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Thread: 1.2/1.3 Community Buglist

  1. #61
    Amphibious Trebuchet Salesman Member Whacker's Avatar
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    Default Re: 1.2 Buglist

    Quote Originally Posted by RickooClan
    If that is the case then should we regard it as an "intended" game feature actually??? [I know it is very difficult to understand tho... ]
    It's a bug, CA has acknowledged this before, in the days of RTW.

    And about corruption, since my kingdom is not large enough so i dont have much cities very very far away from the capital yet. May be you could build more law enforcing building to stop those corruption?
    Yeah I can build a few, but it's still excessive. Think it needs to be toned down quite a bit.

    I've also confirmed another bug. The "stalled crusade" bug where factions will get their crusade stacks to within a square or two of the target, and never attack it still exists.

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  2. #62
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Re: 1.2 Buglist

    Quote Originally Posted by Teg_Navanis
    I have to take back what I said about global experience bonuses not working. After reloading, everything works as it should. I'm not sure what to make of it: is it possible that the bug is automatically fixed when you reload your game? I think there was a similar bug, something to do with your capital and/or merchants, that could be fixed by reloading.
    Yes, the bug occurs with loading and if you empty your queues and load, it gets fixed on its own until you reaload again.
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  3. #63
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Re: 1.2 Buglist

    Battle map:
    When the AI attacks you and has reinforcements (and you don't - or at least I never had in those situations), their reinforcements tend to take up a defensive position and wait for you to attack them after their main army has been defeated. This has happened repeatedly for me during my French campaign against the Byzantines and the Portuguese. This is also most noticeable when they only bring 1 reinforcement stack, as you usually tend to take out the main army fairly quickly with aimed charges and flanking and the reinforcement army that just entered the battlefield will look for the nearest hill (they always go for a hill then) and camps there. Of course this is most annoying when you do not have the battle timer on as it forces you to attack them even though you are the defender, as quitting the battle results in you losing it. Lose - Lose situation without battle timer really. It also happens if the AI brings more than 1 reinforcement stack.

    Campaign map/Game mechanics/Battle map:
    The faction leader does not always lead the stack if his command is lower than that of another general in that stack, contrary to information given by the manual. I can give you a screen shot of that if you want one. This does not only happen for the pope but also for other factions (AI).
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  4. #64
    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).

  5. #65
    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
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  6. #66
    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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  7. #67
    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

  8. #68
    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

  9. #69
    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.

  10. #70
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Re: 1.2 Buglist

    Some more happy bugs:

    Campaign mechanics
    - Exploitable feature: With the trusted allies in place, if you are allied with the papal states and on at least very good relations, attacking any nation will result in the papal states also declaring war on them the next turn. This will thus result in instant excommunication for catholic victims, paving you the way to mercilessly eliminate your foe.

    Battle map
    - 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.

    - Ballistae refuse to shoot at enemies at a slope below them even though there is a clear shot possible according to my screen. Note this is only a selective screenshot. I moved the ballistae all around the mountain and they'd only shoot when they were below or right across at the same level as the enemy.
    Spoiler Alert, click show to read: 

    Spoiler Alert, click show to read: 


    - Negative unit display?? (My venetian allies had reinforcements which didn't show on the battlemap. Maybe that is the cause?)
    Spoiler Alert, click show to read: 
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  11. #71
    Amphibious Trebuchet Salesman Member Whacker's Avatar
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    Default Re: 1.2 Buglist

    Quote Originally Posted by FactionHeir
    Campaign mechanics
    - Exploitable feature: With the trusted allies in place, if you are allied with the papal states and on at least very good relations, attacking any nation will result in the papal states also declaring war on them the next turn. This will thus result in instant excommunication for catholic victims, paving you the way to mercilessly eliminate your foe.
    I wouldn't necessarily call this a bug or an exploit. It took me quite a long time in my current campaign and a lot of cash and goodies to get the Pope to be my ally. Thus with all that effort put into it, he should behave like any other ally, which he has so far in my campaign.

    - Ballistae refuse to shoot at enemies at a slope below them even though there is a clear shot possible according to my screen.
    I think this may be intended, BUT am not sure. The bolts travel at a certain speed and (IIRC) the equipment itself behaves like archers or towers, where there's a min and max angle they can shoot at. If they're unable to shoot below 0 degrees, with 0 being horizontal front, then that would account for the situation you ran into.

    - Negative unit display?? (My venetian allies had reinforcements which didn't show on the battlemap. Maybe that is the cause?)
    Spontaneous reproduction!

    Also, good work on the bug hunting so far.

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  12. #72

    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.

  13. #73
    Heavy Metal Warlord Member Von Nanega's Avatar
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    Default Re: 1.2 Buglist

    I get a massive hang, and the game does not go to the battle map when I click to fight the battle myself. Anyone know how to fix this?
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  14. #74
    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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  15. #75
    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

  16. #76
    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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  17. #77

    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?)

  18. #78

    Default Re: 1.2 Buglist

    Hey, the 1.1 bug list has all gone by by, even tho 1.2 isnt 'officially' out yet (?).

    That and I'm sure someone has seen it, but the Trait 'Intelligent' is spelt with 3 L's in the game.

  19. #79
    Masticator of Oreos Member Foz's Avatar
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    Default Re: 1.2 Buglist

    Quote Originally Posted by Whacker
    Another ... "bug". I'm hesitant to call it a bug because it's probably more of a 'matter of taste', but it's a bit excessive. In the v1.2 unofficial, corruption seems to be out of control. In v1.1 it wasn't very noticable, in v1.2 I'm struggling to keep my finances in order while maintaining a modest, reasonable sized standing army and keep improving my cities. I checked the income tab and I'm losing a LOT to corruption. Think perhaps this should be toned back some.
    My guess is this is an intentional design decision meant to be a BIG drag on rapid expansion, due to the various reports of people beating the game so damn quickly and easily. As corruption is a function of distance to capital, it is the single most significant economic factor the devs can use to punish rapid expansion, and it's likely that's exactly why it is much higher now. You almost have to wait for your economy to develop to keep your war machine going, which means games will now be much more reasonably paced and as a result the AI will have a chance to develop better and put up a better fight hopefully. Also, it serves as a further reward for choosing the city government branch over the much easier happy-building tree: IIRC government is responsible for keeping corruption in check.

    Quote Originally Posted by FactionHeir
    - Generals (non family members) dying are still displayed as family member deaths in the faction announcements.[/B]
    This one is simply a matter of semantics. The game code always refers to anyone on the family tree as "family." So from the game's point of view, anyone on the family tree is a family member. This would be exactly why you adopt prospective generals, or they marry into the tree: it really is even treated like a family, even if they're not direct blood relatives. I don't think there's anything wrong with this particular item, we just have to adjust our thinking: all generals ARE really family members.
    Last edited by Foz; 04-19-2007 at 04:43.


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  20. #80
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Re: 1.2 Buglist

    Quote Originally Posted by PutCashIn
    Hey, the 1.1 bug list has all gone by by, even tho 1.2 isnt 'officially' out yet (?).

    That and I'm sure someone has seen it, but the Trait 'Intelligent' is spelt with 3 L's in the game.
    They fixed that in 1.2 btw.
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  21. #81

    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.
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  22. #82
    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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  23. #83

    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.
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  24. #84
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Re: 1.2 Buglist

    I'm not quite sure whether the following is a bug or intended:

    Battle map:
    - 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 cav insta charging and annihilating the unit they were meleeing with plus charging into the unit you clicked on. Gotta wonder how they killed their current melee enemies with a charge that had no acceleration...
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  25. #85

    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?

  26. #86
    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

  27. #87
    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.

  28. #88
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Re: 1.2 Buglist

    Campaign mechanics - Diplomacy:
    - 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).
    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....
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  29. #89

    Default Re: 1.2 Buglist

    Don't know whether this really a bug list thing or not. However I just started my first 1,2 version of vanilla but it has been unpacked and I was playing with the IO first bit in it.

    Anyway as the Turks got to go 7 fought siege by me at Tiblisi no problem then had to fight second siege at Adana. Tried 3 times but each time got CTD. Issue seems tied to weather + siege so may be a little bit hardware related as I always had the occasional issue with version 1.1 and so cut down the graphics a bit. Only issue this time is this wasn't a thunderstorm type graphic so don't know if its a new bug or not.

    My machine is a 6700 duel processor with 2GB of ram and a 512 MB ATI X1950XTX card running with windows XP

  30. #90
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Re: 1.2 Buglist

    Game balance:
    - Assassins now are completely useless at taking out other agents but very powerful against generals. Example: My skill 10 assassin with handgun, apprentice and AssassinsGuildTrained had almost no chance (read less than 10%) to kill I think it was a piety 5 or 6 priest. Just how sad is that? On the other hand he can take out heirs at 95%.
    Want gunpowder, mongols, and timurids to appear when YOU do?
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