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Thread: Confirm bugs for MTW II-Updated 28th November 2006

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  1. #1

    Icon4 Confirm bugs for MTW II-Updated 28th November 2006


    Confirmed bugs so far


    Battle map
    1. passive ai in battle map that lets you shoot at it(first reported by a CA dev themselves prior to release) - also ai not responding to flanking manouvers
    2. bug with ai and sieges where it can stall after taking the first wall on a settlement.
    3. bug with siege weapons disappearing close up for some people
    4. Gunpowder units cease to work after suffering casualties, especially from ranged units.
    5. AI sits there when it has no way of assaulting the settlement, after siege weapons are destroyed
    6. Monster Bombard causes crashes for some people when firing
    7. Huge fps drop in sieges when the ai loses all other siege equipment apart from 1 ladder.
    8. Soldiers only sometimes go up one ladder in a set of ladders
    9. If battle happens on steep mountain tile units can get deployed in inaccessible places so battle ends in a draw
    10. Ai ignores gates in sieges if it has a spy open them if it only has rams. It does not seem to realise the gates wil open when it gets near them.
    11. Javelinmen and handgunners/arquebusiers/musketeers on walls not firing
    12. Ballista towers shooting cannonballs, and cannon towers shooting ballistas
    13. Unit cohesion/spacing problems which lead to only front rank of unit charging sometimes, and seem to affect cavalry charges
    14. Some buildings can be passed through
    15. When pressing space bar to see where your units will end up after being moved, the yellow arrow markers flicker
    16. All units that have the 2handed animation used by Billmen etc are very ineffective in combat as they do not seem to kill anything.
    17. When defending a settlement there is not always the option to deploy, even if there isn't a spy in the settlement
    18. When sieging a castle with only artillery, even if you have put a hole in the wall and have ladders, if you run out of ammo you will loose the battle.
    19. Cavalry has problems chasing down routing units
    20. Bug with Pikemen swords animation where it gets stuck in this loop:
      I had dismounted knights fighting against pikemen. In melee, pikemen did draw their swords and start fighting against the knights.
      But then there were a couple of guys just repeating the same move (half-a-turn strike, block) They did it like 2 or 3 times per second and got stuck doing it. When I looked closer, there were many men in the fight doing it, and no one died because of that bug.
    21. Ai rushes its siege equipment across the bridge in bridge battles, and they push other units out the way
    22. Units sometimes go into slow-mo
    23. Ranged units do not always fire on the unit you order them to fire on when it group.
    24. Some soldiers in a unit will sometimes stay on the ground instead of going into ladders/towers.
    25. Big pathfinding problems in sieges
    26. Allow the unlimited men on battlefield feature from RTW to be used again, several instances of having a small army wiped out by the player/ai and larger reinforcing army not appearing because of message saying the computer cannot deal with such large numbers even if the player can handle 8000 in custom battles.
    27. Missile units will go through the reload animation instead of running even when in skirmish mode.


    Campaign Map
    1. Ai randomly blockades and unblockades ports
    2. Casulaties inflicted on enemy army do not appear in the campaign map if you withdraw from battle
    3. Crashes in campaign battles involving Timurid elephants for some people
    4. Wooden castle and tourney fields mention free upkeep units, yet castles cannot produce free upkeep units
    5. When Aztec cities/castles get upgraded to a certain level they end up with Muslim architechture
    6. Princesses get retinues characters who give bonuses to command
    7. Priests trained in a settlement with a Cathedral automatically become Bishops, but this does not happen with Huge Cathedrals(? Maybe only some priests become Bishops)
    8. Muslim characters can get Christian ancilliaries
    9. Council of Nobles sometimes gives missions to get trade rights with factions you already have them with
    10. ai Crusading armies getting stuck in other faction lands when the Crusade finishes but that army did not do it. They just seem to sit there forever
    11. Bug with game getting 'hung' on a factions turn if both faction heir and faction leader captured in battle then executed. They may have been the last family members. Game can also get hung on a factions turn for a long time.
    12. With "Automanage taxes only" set to on and no governor is present, towns and castles will automatically retrain units even when the "Autobuild" and "Autorecruit" options are unchecked
    13. Ships can sail in and out of blockaded ports
    14. Ai sometimes sends 1 or 2 unit stacks to attack your cities
    15. Ai will sometimes have a ful stack army near a settlement with 1 or 2 units in your are beseiging and not attack you. It will also sometimes ignore your hostile full stacks walking through its territory when you are at war with it even if it has several full stacks nearby.
    16. Agents skill goes down far too much for unsuccesful mission. It should stay the same, or get a slight drop.
    17. When hiring mercs sometimes the cash is not deducted from the players treasury
    18. Unrest caused by enemy spy continues even if he has been ejected. Adjusting the tax rate removes the unrest effect.
    19. Generals sometimes causing religious unrest yet do not have any traits/retinues that would cause it.


    Crusades
    1. Fix crusaders deserting at high sea every two turns
    2. Fix Crusades not completing the path laid out by players -- they will follow the path for 1 turn and then stop.(this seems to happen with all agents and armies sometimes)
    3. Fix Crusades that have their family member killed en-route -- these Crusades continue to remain Active, but the Pope does not realize this. Therefore the Pope does not call anymore crusades, and the player cannot recruit anymore crusade units.
    4. Fix Crusades that fail because someone else beat them to the target -- these Crusades should disband or become rebels, not stand around doing nothing


    Diplomacy
    1. Still problem with ai accepting vassal status
    2. Ai refusing gifts in diplomacy
    3. Ai offering money for free in return when you offer trade rights
    4. Auto-resolve for sieges seems to be bugged in favour of the attacker
    5. Errors with family trees when son-in-law married into the family from another faction takes the throne.
    6. Merchants bugged: on reload of save game their income drops
    7. Some diplomacy pop-ups can happen after a faction has been destroyed
    8. Tributes only seem to give cash for first turn, and not for any turns after that.
    9. Pope will threaten to excommunicate you even if you are trying to protect yourself against attacking armies. He will often excommunicate the defender for just defending themselves.


    Graphical/Sound Bugs
    1. Venetian Heavy Infantry and Venetian Archers have their armour upgrades the wrong way round
    2. Native archers in the New World have roman peasant icon(the default unit info icon from RTw) for unit info card.
    3. Merchants Guild Apprentice trait mentions assassins guild instead.
    4. Some model bugs for some Byzantine units, and with the Norman Knight/Latinikon/Christian Guard model
    5. Neither Iconium nor Bucharest, at some unidentifiable point, get a "village" inside their harbours' walls. And Bucharest isn't connected to its harbour :http://img215.imageshack.us/img215/1993/harbaui2.jpg
    6. Sprites are too bright compared to the actual units
    7. Armenian Cavalry refer to themselves as light cavalry when they are heavy cavalry.
    8. Roads in Dublin do not appear on the map


    Miscellanious
    1. Errors in translated text for foreign languages versions of the game, including swear words in the Italian versions advisor's speech.
    2. French Diplomat says 'bein' instead of bien
    3. May be some issues with memory leak with long extended period of play



    Ideas for Fixes/Improvements
    1. Make Inquisitors slightly less powerful
    2. Make assassins slightly more able to kill targets at lower levels. In addition, make the "killer on edge" penalty trait much rarer; an assassin should not suffer a decrease in skill with every failed assassination attempt.
    3. Longer timer for sieges
    4. Reduce rate of fire for towers
    5. Tougher campaign ai on higher difficulties
    6. Campaign ai should garrison its settlements better. It also just sometimes stands there with a full stack army next to your invading army and does nothing. Should also attack with more full stacks, sometimes it can attack with very small stacks
    7. Make ai build less siege units as it seems to have a lot in its armies, especially Milan/Venice.
    8. Give billmen, halberdiers and pikemen(?) bonus against cavalry
    9. Some units missing from the campaign: Armoured Sergeants for the English, Dismounted Gothic Knights for HRE, Dismounted Broken Lances for Venice.
    10. Reduce combat skills of siege crews/peasants as they get far too many kils when fighting elite units
    11. Give mortars exploding ammo as atm they are too ineffective
    12. Add back in thing from RTW that displayed how many movement points agents have left
    13. Have a transgression option in diplomacy to ask other factions to move their troops off your land.
    14. Have relations with a faction improve the longer you are allied. But also allow for them to decline if there is nowhere else for an ai faction to expand apart from your lands.
    15. When an alliance is broken it should have a big effect on relations, and on a factions reputation
    16. Have your history with a faction affect your relations. eg if you have lots of wars with a faction it should be harder to get an alliance with them
    17. Cancelling treaties should not lower reputation at all, but probably faction relations. (not sure what is status quo).
    18. Ai should do more naval invasion. At the moment the ai never takes over Ajaccio or Cagliari, and never leaves the British Isles as the Scots/English if that is all they have.
    Last edited by Lusted; November 28, 2006 at 06:20 AM.

  2. #2

    Default Re: Confirmed Bugs Thread

    Gunpowder units cease to work after suffering casualties, especially from ranged units.
    in patronicium sub The Bavarian Noble

  3. #3
    Lusted's Avatar Look to the stars
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    Default Re: Confirmed Bugs Thread

    If you set them to fire at will that doesn't happen.
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  4. #4

    Default Re: Confirmed Bugs Thread

    Not sure if this counts as a bug, but its definately a problem with the AI.

    Sometimes the AI will seige one of your settlements if it has FAR fewer troops, ala RTW. In my English Campaign the French King went to seige Renne ON HIS OWN.

    The Scots also seiged Edinburgh even though I had roughly double the men defending it.

  5. #5

    Default Re: Confirmed Bugs Thread

    Quote Originally Posted by Lusted
    If you set them to fire at will that doesn't happen.
    I just tested it again - it definitely does happen with fire at will.
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  6. #6
    Taelok's Avatar Senator
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    Default Re: Confirmed Bugs Thread

    Xennik have you tried toggling the FaW command off an on then trying again?

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  7. #7

    Default Re: Confirmed Bugs Thread

    Quote Originally Posted by Taelok
    Xennik have you tried toggling the FaW command off an on then trying again?
    It does still happen..but even if it would have fixed the issue, there should still be a fix so you don´t have to set Fire At Will on and off at the beginning of each battle Well, sadly it doesn´t change anything.

    This bug was already in the gold demo aswell btw.
    in patronicium sub The Bavarian Noble

  8. #8

    Default Re: Confirmed Bugs Thread

    Quote Originally Posted by Lusted View Post
    If you set them to fire at will that doesn't happen.
    That may be true, but it shouldn't be working that way, right?

  9. #9
    deRougemont's Avatar Yeoman
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    Default Re: Confirm bugs for MTW II-Updated 28th November

    Thanks Blizzard, that makes two land-locked small lake navies reported. One in Scandinavia, one in the Holy Land.
    Last edited by deRougemont; November 28, 2006 at 10:22 AM.

  10. #10
    deRougemont's Avatar Yeoman
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    Default Re: Confirm bugs for MTW II-Updated 28th November

    Here are three issues pertaining to German names:

    1.) ...with names ending with "von Frieburg", i.e., "Albrecht von Frieburg": Frieburg is a common anglo-misspelling of "Freiburg". The "i" and "e" are backwards in the game. Freiburg was an important medieval city at the foot of the Black Forest; and probably the city the game is referring to. Besides, there is no town of "Frieburg" anywhere in Europe. I quickly confirmed this with Google Earth.

    2.) ...with names ending with "der Bar", i.e., "Albrecht der Bar": there should be an umlaut (signified by two little dots) over the "a" in "Bar"; i.e., "der Bär". This was spelled correctly in MTW, but incorrectly in MTW2.

    3.) ..."der Bär" literally means "the Bear" in German. Therefore that name should not be applied to religious figures or princesses in the Game. I have seen it used for both numerous times over the past two weeks.

    P.S. I only have knowledge of German as a second language, but assume that with the above errors there must be other language errors in the names for other factions. Could someone who speaks the other languages keep in eye out for other name errors?
    Last edited by deRougemont; November 28, 2006 at 10:24 AM.

  11. #11

    Default Re: Confirm bugs for MTW II-Updated 28th November

    Quote Originally Posted by deRougemont View Post
    P.S. I only have knowledge of German as a second language, but assume that with the above errors there must be other language errors in the names for other factions. Could someone who speaks the other languages keep in eye out for other name errors?
    I noticed, right after I got the game, that a Danish king had a female name - if only I could remember what it was. Anyone?

  12. #12
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    Default Re: Confirm bugs for MTW II-Updated 28th November

    Quote Originally Posted by deRougemont View Post
    Thanks Blizzard, that makes two land-locked small lake navies reported. One in Scandinavia, one in the Holy Land.
    I have seen a Mongel ship landlocked near the NW part of Russia (forget the city name)

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  13. #13

    Default Re: Confirmed Bugs Thread

    I was besieged and then assaulted by a superior Hungarian army. They were lined up outside my castle walls with two ballistae, ladders, a seige tower and two rams. Instead of over running my spread out (the game skipped the deployment phase and my units were scattered around the castle, is that deliberate?) and inferior troops they decided to stare me to death. Is this part of the passive bug? I tried to get them moving by baiting them but they just tried to attack that unit and then stopped. I emptied all my arrows into them and since there was no way I could defeat them in open battle I just let the clock run down.

    I don't know if i'd call these bugs, more quirks, but here's what i've encountered so far:
    The hungarians besieged a settlement that had 7-8 units inside with a two unit stack. it then asked for a ceasefire and lifted the siege and then attacked the next turn before lifting the siege and slinking off.

    The AI had me by the balls and it didn't finish me off. Venice was weak and my forces were two moves away. A 7 unit rebel stack besieged venice and would have easily overwhelmed my 2 archers and 1 militia but then it withdrew after besieging for 1 turn.

    Oh and I still have allies moving single stack units into my land for no purpose. I can't tell them to scram and I can't attack them without breaking the alliance, what can I do?

  14. #14

    Default Re: Confirmed Bugs Thread

    Quote Originally Posted by Reiver
    I was besieged and then assaulted by a superior Hungarian army. They were lined up outside my castle walls with two ballistae, ladders, a seige tower and two rams. Instead of over running my spread out (the game skipped the deployment phase and my units were scattered around the castle, is that deliberate?) and inferior troops they decided to stare me to death. Is this part of the passive bug? I tried to get them moving by baiting them but they just tried to attack that unit and then stopped. I emptied all my arrows into them and since there was no way I could defeat them in open battle I just let the clock run down.

    I don't know if i'd call these bugs, more quirks, but here's what i've encountered so far:
    The hungarians besieged a settlement that had 7-8 units inside with a two unit stack. it then asked for a ceasefire and lifted the siege and then attacked the next turn before lifting the siege and slinking off.

    The AI had me by the balls and it didn't finish me off. Venice was weak and my forces were two moves away. A 7 unit rebel stack besieged venice and would have easily overwhelmed my 2 archers and 1 militia but then it withdrew after besieging for 1 turn.

    Oh and I still have allies moving single stack units into my land for no purpose. I can't tell them to scram and I can't attack them without breaking the alliance, what can I do?

    Maybe the pope told them to leave you alone

  15. #15
    Taelok's Avatar Senator
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    Default Re: Confirmed Bugs Thread

    bug with siege weapons disappearing close up(can someone confirm this as i've not seen it myself)
    Confirmed. Turning off Anti-aliasing fixes the problem somewhat, but I've found that Rams, siege towers, ladders and even the Holy cross do not appear close up. They seem to appear when you zoom out to sprite range.

    If you turn off AA as I said, siege guns should appear.

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  16. #16
    Sirius 21's Avatar Tiro
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    Default Re: Confirmed Bugs Thread

    Quote Originally Posted by Taelok
    Confirmed. Turning off Anti-aliasing fixes the problem somewhat, but I've found that Rams, siege towers, ladders and even the Holy cross do not appear close up. They seem to appear when you zoom out to sprite range.

    If you turn off AA as I said, siege guns should appear.
    I have AA on (2x) and I can see them, even close up, and I have an Ati Radeon X700 pro 128mb. This could be a graphic driver issue and not a bug.
    Last edited by Sirius 21; November 11, 2006 at 02:48 PM.
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  17. #17

    Default Princess bug

    No princess apear on the map. Never. And they never get married too.

  18. #18
    God-Emperor of Mankind's Avatar Apperently I protect
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    Default Re: Princess bug

    Strange.
    I got princesses running all over the place except for the muslims of course.

  19. #19

    Default Re: Confirmed Bugs Thread

    The replays are messed up. It's exactly like RTW did before it got the first patch. Wierd :hmmm:

  20. #20
    Der_Zenturio's Avatar Civis
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    Default Re: Princess bug

    Quote Originally Posted by TB666
    Strange.
    I got princesses running all over the place except for the muslims of course.

    Hmm, me too. My Heir just got himself a Russian bride.

    There is the little text bug in the german localised version, where at least 2 factions refer to themselves as England. (So far Poland and Denmark)

    I'll get a screenshot and post it up later. (*edit* done)



    Also had the stalled seige AI and the Rambo King seige attempts.
    Last edited by Der_Zenturio; November 10, 2006 at 10:15 PM.




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