Page 9 of 12 FirstFirst 123456789101112 LastLast
Results 161 to 180 of 242

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

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    Default

    Edit:

    Resolved.
    Last edited by PRAEFECTVS IAERISTAE; October 18, 2005 at 03:50 PM.

    ASINVS ASINORVM IN SAECVLA SAECVLORVM

  2. #2

    Default

    In 1.3 ive noticed that men in a phalanx who are hit and forced backwards now get stuck in that pushback motion and sort of spasm outwards in all directions, sometimes ending up hundreds of meters from the original unit, still being animated as if somethings hit them.

    http://img403.imageshack.us/my.php?i...phalanx0wo.jpg

    Note the hoplites fanned out from the back of the main unit

  3. #3
    maximusminimus's Avatar Biarchus
    Join Date
    Mar 2005
    Location
    Lisboa, Portugal
    Posts
    668

    Default

    I think i found a new one.
    I'm currently playing a Julli campaign with standalone patch 1.3 (not BI), and after fighting and winning a battle against some Roman rebels on Italy (near the Julli capital), my general gained a Greek turncoat retinue!
    The rebel's army composition was something like:
    - Rebel general with equites
    - 2 town watch
    - 1 vellites
    - 1 peasents
    Anyways my general should have gained a rebel turncoat retinue, i guess, not a greek one.
    Or maybe those rebels were working for those Greek senate members...
    Last edited by maximusminimus; November 10, 2005 at 09:46 PM.

    Download V. 1.0 here
    Discussion and updates here

  4. #4
    Borsook's Avatar Artifex
    Join Date
    Feb 2005
    Location
    Radom, Poland
    Posts
    681

    Default

    Quote Originally Posted by maximusminimus
    I think i found a new one.
    I'm currently playing a Julli campaign with standalone patch 1.3 (not BI), and after fighting and winning a battle against some Roman rebels on Italy (near the Julli capital), my general gained a Greek turncoat retinue!
    The rebel's army composition was something like:
    - Rebel general with equites
    - 2 town watch
    - 1 vellites
    - 1 peasents
    Anyways my general should have gained a rebel turncoat retinue, i guess, not a greek one.
    Or maybe those rebels were working for those Greek senate members...
    Thanx, this might be fixable btw.
    Under Patronage of Necrobrit

  5. #5
    maximusminimus's Avatar Biarchus
    Join Date
    Mar 2005
    Location
    Lisboa, Portugal
    Posts
    668

    Default

    You're welcome. :wink:
    Probably a trigger must be fixed, right?

    Quote Originally Posted by Marly
    In 1.3 ive noticed that men in a phalanx who are hit and forced backwards now get stuck in that pushback motion and sort of spasm outwards in all directions, sometimes ending up hundreds of meters from the original unit, still being animated as if somethings hit them.

    http://img403.imageshack.us/my.php?i...phalanx0wo.jpg

    Note the hoplites fanned out from the back of the main unit
    I've been making 1 x 1 tests for balancing purposes and i've seen this happening with other non phalanx units, although they didn't go so far as in that picture.
    I belive it's one more thing CA messed up in 1.3.

    Another thing i noticed running a 1 x 1 Poeni infantry versus Principes, the Romans kept running back and charging over and over again (which proved to be very uneffective against the Poeni phalanx), until they finally routed. Odd AI tactics...
    Last edited by maximusminimus; November 11, 2005 at 11:12 PM.

    Download V. 1.0 here
    Discussion and updates here

  6. #6

    Default

    Please help!!! i have rtr 6.2 and i can not add new units!!! What is going on???The truth is that i have added many new units and changed many skins(with 6.2 mod). But now I found some new units, I tryed to add them in the game but the game crushes!!!When i erase an old one (unit) and add the new one, the game plays normally with the new unit!!! Is there some kind of limit??? How can i change that?

  7. #7
    Borsook's Avatar Artifex
    Join Date
    Feb 2005
    Location
    Radom, Poland
    Posts
    681

    Default

    Quote Originally Posted by God Zeys
    Please help!!! i have rtr 6.2 and i can not add new units!!! What is going on???The truth is that i have added many new units and changed many skins(with 6.2 mod). But now I found some new units, I tryed to add them in the game but the game crushes!!!When i erase an old one (unit) and add the new one, the game plays normally with the new unit!!! Is there some kind of limit??? How can i change that?
    Yes, there is a limit. The only thing you can do is try to combine some units into one entry (e.g. chosen swordmen).
    Under Patronage of Necrobrit

  8. #8
    maximusminimus's Avatar Biarchus
    Join Date
    Mar 2005
    Location
    Lisboa, Portugal
    Posts
    668

    Default

    I suspect the phalanx "guard mode" in 1.3 works inversed now. Looks like if you select it, the phalanx units (after engagement) will keep following the running oponents, and if you deselect it they will hold their ground.
    I've seen this happening on 1x1 Poeni infantry versus Principes, but i don't have time for more extensive tests, can anyone confirm this?

    Download V. 1.0 here
    Discussion and updates here

  9. #9
    Borsook's Avatar Artifex
    Join Date
    Feb 2005
    Location
    Radom, Poland
    Posts
    681

    Default

    Quote Originally Posted by maximusminimus
    I suspect the phalanx "guard mode" in 1.3 works inversed now. Looks like if you select it, the phalanx units (after engagement) will keep following the running oponents, and if you deselect it they will hold their ground.
    I've seen this happening on 1x1 Poeni infantry versus Principes, but i don't have time for more extensive tests, can anyone confirm this?
    I'll do some tests.
    Under Patronage of Necrobrit

  10. #10

  11. #11

    Default

    Is there a newest version of Blood mod 1.4??? Can someone make a realistic mod with blood without any bugs? Please Help!!! Also can you tell me how can i change the animations??? and the speed of combat animations???

  12. #12
    maximusminimus's Avatar Biarchus
    Join Date
    Mar 2005
    Location
    Lisboa, Portugal
    Posts
    668

    Default

    Quote Originally Posted by God Zeys
    Is there a newest version of Blood mod 1.4??? Can someone make a realistic mod with blood without any bugs? Please Help!!! Also can you tell me how can i change the animations??? and the speed of combat animations???
    I suggest you post that in the workshop forums, this is the wrong thread for that kind of questions.

    Download V. 1.0 here
    Discussion and updates here

  13. #13
    maximusminimus's Avatar Biarchus
    Join Date
    Mar 2005
    Location
    Lisboa, Portugal
    Posts
    668

    Default

    Hey Borsook, i think there's one more.
    Looks like short pike phalanx is not working properly in 1.3. If they have a sword as secondary, they swich weapon at first contact.
    And if they don't have a secondary weapon, the spears will not show when they're on walls.

    Download V. 1.0 here
    Discussion and updates here

  14. #14
    Borsook's Avatar Artifex
    Join Date
    Feb 2005
    Location
    Radom, Poland
    Posts
    681

    Default

    Do they appear when phalanx ability is off? Anyway I'll try to test it soon.

    BTW I can't confirm the "hate greeks" when fighting rebels problem someone reported earlier.
    And I'll do a small update to the list shortly.
    Under Patronage of Necrobrit

  15. #15
    maximusminimus's Avatar Biarchus
    Join Date
    Mar 2005
    Location
    Lisboa, Portugal
    Posts
    668

    Default

    Quote Originally Posted by Borsook
    Do they appear when phalanx ability is off?
    Yes, on the ground there's no rendering problem, but as soon as you put them on walls, the spears don't show anymore.
    And they can't hold phalanx formation like they should (not on walls off course).

    Download V. 1.0 here
    Discussion and updates here

  16. #16
    adamus's Avatar Miles
    Join Date
    Aug 2005
    Location
    somewhere in England
    Posts
    333

    Default

    Principes have same mental value as Hastatii, whereas being supposely veterans and 'tougher' men.
    Borsook, I would suggest that there is no problem here (in v1.3)

    Although the two units have the same morale, they have different mental attributes:
    - Hastati have the mental attributes "normal" and "trained"
    - Principes have "disciplined" and "highly_trained"

    I would argue that this adequately reflects the "veteran" status of the Principes.



  17. #17
    Borsook's Avatar Artifex
    Join Date
    Feb 2005
    Location
    Radom, Poland
    Posts
    681

    Default

    Quote Originally Posted by adamus
    Borsook, I would suggest that there is no problem here (in v1.3)

    Although the two units have the same morale, they have different mental attributes:
    - Hastati have the mental attributes "normal" and "trained"
    - Principes have "disciplined" and "highly_trained"

    I would argue that this adequately reflects the "veteran" status of the Principes.
    Ok, changing the marking.
    Under Patronage of Necrobrit

  18. #18

    Default

    ? what's the problem? didn't you enslave segesta?
    Quote Originally Posted by Honor&Glory inspired by Archer
    How much will I pay to sit in front of a TV and chase polygons?

  19. #19

    Default

    run the test, will ya

  20. #20

    Default

    Fine

    Edit: ok this is what i got, is it what you got?





    Last edited by Gogoas; December 11, 2005 at 01:12 PM.
    Quote Originally Posted by Honor&Glory inspired by Archer
    How much will I pay to sit in front of a TV and chase polygons?

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •