Thread: [Support] Bug Reports

  1. #2201
    KAM 2150's Avatar Artifex
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    Default Re: [Tech] 1.2 Bug Reports

    Quote Originally Posted by Krewal View Post
    Another bug:
    On the screen shot battle situation. Rome is attacking me. My peltastai got in range enemies levies and cannot fire a single shot. AI troops could do that. My elephants and are firing tho. I saw that thing happening even before the update but always with some terrain arguments. Also Rome does not charge at me. Just stands there.

    https://www.photobox.co.uk/my/photo/...d=500291651135
    Game sometimes odly target enemy units. For example often unit is in front of ranged unit but when you give the order, that ranged units start running to the side for no reason since the game is recalculating the line of fire. Rome will charge when they are out of ammo, with new changes to ranged weapons since early this year, I was able to solve the issue with AI mindlesly charging into big blob right away. Now AI tries to use ranged attacks to the max, at lest compared to previous state.
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  2. #2202

    Default Re: [Tech] 1.2 Bug Reports

    bug report with new dlc.

    ai trying to recruit units for unlimited turns but they couldn't. all of them.

    even only with dei part 1,2

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    vanilla campaign have no problem.

  3. #2203
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    Default Re: [Tech] 1.2 Bug Reports

    New DLC is not really overhauled with DeI.
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  4. #2204

    Default Re: [Tech] 1.2 Bug Reports

    Quote Originally Posted by KAM 2150 View Post
    New DLC is not really overhauled with DeI.
    oh... so it will be overhaul with new units[aor etc] and other systems? should i don't use dei mod until DLC get overhaul? right?

    in the end, dei team have planning on new DLC soon?
    Last edited by servent9; December 02, 2017 at 02:33 AM.

  5. #2205
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    Default Re: [Tech] 1.2 Bug Reports

    Yes, we will be working on it It only has stuff "working" by working I mean not crashing, but not overhauled.
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  6. #2206

    Default Re: [Tech] 1.2 Bug Reports

    Quote Originally Posted by KAM 2150 View Post
    Yes, we will be working on it It only has stuff "working" by working I mean not crashing, but not overhauled.
    oh thanks to zeus-ahura mazda.

    but can you guys make ai recruit fix for new dlc? i mean for right now[tomorrow or in next week ~.

    right now i don't want give you a very demanding request... just ai recruit fix things.

    or i just wait patiently like always if you cant.
    Last edited by servent9; December 02, 2017 at 02:43 AM.

  7. #2207
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    Default Re: [Tech] 1.2 Bug Reports

    Should come sooner than later I haven't even turned on new campaign due to how much work we had just to get DeI up and running.
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  8. #2208

    Default Re: [Tech] 1.2 Bug Reports

    always thanks for hard work.

    + new dlc ai don't build anything along with recruit bug.

  9. #2209

    Default Re: [Tech] 1.2 Bug Reports

    The garrisons for Fortified Small town (copper) and Small Trade Hub (copper) seems to be switched around. The Trade Hub having the better garrison, and the Fortified having the citizens units.

  10. #2210
    Litharion's Avatar Artifex
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    Default Re: [Tech] 1.2 Bug Reports

    Quote Originally Posted by servent9 View Post
    bug report with new dlc.

    ai trying to recruit units for unlimited turns but they couldn't. all of them.

    even only with dei part 1,2

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    vanilla campaign have no problem.
    indeed we have a fix for it ready soon.

  11. #2211
    Paladin94610's Avatar Senator
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    Default Re: [Tech] 1.2 Bug Reports

    Patch18 with ED,
    Political System switching screen (empire/republic/kingdom etc.) is missing effect texts.
    Formerly Iberia Auxilia


  12. #2212

    Default Re: [Tech] 1.2 Bug Reports

    I have found bug in custom battle menu. Difficulty of battle. Don't e, n, h, vh, but easy and 3 normal.

  13. #2213

    Default Re: [Tech] 1.2 Bug Reports

    Quote Originally Posted by Geralt of Rivia View Post
    I have found bug in custom battle menu. Difficulty of battle. Don't e, n, h, vh, but easy and 3 normal.
    Yeah, thats from our change to the campaign selection to make it "Recommended difficulty" since its a very common question.
    Quote Originally Posted by Paladin94610 View Post
    Patch18 with ED,
    Political System switching screen (empire/republic/kingdom etc.) is missing effect texts.
    Okay thanks

    Edit- they are there for me? what faction?
    Quote Originally Posted by hoho96 View Post
    The garrisons for Fortified Small town (copper) and Small Trade Hub (copper) seems to be switched around. The Trade Hub having the better garrison, and the Fortified having the citizens units.
    Weird, thanks. What faction is that?
    Last edited by Dresden; December 02, 2017 at 01:49 PM.

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  14. #2214

    Default Re: [Tech] 1.2 Bug Reports

    Are unit cards for ranged units supposed to show accuracy? I saw them when I tried 1.2.2d but not in 1.2.2d1 now.

    Screenshot

  15. #2215
    KAM 2150's Avatar Artifex
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    Default Re: [Tech] 1.2 Bug Reports

    No, there is not real stat for accuracy in this game and we never had one in DeI. There is one value in unit stat that says accuracy, but actual accuray is rulled by around 11 different stats so just showing one would not be true.
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  16. #2216

    Default Re: [Tech] 1.2 Bug Reports

    Thracian walled settlements have no garrison and will never get one when using the all factions playable 12 TPY mod. I have not played after the new update but I assume the problem still persists.

  17. #2217

    Default Re: [Tech] 1.2 Bug Reports

    Quote Originally Posted by Dresden View Post
    Interesting, I thought you meant it crashes on a civil war pop but it crashes on hitting the provoke button...maybe there is some sort of issue with provoking that many times I dont know. I will do some testing.

    Edit - I have only ever tested civil wars with the Purge function, I haven't tested with Provoke.

    Edit 2- So I hit end turn and then I did Provoke 3 times the next turn and they rebelled. Not sure why it wasn't working on that turn.
    I see. I did so as well and like you said, it works now somehow. Odd..

    Ah well, thanks for looking into it, and sorry for the trouble. Cheers!

  18. #2218

    Default Re: [Tech] 1.2 Bug Reports

    Quote Originally Posted by Holland_NL View Post
    Thracian walled settlements have no garrison and will never get one when using the all factions playable 12 TPY mod. I have not played after the new update but I assume the problem still persists.
    As those mods say, they are not fully compatible right now. I have to redo them completely.

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  19. #2219

    Default Re: [Tech] 1.2 Bug Reports

    Quote Originally Posted by KAM 2150 View Post
    There is one value in unit stat that says accuracy, but actual accuracy is ruled by around 11 different stats
    Can you elaborate on this or point me in a direction of where to look to learn more about how ranged units work?

    I get that javelins, slingers and archers have different arcs and range. And missile damage reload rate and ammunition are obvious. I see snippets here and there about AP of different projectiles but can't seem to find this information in game.

  20. #2220
    KAM 2150's Avatar Artifex
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    Default Re: [Tech] 1.2 Bug Reports

    It would take me too long time to describe it honestly. Overal ranged combat has a LOT of variables so I am not even 100% sure how factor X will work if you set factor Y to other value. For example just the accuracy is ruled by unit accuracy, weapon marksmanship value, missile speed, missile trajectory, distance, calibration area, calibration distance, spread value, missile size and few more. Only way to really get a hang on it is to try working on it and checking different setups in different enviroment. But like I said, if some other variables are set to different rules like different missile block chance, entire accuracy caluclation might go to the thrash.
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