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

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  1. #1

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    Help, does anyone here ever experienced the same problem i had lately, while playing rome total war, when i tried to merge some of my men, and to place my men to one of my city the rome total war game automatically exit to windows? feedback will be highly appreciated, thanks.

  2. #2
    Zuwxiv's Avatar Bear Claus
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    Was that on the campaign map or in the battle?

    And have you updated the game?

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  3. #3
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    Originally posted by PorT_Lobo@Apr 28 2005, 08:13 PM
    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).
    Most of these are balance issues actually, btw expect an update soon.
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  4. #4
    Borsook's Avatar Artifex
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    In an attempt to keep everyone happy I&#39;ve added:
    ? Praetorians are available before Marian Reforms - while this may be concious design deceison many players consider this to break balance of pre-marian armies.
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  5. #5

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    the biggest problem is the ai, it&#39;s diplomacy is totally wrecked up, i don&#39;t even do diplomacy any more, because i&#39;m always at war with everybody. the battlemap ai is unstable/weak/stupid (unable to keep a simple phalanx line), all the battles are mostly the same, the ai has no strategy, it doesn&#39;t flank effectively (doesn&#39;t use cavalry well, prefers charging it directly into a phalanx line) and usually forms one long line formation that breaks up eventually with two units attacking alone and the rest folowing one by one instead of a more solid or sensible attack strategy.
    the ai also doesn&#39;t build proper armies, and has no building priorities exept for unit costs, once i faced a half stack army all made up of skirmishers (numidia) and directly after that a full stack desert infantry, it could have at least mixed these units. it should form a mixed army with some kind of builing priorities that trains what it needs or lacks.
    the ai should treat the player like any other faction, and not attacking as soon as it can, and the "attack faction" request is almost imposible to do, even if it&#39;s a ally and you actually have to offer money for this, and sometimes the alliance is broken because of these types of requests, wars should also be reduced alot and should at least begin with a attack with some importance instead of getting blockaded. I think the wars issue is actually worse since the last patch.

    these are not bugs but more like stupid problems, but more a gameplay problem than any other bugs

    this happens without any mods installed, and 1.2 patch installed

  6. #6
    player1's Avatar Bug Hunter
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    I would raise some issues about console commands.
    Many of such commands are not accessable from the game, but only true scripting.

    Why I have no idea.


    Also, it would be nice if there was some support to restarting scripts after reload.
    Or saving variables in the scripts after reload.

    There is a very interesting script language in RTW code, and it&#39;s bad to have it wasted just on Prologue.
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  7. #7
    Borsook's Avatar Artifex
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    Originally posted by player1@May 5 2005, 01:30 AM
    I would raise some issues about console commands.
    Many of such commands are not accessable from the game, but only true scripting.

    Why I have no idea.


    Also, it would be nice if there was some support to restarting scripts after reload.
    Or saving variables in the scripts after reload.

    There is a very interesting script language in RTW code, and it&#39;s bad to have it wasted just on Prologue.
    You should probably post it in the questions to CA thread. BTW - As for console commands many that were usuable from the game are not so after 1.2.
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  8. #8

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    I find it rather annoying in RTW that the maximum height that the camera can move to is set to a lower ceiling than the height of many of the buildings. Not only does it make it impossible to see the tops of some of the pretty buildings, it restricts your field of view when dealing with the epic walls.
    The only way I can find to get the camera up high enough to deal with epic walls is to move the camera over a huge building, which is ridiculously inefficient.
    Unless I&#39;m doing something wrong with the camera controls (setting to other camera styles doesn&#39;t seem to work), there doesn&#39;t seem to be a way to work around this. Has anyone found some method, perhaps a mod, to fix it? If I could mod up the camera ceiling by a good bit, it would make city battles much happier for me.

  9. #9
    Carousel's Avatar Need help? Ask me! Hit PM
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    No sorry, but you reminded me of a bug that happens. Say you&#39;re on a battlefield, and theres a ruined temple on the battle field. When you move the camera over the ruined temple the camera goes wierd and gives you a REALLY high point of view. Anyone else experience this?
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  10. #10
    player1's Avatar Bug Hunter
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    Originally posted by qvcatullus@May 5 2005, 07:18 PM
    I find it rather annoying in RTW that the maximum height that the camera can move to is set to a lower ceiling than the height of many of the buildings. Not only does it make it impossible to see the tops of some of the pretty buildings, it restricts your field of view when dealing with the epic walls.
    The only way I can find to get the camera up high enough to deal with epic walls is to move the camera over a huge building, which is ridiculously inefficient.
    Unless I&#39;m doing something wrong with the camera controls (setting to other camera styles doesn&#39;t seem to work), there doesn&#39;t seem to be a way to work around this. Has anyone found some method, perhaps a mod, to fix it? If I could mod up the camera ceiling by a good bit, it would make city battles much happier for me.
    What&#39;s even worse are forest battles.

    Don&#39;t tell me about relism, since all battales are controlled from "helicoter view anyway".
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  11. #11
    Borsook's Avatar Artifex
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    Originally posted by Carousel@May 6 2005, 04:18 AM
    No sorry, but you reminded me of a bug that happens. Say you&#39;re on a battlefield, and theres a ruined temple on the battle field. When you move the camera over the ruined temple the camera goes wierd and gives you a REALLY high point of view. Anyone else experience this?
    Have not seen that before, can you give me the name of a map on which you&#39;ve experienced that?
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  12. #12
    Carousel's Avatar Need help? Ask me! Hit PM
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    One of the desert maps, very barren, ruined greek temple somewhere on it.... :blink
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  13. #13
    Borsook's Avatar Artifex
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    A small update expect a bigger one soon.
    ? With some graphic options taking a screenshot results a in blank tga file. The image appears correctly in clipboard and can be pasted, possibly tga writing function is broken. The same options resault also in blank file whilst generating sprites.
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  14. #14
    maximusminimus's Avatar Biarchus
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    Ships or fleets cannot atack other ships or fleets inside a port/dockyard after 1.2 patch. If you click to atack, the port gets blockade, with the ship/fleet inside.
    The next turn the ship/fleet inside the blockade port sails away as if nothing was going on.
    Am i the only one getting this?
    I asked this twice at .com sometime ago (my 2 only posts there) but never got a reply...

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  15. #15
    Ducenarius
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    Originally posted by maximusminimus@May 10 2005, 05:40 PM
    Ships or fleets cannot atack other ships or fleets inside a port/dockyard after 1.2 patch. If you click to atack, the port gets blockade, with the ship/fleet inside.
    The next turn the ship/fleet inside the blockade port sails away as if nothing was going on.
    Am i the only one getting this?
    I asked this twice at .com sometime ago (my 2 only posts there) but never got a reply...
    there is a workaround - you have to select each ship&#39;s individual unit cards and THEN attack.

  16. #16
    maximusminimus's Avatar Biarchus
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    Originally posted by tai4ji2x@May 11 2005, 02:49 AM
    there is a workaround - you have to select each ship&#39;s individual unit cards and THEN attack.
    I didn&#39;t know that&#33; :blink
    Thanks tai4ji2x.
    Is this a so called new feature? I didn&#39;t see it listed...

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  17. #17

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    I have to add some things that I, being a Greek, find so horribly malcreated that it&#39;s hard for me to believe that they didn&#39;t happen out of purpose.

    1. The symbol of the Spartans, Λ, has been given to the Macedonians as a flag. That&#39;s the most crazy of all the &#39;mistakes&#39; that have taken place in the game. The Spartans had Λ on their shields, which doesn&#39;t appear in the models of course, because... well, the Macedonians have it.

    2. The Spartans look like Persians. Even their huge red cloak is wrong. It was just basically a huge red cloth that was wrapped around their body almost twice. But they weren&#39;t wearing that in battle ever&#33; You cannot fight in that&#33; It was for when they were having a guard duty that they wore it&#33; Not to mention the golden Persian cap&#33; The Spartans had proper Hellenic helmets, like the ones that are given to the hoplite models. Also, they didn&#39;t have a moustache (they were obliged by their laws to shave it&#33 and they had long hair, which was considered in the Spartan society a &#39;must&#39;, and a most manly thing.

    3. The Macedonians and the Seleucids had armours similar to the rest of the Greeks, not the weird things they have them wear.

    4. I have never in my whole life heard of the Seleucids having any sort of &#39;Legionnaires&#39;.

    5. The name of the faction is &#39;Macedonia&#39; (Μακεδονία in Greek), not Macedon. Macedon (Μακεδόν) is the Macedonian person.

    6. From where do Cretan archers get so crazy statistics? Out of nowhere, I answer. On the contrary, there were the &#39;Agriannes&#39;, the archer band of Macedonian and Thracian wildmen of Alexander the Great, who deserved to have them, but they don&#39;t even exist.

    7. The Sarissa spear, the longer spear ever tactically used, was 4.8 meters long. In the game this is about the length that plain spearmen, even naked German barbarian spearmen, have for their spears.

    8. The &#39;Sacred Band&#39; was Theban&#33;&#33;&#33; The Thebans, from the city of Theba in mainland Greece had them as their elite order, and they were the only army that has ever managed to beat the mighty Spartans in their own game and in roughly equal terms, which was phalanx melee&#33; In the game they are given to the Carthagineans&#33;&#33;&#33; Bloody unbelievable&#33;&#33;&#33;

    9. The temples system is totally screwed up, with Gods spreading around characteristics that often don&#39;t have anything to do with what the people worshipped in the face of the specific gods. Oh, and the father of gods who was known as &#39;Odin&#39; in Scandinavia, was &#39;Woden&#39; for the Saxons, not the Germans in general. The Germanic people knew him as &#39;Wotan&#39; instead. So many bloody mistakes...

    I only pointed out few things, most of them about the Greeks, since I am myself a Greek (Macedonian to be exact) and I naturally know more about my people&#39;s legacy than of the others. But I&#39;m sure there is much more to it...

  18. #18
    maximusminimus's Avatar Biarchus
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    (Hellenic Hoplite)
    8. The &#39;Sacred Band&#39; was Theban&#33;&#33;&#33; The Thebans, from the city of Theba in mainland Greece had them as their elite order&#33; In the game they are given to the Carthagineans&#33;&#33;&#33; Bloody unbelievable&#33;&#33;&#33;
    The correct name for the Carthaginian unit should be "Sacred Legion", not "Sacred Band".
    I don&#39;t know if CA did it that way just to save time, as those units in game share the same model and similar textures.
    And it looks like so many thing were rushed in this game...
    And there are lots of inaccuracies on other factions too, like the Iberians being called Spain for exemple...

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  19. #19
    Kor Khan's Avatar Semisalis
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    I don&#39;t so much mind about historical accuracy. CA could include "Martian Plasma Gun Soldiers" as a Numidian unit as far as I&#39;m concerned, as long as A. I have the ability to mod it out or make it more accurate (like what EB is doing to the original game this very moment) and B. the core game (gameplay, AI, graphics engine, absence of bugs) is good. Anything that isn&#39;t hardcoded can always be modded.

  20. #20
    Borsook's Avatar Artifex
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    Hey waht happened here&#33; i went to sleep, woke up and so many posts :grin .

    @maximusminimus - one might argue that attacking a fleet within a port with your fleet is not that easy, though if you can do it by clicking on individual ships than it does not make any sense at all...

    @Hellenic Hoplite - You&#39;re absolutly right. But the root of the problem is that CA should have said "this is not historical game, only a history flavoured game". If we try to list things that are wrong from historical point of viem we&#39;ll have a book here (hell even the "Egypt" alone can take 20 pages&#33 I&#39;d recommend posting Your very comprehensive list in RTR/EB forum. PS. Just for the record - I&#39;ve added Theban Sacred Band in my little mod...

    Take care&#33;
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