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  1. #1
    Elric von Rabenfels's Avatar The Devil Inside
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    Icon4 Kingdoms Bug Reports

    Kingdoms buglist


    Alright, instead of everyone posting their found bugs in single threads, let's gather all bugs here. I will update the list when someone posts a bug in this thread, and will add some bug reports found in the scattered threads.

    Remember, this list is for Kingdoms only


    Let the bughunting begin!


    Known bugs:

    ---------------------------

    Unique units in the crusades campaign

    A big bug in the Crusades campaign. The unique units don't work properly.

    Only one of each of these units should be allowed to exist at a time, and should they be destroyed they are supposed to re-appear in the training cue so they can be re-produced. However there appears to be two problems. Firstly, the unit does not appear in the training cue when it is destroyed. Secondly, the Auto-Management AI seems to be able to override this limitation and product multiple units of these unique units.

    Spoiler Alert, click show to read: 
    Below is the section of the "campaign_script.txt" which deals with unique units. I am hoping someone with some modding experience or a developer will be able to spot the bug and offer a quick fix.


    ;------------------- RECRUITMENT - UNIQUE UNITS -------------------;

    ;Only one unique unit can exist at a time

    ;Jerusalem
    ;Marshall of the Templars
    ;Constable of Jerusalem

    ;Antioch
    ;Marshall of the Hospitallers
    ;Canons of the Holy Sepulcher

    ;Test if the unit doesn't exist at start of turn
    ;Increment event counter - allows recruitment

    set_event_counter no_templar_marshall 0
    set_event_counter no_jerusalem_constable 0
    set_event_counter no_hospitaller_marshall 0
    set_event_counter no_canon_sepluchre 0

    monitor_event FactionTurnStart FactionType jerusalem
    and I_EventCounter no_templar_marshall == 0
    and not I_UnitExists jerusalem Marshall of the Templars
    add_events
    event counter no_templar_marshall
    date 0
    end_add_events
    end_monitor

    monitor_event FactionTurnStart FactionType jerusalem
    and I_EventCounter no_jerusalem_constable == 0
    and not I_UnitExists jerusalem Constable of Jerusalem
    add_events
    event counter no_jerusalem_constable
    date 0
    end_add_events
    end_monitor

    monitor_event FactionTurnStart FactionType antioch
    and I_EventCounter no_hospitaller_marshall == 0
    and not I_UnitExists antioch Marshall of the Hospitallers
    add_events
    event counter no_hospitaller_marshall
    date 0
    end_add_events
    end_monitor

    monitor_event FactionTurnStart FactionType antioch
    and I_EventCounter no_canon_sepluchre == 0
    and not I_UnitExists antioch Canons of the Holy Sepulcher
    add_events
    event counter no_canon_sepluchre
    date 0
    end_add_events
    end_monitor

    ;Test if the unit exists at start of turn
    ;Decrement event counter - stops recruitment

    monitor_event AddedToTrainingQueue UnitType Marshall of the Templars
    and I_EventCounter no_templar_marshall == 1
    set_event_counter no_templar_marshall 0
    end_monitor

    monitor_event AddedToTrainingQueue UnitType Constable of Jerusalem
    and I_EventCounter no_jerusalem_constable == 1
    set_event_counter no_jerusalem_constable 0
    end_monitor

    monitor_event AddedToTrainingQueue UnitType Marshall of the Hospitallers
    and I_EventCounter no_hospitaller_marshall == 1
    set_event_counter no_hospitaller_marshall 0
    end_monitor

    monitor_event AddedToTrainingQueue UnitType Canons of the Holy Sepulcher
    and I_EventCounter no_canon_sepluchre == 1
    set_event_counter no_canon_sepluchre 0
    end_monitor


    Bug found and reported by DarthDisco

    ----------------------------

    Assassination mission in the teutonic campaign

    When Crusading Nobles appear to help, Lithuania receives an assassination mission to kill him offering 4000 florins.

    Spoiler Alert, click show to read: 





    But it doesn't work. If Lithuania kills him by assassination (or in combat) the result is that the mission fails.


    Bug found by PorT_Lobo



    Wooden forts in the crusades campaign

    Is it a bug or not? Well, it seems to the most that it is. So it count's as bug for me.
    The forts in the crusades campaign are supposed to be small stone forts, but all you get are normal wooden forts.

    Here is a thread at Totalwar.com who tries to bring the stone forts back in: Link

    ----------------------------

    Invisible William Wallace in britannia campaign

    When you convince William Wallace to join your faction (Marriage), and don't play as Scotland, only a riderless horse is shown where Wallace should be. I guess the reason is that the models for Wallace for another factions are not defined. But if it is that, why are you able to make him join your faction in the first place?
    Some battlemodel-editing could probably fix this.

    ----------------------------

    The Teutonic Order using slavic accents

    Seems like a bug, because we can all agree on the fact that the Teutonic's accent should be the HRE one, right?

    ----------------------------

    The 'bugging' Crusaders


    Crusading nobles in the Teutonic campaign not spawning on the ship or with any units. The Noble spawns at the very bottom left corner of the map with no units or a flag. If you try to add unit to his stack the game crashes. This feature is severely bugged and make the campaign unstable.

    ----------------------------

    Teutonic campaign faction leaders loosing their pretty models


    After the first King/Grand Master of your kingdom dies in the teutonic campaign, your next faction leaders will have normal family-member models, not the special King/Hochmeister models. Needs to be fixed.

    ----------------------------
    Last edited by Elric von Rabenfels; January 02, 2008 at 11:36 AM.
    - What can change the nature of a man?

  2. #2

    Default Re: Kingdoms Bug Reports

    Why no one of CA answer that in the official forums..... that guys are always the same!! Already making ETW and will let M2TW and Kingdoms with severe bugs and crapy AI -_-!!!

  3. #3
    Swagger's Avatar Imperial Coffee-Runner
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    Default Re: Kingdoms Bug Reports

    .......they are lazy

    why would they spend their time answering bad things about them if they are rich like hell ?

    they just what the money dude
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  4. #4

    Default Re: Kingdoms Bug Reports

    Here is a link to the bug list at the .com site, and here is the list pasted below:

    1. Kalmar Union Bug (Community Fix is here --> http://www.twcenter.net/forums/downl...o=file&id=1642 )
    2. Llewyn Reinforcement Bug (Community Fix is here --> http://www.twcenter.net/forums/downl...o=file&id=1641 )
    3. Crusades Stone Fort Bug (Community is working on it, cheers to Rhedd and co)
    4. America Apache Bug (never played america campaign, is it really a bug with Onde and Coitsenkos?)
    5. Mangonel Bug (Upgrading the Siege Building removes the ability to recruit mangonels)
    6. Catapult Turbo Bug (Catapult, Ballista etc moving faster than the whole army)
    7. Insta General Respawn after assassination of a captain and or general
    8. Unique Unit Bug in Crusades when settlement is on auto manage
    9. AI Passive Bug in sieges
    10. Lithuaniuan arquebusier's semi automatic rifles
    11. Shields that aren't counted or shieldless men with a shield stat (with the exception of the units with 2 handed weapons and a shield on the back)

    Bugs or working as intended?

    1. Pikemen Bug

  5. #5
    Lord Condormanius's Avatar Artifex
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    Default Re: Kingdoms Bug Reports

    I posted this one in a different area, but I'll put it here as well.

    In the Britannia campaign, I converted William Wallace to my Irish faction through marriage. His strat map icon changes to that of a general. On the battlefield his bodyguard changes to the heavy cavalry bodyguard, but there is no general...just an empty horse.
    "There is a difference between what is wrong and what is evil. Evil is committed when clarity is taken away from what is clearly wrong, allowing wrong to be seen as less wrong, excusable, right, or an obligatory commandment of the Lord God Almighty.

    Evil is bad sold as good, wrong sold as right, injustice sold as justice. Like the coat of a virus, a thin veil of right can disguise enormous wrong and confer an ability to infect others."
    -John G. Hartung

  6. #6

    Default Re: Kingdoms Bug Reports

    don't know if this is a bug but Venice always seems to just stand around or move on a circle like the Mongols did in the Grand Campaign can this be fixed? is this a scripted problem?

  7. #7
    Sir Nicholas Altman's Avatar Campidoctor
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    Default Re: Kingdoms Bug Reports

    After my Teutonic faction leader died a new was elected but his campaign map skin is the same as the rest of the generals. He is not cool any more in that black armour. I checked on the battlefield map he's got the black armour and the helmet with horns. Is this a bug? I tryed another campaign just to kill my faction leader and again the new leader has normal officer skin on the campaign map.

    I also checked the Lithuanians. When their faction leader dies the new one gets the new special king looking campaign skin.

  8. #8

    Default Re: Kingdoms Bug Reports

    America campaign:
    Cavalry cohesion doesn't work properly. Often one or two horses got lost when moving or skirmishing.

    Bug in the mountains (Apache territory): When you enter a battle the army positioning is not proper. So till correct formation is not reached handling of the unit is really bad.

    Apache script of armour is not implemented in the game.

    After taken all goal citys, only murderer missions available.

    Mesomameric charging speed is to high in comparison to skirmishing speed of cavalry.

    Playing as New-Spain:
    when changing capital from island to continent, extremly down dropping of trading income of the resources hold by the merchants.

    Handgun and archer cavalry often refuses or take to much time to attack with second weapon (melee).

    "Friendly fire" is making to much damage to units. For example if i souround some infantry units with Horse handgunners and then i charge them the other s staying around wille fire my only people. If i give the order to stop "firing at will" this will rest al least 10 to 15 sec they stop andi got at least 20 people lost.

    Some spelling of the unit you click on is incorrect.

    The function "holding position" and "skirmish" can be activated at the same time for infantry and cavalry units, there is no logic ?????

  9. #9

    Default Re: Kingdoms Bug Reports

    the order of traits and titles given by the spanish crown in the america campaign is incorrect

  10. #10
    Lusted's Avatar Look to the stars
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    Default Re: Kingdoms Bug Reports

    when changing capital from island to continent, extremly down dropping of trading income of the resources hold by the merchants.
    Not a bug, merchant income has always been tied into the distance to capital.
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  11. #11

    Default Re: Kingdoms Bug Reports

    if you unlock the Norway nation in the teutonic campaign, there is not any single unit listed in the desc_buildings.txt ! That means, Norway is not able to produce any unit even when in the game as not playable faction !

  12. #12

    Default Re: Kingdoms Bug Reports

    Quote Originally Posted by MunichRules View Post
    the order of traits and titles given by the spanish crown in the america campaign is incorrect.
    Anyone else test this?

    America campaign:
    Cavalry cohesion doesn't work properly. Often one or two horses got lost when moving or skirmishing.
    That's not really a bug, unit cohesion is based on the game engine itself and not on the America's campaign, ie, if hourse get lost in the America's campaign, they'll get lost in all campaigns. But I have played numerous custom battles with the America's campaign factions and never noticed a problem.

    Bug in the mountains (Apache territory): When you enter a battle the army positioning is not proper. So till correct formation is not reached handling of the unit is really bad.
    I'm not sure I can understand this bug, but, it sounds like what you are saying is that armies do not position correctly when deployed on a mountain face. This is also not a campaign-specific "bug", but, a simple pathfinding issue. Don't position your army on a mountain face.

    Apache script of armour is not implemented in the game.
    This was also posted in the official forums. This bug needs to be verified and added to the list.

    After taken all goal citys, only murderer missions available.
    Are you sure about this? One would need to play multiple campaigns to verify that sort of data. And if you have taken all city goals, it may be possible there are no other goals left to accomplish. I don't think this is a bug either.

    Mesomameric charging speed is to high in comparison to skirmishing speed of cavalry.
    This is a campaign feature. Mesoamerican units are supposed to move fast. I don't think this is a bug either.

    Playing as New-Spain:
    when changing capital from island to continent, extremly down dropping of trading income of the resources hold by the merchants.
    This is also not a bug, moving your city can definately effect your income due to trade. Be careful where you move it.

    Handgun and archer cavalry often refuses or take to much time to attack with second weapon (melee).
    Also not a bug. The mechanic works fine for me. Units will switch weapons faster when not in skirmish mode, but, because units have their own battle AI, they may not always act immediately to your orders when you tell them to do something. Personally, I like this feature, it simulates the confusion of a battle, order delays, and the frustration of being a general!

    "Friendly fire" is making to much damage to units. For example if i souround some infantry units with Horse handgunners and then i charge them the other s staying around wille fire my only people. If i give the order to stop "firing at will" this will rest al least 10 to 15 sec they stop andi got at least 20 people lost.
    Then be more careful. This is definately not a bug, units are not going to stop firing the second you order them.

    Some spelling of the unit you click on is incorrect.
    Such as?

    The function "holding position" and "skirmish" can be activated at the same time for infantry and cavalry units, there is no logic ?????
    Not sure what you mean by this. Example?

    Quote Originally Posted by MunichRules View Post
    if you unlock the Norway nation in the teutonic campaign, there is not any single unit listed in the desc_buildings.txt ! That means, Norway is not able to produce any unit even when in the game as not playable faction !
    Hmmm. Can anyone else verify this last one?




    Thanks for your posts, but please use the "edit" button to combine multiple posts in the future, and also be careful when you post bugs. You need to verify them as repeatable and provide hard evidence for your statements. Too many bug posts are just long lists of people's impressions and not supported by hard data or screenshots around here...

  13. #13
    Sonny WiFiHr's Avatar Campidoctor
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    Default Re: Kingdoms Bug Reports

    if you unlock the Norway nation in the teutonic campaign, there is not any single unit listed in the desc_buildings.txt ! That means, Norway is not able to produce any unit even when in the game as not playable faction !

    Yes descr_building is messed up and some triggers for Kalmar union

  14. #14
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    Default Re: Kingdoms Bug Reports

    I thought that norway wasn't supposed to recruit units, that they were supposed to sit there and become danish when demark takes the rest of scandanavia.


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  15. #15

    Default Re: Kingdoms Bug Reports

    The function "holding position" and "skirmish" can be activated at the same time for infantry and cavalry units, there is no logic ?????
    Not sure what you mean by this. Example?
    I mean, that it is possible to activate the buttons "holding position" (bewachen Modus) and "skirmish" at the same time. THis unlogic cause you can not flee and guard your posotion at the same time, how should this work.

    Quote:
    Bug in the mountains (Apache territory): When you enter a battle the army positioning is not proper. So till correct formation is not reached handling of the unit is really bad.

    I'm not sure I can understand this bug, but, it sounds like what you are saying is that armies do not position correctly when deployed on a mountain face. This is also not a campaign-specific "bug", but, a simple pathfinding issue. Don't position your army on a mountain face.
    I mean, that the computer is putting your army often in a wrong postion so that you can neither move nor attack the enemy. And sometimes you have to reararnge amry positioning cause the computer is putting youre units somewhere in the mountains where you can not move them out.

  16. #16

    Default Re: Kingdoms Bug Reports

    PLaying the Britannia campaigne as Irish. I go to attack a town/settlement/fort or anything like that, and during the loading I get an error and the game shuts down. I tried browsing the total war forums, but nothing. I'm going to be really pissed if there is no fix for this.

  17. #17
    Kinjo's Avatar Taiko
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    Default Re: Kingdoms Bug Reports

    Crusading nobles in the Teutonic campaign not spawning on the ship or with any units. The Noble spawns at the very bottom left corner of the map with no units or a flag. If you try to add unit to his stack the game crashes. This feature is severely bugged and make the campaign unstable.

  18. #18

    Icon8 Re: Kingdoms Bug Reports

    Quote Originally Posted by Caius Crawford View Post
    PLaying the Britannia campaigne as Irish. I go to attack a town/settlement/fort or anything like that, and during the loading I get an error and the game shuts down. I tried browsing the total war forums, but nothing. I'm going to be really pissed if there is no fix for this.
    Like you and the other couple that have posted issues like this I too cannot initiate a battle that i control on the map the loading screen will pop up then turn black with the spinning hourglass and shortly after the windows error noise will sound and the black screen will just sit there forcing me to manually shut down the computer
    Firethrowers = win

  19. #19
    Sir Nicholas Altman's Avatar Campidoctor
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    Default Re: Kingdoms Bug Reports

    I just started an english campaign. What is the thing with that welsh reinforcments? Do they come for the welsh? I killed their king in the 5th turn? Should I install that reinforcments bug fix if I play english or it's only important for the welsh campaign?

  20. #20
    Gorrrrrn's Avatar Citizen
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    Default Re: Kingdoms Bug Reports

    I've managed to capture the moment when an army disappears in Kingdoms (had a similar experience in vanilla m2:TW)

    the save game is here:

    http://www.twcenter.net/forums/downl...o=file&id=1682

    If you check the ship on the west coast of Wales you'll see it has a full-stack army. Now try landing it on the coast or perhaps the Isle of Man.

    Check the location given for the general. He seems all at sea to me.

    Or return the ship to the dock at Dublin and disembark the army and see where it emerges.

    Curious eh?

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