This list is based (we made some corrections/additions) on the one started by quintus773 at the .com.
LAST CONTENT UPDATE:01/01/2005
IF ANYONE WOULD LIKE TO ADD ANYTHING TO THE LIST HAVE IN MIND THAT:
1. We're interested ONLY in issues with UNMODDED 1.3, if you play e.g. RTR and find something try to reproduce it first in Vanilla.
2. Not all the suggestion will make it here, and it may take some time before I add anything (I'll try to reproduce first).
3. If what is wrong can be seen grab a screenshot and post it here. (just please go easy on resolution).
4. If anything on the list even just seems wrong post your concerns AT ONCE!
Smack has been so kind as to point out that there is also a list of bugs at the .org now, I do not visit .org very frequently so should anyone find something their (or our for that matter) list miss, please do post it there (or here).
The Link
THE LIST:
LEGEND:
Green means this issue has been fixed in RTW 1.3 (BI)
Red means this issue still is present in RTW 1.3 (BI) Also new issues in 1.3 will have that colour
Orange means this issue was only partialy fixed in RTW 1.3 (BI)
Black means that this issue existed in 1.2 and it has not been confirmed or disconfirmed whether it exists in 1.3
A.Technical
? After uninstalling patch 1.2 and the game some entires are left in the registry as a result after reinstalling the game an attempt to reinstall patch give 'patch already installed' message.
? With some graphic options taking a screenshot results in a blank tga file. The image appears correctly in clipboard and can be pasted, possibly tga writing function is broken. The same options result also in a blank file whilst generating sprites.
B. BATTLEMAP
? Many players report that the bonuses which AI should get on HARD/VERY HARD are applied to both sides.
(1) Tactical AI:
? Suicidal generals: persistent reports of generals charging entire enemy armies without support.
? Tactical AI still fails to take adequate measures in avoiding missile fire.
? AI-controlled infantry sometimes maneuver like cavalry units when engaged; repeatedly charging/disengaging and running in circular paths through loose formations. If a feature, implemented poorly with units that have poor charge attributes.
? AI-controlled units guarding the town centre sometimes fail to turn and face approaching enemy units.
? AI siege attackers: AI-controlled reinforcements continue to pursue enemy units that have retreated behind city walls; AI siege armies do not always retreat after their siege equipment is lost.
? AI attacked by wardogs in a city will try to engage their handlers, rushing out of the walls and being decimated in the process if the handlers are still outside.
? AI-controlled units sometimes remain idle while being issued repeated movement orders; "move" or "move out" orders can be heard in an almost continuous loop. Occurs most commonly with AI formations preparing to attack over bridges.
(2) Unit movement/path-finding:
? Generally poor unit navigation in cities and around bridges: individual soldiers often break formation and become lost in streets/alleyways; soldiers still run into the water and drown during bridge maneuvers; bugged path-finding around Egyptian arches, movement from streets to town center (and opposite) is still very odd.
? Scenery interaction: units often become stuck in narrow passages, between rocks/trees, in siege towers, and amongst massed formations; rare reports of soldiers walking through walls and closed gates; soldiers in siege towers and on ladders occasionally fall through solid wood.
? Some buildings have collision borders which are very different from the obstacles shown by the 3D model.
? "Ford" river crossings are sometimes impassable.
? Some players report AI units using siege towers falling to the ground (to their death) instead of getting on the walls.
(3) Unit functionality:
? Horse-archers sometimes fire automatically at the enemy in range even when "fire at will" is off
? Horse-archers with "fire at will" turned on tend to ignore player's orders and fire at the target of their choice.
? Horse-archers: bow-armed cavalry fail to fire on the run when skirmish mode is engaged. Possibly related to bugged animation cycles; units go through the motions of firing arrows but arrows are not (or rarely) released. Cantabrian circle still functions fully. Javelin-armed cavalry are unaffected.
? Various problems associated with the use of multiple selected (ungrouped) units: aberrant maneuvers provoked on move command to several selected units; ignoring attack orders; incorrect processing of attack orders given to multiple unit selections comprising a mix of ammo-depleted and range-capable missile units (all engage in melee, despite the cursor highlight suggesting that ranged attack is available for some units); selecting an infrantry unit without phalanx ability then adding a phalanx unit resaults in phalanx ability button appearing for the whole selection but indicating that phalanx formation is not chosen even if it is.
? Various problems associated with the use of grouped units: unselected units comply with commands issued to other units in the same group; grouped cavalry does not run at the speed of the slowest unit, but at that of the quickest (eg. grouped cataphractoi and horse-archers will run at horse-archer speed); some report that grouped units tend to attack nearest target instead of the one selected.
? Phalanx mode: soldiers sometimes do not hold formation adequately in phalanx formation, when ordered to attack, soldiers shuffle around and break formation; phalanxes have trouble attacking uphill, even on gentle inclines. Phalanxes apparent collision between spears or pikes makes their confrontation preliminaries very slow before real engagement, and results in some odd behavior in multiple-phalanxes fights, too.
? Sometimes an unit ordered to attack will march very slowly (in a cautious way I would say) towards the enemy instead of charging. Maybe when one man is - or has already been - in a fight, while the main group is still unengaged.
? Canine unit (wardog/warhound) "formations" cannot be selected or attacked, even when their handlers are defeated or routed off the battlefield.
? Javelin infantry/cavalry may become stuck and refuse further orders when ordered to launch missiles or change formation.
? Hiding in long grass is possible on snowy maps and in places where no long grass is visible.
? Bridge routs: occasional recurrences besides documented changes in v1.2.
? AI-controlled reinforcements are sometimes inappropriately flagged "not yet arrived on battlefield" and cannot be selected/attacked.
? Disappearing ladders: on rare occasions, siege ladders do not appear on the battle map if constructed in preparation for a siege assault.
? Fighting on city walls: soldiers deployed on walls sometimes shuffle around and fall to their death on pressing "start battle"; units deployed on walls "fight to the death" even if their adversary is on the ground below; units "fighting to the death" sometimes do not fight back when engaged in melee.
? When charging with cavalry possesing melee (secondary) weapons besides spears (primary), they switch to those weapons after the charge is over only if you hold down ALT (which AI never does) the switch works correctly when defending.
? Some players reported units with 'throw before charge ability' (e.g. Hastatii, Scutarii) to stop before charge as if to throw their missiles even though the ammo has been depleted before that.
? Charge bonus seems not to work as intended, tests show that differences in charge bonus of e.g. 10 make no impact on results of the charge. higher differences (40 points) are noticible, but those kind of differences do not exist in the game.
? Legionaries and their like can throw their pila while being in the melee, if it's a intended feature it's inconcistent with other units with missile ability.
? Some players report that pila throwing animation stops the enemy charge (charge doesn't make any damage, when charging a cohort which is in throwing animation)
? About chariots : they're anti-infantry by design, although game mechanics (infantry able to fall and stand up) makes them more powerful against cav.
? When running down routing units chaser's soldiers sometimes stay beside them 'escorting' them instead of mowing them down.
? Units that should throw their missiles before charge never do so when used by the AI
(4) Interface/graphics:
? Minimal UI: cut-scenes reset map and card visibility settings if they were originally toggled off; upper edge of screen blocked from cursor interaction when buttons are toggled off; message tiles often obscure the left-most unit card when toggling cards off and on with active messages; sluggish/unreliable response to time control hotkeys (including Pause!) when MUI is active.
? Coastal tiles: frequent reports of large grey angular coastline tiles in the distance when fighting in coastal regions, relating to the presence of coastal structures such as ports/cities.
? Victory screen: rare reports of victory screen failing to appear after all enemy units are defeated/routed; at times when defending against a sortie from a besieged city you still have to capture the city square despite destroying all enemy units.
? All eastern early generals' swords have a tendency to disappear. It especially tends to happen when early general unit has some ammo left but is ordered to go into the melee anyway.
? Green arrows under the soldiers in a unit sometimes disappear under some of them.
? Sometimes part of the unit placed on a siege tower appears to be walking on air next to it.
C. CAMPAIGN MAP
(1) Strategic AI:
? Unit construction: occasional reports of AI favoring mass construction of low quality troops early on in campaign games.
? Naval units: rare reports of the AI conducting single-turn blockades frequently and indiscriminately.
? AI incongruity on reload: reports that reloading a saved game "resets" AI priorities/flags provoking inconsistencies in diplomatic behavior and strategic planning.
(2) Diplomacy:
? Illogical AI behavior: requesting ceasefire with considerable concessions, only to attack next turn; refusing "unfair" diplomatic offers only to accept less advantageous agreements immediately afterwards.
? Labile diplomacy: occasional reports of AI factions frequently signing and breaking treaties.
? Protectorates: multiple problems related to protectorate system and status of ex-protectorates.
?Roman factions sometimes choose to stay allied to another factions declaring war on one of the other Roman factions. This happens also in the initial "pre-outlawing" stage of the game
?At the start of the campaign the Senate has two Greek characters as members. This may be rectified by adding two characters to the Senate faction.
(3) Characters plus VnV & TnT:
? Generals get checked twice for trait awards in manual battles.
? "Scarred" trait: overrapid trait progression with repeated battles (GeneralHPLostRatioinBattle works in one way for manual battles, and differently for autocalc; manual battles without engagement always trigger battle1/battle1r), Romans get checked for battlescarred twice.
? Senate offices: ex-office trait is not registered following reappointment to a previously held office ((office)again triggers giving twice as needed).
? Coward trait: is not given if the general avoids combat in battle (GeneralFoughtinCombat always returns true, causing trigger battle4 to never go off; trigger needs revision as if it worked properly the coward trait could by gained simply if the enemy retreats).
? Rare reports of spies acquiring traits specific to generals.
? Isolated reports of family members who die in battle described to have "died peacefully" if they weren't generals during the final battle.
? Transferred retainers are sometimes not immediately deleted from the retinue of the donating character (corrected by closing and reopening the character description).
? Character portraits: continue to age after death; portrait images can sometimes be replaced by inappropriate/non-portrait pictures.
? Disappearing characters: issuing a move/attack command to selected units within a stack, then stopping them prior to reaching their intended destination (by pressing backspace) makes the general in the original stack disappear; losing the commanding general out of two (or more?) family members in a battle may lead to disappearance of the surviving character(s). In either situation the description for the disappeared character states "died peacefully".
?Sabotage is an assassin-only mission, but the triggers award a spy only trait upon successful sabotage
?Brave is a non-roman trait that awards PopularStanding, a roman only modifier
?Coward trigger will be applied to your general if enemy retreats without fighting
?ForeignTastesRomanVice is a diplomat-only trait, but the birth triggers try to award it to new family members.
?Some players report Numidian generals do not get any priests in their retinue, this is due to the trigger existing only with FactionType Carthage, there's no trigger for Numida.
(4) Economics:
? Paved roads sometimes do not provide the correct land trade bonuses.
? Colossus wonder does not provide the correct naval trade bonus that its description states
? Financial reports continue to calculate diplomatic tribute from ex-protectorates or when active protectorates are bankrupt and cannot provide the required diplomatic tribute (in either case no actual tribute is received for the turn).
(5) Land/naval warfare:
? Multiple-army sieges: only the attacking stack is represented in battlemap/autocalc during attacks on a settlement besieged by several stacks.
? Naval warfare: battle outcome summaries do not correctly register the number of ships sunk in a naval engagement.
? Elephants killed in battle by their riders are resurrected on returning to the campaign map.
? A distorted coast-line battle map is loaded when fighting on the road east of the port of Sidon (the depressed terrain one grid south of the small hill).
? Naval/land units sometimes become stuck at certain points in the map and cannot be selected (eg. fleets at the port of Corinth).
? Lost siege supplies: if an attempt is made to relieve a besieged AI army prior to its supply time limit, it is sometimes incorrectly flagged to be at the extent of its supply and will "fight to the death" as reinforcements in the subsequent battle. This also means that the siege succeeds automatically if the relieving army is defeated before the reinforcements arrive.
? Diplomats/spies/assassins are capable of blockading retreating armies.
? Gates of Syracuse: isolated reports of permanent damage refractory to repairs/upgrades if opened by a spy during a siege.
? If a rival faction enters a protectorate agreement under the player, any player-led sieges of that faction's settlements will be deactivated but the besieging armies will be unable to leave.
? Rare reports of entire stacks teleporting to distant parts of the map when disembarking from a fleet.
? Some players report very strange results with auto-calc sieges.
? Player cannot attack an enemy fleet inside the port with his fleet (only block the port), but should he select an invidual ship inside his fleet (clicking on her icon) than the attack is possible
(6) Unit statistics/properties:
? Pharaoh's Guard flagged as carrying shields contrary to unit models.
? Egyptian Desert Axemen have high armour attributes contrary to unit models.
? Long-Shield Cavalry are not listed in the unit building files for Spain.
? Onagers are not listed in the unit building files for Spain.
? Seleucid Cataphract Elephants construction requirements should also include "resource elephants".
? Typing error in "descr_mercenaries.txt" variables for "unit merc horse archers" under "pool Armenia".
? Bedouin Archers flagged as carrying shields contrary to unit models.
? Illyrian Mercenaries have no bonus against chariots and elephants.
? Thracian Armoured General has the same statistics as the unarmoured form.
? Thracian Phalanx Pikemen are no longer recruitable after a specific barracks level.
? Gallic Naked Fanatics can be recruited at a farming shrine.
? Sarmatian Mercenaries do not suffer the "mount" penalty when facing elephants/camels.
? Rebel Archer Warbands have blue Chosen Swordsman as unit commander.
? Spain has blue (briton) generals. (i.e. on the battlefield)
? Royal Pikemen use spears (and should use spears) but their name indicates otherwise.
? Inconsistent mass values for certain units: Bastarnae Mercenaries, Silver Shield Legionaries and several other infantry units are assigned a mass value of "1" in contrast to comparable units (Bastarnae, Spartan Hoplites and various legionary units all have "1.3" or "1.2"in mass).
? Principes have same mental value as Hastatii, whereas being supposely veterans and 'tougher' men.
? Praetorian cohort doesn't have the 'hardy' property, contrary to most of post-marian roman units, and being one of the toughest.
? Praetorians are available before Marian Reforms - while this may be concious design deceison many players consider this to break balance of pre-marian armies.
(7) Interface/graphics:
? Dysfunctional construction menu scroll-bar.
? Game transit: reloading screen disappears for a few seconds when loading/exiting a battle; when playing in 16-bit mode, campaign map occasionally resets colours incorrectly when returning from battlemap.
? Movement range highlights: some players report loss of the green terrain highlight indicators for unit movement after patching to 1.2.
? Snowy winter bug: some players report experiencing the snowy winter effect in all regions (including equatorial zones).
? Settlement details window: if the building/unit information screen (on the right side) is closed while the settlement details summary is open, the latter resets automatically to a "default" settlement.
?If a faction uses a mercenary unit that uses the same descr_model_battle.txt entry as one of this faction units the game will use sprites of that faction's specific unit not the mercenary. This can be fixed by duplicating entries in descr_model_battle.txt and descr_mount.txt creating mercenary only ones.





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