Page 5 of 7 FirstFirst 1234567 LastLast
Results 121 to 150 of 192

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

  1. #121
    Bug Hunter Senior Member player1's Avatar
    Join Date
    Feb 2005
    Location
    Belgrade, Serbia
    Posts
    1,405

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

    That's because you need monastey to build them in campaign.
    BUG-FIXER, an unofficial patch for both Rome: Total War and its expansion pack

  2. #122
    Count Member Refnulf von Holland's Avatar
    Join Date
    Aug 2005
    Location
    Phoenix, Arizona
    Posts
    31

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

    Frankish Palidain Bodyguard - Holy Palidain 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.

    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.

    Lesser generals - not being used in the expansion. Looks like they made models/textures but did not add them.

    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

    Reiks
    Last edited by Refnulf von Holland; 10-17-2005 at 09:44.

  3. #123
    Magister Vitae Senior Member Kraxis's Avatar
    Join Date
    Feb 2002
    Location
    Frederiksberg, Denmark
    Posts
    7,129

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

    Hunnic generals and captains.
    Anyone else noticed that teir great sabers look like somthing just out of the fire, big, black and patchy. In fact they look like something out of Warcraft III.
    Also their shields are severely messed up.
    You may not care about war, but war cares about you!


  4. #124
    Bug Hunter Senior Member player1's Avatar
    Join Date
    Feb 2005
    Location
    Belgrade, Serbia
    Posts
    1,405

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

    I_BattleSettlementFortificationLevel trigger is slightly bugged.
    It always gives false value for autocalced battles, making it difficult for AI generals to get GoodSiegeAttacker traits (since their combats are autocalced).

    .

    Also, I don't know is it intentional, but there is no seperate trigger for siege battles with wooden walls only, or for city assault on unwalled cities.

    That means that gaining command stars in those cases is most difficult, since neither normal Good/BadAttacker triggers (require Normal battle), not siege triggers (require stone walls) help, so only basic Any Victory trigger runs. And that's kinda unfair since those battles are supposed to be harder then standard field battles.
    BUG-FIXER, an unofficial patch for both Rome: Total War and its expansion pack

  5. #125
    Hǫrðar Member Viking's Avatar
    Join Date
    Apr 2005
    Location
    Hordaland, Norway
    Posts
    6,449

    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

  6. #126
    Magister Vitae Senior Member Kraxis's Avatar
    Join Date
    Feb 2002
    Location
    Frederiksberg, Denmark
    Posts
    7,129

    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!


  7. #127

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

    One of the big problems, I'm surprised it hasn't been mentioned yet, is that descr_skeleton.txt parsing STILL seems to be bugged (from 1.2). I really hope this is fixed in a patch.

  8. #128
    Magister Vitae Senior Member Kraxis's Avatar
    Join Date
    Feb 2002
    Location
    Frederiksberg, Denmark
    Posts
    7,129

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

    Quote Originally Posted by dsyrow1
    One of the big problems, I'm surprised it hasn't been mentioned yet, is that descr_skeleton.txt parsing STILL seems to be bugged (from 1.2). I really hope this is fixed in a patch.
    What does that do and what seems to be the problem?
    You may not care about war, but war cares about you!


  9. #129

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

    This bug might be related to the saps bug in sieges. AI can build siege equpiment that it cannot use for the wall it is trying to assault. For example building ladders when it is assaulting Large/Epic stone walls. Or building saps for epic stone walls (correct if im wrong but i dont think the player can). All these pieces of equpiment are greyed out when in the campaign map information scrolls, you know where you can look at the strenght of the army and such like, this suggest they arent usable. The ladders may not appear on the battle map but the saps do and they can be used against epic stone walls when one would think they cant.

  10. #130
    Cellular Microbiologist Member SpencerH's Avatar
    Join Date
    Apr 2004
    Location
    Hoover "Two a day" Alabama
    Posts
    932

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

    Saxon archers (hunters) are problematic when moved along stone walls from one position to another. They can be placed just fine before the battle, but if they are moved from one part of the wall to another they will often not stay where you want them to be (in some cases they will run to the side of a tower and do a keystone-cops routine). Turning on guard mode and turning off the evasion (I forgot the correct term) buttons have no effect. I've also noticed that when this happens they will be holding their little axes and will not engage enemy that come within range of their bows.
    E Tenebris Lux
    Just one old soldiers opinion.
    We need MP games without the oversimplifications required for 'good' AI.

  11. #131
    Cellular Microbiologist Member SpencerH's Avatar
    Join Date
    Apr 2004
    Location
    Hoover "Two a day" Alabama
    Posts
    932

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

    I was reading another thread and realized I havent seen a storm of any kind so far. Is this a bug? I liked the storms volcanoes etc!


    EDIT: I've had one flood so they must still be in but perhaps the frequency has been reduced.
    Last edited by SpencerH; 10-23-2005 at 13:52.
    E Tenebris Lux
    Just one old soldiers opinion.
    We need MP games without the oversimplifications required for 'good' AI.

  12. #132

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

    Quote Originally Posted by SpencerH
    Saxon archers (hunters) are problematic when moved along stone walls from one position to another. They can be placed just fine before the battle, but if they are moved from one part of the wall to another they will often not stay where you want them to be (in some cases they will run to the side of a tower and do a keystone-cops routine). Turning on guard mode and turning off the evasion (I forgot the correct term) buttons have no effect. I've also noticed that when this happens they will be holding their little axes and will not engage enemy that come within range of their bows.
    This happens with all archers i have encoutered aswell as all melee troop, though the problem of them not fireing isnt an isssue with melee troops. Troops on walls often ignore orders awell and generally dont do what you want them to. Sorry cant be more specific as it seemingly random what they do.

  13. #133
    Cellular Microbiologist Member SpencerH's Avatar
    Join Date
    Apr 2004
    Location
    Hoover "Two a day" Alabama
    Posts
    932

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

    Quote Originally Posted by manbaps
    This happens with all archers i have encoutered aswell as all melee troop, though the problem of them not fireing isnt an isssue with melee troops. Troops on walls often ignore orders awell and generally dont do what you want them to. Sorry cant be more specific as it seemingly random what they do.
    Exactly, and I never had this in RTW so its something 'new'.
    E Tenebris Lux
    Just one old soldiers opinion.
    We need MP games without the oversimplifications required for 'good' AI.

  14. #134

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

    Here's another thing I've encountered: I don't think the script command 'not' works completely well.

    I'm working on an elections script for Romans, that does a certain operation if the number of men 'elected' so far does not exceed a certain limit. So I had code like this:

    Code:
    	if RandomPercent < 35
    	and not I_CompareCounter electedcounter = 1
    Which should theoretically perform a specified operation 1/3 of the time, and if the electedcounter variable is not set to 1. Also, as a background for this problem, BEFORE this if-statement I have another if statement, that, if successful, sets the 'electedcounter' to 1, so that this next if-statement should not go through. Except the problem is that, if the first if-statement goes through and sets the variable to 1, then this next one ALSO has a chance to go through -- and it NEVER goes through if the first one doesn't, thus behaving the opposite of what it's intended (as if the 'not wasn't even there). So in order to get my logic to operate the way I wanted it, I now changed the code to:

    Code:
    	if RandomPercent < 35
    	and I_CompareCounter electedcounter < 1
    removing the "not" statement. Just something for CA guys to consider when they're reviewing things to look over for the patch, because not every single instance of logic can be rewritten without a "not" statement.
    Last edited by SigniferOne; 10-19-2005 at 06:06.

  15. #135
    Enforcer of Exonyms Member Barbarossa82's Avatar
    Join Date
    Aug 2004
    Location
    Englaland (and don't let the Normans tell you any different!)
    Posts
    575

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

    Sassanid Camel Riders Graphical Issue
    The unarmoured Sassanid camel riders are missing their chests, so you can see right through them to the inside of their backs. This actually isn't immediately obvious when you look at them head-on but can clearly be seen by moving the camera. There also seem to be some similar problems around the rear saddle/lower back area.
    Self-proclaimed winner of the "Member who Looks Most Like their Avatar" contest 2007

    My Armenian AAR

  16. #136
    Actual Person Member Paul Peru's Avatar
    Join Date
    Sep 2004
    Location
    Yurp
    Posts
    529

    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!

  17. #137
    Bug Hunter Senior Member player1's Avatar
    Join Date
    Feb 2005
    Location
    Belgrade, Serbia
    Posts
    1,405

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

    I hope I'm not repeating myself, but just to make sure I'll report all issues I found and fixes I did with bug-fixer, so they could be dealt with in official patch.

    The list of bug-fixer fixes (together with files used to fix them):


    Fixes for Barbarian Invasion Campaign


    Changes in export_descr_buildings.txt file:

    -Added 3rd level barracks for Berber faction, to fix the problem with Berbers being unable to build Mountain Men unit
    -Added Pictish Crossbowmen to Archery Range of Celts faction, to fix the problem with Celts being unable to build Pictish Crossbowmen unit
    -Fixed problem with Circus Maximus for Romano-British faction, so it won't train Sarmatian Auxilia with lower experience then Hippodrome (+2 to experience)
    -Added Bucellarii, Ballistae and Onagers to Catapult Range and Heavy Onagers and Repeating Ballistae to Siege Engineer building for Romano-British faction to fix the problem with these buildings giving no benefit for Romano-British and with having those units only available in custom battles


    Changes in export_buildings.txt.txt file:

    -Added description for 3rd level barracks for Berber faction (Hall of Heroes)


    Changes in descr_strat.txt file:

    -Fixed problem with Western Roman faction member Gratianus Flavius having archers as bodyguards by adding actual bodyguard unit in his unit stack


    Changes in descr_model_battle.txt file:

    -Fixed Mercenary Bucellarii unit model, so it will fire crossbow properly
    *Made a workaround for Pictish Crossbowmen unit model, so it will fire crossbow properly
    *Made a workaround for broken leg of British Legionaries
    -Fixed model for barbarian female civilians, so that looking cities in battle view won't show just male population for barbarian factions


    Changes in export_descr_sounds_stratmap_voice.txt
    and export_descr_sounds_units_battle_events.txt files:

    -Fixed voices for campaign map and battle events for nomad and hun cultures, so they'll be barbaric, like all other voices they use, and not greek or arabian


    Changes in export_descr_ancillaries.txt file:

    -Fixed bonuses for Bodyguard, Charioteer and Elder Senator retinue members, so they'll actually give bonus/penalty to Influence as their description says, and not only affect public order
    -Fixed the bug when following ancillaries could be gained with agents: Anchoress, Anchorite, Priest of Sol Invictus, Priest of Mithras and Zoroastrian Teacher
    -Fixed trigger for Drinking Companion retinue member, so it can be gained at both Tavern and Bardic Circle, like all other drinking related ancillaries and not just in Tavern
    -Made Druid retinue members available in hunting shrines (Cocidius) instead of battle shrines, so that Celts could actually get them in their native temples
    *Made a workaround for trigger for Mother-in-Law retinue member, so it can be correctly gained with marriage event
    *Fixed triggers for Foreign Dignitary, Foreign Hostage and Pet Monkey retinue members, as well as triggers for Spear of Wotan and Sword of Chinglu relics by fixing InEnemyLands condition which gave opposite results then intended
    -Fixed trigger for Amici Principis office, so it can be gained in cities with either Proconsuls Palace or Imperial Palace and not just in cities with Proconsuls Palace, so it's possible to gain this office if only possessing huge cities


    Changes in export_descr_character_traits.txt file:

    -Added anti-traits to some traits to prevent weird or impossible combinations
    -Several anti-traits that worked in one direction fixed to work in both directions
    *Added the workaround for a bug, when gaining an anti-trait would reset trait value to 0 (instead of reducing it for value of anti-trait)
    *Added Disloyal as anti-trait to Faction Leader and Augustus traits, so faction leader won't get disloyalty traits
    -Anti-traits for Indecisive Attacker changed from GoodCommander and GoodAttacker to GoodAttacker and GoodRiskyAttacker, so that having Indecisive Attacker trait won't prevent general from gaining Command bonuses
    -Increased point awards in birth and adoption triggers for traits that need more then one point to get first level of the trait, so it's actually possible to gain those traits at character generation (expect more vices and virtues from new family members)
    -Fixed bonuses for Sobriety like of traits so they'll actually give penalty to Influence and not only affect public order
    -Fixed the bug in trigger for GoodRiskyDefender line of traits when mildly outnumbered, since it required crushing victory, instead of clear or crushing victory like other similar triggers
    -Removed "BattleOdds < 1.5", from triggers for BadAttacker/Defender line of traits, so it's possible to gain them, when losing battle in which enemy was highly outnumbered
    -Removed "BattleOdds > 0.5", from triggers for Noctophilia line of traits, so it's possible to gain them, when winning the battle while highly outnumbered by enemy
    -Removed "BattleOdds < 1.5", from triggers for Noctophobia line of traits, so it's possible to gain them, when losing battle in which enemy was highly outnumbered
    -Added two new triggers, to make it possible that Intelligent and Genius characters could be born
    -Fixed the problem, when Intelligent characters could lose their Intelligence
    -Added hidden LoyaltyStarter trait to generals gained by Man of the Hour event, so they won't start with loyalty of zero
    *Made the workaround for buggy marriage triggers, which prevented characters from getting any traits from marriage event
    -Moved triggers for Cuckold and Wife Above Reproach traits, which are related to Ugly and Handsome characters, from birth to marriage event, so characters won't get those traits without getting married
    -Fixed the problem when characters that are not married could get Cuckold trait (by adding IsMarried condition before check)
    -Fixed the education triggers, so skill generation effects of lower level academy buildings will still work when building gets upgraded
    -Split the education trigger for Ludus Magnus, so that both Romans and non-Romans can benefit from its effect, while still keeping Politics skill exclusive to Romans
    -Removed roman culture requirement from trigger for refusing bribes, so that non-Romans can benefit from resisting bribes, by gaining levels in Upright line of traits that exempt other things increases bribe resistance
    -Added new trigger to make it possible to gain Diplomatic Genius agents
    -Fixed several agent creation triggers so that most diplomats and spies will start with one of religious believes
    -Tweaked trigger for gaining experience with spies when doing missions with 100% success rate (slightly_successful), so it will be triggered for spies with one or zero levels of experience, and not just for those with exact one level of experience
    -Fixed Good/BadConspirator line of traits so they can be gained by assassins
    -Corrected sabotage triggers, so that they make more sense



    List of fixes for Imperial Campaign


    Changes in export_descr_buildings.txt file:

    -Fixed the bug when Gauls could recruit Naked Fanatics in farming shrines (and Gauls don't have farming shrines)
    -Fixed a bug when Awesome Temple of Epona and Pantheon would show up in building browser for Gauls and Spanish
    -Added law bonus to academy-type buildings like it's done in Barbarian Invasion expansion, so that such buildings would still have uses in cities without governor
    -Holding games in arena type buildings limited to Romans only, to prevent "THIS GAMES HELD TEXT SHOULD NEVER APPEAR ON SCREEN AND SHOULD NOT BE TRANSLATED!" message appearing when other factions try to hold games in conquered roman territories


    Changes in export_descr_unit.txt file:

    -Added secondary attack to German Spear Warband to prevent bug when using these units outside phalanx formation
    -Fixed the issue with Pontus generals, when they would never get their bodyguards upgraded like all other factions (added to unit "general_unit_upgrade" tag)
    -Fixed inconsistencies in mass and armor sound for Bastarnae Mercenaries unit, compared to its thracian equivalent
    -Removed "annoying" blue officer from rebel Archer Warband


    Changes in descr_model_battle.txt file only:

    -Fixed the wrong color of Spanish generals by giving them proper texture (should be brown, instead of blue)


    The issues marked with *, are those that are workarounds for hardcoded problems.
    Also, be sure to check bug-fixer readme, for details of how some of these fixes are implemented (it has GOOD readme), or what exactly they do. Download can be found in my sig, or in TWC patch download section and sticked threads in both ORG (collosseum) and COM (mod) forums.
    BUG-FIXER, an unofficial patch for both Rome: Total War and its expansion pack

  18. #138
    Robber Baron Member Brutus's Avatar
    Join Date
    Dec 2004
    Location
    Somewhere along the Rhine
    Posts
    479

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

    When positioning the camera behind a unit of Saxon Sea Raiders, you can see through the back of their heads.

    Their head appears to be pretty empty, by the way.

  19. #139

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

    On my building browser at Kotais it shows I built a stone wall (which I did), but on the campaign map I can still see a stockade.

  20. #140
    Elephant Master Member Conqueror's Avatar
    Join Date
    Mar 2005
    Location
    In the Ruins of Europe
    Posts
    1,258

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

    Reinforcement units die when waiting to enter the battle (siege/sally battles only?)

    I've had this happen in a couple of battles so far. They were all sally-out battles, so it might only apply to them. I had a relief force of nomad archer cavalry units joining my garrison as reinforcements, they appear in the corner of the map and start marching into the battle area from behind the red lines. But some of them are strangely scattered, the individual soldiers spread around randomly and starting on both sides of the red line.

    What is worse is that they would suffer casualties for no appearent reason. There were no enemy units anywhere nearby, some of these bugged units simply kept losing men (some of them very rapidly) untill they had completely crossed the red line (some were unable to cross and died). This bug occured the exact same way when I reloaded and tried to fight the battle again two times.

    RTW, 167 BC: Rome expels Greek philosophers after the Lex Fannia law is passed. This bans the effete and nasty Greek practice of 'philosophy' in favour of more manly, properly Roman pursuits that don't involve quite so much thinking.

  21. #141
    Merkismathr of Birka Member PseRamesses's Avatar
    Join Date
    Nov 2003
    Location
    Birka town in Svitjod. Realm of the Rus and the midnight sun.
    Posts
    1,939

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

    Sluggish ford-battles:

    This has now happened three times so I guess there´s something wrong with the fords (rivercrossings before bridges) or some of them. Right from the start the game is sluggish and chumpy. I move the mouse and it moves with a delay of a sec or two and sometimes a command isn´t even registred or executed by the game. My first thoughts was that this problem could derrive from the "mem leak bug" but after the battle I can continue playing as nothing has happened. Now, yet another oddity that I´ve noticed is that the AI player just stands stills issuing orders like: "march!" over and over again but never moves!!!? I could run theese battles on tripple speed but that turned out to not work either!

  22. #142
    Member Member starkhorn's Avatar
    Join Date
    Sep 2002
    Location
    The Village
    Posts
    181

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

    I've two issues which are a bit of a pain.

    You lose titles when a character dies like all other retinues. Shouldn't you be allowed to assign to title to a new character like in MTW?

    https://forums.totalwar.org/vb/showt...d=1#post963464

    The emperor can rebel against himeself as described in the below thread.

    https://forums.totalwar.org/vb/showthread.php?t=55978

    My apologises if these have been reported before.

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

  23. #143
    Cellular Microbiologist Member SpencerH's Avatar
    Join Date
    Apr 2004
    Location
    Hoover "Two a day" Alabama
    Posts
    932

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

    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.
    E Tenebris Lux
    Just one old soldiers opinion.
    We need MP games without the oversimplifications required for 'good' AI.

  24. #144

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

    Hi everyone,

    I've bought BI, and I find that everything moves slowly.
    I was told to lower the settings, but could it be something else?

    First, Is this a lack of memory problem on MY part (512mb Ram is what I got)?
    OR
    Is this a lack of video memory? (128mb Nvidia card 5600xt is what I got)?

    Any help would be appreciated!


  25. #145
    Merkismathr of Birka Member PseRamesses's Avatar
    Join Date
    Nov 2003
    Location
    Birka town in Svitjod. Realm of the Rus and the midnight sun.
    Posts
    1,939

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

    Quote Originally Posted by hellas1
    Hi everyone,
    I've bought BI, and I find that everything moves slowly.
    I was told to lower the settings, but could it be something else?
    First, Is this a lack of memory problem on MY part (512mb Ram is what I got)?
    OR Is this a lack of video memory? (128mb Nvidia card 5600xt is what I got)?
    Any help would be appreciated!
    First, this is a bug thread. Secondly, have you tried following the advice you´ve already got?
    Best way to find your PC´s threshhold is to start with the lowest settings in the game and work your way upwards. You shouldn´t have mem problems so your bottleneck might be vid.mem but on my 2nd PC I´ve 128mb too and never had any problems. For more insight and tech.related Q´s do adress the right forum in the Apothecary:
    https://forums.totalwar.org/vb/forumdisplay.php?f=15
    Good luck!

  26. #146
    Harbinger of... saliva Member alpaca's Avatar
    Join Date
    Aug 2003
    Location
    Germany
    Posts
    2,767

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

    Another one (for modding):
    It was found out that any religion that is added to the three existing ones doesn't cause unrest.
    Even worse: Only the first three religions in descr_beliefs.txt ever cause unrest, the fourth and following religions are ignored by the game when calculating unrest (christianity, pagan and zoroastrian, too, if they are shifted back).
    Last edited by alpaca; 10-23-2005 at 16:34.

  27. #147

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

    Hoard armies dont fight to death even when out of movement points; bug or feature? It means that they can exist as tiny stacks annoying the hell out of me.

  28. #148
    Magister Vitae Senior Member Kraxis's Avatar
    Join Date
    Feb 2002
    Location
    Frederiksberg, Denmark
    Posts
    7,129

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

    Quote Originally Posted by manbaps
    Hoard armies dont fight to death even when out of movement points; bug or feature? It means that they can exist as tiny stacks annoying the hell out of me.
    All do that, it is not a specific horde feature, it is even mentioned in the first post.
    You may not care about war, but war cares about you!


  29. #149

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

    Two of the issues at the battlefield where you ask for confirmation, the charging of units who are swimming, and units swimming rather than crossing the bridge. I can definetly confirm them both. Had a battle with a lone General against rebels; spearmen, peasants and cavalry. They're across the bridge. They decide to cross and attack. Peasants and General swim, spearman crosses the bridge. Spearmen arrive first, so I charge my general and push them back across the bridge as I kill them. Peasants and General, who now have arrived at the other side of the river, promptly goes swimming again(none crosses the bridge). I decide to charge peasants as they get up of the water. Almost instantly I get a message my Generals died. Get a scene where he drownes and then CTD.
    Also the issues at walls seem linked to baseline of unit formations. I have notices that units try to revert to the original positions they had at the start of battle (when you position your troops BEFORE the battle begins), but fail because of the limitations of the wall. Also if you invade a city and try to position your archers on the wall, they will use ase baseline for their formation the innerside of the wall and not the outerside. Thus they can never arrange an orderly line if deployed on a wall(of the city they are invading). This obviously doesn't apply to the invaded citys own archers.
    Had a similar problem when ordering lines of man to sally. They get stuck in the gate, first trying to revert back to their old(pre-battle start) alignments before marching orderly to their new appointed line outside the walls.
    That part about baseline is a bit difficult to explain. I'll try and show what I mean:

    __________________ Baseline
    ---------------------outerside of wall
    xxxxxxxxxxxxxxxxxxxxxArchers(city defenders)
    xxxxxxxxxxxxxxxxxxxxx
    ---------------------innerside of wall

    ---------------------outerside of wall
    .....x....x.xxx....x.....x.(... are placeholders to make it look good)
    xxxxxxxxxxxxxxxxxxxxxArchers(city attackers)
    __________________baseline
    ---------------------innerside of wall
    XXXXXXXXXXXXXXXX
    XXXXXXXXXXXXXXXX
    ^Position the attacking archers are trying to achieve, while still on wall, only the wall doesn't stretch that far.

  30. #150

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

    Quote Originally Posted by Kraxis
    All do that, it is not a specific horde feature, it is even mentioned in the first post.
    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.

Page 5 of 7 FirstFirst 1234567 LastLast

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO