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

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  1. #1
    player1's Avatar Bug Hunter
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    Originally posted by tai4ji2x@Apr 22 2005, 09:07 AM
    numidian generals never get any priests in their retinue. this is due to the trigger for carthaginian priests only works for carthage. a separate trigger needs to be created for numidians to get priests of tanit/baal/milqart
    Anybody checked does this happens with some other factions that share temples?



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  2. #2
    Spartan's Avatar Divus
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    Originally posted by Borsook@Apr 22 2005, 05:34 PM
    Thanx, Could anyone from CVP (.Spartan?) help with listing the stuff covered by it?
    Please check the readme for the CVP - Also I have asked Zrave to make a more detailed list as well for posting. He may have forgot to do it or has been to busy - please PM him.

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  3. #3

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    Edit: k then soz dude, jus didnt have much time that day to look throught. delete this if want
    --Bob!--

  4. #4
    Borsook's Avatar Artifex
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    � 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.
    As you see Bigguss Dickuss we have it, please read the list (or at least use search in your web browser for a key phrase) before posting. And if you don't want to change the res of screenshots add them as a attachment, otherwise we'll have a hell of pages here soon.

    Tomorrow I'll have time to do some tests, so expect few additions to the list.

    PS. Dunno whether to count this in or not, but in prologue campagin Gaulish skirmishers use horde (peasant-like) formation as opposed to imperial Campaign.
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    Borsook's Avatar Artifex
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    From now on I'll inform on what has been updated by separate posts, today:
    1 correction of the 'inherited' stuff:
    � 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).
    1 addition:
    ?Some players report Numidian generals do not get any priests in their retinue, this is due to the trigger for carthaginian priests only works for Carthage instead of CT_Carthage.
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  6. #6
    Ducenarius
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    Originally posted by Borsook@Apr 23 2005, 05:39 AM
    Some players report Numidian generals do not get any priests in their retinue, this is due to the trigger for carthaginian priests only works for Carthage instead of CT_Carthage.
    actually, "ct_carthage" doesn't work for the "FactionType" condition. you need to either create separate triggers for numidia, or use the syntax which "FactiontType" understands, which i believe is "(carthage or numidia)"

  7. #7

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    I don't know if this has already been posted.
    When I order my cavalryand infantry into a walled city they won't mve unless there formation is deep. If you don't know what I meam I will show ya:
    I.e they won't enter the city if the formation is like this:
    ........................................
    ........................................
    It has to be like this:
    ............
    ............
    ............
    ............

    Is this deliberate or is it a bug?
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    Originally posted by tai4ji2x@Apr 23 2005, 12:48 PM
    actually, "ct_carthage" doesn't work for the "FactionType" condition. you need to either create separate triggers for numidia, or use the syntax which "FactiontType" understands, which i believe is "(carthage or numidia)"
    Unless I'm wrong default (vanilla) trigger is culture carthaginian, but only carthage gets it? Or is my description inadequate?

    EDIT> My mistake, seems that numidia simply has the entry missing, it does use FactionType in case of carthage... I've accidently looked at the wrong file. I'm correcting the list entry now.
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  9. #9
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    Originally posted by bonapartethegreat@Apr 23 2005, 01:01 PM
    I don't know if this has already been posted.
    When I order my cavalryand infantry into a walled city they won't mve unless there formation is deep. If you don't know what I meam I will show ya:
    I.e they won't enter the city if the formation is like this:
    ........................................
    ........................................
    It has to be like this:
    ............
    ............
    ............
    ............

    Is this deliberate or is it a bug?
    The game has poor pathfinding in the cities... Nevertheless they wouldn't fit into the streets in that wide formation, so changing into deep one is logical, you may argue that this should happen automatically, though. Anyway it will not make it to the list, we already have a point about various movement problems in cities, I think that is enough.
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  11. #11

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    Silver Shield legionaries can be built prior to the marius event
    Actually Silver shield legionaries were recruited hsitorically before the marius reform. However, the game represents them badly, as they were copies of Roman pre-marius legionaries and not after marius, so the Locira segmenta they have and shield is wrong.

  12. #12
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    Originally posted by Time Commander Bob@Apr 24 2005, 08:28 AM
    Actually Silver shield legionaries were recruited hsitorically before the marius reform. However, the game represents them badly, as they were copies of Roman pre-marius legionaries and not after marius, so the Locira segmenta they have and shield is wrong.
    Yes we consider it an inconsintency within the game, where they're a copy of late legionaries. We do not take historical accuracy into account while making this list, otherwise it'll have to be 100 pages long :sad
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  13. #13

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    Grouped formations:

    About 12 times in Vannilla 1.0 and 3 or 4 times 1.2 patch

    After selecting and ordering a group to move, other independant/ungrouped units acted as though they were part of the group and moved as well. Resiprocally, with one unit selected, a group moves. It may be that units formerly part of a group, after being reassigned to another group or removed from a previous group, do not register the ungroup command and still act as part of the whole, even though the status bar showes otherwise.

    On 1 or 2 rare ocassions with a single unit selected, another ungrouped unit would begin moving without either unit ever being in the same group togather. This may just be an anomaly.

    If this was mentioned before I missed it.

    This is an account of problems experienced while I was still using RTW 1.0 - 1.2 unmodded.

    No screens. This problem is impossible to prove with a still screenshot. The unit or group would show as being selected and moving, but another unit would move unordered. The screen would look perfectly normal.
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  14. #14
    John I Tzimisces's Avatar Get born again.
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    i think this occurs if you create a group after you end deployment...QUITE annoying when more than your selected units follow your commands.

  15. #15
    Borsook's Avatar Artifex
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    UPDATE:
    ADDED:
    ?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.
    ^If you're at a loss how to fix that and need an example have a look at my Enhancement Pack (look at the signature)
    REMOVED:
    � Silver Shield Legionaries can be trained prior to Marius event.
    � Praetorian Cohorts are available prior to Marius reforms.
    Too arguable, in 1.2 CA made Marius reforms happen later than in 1.1 if you have Praetorians as after reforms only the player when reforms occur will be already able to recruit Urban Cohort rendering Praetorians useless. And since Praetorians are before reforms, testudo formation appears as well and Seleucid can copy it (using game-world logic)
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    Well the thing is that pre-marian reforms completly screw up balance of pre-marius armies.
    You get one uber unit compared to other you can recruit, and you don't need barracks, just huge city.

    On the other hand, if they were just post-marius, they would still be veru useful for big cities without developed barracks.


    And before 1.2 you couldn't really have pretorians before reforms, since they were tied to getting you first imperial palace.
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  17. #17
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    Originally posted by player1@Apr 27 2005, 01:08 PM
    Well the thing is that pre-marian reforms completly screw up balance of pre-marius armies.
    You get one uber unit compared to other you can recruit, and you don't need barracks, just huge city.

    On the other hand, if they were just post-marius, they would still be veru useful for big cities without developed barracks.


    And before 1.2 you couldn't really have pretorians before reforms, since they were tied to getting you first imperial palace.
    As I said it has been left out because it is arguable. Personally I never liked the idea of them being pre-marian, nevertheless for many people it looks like a concious design deceision, I'd like to keep this list as clear as possible (that's my role here), this list generally does not touch balance/historical accuracy issues and thus these points are left out.
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  18. #18
    player1's Avatar Bug Hunter
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    Well IMHO, to me it looks more like post-1.2 weirdness...
    (for reasons mentioned above)

    Even in units file it is sorted together with other post-marius units (not that's any proof).


    Still, I undertand it to be more of an issue, instaed of a bug.
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  19. #19

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    the phalanx is ment to be bad on terrain! thats how to romans beat it, because of the phalanx's unflexibility. otherwise the phalanx would be pretty unstoppable (not saying that it cant be killed but . . .)

  20. #20

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    Well, i hope CA at least read this bug list and correct it in the future patch......

    Anyway, there are a few ones that PorT Clan detected:

    Citys with Stone Walls are almost impossible to lose
    - AI buit few siege engines
    - AI don&#39;t use sappers :><
    - When attacking a besieged army try to lift siege, AI army approach the walls (without siege engines) and is killed by Tower fire.

    Other Bugs
    - When defending in battle map AI always advance in situations where it should stand still.
    - Moral has to much influence: AI retreat to early in battle and lose battles without kill a single soldier, even with same size armys that the human player :angry.
    - Cavalry is to strong in RTW.
    - Now AI never have great fleets (a very bad way to resolve the prepatch bug).
    - Almirants cannot join in the same fleet like generals do in land.
    - Roman Factions still see other Roman Factions after civil war starts.
    - In Huge Army option, soldiers have problems finding paths inside citys and Barbarian Towns don&#39;t develop well because lack of population (they do a lot of warbands and deplete all population and never develop to citys).

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