Hello and good morning Joey,
this thread got quite long is the dev / support team aware about these issues? Thank you for confirming a status for each of them. Some of them have been reported here or / an on .com
top issues imho:
- patch 14, pathfinding issue including lags due heavy unit blobbling behind and siege towers, reported by several users, documented earlier this thread
- changing graphical quality of sky settings in a game (e.g. during a replay) leads to a bugged camera view and UI. Everything looks like viewed through a fish lense (using Geforce GPU and currently the 340.52 driver) . This may also happen when changing other settings, I have not evaluated that yet. In this case i tried changing the Sky Quality from Extreme to low and otherwise. Both ways reproducible cause this issue.
- Bactria region will not show a proper status on the strategic and diplomacy campaign map for the owner, happiness, growth and wealth (since patch 9 I think)
- Unit size still cannot be adjusted for a multiplayer battle, without forcing the player to leave the hosted game as he is switching to options > graphical settings. To maintain the hosted game there is a ineviteable need to have this option in the game menu for the hoster, so he can change the unit size accordingly to the needs / hardware of the other players without loosing the players as the game will be closed normally. Alternatively if you do not want to have an UI change, please have a look why accessing the left pane options menu forces a quit in the MP lobby. This behaviour is very annoying.
- Shadows of moving units are heavily flickering when you pan out the camera (video). Seems to be unrelated to GPU manufacturer so happens on AMD / NVIDIA either way and quite regardless the shadow quality settings, using Shader Model 5. Also the shadows of birds can be seen occasionally even though this would not be physically possible in the height they are flying. Reported several times on .com including videos and pictures
- the chat lobby is (still) not globally connected so you cannot see all players online. This belongs to the global chat as well for the rooms. Now then Rome 1 and Medival 2 have been ported to Steam networks their source code for the global chat lobby still works, so the assumption this unique ability for TW games was due to Gamespy did not prove right. Technically now using Steam networks the global chat still works there. Would be cool if CA could fix this important issue for the MP community for the games:
Empire TW, Napoleon TW, Shogun 2 TW, Rome 2 TW. In Napoleon TW you cannot even use the global chat as you are unable to write a message outside a hosted MP game.
- Rome2.exe occasionally does not properly terminate when leaving the game. Thus you have to manually close it via the task manager. The game is not available as a window or on the taskbar but Steam will still recognize it is played as it remains in the memory. Also Steam cannot be shutdown while Rome 2 is in this ghosting state. Reported by different users, I also experience this sometimes. Seems not to be related to the Windows version used. Cannot say definitely if this also happens without mods.
- an earlier patch introduced a feature to have Rome 2 borderless in windowed mode. This does only work under circumstances. Currently you have to setup the windowed mode in the graphic settings. The window will not be borderless. A workaround is needed to achieve the status that is desireable. You currently have to lower the game resolution in windowed mode then raising it again, to get rid of the typical Windows window. The borderless window should be initialised already when changing to windowed mode, without the need of a resolution switch. This all is needed for broadcasting (external twitch tools) and video recording purposes e.g machinimas.
- occassionally lags (very slow motion unit movement or even game halts) when playing a MP game and having spectators. The framerate is ok, network connection seems to be ok, CPU load ok but the game is barely unplayable. Happened this way in several tourneys incl. Intel & Scan, as well as the TWC tournament final yesterday. The circumstances when this occours needs to be concretized still. Perhaps this is a sort of a NAT issue. The game was suddenly ok when the BOTH spectators left the game.
- the position of ships coming in as reinforcements in a sea battle, especially with many ships is quite unfortunate. I had this problem (video) when I had to defend Rome in a sea battle (sea map Rome) during my campaign. My ships as well the AI reinforcements spawned quite nearby and a proper movement is not possible. It all ended in a massive blob of ships. The positions where reinformenct ships spawning should be relocated to a further distance between the attacker and defender.
- also during my campaign I experienced a problem that the AI, defending a walled city, is not able to open /pass the gates when the reinforcement troops try to come into the city from outside.
they were under missle attack by my troops and stood in front of a closed gate, not able to pass into their city. Of course they got slaughtered. The specific units landed via transport ships on the shore of the map.
The AI (units) still tried to pass the closed gate and did not try to defend or react to the "new" situation.
- at least an occasional problem with landing transport ships. If you select 4 transport ships and there are only 3 "spots" left on the shore, all 4 ships will try to land on the shore and one ship will become unaccessible while the others disembark their units.
It should be checked if the amount of ships ordered to a landing point at the shore exceeds the number of free spots. As soon all spots are blocked all remaining ships given the order to land at the shore should become accessible again.
improvements:
- transport ships should have a lower ramming damage especially against bigger vessels including war ships. Currently many are unhappy with the instant sink option they bring and their OP ramming damage on non transport ship vessels.
- routing units often enough form a long line of units instead running away more scattered from the battlefield. I think this problem exists since Empire. In Rome 1 and Medieval 2 routing units did not really care about formation and ran away more scattered and unformed. Routing units should not maintain a line formation when routing, it looks like a trail of the death tbh.
- ability to have loose formation for more units other than the roman faction only.
- ability to use pila or other missles like that in defence (not only for roman infantry though) @thanks HumbleWarriror