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

  1. #161
    maximusminimus's Avatar Biarchus
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    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.

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  2. #162
    maximusminimus's Avatar Biarchus
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    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.

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  3. #163
    Borsook's Avatar Artifex
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    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.
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  4. #164
    Borsook's Avatar Artifex
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    UPDATE:
    (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.
    If it has not been reported in BI thread, could someone post it there? (to all familiar with the content of BI bug report)
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  5. #165
    maximusminimus's Avatar Biarchus
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    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).

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  6. #166
    adamus's Avatar Miles
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    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.



  7. #167
    Borsook's Avatar Artifex
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    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

  8. #168

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    after patch 1.3 I still don't get any increased population-growth due to slave-trade.

  9. #169
    Borsook's Avatar Artifex
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    Quote Originally Posted by Germanus
    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?
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  10. #170
    adamus's Avatar Miles
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    Sorry if this is OT Borsook, but 1.5 patch will be released next week. See here



  11. #171
    Borsook's Avatar Artifex
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    Quote Originally Posted by adamus
    Sorry if this is OT Borsook, but 1.5 patch will be released next week. See here
    Great, thanx for linking here.
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  12. #172

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    Quote Originally Posted by Borsook
    Strange it works fine for me. Which city does not get it?
    None of the Julii, captured or core. ( haven't tested others yet)

    The city screen nicely shows slaves being part of the city-growth %, but the next turn growth has been as if there were no slaves.

    Cities have roads and governor present.

  13. #173
    Borsook's Avatar Artifex
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    Quote Originally Posted by Germanus
    None of the Julii, captured or core. ( haven't tested others yet)

    The city screen nicely shows slaves being part of the city-growth %, but the next turn growth has been as if there were no slaves.

    Cities have roads and governor present.
    That's strange. I played Julii lately and the slaves got added to the population correctly. Anyone else experiencing this?
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  14. #174
    maximusminimus's Avatar Biarchus
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    Mmmm... no mention to the short pike-phalanx thing in the 1.5 readme.

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  15. #175
    Borsook's Avatar Artifex
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    Quote Originally Posted by maximusminimus
    Mmmm... no mention to the short pike-phalanx thing in the 1.5 readme.
    Hopefully the list is not complete. Unless they still have not noticed e.g. spanish generals...
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  16. #176

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    regarding the slaves:

    Doesn't work with the Scipii either.
    Capturing and enslaving Syracuse doesn't give Messana (or Syracuse itself) increased growth in the following 4 turns.

  17. #177

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    could some people try the following:

    start a new Julii campaign.
    Get the general from Ariminum out of town.

    Attack Segesta with on of the stacks near it to conquer the town, enslave the population.
    Build Gov center.
    end turn
    build road in Segesta.
    end turn 5 times.

    Post population in both Segesta and Arretium. Report if you got the Slave-trader when you enslaves Segesta.

    I simply can't beleive I'm the only one with this slave-bug

    When I arrive at winter 267BC, Segesta has a pop of 517, Arretium has 5047.
    Last edited by Germanus; December 11, 2005 at 06:27 AM.

  18. #178

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    ? 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. #179

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    run the test, will ya

  20. #180

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    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?

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