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Thread: Bugs and Patch Changes v1.6 (BI)

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  1. #1
    Magister Vitae Senior Member Kraxis's Avatar
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    Default BI Bugs (read first post before posting)

    The total list so far, so read it before posting.

    THE BIGGEST ISSUES!!!!
    Both RTW and BI suffers from huge memoryleaks. Many players complain that the game sucks up huge amounts of memory the longer they play. Eventually the game becomes unplayable, also it seems to affect the AI...
    AI doesn't count in towers in assaults. Reinforcements from allied armies that are marching to get up siege towers or ladders will march close to the walls getting decimated, sometimes even destroyed before getting there. (CBR)
    Infantry acting like cavalry. Captains in control of infantry will act like cavalry and recharge when the battle isn't going their way. Needless to say that this just makes it even less likely for them to win.
    When a unit of infantry is controlled by a captain it will act like cavalry and withdraw from combat to recharge. That can be disruptive for the enemy forces.
    Units with FAW off don't use ranged weapons. Exception is siege equipment. Legionaries are most visible affected by this. In the case of Plumbatarii there is little point for the AI to use said unit.
    AI doesn't restructure settlements. The local religion will stay put, even if it is problematic.
    CTDs! They are apparently frequent to a significant number of players. Often centered on taking cities. A specific case seems to be the Saxons taking the British cities, perhaps connected with the Romano-British and their appearance.


    Graphics and looks:
    Scholae Palatinae has a graphical or model glitch. They only move half their head... It is rather ugly, and very obvious.
    Celtic Wardogs wrong colour. Black should be white. (player1)
    Officers and captains don't always have weapons. It looks rather silly when they try to beat up an enemy with their fists. Brave men.
    Pictish Crossbowmen have weird attack animation. They have bowmen stance when using crossbow. (player1)
    Graphical bug with Imperial German Bodyguards, their weapons are shown with black boxes around the edges. ([DnC])
    Golden Band model is not correct, they are shown with two weapons (like the Arcani) yet only sport a single sword in battle. (King Ragnar)
    Gallowglasses lack twohanded style. Despitethe destriction and their cards they don't have a twohanded style in battle. (Refnulf von Holland)
    Praeventores, odd arm? The right forearm is off center, moved back a bit. Looks ugly, just likethe Scholae Palatinae. (Refnulf von Holland)
    Scotti Chariots, British? The Celtic chariots carry a Briton flag on their rear. Shouldn't it be Celtic? (Refnulf von Holland)
    Saxon Keels carry a bar. While they might be drunken men, they shouldn't be carrying a small thin bar around below their shields. Obvious texture failure. (Refnulf von Holland)
    This is a problem for other roundshielded spearmen too.
    Textureproblem with Clibanarii Immortal maces. There is no texture for them. They work fine enough in black though. (Refnulf von Holland)
    Warlord model. The lod3.cas files doesn't work it seems. (Refnulf von Holland)
    Chosen Axemen. The axe jumps into a high grip when using .cas files. The axe is misplaced. (Refnulf von Holland)
    Romano-British Legionaries, losing a leg? They lack the usual two leg style that most humans have. Obvious problem.
    Frankish Paladin Bodyguard. Holy Paladin Texture/model problem the unit is missing texture on body, you can see inside the model. The missing texture/mess is under the right arm, very noticable in combat. (Refnulf von Holland)
    Warlord model appears to have a texture problem on both arms, black box around the sleeves near the wrist. The same models that has a damaged lod3.cas file. The problem appears on all factions that use this model. (Refnulf von Holland)
    Lesser generals not being used in the expansion. Looks like they made models/textures but did not add them. (Refnulf von Holland)
    Generals on the battle map do not correspond with the general models on the strategy map for some factions as they do in RTW vanilla. (example) Saxons use the saxon general on the battle map, however they use a differnt model on the strategy map that does not correspond. It should be saxon general on battle map and saxon general on strategy map (campaign map). List of factions that have the problem saxons, vandals, celts, goths, franks, lombards, rebels, and bergundi - maybe others. (Refnulf von Holland)
    Hunnic generals and captains. There seems to be some messed up textures as their great blades look decidedly odd and their shields look like they are coated with some kind of bodyarmour.
    Roxolani Horde Chosen Warriors, their officers are Vandals (brown).
    Saxon Sea Raiders, hole in their head? They seem to lack part of their skull. (Brutus)
    Roxolani Generals use the same skin as the Romans, just blue of course. (Seasoned Alcoholic)

    Battlefield:
    Units on FAW shoot at routers, even if they are engaged by chasers. Can be very costly, and is quite demanding on attention.
    Units can charge other units in water? Not very good in case of non-swimming units, they drown. Seems to be a case of Generals mostly.
    Fighting ghosts. It appears that sometimes units can end up fighting nothing after killing an enemy unit. (CBR)
    Shield Wall not holding formation, WRE Auxulia (the ones with the nice breastplate) do a slow forward creep while in shieldwall formation, even when told to Stand Ground. This pulls them out of line and exposes their flanks. (TinCow)
    Horse archers gets stuck on the border when they can´t outflank you. They will respond if attacked but if they can´t flank you they simply go idle. (PsreRamesses)
    Celtic Slingers have odd sound. They give off the correct slingersound when they whirl and let loose, but then right after it an arrow-firing sound goes off. (Seasoned Alcoholic)
    Swimming units want to swim. Rather than taking the bridge they will swim across the river. (SpencerH)
    Druids in RTW 1.3. When the enemy has druids type unit in a RTW1.3 battle, the announcer gives the speech for "religious units inspire the enemy" from BI instead of the "Druids" blurb so the speech doesnt match the text in the bubble that appears (obviously). (gmjapan)

    Strategic map:
    Alliance in tatters, well this one is not confirmed at all. And even if it is a fact then it might be a feature. But so far both cases of the two Roman empires asking each other (player asking) for maps has resulted in immediate cancellation of alliance.
    This needs some more research. CA comment on this?
    Asking for alliance results in no more talks that round. Feature or bug? Confirmation?
    Rebels can sally twice, when using autocalc that ends in a draw. (magnum)
    Throwing games sometimes don't grant conversion stated in manual. Confimration?(Viking)
    Castrum not 'visible', it continues to be the Great Hall in the city list while the Castrum is visible on the battlemap and in the browser. (Barbarossa82)
    Advisor doesn't give advises for buildings? Still works for training though. Confirmation? C-F
    Units, armies and generals can retreat despite out of Movement Points. In old RTW they couldn't and died if they were at the end of the 'road'. Can lead to impossible chases after battles.
    No traitincrease for Assassins. Well there is for normal murdering, but there is only decreases for sabotage. You can get a decrease for failed sabotage but apparently not an increase.
    Petra is the only port in the Red Sea. Makes no sense to have that port. Even less to have pirates there.
    The strategic models not used correctly. Several factions use the wrong models for their generals. And in the case of the Goths they use the lesser general for their generals. (Refnulf von Holland)
    Senate offices no longer notified. In RTW 1.3, while playing as the Romans, no notification is received of election to senate offices, even though characters within the faction have received such offices. (Barbarossa82)
    Roman internal diplomacy messed up. The Roman factions don't stay together anymore, and might even have unprovoked Civil Wars early. They act as if they are just normal factions. (Barbarossa82)
    Kotais shows only wooden stockade despite stone wall in place. (Garvanko)
    Invisible Generals. The figure of a general can apparently get 'lost' making the said general invisible on the strategic map. (dismal)
    Roxolani faction uses Roman skins. Their armies are blue Romans for all appearances. (Seasoned Alcoholic)

    Sieges:
    Units still fight to the death on walls. Can be a major problem in certain cases. Either make it so they don't rout at all (so they can be moved off the wall, or make them somehow behave like other routers.
    Siege towers can become transparent, apparently only at night and through the ladders. Screenshot added later on.
    Sallies end too soon. When the enemy withdraw or are routing the battle ends. Can't chase them down properly. Not confirmed. (Viking)
    Ladder Limbo. Sometimes units with ladders can get into a sort of limbo where they simply will not raise the ladders. The same thing can happen to Ornagers (thankfully only to one at a time). If the does get raised the unit often end up falling to the ground. (Jambo and myself)
    Spy prevents capture of gateways. Apparently only applies for the AI... Thus less problematic, but still needs fixing as te AI doesn't need to be more disadvantaged. (Viking)
    Soldier die for no reason in siege towers. When the ramp falls a number of men might die for no reason, falling through the battlement. (the_inquisition)
    Problematic Walls. Constantinople: north east corner of the wall is unpassable, not broken, unpassable. (PsreRamesses)
    Saps random? Sometimes the option appears when you go to build siege equipment on large, larger and epic walls, other times they are greyed out with a 'this equipment not needed' tool tip. This happens whether you have units with the 'Can Sap' ability or not in your siege stack. Obviously, they are always unavailable when sieging wooden walls. (Zatoichi)
    Last bolt/boulder doesn't count. You will get a loss if your very last boulder is the one that knocks over a wall (and you have nothing else to take the walls with). It seems the game calculates the chances of victory when the missiles leaves the weapon instead of when it lands.
    Reversing sallies becomes odd... If one takes towers and gates when the enemy sallies it will bring pop-ups of the enemy taking them. Apparently the games doesn't recognize you. (starkhorn)
    Damaged Awesome Temples float. That's right. A completely destroyed Awesome Temple floats on the battlemap. It is ca 10 meters into the air, rubble and all.

    Factions and cities:
    Romano-British can't build siege equipment or Bucellarii, so why have they got them in Custom Battle and can build level 4 siege engineers? (professorspatula and player1)
    Missing options for modded in factions. Why not have them when they have so much else that makes them so moddable. (professorspatula)
    Goths talk Greek. Yes strategos! (Barbarossa82)
    Celts and Pictish Crossbowmen. Pictish Crossbowmen can be trained at a higher level of Siege Engineer than the Celtas can build. A lack of building capability or too high requirements for the Crossbowmen? (Seasoned Alcoholic)


    Traits and ancilliaries:
    "CharacterMarries" event still does not work, when used in scripts for generaing ancillaries or vices and virtues. What this means for common player is that traits such as Well Mannered Wife, or ancillaries like Evil Mother-in-Law will not apprear in game (exempt in few cases when they are preplaced at the beggining of campaign). (player1)
    The new personality VnV system added in BI is not really working (the "hidden" traits Guardian, Idealist, Rational, Artisan). They apparently only work at coming of age while their active points are meant to work during the whole life. (player1)
    Trouble with the siegeline traits. Apparently the traits don't count wooden or no walls in autocalc, thus the AI characters suffers limitation in their commandability in sieges. (player1)
    Emperors revolting? Their lack of Loyalty can cause an Emperor to go rebel. That can't be right. (starkhorn)
    Load of issues, at page 5 player1 has presented a lot of the fixes in his BUG-fixer. They are worth noticing.
    Bug with 'Eagletaker' line? The traits mentions 100% chance of getting it, but people are reporting that this is far from the case, only a third or less recieve it.

    General/other:
    Gratianus Flavius of the WRE starts with a unit of archers, should of course be Imperial German Bodyguards.
    "Upgrade bodyguard" building function in v1.3 imperial campaign still doesn't work for others than Romans. They still have to wait for Marius. (player1)
    Something wrong with reinforcement selection. It seems that the reinfrocements are not so easily selected to be controlled or not. Often turning the selection off does nothing. Perhaps we have a selection where we haev no choice really (meant as a feature)?
    Ermanaric, Leader or Diplomat? The Goth Faction Leader has the Diplomat ancilliary Translator. It works well enough (he is given the +2 Influence bonus), but he shouldn't really have it, or what?
    Last edited by Kraxis; 11-08-2005 at 13:50.
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  2. #2
    Senior Member Senior Member Oaty's Avatar
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    Default Re: BI Bugs

    Siege equipment burning up within a few shots of flaming arrows. Noticed that a few times in RTW, but never paid much attention to it. But now it happened again when the Huns attacked a city. I had no archers and the towers only hit with 2-3 arrows before the ram went up in flames. Is there a chance that the equipment might get destroyed right away that rises with each subsequent hit?
    Rams in RTW have always gone into flames real easily against a stonewall. As for the towers, it seems gatehouse has a better chance at destroying towers. As for towers in general it appears theres a small chance that each time they get hit they may go into flames. I've had an abandonded tower sitting in front of a wall tower and got close to the town square until it finally ignited. So it's all a matter of luck, sometimes they go up right away and sometimes they'll last forever. This is my experience for RTW but quite likely they haven't changed much in siege warfare.
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  3. #3
    Member Member TB666's Avatar
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    Default Sv: BI Bugs

    Quote Originally Posted by Kraxis
    Siege equipment burning up within a few shots of flaming arrows.
    Noticed that a few times in RTW, but never paid much attention to it. But now it happened again when the Huns attacked a city. I had no archers and the towers only hit with 2-3 arrows before the ram went up in flames. Is there a chance that the equipment might get destroyed right away that rises with each subsequent hit?
    As Oaty said, it is a matter of luck.
    That's why you bring more then one kind with you.
    And we can mod it so that they become tougher if needed.

  4. #4
    Magister Vitae Senior Member Kraxis's Avatar
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    Default Re: BI Bugs

    It is just that I have never experienced anything in between the 'normal' time it takes, and those instant immolation cases. And it applies to both rams and towers.
    So if you guys have experienced equipment going up in flames after the first volley of archer fire or second, then it sounds more acceptable. But I have never been able to flame a tower or ram within three volleys at the least (only experienced instant immolation when I was the attacker).
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  5. #5
    Member Member TB666's Avatar
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    Default Sv: Re: BI Bugs

    Yeah it has happened to me in vanilla a couple of times.
    However does it happen everytime or just sometimes ??

  6. #6
    Magister Vitae Senior Member Kraxis's Avatar
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    Default Re: Sv: Re: BI Bugs

    Quote Originally Posted by TB666
    Yeah it has happened to me in vanilla a couple of times.
    However does it happen everytime or just sometimes ??
    Obviously not every time, or else I would have a good deal of trouble capturing big cities.
    But it happens often enough for me to notice.

    To me it just seemed that the effort needed to bring down either a ram or tower was consistent, but at times they did fall to a few individual arrows. That is very odd when you think about it.
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  7. #7
    Member Member TB666's Avatar
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    Default Sv: Re: Sv: Re: BI Bugs

    Well it sounds like the same as vanilla RTW.
    I guess if you played mods then you are not used to the weak seige equipment since most mods make them tougher.

  8. #8
    Merkismathr of Birka Member PseRamesses's Avatar
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    Default Re: BI Bugs

    Quote Originally Posted by Kraxis
    Alliance in tatters, well this one is not confirmed at all. And even if it is a fact then it might be a feature. But so far both cases of the two Roman empires asking each other (player asking) for maps has resulted in immediate cancellation of alliance. This needs some more research.
    Sometimes it´s good to keep a written record of things as they pass. From my log-book I can derrive the following stats:

    As the Romans it´s a feat IMO that relations are a bit tense. This period SHOULD be hard for the Romans, right?! Playing any other fac is no prob. Ex: 12 tries (this far), 10 terminations with ERE and 0 with other facs. Ex: Sassanides 17 tries, 0 terminations. It seems to me that either a hardcoded strain is applied between ERE and WRE or it´s..... bugged, sigh!

    Getting an alliance in the first place as the ERE/ WRE is near impossible. Getting it as anyone else isn´t a prob. Ex: Romans; 96 tries, 8 alliances.
    Sassanids: 96 tries, 71 alliances. Saxons: 16 tries, 15 alliances.

  9. #9
    Pining for the glory days... Member lancelot's Avatar
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    Default Re: BI Bugs (read first post before posting)

    I have noticed that some pictures in the info parchments dont show up on some occasions, Im not sure if there is a pattern to this or not.

    Some traits seem confused.. one has +1 and -1 to public order in the same personaility trait!
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  10. #10

    Default Re: BI Bugs (read first post before posting)

    Bug/Exploits:

    - AI have problems in conquer rebel towns. Sometimes even with much greater armys AI quit from sieges and don't conquer easy towns.

    - In sieges, when reinforcing ladders or siege towers, AI ignore Towers and is devasted because aproach armys of it.

    - Is impossible to join several admirals in same fleet like we do with generals in land armys (problem that remain from RTW).

    - I got a General that was Archer instead Germany Bodyguards!!

    - When conquering citys Horde don't destroy all possible buildings (like human do) even with the message that everything was destroyed.

    - ERE defend to bad Egypt and Desert citys!!! It's easy to get a landing and conquer ERE best economic citys with a small army! That important citys almost don't have garrison and Human can get it with few cost!!! Maybe CA should provide for AI always have a large garrison in ERE south frontier!

    Other Problems:

    - AI do many peasantas in the armys!!
    - AI is very little expansive, take lot's of time to advance and conquer territorys when have huge army superiority.
    - Retraining experience units keep their experience for no extra cost! Another problem that remains from RTW.
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  11. #11
    Chief Biscuit Monitor Member professorspatula's Avatar
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    Default Re: BI Bugs (read first post before posting)

    The problem with ancillary characters being copied still remains. Sometimes you move a retinue character from one person to another, but it appears as if the character hasn't moved. The character has actually moved, but doesn't appear to until you close the window down. But if you then drop the same character back onto the original person's retinue list without closing the window, you now have a copy of the ancillary character. It doesn't happen all the time, but I notice it a far bit. I'm sure people said this happened in the original RTW before.


    Oh and I wonder what are the chances CA will fix all the messed up textures and models in the next patch. British Legionaries with just one and a half legs? No wonder the poor sods had no chance when they were crippled and faced unimpressed and angry Saxon raiders.
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  12. #12

    Default Re: BI Bugs (read first post before posting)

    Another problems are the using of mass villagers to garrison our citys a low cost! Maybe villagers should have a penalty in giving order to citys to force players using limitanei, or even better, maybe CA retire villagers for civilizated factions......

    Another problem i verified is that in some sieges at stoned walled citys, doing sappers not was available (and i had infantry ;)). And i NEVER went attacked with sappers by AI, but i guess it was only my game experience, because some people already reported it.
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    Default Re: BI Bugs (read first post before posting)

    Other BIG BUG is:

    When AI attacks with several armys, only of them build siege weapons, the others just remain quiet trying to enter when a breach is done..... and are mostly killed by defense towers.

    And AI never conquer our defensive towers when they control the gates and have armys inside. It would require only 1 or 2 companys to run around the walls and conquer towers to minimize casualities in main army when it moves inside walls to the center to fight the final battle against human.

    Another solution for this can be Towers only fire to outside instead inside walls.
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  14. #14

    Default Re: BI Bugs (read first post before posting)

    Quote Originally Posted by PorT_Lobo

    Another problem i verified is that in some sieges at stoned walled citys, doing sappers not was available (and i had infantry ;)). And i NEVER went attacked with sappers by AI, but i guess it was only my game experience, because some people already reported it.
    Not all infantry can sap. Most merc infantry can, though.

  15. #15
    Magister Vitae Senior Member Kraxis's Avatar
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    Default Re: BI Bugs (read first post before posting)

    PorT_Lobo, please read the first post as the thread says... Basically all of what you say has already been noted.
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  16. #16

    Post Re: BI Bugs (read first post before posting)

    Ok, some things I've discovered whilst playing BI for some time, and also responses to what's already been posted.

    Bugs

    * Western Roman Empire (WRE) generals have this description in their text box on the battlefield (when you put your cursor over them):

    "Imperial German Bodyguard"



    * Celts can train Pictish Crossbowmen (PC) when capturing a settlement that contains either a Catapult Range or Siege Engineer, when PCs don't appear under any building / shrine etc in the Celtic building browser. Why has this unit been given a hidden recruitment option, when it could have been bolted-on to what the Celts already had? IIRC, the Celts can only train slingers and kerns as missile troops from their standard recruitment options.

    * (Celtic) Slingers, when firing their weapons, make their standard sling-throwing sound. However, immediately after this sling-throwing sound, an arrow-firing sound can also be heard from the same unit. Sounds as if its a bug


    Already Posted

    * White unit cards: although some of you agree this a bug, I find it useful for at-a-glance use. If you deploy more than one family member on the battlefield (as I often do to make up for heavy cavalry), you can see which of your generals "have gone to meet their ancestors", and which are still slogging it out with the enemy. If the faction leader goes under, you usually get the pop-up message on screen informing you anyway.

    Also, you should now receive a "Heroic Death" message (with the picture of the yellow sword) in BI once any family member has been killed on the battlefield. I also find this a useful indication as to which family members are still alive and active - deceased generals bodyguards' will usually be sent first in the next cavalry skirmish


    Irritating Problem

    * Many infantry / archer units in both RTW and RTW: BI don't have the 'can_sap' attribute. In RTW I went into the descr_unit text file and gave it to them all (apart from cavalry units). I just find this laziness by the developers tbh - any infantry / missile (i.e. unmounted) unit that has hands should be able to dig a sapping point after all. Especially peasants - this is the main reason I recruit peasants in the first place, so that they can be sacrificed in sieges!


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  17. #17

    Post Re: BI Bugs (read first post before posting)

    Quote Originally Posted by Kraxis
    No traitincrease for Assassins. Well there is for normal murdering, but there is only decreases for sabotage. You can get a decrease for failed sabotage but apparently not an increase.
    Also, assassins in BI don't get an increase in retinue members for succesful murders. This severely hampers their ability to murder important targets, such as enemy family members. In RTW, they received ancillaries such as 'Skilled Courtesan', 'Catamite' etc.

    Also, I haven't noticed so far the other two agents (Spy and Diplomat) receiving new retinue members, such as 'Pet Monkey', 'Foreign Hostage', 'Linguist', 'Dancer', 'Courtesan'. These are the kind of ancillaries they gained in RTW after completing various missions.

    Looks as though all agents are bugged from receiving new retinue members.
    Last edited by Seasoned Alcoholic; 10-13-2005 at 23:12.


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  18. #18
    Magister Vitae Senior Member Kraxis's Avatar
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    Default Re: BI Bugs (read first post before posting)

    Actually I have recieved a few ancilliaries for my asassins (or spies, can't remember), but it does look like there is a major limitation on them now.
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  19. #19

    Default Re: BI Bugs (read first post before posting)

    Quote Originally Posted by Seasoned Alcoholic
    Also, I haven't noticed so far the other two agents (Spy and Diplomat) receiving new retinue members, such as 'Pet Monkey', 'Foreign Hostage', 'Linguist', 'Dancer', 'Courtesan'. These are the kind of ancillaries they gained in RTW after completing various missions.

    Looks as though all agents are bugged from receiving new retinue members.
    I haven't seen ancillaries for my spies or assassins, but one of my Diplomats managed to get a foreign hostage. Granted, this is the only time I've seen an agent get any kind of retinue during a completed Saxon, Sarmatian and ongoing WRE game... (it was the during the WRE game the foreign hostage popped up)

  20. #20
    Cellular Microbiologist Member SpencerH's Avatar
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    Default Re: BI Bugs (read first post before posting)

    Quote Originally Posted by Kraxis
    The total list so far, so read it before posting.

    Fighting ghosts. It appears that sometimes units can end up fighting nothing after killing an enemy unit. confirmation?(CBR)
    I've seen it too. A unit with no enemy nearby but continues to show the 'in combat' sign.

    Archer units are able to 'phase through' walls when moving from atop walls to ground with left click on the ground i.e. once moved to ground the unit is positioned through (perpedicular to) the wall. This can be avoided though by using the right click to give orders for new unit position.

    Units that are able to swim will swim in preference to using a bridge. This one may not be a true bug but it's a real 'must fix' IMO.

    EDIT: Just had another beautiful example of the no-bridge for saxon archers. Rather than defend the bridge, a significant Goth army decided to sit back on the map edge (brilliant strategy there). After marching the rest of my army across the bridge, I spent 10 minutes trying to line up my archers 'just right' (remember that was sometimes needed with fords) so that they might cross the bridge - but no luck. Eventually I let them swim and take the hit to their energy levels (then wasted more time allowing them to recover to 'fresh').
    Last edited by SpencerH; 10-18-2005 at 14:06.
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  21. #21
    Bug Hunter Senior Member player1's Avatar
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    Default Re: BI Bugs (read first post before posting)

    Anybody noticed that goths and huns can't build ports?

    Probaby not the bug, since port requrements in data files are written in such way that's good chance it's the way they wanted.

    Still weird I must say.
    BUG-FIXER, an unofficial patch for both Rome: Total War and its expansion pack

  22. #22
    Chief Biscuit Monitor Member professorspatula's Avatar
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    Default Re: BI Bugs (read first post before posting)

    Well neither the Hun culture, nor the Nomads can build ports, aside from those Nomad factions listed: roxolani, slavs, sarmatians, vandals

    Like you suggest, if they wanted all those of Nomad culture to build boats, surely they'd have just added: 'Nomad' to the building requirments instead of just some of them.

    Seems CA want the Huns and Goths (and Ostro-Goths) to stay land locked and hording as much as possible. I don't think I'd want the Huns to start transporting their armies across the seas just to be sunk by pirates. But yet if they acquire a port built by someone else they can still build boats. Ho hum.
    Improving the TW Series one step at a time:

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  23. #23
    Member Member starkhorn's Avatar
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    Default Re: BI Bugs (read first post before posting)

    I had a problem with a seige. I had besieged a pop center and the AI sallied forth. During the battle I managed to rout most of his army and I ran into his pop center through his open gates. The game reported via subtitle and voice that my walls had been taken by the enemy, when actually it was the AI's pop center so it should have reported that I had taken the walls.

    Cheers
    Starkhorn
    Let your manhood be seen by the push of your pike:- Owen Roe O'Neill at the Battle of Benburb 1646

  24. #24
    Enforcer of Exonyms Member Barbarossa82's Avatar
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    Default Re: BI Bugs (read first post before posting)

    Senate offices no longer notified
    In RTW 1.3, while playing as the Romans, no notification is received of election to senate offices, even though characters within the faction have received such offices.

    Roman faction diplomacy messed up
    Declaring war as one of the Roman factions in 1.3 now seems to result in the other Roman factions breaking their alliances with you, rather than rushing to your aid. This seems to be the case even if your hostile action was in fulfilment of a Senate mission - the Senate will then break alliance with you if it's not already at war with the faction in question!
    Self-proclaimed winner of the "Member who Looks Most Like their Avatar" contest 2007

    My Armenian AAR

  25. #25

    Default Re: BI Bugs (read first post before posting)

    SUPER BUG

    When AI siege a city with 2 (or more) armys, only one has siege equipment..... The others go join the main army next to our walls (getting a lot of losses because towers)!

    This is a major bug and turns off the advantage of more soldiers that AI have! All armys should get siege engines before attack!
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  26. #26
    Senior member Senior Member Dutch_guy's Avatar
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    Default Re: BI Bugs (read first post before posting)

    Was the second army besieging the city or was it just in hte red zone?

    I had that once ( wooden walls, no ultra high casualties ) and thta was because one army couldn't reach the city and thus couldn't build any siege equipment, however they were in the red zone and thus participated in the battle, without the equipment - which the other enemy army had.

    I'm an athiest. I get offended everytime I see a cold, empty room. - MRD


  27. #27
    Humanist Senior Member A.Saturnus's Avatar
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    Default Re: BI Bugs (read first post before posting)

    I don´t know whether this is intentional but for the Franks, the Great King´s stables can only produce Paladin Bodyguard and not Paladins, while these are distinct units in custom battles.

  28. #28
    Hǫrðar Member Viking's Avatar
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    Default Re: BI Bugs (read first post before posting)

    Quote Originally Posted by Kraxis
    Spy prevents capture of gateways. Confirmation? (Viking)
    Apparently, this only the case for the AI. In a siege today. I managed to capture the gateway already opened by a spy. I still believe this counts for the AI, but it isn`t a big issue anyway.
    Last edited by Viking; 10-17-2005 at 17:56.
    Runes for good luck:

    [1 - exp(i*2π)]^-1

  29. #29
    Magister Vitae Senior Member Kraxis's Avatar
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    Default Re: BI Bugs (read first post before posting)

    Quote Originally Posted by Viking
    Apparently, this only the case for the AI. In a siege today. I managed to capture the gateway already opened by a spy. I still believe this counts for the AI, but it isn`t a big issue anyway.
    Ok will note that.
    You may not care about war, but war cares about you!


  30. #30
    Actual Person Member Paul Peru's Avatar
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    Default Re: BI Bugs (read first post before posting)

    I have increasing memory footprint issue and more frequent ctd's.

    I can confirm the
    "Swimming units want to swim. Rather than taking the bridge they will swim across the river."-issue,

    and I've also had a couple of ghost-fights.
    Once my general (alemanni family member) was stuck in a communal farm field, and couldn't get away for the entire battle. 2 men were chopping at some invisible enemy between them. A spear unit of mine was also fighting the same ghost, but I managed to pull them out of the fight and on to more real issues.
    It would have been a cool feature if the general had recieved some "Unhinged loon" vice for it
    Once I took a town, and a ghost remained just inside the gate. All my units fought it as they walked past, but even archers took no losses.

    An issue I encountered once, needs confirmation:
    None shall pass
    A Frankish general stood at one end of a bridge as the battle started.
    His friends and family marched through, though, to die at the other end.
    I then tried to get at him, but my units refused to cross the bridge. It was blocked, somehow.
    But the rest of the Franks got across
    Anyway, I just had to wait it out on triple speed.
    Sono Pazzi Questi Romani
    Paul Peru: Holier than thy bucket!

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