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Thread: Medieval II Update 2 Bug List - Updated 11th May

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  1. #1
    Lusted's Avatar Look to the stars
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    Default Medieval II Update 2 Bug List - Updated 11th May

    Confirmed bugs so far

    High Priority
    Battle map
    1. Fps drop in sieges when viewing large settlements from certain battles, appears to be a memory leak issue(reduced in 1.2 compared to 1.1)
    2. Ai reinforcements being issued orders but not moving and joining battle
    3. Cavalry try to attack other soldiers head on in melee despite the fact they cannot attack from the front with swords. They should angle to the left of the other soldier so they can attack.


    Campaign Map
    1. Autocalculated siege battles weighted in favour of attacked and do not seem to take into account settlement defenses.


    Medium Priority
    Battle map
    1. Still some issues with unit cohesion and front rank only charging.
    2. Still some issues with cav chasing routers.
    3. If battle happens on steep mountain tile on campaign map armies can be deployed in inacessible places.
    4. Some problems with only a few soldiers in missile units shooting when on walls.
    5. Can be difficult to deploy soldiers in settlements during siege battles, and pathfinding issues.
    6. Missile units will complete reload animation before running away in skirmish mode
    7. Rebalance needed of units stats in light of the shield bug being fixed. 2 handed sword units, JHI, Halberd units are now underpowered.
    8. Ballistas may be overpowered against stone walls.
    9. Some problems with routing units getting stuck on walls or around buildings
    10. Soldiers on ladders do not spread out properly and can bunch up.
    11. Sometimes units do not put ladders up on wall and go up on invisible ladders.
    12. Routing units in sieges can sometimes halt whilst waiting for last few soldiers to get down from walls/siege tower and get massacered without fighting back.


    Campaign Map
    1. When recruiting mercs, money is deducted from treasury when adding mercs tot he recruitment list, instead of when pressing the hire merc button.
    2. Ai will sometimes attack rebel settlements with too few troops early on
    3. Ships can sail in and out of blockaded ports(debatable bug due to what happened in history)
    4. Flash food cause permanent corruption to regions preveting the construction of forts/watchtowers and reducing movement rate. Should just be temporary
    5. Still some bugs with VnV triggers, missing triggers, errors in triggers etc.
    6. Generals pick up the ignorant, pervert, and machine technophobe traits too easily.
    7. Generals bodyguard unit does not upgrade to later bodyguard during the campaign.
    8. Princess now appear on family tree after marrying foreign general, but their portrait card does not grey out on family tree when they die.
    9. Both assassins and diplomats can get the epithet "The Conqueror"
    10. Some Council of Nobles not working correctly - reinforce region one seems to give a failure message on completion, or on only moving a couple of units to region.
    11. Some army stacks can get stuck due to pathfinding issues, and Scottish can stall completely due to the placement of one of their starting armies.
    12. Geneals getting the princess Intelligent trait.
    13. Unit merging button does not work.


    Graphical/Sound Bugs
    1. When Aztec cities/castles get upgraded to a certain level they end up with Muslim architechture on the battlemap
    2. Still some sound errors in sieges. The incorrect sound can be played for events, eg. attacker getting siege tower destroyed message when they reach the wall intact, or defender getting the attacker sounds for events eg. our ram has been destroyed instead of enemy ram has been destroyed.


    Low Priority
    Battle map
    1. Some buildings can be passed through.
    2. Sometimes units will not deploy in the formation you dragged them out into when you run them to their position.


    Campaign Map

    Diplomacy

    Graphical/Sound Bugs
    1. Venetian Heavy Infantry and Venetian Archer upgraded armour models are wrong, soldier should look like the heavy billmen upgraded armour soldier but wear brigadine armour instead.
    2. Some problems with Latinkon upgraded armour(vertex weighing appears to messed up in some places)
    3. Free Company Men-At-Arms refer to themselves as heavy cav when clicked when they are heavy infantry
    4. Armenian Cav refer to themselves as lightcav when they are heavy cav


    Modder Requests/Suggestions for Improvements

    Suggestions for Improvements
    1. A "Get off my land" diplomacy option for other factions armies inside your territory
    2. Ability to choose faction heir
    3. Increased rebel aggressiveness
    4. Increased frequency of Jihads/Crusades.


    Modding Requests/Wishlist
    1. Increase hardcoded limit of provinces/units/traits
    2. Ancillary file and Traits file:
      - a way to remove an ancillary if a certain event occurs
      - a way to directly check for whether a character currently has a given ancillary [without having to give it its own type]
      - a way to give traits to the leader on various occassions instead of the character performing the action [currently only supported are successful diplomacy, assassination and spying]
      - basing on the above: a new special condition for traits that can directly specify who is affected, i.e. EffectOn: FactionLeader; NearestFriendlyCharacters, NearestHostileCharacters.
      - Conditions working with OR [instead of only AND - saves a lot of extra triggers]
      - Possibility to make our own conditions for certain events or more basic conditions
    3. More guiding on range and meaning of variables in files. Several files are lacking any documentation making it a trial and error thing to figure out what a change of a certain variable effects. [example: campaign_db.xml, diplomacy_xml]
    4. Ability to give faction's a "desire" rating for particular regions that can be used in the campaign AI decisions i.e make explicit and moddable how much a particular faction wants certain terriotory so we can set historical type expansion aims.
    5. Strategic AI "event" for new faction leader. An entry to check against when the old leader dies and new leader takes over to use for potential vassal revolts.
    6. Access to some of the data passed to events/triggers so you don't need a script for every region
    7. A configurable message box with yes, no buttons to interact with the player
    8. Make console_commands like give_trait, give_ancillary, remove_ancillary, kill_character, move-character, mp, etc usable inside scripts using the character data exported by triggers.
    9. A command to disband units through scripting (the reverse of create_unit pratically)
    10. A system to assign a different battle model and unit to faction leaders like it's done with the strategical model and banner
    11. Create commands and triggers to handle more efficiently the family trees (design leaders, design heirs, force births, force deaths, force marriages)
    12. destroy_building command
    13. provoke_rebellion working for characters in addition to settlements
    14. List of max/min ranges of values. Like for export_descr_units, descr_character, etc.
    15. In-depth details on savegame structure for single player. A savegame editor is probably too much to ask for, but it'd be nice.
    16. The ability to destroy already created watchtowers in game, both normally by generals and through console commands.
    17. Process_rq working. I realize this is somewhat redundant with create_unit but it'd still be nice to have this available.
    18. Ability to make *every* building in a settlement destructable, including walls. If not through normal game means then at least through console commands.
    19. Ability to set how many actions agents can perform per turn. Aka diplomacy more than once per turn, assassination more than once per turn, etc.
    20. Ability to set min/max range 'cooldown' required between crusades/jihads.
    21. Ability to configure what constitutes a valid target for crusade/jihad. Aka, "min 10 heresy", at war with { x }, etc. Something like that.
    22. Ability to set line-of-sight distances for watchtowers and cities.
    23. Ability to set duration of devastation, and have it appear/disappear faster/slower. Also would like ability to set devastation level independent of farming level.
    24. Working stat_armour_ex, stat_pri_ex, stat_sec_ex lines in export_descr_unit.txt
    Last edited by Lusted; May 11, 2007 at 07:21 AM.
    Creator of:
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  2. #2
    Woad-Warrier's Avatar Vicarius
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    Default Re: Medieval II Update 2 Bug List - Updated 4th May

    Could you add to the "Suggestions" tab the following:~

    A "Surrender" option to a besieged force which allows them to leave but the castle/settlement in question is took by the attacker.

  3. #3
    deRougemont's Avatar Yeoman
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    Default Re: Medieval II Update 2 Bug List - Updated 4th May

    Quote Originally Posted by Woad-Warrier View Post
    Could you add to the "Suggestions" tab the following:~

    A "Surrender" option to a besieged force which allows them to leave but the castle/settlement in question is took by the attacker.
    It would also be handy if the AI sometimes offered to ransom the captured force from a siege.






  4. #4

    Default Re: Medieval II Update 2 Bug List - Updated 4th May

    Lusted???

    How you know that bug list of 1.2 leaked is not corrected in 1.2 official???

  5. #5
    Lusted's Avatar Look to the stars
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    Default Re: Medieval II Update 2 Bug List - Updated 4th May

    Because they were only delaying the patch to fix the last of the passive ai, and also add in a ballista/cannon tower bug fix.
    Creator of:
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  6. #6
    =Vastator='s Avatar Senator
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    Default Re: Medieval II Update 2 Bug List - Updated 4th May

    ******!! Why no stats rebalancement????? This can be easily fixed in SP with a EDU change, but in multy not!!!

  7. #7
    Lusted's Avatar Look to the stars
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    Default Re: Medieval II Update 2 Bug List - Updated 4th May

    ******!! Why no stats rebalancement????? This can be easily fixed in SP with a EDU change, but in multy not!!!
    Because it would take months to properly test. Which would have delayed the patch quite a bit.
    Creator of:
    Lands to Conquer Gold for Medieval II: Kingdoms
    Terrae Expugnandae Gold Open Beta for RTW 1.5
    Proud ex-Moderator and ex-Administrator of TWC from Jan 06 to June 07
    Awarded the Rank of Opifex for outstanding contributions to the TW mod community.
    Awarded the Rank of Divus for oustanding work during my times as Administrator.

  8. #8
    =Vastator='s Avatar Senator
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    Default Re: Medieval II Update 2 Bug List - Updated 4th May

    Quote Originally Posted by Lusted View Post
    Because it would take months to properly test. Which would have delayed the patch quite a bit.
    Months to properly test??? Are you jocking?? This is one of the easiest thing to do, and you know well this.
    The dismounted gothick knights now with shielded units fixed really sucks (tried a battle Dism Feudal K vs Dism gothic k: no words ). How much would take to fix things such these ?? Years? Centuries??
    There are many units unbalancements like these that are easy to fix, why CA have not worked on edu???

  9. #9
    Queen Annes Revenge's Avatar Ordinarius
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    Default Re: Medieval II Update 2 Bug List - Updated 4th May

    Autocalculated siege battles weighted in favour of attacked and do not seem to take into account settlement defenses.
    this is inexcusable, in my humble opinion. is there any way mods can fix this issue?

  10. #10

    Default Re: Medieval II Update 2 Bug List - Updated 4th May

    I am getting the CTD during siege battles (custom battle or campaign map), a problem I did not have with the leaked patch. I re-installed the patch over a clean re-install of the game, same problem.

  11. #11

    Default Re: Medieval II Update 2 Bug List - Updated 4th May

    Quote Originally Posted by TheArsenal View Post
    I am getting the CTD during siege battles (custom battle or campaign map), a problem I did not have with the leaked patch. I re-installed the patch over a clean re-install of the game, same problem.
    Pleased to say two attempts later (clean re-installs both) no longer having this problem. No reason I can determine why that should have worked, but it did.

  12. #12

    Default Re: Medieval II Update 2 Bug List - Updated 4th May

    Quote Originally Posted by Lusted View Post
    Quote Originally Posted by CAESAR MAGNUS View Post
    ******!! Why no stats rebalancement????? This can be easily fixed in SP with a EDU change, but in multy not!!!
    Because it would take months to properly test. Which would have delayed the patch quite a bit.
    Also stat/texture issues are moddable...something any one of us can edit ourselves. I would prefer them to add/mix features (WHY THE HELL CAN'T I DESIGNATE MY OWN HEIR!?) that can have an overall effect of the game's atmosphere.
    Last edited by =WM=Aufklarung; May 05, 2007 at 05:18 AM.


    "Hearts are the depositories of secrets. Lips are their locks and tongues are their keys."
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  13. #13

    Default Re: Medieval II Update 2 Bug List - Updated 4th May

    Did they definitely not fix the issue of sometimes passive AI reinforcements?? Does that not come under the fixing passive AI banner? Bit of a bummer. I even sent them a reproducible save of that happening.

  14. #14
    Lusted's Avatar Look to the stars
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    Default Re: Medieval II Update 2 Bug List - Updated 4th May

    They're 2 seperate issues. The passive ai in siege battles where you sally is fixed, i just did a sally battle to test it. I got whooped, although i was attacking with an inferior force.
    Creator of:
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    Awarded the Rank of Divus for oustanding work during my times as Administrator.

  15. #15

    Default Re: Medieval II Update 2 Bug List - Updated 4th May

    once more unto the breach, a small modding request for CA to consider:

    A value in config_ai_battle.xml to denote the ratio that the AI has to outnumber the defenders by in sieges to launch an attack on the settlement, for AI vs Human only if possible. If value is not exceeded, the attacker should wait out the defenders.

    Basically the same as with the sally out value, except in reverse situations.

  16. #16

    Default Re: Medieval II Update 2 Bug List - Updated 4th May

    Quote Originally Posted by Lusted View Post
    Graphical/Sound Bugs
    1. Venetian Heavy Infantry and Venetian Archer upgraded armour models are wrong, soldier should look like the heavy billmen upgraded armour soldier but wear brigadine armour instead.
    2. Some problems with Latinkon upgraded armour(vertex weighing appears to messed up in some places)
    3. Free Company Men-At-Arms refer to themselves as heavy cav when clicked when they are heavy infantry
    4. Armenian Cav refer to themselves as lightcav when they are heavy cav
    Considering the ease of fix for these I'm rather shocked they didn't make it into the build.

  17. #17
    Lusted's Avatar Look to the stars
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    Default Re: Medieval II Update 2 Bug List - Updated 4th May

    Months to properly test??? Are you jocking?? This is one of the easiest thing to do, and you know well this.
    Oh for modders yes it takes minutes. But CA aren't modders, and the game needs a large rebalance. That requires proper testing, which can take months.
    this is inexcusable, in my humble opinion. is there any way mods can fix this issue?
    No, it's a hardcoded issue.
    Considering the ease of fix for these I'm rather shocked they didn't make it into the build.
    Probably why they didn't, time was spent on bigger bugs.
    Creator of:
    Lands to Conquer Gold for Medieval II: Kingdoms
    Terrae Expugnandae Gold Open Beta for RTW 1.5
    Proud ex-Moderator and ex-Administrator of TWC from Jan 06 to June 07
    Awarded the Rank of Opifex for outstanding contributions to the TW mod community.
    Awarded the Rank of Divus for oustanding work during my times as Administrator.

  18. #18

    Default Re: Medieval II Update 2 Bug List - Updated 4th May

    Still many problems in the game

  19. #19
    Foederatus
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    Default Re: Medieval II Update 2 Bug List - Updated 4th May

    Quote Originally Posted by Lusted View Post
    Oh for modders yes it takes minutes. But CA aren't modders, and the game needs a large rebalance. That requires proper testing, which can take months...
    I work in the industry and can back up this statement. It's very easy to make a small change that cascades to unexpected results.

    And since no one has mentioned it yet Lusted, thank you for keeping us all so well informed, you're patience and diligence are commendable! Ppl such as yourself are one of the greatest assets to a community.
    Chris Latour
    www.battlegoat.com

  20. #20
    Lusted's Avatar Look to the stars
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    Default Re: Medieval II Update 2 Bug List - Updated 4th May

    Indeed, but the bug list is now less than a third of the size of the 1.1 bug list. i'd call that progress.
    Creator of:
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    Terrae Expugnandae Gold Open Beta for RTW 1.5
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    Awarded the Rank of Divus for oustanding work during my times as Administrator.

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