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    Cynic Senior Member sapi's Avatar
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    Default The Org Buglist v2

    Updated 12/1 AEST

    Since i've taken ownership of the buglist and am now responsible for organising it, econ and I figured that it was time for a new incarnation which I can easily update and keep track of to aid in bug quashing. This is it :P

    The old thread (with all the discussion) can be found here and i'll be incorporating the newly identified bugs into this thread soon.



    New

    If a unit in schiltrom formation is too close to a gate in a siege battle it cannot be battered down (the ram will constantly engage and disengage).

    The merchant's wharf series of buildings do not appear to be working as the description indicates (ie they give a bonus to tradeable goods but not to the number of fleets; see the thread at the Org for details)

    The front rank of a unit of pikemen seem to be dropping their pikes to use swords for no apparent reason

    ---
    There is a problem with traits and antitraits, which is best explained by an expert (thanks dopp)
    "In RTW, anti-traits were on a sliding scale, so 1 point gained in one trait when the character had levels in the antitrait would cause a 1 point reduction in that trait. Further points would cause the antitrait to reduce levels until zero was reached, whereupon the character would start gaining levels in the new trait.

    For example, a character has 2 points in GoodCommander (level 2 GoodCommander). He loses a battle and gets 1 point of BadCommander. As GoodCommander is the antitrait, it drops to 1 point (level 1). The character picks up another point of BadCommander. GoodCommander then drops to zero and the trait disappears from the character sheet. The character gains 1 more point of BadCommander. BadCommander now appears on his character sheet at level 1.

    In order to prevent traits from sliding up and down unchecked, the system also included a nogoingbacklevel setting for each trait. In other words, once you hit the threshold for a particular trait you could never reduce your score in that trait below the threshold, no matter how many points you scored in its antitrait.

    The triggers and traits in the character_traits file are configured to work under those conditions. However, it seems that the mechanics have changed for M2TW, wrecking havoc with the way traits are gained and lost.

    Research for M2TW reveals that gaining points in a trait automatically resets all antitraits to zero, regardless of nogoingbacklevel.

    For example, I have a Great Commander, 8 points in GoodCommander. I gain 1 point of BadCommander. I will lose all 8 points in GoodCommander immediately.

    Needless to say, this causes a lot of trait seesawing and makes it virtually impossible to gain and maintain higher skill levels for characters, since even one point in an antitrait causes the character to revert instantly to zero. This is probably a pretty serious bug that is mostly beyond the abilities of modders to rectify."
    ---

    In a siege with reinforcements for the defender, it is possible to take the gate that they would normally use to enter the city. If you do this, the AI often just stops in its tracks.

    Reinforcements for the attacker in a siege battle start off the battlemap but carrying their siege equipment (this only applies to units actually seiging the town, and i believe the issue arises because the game can't distinguish between siege and field army reinforcements). While i'm not sure if this is a bug or not, it would make sense to have them appear on the map, as they are manning the siege lines around the city.

    If you run the game with a mod switch, settings still get saved to your default config file (so you're back to square one when you play the mod again unless you manually copy them over)

    Apparently, between Bucharest settlement and its port, there is no road or a crossing across the the river in the region to get one.

    The merge key only works inconsistently.

    Saved game dates don't seem to be in sync with the player's local time (so they can appear a day ahead or behind for some of the day)

    It appears that marrying a general acts a marrying a faction heir should do and vice versa (ie, marrying a faction heir brings him into your faction whereas marrying a general doesn't). Reported with marrying Robert in Caen first turn as the French.

    Gunpowder upgrades at university give bonus melee attack instead of ranged.

    British can build military academy and get gunpowder associated traits and retinues before gunpowder is developed.

    Christian factions can retrain most mercenaries, even ones which are not found in their home territories, whereas muslim factions can't even retrain local ones.

    Becoming a king makes you lose your starting piety bonus.

    Gunpowder infantry often get stuck 'reforming' and don't do anything but get killed.

    When using "Total war" view, in the French version of the game, the camera keys relate to a "qwerty" keyboard, and the other contros use an "azerty" keyboard.

    Troops with the plague don't display any indication of it, making it hard to stop it spreading (bug or 'feature'?)

    Archers seem to have infantry marching sound and infantry seem to have Archers marching sound - archers make the intimidating 'crunch crunch crunch' noise as they march, wereas infantry just rattle and barely make a noise.

    The mongols sometimes fail to expand, and just sit around as a big horde.

    Crossbows sometimes fire an empty volley when you tell them to move or stop firing; and they won't turn and run until they have completed their firing animation, making saving them from charges impossible.

    If the gates shut to stop a routing unit passing through, the unit will never pass through the gate, even if it opens later in the battle, and will be almost impossible to kill.

    The AI can get new family members in stacks in the middle of nowhere.

    When an enemy army decides to assault one of your settlements, by having diplomats/prests/spies/assassins in the enemy territory you can see their planned route (the big blue arrow) of the enemy army all the way to your settlement even when it's going to take several turns for them to get there. Even if you then use this information to massively re-enforce the settlement the computer still follows it's attack order resulting in the enemy sneak attacks being utterly non-sneaky and disastrous for them.

    The campaign map sometimes lags very badly, even on high end systems, and this does not seem to be reproducable, even though it is a widespread issue.

    Historically, the game is missing several road connections that existed in real life. Constantinople-Trebizond, Nicea-Trebizond, Caesarea-Yerevan and Caesarea-Trebizond are examples of connections that existed and were significant historically but are not ingame. To clarify why this is a bug (and, to be honest, it's more of an enhancement), the absence of these connections makes life very hard for the Turkish and whoever invades their empire.

    The AI sometimes withdraws its armies (on the battle map) directly towards an army that is waiting to enter, preventing the AI army from leaving.

    Upgraded armour is not represented visually on Berdiche Axemen.

    Venetian Archers and Venetian Heavy Infantry show less armour the more they are upgraded (ie the effect works in reverse).

    ---

    The Second Batch

    When the AI has a spy inside a settlement that opens the gates for them, they don't use rams to break down the gates but they also don't make use of them being open.

    The game can get stuck in a loop, apparently when both the faction leader and heir are killed in the same battle. Further investigation indicates that this occurs when they are taken prisoner, but the ransom is refused.

    Aztec cities sometimes have egyptian architecture !

    Some key mapping doesn't work correctly (specifically that to do with binding keys to different speeds).

    Sometimes textboxes fail to display correctly during battles, so that only a few letters are readable.

    Once a unit has begun to climb a ladder, it can no longer be targeted by cavalry (even though most of the unit is still on the ground.

    If new units are added to a jihad (or a crusade?) and it takes the settlement within the next few turns, the game does not count those units (and thus the entire stack) as a jihad army and the mission is failed.

    The AI doesn't understand that being in spear wall formation prevents units from hiding, and will operate as if those units were hidden when to the player they are not.

    In many cases, ballista towers shoot cannon balls, and cannon towers shoot ballista bolts.

    There is an exploit wherein you can move all garrisons with generals in them as part of a crusade on the last turn before its completion and thus get the experience bonus despite not having moved anywhere.

    If any of the Timur elephant units lose men in a battle, the game will crash when you try to fight them in the next battle (presumably because the unit won't work without its full compliment of men).

    The AI won't sally out of forts.

    The AI often doesn't do sea landings, causing a lot of trouble for factions such as the British and the Scots. It also means that they are unable to capture island territories.

    Armourer buildings are not giving the correct bonuses (please see post #42 in the new Org buglist for a full explanation, but basically they all add +1 armour despite the different armour levels actually giving far more than that.

    Reinforcement units sometimes get 'stuck', half on, half off the map. This mostly occurs with generals bodyguard units and may be to do with the king/heir having a larger unit size than the game allows for with theautodeployment.

    Pathfinding for routing/withdrawing units in siege battles is horrible, with men that are literally ten metres from the border of the map running past the defences to withdraw on the other side.

    Natural Disasters sometimes prevent you from building forts and watchtowers in the affected province.

    Cavalry don't seem to get the experience bonus when trained at castles with jousting/training grounds during initial training (they need to be retrained to get the bonus.

    You/the AI are still counted as a faction's ally even if that faction has been destroyed (ie the game is not erasing the ally information for that faction), causing significant problems with attempting to secure future alliances.

    Pathfinding in mountain terrain is horrible.

    You can often see the hit animation play out for units with only one hitpoint and yet not see them die.

    Diplomats/Princesses lose all trait points in their diplomatic ability trait if they fail a negotiation instead of just getting a trait decrease by 1.

    Agents and armies can move on top of each other and thus displace the other character that was on that coordinate, preventing characters such as merchants from earning an income and moving your characters away from their intended targets.

    The 'wary of rebels' trait's description reads 'no effect'.

    When you've ordered a spy to move into a city (over multiple turns) and that city is besieged, the spy can still move in and bypass the siege restriction during your automated movement phase at the end of your turn.

    Captured captains show up as a member of the unit of which they were a part on the ransom screen.

    Generals bodygurads without a leader show up for ransom (as an aside to this point, it'd be nice to have an option to 'ransom nobility' to keep the price down).

    The 'annex settlement' mission doesn't seem to work correctly.

    Generals can get traits about wives when they're not married.

    Spelling error in the details of "Your forces melt away"

    Grammar error in the details of a successful Regicide mission.

    Like the diplomatic traits, the 'chivalrous ruler' trait can be lost very quickly (for example by leaving him in a town with high tax rates)

    Knight Hospitaler trained from a HQ do not gain the promised experience bonus.

    Militia cavalry sometimes can't be retrained in the city they have been recruited in.

    A successful regicide mission doesn't raise the relations between the factions as it should.

    Attacking Orthodox factions while on crusades will drastically kill your relations with the pope.

    Cancelling an alliance lowers your reputation, defeating the point of doing so (it's the same as just attacking without warning).

    Retraining a full strength unit (to improve its armour, for example) will still take a unit away from the recruitment pool.

    If a family member comes of age in a fleet which already has 20 units in it, the fleet vanishes, and can only be recovered by moving another ship close by and using the faction members panel to locate and move the prince.

    An AI army that is forced to fight to the death sometimes tries to withdraw (and is destroyed).

    Several options in the config file (such as editor and movies) are overwritten by the exe on game startup and thus cannot be changed for good.

    Elephants can capture a gatehouse from outside the city.

    AI reinforcements rarely work together with the main force and often let themselves be defeated in detail.

    The AI doesn't move their general out of artillery range when he's under attack, so he often gets killed before the battle is joined.

    The 'man of the hour' event never seems to trigger in sallies, siege battles and when the army never moves out of the town (ie for an enemy/rebel army within one step of the settlement).

    There seems to be a significant balance issue with 'forlorn hope' (see post #69)

    Buildings can get damaged in a siege battle that is autoresolved despite the absence of artillery.

    There seems to be no real reason not to sack a settlement rather than occupy it. If it does generate unrest then the penalties seem to be too small.

    The vices that can be gained from being in cities have a ridiculously high chance of being gained when how many a general is eligible for and how long he stays in the city are taken into effect.

    Losing to the aztecs can make your general hate Denmark !

    Generals are still suicidal in sieges.

    The AI sometimes 'freezes' during sieges, and their units simply stand still for the remainder of the battle.

    Adding agents to a crusade removes its movement bonus.

    Religious unrest and general unrest sometimes behave strangely (see post #79)

    The description for Holy warrior is the same as for Grand Crusader and mentions crusades.

    There are numerous ancillaries with no triggers, eg. armour_custom, armour_ornate, black_stallion, faithful_servant

    AI has lots of trouble withdrawing artillery units, They withdraw then run back pickup the artillery and withdraw again never getting anywhere.

    AI can't besiege any fortification with cannon towers as they will willingly let themselves get slaughtered on a sally. Should they only be assaultable due to the towers range?

    On a merchant mission from the Merchant's Guild to takeover an enemy merchant, the mission states, if you succeed you will receive 500 Florins and the Merchant's Guild will be pleased with you and if you fail or don't do it, the Merchant's Guild will be pleased with you. Obviously they've been trading too much wine and they'll be pleased either way!!!

    Assassination missions (such as assassinate witch x) fail if you kill the unit in any other way (such as burning it at the stake or killing it in battle).

    The trigger that promotes priests produced in cathedrals to bishops doesn't extend to huge cathedrals.

    (the next three are quoted from post #94)
    There's no way to get a whole bunch of princess-related traits. Lack of a CharmStarter trait to give princesses some charm to begin with. This is important since there are only 2 ways to gain and lose charm for princesses through actions (diplomatic success and getting assassinated).

    ReligionStarter trigger for adopted generals, married-in generals and men of the hour is not giving the trait properly, resulting in them all having no piety (starter trait is supposed to give default 3). This may be due to the triggers being cluttered with other traits. The only one that works is the coming of age trigger, and only sometimes. This is most likely due to the fact that LoyaltyStarter is above ReligionStarter in the trigger and both are at 100% chance. The game checks for LoyaltyStarter, awards it and stops. If this is true, then all triggers with 100% chance traits buggy as well, since the game may stop before it hits the 100% trait and will definitely stop after it hits the 100% trait.

    Pagan magician ancilliary is given when a region is less than 90% of the controlling faction's religion. This results in everyone getting one. Might be a simple typo from too many late nights up.

    The Hashashim guild building description doesn't mention any bonus to law.

    When artillery has 2 shots left it fires all of its ammo, but when it is down to one shot left it can never fire that last shot. Does the game consider the ammunition empty?

    If you sally and enemy has artillery, you lose the battle if you exit, even when you destroy all of their artillery. This is including the fact that all men are back in the city (their artillery is destroyed but unit is left). It's also a loss if they fired all shots from thier artillery.

    There are several bugs with choosing the city you call a crusade upon (see post #103)

    (quoted from post #103)
    Pikemen tend to be a little messed up. Charges often make it past the pikes and cause them to whip out swords and die. Pikemen not engaged directly will continue standing in braced position while their fellows are hacked down right beside them. Ordering a pike unit to attack causes it to walk forward and the front ranks do not engage the enemy. When the back ranks get into attack range they start poking away fine, but the problem is that the front ranks are now too close, switch to swords and die.
    ---

    Known Bugs (this is the list i sent off to CA)

    Major Bugs (need immediate attention)
    Passive AI bug - seemingly triggered by a lack of missile troops and thus prevalent in sieges, the AI has a tendency to stand still and allow its troops to get shot to pieces by archers that could have been easily eliminated by a charge

    Siege lag bug - the game lags severely when the ai has only one set of ladders/attempts to only use the one set; or when the ai attempts to use one major method to enter the castle; or from a myriad of other factors. Whatever they are, it needs to be looked at.

    Cavalry stop charging when the first man hits, robbing the charge of its impact. Sometimes they don't lower their lances at all, but instead just charge in with swords drawn.

    Units have cohesion problems - often, only the first ten or so men of a unit will attack, with the rest hanging back and only filling the gaps caused by casualties.

    Archer Issues - Archers refuse to obey your orders with respect to targets (one suggestion is that this is to do with the fire at will command having a higher priority than your manual orders) and seemingly enjoy charging the enemies you've ordered them to shoot. This seems to happen more with missile cavalry, but sometimes one or two men out of the unit will charge straight at the enemy to engage meele combat instead of shooting as ordered, and others will just run around in circles. In addition, archers sometimes take forever to fire as a group and thus only get one full volley off against charging enemies. Archers also operate too far in front of their army to be saved by friendly cavalry in the event of an enemy charge.

    Passive Friendly AI - your units won't always react to threats and will often just sit there being slaughtered instead of turning around and fighting

    Papal Bugs - there is inconsistent excommunication, and the papacy doesn't seem to be able to distinguish between the aggressor and the defender. It's also been suggested that it shouldn't be an act of war to attack another catholic faction's army that is in your territory without leave.

    Armies (both friendly and ai) occasionally spawn on inaccessible cliffs.

    Infantry still have trouble navigating and fighting on walls and often get stuck with half the unit on the wall, and half off it, making movement next to impossible.

    The AI can't deal with longbow stakes properly, and will either line up before them to get shot or bizarrely change formation to a deep column and stand to one side of the stakes.

    Troops in loose formation can better resist cavalry charges and are otherwise inexplicibly superior to those in tight formation.

    It is very hard to accurately place troops in cities, castles and forts. As a matter of fact, it is very hard to place units at all in them!

    Relocating your capital causes errors in merchant earnings. According to reports, "When you first start a campaign, the resource trading is calculated correctly. After you load the game, it fails to correctly calculate the distance to the capital, resetting ALL resources values to their base value, with NO regard to distance to capital. If you relocate your capital, the game will be forced to recalculate distance to the capital. Workaround for now is to relocate your capital back and forth immediately following loading a game." (thanks ralek)

    Men desert from crusades far too easily, either after a small change in course or after sailing around Spain.

    There is no weather option for non-settlement maps in multiplayer.

    Giving orders to groups sometimes results in only one or two units obeying that order and the rest standing around having a smoko.

    Inquisitors are felt to be unbalanced in the sense that they enjoy killing heirs, and that they'll attempt to root out heresy on a crusade (which historically was pointless as the crusade cleansed you of sin), causing the entire army to desert.

    Troops with two handed weapons (eg. billmen, varangian guard) don't seem to fight well in melee(at all, in fact - from what i can see they'll only make a kill if they're attacked and the enemy fails to make one), but work effectively on the opening charge.

    Multiplayer balancing issues with musketeers and cavalry.


    Minor Bugs (gameplay issues)
    Siege battles in multi-walled castles automatically end when you run out of ammo for your siege weapons despite the walls being linked and thus infantry being able to get through.

    Agents and ships get stuck into loops on the campaign map, generally involving 'get on, sail somewhere, get off, sail somewhere, get back on, sail to place one, get off, repeat'

    Men sometimes run for a corner of the walls in siege battles without player orders.

    Archers seemingly do no damage in heavy rain.

    Sometimes crusades don't move anywhere.

    Pathfinding for units chasing routers is terrible.

    Ships sometimes have unlimited movement.

    Your gates open for routing enemy units, allowing the remaining units to march in.

    Longbow stakes can be deployed in fortresses to massacre cavalry.

    Faction missions sometimes state that they were completed by another faction when they weren't.

    Units have pathfinding issues in attacking artillery from the front.

    In diplomacy, ai sometimes counter offer with the exact same thing that you offered.

    Men are auto-placed on sections of wall that are cut off thanks to a previous battle destroying sections of the wall.

    Cavalry or infantry will not attack a unit that is attempting to climb a ladder that is currently busy with another unit.

    The gatehouse is reported as taken when you are defending on a siege. This is not the case, as the gates are still locked and the enemy does not attempt to go through them.

    Missile units have difficulty firing on units inside the castle while on the wall, sometimes they will not fire at all.

    Ordering more then one unit off the walls during a siege, will result in them getting stuck in the tower and unable to do anything, even though it still displays them as moving towards the destination.

    Princesses often gain useless ancillaries that are designed for family members such as Governors and Generals.

    The 'bad taxman' trait is awarded in castles, where you can't adjust the tax rate.

    Master guilds don't award basic guildhouse bonuses to agents trained in their city (so it is actually more effective to train an agent at a city with a basic guildhouse than one with a master, provided you have a master one elsewhere)

    Some people are having a bug where a crusading army gets stuck on the bridge by venice once another faction takes the crusade target. The army stays there forever until someone attacks it.

    Sometimes the mongols fail to appear.

    Ballista towers fire during a siege despite being destroyed by sabotage

    Muskateers only fire effectively when in a formation two lines deep.

    In multiplayer, map names are shown in the host's language rather than that of the player.

    Sometimes troops will play their animations in slow motion for no reason.

    Bizarre and/or unobtainable missions. eg Council of Nobles such as send emissary to Venice to establish trade rights when you already have trade rights with them, or being ordered to establish diplomatic relations with a hostile faction.

    Agents lose their skill far too easily due to failed missions (whether this is a bug or not is another question).


    Minor Bugs (irritants)
    Byzantine archers have a skinning issue on their arms.

    Holding space to see unit positions doesn't stick, but instead flashes on and off.

    There are occasionally texture issues on siege equipment, stopping them from showing up

    Arrows hit the gates as if they're in closed position when they're open due to a spy

    Faction heir doesn't return to king's son once he comes of age, but stays with the brother/whatever

    Town square flags don't change to reflect the current owner.

    Units change formation on rough terrain and don't change back

    The 'let the ai control these reinforcements' option doensn't stay checked when you browse unit stats, army composition etc.

    Byzantine spearmen are too weak in comparison to those of other factions.

    Gothic knights appear to be too weak.

    Crossbowmen are too powerful and the ai seems to use them far too much in its armies

    The 'start battle' option obscures the unit description card

    There are sound bugs (see post #60 of the Org bugs thread)

    Battle replay files sometimes show completely different battles to what actually happened

    Agents can't pass armies on the campaign map

    With a large number of spies in a city, the chance to open the gates in the event of a siege will go beyond 100%.

    Catapults (the men, not the weapon) are overpowered

    Experience bonuses are sometimes not awarded correctly (see post #86 of the Org bugs thread)

    Free Company heavy Infantry reply with 'heavy calvary' when you click on them

    Muslim archers will join a sicilian crusade against muslims

    Native archers have the peasant picture in the stats screen

    Pope names seem odd - perhaps the incorrect file is being referenced?

    Holding mouse4 to activate free look mode sometimes results in the camera simply spinning anti-clockwise.

    Destroying your own gate due to friendly fire causes the 'enemy gate is destroyed' sound + movie to play.

    Faction notices appear after their extermination. eg Faction reconciled notices appear after extermination and broken alliances notices even if both or one faction have been exterminated.

    If your assassain is caught trying to kill the pope, you get the message (on the left of the screen) which says, paraphrased, 'do not translate this text. It should not appear in game"

    Venice mounted sergents information scroll show empty "Abilities at a glance"

    No mission expired notice when faction heir requesting regicide mission and faction is later destroyed.

    When attacking an enemy city with allied reinforcements and their ram breaks through you hear "Enemy rams are through our gates".

    During triple speed can see Byzantine Infantry alternate 3 versions of armour.

    When you open and then close the negotiation scroll (either because you changed your mind or you were just checking current treaties) is considered a failed negotiation leading to influence loss. Consider adding a close option without penalty rather than "end negotiation".

    'Relations with x have worsened' notices appear when you're at war with faction x.


    Bugs that aren't common/cannot be repeated/are probably due to hardware
    'm2tw has to close because of an unspecified error' sometimes occurs.

    There is an invisible general bug (posted by rothe, the Org buglist post #19)

    Family trees sometimes only show the faction leader (Org buglist, post #24)

    Game seemingly stuck in a loop (probable hardware issue) (https://forums.totalwar.org/vb/showthread.php?t=72147)

    AI armies disappearing (Org buglist, post #30)

    Crusades unjoinable (Org buglist, post #41)

    Ransomed general 'floating on water' and blocking land bridge (Org buglist, post #42)

    Faction switching bug (Org buglist, post #92)

    Game hanging issues (Org buglist, post #105)

    Some units have incorrect numbers of men in them (Org buglist, post #124)

    Clicking 'attempt a night attack' sometimes causes the enemy to rout and/or the game to crash (Org buglist, post #134)
    Last edited by sapi; 01-12-2007 at 05:07.
    From wise men, O Lord, protect us -anon
    The death of one man is a tragedy; the death of millions, a statistic -Stalin
    We can categorically state that we have not released man-eating badgers into the area -UK military spokesman Major Mike Shearer

  2. #2
    Guardian of the Fleet Senior Member Shahed's Avatar
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    Default Re: The Org Buglist, v2

    Good work !

    Suggestion for you:

    1. Continue to synthesise with quotes etc like you have done and reference the original bug post. However take care with major and minor bugs because there are a lot of taste variations on some of these major and minor classifications.
    2. Delete my post, i.e this one.
    3. Lock this thread.

    That way all this info is easily and ongoing reference for CA. Also perhaps on regular (weekly?) intervals someone can email or notify CA's lead MTW2 programmer on this. The other thread could be used to post bug reports by members. This way devs don't have to wade through a lot of posts to pick the bug reports out from the rest of the comments. Ofc a good dev will be reading the commentary anyway.

    Good luck !

    Salute !
    Last edited by Shahed; 11-30-2006 at 08:52.
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  3. #3
    Cynic Senior Member sapi's Avatar
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    Default Re: The Org Buglist, v2

    There are some good ideas there, to be sure, but i'd still rather go with my original idea (ie let people post bugs in this thread and i'll sort them and post them to the original post).

    I'd clean up the thread as i went but AMs don't have delete privledges ;)
    From wise men, O Lord, protect us -anon
    The death of one man is a tragedy; the death of millions, a statistic -Stalin
    We can categorically state that we have not released man-eating badgers into the area -UK military spokesman Major Mike Shearer

  4. #4
    Inquisitor Member Quickening's Avatar
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    Default Re: The Org Buglist, v2

    I most strongly disagree with including the Inquisitor killing family heir issue as a bug. Fair enough on the Crusade thing. Aside from that, the list is great.

    Also, I can assure you that cannon towers do fire bolts and ballista towers fire cannon balls. Whether this happens 100% of the time I cannot say but I have seen it many times and talked about it on these forums before. I hope to God that CA know about this because it is a REAL bug.
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  5. #5
    Amphibious Trebuchet Salesman Member Whacker's Avatar
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    Default Re: The Org Buglist, v2

    Quote Originally Posted by Quickening
    I most strongly disagree with including the Inquisitor killing family heir issue as a bug. Fair enough on the Crusade thing. Aside from that, the list is great.

    Also, I can assure you that cannon towers do fire bolts and ballista towers fire cannon balls. Whether this happens 100% of the time I cannot say but I have seen it many times and talked about it on these forums before. I hope to God that CA know about this because it is a REAL bug.
    RE: the Inquisitor "situation", I vote that we leave it as a bug for now. The reason being it could be either a bug or balance/taste, we don't know which. Bug would be bad code making them act wrong, aka more powerful than they should be. Taste/balance would be they are acting correctly, and people feel they're overpowered. Due to the volume of people voicing the latter of my comments, I would offer that it warrant's CA's attention regardless.

    RE: the cannon towers, I just realized myself that I have experienced that as well. I haven't fought a siege battle yet, in custom, with any variation of castle defenses or upgrades that they've started shooting cannonballs at me, when some of them definitely should. I'd chalk this one up as a bug definitely.

    Thanks for the hard work @ making the list sapi!

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  6. #6

    Default Re: The Org Buglist, v2

    I apologise if this has been quoted before but this is the the biggest issue I've come across which stops the game.

    The issue is in sieges. I've just re-fought several times and ended up quitting each time due to this scenario.

    AI attacks with 8 units of infantry and I defend with 8 units - so not too many units.

    Attacker has one ladder - I have no option on set-up so have few units by the wall. I move one unit to where the attacker puts its ladder - at this stage on MAXIMUM settings I have 29 frames per sec.

    The attackers place ladders and attack and go up the ladder. The entire AI army starts to gather at the bottom of the ladder.

    My unit on the walls gets defeated. The AI uses the right most ladder to send the unit it is attacking with up the ladder. The remaining units gather and get more compressed.

    Frame rate drops to one or zero. I repeat same siege with settings done to minimum amend and fame rate still drops to zero or one due to this massing by the AI.

    Just to be clear also. the set up I have is an E6700 processor, 2 GB of memory and an ATI X950XTX board. The issue isn't the hardware (as far as I can tell) its tied to the massing of the units trying to go up the ladder (and the only ladder actually used is the right most ladder of the 4 in the unit).

  7. #7
    Guardian of the Fleet Senior Member Shahed's Avatar
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    Default Re: The Org Buglist, v2

    Sapi: Great job, it is, Jedi.

    Now that's exactly what I mean with classifications. IMO there is only one classification:
    BUGS i.e those things that are broken or not functioning as intended.

    If we start talking about taste preferences we'll be here till the Pope moves the Vatican to Istanbul.
    Last edited by Shahed; 11-30-2006 at 10:49.
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  8. #8
    Cynic Senior Member sapi's Avatar
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    Default Re: The Org Buglist, v2

    Good point :P

    I've only ordered them as such becaue that's what CA asked for; all future ones will just go under the heading of 'confirmed bugs' - as you say, there's no need to make things more complicated than they already are.
    From wise men, O Lord, protect us -anon
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  9. #9

    Default Re: The Org Buglist, v2

    u've got to be unaware of the elephant bug!! it crashes the system itself with the message "Total war encountered an unspecified error and will now exit"!! And there r lots of game crash that i don't know the cause but with the same message in Grand Campaign as well as in battle map!

    another critical bug is that gunpowder units such as musketeers and arquebusiers and handgunners' REFORMING BUG!

  10. #10
    Member Member mor dan's Avatar
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    Default Re: The Org Buglist, v2

    i don't know if it is a bug or not, since i don't see it up there, but i experience severe lag on all sieges of fortresses and citadels, as well as Large Cities when there are 600-800 and up total soldiers in the battle.

    my system specs:

    XP Media Center SP2
    1gig PC3200ddr
    Athlon 3500+
    NVIDIA GeForce 6600GT

    it doesn't seem right that i can handle 1,800 soldiers in a field or mountains, but i can't handle 600 in a late period siege battle with all graphics options turned to their lowest possbile settings...
    "Signatures tell the forum who you are. If you make jokes, you are a clown. If you leave serious quotes, you take things seriously. If you challenge the owner of the forums, you are a malcontent.

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  11. #11

    Default Re: The Org Buglist, v2

    sapi, i don't know how you forget MAJOR BUGS like the fallowing:

    - AI in Campaign map don't garrison properly the settlements, letting human take them without fight! And AI let human army pass/enter in their lands without reaction or consider it an act of war.

    - AI don't do landings! AI never leave British Islands and attack by sea!!!
    - With a Spy inside, AI don't use rams and ignore the open doors in a siege...
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  12. #12

    Default Re: The Org Buglist, v2

    Has anyone managed to customise the keyboard yet? I wanted to add keys for the different speeds, as i did in RTW, but despite it showing as changed in the options menu, the new keys have no effect in my campaigns (and I've started a new campaign since changing the keys).

  13. #13
    Praeparet bellum Member Quillan's Avatar
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    Default Re: The Org Buglist, v2

    On the ballista tower/cannon tower thing, I have experienced that, as Byzantium. I built ballista towers in Constantinople, well before the development of gunpowder. They fired cannon shots during battle. This happened again later in Jerusalem when I owned it, after the development of gunpowder: ballista towers fired cannons. However, it did not happen with castles. The ballista towers in Acre only fired ballista bolts. I also did not have this experience with Spain, the ballista towers at Angers (large city at the time) only fired ballista bolts, and I built the towers after the conversion. It may be a random thing, or it may be a faction specific bug.
    Age and treachery will defeat youth and skill every time.

  14. #14
    Member Member Nestor's Avatar
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    Default Re: The Org Buglist, v2

    Has anybody checked the "system.log.txt" file in the main M2TW directory. I have a file 2.16 MB full of
    [data.missing] [warning]
    [script.err] [warning]
    [system.io] [warning]
    [data.invalid] [error] lines

    Some of the entries are pretty funny:

    Code:
    22:36:41.671 [data.invalid] [error] BATTLE_MAP_AREAS point not inside any area : See Charlie
    Does anybody know Charlie? He seems able to solve our problems!

    EDIT: BTW, Sapi, there is a bug with your new title
    Last edited by Nestor; 11-30-2006 at 16:46.

  15. #15

    Default Re: The Org Buglist, v2

    I can confirm the "ballista towers fire cannonshots - cannontowers fire ballistamissles" bug. It happened to me in 2 different settlements, playing england ( my defense of Damaskus ) on vh/vh and venice on vh/vh ( my defense of Venice ).

  16. #16

    Default Re: The Org Buglist, v2

    Quote Originally Posted by Quillan
    On the ballista tower/cannon tower thing, I have experienced that, as Byzantium. I built ballista towers in Constantinople, well before the development of gunpowder. They fired cannon shots during battle. This happened again later in Jerusalem when I owned it, after the development of gunpowder: ballista towers fired cannons. However, it did not happen with castles. The ballista towers in Acre only fired ballista bolts. I also did not have this experience with Spain, the ballista towers at Angers (large city at the time) only fired ballista bolts, and I built the towers after the conversion. It may be a random thing, or it may be a faction specific bug.
    The Cannon/Ballista tower thing is proving a problem in my campaigns.

    Playing France, I took Antwerp very early and built it up as a city. The Danes kept hitting it and being wiped out by the cannon-firing ballista towers (and a few serpentines I had garrisoned).

    I then took Hamburg citadel from the Danes - it had cannon towers prior to my assault. When they besieged me there, no matter how well I had the towers manned, the only thing that came out were ballista bolts!

    I had the similar thing happen at Dublin as a citadel so I've just converted it to a City and will rebuild the towers to see if that makes a difference.

    I'll try to demolish the towers and rebuild and see if that helps...
    Cheers,
    Dreadnought1

  17. #17
    Masticator of Oreos Member Foz's Avatar
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    Default Re: The Org Buglist, v2

    Quote Originally Posted by Dreadnought1
    The Cannon/Ballista tower thing is proving a problem in my campaigns.

    Playing France, I took Antwerp very early and built it up as a city. The Danes kept hitting it and being wiped out by the cannon-firing ballista towers (and a few serpentines I had garrisoned).

    I then took Hamburg citadel from the Danes - it had cannon towers prior to my assault. When they besieged me there, no matter how well I had the towers manned, the only thing that came out were ballista bolts!

    I had the similar thing happen at Dublin as a citadel so I've just converted it to a City and will rebuild the towers to see if that makes a difference.

    I'll try to demolish the towers and rebuild and see if that helps...
    Cheers,
    Dreadnought1
    It won't help, the towers are incorrectly defined in descr_walls.txt IIRC. Download the fixed walls file, it's floating around somewhere on the net (I would think maybe linked from the bug fixes thread).


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  18. #18
    Cynic Senior Member sapi's Avatar
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    Default Re: The Org Buglist, v2

    Quote Originally Posted by dokparstal
    -------------------------------------------------------------
    that bug is widespead. it causes when system loads once damage elephant units to next battle without train to have it full. so full elephant unit of Timur doen't make it crash itself. it confirmed.

    And u don't know reforming bug?? did you ever play it??

    ma hardware spec follows below

    manchester 4200, usually 55-57 temp when playing
    2Gb ddr1 ram dual channel
    160gb harddisc, 92% still available
    7600GT 256mb non-overclock

    game option ->shader 2.0(u know that VGA servicible for shader 3.0) highest unit detail, highest effect detail, none or low others

    that bugs i mentioned is not about hardware at all.
    Mate, i really can't understand what you're saying - i presume english isn't your native language, and that's fine, but i really can't tell what you're saying

    And no, i don't get some ambiguous 'reforming bug', but i have mentioned a bug where units won't automatically switch back to your chosen formations after navigating around obstacles, and that's probably what you're talking about.

    Quote Originally Posted by Zatoichi
    I actually had my first game freeze event (reproducible) last night.

    As the Byzantines I was sieging a Viennese fortress (on the Dalmatian coast, can't remember its name) when they moved a stack to lift the siege during their turn. I won this battle, and in the process I killed the King and his heir.

    When the game returned to the campaign map, before it got to the 'Occupy, Sack, Exterminate' pop up, it stuck in a loop, with the death animation of the city army incomplete, and the animation of my attacking army looping. All the while the game was stuck in Vienna's turn.

    I could press Esc and bring up all the options (but not the Save option), but nothing I pressed would move the turn on to the next AI faction turn.

    After waiting 5 minutes, I reloaded the last autosave and started again. The exact same thing happened - the Viennese attacked, I killed them, the game got stuck.

    I figure it was caused by losing the king and his heir in one battle, but I can't be sure what other conditions need to be met in order for this to happen.

    It was a tough battle to win once, let alone twice, so rather than risk the same thing happening a third time while I tried not kill off both royals I reloaded and decided to break the siege and retreat my army a short distance so that the relieving army attacked me in the field before resuming my siege and defeating the occupants in order to progress the game.

    Anyway, looking through the original bug list, I see that USMCNJ had a similar issue (post #105), so I'm sure this happens under a specific set of circumstances as outlined above rather than being hardware related.
    So do you believe that it's due to killing both the faction leader and his heir in the same turn. Interesting...my theory is that the game assigns the new heir at the end of the battle, but only after the current heir has taken over. If he's dead, pandemonium ensures :P

    Quote Originally Posted by Elmar Bijlsma
    Not a bug as such but more a AI improvement.
    I really wish the AI would use it's amount of free upkeep militias better. If a city is capable of supporting six militia units, the AI should make use of it. Too often I encounter a huge city held by a mix of units, frequently little or no militia amongst them.
    Trivial point, you say? Not really. In my experience cities are regularly under-defended despite being capable of housing six units for free.(less for non-huge) And for any size of kingdom the upkeep for garrisons can really be significant, especially a hundred odd turns into the game.

    So I suggest the AI should be forced to station the maximum amount of free militia in a city at all times. Two birds with one stone: Always at least a modestly decent defence in the cities and the AI will save precious cash doing so.
    Interesting idea, but hardly a bug ;)

    Quote Originally Posted by PorT_Lobo
    sapi, i don't know how you forget MAJOR BUGS like the fallowing:

    - AI in Campaign map don't garrison properly the settlements, letting human take them without fight! And AI let human army pass/enter in their lands without reaction or consider it an act of war.

    - AI don't do landings! AI never leave British Islands and attack by sea!!!
    - With a Spy inside, AI don't use rams and ignore the open doors in a siege...
    The first two aren't bugs, but the second is. I'll add it in.

    Quote Originally Posted by Fridgebadger
    Has anyone managed to customise the keyboard yet? I wanted to add keys for the different speeds, as i did in RTW, but despite it showing as changed in the options menu, the new keys have no effect in my campaigns (and I've started a new campaign since changing the keys).
    Added - anyone got confirmation?

    Quote Originally Posted by Quillan
    On the ballista tower/cannon tower thing, I have experienced that, as Byzantium. I built ballista towers in Constantinople, well before the development of gunpowder. They fired cannon shots during battle. This happened again later in Jerusalem when I owned it, after the development of gunpowder: ballista towers fired cannons. However, it did not happen with castles. The ballista towers in Acre only fired ballista bolts. I also did not have this experience with Spain, the ballista towers at Angers (large city at the time) only fired ballista bolts, and I built the towers after the conversion. It may be a random thing, or it may be a faction specific bug.
    Quote Originally Posted by lecnac
    I can confirm the "ballista towers fire cannonshots - cannontowers fire ballistamissles" bug. It happened to me in 2 different settlements, playing england ( my defense of Damaskus ) on vh/vh and venice on vh/vh ( my defense of Venice ).
    Okay, added as confirmed - there's definitely something wrong with those towers.

    Quote Originally Posted by Whacker
    RE: the Inquisitor "situation", I vote that we leave it as a bug for now. The reason being it could be either a bug or balance/taste, we don't know which. Bug would be bad code making them act wrong, aka more powerful than they should be. Taste/balance would be they are acting correctly, and people feel they're overpowered. Due to the volume of people voicing the latter of my comments, I would offer that it warrant's CA's attention regardless.

    RE: the cannon towers, I just realized myself that I have experienced that as well. I haven't fought a siege battle yet, in custom, with any variation of castle defenses or upgrades that they've started shooting cannonballs at me, when some of them definitely should. I'd chalk this one up as a bug definitely.

    Thanks for the hard work @ making the list sapi!
    Thanks - i was sort of thinking the same thing with the inquisitor issue, and i'm glad to get some support on it.

    Quote Originally Posted by afrit
    Total war Camera mode does not work anymore. I had ir work once , but since I quit and restarted M2TW, I am stuck in RTS camera mode. Changing it in the UI dialog box does nothing.
    added

    Quote Originally Posted by derfinsterling
    I have a serious problem with the text boxes in battles. In about half the battles, there are only a few letters here and there.

    Since I can't upload any attachments, let me illustrate the point:

    Normal textbox (using some text from the M2TW website):


    Now here's how's that would look in one of the cases I mentioned:



    Makes it kinda hard to discern the troops... both your own and the enemies...

    On the campaign map, this has never happened.
    Added.

    Quote Originally Posted by Razor1952
    Minor bug with a sort of workaround.
    Whilst defending send your knights out the gate to catch attacking troops milling around waiting to climb ladders. Your knights cannot target the attacking troops on the ground , but can be sent to walk to an area just beyond the attackers and will then engage these attacking troops. You however cannot get them to charge the attackers.

    Presumably once a unit has been assigned to climb the ladder by the ai then it is considered to be " on the wall" and hence not reachable by cavalry.
    Added.

    As an aside, i'm going to be on holidays all next week, so this list will lie dormant until next sunday (the 10th), at which point i'll spend half an hour going through this thread and updating the master list, after which i'll send it off to CA.
    From wise men, O Lord, protect us -anon
    The death of one man is a tragedy; the death of millions, a statistic -Stalin
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  19. #19
    Member Member Midnight's Avatar
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    Default Re: The Org Buglist, v2

    It's a minor problem and it may be a one-off, but I was playing as the Byz, and the Council of Nobles gave me a 10-turn mission to take Ragusa, offering 'some military units' as a reward. When I took the castle (3 or 4 turns later), I got the 'Mission Expired: another faction has taken this settlement' message.

  20. #20

    Default Re: The Org Buglist, v2

    - With a Spy inside, AI don't use rams and ignore the open doors in a siege...
    I can confirm this.

    Has anyone managed to customise the keyboard yet? I wanted to add keys for the different speeds, as i did in RTW, but despite it showing as changed in the options menu, the new keys have no effect in my campaigns (and I've started a new campaign since changing the keys).
    This as well (though only related to the speed keys).



  21. #21
    Guardian of the Fleet Senior Member Shahed's Avatar
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    Exclamation Re: The Org Buglist, v2

    Please see here for an armor upgrade bug.

    https://forums.totalwar.org/vb/showt...68#post1327468

    Sapi, is it ok if I post links like this or do you prefer if I write up a new post ?

    This suits me better as I don't have to retype everything.

    If you remember me from M:TW days add me on Steam, do mention your org name.

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  22. #22
    Cynic Senior Member sapi's Avatar
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    Default Re: The Org Buglist, v2

    tbh (and especially as i'm going away tomorrow for a week) i'd prefer if you summarised it in this thread and linked to the other one, as it'd save me a lot of work when it comes to the compilation.

    It's really up to you though.
    From wise men, O Lord, protect us -anon
    The death of one man is a tragedy; the death of millions, a statistic -Stalin
    We can categorically state that we have not released man-eating badgers into the area -UK military spokesman Major Mike Shearer

  23. #23

    Default Re: The Org Buglist, v2

    I just had the spy in the castle ignore the ram and the door bug.

    England Vs Milan

  24. #24
    Member Member Lord Leonard's Avatar
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    Default Re: The Org Buglist, v2

    Originally Posted by Oaty
    AI concealed units are immune to artillery/missile barrage where as human concealed units are not. Can be a death sentence if the map is covered in trees.
    If you use archers with flaming arrows you do see a small fire at the point where the arrows hit hidden men. When the unit is again revealed, through movememt or getting close to them, the man count is considerably lower than prior to concealment. I haven't checked this with cannons, etc. as yet, but archers and crossbowmen definitely do reduce enemy unit numbers.

  25. #25
    Member Member Yun Dog's Avatar
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    Default Re: The Org Buglist, v2

    I read through this thread - I havent seen any report of this 'bug' /undoc feature

    my apologies if this has been dealt with and I missed it

    The 'Old' MTW 'General seeking artillary' is back - Ive counted numerous battles where the enemy gen or mine is near the first to die in an art barage. Even when I tell my units - NOT to target him - he dies

    also as someone mentioned - the suicidal general - Ive only seen this in seiges so far - where he is usually first in the door - not a good idea in any castle im defending

    may be related to cav generals being fastest when ordered 'once more unto the breach'
    Quote Originally Posted by pevergreen View Post
    its pevergeren.

  26. #26
    Member Member Daevyll's Avatar
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    Default Re: The Org Buglist, v2

    As the above poster stated, suicide general makes a reappearance in sieges.
    This is a bit disappointing.

    Also, the AI seems to 'freeze' halfway through in sieges. I've had this happen several times, where the AI starts the siege, then just seems to stop doing anything.
    Feels a bit like the passive AI bug, but differently as it acts normally at first then just stops for some reason.

    I was reduced to a handful of remnants, the enemy still had about 5 full stacks of Genoese militia, but did nothing and just stood there till the time ran out (no shooting either).

  27. #27

    Unhappy Re: The Org Buglist, v2

    I don't know whether any posters have encountered this problem but in all of my games, regardless of faction, whenever the video for a succesful or failed Spy/Assassin mission comes up my game crashes. Does anyone know a way around this? It does get incredibly annoying...

  28. #28
    Member Member Daevyll's Avatar
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    Default Re: The Org Buglist, v2

    Quote Originally Posted by KhaderKhan
    I don't know whether any posters have encountered this problem but in all of my games, regardless of faction, whenever the video for a succesful or failed Spy/Assassin mission comes up my game crashes. Does anyone know a way around this? It does get incredibly annoying...
    There's an option 'do not show this type of movie again' or something similar when you get the video.
    Now you probably cant select this because that's when you get your crash, but I'm guessing the value here is in one of the configuration text files, changing a 0 into a 1 or viceversa, the config-keys are pretty recognizable mostly so I'd have a look there.

  29. #29

    Default Re: The Org Buglist, v2

    Loss of sound

    I played the Cortez vs Mayans hsitorical battle, and a few seconds into the action, the sound just died. The music, the voiceovers, and the battle sounds all just died.

    *Restarting the game had no effect!*
    *Restarting the COMPUTER had no effect!*

    So now when i run the game, theres no menu music, no game sounds. . I tried changing the sound provider (was using Miles 2D with headphones), apply, but still no change. Ive never messed with any of the .ini files or whatever or anything.

  30. #30
    Member Member Sun Tzui's Avatar
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    Thumbs down Re: The Org Buglist, v2

    My english campaign is stuck on turn n.º 128!
    It recognizes the end turn button but it does not highlight it, so clicking it does nothing, same goes for faction, contruction and mercs purchase button....

    I would'nt mind waiting a bit longer for a game without so many bugs.

    Now i gotta restart a new campaign
    In war, let your great object be victory, not lengthy campaigns.
    Sun Tzu on the Art of War

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