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    Alienated Senior Member Member Red Harvest's Avatar
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    Exclamation Bugs and Patch Changes RTW 1.5

    I'm going to start this thread as a placeholder for when the patch arrives sometime in the next 48 hours. (If Mods object, etc. then delete or lock as appropriate.)

    The Readme is nice but it is general, and as it states it probably omits a number of small or subtle changes...or perhaps uses classic British understatement. So what I hope to do in this thread is to compile a list of changes and fixes that have been implemented compared to RTW 1.3. I will try to edit to maintain a list of what we find (although I could be out of pocket for a considerable time in the coming weeks--so a moderator might want to take over if I don't appear for an extended time after the patch is released.) Some general guidelines:
    1. Contribute what you observe that is different/changed.
    2. For obvious things like changed stats, just provide before/after number.
    3. If you are uncertain about something that requires some testing, it might be best to have a separate thread to discuss it and flesh it out before adding it to the list.
    4. CA comments would of course be very helpful toward compiling a complete supplemental list.

    A similar thread for BI 1.6 might be useful. I'm not a good candidate for managing the BI list, as I don't have BI at the moment and won't have any "history" to compare. (Hopefully this RTW patch will prompt me to remedy that, and change my sig.)

    And as always...a separate bug/workaround type list would be handy to keep in a different thread. Bugs of course could be in this thread, assuming they are *changes* from the previous release, not pre-existing bugs.

    EDIT to begin lists for RTW 1.5, looks like my original format is going to require changing:
    Undocumented fixed/changed items.
    1. Officers seem to all have their weapons now. Before they had a tendency to show up for battle at times with no sword. Lots of punching... (Several...need more time to confirm.)
    2. British Generals have been upgraded to 5 def. skill from 1. (Red Harvest.)
    3. Generals_unit_upgrade added for Pontus "East Pontic Generals"
    4. The AI has resumed using its warcry more consistently. In 1.3 it would often not warcry when attacking. In 1.5 it seems more prone to do so...including in custom tests. Glad to see this back! (Red Harvest)

    Confirmed officially documented fixed items.
    1. Naval invasion seems to be working according to initial reports. (Many.)
    2. The AI uses its pila now. (Many.)
    3. Barb Archer Rebel/Slave officer removed.
    4. Spear warbands now have secondary swords and slightly lower cost/upkeep.
    5. Berserker hit points have been cut to 2, and armour increased to 2. Recruiting and armour/weapon upgrade cost have been increased.
    6. Memory leak has been partially fixed. It takes much longer to get the same level of leak. However, symptoms are exactly the same as before. CA gets partial credit.
    7. Javelin skirmish AI appears to be improved. It is more likely to use them as skirmishers now. Archers/slingers still have some serious issues (not firing at times, marching through enemy fire, etc.) but they do seem to behave more like skirmishers on average.


    Unfixed issues.
    1. The two highest level horse temples are still buildable for Gaul, etc. and should not be according to the messages provided onscreen. (Red Harvest, many others) EDIT: Confirmed by Intrepid Sidekick/Capt. Fishpants, the two highest level horse temples should be buildable by Roman factions only.
    2. SPQR still has Greek family members. (Seasoned Alcoholic)
    3. Some reports of not having control of reinforcements in battle. (Various.)
    4. "Short_pike" does not work properly. Phalanx units with it won't shoulder arms when phalanx is toggled off, and when attacked in phalanx, the pikes don't seem to hold the enemy off at all, the whole first row switches to swords. (Red Harvest.)

    New 1.5 Bugs
    1. AI seems to be able to very successfully use pila after it engages in melee...even after it did the initial hurl and charge. (Red Harvest.)
    2. Academy class buildings might not be providing intended law bonus. (Barbarossa82.)
    3. Disasters don't seem to work properly. The triggers are unreliable now (and appeared to be in 1.3 as well.) I've not seen a storm at sea in 1.3 or 1.5. I can get Etna to smoke, but not erupt (except for the historical event.) I have seen two floods, but no deaths from them. Have so far been unable to trigger a quake, or drought, or storm at sea in 1.5.. I know the disaster file is getting referenced, since I can make Etna smoke (by plugging in a coordinate as well as a frequency.)
    4. Slave resources don't seem to be adding to population anywhere, even when the growth icon shows they should. There is growth in year zero, but none of the projected slave population growths are actually received. (Pode, Germanvs, and others. Confirmed.)
    5. There have been quite a few reports of problems with siege towers, particularly the larger ones. Typically, men will mill about running in and out and can't be commanded. Eventually, they move up the tower. Sometimes they bypass the tower and end up on the wall before the ramp opens, this can cause a CTD. (MAt, and others.)
    6. There is no option to turn off the battle timer in provincial campaigns. (Red Harvest)
    7. During a Civil War test (as provincial campaign using straightforward descr_strat diplomacy mod) found that agreeing to a ceasefire with an AI Roman faction allows them to siege and blockade without being at war...and if the player's popularity is low, he can't counterattack in any way, leaving him helpless. It looks like the AI cannot attack ships or armies, but it can siege and blockade. War continues against other Roman factions. (Red Harvest)
    Last edited by Red Harvest; 12-21-2005 at 04:10.
    Rome Total War, it's not a game, it's a do-it-yourself project.

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