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

  1. #151
    Magister Vitae Senior Member Kraxis's Avatar
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    Default Re: BI Bugs (read first post before posting)

    Quote Originally Posted by manbaps
    Ive found that all other armies do die after a fight to death even if they havent all died, you get the army routs message in the campaign screen.
    I have only experienced Rebels do that, but they only need to lose the battle. You need to kill 80% of the enemy army for it to vanish, while family members and generals can survive.
    I have had several units and small armies be able to survive situations where they were out of MP and attacked by enemies, by using this.
    You may not care about war, but war cares about you!


  2. #152
    Member Member gmjapan's Avatar
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    Default Re: BI Bugs (read first post before posting)

    I have an update on the units fighting ghosts if it helps any. The enemy unit is still there when they are all dead! If you move the mouse over a dead enemy body from the unit you were fighting there (and indeed still are fighting due to 1 of you men flipping out) you can still get the status of the enemy unit that you originally defeated and killed on that spot.

    For example "Spear Warband (0 men); exhausted" or whatever.

  3. #153

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

    I've seen the ghost fighting in 1.0 too--just last night, in fact, so that's not a new bug (though it may be more common).

  4. #154
    Bland Assassin Member Zatoichi's Avatar
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    Default Re: BI Bugs (read first post before posting)

    Quote Originally Posted by SpencerH
    Playing as the saxons I captured a celtic city. The unit build said I could create a warlord unit but despite the fact that I was charged the 1503 gold and the unit queue was filled for 3 turns no unit arrived. Either its a bug that the warlord was in the build queue or its a bug that it didnt arrive.
    If you have too many family members, the Warlord unit will turn up as a regular cavalry unit instead of as a general - so not a bug as such.

  5. #155
    Member Member gmjapan's Avatar
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    Default Re: BI Bugs (read first post before posting)

    Another bug for you's. 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).

  6. #156
    Member Member dismal's Avatar
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    Default Re: BI Bugs (read first post before posting)

    A screenshot of my famous invisible general:



    Perhaps this is a feature, not a bug but "invisibility" wasn't listed in his traits.

    One turn this guy just disappeared. At first I thought maybe he was bribed or died without my noticing, but then I found him still listed in the "armies" tab. From there, I could find him and use him.

    At one point I had him in a city, and his unit card did not show up among the city garrison, but he did show up as the city's governor.

  7. #157

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

    It was reported on TWC that when you try to record movies with a settlement, upon playback the settlement disappears and only the ground features for it are visible.

  8. #158

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

    [EDIT:]Ok, I've just grabbed a few screnshots from the battlefield in my Roxolani campaign, see 2 posts down for results.

    Quote Originally Posted by Kraxis
    Goths talk Greek. Yes strategos! (Barbarossa82)
    Exactly the same applies to the Roxolani on the strategy / campaign map. Each time a family member, captain or agent is selected, a Greek voice is used. Same applies for giving unit / agent orders, depleted movement points, and siege voices.

    On the battlefield however, I found the following results:

    * Left-clicking any unit (this included horse archers, infantry, general's cavalry unit) generates a Barbarian voice. EG "Chosen Swordsmen", "Warlord", "Horse Archers" etc.

    * However, giving any unit an order (ie moving it round the battlefield by right-clicking) generates a Greek acknowledgement. EG sounds like "Oi!", the default from RTW. This also applies to mercenary units.

    [EDIT:]I've also noticed on the battlefield that pre-battle speeches are done in Barbarian voices, but siege / victory announcements are in Greek.

    So what we end up with on the battlefield is a Barbarian-Greek cross in terms of voices, unlike the the campaign map, where this is solely Greek voices.

    Also (I stand corrected on this one), why is it that the Goths* in BI (not sure about the Ostrogoths btw) are of the same culture as that of the Huns, Sarmatians, Roxolani etc? Surely as the Goths originated in Scandinavia, they would be more European-looking on character portraits, unit cards etc than they do at present? Unless looking like a Hun was the fashion in those days?!

    *I'm not referring to the indvidual Gothic units on this point, just the generals' / agents' portraits, unit cards etc.
    Last edited by Seasoned Alcoholic; 11-09-2005 at 17:54.


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  9. #159

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

    Quote Originally Posted by Kraxis
    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)

    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)

    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?

    Sounds Like A nother Well made And Thought out Expantion.

    Good thing They didnt rush the release of this expantion, Just to stop the complaints about the bugs in RTW,
    Adding claims like "most of the bugs will be fixed in the new expantion"

    Otherwize theyd Look like right idiot's...
    Becous It seems to me that theyve managed to keep Most of the origional Bugs and flaws.
    And then threw in a few new 1's to boot.

    Lets just hope They dont just release 2 patches that wont address even 20% of the bugs then moove on to the next profit making game,
    Something makes me beleve that they will though,

    I think its Previous expirience of the tw games maby.

    ------------------
    Last edited by Just A Girl; 11-07-2005 at 17:17.

  10. #160

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

    [EDIT:]Updated screenshots relating back to 2 posts earlier, after trying out the Roxolani faction. Also discovered Roxolani Herdsmen's formation appears to be too loose

    Quote Originally Posted by Refnulf von Holland
    I agree with you player1 but the problem with sm model vs battle models there is no consistency. Consistency would be the sm_model matches the battle model like in RTW. Here is a picture on how they should look on the sm.



    Reiks
    As with the above strategy map faction general models, add the Roxolani to this incorrect list. On the strategy map they have the Roman General skin, as below:



    Same skin applies on the battlefield:



    Also found that Roxolani Herdsmen's formation is a bit too loose, whether this was intentional or not I'm not sure:



    Last edited by Seasoned Alcoholic; 11-07-2005 at 19:18.


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  11. #161

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

    One of my generals is constantly getting a new image on his unit card instead of his portait. IVe had him be a boat, onager, another general potrait, a mix of them (yes like a quarter of each) and many othes. It was on a campaign as the WRE but i finished it a while ago so i cant provide a screenshit

  12. #162

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

    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.

    Did this ever work? I did a lot of sabotaging in 1.0 but I don't believe I ever got an increase or a decrease for traits in it.

  13. #163
    Hǫrðar Member Viking'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.
    Strategic map:
    Asking for alliance results in no more talks that round. Feature or bug? Confirmation?
    Not only when asking for alliance, but all refusals(alliances, cease fire, military access etc) at either side in a negotiation will end the diplomatic possibilities with that faction that turn.

    Rebels can sally twice, when using autocalc that ends in a draw. (magnum)
    I had a case where I as the Franks(I think) was besieging a WRE city where the sally ended as a draw(they refused to leave the city, incredibly annoying ). Back on the campaign map they sallied again, on the same turn. I couldn`t stand putting the battle on 3x speed and wait for it to end once again, so I autocalced and lost.
    Last edited by Viking; 11-07-2005 at 21:06.
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  14. #164
    Urwendur Ûrîbêl Senior Member Mouzafphaerre's Avatar
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    Default Re: BI Bugs (read first post before posting)

    .
    I'm sure this has been mentioned multiple times before but it seems that the siege/assault/sally AI has been left unprogrammed. Yes, it's that. Whether in offense or defense, the AI simply ignores the existence of firing walls/towers/gates and sends troops to ultimate suicide.


    .
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  15. #165
    Merkismathr of Birka Member PseRamesses's Avatar
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    Default Re: BI Bugs (read first post before posting)

    Quote Originally Posted by Seasoned Alcoholic
    Also (I stand corrected on this one), why is it that the Goths* in BI (not sure about the Ostrogoths btw) are of the same culture as that of the Huns, Sarmatians, Roxolani etc? Surely as the Goths originated in Scandinavia, they would be more European-looking on character portraits, unit cards etc than they do at present? Unless looking like a Hun was the fashion in those days?!
    *I'm not referring to the indvidual Gothic units on this point, just the generals' / agents' portraits, unit cards etc.
    The Goths in Scandinvia and the Goths in the game are two different people. The Goths in Sweden are named after two parts of the land Västergötaland and Östergötaland - Westgoths and Eastgoths,

  16. #166

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

    Quote Originally Posted by PseRamesses
    The Goths in Scandinvia and the Goths in the game are two different people. The Goths in Sweden are named after two parts of the land Västergötaland and Östergötaland - Westgoths and Eastgoths,
    Thanks for the heads-up. Was just a bit concerned after reading that (some? all? ) of the Goths were Eastern Germanic tribes, which originated from Scandinavia of course. Then some of these settled in and around the Ukraine, before being dislodged by the great migrations of the Steppes peoples. Thanks anyway


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  17. #167

    Exclamation Re: More BI Bugs

    Sassanid Gateways



    You can see from the above screenshot that Sassanid gateways (on standard Stone Walls btw) do not have any murder holes on their inner side. So, once the gateways are taken by the attacker, these Sassanid towers will not fire inwards upon any defending troops that are within gateway range. As we know, this is the not the case with other stone wall gateways - they are capable of firing inwards once they've been occupied, such as Roman, Barbarian etc cultures.

    However, I have not yet seen either a Large or Epic Stone Wall for the Sassanids on the battlefield, but will post some more screens if and when I get there


    Gateway, Tower, Wall Occupation / Ownership Status

    Going back to the same screenshot, I've noticed in RTW and now BI how the flags displayed along defenders' walls, on top and in front of gateways / towers do not change regardless of ownership. Whether the developers missed this, it is bugged, or they never got round to it is anyone's guess.

    It would make things a lot easier to see who is ocupying which towers, gateways etc, so (if defending) you can direct men towards breaches, or reinforce (if attacking) a wavering breakthrough.

    This would be achieved simply if the flags changed to reflect ownership status. Obviously they don't at present, so its annoying to keep moving your cursor over each section of wall, tower, gateway etc to find out who's in control. After all, your eyes can't be in more than one place at any time: at-a-glance flags on walls are the way forward
    Last edited by Seasoned Alcoholic; 11-08-2005 at 15:16.


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  18. #168
    Urwendur Ûrîbêl Senior Member Mouzafphaerre's Avatar
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    Default Re: More BI Bugs

    .
    Frozen in time and space

    Got this in one of my conventional "watch the AI infantry get grinded by fortifications" battles. The last Hun Horde Spearmen unit of the four besieging horde armies were diminished to two. Then:



    They were unreachable, unmovable, unkillible and unhittable. I had to send my melee units down and back, after which they decided to flank the frozen enemy from within the siege tower so that the game resolved.
    .
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    Mouzafphaerre is known elsewhere as Urwendil/Urwendur/Kibilturg...
    .

  19. #169

    Post Re: More BI Bugs

    Mercenary Sarmatian (Armoured) Archers

    On the battlefield, I've noticed that Mercenary Sarmatian (Armoured) Archers (not Mercenary Alan Archers) cannot form Cantabrian Circle. This gets annoying, since other cavalry archer types can perform this manouvere. Also, you have to keep them moving around the battlefield to avoid casualties - if they were able to form cantabrian then they would stay out of range of most missile and infantry troops anyway.

    Back on the strategy map, it takes 2 turns to recruit
    Sarmatian Armoured Archers - all other cavalry units take 1 turn. For balance purposes, Sarmatian Noble Cavalry should take 2 turns since they are the most heavily armed and armoured, otherwise Sarmatian Armoured Archers should take 1 turn to recruit like the rest.

    * Discovered these whilst playing a Roxolani campaign


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  20. #170
    Eran Spahbod Member Ziaelas's Avatar
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    Default Re: BI Bugs (read first post before posting)



    As you can see, the Bosphoran Infantry have the uncanny ability to wield short swords and spears at the same time. Bug? Undoubtably. Also is the same for Mercenary Bosphoran Infantry.

  21. #171
    Urwendur Ûrîbêl Senior Member Mouzafphaerre's Avatar
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    Default Re: BI Bugs (read first post before posting)

    .
    Schizophreniac Faction?




    .
    Ja mata Tosa Inu-sama, Hore Tore, Adrian II, Sigurd, Fragony

    Mouzafphaerre is known elsewhere as Urwendil/Urwendur/Kibilturg...
    .

  22. #172
    Hǫrðar Member Viking's Avatar
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    Default Re: BI Bugs (read first post before posting)

    Quote Originally Posted by Mouzafphaerre
    .
    Schizophreniac Faction?


    .
    What faction is that horde at the British Isles?
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    [1 - exp(i*2π)]^-1

  23. #173
    Urwendur Ûrîbêl Senior Member Mouzafphaerre's Avatar
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    Default Re: BI Bugs (read first post before posting)

    .
    The Romano-British, emerged a few turns ago. Not technically a horde though, a single full stack army.
    .
    Ja mata Tosa Inu-sama, Hore Tore, Adrian II, Sigurd, Fragony

    Mouzafphaerre is known elsewhere as Urwendil/Urwendur/Kibilturg...
    .

  24. #174
    Hǫrðar Member Viking's Avatar
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    Default Re: BI Bugs (read first post before posting)

    That explains it, always been a bit unsure about the Romano British.
    Runes for good luck:

    [1 - exp(i*2π)]^-1

  25. #175
    Enforcer of Exonyms Member Barbarossa82's Avatar
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    Default Re: BI Bugs (read first post before posting)

    Earlier I mentioned a graphical problem with the Sassanid camel riders, i.e. their hollow chests and rear left legs. Now I take a couple of screenshots to prove it...and they come out showing them perfectly formed! Even though the units still have the glitches in-game, the screenies show them looking totally normal.
    What gives?
    Self-proclaimed winner of the "Member who Looks Most Like their Avatar" contest 2007

    My Armenian AAR

  26. #176
    Senior Member Senior Member Oaty's Avatar
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    Default Re: BI Bugs (read first post before posting)

    Minor bug

    Enslavement does not increase population growth If you have a growth rate of 3 % plus 1 % from slaves totaling 4 % the town only recieves the 3 % growth rate even though it says it should grow at 4 percent.

    This has been there since at least RTW 1.2 possibly 1.0 and took a while discover this was happening due to many factors with the main one being you need a road in the enslaved town to be able to export slaves.
    When a fox kills your chickens, do you kill the pigs for seeing what happened? No you go out and hunt the fox.
    Cry havoc and let slip the HOGS of war

  27. #177

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

    I read the first page but haven't read all pages. I got things to do people!

    Bugs I have found so far that I haven't seen listed yet:

    Sarmatians talk greek and at end of battles praise greek gods and are called greeks by the narrator.

    Sarmatian units will not chase routing units that have sallied from a city. Very annoying.

    I abandoned a city and then sent 1 mercenary unit to sac it. I was rewarded with negative 2147468648 denarii! (edit--I have done this with no mercs in my army and using my faction leader to get this amount!) I'm not sure how they came up with that number but apparently when you are a horde you have to pay looting bonus' to mercs. This bonus is pretty extreme though.

    Why do you Roxolani have Sarmatian Virgin Archers?
    Last edited by Slicendice; 12-14-2005 at 18:38.

  28. #178
    Chief Biscuit Monitor Member professorspatula's Avatar
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    Default Re: Undocumented Patch Changes RTW 1.5

    v1.6
    Well the 1.6 patch contains updated models for the Hunnic Warlord, Imperial German Bodyguard, British Legionaries, Pictish Crossbowmen and Scholae Palatinae. No more Legionaries with half a leg missing! The West Roman German Bodyguard now has a proper spear head. Sadly, the shield now contains part of the spear head - obviously this was carefully done. Pictish Crossbowmen now fire their weapon properly.

    The Barbarian factions' Chosen Archers now have old RTW chosen archer textures. Sadly, the patch didn't update my descr_model_battle.txt file, and with no old RTW archer model referred to, the unit is completely messed up. It's easy to fix (edit the chosen_archer entry, and replace the existing model_flexi lines with this:
    model_flexi data/models_unit/unit_barb_chosen_archers_400.cas, 8
    model_flexi data/models_unit/unit_barb_chosen_archers_300.cas, 15
    model_flexi data/models_unit/unit_barb_chosen_archers_200.cas, 30
    model_flexi data/models_unit/unit_barb_chosen_archers_100.cas, 40
    model_flexi data/models_unit/unit_barb_chosen_archers_70.cas, max).

    The Hunnic Warlord's (new?) red plume or whatever it is called is completely messed up too, or it is for me. Shockingly, many units still have messed up textures or broken models. Another amateurish patch job.

    There are lots of changes to the Character_traits file for BI also (463 apparently). As well as many changes to gaining command stars, it's much harder for family members to gain traits relating to the use of assassins. Heck it'll take half hour to list all those changes. Noticeably, however, it's harder to gain the bad governor traits of Bad Farmer and Poor Taxman. About time too. Player1 will have a field day sorting through all the changed files. Rather him than me!

    (This thread just for 1.5 then? Oops.)
    Last edited by professorspatula; 12-14-2005 at 18:43.
    Improving the TW Series one step at a time:

    BI Extra Hordes & Unlocked Factions Mod: Available here.

  29. #179

    Default Re: Undocumented Patch Changes RTW 1.5

    This is 1.6 BI-stuff
    Just from the start the AI strategy looks to becoming now more flexible. The WRE is defending the gates into Italy very strong now. After a normal battle my Horde general get promoted with a command star! That did not happend before that easy. Assasins are now nearly useless without any experience. To kill a normal Diplomat you have a chance of 10 % to kill him - and a chance of 15 % to kill the captain of a stack with 2 peasants! Spies die much quicker when checking persons. I used several times my Spy to check a city with a chance of 75 % and succeed in 5 of 6 attempts. I checked enemy Diplomats with the same rate (75%) and my Spy got killed in about half the attempts.
    Another change is the skirmish mode for AI. All the time the AI-enemy-archers started to run whenever you give your cavalry order to charge at them. This seems to be no longer. In the only battle I made, the archers took place behind a friendly spear unit and continued to fire.

    This is what I learned in a 10 turns testing game with my Horde.

    Yes, that's all BI-stuff. I see no need to make a seperated one for BI and patch 1.6
    Last edited by teja; 12-15-2005 at 12:57.

  30. #180

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

    Are all the reports in this thread is actually sent to CA?
    There isn't much point in reporting a bug if the devs won't notice it right?

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