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Thread: 1.2/1.3 Community Buglist

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  1. #1
    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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  2. #2

    Default Re: 1.2 Buglist

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

  3. #3

    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?

  4. #4
    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

  5. #5

    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)

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

    Quote Originally Posted by Slicendice
    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)
    if you take units into queue for retrain and then end turn imidiatelly they will have upgrades. upgrades disapear if you load game that have eariler upgrading queue.

  7. #7
    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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  8. #8
    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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  9. #9
    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)

  10. #10

    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.

  11. #11

    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.

  12. #12

    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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