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Thread: 1.2/1.3 Community Buglist

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  1. #1

    Default Re: 1.2 Buglist

    I've experienced problems chasing routers in seige battles as previously mentioned. Units sometimes will not chase fleeing enemy at all. Charging cavalry into fleeing crossbowmen makes them stop amidst the bowmen but cavalry does not engage. If left alone crossbowmen will go into "fight to the death" mode and will kill the cavalry (in this case generals bodyguard). Cavalry will kill units infront but will not kill units behind it. Also Cavalry will maintain it's tight formation and stand still. This causes mass casualties on HC if left alone.

    When assembling units (spear militia and peasant archers specifically but perhaps not exclusively) inside enemy city some units assemble in loose formation. Clicking on formation button to make them loose and then again to make them tight does not always work. If it does, making units into straight line can again make some units loose formation.

    Units attacking city wall with ladders and towers marched up the ladders and suddenly fell back away from the ladders even though some were on the wall already. In fact all units on ladders and towers did so simultaneously. These units were not grouped. I believe that a wall breached by my balista triggered the withdrawel, however, the gate and another wall were already breached.

    Units, (mercenary crossbowmen) will not respond to command get on enemy walls to fire on enemy even though wall and entrance are nearby. Also same units may not fully get on wall if it does respond thus leaving some on the ground and some on the wall. (Running icon is present however no movement.)

    Attacking peasant archers firing on defending General Body Guard in the townsquare triggered the Body Guard to move toward units that were down another street. ie. archers were south, GBG moved east toward Mailed Knights. Not sure if GBG would have moved down that street if it was empty though. Is it possible he went down there to avoid archer fire?

    Experienced game slowdown in the campaign map. Also memory leaks during seige battles.

    Only in my first 10 turns so no field battles yet. I'm already dreading what else I might find.

    I think I might go back to leaked patch. It seemed better than official patch.

  2. #2
    Masticator of Oreos Member Foz's Avatar
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    Default Re: 1.2 Buglist

    Quote Originally Posted by Slicendice
    Attacking peasant archers firing on defending General Body Guard in the townsquare triggered the Body Guard to move toward units that were down another street. ie. archers were south, GBG moved east toward Mailed Knights. Not sure if GBG would have moved down that street if it was empty though. Is it possible he went down there to avoid archer fire?
    Couple thoughts on this one. First, yes it's entirely possible he went there to avoid the archer fire. The AI may actually have opted to try to engage the mailed knights, hoping to force your archers to stop firing as you'd take friendly fire casualties. Also, I noticed the AI actually send mailed knights out of the city square to combat my mailed knights that were positioning for a charge (though some distance down a street from the square). So the AI might have decided to send the GBG after your mailed knights simply because it thought it had a shot at beating them, or if it considered them a threat worthy of its attention. I nearly fell over and died when the AI actually sent a unit out of the square after setting up camp there, as I honestly don't think it ever happened before for me, and thus surprised me that much. I can only hope this is a sign of a more proactive AI, even in a defensive posture, as it has all-too-often simply sat there and taken abuse from archers, or allowed my units to flank it unhindered.


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  3. #3
    Cynic Senior Member sapi's Avatar
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    Default Re: 1.2 Buglist

    Even in leaked 1.2 (i'll be continuing that campaign before installing the official patch) I've been noticing the enemy move out of the town square more, even taking all their units out and rushing towards my men as they ran for the destroyed gate in an attempt to keep me out, so hopefully it is a change for the better...
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  4. #4

    Default Re: 1.2 Buglist

    army formations not holding properly when commanded to advance by single click any greater distance than 100 virtual yards

  5. #5

    Default Re: 1.2 Buglist

    When I built the Woodsmen Guild Headquarters (in Toulouse Castle) it qeued up 6 pre-existing archers in the castle automatically. The first turn, the first three archers received no 2 chevron upgrade. the second turn I built a new archer and retrained 2 others and produced the upgrade.

    At Alleppo I was using a cavalry unit to hold all my priests so I didn't have to move each one individually. When I tried to kill a heretic one of my priests was converted while still inside the cavalry unit. I moved the whole unit into Alleppo Castle because I couldn't separate them all because of the heretic. Next turn heretic was no where to be found. Possibly reconverted?

  6. #6
    Amazing Mothman Member icek's Avatar
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    Default Re: 1.2 Buglist

    Quote Originally Posted by Slicendice
    When I built the Woodsmen Guild Headquarters (in Toulouse Castle) it qeued up 6 pre-existing archers in the castle automatically. The first turn, the first three archers received no 2 chevron upgrade. the second turn I built a new archer and retrained 2 others and produced the upgrade.

    At Alleppo I was using a cavalry unit to hold all my priests so I didn't have to move each one individually. When I tried to kill a heretic one of my priests was converted while still inside the cavalry unit. I moved the whole unit into Alleppo Castle because I couldn't separate them all because of the heretic. Next turn heretic was no where to be found. Possibly reconverted?
    so the guild bug with loading game still exist then

  7. #7

    Default Re: 1.2 Buglist

    Retested Woodsman Guild Headquarters and archers built do not get any exp upgrade. They must be retrained to get an upgrade and then they only get 2 exp not 3. (since it's in the city that headquarters is)

  8. #8
    Enlightened Despot Member Vladimir's Avatar
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    Default Re: 1.2 Buglist

    Quote Originally Posted by mad cat mech
    army formations not holding properly when commanded to advance by single click any greater distance than 100 virtual yards
    This is what I've found very annoying. Usually the AI just lets you march behind them to higher ground (in less you get into missile range, then those units engage you). The problem is that your army isn't in it's original formation. I've experienced similar problems with even a small group of three spearmen. I'll draw them into three lines, group them, but when I click to move them (when defending), they go back to their original uneven ranks.

    Overall I'm not too impressed with the performance on the battle map. A good thing is that the units (Jinettes) seem more organic when launching javelins but I prefer that they maintain a better formation when they do so.

    Free Upkeep: Sometimes when viewing my city's garrison the militia units don't show that they're receiving free upkeep. This may just be a display problem but I want to ensure I'm not paying unnecessary maintenance.


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

    Quote Originally Posted by Vladimir
    Free Upkeep: Sometimes when viewing my city's garrison the militia units don't show that they're receiving free upkeep. This may just be a display problem but I want to ensure I'm not paying unnecessary maintenance.
    Just a display error. Happens when you disband a unit currently under free upkeep. If you move a unit in/out of the settlement it updates. Also if you end turn.


    As for the formation issue, that's around since 1.0.
    It tends to happen if you drag a box around your units on the field and then tell them to move. Usually not if you select them one by one from the unit card.
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  10. #10
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Re: 1.2 Buglist

    Major bug:

    When defending against a sally, you can exit the battle right at the start and it will result in a draw instead of a loss. Neither side will lose units either. Lets you starve out the defenders nicely...

    Minor bug:
    Trait descripts for FearsEngland/Egypt/HRE level 1 reads "edgey" should be "edgy"
    Last edited by FactionHeir; 05-13-2007 at 21:50.
    Want gunpowder, mongols, and timurids to appear when YOU do?
    Playing on a different timescale and never get to see the new world or just wanting to change your timescale?
    Click here to read the solution
    Annoyed at laggy battles? Check this thread out for your performance needs
    Got low fps during siege battles in particular? This tutorial is for you
    Want to play M2TW as a Vanilla experience minus many annoying bugs? Get VanillaMod Visit the forum Readme
    Need improved and faster 2H animations? Download this! (included in VanillaMod 0.93)

  11. #11

    Default Re: 1.2 Buglist

    Diplomacy:

    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.

    May be a case of whoever wrote the dialogue not understanding the game mechanics.

  12. #12

    Default Re: 1.2 Buglist

    even with spearwall off halberdiers march too slow and fatigue too fast. you have to make them run a lot to get them anywhere.

  13. #13

    Default Re: 1.2 Buglist

    Quote Originally Posted by mad cat mech
    army formations not holding properly when commanded to advance by single click any greater distance than 100 virtual yards
    It tends to happen if you drag a box around your units on the field and then tell them to move. Usually not if you select them one by one from the unit card.
    I also had it happen when I ordered a grouped unit. The savest way to avoid it is to drag out the formation at the target location.

    But what´s worse, this also affects skirmishing missile units, when the yretreat from a closing enemy they often change to this marching (deep) formation.

    Talking about skirmishers, it seems they always retreat towards the map edge that was in their back on army deployment. If, for some reason, you had to rotate your battle setup by 180° the skirmishers will move towards the enemy once he is in skirmishing distance.

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