Page 10 of 29 FirstFirst 1234567891011121314151617181920 ... LastLast
Results 181 to 200 of 572

Thread: Bug Reports

  1. #181

    Default Re: Bug Reports



    My family has been infiltrated in the Kingdom Of Mercia campaign

  2. #182

    Default Re: Bug Reports

    I was browsing through the Himyar buildings, and there doesn't seem to be any way to recruit Tier III (and possibly some Tier II) units at all. And it's not just the barracks (though the Azedan Barracks don't add any recruits, making them all but useless), I don't see any way to recruit religion/culture-specific units past Level II religious buildings either.

    EDIT: No unit unlocks via tech as well, even though the FOTE_DESERT_unit_required_technology_junctions table under unit_required_technology_junctions_tables seems to say there should be.
    Last edited by zombieflanders; December 13, 2015 at 10:07 AM.

  3. #183

    Default Re: Bug Reports

    Thanks for the reports guys. We will work on a fix update soon.

    ----> Website -- Patreon -- Steam -- Forums -- Youtube -- Facebook <----

  4. #184

    Default Re: Bug Reports

    Quote Originally Posted by zombieflanders View Post
    I was browsing through the Himyar buildings, and there doesn't seem to be any way to recruit Tier III (and possibly some Tier II) units at all. And it's not just the barracks (though the Azedan Barracks don't add any recruits, making them all but useless), I don't see any way to recruit religion/culture-specific units past Level II religious buildings either.
    There are no religion/culture specific units except for the Jewish zealots. I could not for the life of me find any real practical context for such sectarian units except for the Jewish zealots, so I opted out of that. If this were the medieval period then you could come up with Christian vs Muslim units but in this period I felt it did not fit. I wasn't comfortable fabricating completely fictional stuff like Pagan zealots or elite guardsmen dedicated to some pagan god vs Christian god.

    The Azadan issue we'll look into. They should be able to recruit some cavalry from it.

  5. #185

    Default Re: Bug Reports

    Figured out the problem. Technology requirements do work (though I have to not use honga.net as they said the Himyarites used tech they do not ingame), but they do not show up in the building browser until you have unlocked the tech - and the tech does not tell you what units it unlocks.

    So what we'll work on soon is for the hover-over text of the technology and building in question to document what technology unlocks what unit and at what tier. So for instance let's say advanced_archery_techniques unlocks the Fawaris Al-Hamra (Persian Loaned Horse Archers for Himyar). If you mouse-over the technology it'll say "Flavor text... [Unlocks: Fawaris Al-Hamra (Himyarite)]". Then you mouse over Azadan barracks T4 and regardless of what technology you have unlocked or not the hover text will read "Flavor text... [Unlocks tech-required units: Himyarite Fawaris Al-Hamra (Advanced archery techniques), Aksumite Quilted Cataphracts (technology_xyz)]."


    Not the best solution but the alternative is to have no technology locked units.

  6. #186

    Default Re: Bug Reports

    Just wanted to confirm that it's working as described, once the tech was researched, voila! My beautiful cav appeared!

  7. #187

    Default Re: Bug Reports

    Is there a way to remove cheriobalistas or whatever they are called as well as war dogs from the game by using PFM I the Roman AI is spamming this

  8. #188
    Eldgrimr's Avatar Biarchus
    Join Date
    Jun 2013
    Location
    Regnum Sweorum et Gothorum
    Posts
    653

    Default Re: Bug Reports

    The UI for raising general forces is pretty messed up. I can see the 2 first units fine, but I can only see like 10% of the third one, and the unit description to the left is messed up while picking a general unit.

  9. #189

    Default Re: Bug Reports

    ERE is still unable to recruit the Schola Clibanarii and catafractarii, this is a problem that has been going on for a while. Besides, as you can see the Praetorium Comitatum is an useless building for ERE




    The White Huns are unable to build military structures and thus recruit units if they settle. They are also unable to use edicts in conquered provinces, this pretty much diminishes the threat they are supposed to be to the Sassanids leaving the latter still highly unbalanced in the campaign map.



    Last edited by juanplay; December 16, 2015 at 01:39 PM.

  10. #190

    Default Re: Bug Reports

    I'm running into problems as the Himyar with recruiting again. According to _FOTE_DESERT_units_to_groupings_military_permissions, I should have access to the following units that I can't unlock even when the tech is researched and the appropriate barracks have been built (NOTE: there might be some units that should be unlocked by level IV buildings, but I haven't researched that tech yet):

    • att_des_desert_legionary_defectors (should be recruitable from level II infantry, Persian Military Org tech)
    • fote_arab_spearmen_T3_unarmored (should be recruitable from level II infantry, Persian Military Org tech)
    • att_des_es_himyarite_shotelai (should be recruitable from level III azadan/cav, no tech unlock listed)
    • att_des_es_jamal_al_rumha (should be recruitable from level I azadan/cav, no tech unlock listed)

    Also, FWIW both the level II and III azadan cav buildings each only make one additional unit recruitable. I don't know if that's by design or not, but level I makes four recruitable and level IV makes three recruitable.

  11. #191

    Default Re: Bug Reports

    Quote Originally Posted by Ahiga View Post
    Figured out the problem. Technology requirements do work (though I have to not use honga.net as they said the Himyarites used tech they do not ingame), but they do not show up in the building browser until you have unlocked the tech - and the tech does not tell you what units it unlocks.
    I figured out my issue from my previous comments. You were more right than you know about the problem with Honga. What they don't reflect is that EoS added a whole new tech tree, which is in /db/technologies_tables/technologies in data.pack beginning with "att_eastern_sands". You've been using the old techs, which means the game can't find the correct entries even though the custom game lets you play with the full set. Thankfully, the new techs are available from the dropdown menu in my version of PFM, so the changes should be extremely quick and easy. For those that want to make the changes (they should be 100% save-game compatible), here's a mapping from base game to EoS, at least from what I can tell:

    att_eastern_military_war_elephant_husbandry -> att_eastern_sands_military_horse_camel_husbandry
    att_eastern_military_military_aristocracy -> att_eastern_sands_military_warrior_kings
    att_eastern_military_battle_drills -> att_eastern_sands_military_battle_drills
    att_eastern_military_military_settlement -> att_eastern_sands_military_advanced_lance_tactics
    att_eastern_military_restored_persian_military_organisation -> att_eastern_sands_military_desert_military_craft
    att_eastern_sands_military_cavalry_recruitment_reforms -> att_eastern_sands_military_cavalry_recruitment_reforms
    att_eastern_military_parthian_mounted_tactics -> att_eastern_sands_military_eastern_mounted_tactics
    att_eastern_military_mercenary_employment_strategies -> att_eastern_sands_military_mercenary_employment_strategies

    EDIT: For those unable to or uncomfortable with editing in PFM, here's a link to my quick-and-dirty fix. I haven't tested it with any faction other than the Himyar, so I can't vouch for it fixing issues with the other EoS factions. It seems to work fine and be savegame-compatible, but the usual warnings about messing things up apply. I defer to the FOTE team on any final fixes or changes they want to make.
    Last edited by zombieflanders; December 21, 2015 at 10:19 AM. Reason: Added download

  12. #192

    Default Re: Bug Reports

    I have seen a bug. In the Last Roman Campaign, Vandals lose their garrissons since turn 1 and using only this mod.

    Spoiler Alert, click show to read: 




    Last edited by IamOdysseus; December 23, 2015 at 06:58 AM.

  13. #193
    gary's Avatar Domesticus
    Join Date
    Mar 2005
    Location
    Newcastle Upon Tyne. North of England.
    Posts
    2,077

    Default Re: Bug Reports

    We still have missing body parts with the Celts? was this not fixed in the last update? And merry Christmas everyone.
    My Granfather Frederick Avery.Battalion Boxing champion. Regiment.The Kings Own Yorkshire Light Infantry. dorcorated D.C.M. M.M.
    campaigns

    (India.1930) (Norway 1940) (Fontenay le Pesnil) (North-West Europe1944-45) (Argoub Se!lah)
    (Sicily, 1943 Salerno) (Minturno) (Anzio Gemmano Ridge)
    "Burma, 1942"
    My grandfather was a hero, modest, quiet and wounded twice, in hand to hand combat at Casino Italy.

  14. #194
    Slaxx Hatmen's Avatar This isn't the crisis!
    Join Date
    Feb 2005
    Location
    The Living End
    Posts
    3,081

    Default Re: Bug Reports

    Here some things I've noticed with the latest update so far:

    -Danish Bodyguards do not have shields (I reported this in the missing textures thread but wanted to reiterate)

    -Westphalian sword warriors (and some of their other infantry units) sound like women
    Under the patronage of Basileos Leandros I

  15. #195

    Default Re: Bug Reports

    I'm playing on german, and some units dont seem to have their names displayed, just like two other horde factions. You think this has something to do with FOTE?

  16. #196

    Default Re: Bug Reports

    Yes, if you play on a non-English language game then a lot of our custom units won't have names.

    ----> Website -- Patreon -- Steam -- Forums -- Youtube -- Facebook <----

  17. #197

    Default Re: Bug Reports

    Several of the gothic units - two lower level pikes, and all lancer cavalry - have a problem with some of the textures. Some portion of each units shirts are invisible.
    This seems to be quite a racist comment. The Guals did a lot more than "wonder around pillaging";
    It's not as if they were a bunch of dirty, stinking, fatherless Huns.

  18. #198

    Default Re: Bug Reports

    As the suebians, tier one pikemen have seaxes instead of pikes.

  19. #199
    malkekoen's Avatar Civis
    Join Date
    Mar 2009
    Location
    Copenhagen
    Posts
    109

    Default Re: Bug Reports

    In my Mercia campaign I noticed that the mercenary archers (the ones recruitable in central britain) don't have the loose formation ability. The mercenary English Horsemen can't do the wedge either. They also all have female voices, but no female models in the units.

    I also noticed that garrison Fyrd Spearmen can make spear wall, but not the recruitable ones...

  20. #200

    Default Re: Bug Reports

    Is the fortify stance working for anyone else?

    Place a Legion out in the open

    Use Fortify stance and wait a few turns

    Fortified army loads onto the battle map with deploy-able stakes and studs with no camp

    Perhaps I am missing something?

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •