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Thread: TATW 3.1 BUGS & ISSUES (READ 1st POST BEFORE POSTING!)

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  1. #1

    Default TATW 3.1 BUGS & ISSUES (READ 1st POST BEFORE POSTING!)

    1. Please report only bugs and issues if you have already installed the 3.1 Patch.
    2. Please give some information about the circumstances of the problem and if possible, post a picture.
    3. Please upload your last save-game if you have experienced a crash in a battle or campaign.
    4. Please only report bugs if you have no sub-mods installed.




    Known Bugs & Issues


    • The Fellowship Campaign was not supposed to be playable in the first 3.0 release.
    • The custom settlements are mainly designed for the campaign map, therefore custom battles with custom settlements should only be played 1 vs 1.
    • Minas Tirith misses some door textures where units go onto the walls.
    • Henneth Annun cave texture
    • Spelling errors in several texts (please don't report more, I know them )
    • Deployment problems in some custom settlements
    • Pathfinding problems in some custom settlements
    • English captain model for slaves
    • Blackroot Archers Bodyguards do not replenish
    • Ballista Towers can be built in towerless custom settlements
    • Banners carriers of some rebels (lthilien Rangers) have no textures
    • Mission to blockade port may be illogical
    • Grey Company sprite
    • Rhun general noseguard
    • Dwarven size can occasionally vary
    • Hardly playable battle map near Black Gate
    • Illogical Ex-heir trait
    • Axethrowers sounds
    • Dunland rebels missing unit card for
    • Rammas Echor description (cotton)
    • Saruman's death causing crash? - couldn't personally confirm it yet - more info appreciated



    This is NO Bug:


    • passable water between Osgiliath (Reason: game limitation, no solution possible)
    • Projectiles in Osgiliath can sometimes fly through buildings (Reason: performance issues)
    • The game crashes before the first loading screens occurs (Reason: Installation was done in the wrong folder or one file of TATW 3.0 hasn't been installed)
    • Landbridges at Pelargir or the Anduin river (Reason: Prevents AI from being stuck)
    • Missing boiling oil (Reason: too much advantage for the player; not mentioned in Tolkien's lore)
    • Rebels stand besides a city at game start (Reason: has one)
    • Custom settlement walls on campaign map not representing battle map model (Reason: game limitation)
    • Settlement model on campaign map ocasionally changes to vanilla ones (Reason: game limitation)
    • No floating unit banners (Reason: design decision)
    • Artillery crews can't be upgraded (Reason: harrdcoded)
    Last edited by King Kong; June 05, 2012 at 07:39 AM.

    Winner of 'Favorite M2TW Mod' and 'Favorite M2TW Modder' Award 2007 & 2008

  2. #2
    Moneybags14's Avatar Ordinarius
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    Default Re: TATW 3.1 BUGS & ISSUES (READ 1st POST BEFORE POSTING!)

    Sorry to be a little OffTopic KK but how do the blackroot bodyguards not replenish?!?! I would love to know how this is possible!

    Also I will reserve this post as an answer to technical questions that will arise.

  3. #3
    Emperor of Hell's Avatar SPA-NED 1-5
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    Default Re: TATW 3.1 BUGS & ISSUES (READ 1st POST BEFORE POSTING!)

    Blackroot archers do only replenish till 77 men IIRC. Game limitation

  4. #4

    Default Re: TATW 3.1 BUGS & ISSUES (READ 1st POST BEFORE POSTING!)

    Thanks for that. Would it be possible to give us the fix as a zipped folder too ? I guess many of us made already personal changes, started a submod... of course we can re-install and do the changes again, but it may be easier for us to implement the fix manually.

    Edit... sorry for being stupid (for those who are also stupid : rename your real Third_Age_3 folder to something else and run the patch file, you will get a new folder Third_Age_3 containing only the fixed files)
    Last edited by Adjudant-Major; December 22, 2011 at 04:53 AM.


  5. #5
    MasterBigAb's Avatar Valar Morghulis
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    Default Re: TATW 3.1 BUGS & ISSUES (READ 1st POST BEFORE POSTING!)

    I don't know whether you count that as bug, but one can built balista towers in custom settlements - which is kind of pointless ofc ?!
    Shouldn't they be removed at places where there are no towers able of shooting these ?!?

    My personal opinion would be: Enable arrows/balistas in towers of custom settlements, they are already hard enoguh to defend

  6. #6

    Default Re: TATW 3.1 BUGS & ISSUES (READ 1st POST BEFORE POSTING!)

    Attacking AI forces always build towers, rams etc when attacking Imladris. Seems kind of pointless since there aint no walls to break down.

    Dwarven Horn (Rally Troops) has no sound(since 3.0). Tho sound can be heard when your troops are charging in.

  7. #7
    Scorpius Centaurus's Avatar Miles
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    Default Re: TATW 3.1 BUGS & ISSUES (READ 1st POST BEFORE POSTING!)

    The captain models of the rebel lthilien rangers are silver surfers. And don't know if this is on purpose, but during a siege battle of Isengard, the sky was red. I can understand it for Mordor but it seems strange seeing it over Isengard.

    EDIT: Sorry, it's the banner/flag bearers that are silver surfers, not the captains.
    Last edited by Scorpius Centaurus; December 23, 2011 at 07:42 AM.

  8. #8
    FC Groningen's Avatar Senator
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    Default Re: TATW 3.1 BUGS & ISSUES (READ 1st POST BEFORE POSTING!)

    I was playing as Mordor and held east Osgiliath with a sizable stack and went to attack West Osgiliath right away. Hoped I could blitz it, but a garrison script popped up. Suddenly, I was outnumbered. Crap, I thought. Didn't lift the siege however, as I hoped the attrition damage would help me and retreating back to east osgiliath could only lead to me being sieged. I hoped to reinforce my besieging army before Gondor would react.

    However, Gondor sallied out and I decided to play the battle myself to actually stand a chance.

    Now here is the bug: After deploying my troops and all, it turns out that Gondor's units were somewhere in the back of West Osgiliath and refused to come forth. Couldn't see what they were actually doing, but they didn't move an inch. I didn't want to walk into a pointless slaughter so I ended the battle. Despite the warning, I quit the battle, accepting a loss, but instead, I got a draw (known bug I believe?). Result is that it happened again the turn after and turn after, eventually resulting in Gondor losing W. Osgiliath.

  9. #9
    Plumo's Avatar Decanus
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    Default Re: TATW 3.1 BUGS & ISSUES (READ 1st POST BEFORE POSTING!)

    Some reported bugs and issues on Moddb.com :

    - Rohan gets 'blockade port' mission.
    - 5 turns is a bit too little for sending diplomats.

    Also as Dale, I was asked to blockade a port of Rhun. I think I can't construct ships in Laketown...

  10. #10

    Default Re: TATW 3.1 BUGS & ISSUES (READ 1st POST BEFORE POSTING!)

    Quote Originally Posted by Plumo View Post
    Some reported bugs and issues on Moddb.com :

    - Rohan gets 'blockade port' mission.
    - 5 turns is a bit too little for sending diplomats.

    Also as Dale, I was asked to blockade a port of Rhun. I think I can't construct ships in Laketown...
    snd an army to their port...stand on it...problem solved

  11. #11

    Default Re: TATW 3.1 BUGS & ISSUES (READ 1st POST BEFORE POSTING!)

    UPDATED

    I've noticed the Dwarven melee animations for the following units that alter in unit size during some attack sequences:

    Dwarven Axemen, Iron Crossbowmen, Axemen of Erebor, Axethrowers, and the Dwarven General for any given Dwarf unit (not the body guard unit)

    The above Dwarven units will "pop up" in size during certain attack animations and once the attack sequence is complete the Dwarven unit will "pop back down" to original size.

    I've noticed this as well during sync kill animations before but the sync kill pop up of short units (Dwarfs) doesn't take away from immersion like the "pop up" attack animations described above. I have tested this on all Dwarven Units and I have only listed the ones that I've seen the height scaling attack animation problem.

    I'm relatively new to the MTW 2 and Kingdoms Expansion and only played a little of Third Age 2.1 and COW 1.4.4 and have seen these height scaling issues before with sync kill animations but I have not noticed height scaling issues before with attack animations. I was wondering if this is a bug or just an inherent game limitation and has anybody else noticed this or can confirm the existence of the height scaling attack animation issue with the Dwarfs?
    Last edited by THE Rev Tube; December 24, 2011 at 03:20 PM.

  12. #12

    Default Re: TATW 3.1 BUGS & ISSUES (READ 1st POST BEFORE POSTING!)

    I have a steam copy of m2tw and when i quit the game, launcher.exe keeps running. pretty iritating to have to end the process every time.
    if this isnt a tatw problem anyone know how to fix it?
    Last edited by Owl_killer; January 10, 2012 at 01:32 PM. Reason: whoops

  13. #13

    Default Re: TATW 3.1 BUGS & ISSUES (READ 1st POST BEFORE POSTING!)

    Also, while I'm here in bug reports, I got to a point about 30 turns into an Isengard campaign when i entered a battle in the field right by Isengard with rohan. i played it about 3 times and every time the game crashed when our lines were very close to meeting.

    is this another projectile issue, like with throwing axes? is there anything else that i need to go into and change "third_age" to "teutonic"?

  14. #14

    Default Re: TATW 3.1 BUGS & ISSUES (READ 1st POST BEFORE POSTING!)

    its a steam problem with mtw 2 and as far as i know there is no fix

  15. #15

    Default Re: TATW 3.1 BUGS & ISSUES (READ 1st POST BEFORE POSTING!)

    No big deal - but I thought you might like to know. I sent a Gondor diplomat to the Dwarves capitol to request an alliance. The alliance was accepted - and the voice over started talking about "a good deal for Scotland" or something like that. It made me smile.

    Thanks for such a cool game.

    Best,

    Jon

  16. #16

    Default Re: TATW 3.1 BUGS & ISSUES (READ 1st POST BEFORE POSTING!)

    I'm playing as high elves on campaign and i'm on the first besieging mission "mountain fort". I decide to battle it out because a nearby army is attacking me while i'm on siege mode. During 10 minutes into the battle the game just freezes and i can hear the background music still. This happens every time i restart and try it over. Please help me with this problem , i was really having fun too.

  17. #17
    sebsebseb1234's Avatar Tiro
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    Default Re: TATW 3.1 BUGS & ISSUES (READ 1st POST BEFORE POSTING!)

    I have noticed two smaller bugs in the new elven tows
    1. The builing on the hill has a missing wall
    2. The water in front of the wall seems to not care about physiks
    Jesus was nailed at the cross, Thor has got a hammer. Any questions?


  18. #18

    Default Re: TATW 3.1 BUGS & ISSUES (READ 1st POST BEFORE POSTING!)

    Hi, Whenever I go to download TATW 3.0 P1, it will freeze once there are 24:20 min left, at about 1% downloaded, what can i do to fix this?
    Wil you play the game? the game of thrones.

  19. #19

    Default Re: TATW 3.1 BUGS & ISSUES (READ 1st POST BEFORE POSTING!)

    OK, im sure this has probably been reported before, but, err, The Riders of The Westfold(i think), the Rohan Axewielding horse unit, Has NO RIDERS, its just horses, and no men.

  20. #20

    Default Crash when entering battlefield

    I have a problem.

    When I enter the battlefield (for example, I attack Foldburg with Isengard), sometimes the game crashes without a clear reason .

    note: At the top of the thread, it says: "...upload your savegame...". How?

    Greetz
    High Chieftain Uglag of the Orks of the Misty Mountains

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