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Thread: [Support] Bug Reports

  1. #6301

    Default Re: [Tech] 1.2 Bug Reports

    Hi there, I posted a comment on the steam page for the Gladiator recruitment submod (as have others in the past 6 months or so) so I figured it just wasn't being seen. Anyhoo... the gladiator recruitment mod seems to be bugged. I could recruit them, but only a few and after disbanding they are un-recruitable (maximum number already recruited).

  2. #6302
    Jake Armitage's Avatar Artifex
    Patrician

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    Default Re: [Support] Bug Reports

    I see 2019 as last update
    i don't really think dresden is considering it much, lately

    just don't use it

  3. #6303

    Default Re: [Support] Bug Reports

    Quote Originally Posted by Jake Armitage View Post
    I see 2019 as last update
    i don't really think dresden is considering it much, lately

    just don't use it
    Fair enough, thanks for the response. I guess it's not the most historical/authentic anyways haha

  4. #6304

    Default Re: [Support] Bug Reports

    Hey Guys! First off, 1.3 is amazing so far, thoroughly enjoying it

    I did not read through all of the bug reports, so perhaps this was already addressed. There seems to be clipping for many of the cities now given that many of them have that extra building slot. I imagine this would be very hard to resolve, and it is not a huge irritant, just thought I would share.

    Thanks again for all your efforts!

  5. #6305

    Default Re: [Support] Bug Reports

    In the CiG Campaign playing as the Arverni, once you hit the reforms they can't upgrade their old units, and the old units are still recruitable together with the new ones. I assume this is to do with there not being a purple reform tech?
    The Arverni can also only upgrade their general's cavalry unit in the Grand Campaign, despite having the tech there.
    If I have the time I'll look into other barbarian factions to see if they have the same issue since the last update.
    Last edited by Feeelix; June 20, 2022 at 09:05 PM.

  6. #6306

    Default Re: [Support] Bug Reports

    Several units of celtic factions, like the early Boii Cingetoi, Excingetoi and Bogiocingetoi have standard carriers with no standard in hand, Arverni Bodyguard cav as well just to name a few.
    Last edited by Feeelix; June 23, 2022 at 06:42 AM.

  7. #6307
    GourmetGorilla's Avatar Semisalis
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    Default Re: [Support] Bug Reports

    I'm encountering frequent bugs with the population system, where disbanding units in a province is disruptively hit or miss. I often have to save & reload a half dozen times or more before it works, and I finally seem to have figured out that if I check the population before & after, the corresponding population increase almost never works. So basically, pulling up the population window by hovering over the city's icon prior to disbanding seems to effectively set the population script in stone for that turn. It's like Schroedinger's cat, but with like, a whole army of cats. (Aristocats?)

    Today I had a naval recruiting port captured by the enemy. My population of plebs was reduced to zero by the time I got it back, as the enemy had turned them all into peregrini, so I tried disbanding an army of recruits into the province. It added 3000+ pleb pop immediately, using the trick I learned by only checking at the end of a turn, so I was able to recruit three quinqueremes. Should have taken out a couple hundred plebs, but when I tried recruiting on the next turn, the quinqueremes were greyed out. I checked the pop, and it had glitched from 3800 to zero when I had ended the previous turn!

    I hope it's a fixable bug, because being able to settle armies can be a real lifesaver. Having an entire population class completely disappear the next turn is pretty frustrating when you've already had to save & reload a couple times.

    P.S. it seems to be replicable, at least on my end, so I attached the autosave. The port in question is Herakleia, down on the sole of Italy's boot across from Taras. It's the RotR campaign, but I've had it happen in the GC as well. You can see that there are a couple thousand plebs there before you end the turn, but by the start of the next turn, they've glitched out.

    https://drive.google.com/file/d/1Mny...ew?usp=sharing
    Last edited by GourmetGorilla; June 29, 2022 at 12:52 AM.

  8. #6308
    GourmetGorilla's Avatar Semisalis
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    Default Re: [Support] Bug Reports

    On another issue, it seems that the level II Shipwright allows you to recruit quinqueremes, but not triremes. When you upgrade to the level III Docks, you can recruit triremes, but not quinqueremes. Shouldn't the triremes be at level II, with both being included at level III? That's the way it is with barracks, I don't understand why you have to leave the docks un-upgraded in order to produce the larger ship, and lose it if you upgrade.

    I never did solve the disappearing pleb pop in Herakleia, now the disbanded units won't go into the pop pool at all. Just gonna have to build a shipwright somewhere else, and stick with smaller ships in the Southern port.

  9. #6309

    Default Re: [Support] Bug Reports

    Hey team.
    the new unit - Mauryan naval guard have invisible weapons when they fight in melee.

  10. #6310

    Default Re: [Support] Bug Reports

    The Ptolemikoi Karioi Taxeis have Celtic/Galatian officers and standard bearers, that's not intentional, right? They also hold their spears normally when out of combat, but when fighting the spears seem to "slip backwards", resulting in them being held very far at the top and looking quite weird as a result.

  11. #6311

    Default Re: [Support] Bug Reports

    Playing an Armenian campaign have the highest tier military academy build which is suppose to give +3 experience level to newly recruited general, however it doesn't give any experience level when I recruit the general in that settlement where the military academy is.

  12. #6312

    Default Re: [Support] Bug Reports

    Hi, have fresh install of rome 2 and only DeI mod. Missing texts in cards of buildings and soldiers. How to fix it ? Game is in polish.

  13. #6313
    KAM 2150's Avatar Artifex
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    Default Re: [Support] Bug Reports

    You need to change game language to English. Mods work on only one language version.
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  14. #6314

    Default Re: [Support] Bug Reports

    1.3.1 beta mercenary Gallic Swordsmen ones you get in Anatolia are marked as Spearman with a Bonus vs cavalry of 6. the units in battle also are armed with spears instead of swords

  15. #6315

    Default Re: [Support] Bug Reports

    Quote Originally Posted by armen View Post
    1.3.1 beta mercenary Gallic Swordsmen ones you get in Anatolia are marked as Spearman with a Bonus vs cavalry of 6. the units in battle also are armed with spears instead of swords
    They are called sellswords because that is a generic term for mercenaries. They are assault spears.
    Last edited by Olmsted; July 19, 2022 at 08:44 PM.
    Discord handle Q_Sertorius #0164

  16. #6316

    Default Re: [Support] Bug Reports

    Quote Originally Posted by Olmsted View Post
    They are called sellswords because that is a generic term for mercenaries. They are assault spears.
    makes sense. The unit card and the word sword in sellswords made me think it was a sword unit

  17. #6317

    Default Re: [Support] Bug Reports

    The standard bearer for the Galatian axemen is missing his legs

  18. #6318

    Default Re: [Support] Bug Reports

    Quote Originally Posted by armen View Post
    makes sense. The unit card and the word sword in sellswords made me think it was a sword unit
    The unit card hasn’t been updated yet.
    Discord handle Q_Sertorius #0164

  19. #6319

    Default Re: [Support] Bug Reports

    Havent played DeI a while and now hopped back. The thing that really surpriced me is the amount of CTDs. They kinda random, tried to get some patter out of it but no luck.

    I've been scripting few years and to be honest, never accomplished to generate CTDs with too complex scripts etc. So really wondering what is this about. Did all the tricks mentioned in this thread and little more... Funny thing is that after crash just meking that extra, for example, agent action on before CTD turn, changes something and it does not crash.

    So theres nothing but randomness to me here. Any hints to get a hold of this?

  20. #6320

    Default Re: [Support] Bug Reports

    Thanks for the bug reports guys, will be reading over them.

    @MrTimbe haven't had any other reports of regular crashes

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