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Thread: [Technical] 1.15 Bug Reports

  1. #1461
    gary's Avatar Domesticus
    Join Date
    Mar 2005
    Location
    Newcastle Upon Tyne. North of England.
    Posts
    2,007

    Default Re: [Technical] 1.15 Bug Reports

    after booting this mod up for the first time in ages, I find that all my units are pink? Any ideas? PS, what patch is this mod running on for CA patch, is it patch_1.6- (?)
    Attached Thumbnails Attached Thumbnails pink.jpg  
    Last edited by gary; September 09, 2019 at 12:19 PM.
    My Granfather Frederick Avery.Battalion Boxing champion. Regiment.The Kings Own Yorkshire Light Infantry. dorcorated D.C.M. M.M.
    campaigns

    (India.1930) (Norway 1940) (Fontenay le Pesnil) (North-West Europe1944-45) (Argoub Se!lah)
    (Sicily, 1943 Salerno) (Minturno) (Anzio Gemmano Ridge)
    "Burma, 1942"
    My grandfather was a hero, modest, quiet and wounded twice, in hand to hand combat at Casino Italy.

  2. #1462

    Default Re: [Technical] 1.15 Bug Reports

    First of all many thnaks for the update. Grteat that Barbarian walls have been fixed!

    Here are th bugs I've noticed so far playing Rome campaign:

    - Research tree is bugged. Count down gets stuck sometimes and you have to restart the research to get it going again
    - 'Set war coordination' target seems to be available for every faction whether you are allied to them or not
    - Night time battles are often available to generals who don't have this ability yet
    - not so much of a bug but noticing AI is declaring war a lot but then a few turns later wants peace and is willing to pay me for it - doesn't make much sense! I'm sure this is hard wired so probably not much that can be done?

    Let me know if you need more detail on these bugs.

    Thanks

    J

  3. #1463

    Default Re: [Technical] 1.15 Bug Reports

    No fog of war bug

  4. #1464

    Default Re: [Technical] 1.15 Bug Reports

    Ok found a few more bugs - again playing as Rome:

    - only seem to be able to export fish even though many settlements are producing other resources
    - Units in armies not gaining experience despite winning battles. My 1st legion has won 20 battles and only two units are rank 1. Others have gained no experience.
    - Allies join you even if you don't check the box when war is declared against you.

  5. #1465

    Default Re: [Technical] 1.15 Bug Reports

    Would like to add one bug. Might have been reported as it comes fairly quickly in the timeline.

    So, I opted for reparations from Carthage after the battle of Zama. The issue happens few turns later when Carthago declares war on one of Roman puppet states in Iberia. Of course I join on the side of my puppet state and, to my surprize, reparations continue to come (although measily 1500 denari, bastards). I suppose once you re-enter the war, reparations should stop, right?

  6. #1466

    Default Re: [Technical] 1.15 Bug Reports

    any news about fog of war?

  7. #1467

    Default Re: [Technical] 1.15 Bug Reports

    Sorry if these have been posted already, but honestly I haven't had too many problems that I figure wouldn't have already been noticed or would already be being worked on.
    At first when I ran AE, the selectable factions from the grand campaign menu all came up as the standard Attila factions. But after reading in your upload page on Steam that AE won't work with other mods, I stopped them in the mod manager and that problem stopped with them.
    After that I started a campaign as the Boii (who begin as a horde) and found that it seems I can't upgrade my horde at all. The horde seems to have no basic camp/settlement, with no capacity to build one, either; so recruiting units isn't possible. I was sort of able to get around this by buying my way into a confederation with a nearby tribe and could then recruit units, but then noticed that the buildings I did have options for seemed to behave like I was still a horde (affecting integrity, horde growth, needing a certain level of growth to upgrade existing buildings, etc). Also I don't know if it's because I bought land instead of conquering and settling it, but once I recruited a full stack, within a few turns my finances were completely locked. In that it didn't seem to matter whether my taxes were low or high, income stayed the same.
    I'm certain I followed the install instructions, but it's also possible that I missed something. I'm also running the supply content, but not the custom battles content if that helps at all.

    Other than that, so far this mod has been really fun and interesting; maybe the best one I've played since EB on Rome 1/Alexander. I realise it's still in early stages, but even for that I think it shows more potential than any other mod I've played on any of the Warscape games. So I'd also like to say that I love what you guys are doing.
    Attached Thumbnails Attached Thumbnails 20190914102914_1.jpg   20190914102909_1.jpg   20190914102905_1.jpg   20190914102738_1.jpg   20190914105452_1.jpg  

    Last edited by kdub22; September 13, 2019 at 09:00 PM.

  8. #1468

    Default Re: [Technical] 1.15 Bug Reports

    Hello everyone,

    I've played this mode when it just came out and came back to it now, ~ a year later. I absolutely love the idea and the implementation and it does remind of Rome I RSII a lot! I like testing stuff so i've tested how different modifiers work while playing as Rome.

    Here's what I found so far:
    1. Allied and Independent region main buildings do not cut the income at all. E.g. it says "regional income and maintenance -40% due to autonomy" but it actually gives 100% income. Tributary and State seem to work fine.
    2. Characters Skills "Agricultural Expert" and "Great Administrator do not work as they're supposed to. The first does not give any bonus to agriculture multipliers (+18%), the second does not give any bonus to tax rate (+8%) but gives bonus to Management (+1) and negative bonus to Public Order (-4).
    3. Bonus to Faction Power does not work as intended:
    - it does decrease faction characters loyalty
    - it does not give any bonus to state culture factionwide (supposed to be +8 at max, whereas it is actually at +0)
    - bonus to the administrative costs reduction is quite hard to test, every step decreases the administrative costs by a tiny bit (by 1% or so) but it's unlikely that it was intended to work in that way
    - season negative bonuses to agricultural output don't work. positive seem to work fine

    There is also minor stuff that i may be forgetting atm. Pls let me know if it helps and i'll make a complete list of such misbehaviors asap.

    Thanks for the great work guys! Please keep it up!

  9. #1469

    Default Re: [Technical] 1.15 Bug Reports

    Getting end turn CTD. The crash happens when it gets to the turn of the AI faction Eupatriaroi tes Kolchidos. The screen goes whitish and then to desktop. Started happening from turn 285. I can sometimes get to next turn then it happens again, always the same faction, any ideas how to fix, ruining my campaign : (

  10. #1470

    Default Re: [Technical] 1.15 Bug Reports

    I was playing a campaign as the Cimbri and decided to attack the capital city of a neighbouring faction from the sea. As I began landing units in their town, part of some of those units would suddenly appear halfway across town... sort of. Most of the troops from those units stayed on the shores where I landed them, but the icon to select them would suddenly shift across town, but with no units visible. Where the icons were located, a small huddle of villagers would surround the location, but with no visible units there, they kind of just stood there and didn't attack.
    Attached Thumbnails Attached Thumbnails 20190917172532_1.jpg   20190917171429_1.jpg   20190917171104_1.jpg  

  11. #1471
    Libertus
    Join Date
    Oct 2014
    Location
    Amsterdam, NL
    Posts
    84

    Default Re: [Technical] 1.15 Bug Reports

    So I'm currently playing a Seleucid campaign, and my spy is casually walking about the world, when he suddenly encounters:

    Spoiler Alert, click show to read: 


    The city Faesulae and the armies are all Etruscan Rebels. The generals all have 1/1/1 in command, management, popularity, as well as no visible character/military force traits, and 100 integrity with -4/+4 as shown in image. I have no idea what additional information to provide.

  12. #1472

    Default Re: [Technical] 1.15 Bug Reports

    Gents,

    latest issues that need work:
    - Carthage's armies are weak, they were not before
    - Roman armies, are a bit stronger? why?
    - Really need to improve the barbarian varietyu
    - fleets still need work, i see too many one man fleets.

    that is all for now.
    -

  13. #1473

    Default Re: [Technical] 1.15 Bug Reports

    Quote Originally Posted by Totalknight View Post
    Gents,

    latest issues that need work:
    - Carthage's armies are weak, they were not before
    - Roman armies, are a bit stronger? why?
    - Really need to improve the barbarian varietyu
    - fleets still need work, i see too many one man fleets.

    that is all for now.
    -
    I don't find Carthage's armies weak at all. Playing Carthage I was able to win Zama, conquer Massila and push Rome out of Spain quite easily. They do tend to need a bit more micro on the map, as individual infantry units don't hold that long, but in general they are fine for a skilled player. Do you mean weak in the hands of the AI?

    I think Rome's armies were buffed so AI Rome wouldn't get quite so readily owned by the Cisalpine tribes and thus would have a chance to grow and be strong as in real life.

  14. #1474
    Libertus
    Join Date
    Oct 2014
    Location
    Amsterdam, NL
    Posts
    84

    Default Re: [Technical] 1.15 Bug Reports

    Follow-up to my post from yesterday on my Seleucid campaign. I've noticed the following:

    The rebels continue multiplying:
    Spoiler Alert, click show to read: 




    From some point on during the campaign nobles can't obtain offices anymore. Family members can, but not the nobles. Below is an example. I selected my highest ranked noble, Antiphales, who meets all criteria for the 1st office, but can't select it (I'm hovering over the Boule with my mouse). Notice the lack of red text that normally pops up when an office can't be obtained. This text does appear when trying to slect Chief of Justice or higher, since those position require previous offices. All other nobles same story. Again, family members can still get any office. I also know 100% sure this was not at campaign start, since I've had nobles in office, and like most campaign, I forget about it for a while and noticed this afterwards.
    Spoiler Alert, click show to read: 





    A few of the female family members do not gain influence and are stuck at 1. I've noticed this with other factions as well, but ignored it mostly because it's a minor nuisance at worst. At shown below, I have Eumelia selected, who should get +1 influence per turn, but doesn't. In the middle and right Xenia and Althea and I believe there are 1 or 2 more, in what is currently quite a large family, so as I said, not really a big problem. And there's the elopement event. So yeah. The traits differ, Disloyal is just an example.

    Spoiler Alert, click show to read: 





    Something else is the newborn male family members apparently all get 3/10 as base stats. The example below shows Epizelos who has -1 management from his born skill, and +1 command from his trait fateful. But the same can be seen in all other male family members. Because of this, most start with 1 influence, due to the starting 3/10 popularity causing -1 influence per turn. Combined with 3/10 management they are quite bad at being a governor, unless they happen to pick up useful traits. They can't marry, become a retainer, or anything, so they just sit there and I end up using nobles and marrying/adopting them them into my family. The few family members that do have useful traits or a born skill that gives them a huge boost in most often popularity circumvent this issue.
    Spoiler Alert, click show to read: 



    I have no idea if these things are related but thought it was important to share.

  15. #1475

    Default Re: [Technical] 1.15 Bug Reports

    Yep, the son of my Macedonian King had 1 management and 2 command and was a horrible general to boot. An unusable character more less.
    Shogun 2, no thanks I will stick with Kingdoms SS.

  16. #1476
    Decanus
    Join Date
    Oct 2013
    Location
    Texas, USA
    Posts
    542

    Default Re: [Technical] 1.15 Bug Reports

    satanus9001, having same problems, also can't adopt anyone at all. game is really messed up with all these errors, takes lot of the fun out of the game. WE NEED THIS FIXED AS SOON AS POSSIBLE. tks

  17. #1477

    Icon9 Re: [Technical] 1.15 Bug Reports

    I have persisting crash after end-of-turn 169 as Carthage and 65 as kingdom of Macedon saces
    Attached Files Attached Files

  18. #1478

    Default Re: [Technical] 1.15 Bug Reports

    There is a bug about war reparations between Rome and Carthage. After some turns, Carthage declared war on me (Rome), but even after that, they still keep paying war reparations at the beginning of every turn.
    Anyway, thanks for this wonderful mod!

    Inviato dal mio VOG-L29 utilizzando Tapatalk

  19. #1479

    Default Re: [Technical] 1.15 Bug Reports

    Hello, the bug in the custom battle when playing against the Roman Empire seems to persist. This time, the battle started loading, yet at some point the game became non-responsive (it must have loaded about 15-20%).

  20. #1480

    Default Re: [Technical] 1.15 Bug Reports

    Not really sure if it's a bug or not, I can't seem to be able to appoint anyone to the Voule or any other offices (except governors). Similarly, my spy can't do anything, as I can't activate "subtrefuge" (he won't gain any experience). Anyone else having that?

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