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Thread: 1.2/1.3 Community Buglist

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  1. #1

    Default Re: 1.2 Buglist

    I´ve noticed something with Dread when city management is determined (with more than one character in the city), it´s the one with less Dread who becomes governor. Chivalry works allright, the one with higher Chiv is the governor.

    And then something with the rules of sucession (though that´s like it was in 1.1 before): When a Man without a mature son becomes King, his younger brother becomes the heir. So far so well, however, shouldn´t the king´s son, when comes of age, become the heir?

    I´m not really sure whether that´s a bug, but there´s a sort of pathfinding issue on the campaignmap as well. When you order an army (or ship) somewhere, and there´s a visible hostile or neutral obstacle (namely the control zone of another army, ship or city), the army or ship still use the straight way and get stuck in the control zone. If I remember correctly, in RTW units move around obstacles they can see. This cost me a whole crusade army, by the way.

  2. #2
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Re: 1.2 Buglist

    Quote Originally Posted by Garnier
    I could get screenshots, but basically ALL princesses I see in 1.2 have 0-1 charm and are called "____ the snob" from bad traits I guess. The trait system is really messed up.
    According to the new trait triggers, if your treasury at the end of turn is higher than 10000, your princess gets the PretentiousWoman trait. IMO CA did a mistake doing that because you aren't always able to spend all your florins and sometimes you just want to save some up for next turn's construction or diplomacy. I for one disabled that trigger in my fixes. I would agree that this is 'buggish' though.

    Quote Originally Posted by Ciaran
    I´m not really sure whether that´s a bug, but there´s a sort of pathfinding issue on the campaignmap as well. When you order an army (or ship) somewhere, and there´s a visible hostile or neutral obstacle (namely the control zone of another army, ship or city), the army or ship still use the straight way and get stuck in the control zone. If I remember correctly, in RTW units move around obstacles they can see. This cost me a whole crusade army, by the way.
    Noticed this too. My crusading army is slightly northwest of Paris and I want to move them just outside the zone of control south of Paris (well within the green and the general would just have to move right outside the zone of control) What does the general do? Run into the northwestern zone of control of Paris for no obvious reason. I agree this is a pathfinding bug.

    Now, a bug of my own :D

    Game mechanics:
    - The condition of training cavalry to gain points for the horse_breeders_guild is NOT working. I set the tresholds of all other guilds well into the 1000s for testing purposes and the one for cav down to 80. Trained in several citadels some mailed and feudal knights (each worth 20 points) and yet didn't get the guild. However, I then stopped training for a few turns and held races in Alexandria. Next turn I get an offer for the guild there. Thats pretty much proof that the guild trigger for cavalry is faulty (probably should be like sword smiths guild where it lists each unit individually). Also, building the castle stables line of buildings doesn't seem to give points towards the guild either even though it should. (at least the S part doesn't seem to be working, not sure about the O part)
    Last edited by FactionHeir; 04-12-2007 at 13:05.
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  3. #3

    Default Re: 1.2 Buglist

    Quote Originally Posted by FactionHeir
    Game mechanics:
    - The condition of training cavalry to gain points for the horse_breeders_guild is NOT working. I set the tresholds of all other guilds well into the 1000s for testing purposes and the one for cav down to 80. Trained in several citadels some mailed and feudal knights (each worth 20 points) and yet didn't get the guild. However, I then stopped training for a few turns and held races in Alexandria. Next turn I get an offer for the guild there. Thats pretty much proof that the guild trigger for cavalry is faulty (probably should be like sword smiths guild where it lists each unit individually). Also, building the castle stables line of buildings doesn't seem to give points towards the guild either even though it should. (at least the S part doesn't seem to be working, not sure about the O part)
    Isn't the horse breeder's guild a city-based guild only?
    Ignoranti, quem portum petat, nullus suus ventus est. -Seneca, Epistulae Morales, VIII, 71, 3

  4. #4
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Re: 1.2 Buglist

    Haven't actually checked on that, but building the castle line of stables buildings according to the guilds file gives settlement points to the castle. So either its kind of working as it should and there are a lot of junk triggers or its not working :)
    Last edited by FactionHeir; 04-12-2007 at 13:05.
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  5. #5

    Arrow Re: 1.2 Buglist

    Quote Originally Posted by FactionHeir
    Haven't actually checked on that, but building the castle line of stables buildings according to the guilds file gives settlement points to the castle. So either its kind of working as it should and there are a lot of junk triggers or its not working :)
    The way I understood guilds to work was that you can accumulate points in every settlement, no matter if it's a castle or a city, however, you won't get the guild when the requirements are reached unless you have the appropriate settlement type too. A quick way to test this in your game would be the conversion of your castle and then waiting a couple of turns if the guild offer comes up. (But it might be that you didn't accumulate enough points in the castle yet... need to bear that in mind too)
    Ignoranti, quem portum petat, nullus suus ventus est. -Seneca, Epistulae Morales, VIII, 71, 3

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

    Hmm I just check my descr_buildings file and it indeed is city only. The way you describe the guild points is reasonable too, thus I shall retract the bug statement :)
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  7. #7
    Amphibious Trebuchet Salesman Member Whacker's Avatar
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    Default Re: 1.2 Buglist

    The convert_to command in export_descr_buildings.txt seems to be busted, mostly for the two biggest city types but has all around problems. It used to be that one could add a conver_to line for them, and one could change them to another city type. That doesn't work anymore, no matter what, I cannot add anything that will allow a huge city to convert to any level of castle. Further, after a random point, one cannot convert to or from a city to a castle anymore.

    This was discovered using the base campaign, editing the bone stock export_descr_buildings.txt, and using console commands add_population (both + and - numbers) and process_cq to test.

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  8. #8
    Amphibious Trebuchet Salesman Member Whacker's Avatar
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    Default Re: 1.2 Buglist

    Well it's real early, I couldn't sleep, so I thought I'd run a few scenarios with the v1.2 unofficial update and see how unit grouping/blobbing has been handled.

    Unfortunately, it does not appear to be improved at all. I did this with both infantry and cavalry, but tests were mainly done with cav.

    See some screenshots here.



    Some individuals do as depicted above, and move very far away from the other men in the unit.



    Example of how the unit will stop and remain after coming out of a move order. No attempt to get back into formation is made.



    This is how they will run, which is very badly out of formation. In RTW units would slowly get back into formation when moving/running, I have not seen that happen at all in M2TW in any of the versions.

    Note the above screenshots were only from one of my multiple test runs. The observations below were noted to varying degrees in all runs.

    Observations:

    - Units do not keep or attempt to get back into formation when moving at slow or high speed.

    - When coming out of a run or move order, units will not attempt to get back into the formation that they were ordered to be in. Missile units will keep firing but will not attempt to regain formation.

    - Unit blobbing is not improved, in multiple instances several individuals would go very far distances from the main group and then stay there. See above screenshots.

    - Setting the "hold_formation" flag in the descr_pathfinding.txt file from 20 down 1 had absolutely no noticable impact.

    - Units are very slow to respond to commands, and will often not do as ordered (such as run). Units also appear to rarely ignore commands completely.

    - Guard mode had no effect whatsoever on keeping formation when moving and coming out of a move order.

    Points 2 and 5 make the game pretty much unplayable and a crapshoot. Kinda hard to manage a battle when your units ignore or respond extremely slow to commands. The "simulated delay" argument is awful, this problem didn't exist in the other 3 games.


    "Justice is the firm and continuous desire to render to everyone
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