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Thread: 1.2/1.3 Community Buglist

  1. #271
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Re: 1.2 Buglist

    Yes, there are several translational errors and trait misnomers in non English versions from what I have heard. Hopefully those will be fixed eventually.


    New bugs:
    - During battle, if a spear unit has ever entered schiltrom formation and is currently not in schiltrom formation, moving it anywhere will cause it to resume back to a schiltrom-like formation, where they are setup exactly the same way but do not count as an actual schiltrom. I.e. they use a much tighter formation and guard all sides.

    - Newly introduced into 1.02: Generals denoucned for heresy are now counted as "died in battle" on the family tree instead of "denounced" as it used to be.
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  2. #272
    Member Member WhiskeyGhost's Avatar
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    Default Re: 1.2 Buglist

    I have noticed a minor error with javelin infantry (haven't seen it discussed here with using search engine)

    Apparently, javelins are considered siege engines, cause thats how they respond sometimes (for example, when telling them to stop firing)


    "Don't mind me, i happen the have the Insane trait....." -Me

  3. #273
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Re: 1.2 Buglist

    I'm not quite sure what you mean, but I suppose you mean a mediterranean accent general telling his missile troops to cease fire, but saying "Artillery units, hold your fire."?
    That happens for any ranged unit for this accent and I think I reported that a few pages back. (actually not quite sure anymore, but sapi will figure )

    That is what you meant though, right?
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  4. #274
    Amazing Mothman Member icek's Avatar
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    Default Re: 1.2 Buglist

    well, im now pretty sure they didnt fix guild bug. i yesterday obtained archer's guild (lumberjack) and for testing purpose i put 1 longbows unit in queue, saved game, checked queued future unit's stats that show 1 exp point, loaded game, checked again and that point was gone. Yes i know i can put units into recruitment at the end of turn but... its a bug.

  5. #275

    Default Re: 1.2 Buglist

    Just started a campaign as the Scots, and hello, the pre-battle speech is the same as the English. They even say "For England" etc quite funny when your about to join battle against the English King.
    Posted by John_Longarrow
    Plus there is just something fricking cool about fricking elephants with fricking cannons on their heads.

  6. #276
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Re: 1.2 Buglist

    Please do note the language version of your bug if you are playing a non-English version. Otherwise the devs get all confused.
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  7. #277

    Default Re: 1.2 Buglist

    English Version i'm using here
    Posted by John_Longarrow
    Plus there is just something fricking cool about fricking elephants with fricking cannons on their heads.

  8. #278
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Re: 1.2 Buglist

    Just want to confirm with you then, does the Scot general/captain or the troops say "For England"? If its troops, are those normal scot troops or mercs?

    And two fun bugs from me:
    The Turks now do not even have one-liner speeches anymore. Just blank and with camera panning as if they were to give a long speech.

    AS trebuchets (available only to mongols and timurids) have the main_infantry banner instead of a main_missile banner.
    Last edited by FactionHeir; 06-30-2007 at 23:17.
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  9. #279

    Default Re: 1.2 Buglist

    It was both the General and the troops (regular recruits, not mercs )

    Something might be a bit weird in my game though, because i've installed both the Stainless Steel and LTC mods (although it was Vanilla I was playing). I've never played scots in vanilla before I installed these mods, so I don't know if it is in the regular vanilla game or something mistakenly created by one of the mods. Does anybody know?

    In any case, it shouldn't be too hard to put the right files back in the folder (if they exist).
    Posted by John_Longarrow
    Plus there is just something fricking cool about fricking elephants with fricking cannons on their heads.

  10. #280
    Amazing Mothman Member icek's Avatar
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    Default Re: 1.2 Buglist

    Quote Originally Posted by icek
    well, im now pretty sure they didnt fix guild bug. i yesterday obtained archer's guild (lumberjack) and for testing purpose i put 1 longbows unit in queue, saved game, checked queued future unit's stats that show 1 exp point, loaded game, checked again and that point was gone. Yes i know i can put units into recruitment at the end of turn but... its a bug.
    the same problem appear for ships when we have an admirality building

  11. #281
    Member Member Didz's Avatar
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    Default Re: 1.2 Buglist

    Couple more issues I noted during my current game:

    1) Defending a ford in the Yereven Region, I had fired all my arrows into the enemy crossing the river and decided to withdraw from the battle before i was overrun, but for some reason my troops went into rout mode but simply refused to move.

    2) Preparing to a fight a battle consisting of two stacks against two enemy stacks I clicked on NIGHT ATTACK to see if I could prevent the enemy reinforcements interfering only to find that my reinforcing general was scared of the dark too which actually increased my disadvantage. So, I cancelled the night attack only to discover that my reinforcements were now permanently excluded from the fight.
    Didz
    Fortis balore et armis

  12. #282
    Member locked_thread's Avatar
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    Post Re: 1.2 Buglist

    edit
    Last edited by locked_thread; 07-18-2008 at 02:57.

  13. #283
    Amazing Mothman Member icek's Avatar
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    Default Re: 1.2 Buglist

    A little change: every starting king has this charming attribute.

  14. #284
    king of my kingdom Member DVX BELLORVM's Avatar
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    Default Re: 1.2 Buglist

    Sometimes after restoring minimized game, the "radar map" becomes messed up.
    Everything is back to normal after Save/Load.

    Last edited by DVX BELLORVM; 07-04-2007 at 15:37.

  15. #285
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Re: 1.2 Buglist

    Whenever the AI loses the minimum men required to lift a siege engine (less than 6 for ram/tower/ladder), the player gets the feedback message that the siege engine does not man itself. However, the AI is supposed to get this message.
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  16. #286

    Default Re: 1.2 Buglist

    Quote Originally Posted by FactionHeir
    Whenever the AI loses the minimum men required to lift a siege engine (less than 6 for ram/tower/ladder), the player gets the feedback message that the siege engine does not man itself. However, the AI is supposed to get this message.
    I never had that bug before.... and i've destroyed several AI seige "teams" (but not the equipment, and ususally with 1 or 2 men left). What particular equipment was it? I've done that with Ballistas and catapaults but never got that message.
    Posted by John_Longarrow
    Plus there is just something fricking cool about fricking elephants with fricking cannons on their heads.

  17. #287
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Re: 1.2 Buglist

    Had my longbows on the walls take out the AI siege crews. As I said, it only happens for rams, ladders and siege towers, not artillery such as ballistas ;)
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  18. #288

    Default Re: 1.2 Buglist

    Ahhhhh. Oops my bad
    Posted by John_Longarrow
    Plus there is just something fricking cool about fricking elephants with fricking cannons on their heads.

  19. #289
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Re: 1.2 Buglist

    Explanation of why DEKs and similar units seem much weaker:

    DEKs (DNK, DPK) have 4 attack animations: Pierce (medium), Push (medium), Overhead (slow), Twisting Slash (slow).

    Against infantry, they will use all 4. Against cavalry only the first two.
    However, it seems when attacking infantry, the first two animations do not do anything. That is, they have no effect and cannot kill other infantry units. That leaves DEKs with a net 2 slow animations which play even less frequently due to the waste of playing the other two and the pauses in between.
    Further, DEKs will often refuse to attack in melee against infantry at all when clumped too closely together, possibly a collision/attack animation consideration (i.e. hitting friendlies, which non missile units will refuse to do) problem. This is compounded by the observation that DEKs will only attack if very close to the enemy, at a range that is even shorter than that of a short_spear or spear unit.

    This is especially evident on walls, where in some tests, I had fully upgraded DEKs defending against unupgraded Ottoman infantry on the walls.
    Each time when an Ottoman got cornered, he managed to kill exceptionally many (up to half my DEKs) units as those would refuse to attack him while he could swing freely and due to faster animation would stop DEK attack animations.

    Against cavalry, DEKs fare relatively well as they will only use their medium speed animations, although the delay between attacks is much increased.
    Want gunpowder, mongols, and timurids to appear when YOU do?
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  20. #290
    Cynic Senior Member sapi's Avatar
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    Default Re: 1.2 Buglist

    Updated.

    Five thousand words

    Any omissions, duplications, misplacements, feel free to post here.

    I'll get around to answering you in september, if my form holds
    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

  21. #291
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Re: 1.2 Buglist

    Go sapi!
    Well done updating.
    A few quick things:

    Standards do fit through the gates in 1.2 last I checked. They fixed that in this patch too. Right now, the only thing that doesn't are trebs.

    I did some more testing on demand attack faction and found that the price is only reasonable if one of your settlements is currently under siege. However, even if you successfuly bargain it from the AI, it won't attack that faction and sometimes just gets a ceasefire with them the next turn instead.

    An addendum to why the AI cheat with no crusade/jihad desertions is bad:
    The Egypt AI used a jihad army bound for Antioch and moved it all the way to Constantinople and besieged me instead...

    Also please add to the chasing router problem: In a siege situation, when the AI sallier routs, over 90% of the time, its impossible to chase their routers outside (castle & city) AND inside their settlement (fortress and higher only)
    with cavalry even if every single man is on the ground. Units told to attack them will only return "orders completed" and stand idle next to the routers. Infantry chase them just fine.

    Didn't mention that one before: For England, if your forces ambush an enemy, the voice returned is as if you are being ambushed.

    Following only applied to 1.02 leaked and are no longer valid:
    Assassin success chances (although still rather low)
    Priest shamed by witch message no longer has typo

    Following do not belong on the buglist:
    Ballista/Cannon tower not shooting the correct ammo. This was fixed in 1.2 and works just fine.


    Lastly, I think the DEK (which is part of the 2H bug that was supposed to be fixed by 1.2) should be at least medium priority if not high, as the 2H bug was high.

    Don't forget to send it off to CA
    Want gunpowder, mongols, and timurids to appear when YOU do?
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  22. #292
    Cynic Senior Member sapi's Avatar
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    Default Re: 1.2 Buglist

    Ok, I'll update it with that tomorrow and send it off once we've had time to double check it.

    Could you give me a concise explanation for the DEK problems, please? I'm not an overly technical guy and while not all of that went over my head, I'm at a loss as to how to describe that in a concise bug summary (with explanation attached, of course)
    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

  23. #293
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Re: 1.2 Buglist

    Basically what I posted for #289.
    In short, they refuse to attack if clumped very tightly together at times and while they have 4 anims to attack infantry, only 2 of those will actually do anything. As those 2 that are effective are their slow anims, they will hardly ever strike (and strike successfully) at another infantry unit.
    Against cav, they don't have too many probs. Just still a rather slow attack (most infantry attack speeds are fast, they got medium-slow).
    The above point about clumping together causing them to not attack is made worse by them only attacking if very close to the enemy, not if somewhat far away. Spear units, like militia attack mid range enemies just fine too.

    Btw, its September already?
    Want gunpowder, mongols, and timurids to appear when YOU do?
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  24. #294
    kwait nait Member Monsieur Alphonse's Avatar
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    Default Re: 1.2 Buglist

    1. Papal stat lives on after all catholics are wiped out.
    When all the catholic factions are destroyed and the pope is killed there is no faction destroyed icon and the diplomatic screen shows that the papal state is still at war. But there is no pope nor can there be an election. After hitting end turn the papal state has its turn but there is no pope.

    2. Ransom payed after faction is destroyed.
    When the last city of a faction is captured and I have captured some POWs I can still ransom them even when all the family members are dead and there are no more cities.
    Tosa Inu

  25. #295
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Re: 1.2 Buglist

    I think 1 is intentional as the papal states faction is not supposed to be ever destroyed. Just waiting for some Christian resurgence or some such

    Your 2nd point made me remember something interesting though:
    If you have captured the last few living family member of a faction and ransom is accepted, the faction is destroyed regardless, even though they now have the family members back and could continue.
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  26. #296
    kwait nait Member Monsieur Alphonse's Avatar
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    Default Re: 1.2 Buglist

    @ FH. May be it is intentional but it is weird to be at war with a non existing faction. Ah well I place the pope that doesn't exist in the museum next to the dodo.

    3. The keep of a citadel (the highest part of it) isn't touching the ground. You can see right underneath it and see the landscape at the other end.
    4. I was besieging Antwerp when the French sallied. They were supported by the English (yip their allies!). When the English started routing back to the city center that stupid commentator started saying that we had lost control of the city. When they and the French started to attack again they lost control of the city. It is very annoying to here every second: Sultan the enemy has gained control of the city + Sultan the enemy has lost control of the city.
    Tosa Inu

  27. #297
    Cynic Senior Member sapi's Avatar
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    Default Re: 1.2 Buglist

    @alphonse - regarding #3, what culture was the citadel (n. europe, s. europe etc)
    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

  28. #298
    kwait nait Member Monsieur Alphonse's Avatar
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    Default Re: 1.2 Buglist

    Quote Originally Posted by sapi
    @alphonse - regarding #3, what culture was the citadel (n. europe, s. europe etc)
    It is the citadel of Ragusa (Southern European?). See picture

    Spoiler Alert, click show to read: 
    [IMG][/IMG]
    Tosa Inu

  29. #299
    Relentless Bughunter Senior Member FactionHeir's Avatar
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    Default Re: 1.2 Buglist

    Looks mideastern to me. I suppose the devs didn't quite test what happens if you build a mideastern citadel in europe
    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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    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)

  30. #300
    kwait nait Member Monsieur Alphonse's Avatar
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    Default Re: 1.2 Buglist

    Quote Originally Posted by FactionHeir
    Looks mideastern to me. I suppose the devs didn't quite test what happens if you build a mideastern citadel in europe
    No. I started M2 loaded the saved game and looked at Raguso. In the city screen it says Southern European.
    Last edited by Monsieur Alphonse; 07-13-2007 at 06:07.
    Tosa Inu

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