Don't know did I reported this before (or was it in ORG), but marriage event trigger (for gaining VnVs) doesn't work.
Don't know did I reported this before (or was it in ORG), but marriage event trigger (for gaining VnVs) doesn't work.
BUG-FIXER, an unofficial patch for both Rome: Total War and its expansion pack
Romano British provincial campaign
Severe Bugs/Problems/Exploits![]()
- AI don't build fleets after 1.2 so human can take sea with a stack of birremes!
- AI do few Siege Engines and never build Sappers! The most efficient way to enter in a city.
- When Human sail from a city, AI instead still quiet waiting and defending approach from walls and stay fighting (and dying) at range of Towers and Walls!
- VH Battles AI Bonus (more moral and charge effects) go to Human also, so VH is not really Very Hard...
- AI abandon sieges at middle often.
Smaller Bugs/Problems :book:
- AI don't retrain units.
- AI don't repair walls.
- Accept to be under protectorade of AI don't damage at all Human Player.... instead accept it avoid war and can be a source of money with diplomat answering to AI that accept become protectorade in change a lot of money.
- Other Roman Factions still visible after Civil War
- AI don't attack Forts in our territory. Just attack when we build it on they're
- When defending in a battle, AI often advance in terrain instead having the bonus of wait for the enemy.
- Aldmiral's can't join in the same stack like Generals do in land.
- In Huge Army option, soldiers have problems finding paths inside citys and Barbarian Towns don't develop well because lack of population (they do a lot of warbands and deplete all population and never develop to citys)
Nice list, some of your points are already on the list and -AI does build fleets after 1.2, it may be stopped from doing so if you reload often (again the load game bug)Originally Posted by PorT_Lobo
Could you explain the problem with the oil? If I understand you, you're saying that although the gate is opened by a spy, they still pour the oil on you? If so it is not necessarily a bug, a spy opens the gate not kills all its crew.
BTW Sorry for long silence, I was away and the email notification system failed again, will do an update shortly after confirmation.
Last edited by Belisarius; July 28, 2005 at 07:39 AM.
Under Patronage of Necrobrit
Severe Protectorade Exploit
Well it seems become an AI protectorade is another diplomatic exploit......
Instead of causing problems to human player.... it beneficts him.... Because AI only propose that when has huge military advantage and is in war with human...... so the alternative is:
- Human refuses and must fight a bloody war against a powefull opponent, or;
- Human accept become under protection of AI, and can ask money for it (AI pays a lot), saving from war, and only have to give to the protector civ the remaining money non spent after each turn...... You just have to spent all your income to don't have nothing to pay....
Become a AI protectorade shoulded be a bad situation to human, not a good thing.... so this is a diplomatic exploit.... My sugestion to CA is that when Human become protectorade, must have half income immediatly to AI without can spent it (like it is now) and AI no offeer money (or offeer to few) to Human accept become protectorade......
the boiling oil dosnt work wen the gate is opend by a spy!!!!!!!!!!!!!!!!!!!!!!! but wen i open the gate with a spy i burn to death. dose any1 else have this problem
Other siege exploit.....
- AI only attack a city with one army, even if have several armys around, so it's easier do defend against one army at the time, and like AI lift siege often (old referenced bug) it gives time to defender and delay AI progress in campaign map.
thats not totaly true the battle that i descoverd the oil glich i was attacked by 2 full stack carthaginian armies
I found big flaw in AI formation logic.
It is regarding generals or captains that are missile cavalry unit.
At the begining of combat, if AI is not very defensive (like in custom battles), it will pull out all missle cavalry units out of formation to skirmish. This also happens to general or captain unit too.
First, this makes suicidal general behaviour more common.
Second, this makes rest of the army, since it has no more general or captain, to switch to single line formation (basic or orderly), since that is only formation that does not require general block present.
Needless to say, this handicaps AI for Partians, Pontus, Egypt or Armenia, since they all have missle cavalry generals, but it can happen to other factions too, if they have missle cavalry captains.
BUG-FIXER, an unofficial patch for both Rome: Total War and its expansion pack
Romano British provincial campaign
Borsook,
Hate to sound like a spoilsport, but if this is an official bug report, could you please add the "how to" for each bug, possibly dropping the minor ones to save work/space?
Like, you say infantry behave like cavalry, in certain situations. What certain situations? How can you repeat those? How can the CA staff ever learn from a list like this?
Sincerely,
sunsmountain
"in montem soli non loquitur" basically means that you should not argue against what is obvious.
(> <) (\_/) Haha, die little bunny, die!
(_)(_)(x.X) No soup for you!
becoming is for people who do not will to be
Do you mean this one: "� 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." ???Originally Posted by sunsmountain
If yes, it seems detailed enough to me...
Under Patronage of Necrobrit
It appears that the population growth is independent of slaves pouring in or having retainers (e.g. Priest of Ceres) in your bag.
Although the bar in the screen lists the nicely upgraded growth, in fact you still get the base growth. (Increase by buildings does work though.)
Cities nearby enslaved cities to get 0.5% bonus growth (cumulative if more enslavement nearby).
Also all cities with governors get fraction of enslaved population.
BUG-FIXER, an unofficial patch for both Rome: Total War and its expansion pack
Romano British provincial campaign
I'm playing 1.2 with the unofficial 1.62 patch, and while the screen says I get a slave bonus (and a priest of Ceres bonus) the numbers simply don't add up the next turn...
As you may have noticed there were no updates for some time, other things have been keeping me too busy. This should change for the better in a month's time, but on the other hand it may not. Now, I could update the list but I simply don't have the time to run tests and see whether a given reported problem reproduces or not. So I see 3 solutions:
1. I put in all the reported issues without confirming or disconfirming them.
2. It stays as it is until October (hopefully).
3. Someone with the right knowledge AND a lot of time steps up and takes over the management of the list.
To me 3 seems the most logical/beneficial to the community. Anyway offers/thoughts etc. should be posted below, I'll be checking this thread at least once a day.
Cheers!
Under Patronage of Necrobrit
Im not sure if someone mentioned this before. There is a small bug in scripted presentation for "Battle of River Trebia" historical battle. After installing 1.2 patch, prebattle movie is always freeze at one point when elephants and archers show up, and nothing happens after that. I can proceed to the battle only by skiping this movie right at the start. In unpatched rtw all seems to be ok, no such errors.
Here's a good one for all the fix/patchs for un-expanded RTW, that I found quite by accident(had a problem with bribery!!!).
If you build a Temple of Neptune or greater in a city, and then leave ANY character (Spy, etc), they can gain a Priest of Neptune as an ancillary when an admiral is created, giving them a combat bonus at sea!
I've also found that added the following code:
" and not IsGeneral
and not AgentType = family
and not AgentType = diplomat
and not AgentType = assassin
and not AgentType = spy"
At the end of the trigger stops it working for everyone except admirals
after patch 1.3 I still don't get any increased population-growth due to slave-trade.
Strange it works fine for me. Which city does not get it?Originally Posted by Germanus
Under Patronage of Necrobrit
Sorry if this is OT Borsook, but 1.5 patch will be released next week. See here
Great, thanx for linking here.Originally Posted by adamus
Under Patronage of Necrobrit