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Thread: Official TWC Bugs, Issues & Errata List for RTW

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  1. #1

    Default

    Thanks!

    No, I have different figures. I'm a bit puzzled by the Arretium population, it should be much higher. Did you build troops there?

    And for Segesta I got more or less the same (517 to your 520), but I played on medium unit size, perhaps that's the difference. I'll check.

    In any case, 520 is too little for the 2.5% growth it should get, but equals almost exact the 2% growth it has without the 0.5% slaves.

    It appears you don't get the slave bonus either.

    edit: running on HUGE, gives me 518 in Segesta, I guess there is some rounding issue somewhere. In any case, if you didn't build any units in Segesta, then you surely did not profit from the 0.5% slave bonus.
    Last edited by Germanus; December 11, 2005 at 01:49 PM.

  2. #2

    Default

    Well, i didn't build anything so hmm,
    Quote Originally Posted by Honor&Glory inspired by Archer
    How much will I pay to sit in front of a TV and chase polygons?

  3. #3

    Default

    Right.

    Anybody else up for this simple test?

  4. #4

    Default

    Still no slave growth bonus in 1.5

    I would still be very gratefull if some people would perform aformentioned test.

  5. #5

    Default

    Maybe it's magic?
    Quote Originally Posted by Honor&Glory inspired by Archer
    How much will I pay to sit in front of a TV and chase polygons?

  6. #6
    Borsook's Avatar Artifex
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    Default

    I will be doing all sorts of test to 1.5 this weekend, will also see about slaves, for now just tell yourself that slavery is immoral and don't use it :wink:
    Last edited by Borsook; December 15, 2005 at 01:08 AM. Reason: typo
    Under Patronage of Necrobrit

  7. #7

    Default

    Can confirm Germanus's slave pop growth problem, I'm experiencing it as well. Same test protocol, different scenario. Conquered town, enslaved, did math hit end turn, didn't get the right population.
    As for not using slavery, my pet mods revolve around zero build times for militia units, including the pre-marian legions, but limiting recruitment via ZoR of Italy. Romans run out of population FAST without enslavement. This bug really nixes that idea.

  8. #8
    Borsook's Avatar Artifex
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    Default

    Quote Originally Posted by Pode
    Can confirm Germanus's slave pop growth problem, I'm experiencing it as well. Same test protocol, different scenario. Conquered town, enslaved, did math hit end turn, didn't get the right population.
    As for not using slavery, my pet mods revolve around zero build times for militia units, including the pre-marian legions, but limiting recruitment via ZoR of Italy. Romans run out of population FAST without enslavement. This bug really nixes that idea.
    Not using slavery was a joke. So does it mean you don't get any population boost at all, or that the value is wrong?
    Under Patronage of Necrobrit

  9. #9

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    Seems to be no boost at all. Not sure if the instant pop boost to governed towns is working or not. I have a theory about the source of the problem, but haven't tested it yet. I noticed that in the 1.5 EDB file, the boost to trade base value from ports has been commented out. Assuming that changes were made to trade that made the bonus excessive, perhaps something got borked in the calculation of slave trading routes. Perhaps slaves can be traded between ports but no longer by land.

    I did catch the joke, I'm just so irritated by yet another bug that prevents me from playing the way I want to that I'm not finding it that funny

    Edit: Never mind, just confirmed that this comment line was present in 1.2, back when slavery worked.
    Last edited by Pode; December 18, 2005 at 10:16 AM.

  10. #10

    Default

    Some further testing (over at the Guild) has so far only shown that slave-trading has never worked, with the possible exeption of 1.1

  11. #11

    Default a new one...

    Throwing games is actually free of charge.

    In the financial tab it will be noted, but when you actually compare the net-figure with what you have in your coffers, you'll see you didn't pay a thing.

    Germanus runs off to issue build-orders for Arena's wherever possible

  12. #12

    Default Re: Official TWC Bugs, Issues & Errata List for RTW

    ok im not sure where to put this so ill put this here but i tryed installing the 1.5 patch i have 1.3 installed just fine but it doesnt work it says that it cant find the .exe file so im completely lost

  13. #13
    Erwin Rommel's Avatar EYE-PATCH FETISH
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    Default Re: Official TWC Bugs, Issues & Errata List for RT

    heres some bug at the teuterberger wald. my cav stuck in some big rock (On the side of the path, its the only one anyways) and when i order it to attack it wont budge and do nothing

  14. #14

    Default Re: Official TWC Bugs, Issues & Errata List for RTW

    What about those of us who do not have Barbarian Invasion? Which of those bugs in the list apply to our games?

  15. #15
    Borsook's Avatar Artifex
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    Default Re: Official TWC Bugs, Issues & Errata List for RTW

    Quote Originally Posted by Veridious View Post
    What about those of us who do not have Barbarian Invasion? Which of those bugs in the list apply to our games?
    First of all do note that the list is old and does not take into account last RTW and BI patches (though they did not fix a lot, you can compare it to their fix list).

    The exe files for RTW and BI are not that different, most bugs from BI appear in RTW too, the are some that just do not apply, since a given feature is not present in RTW but I cannot think of a bug that is in RTW exe and not in BI exe, or the other way around.
    Under Patronage of Necrobrit

  16. #16
    Roman_Wolf's Avatar Campidoctor
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    Default Re: Official TWC Bugs, Issues & Errata List for RTW

    here are some really stupid AI siege tactics:

    when you sally forth to meet them thy either do the following:

    if theyr stronger than u, they stand next to ur walls with no siege engines and wait till their death.

    if your stronger then then they retreat in a very messed up manner where ur cavalry can usualy run down their entire army.

    moreover here some other graphical bugs:

    the skirmisher animations show they still carry 3 spears although theyr out of ammo.

  17. #17

    Default Re: Official TWC Bugs, Issues & Errata List for RTW

    I had the weirdest bug ever in 1.1, it only happened once, I was fighting on a bridge and when I had routed the last enemy unit, the entire routing enemy army dropped dead on the bridge, all at once.(not that I'm complaining)
    ---When valour preys on reason, it eats the sword it fights with---

    ---What's brave, what's noble, let's do it after the high Roman fashion,
    And make death proud to take us---

    ---When we are born, we cry that we are come to this great stage of fools---

  18. #18
    Primicerius
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    Default Re: Official TWC Bugs, Issues & Errata List for RTW

    This thread is ridiculously old... It doesn't even cover the latest patches.



  19. #19
    Libertus
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    Default Re: Official TWC Bugs, Issues & Errata List for RTW




    I have a problem. It appears somewhere 211-209 BC. I think it has something do to with events. I google it and find there is a fix for certain years however it didn't helped I think because it was about other years. What events happen at this year? How to remove them. I cannot finish the game this way or need to do a speed game .
    Last edited by Strategist; October 17, 2008 at 02:08 AM.

  20. #20

    Default Re: Official TWC Bugs, Issues & Errata List for RTW

    I think the Roman factions have to take out the senate, and it counts the senate as a roman faction, and the senate can't kill itself so an error pops up.
    It's just a guess I don't own or play the game so...

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