army formations not holding properly when commanded to advance by single click any greater distance than 100 virtual yards
army formations not holding properly when commanded to advance by single click any greater distance than 100 virtual yards
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 thenOriginally Posted by Slicendice
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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.Originally Posted by Slicendice
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.Originally Posted by mad cat mech
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.
Reinvent the British and you get a global finance center, edible food and better service. Reinvent the French and you may just get more Germans.
Ik hou van ferme grieten en dikke pintenOriginally Posted by Evil_Maniac From Mars
Down with dried flowers!
Spoiler Alert, click show to read:
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.Originally Posted by Vladimir
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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Had no graphical issues prior to 1.2, but now I no longer receive tooltips when mousing over the campaign HUD, construction options screen, training screen, etc. Not a huge issue, but it makes planning my queues incredibly tedious.
"The merchant's wharf series of buildings do not appear to be working as the description indicates (ie they give a bonus to tradeable goods but not to the number of fleets; see the thread at the Org for details)"
It's still the same.
Kaiser of Blitz
from Aemilius Paulus for EB Unit List Reloaded
from soup_alex for EB Unit List Reloaded
border horse still beats heavy cav. shield fix seems to only help versus infantry and not cav.
Foz, Whacker, Daveybaby - that discussion was out of place and now has its own thread![]()
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
Bug: Trigger "sitting_around_town_with_city_barracks" has the condition "library" instead of the more appropriate "militia_drill_square".
Path finding Bug:
Last night attacked a citadel. Happily slaughtered my way through two walls to third level and city square then took a pounding. My troops are getting slaughtered and I suddenly have a unit of just 8 ghazis left in the square (rest routing), while the milanese have a full ducal cav unit.
Then I realise I have a full 40 qapakulu...outside the outside citadel walls, wshere they have ben aimlessly pushing since the rest of my cav entreed the city 10 minutes ago. I swear loudly. I click on the milanese cav to attack and hit run, corssing my fingers....they push aimlessly against the wall. I swear again. A lot...then notice the timer counting down and the ghazis unscathed...?
Upon closer inspection the milanese cav display the crossed swords in combat symbol and are pressing against the inner citadel walls (they're inside the inner ring pushing outwards in teh direction of my qap).
Both units of cav, seperated by not just one wall but 3 and an entire citadel, pushed aimlessly against walls until the timer ran out and my 8 ghazis had captured the fortress....
There's some kind of graphics-related bug that keeps biting me periodically. It may have been introduced by 1.2, as it hadn't happened to me previously. The gist of it is that when a battle loads, once in a while most of the scene will come up jet black as if shadowed, or perhaps as if textures did not apply correctly: the black areas have definite shapes corresponding to things in the scene. That is very brief, and is followed by the entire screen going to black and the M2 hourglass being displayed, perpetually if I allow it to be. ESC sends me back to the desktop. The log only reports an unspecified error.
The main problem, however, isn't just that. It's that after it happens, nothing can make the battles work again, it is perpetually stuck w/ this problem until I wipe, reinstall, and repatch. I've had to do so twice already since installing 1.2 official, and since it takes so long it is getting very old.
The problem sounds a lot like how I heard some people describing the elephant bug previously, and similarly includes the game being stuck in a state where all battles are broken, however no elephants are involved. I've determined it's nothing inherent to the battle in any case, though - Once I've finished the reinstall process, loading up the same saved game and fighting the same battle does not result in a repeat of the issue. The repeated battle problems, however, do flag the problem as decidedly software-based, as a hardware problem cannot cause persistent issues that resolve upon reinstallation.
I did notice that this last time it happened the first battle after I had unpacked txt and xml files. I had done so before, but did not notice a correspondence if there was any. I'll try to unpack again and see if the problem returns.
This time I also made a restore point as soon as M2 was installed and I verified 1.2 was able to play battles. If/when the issue occurs again, I will try to restore first thing and give further info on what happens.
1.02 Official still has pretty much the same bugs 1.02 leaked had from testing so far.
In addition, I think I found something that's somewhat reproducible in inducing a CTD:
-During times of campaign map lag (which is almost always for me), clicking on a town settlement and then on the settlement again (or another town settlement) before the game updates the town's display info, you can often get a CTD.
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In the localized French version, rank 2 of the Intelligent trait displays as rank 1 of the Intelligent_Lady one, though it's probably just the flavor text that is borked, not the trait itself. Still, it's a bit weird to read that William the Cruel is a "scholarly maiden"![]()
Also, I had a general both Intelligent and Ignorant, IIRC those are supposed to be antitraits, but then again I haven't delved into the new trait file yet.
Anything wrong ? Blame it on me. I'm the French.
BattleChivalry and BattleDread are not AntiTraits as they should be. Actually managed to have a general with both
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Lol. The code for those two is nasty, too. They take great pains all the time to code around the fact that you might have one already, and often do not allow points of the opposite if you do have some points in one (although they obviously missed doing so on at least one, as FH demonstrates). They may actually intend them not to be anti-traits at all, but to generally keep a general stuck on the path to one or the other if he has started down one road. That of course is entirely unclear, though, it could just as easily have been an early attempt to dodge the faulty anti-trait behavior via the triggers if CA noticed the problem prior to release.Originally Posted by FactionHeir
Yup, I figured they wanted to keep you on one path as otherwise BattleChiv is near impossible to max out when you chase routers. Gotta get Chiv first and then you can chase as many as you like and get more chivalrous from doing so :D
Btw: GoodSaboteur and BadSaboteur ought to be antitraits too but aren't
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pole arm spearwall units/ halberdiers, swordstaff etc. are too weak versus cavalry. also i must stress the importance to make these units move faster than their current speed. perhaps intentional by CA but in my eyes a bug.
Concerning the speed, you're just using 'em wrong. Turn spearwall and defend off, and they run fine. Spearwall is an intentionally defensive formation that limits their mobility (I guess b/c it takes work to stay in the formation?) so you'll have to turn it and defend off if you intend to move them very far or use them offensively. You can switch them back on whenever needed, they form up in spearwall fairly quickly most of the time. By the way it helps a great deal to memorize the formation and defend hotkeys so you can do this very quickly in combat.Originally Posted by mad cat mech
As to balance, I tend to agree. Try a rebalance mod, there are several good ones already. You're bound to find something much closer to what you like. Most people that've tried them never go back.![]()
Actually pike units in phalanx formation and guard mode OFF will walk faster than most infantry can run. Only pikes though.
As for balancing, I agree. Had my egyptian halberdiers take a beating from cav from the front. They are great for attacking from the back though, but much too slow moving and their animation is slow and they seem to need to close in as much as sword infantry do but the length of their weapon often prevents them from doing so.
Last edited by FactionHeir; 05-13-2007 at 13:20.
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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.
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Playing on a different timescale and never get to see the new world or just wanting to change your timescale?
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Got low fps during siege battles in particular? This tutorial is for you
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Need improved and faster 2H animations? Download this! (included in VanillaMod 0.93)
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.
even with spearwall off halberdiers march too slow and fatigue too fast. you have to make them run a lot to get them anywhere.
Low priority:
Merchant's Guild Apprentice trait for Merchants references the presence of an Assassin's Guild, not a Merchant's Guild.
Right, my first major siege in my Egyptian campaign. Its horrid really.
The scenario:
Me, Egypt, defending with a full stack inside Bran (Citadel) against two Polish full stacks who come from both sides.
One of his stacks has 1 treb, 2 rams, 1 ladder, 1 siege tower, the other stack has 1 catapult.
I start off by sending a light cav out the gates to intercept his treb and catapult which advanced about half the distance from his main army towards my walls. I finish both off while the enemy just watches me do so without trying to stop me. Big mistake and a bug in itself. Just when his treb crew (his catapult was gone) was down to 2 men, his first stack started using siege equip to advance towards my wall, still ignoring my light cav which is right in front of him.
I pull both cav back inside the citadel and move all my units to the side which has the advancing siege gear.
Before his stuff reaches my walls, I destroy his tower due to my ballista towers. His ram breaches my gate, his ladder latches on (and the guys coming up are routed). His second ram stands in its starting position not moving at all.
I then go on and kill all the first stack's units coming through the gate and subsequently hunt down all his routing units. Once all his first stack save the xbows carrying ram #2 are captured, his second ram starts moving. Half way toward my gate, it gets set alight by the ballista towers and the xbows go and take the first ram which stands by my gate. In the meantime, a few infantry and some cavalry of stack2 are moving around the walls with the other half still standing in starting position, idle.
Once his xbows pick up ram#1, they just stand there doing nothing and letting me kill them off with missiles and then hunt them down with light cav.
When that happened, his second stack's merc spearmen walked towards the ram slowly while being shot, pick it up and....still stand around doing nothing like the xbows.
In the meantime, one of stack 2's infantry runs against a map corner, fully spread out over 1/3 of the map length, not quite sure what this is supposed to be.
The rest of stack 2 still stands where it is, bored, doing absolutely nothing, even though my outer gate at the other end is breached. If they don't attack, they might as well withdraw, but they just keep standing there.
[edit]
I continued the siege that was running paused in the background. I moved my naffatun off the walls and right next to the spearmen and bombarded them. Just when the spearmen broke and ran, I get the audio message "Wisest one, that siege equipment is not going to man itself" ....not quite sure what this is supposed to mean but likely another bug as this ought to happen only to the besieger.
Now, that infantry unit that ran against the map border started to reform and march towards my position after having crossed the entire map and tagged the NW map corner. While its on its way, a second polish infantry started marching against that same map border....I bet it will do the same as the first one....
[edit2]
Well the spear unit ended up moving towards me, yes, but it stopped at stack 1's starting position doing absolutely nothing. The second infantry unit stopped in the NW map corner idling.
In the meantime my naffatun destroyed ram#2 and together with my nubian spears and halberd militia started to take apart a set of ladders on the floor but those ladders never got past 1% damage. Seems ladders are indestructible, so why the option to attack them? Bug!
So yes, timer ran out (finally) and I got a clear victory...
Last edited by FactionHeir; 05-14-2007 at 19:47.
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?
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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)
I loaded up my first campaign with the official 1.2, and I've not got any tooltips inside of settlements. None for traits, unit and buiding icons, the icons on the city detail scroll, or even the interface buttons.
I deleted my old M2TW install, removed all remaining traces, rebooted the PC, installed the game and patched straight to 1.2. The patch install took a good 10 minutes, as it should.
Any ideas? It's not an issue I've had before.
Frogbeastegg's Guide to Total War: Shogun II. Please note that the guide is not up-to-date for the latest patch.
Haven't had it myself, but others have been reporting it too. My guess is there's something corrupt with the text file that generates those text overlays you're missing. The only thing anyone's had success with against these seemingly-random problems is to reinstall repeatedly until you luck out one time and don't have any problems (hopefully).Originally Posted by frogbeastegg
Honestly though... at this point I'm going to call leaked 1.2 joyous to install by comparison. At least with that, you knew the only problem you'd have was if you tried to install it over 1.1. The official release seems to not only still do that, but also includes a slew of new potential problems with the pack files. At least I'm assuming that's how all these problems keep cropping up, from the packs updating incorrectly in various different ways. It really makes you wonder how things got worse after they yanked the patch, in part, to fix the installation problems.
If it took you only 10 minutes, then you don't have a proper 1.02 I think. Even on my new rig it took some 30 mins (45 on my old one)
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)
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