, meaning that you need to wait another 10-20 turns for the mercs to replenish.
    • In some cases it seems possible to lose a papal election despite your candidate having the most votes. https://img294.imageshack.us/img294/...ge00022gn2.jpg
    • Military access has no effect when marching a crusade through an allied Muslim faction's lands and vice versa with Jihads
    • 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.
    • Papal missions do not expire on the pope's death.
    • Possible alliances bug:
      Quote Originally Posted by FH
      When having a force in allied territory, you can rarely get a popup during the ally's turn requesting you to aid him in battle.
      If you accept, your force moves automatically in the ally's territory next to the enemy the ally requested help against.
      Once that occurs, the game gets an unspecified error CTD.

    • Priests can be converted to heresy while assigned to an army; and sometimes fail to leave that army when that happens.
    • Ransoming the pope, and having that ransom rejected, can sometimes cause the game to hang.
    • Regicide missions do not expire when the giver dies (and payment is still given as normal)
    • Save/Reload will lead to an immediate papal election even if the pope died that turn.
    • Some mercenaries (Frankish knights, Mercenary Crossbowmen) cannot be retrained if their experience is higher than 4 (1 silver)
    • That means if there are 3 available merc spearmen in a given region and you have one available for retraining in one of your cities, adding/removing that mercenary spearmen unit to the retrainment queue reduces the amount that can be hired down to 2 instead of leaving it at 3.
    • The merchant skill works above 10, even though it is not displayed.
    • The pope likes moving his army around at random.
    • The pope will sometimes give contradictory misssions (ie. "blocade faction x's port" and "do not attack faction x")
    • This is hardly a bug rather an annoyance but when you right click on a priest that has a movement plan for the next turn it deletes it.
    • Units captured in a siege assault cannot be successfully ransomed (the ransom is successful in that you get the cash; but the units are not returned to the other faction).
    • When you win a siege battle, you have the option to ransom/release/execute prisoners, but the choice has no effect since they all die without your reputation going down; sort of an exploit, you always free them and get chivalry and they die anyway.
    • You can't see your army composition in the pre-battle screen.



    Battle Map
    • Ballistae have problems targeting units on slopes (possibly unable to shoot below 0 degrees, which makes sense but does not tally with visual representation of range)
    • During battle, if a spear unit has ever entered schiltrom formation and is currently not in schiltrom formation, moving it anywhere will cause it to resume back to a schiltrom-like formation, where they are setup exactly the same way but do not count as an actual schiltrom. I.e. they use a much tighter formation and guard all sides.
    • Elephant Artillery cannon balls can bounce off a settlement's walls and 'return to sender'. Ability to cause damage unknown.
    • Hidden troop locations can be easily spotted if you have a unit selected and hover the mouse over the forest. Where your mouse is not showing a possible movement field but a standard cursor, there is a hidden unit.
    • Normally, when all the attacker's infantry have been routed and not all gates have been breached in a siege, the attacker loses automatically. However, if the attacker has elephants (merc or normal), the siege continues with the attacker unable to get in. This is likely a carryover from RTW, where elephants could batter down gates.
    • Rarely, after a victorious battle where you lose very few units, once the combat results screen appears you may lose some extra units for no reason.
    • Rarely, random infantry "ghosts" through the battlemap and disappear as soon as you pan the camera view. This even occurs when the enemy does not have any infantry and you don't either.
    • The Turks now do not even have one-liner speeches anymore. Just blank and with camera panning as if they were to give a long speech.
    • Tlaxcalan mercenaries have a triangular banner like missile units, but they are actually an infantry.
    • Trebuchets can have trouble fitting through gates in some settlements.
    • Units displayed in the end of battle summary can net a sum total of below zero (possibly due to reinforcements?). https://img461.imageshack.us/img461/9878/0003xt1.jpg
    • Units with the fire_by_rank attribute (gunpowder infantry) will sometimes get stuck in reloading status when given an order to shoot a specific target in range and fire at will mode is turned on. They get stuck as in they have their muskets raised to about half, as if they had just gotten into position and are not yet aiming with their status reading reloading but they will never actually aim and shoot until the closing enemy hacks away at them. Actually they will all release empty volleys on melee impact.




    Graphics/Sound
    • Arab factions ambushing an enemy will return an audio that is inappropriate for the situation. The audio returned was as if the ambusher had been ambushed.
    • Armenian Cav refer to themselves as lightcav when they are heavy cav
    • As England, if your forces ambush an enemy army, the sound played is that which should be played when you are ambushed.
    • Free Company Men-At-Arms refer to themselves as heavy cav when clicked when they are heavy infantry
    • Graphical glitch for mercenary arquebusier arm textures.
      Quote Originally Posted by FH
      It looks like they got an outstanding black frame being carried on the elbow for one type of texture (there are 2 textures for the elbow in total I think)

    • HRE navies winning the battle will at times feedback the retreat message instead of the victory message.
    • If you turn of fire at will for Italian factions, the general will stay "artillery units, hold your fire" even if you don't have any artillery but only normal missiles.
    • Some generals don't receive a death voice over, the camera focuses on their death without speech.
    • Some message triggers, especially in sieges, are bugged (eg. you can get 'our soldiers have broken the enemy gate' when the enemy has in fact done so)
    • Some problems with Latinkon upgraded armour(vertex weighing appears to messed up in some places)
    • Venetian Heavy Infantry and Venetian Archer upgraded armour models are wrong, soldier should look like the heavy billmen upgraded armour soldier but wear brigadine armour instead.
    • When Aztec cities/castles get upgraded to a certain level they end up with Muslim architechture on the battlemap
    • Whenever the AI loses the minimum men required to lift a siege engine (less than 6 for ram/tower/ladder), the player gets the feedback message that the siege engine does not man itself. However, the AI is supposed to get this message.


    Game Mechanics
    • If captured troops are executed (without offering ransom) the losing commander still gets the RansomDread trait, similarly RansomChivalry if the troops were released without a ransom
    • LeaderDestroyedFaction condition is not working
    • Priests cannot get above the third level of StrongFaith (missing trigger)
    • With the introduction of the InquisitorSuccess trait, Inquisitors can no longer get a level in GoodDenouncer of 2 or higher. However priests can still. As such, the description of the 5th level of GoodDenouncer is inadequate as it reads "utterly unafraid to even prosecute royalty" or something along those lines. That description would only be applicable to inquisitor characters not priests.
    • Combat bonus vs faction (+X command vs the Milanese) is not working.
    • Quote Originally Posted by FactionHeir
      export_descr_character_traits
      Code:
      ;------------------------------------------
      Trigger sitting_around_town_with_city_barracks
          WhenToTest CharacterTurnEnd
      
          Condition IsGeneral
                and EndedInSettlement
                and RemainingMPPercentage = 100
                and SettlementBuildingExists >= library
      
          Affects StrategicSkill  1  Chance  4
      ;-------------------------------------------
      This code obviously has been copied incorrectly somewhere. It should read
      SettlementBuildingExists >= militia_drill_square

      The trigger for dads_prim is duplicated as dads_prim and dads_Prim

      dads_smoothtalker trigger exists even though the trait is diplomat only

      Further improper trait triggers as generals cannot get these to begin with:
      SmoothTalker in random_birth12
      GoodConspirator in random_birth27
      Secretive in random_birth31
      Talkative in random_birth34

      Hate traits' 2nd level randomly gives morale or not. Similarly 3rd level randomly decreases morale or not.

      birth_with_sanitation, academia, alchemy, religious all lack > at >=
      and no longer consider public_baths and aquecut for births.

      Trigger governing9 is senseless as far as I can tell in context. (Why give dread solely because the treasury is >50k)

      assassininit7 should be SettlementBuildingExists or otherwise all eastern assassins come out as trained killers even though they weren't trained in a settlement with a hashashins guild.

      CA has added some extra trait clearers when priests turn heretic, but still lacking the clearance of TheologiansGuildMember, TheologiansGuildTrained, NaturalPriestSkill, PriestLevel.


      export_descr_ancillaries
      handgun ancillary still gives +2 law.

      armour_custom ancillary only triggered by armourer but not by levels above when sitting around town.

      marco polo ancillary still given to everyone instead of Generals only.

      assassininit11 gives handgun if gunsmith present but lacks trigger for c_gunsmith as some factions can train assassins in castles


      Description errors: (export_vnvs)
      RansomChivalry description (incorrectly identical to CaptorChivalry)
      Nuerotic (trait level is called Nuerotic and trait display as well - should be Neurotic)
      LenientJustice at level Way_too_leniant (should be lenient)


    • Military Assistance trigger problems.
      in file descr_faction_standing.txt there is trigger
      0080_F_Military_Assistance

      trigger is supposed to increase global reputation of faction that is PROVIDING military assistance.
      But instead this trigger increases global reputation of faction that is receiving military assistance.


    • Trigger "sitting_around_town_with_city_barracks" has the condition "library" instead of the more appropriate "militia_drill_square"
    • There is a problem with the BattleDread/BattleChivalry code that allows generals to possess both traits at once.
    • Trait descripts for FearsEngland/Egypt/HRE level 1 reads "edgey" should be "edgy"

    • Merchant's Guild Apprentice trait for Merchants references the presence of an Assassin's Guild, not a Merchant's Guild.

    • Another bug: Getting an adoption offer that has the Drink trait on the Drunken_Heathen level results in the avatar having a mysterious permanent boost to command, even after the trait is removed. Details:
      Quote Originally Posted by FH
      OK, this seems to be a major hardcode bug afterall.

      Remember a page back that I said how starting with the Drunken Heathen trait seemed to give a permanent boost to command even after you remove all traits and ancillaries (using plain remove_ancillary/remove_trait without operators)?

      Well, it seems piety is also affected and there seems to be a trend: If your general is offered for adoption or coming of age and has traits that give a total negative value for either command or piety (not chiv/dread, but not sure about loyalty), he gets a permanent +2 bonus onto that trait.

      This second piece of evidence came as one of the PBM chars came of age with 2 levels in the PublicAtheism trait (-4 piety) (and ReligionStarter 1 (+3 piety)). Well, after removing everything he still had 2 piety from nowhere.
      I should note he also obtained a tutor ancillary (+1 piety), so it could be that its not only if the Attribute value total is negative, but also exactly 0, depending on if ancillaries are giving before or after traits are.



    • Swift steed ancillary gives a public health bonus even though its an agent ancillary.

    • Nicolau copernicus ancillary gives a subterfuge bonus even though its a general ancillary.
    • Bug - AntiTraits.
      Quote Originally Posted by FH

      Yes, we all thought they have been fixed and they have for the most part, BUT I just had a really weird encounter where my exhausted general was assaulted by a vast byzantine army and routed. After the battle, he had BOTH Brave (level1) and Coward(level2) and Haemophobic (level2).
      Note that Brave has AntiTraits Coward AND Haemophobic and the latter two traits also have brave as AntiTrait.

      So...Antitraits work weirdly at times and getting both traits seems more than odd to me as they are supposed to cancel out.


    • It seems that Traits with nogoingbacklevels will jump to the nogoingbacklevel, when given an appropriate AntiTrait value.
      For example, Trait Drink with Social Drinker value becomes a Alcoholic when a Sobriety 1 is triggered.
      When that happens, Command is not reduced by 3.

      Another test using the Trait Feck with a Strong Language value becomes Foul Mouthed (i.e. the nogoingbacklevel for Feck) when a Prim 1 is triggered.
      When nogoingbacklevels for Feck and Drink was edited out of the traits file, the Feck and Drink were decreased using Prim and Sobriety.

    • AS trebuchets (available only to mongols and timurids) have the main_infantry banner instead of a main_missile banner.
    Last edited by sapi; 07-13-2007 at 12:43.
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  2. #2
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Dec 2006
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    London, UK
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    Default Re: 1.2 Buglist

    Game Mechanics


    export_descr_character_traits
    Code:
    ;------------------------------------------
    Trigger sitting_around_town_with_city_barracks
        WhenToTest CharacterTurnEnd
    
        Condition IsGeneral
              and EndedInSettlement
              and RemainingMPPercentage = 100
              and SettlementBuildingExists >= library
    
        Affects StrategicSkill  1  Chance  4
    ;-------------------------------------------
    This code obviously has been copied incorrectly somewhere. It should read
    SettlementBuildingExists >= militia_drill_square

    The trigger for dads_prim is duplicated as dads_prim and dads_Prim

    dads_smoothtalker trigger exists even though the trait is diplomat only

    Further improper trait triggers as generals cannot get these to begin with:
    SmoothTalker in random_birth12
    GoodConspirator in random_birth27
    Secretive in random_birth31
    Talkative in random_birth34

    Hate traits' 2nd level randomly gives morale or not. Similarly 3rd level randomly decreases morale or not.

    birth_with_sanitation, academia, alchemy, religious all lack > at >=
    and no longer consider public_baths and aquecut for births.

    Trigger governing9 is senseless as far as I can tell in context. (Why give dread solely because the treasury is >50k)

    assassininit7 should be SettlementBuildingExists or otherwise all eastern assassins come out as trained killers even though they weren't trained in a settlement with a hashashins guild.

    CA has added some extra trait clearers when priests turn heretic, but still lacking the clearance of TheologiansGuildMember, TheologiansGuildTrained, NaturalPriestSkill, PriestLevel.


    export_descr_ancillaries
    handgun ancillary still gives +2 law.

    armour_custom ancillary only triggered by armourer but not by levels above when sitting around town.

    marco polo ancillary still given to everyone instead of Generals only.

    assassininit11 gives handgun if gunsmith present but lacks trigger for c_gunsmith as some factions can train assassins in castles


    Description errors: (export_vnvs)
    RansomChivalry description (incorrectly identical to CaptorChivalry)
    Nuerotic (trait level is called Nuerotic and trait display as well - should be Neurotic)
    LenientJustice at level Way_too_leniant (should be lenient)
    Last edited by FactionHeir; 04-09-2007 at 12:30.
    Want gunpowder, mongols, and timurids to appear when YOU do?
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  3. #3
    blaaaaaaaaaarg! Senior Member Lusted's Avatar
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    Default Re: 1.2 Buglist

    From the TWC bug list:

    Confirmed bugs so far

    High Priority
    Battle map
    1. Passive ai in certain siege situations.
    2. Fps drop in sieges when viewing large settlements from certain battles, appears to be a memory leak issue
    3. Ai reinforcements being issued orders but not moving and joining battle


    Campaign Map
    1. Autocalculated siege battles weighted in favour of attacked and do not seem to take into account settlement defenses.


    Medium Priority
    Battle map
    1. Still some issues with unit cohesion and front rank only charging.
    2. Still some issues with cav chasing routers.
    3. If battle happens on steep mountain tile on campaign map armies can be deployed in inacessible places.
    4. Ballista towers shoot cannonballs, and canon towers shoot ballistas.
    5. Some problems with only a few soldiers in missile units shooting when on walls.
    6. Can be difficult to deploy soldiers in settlements during siege battles, and pathfinding issues.
    7. Missile units will complete reload animation before running away in skirmish mode
    8. Rebalance needed of units stats in light of the shield bug being fixed. 2 handed sword units, JHI, Halberd units are now underpowered.


    Campaign Map
    1. When recruiting mercs, money is deducted from treasury when adding mercs tot he recruitment list, instead of when pressing the hire merc button.
    2. Ai will sometimes attack rebel settlements with too few troops early on
    3. Ships can sail in and out of blockaded ports(debatable bug due to what happened in history)
    4. Flash food cause permanent corruption to regions preveting the construction of forts/watchtowers and reducing movement rate. Should just be temporary
    5. Still some bugs with VnV triggers, missing triggers, errors in triggers etc.



    Low Priority
    Battle map
    1. Some buildings can be passed through.
    2. Sometimes units will not deploy in the formation you dragged them out into when you run them to their position.


    Campaign Map
    1. Wooden castle and tourney fields mention free upkeep units, yet castles cannot produce free upkeep units


    Diplomacy


    Graphical/Sound Bugs
    1. When Aztec cities/castles get upgraded to a certain level they end up with Muslim architechture on the battlemap
    2. Venetian Heavy Infantry and Venetian Archer upgraded armour models are wrong, soldier should look like the heavy billmen upgraded armour soldier but wear brigadine armour instead.
    3. Some problems with Latinkon upgraded armour(vertex weighing appears to messed up in some places)
    4. Free Company Men-At-Arms refer to themselves as heavy cav when clicked when they are heavy infantry
    5. Armenian Cav refer to themselves as lightcav when they are heavy cav
    Last edited by Lusted; 04-09-2007 at 10:43.

  4. #4
    Cynic Senior Member sapi's Avatar
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    Default Re: 1.2 Buglist

    Thanks FactionHeir, Lusted

    @FactionHeir - if it's not too much trouble could you compile those in a more user friendly way (ie. trait affected, one or two word description of problem; eg. joe_bob; typo)

    @Lusted - whether some of those are bugs is debateable; and I'd love to see proof that the siege issue is a result of a memory leak as I've never noticed any problems in that regard when experiencing a slowdown.

    Regardless, I'll incorporate some of them tomorrow - no need to replicate each other completely, anyway.

    Thanks
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  5. #5
    blaaaaaaaaaarg! Senior Member Lusted's Avatar
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    Default Re: 1.2 Buglist

    Yes some of the bugs are debatable, but i only included things on the list im reasonably sure are bugs. I believe someone at .com alt tabbed out of the game when getting the slowdown in sieges and his memory usage had sky rocketed leading him to believe its due to memory leak.

  6. #6
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Re: 1.2 Buglist

    Game mechanics:
    -British can build military academy and get gunpowder associated traits and retinues before gunpowder is even developed.

    -The AI can get new family members spawning into exisiting captain-led stacks in enemy territory even - something the human cannot do. It is unfair and exists since RTW times. And this is NOT man of the hour as the stack often did not even fight.

    -Some mercenaries (Frankish knights, Mercenary Crossbowmen) cannot be retrained if their experience is higher than 4 (1 silver)

    -AI does not get crusade/jihad desertions.

    -Military access seems to not work if you leads a crusade/jihad through your ally's lands (i.e. crusade against egypt passing through allied turkish lands with whom i have accees). Looks like a missing trigger/condition in the faction standing file.

    -THIS WILL RESULT IN EXCOMMUNICATION appears even you try to assault an undefended town against whom you have a gag order. However taking it does NOT result in excommunication.

    -No man of the hour if attacking out of a settlement, sallying or siege attacking.

    -Sometimes man of the hour does not trigger properly and if you save and then load, it triggers.

    -Papal vote usually occurs the next turn after the pope dies in combat or was assassinated, but a save/load will lead to an immediate election.

    -If captured troops are executed (without offering ransom) the losing commander still gets the RandomDread trait, similarly RansomChivalry if the troops were released without a ransom.

    -AI can fight night battles with captains when they are attacking and can use captain led armies to reinforce night battles when attacking.
    Not something the human seems to be able to do at all.

    -Merchant Skill works even above 10.
    I.e. having a skill 10 merchant gives x amount of florins on a resource but if he secretly has more than 10, he will produce more florins. Verified using give_trait and ending turns.

    -When defeating a sallying army or a stack supporting a town under siege and your enemy loses his last family members in the battle, the faction is eliminated (duh) BUT the town you were sieging is still under siege and gets a full new garrison of fresh rebel troops.
    IMO this shouldn't be happening as its unexplicable where those fresh troops suddenly appeared from and the town is supposed to fall to you when you win the battle instead of being taken over by rebels.

    -Combat bonus vs faction (i.e. +X command vs faction Y) is not working.
    I attacked a Milanese family member who had "hates the french" (-1 command) but he still had his lone command star in the pre battle screen.
    Not just a display error because he was also afraid of the dark and the night battle correctly decreased his command points

    -LeaderDestroyedFaction condition is not working at all.

    -AI stays allied/at war to you and other AI factions when destroyed, making it impossible to forge alliances with certain factions.

    Battlemap:
    -Cavalry chasing small amounts of routers will converge at the tip shortly before overrunning the routing units and stop dead in their tracks as a result.

    -All crossbow units will complete a reload animation AND fire an empty volley if told to move. (exception is when they just finished firing)

    -If the AI sallies and their units rout, your own units often will not pursue them once they get close (say 2-3 full unit lengths) and auto terminate orders saying "orders completed" for example. Telling them to continue attacking them will yield the same result, as if the enemy was not reachable even if all their units are still outside the gate AND relatively far away from the gate. Similarly, routing units that are locked out cannot be attacked.

    -AI units once leaving the battlefield (withdrawing or routing) will be able to shoot your troops inside the battlefield if they are mounted missile units (e.g. horse archers, jav horses, xbow horses) This leads to quite severe casualties if you leave your units standing near the battlefield corner after pursuing.

    -Rarely, after a victorious battle where you lose very few units, once the combat results screen appears you may lose some extra units for no reason.

    -Rarely, random infantry "ghosts" through the battlemap and disappear as soon as you pan the camera view. This even occurs when the enemy does not have any infantry and you don't either.

    -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.

    -Only siege equipment your units can carry are spawned when assaulting a settelement or defending from a sally. That is if you have 1 infantry unit and built say 5 siege tools, only 1 siege tool (usually the first one you built) will spawn and the rest just vanishes into thin air. That is quite annoying as you tend to build several tools in case a few go up in flames.

    -Units in spearwall and schiltrom formation often do not properly disengage after the unit they were fighting died or moved away and stay in combat mode showing text info such as "balance of forces is evenly matched" and still play attack animations without actually doing anything.
    The problem however is that after a while, those troops become fatigued hitting thin air and thus you keep having to check on whether a unit is still fighting or not.
    The same is true for archers that have been taken out of skirmish mode and have been engaged in melee by enemies and those enemies have moved away or been killed. They also stay in melee mode till you tell them otherwise and poke away at air.

    Campaign map:
    -Campaign map lag. Everything on the campaign map slows to a crawl and move movement and updates are severely impaired. This issues also leads to possibilities of moving units where they are not supposed to go (ie. being able to move out an army out of a BESIEGED town leaving it empty, entering diplomacy with merchants/priests/spies/assassins, moving land units into water and naval units into land)

    -It is still possible to initiate diplomacy with a town that is under siege if you told the diplomat to move there before you saw it was under siege (FOW) or it was not besieged at that time. End of turn movement seems to ignore such factors.

    -Human skill 10 spies seem to have an issue where the effect on PO disappears after 1 turn inside a town. (i.e. you can move them out and PO stays constant)

    -Pope and his army like to move between Florence and Genoa for no apparent reason and stay there.

    -Firstly the pope asks me to stop attacking Sicily (even though I'm at war with Sicily and they have lots of single unit captain stacks in my territory cutting my income and have started the war)
    Next turn, the pope(!) tells me to blockade Palermo (Sicily) without excommunicating them. (something about making the prodigal son see the light)
    Doing as the pope wishes lets you fail the do not attack mission and lowers your relations with the pope.

    -Missions from the pope do not expire after his death. That is, if the previous pope hated you and ordered excommunication if you attack anyone and he dies, you can attack anyone you want without excommunication for the time being. As soon as a new pope is elected however (and he may even like you perfectly) and you attack someone, you get insta-excommed by the new pope. This just cannot be right. (especially as the election video tells you that those who didn't like the old pope now can start anew etc)

    -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. Also happens if you besiege a town and are attacked by a reinforcement stack.

    -Pre-battle screen: Rightclicking an enemy commander will open that commander's army card, but rightclicking your own or an allied commander will only open that commander's character card, leaving you clueless about what troops you have.

    -If you are hiring mercenaries but have not yet completed the transaction (i.e. you have the merc screen open and dragged a few over to the "to hire" section) and then disband any unit from your army, all mercs currently in the "to hire" section vanish and cannot be rehired - this means you need to wait another 10-20 turns for the mercs to replenish.

    -When fighting the Papal States army where a general has more stars than the Pope, the General commands instead of the Pope who is Faction Leader (according to manual, the faction leader always leads the battle).
    Pre-battle screen coincidies with that, but gold star/silver star does not.
    In battle, if the General falls, the cutscene is played and the general's name is listed correctly as the fallen.
    If now the faction leader dies, the general who died already is mentioned again as having died without cutscene.
    Last edited by FactionHeir; 04-09-2007 at 12:32.
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  7. #7
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Re: 1.2 Buglist

    Quote Originally Posted by sapi
    Thanks FactionHeir, Lusted

    @FactionHeir - if it's not too much trouble could you compile those in a more user friendly way (ie. trait affected, one or two word description of problem; eg. joe_bob; typo)
    OK, I tried to make it a bit more userfriendly, but the problem with trait/ancillary bugs is that its usually not the trait that is bugged but triggers, and I basically wrote them similar to the way they appear in the files themselves (can't make it much clearer)

    As for the newer post, errr I at least sorted them :)
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  8. #8
    Cynic Senior Member sapi's Avatar
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    Default Re: 1.2 Buglist

    Whoa that's a long list FH

    I'll look over it more tomorrow (no time atm ) but I do have one issue so far:
    -THIS WILL RESULT IN EXCOMMUNICATION appears even you try to assault an undefended town against whom you have a gag order. However taking it does NOT result in excommunication.
    Unless I'm much mistaken/it's changed, the message is "This may result in excommunication", not that it will do so.

    Good work
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  9. #9
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Re: 1.2 Buglist

    I mean the pop up you get after you already have the "cease hostilities" mission. Ya know, when you try to attack someone and you get the huge popup which you have to confirm to proceed.
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  10. #10
    Amphibious Trebuchet Salesman Member Whacker's Avatar
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    Default Re: 1.2 Buglist

    Quote Originally Posted by Lusted
    From the TWC bug list:
    My comments based on v1.2(unofficial):

    Still some issues with unit cohesion and front rank only charging.

    Confirmed, but it's better than it used to be. Still needs work. I'd classify this one as a "high", personally. Bad unit cohesion can ruin entire battles.

    Still some issues with cav chasing routers.

    Please change this to "all units" from just "cav". It's getting better but still needs a lot of work.

    Ships can sail in and out of blockaded ports(debatable bug due to what happened in history)

    Agree this is debatable/not a bug, but would nevertheless like to see it implemented that one cannot get boats out without fighting. I'd classify this is a low priority/feature request.

    Flash food cause permanent corruption to regions preveting the construction of forts/watchtowers and reducing movement rate. Should just be temporary.

    We still haven't fixed this??? This should be at least medium IMO.

    Sometimes units will not deploy in the formation you dragged them out into when you run them to their position.

    Confirmed. This existed in RTW as well, sometimes. Can't get it to happen consistently.


    Thanks for the updated list.

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  11. #11
    Member Member Durallan's Avatar
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    Default Re: 1.2 Buglist

    Ballista towers shoot cannonballs, and canon towers shoot ballistas.

    is this one certain? It looked fixed int he file but that might just be me
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  12. #12
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Re: 1.2 Buglist

    Manned settlement towers sometimes don't fire.
    Noticed that only in settlements where the entrance to the gate was U shaped, ie:
    WWWWWT---------TWWWW
    ---------W--------W------
    ---------W--------W------
    ---------WWTGGTWW-------

    The towers in the first row will be idle no matter what but the gate towers shoot normally. Had all manned btw and was a minor city.
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  13. #13
    blaaaaaaaaaarg! Senior Member Lusted's Avatar
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    Default Re: 1.2 Buglist

    Confirmed, but it's better than it used to be. Still needs work. I'd classify this one as a "high", personally. Bad unit cohesion can ruin entire battles.
    At TWc im rating things like passive ai, shield bug etc. as major. As 1.2 did improve this im rating it as medium.
    Please change this to "all units" from just "cav". It's getting better but still needs a lot of work.
    Odd, i've never had problems chasing routers with infantry.
    Agree this is debatable/not a bug, but would nevertheless like to see it implemented that one cannot get boats out without fighting. I'd classify this is a low priority/feature request.
    Same.

    We still haven't fixed this??? This should be at least medium IMO.
    It's been around since RTW.

  14. #14
    Amphibious Trebuchet Salesman Member Whacker's Avatar
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    Default Re: 1.2 Buglist

    Quote Originally Posted by Lusted
    At TWc im rating things like passive ai, shield bug etc. as major. As 1.2 did improve this im rating it as medium.
    Fair enough, I haven't played enough to form a solid, firm opinion on this yet. Will wait for the official 1.2 and then repost findings then.

    Quote Originally Posted by Lusted
    Odd, i've never had problems chasing routers with infantry.
    It's not the exact same as cavalry, to be fair. Cav does the "spread out in a star" deal, that's been partially fixed in 1.2(unofficial). They still start to do that, but will usually stop pretty quickly and semi-regroup.

    Both cav and infantry have a hard time following the routing unit's path, which is what I meant. The "escorting routing unit off the map" problem with the chasers running alongside happens with both cav and infantry, though it's much more noticable with cav chasing infantry due to speed.

    In short, we're getting to where we need to be slowly, but still needs some work.

    Quote Originally Posted by Lusted
    It's been around since RTW.
    That's my point!!!

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  15. #15
    blaaaaaaaaaarg! Senior Member Lusted's Avatar
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    Default Re: 1.2 Buglist

    It's not the exact same as cavalry, to be fair. Cav does the "spread out in a star" deal, that's been partially fixed in 1.2(unofficial). They still start to do that, but will usually stop pretty quickly and semi-regroup.

    Both cav and infantry have a hard time following the routing unit's path, which is what I meant. The "escorting routing unit off the map" problem with the chasers running alongside happens with both cav and infantry, though it's much more noticable with cav chasing infantry due to speed.

    In short, we're getting to where we need to be slowly, but still needs some work.
    This also happened in RTw to an extent as well, it seems routing units have a messed 'center' as it were so chasing units have difficulty working out just where to attack the routing unit.

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    Amphibious Trebuchet Salesman Member Whacker's Avatar
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    Default Re: 1.2 Buglist

    Quote Originally Posted by Lusted
    This also happened in RTw to an extent as well, it seems routing units have a messed 'center' as it were so chasing units have difficulty working out just where to attack the routing unit.
    That's a good point, since I'm currently playing RTW. One thing I noticed, and I can't pin it down exactly, is that in v1.5 you get that insane broken unit problem, where you'll have guys literally halfway across the map from the main group, and then another guy halfway across the other side of the map. I don't ever remember this pre-1.5.

    Another thing I'm noticing now moreso in v1.5 is worse unit cohesion, compared to say a year or two ago. I'm curious if anyone else is noticing this as well. A random thought that occured to me was this might be a direct result of video card driver updates. The reason I say this is look at some older games, like say Mechwarrior 3. With newer drivers, you'll get APCs that like to launch themselves into low earth orbit randomly, if you backdate your drivers to a certain version you don't have that problem. Am wondering if perhaps this somehow translates into M2TW's current issues. Oh well, I'd assume that CA knows what's going on and is working on it per the bug list. For the record my gaming rig has Nvidia hardware in it.

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  17. #17
    blaaaaaaaaaarg! Senior Member Lusted's Avatar
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    Default Re: 1.2 Buglist

    I wonder, it could be related to that, and if so how the hell would CA go about fixing it properly if its video card driver related?

  18. #18
    Amphibious Trebuchet Salesman Member Whacker's Avatar
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    Default Re: 1.2 Buglist

    Quote Originally Posted by Lusted
    I wonder, it could be related to that, and if so how the hell would CA go about fixing it properly if its video card driver related?
    Disclaimer, I am not an OpenGL/DirectX programmer.

    My guess is it has to do with how they've implemented certain OGL/D3D function calls to render certain parts of the game. Take my previous example of the Low Earth Orbit APCs from Mech3, the general consensus seems to be that it has to do with using an old implementation of DirectX. Over time Nvidia and ATI do wierd/sometimes stupid crap to their code in attempt to "optimize" for certain games, and often end up breaking older stuff in the process that's based on dated versions of the DX API. An example would be the reason that Mechwarrior 2 Mercenaries isn't playable anymore, as it uses DX2/3, which I'm not aware of any other DX2/3 games that are playable on XP (this is based only on DX compatability).

    In terms of fixing it, you got me. I'd assume that it's simply the devs working with Nvidia/ATI/possibly MS to smush out bugs and figure out if it's their code or not. Seeing how they've already got the Nvidia sticker/intro movie in M2TW I'd assume that they already have this relationship established.

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  19. #19
    Cynic Senior Member sapi's Avatar
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    Default Re: 1.2 Buglist

    Updated
    From wise men, O Lord, protect us -anon
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  20. #20
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Re: 1.2 Buglist

    Sorry sapi, I made a spelling mistake in my post. Was supposed to read "RansomDread" not "RandomDread" lol :)

    I quite liked your old description of the campaign map lag on the old buglist btw, much more eloquent. Also, me thinks should be high priority :)
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  21. #21
    Cynic Senior Member sapi's Avatar
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    Default Re: 1.2 Buglist

    Remind me tomorrow to fix the spelling error

    Oh, and it's in medium priority as not everyone experiences it.
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  22. #22
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Re: 1.2 Buglist

    While alliances are greatly improved in 1.2, the AI still randomly will blockade your ports for no apparent reason.

    For example I allied with Sicily and 4 turns later they blockade my port at Ragusa (I bought that off the Venecians) even though they have no invasion army and no allies (while I was allied to about 7 factions).

    It only seems to be a port blockade problem too, as there were no land invasions at all between my allies so far in 40 turns.

    [edit]
    While posting my wishlist I remembered that haha:

    Demand Attack Faction via Diplomacy costs exorbitant amounts (on average 600k-800k) AND the AI never actually attacks that faction even if they are at war after you pay them (i.e. via cheats).

    [edit2]
    After reading your conversion of my reports, I should correct your conversions :p
    So:
    - AI can use captains to lead night battle attacks (you notice this because you are the AI's reinforcement) [not just "AI can use captains for night battles"
    - Not only alliances remain with dead factions but also being at war.
    - Better explanation of MOTH: If your stack is defending against an AI attack not from the settlement but from outside while besieging the same or allied factons's settlement and you win, your captain takes the settlement during the end of turn and the next turn, if you DO NOT have an adoption/marriage offer, the MOTH message will pop up and result in funeral. However, my report is not quite about that but: Attacking from within a settlement, Sallying and Attacking a settlement will never result in MOTH. Not even the pop up resulting in a funeral. IMO it should result in MOTH at least when you don't have a captain but a general (i.e not family member) fight the battle.

    -While its true routing people cannot be properly engaged (i.e. system won't let you) when they are locked out, you also cannot if they are not locked out but getting close to the gate entrance.


    - Units captured in a siege assault (actually not always assault but mostly when besieging and getting attacked by a different stack that uses settlement as reinforcements) can actually be successfully ransomed, i.e. you get the cash, but the ransomed units die anyway as they have nowhere to spawn.

    Priorities:
    I'd move AI not getting desertions to high priority, same as random general spawns.
    Also move cannot see army composition, papal cease hostility missions not expiring and combat vs faction X not working to medium.
    Last edited by FactionHeir; 04-11-2007 at 02:24.
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  23. #23
    Senior Member Senior Member Carl's Avatar
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    Default Re: 1.2 Buglist

    I'd move AI not getting desertions to high priority, same as random general spawns.
    The AI is very poor at protecting it's generals and moving it's crusades in a way that avoids desertions.

    If you removed these advantages the AI gets then the AI would be very easy to beat as you could just wipe the family line out easily and the AI's Crusades would never reach their targets.

    It's 100% clear to me thats it's a well thought out feature that helps the AI work and not a bug in any way shape or form.
    Find my ProblemFixer Purehere.

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

    The general spawn in itself is not a problem. The problem is the generals spawning into captain led stacks anywhere on the map, regardless of own region or hostile region. If their adoptees were to spawn into their cities like human generals do, then I would have no problems with it.
    Note that they don't get several generals a turn, but the general spawning is the one adoption you get per turn when you have less generals than regions.

    As for crusade desertions, that is debatable, but I would consider it a bug as it gives the AI an unfair advantage. The devs might as well let the crusade stack travel by sea (sea invasions work fine) or let them attack neutral/hostile stacks blocking the way. Humans are limited by the exact same things and I wouldn't see a scenario where the AI would be disadvantaged in terms of campaign map movement.
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  25. #25
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Re: 1.2 Buglist

    Game mechanics:
    - Priests cannot get above the 3rd level of the StrongFaith trait as a trigger for it is lacking.
    Last edited by FactionHeir; 04-11-2007 at 02:23.
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  26. #26
    Amphibious Trebuchet Salesman Member Whacker's Avatar
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    Default Re: 1.2 Buglist

    Regarding the general spawning discussion, my input:

    I think that generals should spawn, in this order:

    1. On their father/benefactor.

    a. On the father's stack if he's in the field.
    b. If the stack is full, the in the city, if in a friendly province.
    c. If in enemy territory, then at the faction's capital.

    2. Coming of age stuff should also spawn in the nation's capital, in my view. Spawning on pops would be OK, though I prefer the first.
    Last edited by Whacker; 04-10-2007 at 18:56.

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  27. #27
    has a Senior Member HoreTore's Avatar
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    Default Re: 1.2 Buglist

    As for the generalspawning, I fully agree with Carl. It makes the game harder, and such features should stay IMO. It simply means that you can't trust that enemy 3-unit stack to be harmless, next turn it can transform to a general-led merc stack... IMO, it's a fun feature.

    As for the crusades, I sort of agree. I do not think that the AI should suffer at the same level as the player, that would mean that they never get to their targets. However, the crusading AI needs improvement. It is following the closest route to the target, however, it happily takes a 10 turn detour instead of attack a single unit stack. That's got to be improved. They should start attacking enemies on their way to the target. Add in that, and I think most of the problem goes away. But they still need to suffer desertions. This isn't just a problem for the player, this is a problem for the AI as well, as they will never end a crusade, and thus cannot start a new one.

    For example, say you're playing egypt, and the pope calls a crusade on Jerusalem. You kill all the crusading armies arriving in the levant, but the spanish crusade stays in their boats off the coast of Toledo. Now, you can happily leave that army there, and you know that you won't have another crusade launched until that general dies, giving you 60 or so crusade-free years. That needs to be fixed.
    Still maintain that crying on the pitch should warrant a 3 match ban

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

    IMO instead of using excuses for a poor AI, the AI itself should be improved and not by cheating. Quite a few of new games use AI cheating instead of smarter AI, simply because its easier for the devs.
    Strategy is all about a level game, and the game is only as easy or difficult as you make it - i.e. steamroll vs defend. No need to arbitrarily force the player into something.


    Now, onto bugs:
    With the introduction of the InquisitorSuccess trait, Inquisitors can no longer get a level in GoodDenouncer of 2 or higher. However priests can still.
    As such, the description of the 5th level of GoodDenouncer is inadequate as it reads "utterly unafraid to even prosecute royalty" or something along those lines. That description would only be applicable to inquisitor characters not priests.
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  29. #29

    Default Re: 1.2 Buglist

    I was wondering how many people are using this with Vista, because I can't get it to run at all in the battles. It gives me the error "MW2 has encountered an unspecified error" and boots me to the desktop during the loading screen. this is after patching a clean install with 1.2, twice. I tested and made sure that it worked 1.0 first as well.

    Vista ultimate
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    E6600
    P5N32-E mobo

  30. #30
    BLEEEE! Senior Member Daveybaby's Avatar
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    Default Re: 1.2 Buglist

    Quote Originally Posted by FactionHeir
    IMO instead of using excuses for a poor AI, the AI itself should be improved and not by cheating. Quite a few of new games use AI cheating instead of smarter AI, simply because its easier for the devs.
    Name any strategy game from any era (other than something with tightly constrained rules like chess or go) that doesnt have a cheating AI and yet still provides a challenge at harder difficulty levels.

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