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Thread: Bugs and Patch Changes v1.5

  1. #91
    Senior Member Senior Member Jambo's Avatar
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    Thumbs down Potential bad bug in 1.5 - men not entering siege towers

    Well, eventually one reared its ugly head in the RTW Imperial Campaign today (1.5). It was a siege assault where I was using large siege towers to assault a large stone wall. The city was the one beside Athens and Sparta (Corinth?).

    Essentially all started fine - the siege towers were set against the walls and the men congregated round the foot of the towers. However, my praetorians simply wouldn't enter the towers! The only way I could achieve this was to constantly click the unit to the walls above and the men entered in dribs and drabs with each click.

    Pity, all was going so well too. I think some others have noted this problem prior to this thread, but together it might be worth working out precisely where this problem lies. Currently I've no idea whether this is an issue with large stone walls or large siege towers yet, but I plan to find out.
    Last edited by Jambo; 12-22-2005 at 03:31.
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  2. #92
    Alienated Senior Member Member Red Harvest's Avatar
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    Default Re: Potential bad bug in 1.5 - men not entering siege towers

    Yep, this one has been reported by a number over at .com. My own experience with a man bypassing the ramp of a small siege tower (before it dropped) and ending up on the wall while the rest were inside the tower. When I tried to send him on the game CTD'ed.

    What unit size are you using?
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  3. #93
    Bibliophilic Member Atilius's Avatar
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    Post Re: Potential bad bug in 1.5 - men not entering siege towers

    Saw something very similar to what RH experienced.

    I had three siege towers attacking the walls of Larissa. They all reached the walls at about the same time but only one began to empty. The other two each had a single guy fall out of the tower onto the wall before the ramp dropped, but no one else followed. After selecting the units and clicking on the walls, several minutes later the soldiers finally began exiting the towers.

    Fortunately, the game didn't crash.

    I always use the "huge" unit scale but have never seen anything like this. This was the first time I had attacked a stone wall with the RTW 1.5 patch.
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  4. #94
    Member Member Tyrac's Avatar
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    Default Re: Potential bad bug in 1.5 - men not entering siege towers

    Quote Originally Posted by Atilius
    Saw something very similar to what RH experienced.

    I had three siege towers attacking the walls of Larissa. They all reached the walls at about the same time but only one began to empty. The other two each had a single guy fall out of the tower onto the wall before the ramp dropped, but no one else followed. After selecting the units and clicking on the walls, several minutes later the soldiers finally began exiting the towers.

    Fortunately, the game didn't crash.

    I always use the "huge" unit scale but have never seen anything like this. This was the first time I had attacked a stone wall with the RTW 1.5 patch.

    I had this same bug. 2 Towers and had one empty its unit as normal and the other let out one man. The tower draw bridge/gate/ramp was closed when i looked and I could not get men up it beyond that first one. This was in B.I. however and was on large unit settings.
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  5. #95

    Default Re: Bugs and Patch Changes RTW 1.5

    The slavery population growth problem should be moved from the "new 1.5 bugs" category to "unfixed issues." It never worked in practice at all. Here's my post on testing from the Ludus Magna thread on Slave Resource:

    OK, here's the breakdown turn by turn in 1.0 unpatched/unmodded (and no slave trader retinue), Normal tax rate:

    Summer 270: After Segesta is enslaved, its pop is 450 and rate of growth is stated as 2% (1.5% base farming and .5% slavery, with no squalor). Everything except the pop stays the same for Segesta through the end of the test in Winter 267.
    Arretium ends up with 4225 pop and 2% growth, (2.5% base farming, .5% farm upgrade less 1% squalor) after enslaving. Built the governor's house.

    Winter 270: Segesta pop 457
    Arretium pop 4309, growth rate drops to 1.5% (2.5 base + .5 farm upgrade - 1.5% squalor). Built roads.

    Summer 269: Segesta pop 464
    Arretium pop 4374, growth rate stated as back up to 2% (2.5 base+ .5 farm upgrade + .5% slavery - 1.5% squalor). Everything except the pop stays the same through the end of the test in Winter 267.

    Winter 269: Segesta pop 471
    Arretium pop 4440

    Summer 268: Segesta pop 478
    Arretium pop 4507

    Winter 268: Segesta pop 485
    Arretium pop 4575

    Summer 267: Segesta pop 492
    Arretium pop 4644

    Winter 267: Segesta pop 499
    Arretium pop 4714

    From this, it seems clear that the .5% slavery bonus isn't actually getting added in. The Arretium pop increase matches the stated percentage in Summer and Winter 270. But when the slavery is added in 269, it never actually increases pop at the right rate--at 2% the Winter 269 pop should be 4461. But it only increases 1.5%, to 4440, indicating that the .5% kicker for slavery never gets added in. The Segesta population increase is never right, since the slavery kicker is there from the beginning: it should be increasing by 9 population, but it goes up by only 7---i.e., 1.5%

    So this has never worked properly, even in 1.0. The population equation doesn't seem to be picking up the slavery bonus for whatever reason.


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    Last edited by gardibolt; 12-22-2005 at 16:50.

  6. #96
    Senior Member Senior Member Jambo's Avatar
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    Default Re: Bugs and Patch Changes RTW 1.5

    Red H, I always play using Large unit size. Like I said, I could get them up in piecemeal amounts but this required incessant clicking on the walls above. Not sure whether the AI has problems with this or not as I've not experienced an AI assaulting one of my cities yet.
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  7. #97
    Arrogant Ashigaru Moderator Ludens's Avatar
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    Lightbulb Re: Bugs and Patch Changes RTW 1.5

    Quote Originally Posted by Red Harvest
    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.)
    Yesterday saw a brigand captain (commanding a militia cavalry) fleeing without his sword. I do not know if he started the battle with it (his unit had both skirmished and fought during the battle).
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  8. #98
    Chief Biscuit Monitor Member professorspatula's Avatar
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    Default Re: Bugs and Patch Changes RTW 1.5

    Officers still have the no weapon issue. Most of the time they have it, occasionally it disappears. It's been that way since day 1 as far as I've experienced it.
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  9. #99
    Senior Member Senior Member Jambo's Avatar
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    Default Re: Bugs and Patch Changes RTW 1.5

    It would seem the AI's units also get stuck entering the large siege towers too. This causes havoc to the whole AI siege assault procedure. :/

    Is there anything WE can do to solve this problem? Like, mod out large siege towers, remove large and or epic walls? I've compared 1.3 and 1.5 descr_engines.txt and the only difference is the improvement of the ram (i.e. less likely to ignite).

    Does ayone know yet whether this happens with the standard stone walls? The only walls I've found so far that causes the problem is the large stone walls and the siege towers used to assault them. There aren't enough epic walls around in my campaign yet to test whether they're borked too.
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  10. #100
    Alienated Senior Member Member Red Harvest's Avatar
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    Default Re: Bugs and Patch Changes RTW 1.5

    Moderators et al.: I'm in the middle of a major relocation. I won't have much opportunity to update this thread for probably a week or more and have zero time for play testing (indeed I haven't had much opportunity for playtesting for days.) Please feel free to edit the list at the stop as you feel appropriate. This is not really "my" thread, but one for the community.

    I'll check back when I can. Merry Christmas everyone.
    Rome Total War, it's not a game, it's a do-it-yourself project.

  11. #101

    Default Re: Bugs and Patch Changes RTW 1.5

    I must say I'm quite happy with 1.5: the game is actually challenging now!
    The AI seems much more agressive now: Some factions now grow to considerable size, and many rebel provinces are now actually conquered by the larger tribes.

    I have not played many campaigns (not even before 1.5) and I never have gotten far into the campaign as the many bugs forced me to patch or mod and start over again. All my campaigns have been as Julii.

    So, my observations are mostly in comparison with 1.0 to 1.2 vs 1.5 (I didn't really bother with 1.3, as I couldn't stomach the every-turn save-load issue)

    - In 1.5 I see that the nearby factions don't build many roads. If they do, it's late in the queue apparently. This is a probably a good thing, as roads should be a roman thing (at least in Northern Europe.)
    - My diplomats now often get bad traits after unsuccesfull negotiations: a good thing again, as I used to contact many factions each turn to extort some money from them at no penalty. This is now not efective anymore.
    - battles are much tougher now, probably due to the fixing if the VeryHard settings or other AI tactics that have improved.
    - compared to v1.0 some provinces yield now more grain, thus more growth for the cities. Good: it used to be very difficult to raise armies in core Julii provinces.


    In fact I'm so happy now, I'm finally thinking of modding the fantasy units (pigs, dogs, headhurlers, Helga's and such) out and replace them with something better!

  12. #102

    Default Re: Bugs and Patch Changes RTW 1.5

    Another thing I noticed:

    I don't get the crossed swords anymore that used to appear on the site of a famous battle.

    In fact, I don't see any such symbol on the whole map! (FOW is on, but I see plenty to expect a few of those signs, let alone that I've fought a few hard battles ;)

  13. #103
    Arrogant Ashigaru Moderator Ludens's Avatar
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    Lightbulb Re: Bugs and Patch Changes RTW 1.5

    Quote Originally Posted by Germanvs
    I don't get the crossed swords anymore that used to appear on the site of a famous battle.

    In fact, I don't see any such symbol on the whole map! (FOW is on, but I see plenty to expect a few of those signs, let alone that I've fought a few hard battles ;)
    I did get several, but herioc victories seem harder to achieve. Also, my biggest victory against the odds, where the A.I. did not advance with a steel wall of phalanxes on my army but instead sent tried to use its hoplites to skirmish with my mass of velites/merc peltasts, did not produce such a marker.
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  14. #104

    Default Re: RTW Bugs

    Maybe it's been mentioned before but... Playing Armenians in RTW v1.6 and Cantabrian circle seems to be broken. When I click the button the unit (neither HA or Cataphract Archers work) shifts a bit, but never starts moving in a circle.

    [GG]vD

    EDIT!
    Ehh I have NO IDEA why some parts of the text appears in red, bold letters! LOL
    Last edited by [GG]vonDöbeln; 12-29-2005 at 10:24.

  15. #105
    Enforcer of Exonyms Member Barbarossa82's Avatar
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    Default Re: Bugs and Patch Changes RTW 1.5

    While the WRE Imperial German Bodyguards now have proper spear heads (and messed-up shields), the Imperial German Bodyguards for the Western Roman Empire Rebels still have the old model with the messed-up spears (and shields looking fine).
    Self-proclaimed winner of the "Member who Looks Most Like their Avatar" contest 2007

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  16. #106

    Default Re: Bugs and Patch Changes RTW 1.5

    Hmmm I've been away for a few months and I'm a bit confused about the patch thing...

    I don't see any crossed swords on map either in 1.3 btw..or storms, pilla thing blah blah etc etc..


    Is 1.5 worth the trouble?... And I will lose my campaign saves again wont I?.................................................................................................. !



    Edit: I didn't it was in the read me anyway.... *ugh*
    Hope they fixed the machine gun seige towers..


    Thankyou for well thought out 27mb patch CA!
    Last edited by SomeNick; 01-01-2006 at 09:28.
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  17. #107
    Now sporting a classic avatar! Member fallen851's Avatar
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    Default Re: Bugs and Patch Changes RTW 1.5

    When is the new patch to fix all this crap coming out? Anyone know?

    As for the pila issue, does reducing ammo of pilum units to 1 do anything (I currently have 1.5 uninstalled, I don't like the pila issue)? So maybe they throw their pila and then charge fight normally?
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  18. #108
    Alienated Senior Member Member Red Harvest's Avatar
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    Default Re: Bugs and Patch Changes RTW 1.5

    Quote Originally Posted by fallen851
    When is the new patch to fix all this crap coming out? Anyone know?
    Don't know...still hoping CA will do a thorough patch.
    As for the pila issue, does reducing ammo of pilum units to 1 do anything (I currently have 1.5 uninstalled, I don't like the pila issue)? So maybe they throw their pila and then charge fight normally?
    Several major problems with that. First, ammo count of one is not allowed (at least it was not allowed in any previous release I checked.) Second, even if the whole unit threw and it had only one pilum, the unit would have a few remaining pila to throw after the first. Sounds strange...but the reason is that any signifers or officers will not throw pila, but they DO add to the total ammo count so most pila units can't exhaust their missiles in even increments (Yes, I have tested this for various units.)
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  19. #109
    Alienated Senior Member Member Red Harvest's Avatar
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    Default Re: Bugs and Patch Changes RTW 1.5

    Mods, I'm not going to be updating this anymore. So edit as you see fit.

    Thanks.


    To other ORG players. Hope this has helped and I'll see you around. I'm moving on to other things.
    Rome Total War, it's not a game, it's a do-it-yourself project.

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  20. #110

    Default Re: RTW Bugs

    Quote Originally Posted by SSNeoperestroika
    Any help appreciated with regard to this problem:

    Old graphics card-related bug with new twist, as far as I know. Just came back
    after a long while to the game. It works fine on my older system, which runs
    using a GeForce 4 Ti 4200.

    However on my newer system, running the game on a GeForce FX 5200, there is
    menu flickering and corruption which makes the game unplayable, as you might
    know. Firstly, has there as yet been any way found to overcome this in RTW
    alone?

    Secondly, I in some way overcame this when I installed BI, in so much as RTW
    and BI are both playable on the newer system. But now I find that several things
    still do not work: [Presumably again due to the card?] There are no opening
    cutscenes, for RTW or BI; several in-game graphics are missing. [No graphics in
    the Senate tab, and numerous other graphics, e.g. captured wonder,
    faction destroyed.] Is there any fix for this?
    This happened to me before. I had 2 PCs, playing R: TW on one of them just fine. Then it got hit with Virus, so I went to the other one and played their. On the main menu, wherever I move my mouse, it stays their and laggs, I go to another menu, the first menu keeps showing up. Maybe the Graphics
    "Cry, the beloved country, for the unborn child that is the inheritor of our fear. Let him not love the earth too deeply. Let him not laugh too gladly when the water runs through his fingers, nor stand too silent when the setting sun makes red the veld with fire. Let him not be moved when the birds of his land are singing, nor give too much of his heart to a mountain or a valley. For fear will rob him of all if he gives too much."

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  21. #111
    Senior Member Senior Member Oaty's Avatar
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    Default Re: Bugs and Patch Changes RTW 1.5

    Flashfloods permanantly damage a province you can no longer build watchtowers/forts in that province and even after 30 years troop movement is so reduced that troops will usually avoid that province(with a highway) and go through nonroad terrain in an adjacent province.

    crowding can cause some serious lag (nearlockup) at chokepoints phalanxes are the worst especially when they sit idle on a bridge and the rest of the army tries to go through that unit to get across.
    When a fox kills your chickens, do you kill the pigs for seeing what happened? No you go out and hunt the fox.
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  22. #112
    Member Member tai4ji2x's Avatar
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    Default Re: Bugs and Patch Changes RTW 1.5

    Quote Originally Posted by oaty
    Flashfloods permanantly damage a province you can no longer build watchtowers/forts in that province and even after 30 years troop movement is so reduced that troops will usually avoid that province(with a highway) and go through nonroad terrain in an adjacent province.
    wow, it just never ends.

    perhaps also post this in the thread at ludus magna? people probably need to test and confirm this

  23. #113
    Manipulator Member Mamba's Avatar
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    Default Re: Bugs and Patch Changes RTW 1.5

    Has anyone mentioned the 237 B.C. bug yet?

    I know for a fact that this bug didn't exist in 1.0, and yet in 1.5 it's here in force. I personally think that this is by far the most serious issue with the game at this point in time.
    But I might be lying.

  24. #114

    Default Re: Bugs and Patch Changes RTW 1.5

    Yeah, I just got the 237 BC bug myself last night and it has brought my Carthage campaign to a great crashing halt. Just when I was starting to make some headway, too.

  25. #115

    Default RTW Bugs

    Throwing games is actually free of charge.

    In the financial tab it will be noted, but when you actually compare the net-figure with what you have in your coffers, you'll see you didn't pay a dime.

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  26. #116
    Member Member Lord Dazed & Confused's Avatar
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    Default Re: Bugs and Patch Changes RTW 1.5

    Whats the 237 BC bug ?

  27. #117

    Default Re: Bugs and Patch Changes RTW 1.5

    When you click to End Turn in Winter 237 BC, the game goes through all the AI turns, then CTDs. It seems to happen most frequently with a game that was started in 1.0, 1.1 or 1.2 and is continued in 1.5, but there are reports of it happening in games started in 1.5. I gave up on my Carthage campaign because of it and started a different campaign entirely in 1.5. If I hit 237 and it CTDs again, then I'm considering the game completely broken and will move on to something else.

    If you started in an earlier version and got past 237 BC before switching the campaign to 1.5, then the same fate awaits you when you get to 167BC and possibly other dates. It appears to be tied to malfunctioning "historical events" that serve no useful purpose in the game.
    Last edited by gardibolt; 01-13-2006 at 00:21.

  28. #118
    Bug Hunter Senior Member player1's Avatar
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    Default Re: Bugs and Patch Changes RTW 1.5

    Do you have localized version of RTW?
    I've read somewere that some localized versions have similar problem (game breaks on specific turn due to some bug in historic event translations).
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  29. #119

    Default Re: Bugs and Patch Changes RTW 1.5

    Not unless you consider the US version 'localized.'

  30. #120
    Bug Hunter Senior Member player1's Avatar
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    Default Re: Bugs and Patch Changes RTW 1.5

    Then what event happens in that year?

    Maybe it can be easily fixed by editing text files.
    (could be something simple as bad label for some event)
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