Page 1 of 2

Bugs/Flaws/etc

Posted: Mon Apr 13, 2015 12:09 am
by terje439
I will keep postin in this thread as I am guessing I will encounter a few more during my playtime these days, and thought it might be better to stick them together :)

1. Attacked Maledor in the Netherwell province, and they deployed their Worm unit. It attacked one of my units, and one of its (sadly I am not sure which) abilities gave the "text missing" text appear.

2.Province Balenfort does not get the +1 max economy level bonus Evengaard has although it seems to me to be adjacant to the sea. Other occupied provinces do get the +1.

Re: Bugs/Flaws/etc

Posted: Mon Apr 13, 2015 9:45 pm
by terje439
Still playing as Evengaad, got the choose science bonus event fire again, but there are no more option to choose from, so the choose bonus window is empty with no "x" to close it or anything. Got it away with ESC, but should this event even fire when there is nothing more to choose from?

Re: Bugs/Flaws/etc

Posted: Mon Apr 13, 2015 9:57 pm
by terje439
Elite units that are embarked does not count towards the limit of 4, I was able to raise another 4 Royal Blues, and deploy them, meaning I now have 8 on the field.

Re: Bugs/Flaws/etc

Posted: Mon Apr 13, 2015 10:28 pm
by terje439
Mercenary units from another realm that is embarked at sea when the alliance is broken are not removed from your army even after it lands again.

Re: Bugs/Flaws/etc

Posted: Tue Apr 14, 2015 3:04 pm
by gchristie
Terje439, are you amenable to others posting bugs here?

If so I'm experiencing regular game freezes when two factions engage in a battle and I'm watching the battle results screen. Since I updated to the Beta 1.1 this has gotten worse.

Re: Bugs/Flaws/etc

Posted: Tue Apr 14, 2015 3:29 pm
by terje439
Not at all, please keep posting in here, tbh I am surprised the devs haven't stickied a bug report thread allready...


Terje

Re: Bugs/Flaws/etc

Posted: Tue Apr 14, 2015 3:30 pm
by terje439
A cavalry unit that charges can use the "undo move" button to undo their move, the charge will still have taken place. This means that you can charge in, deal damage and then withdraw your cavalry to a safe distance afterwards.

Re: Bugs/Flaws/etc

Posted: Tue Apr 14, 2015 10:34 pm
by terje439
Trade needs to be looked at. Beruvian Empire just traded me 101 iron for 6 wine...

Re: Bugs/Flaws/etc

Posted: Tue Apr 14, 2015 10:37 pm
by Emmeric
I finally made an alliance with Brogen Hur as Cal... the other dwarven nation. Just after accepting, I was able to click on any province I chose and saw all the units displayed as if I had a scout next to them. Will try to duplicate it for exact keystrokes.

Re: Bugs/Flaws/etc

Posted: Thu Apr 16, 2015 8:10 pm
by terje439
Was not really paying attention at the time, but used one of the sorcerer hero abilities, got alot of "text missing". Have not seen that before with the sorcerer hero.

A question though;
Is naval invasions as they should be, seems REALLY easy to wreck havoc with a cheap unit nowadays.
Buy a unit for 90 gold-ish, pay another 200 ish for upkeep while transporting it to an area, unload at the shore, and it will do atleast 4500 gold worth of damage in a turn (price to get the economy back up one step).

Tried fighting it with my navy, but that did nothing, although the bay must have been filled with transports my 5 manowars, 3 frigates and 2 sloops came up empty :(

Re: Bugs/Flaws/etc

Posted: Fri Apr 17, 2015 5:40 pm
by Sloul
I think Roll-Up is not working as intended.
What I understand from the description is that, if a unit with Roll-Up kills another unit, then it gets a new attack and another 2 move points.
But despite having killed enemies with Roll-up units, I didn't get any of that.

Re: Bugs/Flaws/etc

Posted: Sat Apr 18, 2015 7:15 pm
by Emmeric
The patch that fixed the mod manager finding the Sov_Charts.XML works fine for Sov_Charts.XML.

The mod manager isn't finding my sov_text.XML in the same Data\Game folder as Sov_Charts. I added 4 units to Dragonhold. They show up but read Text_Missing.

My sov_text appears correct:

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<root>
  <Table name="GameText">
     <Row textid="UNITNAME500" english="Dragon Lance" german="0" />
	  <Row textid="UNITNAME501" english="Dragon Militia" german="0" />
	  <Row textid="UNITNAME502" english="Operative" german="0" />
	  <Row textid="UNITNAME503" english="Dragonqueen Eva" german="0" />
  </Table>
</root>

Re: Bugs/Flaws/etc

Posted: Sat Apr 18, 2015 8:11 pm
by Breca
Emmeric wrote:I finally made an alliance with Brogen Hur as Cal... the other dwarven nation. Just after accepting, I was able to click on any province I chose and saw all the units displayed as if I had a scout next to them. Will try to duplicate it for exact keystrokes.
Are you saying any province in any realm, or just any province in Brogen Hur?

Re: Bugs/Flaws/etc

Posted: Sat Apr 18, 2015 8:40 pm
by Emmeric
I haven't duplicated it yet, but I was able to see units in Cragenwaste and Vessoi.

Re: Bugs/Flaws/etc

Posted: Sat Apr 18, 2015 8:49 pm
by Breca
terje439 wrote:Was not really paying attention at the time, but used one of the sorcerer hero abilities, got alot of "text missing". Have not seen that before with the sorcerer hero.

A question though;
Is naval invasions as they should be, seems REALLY easy to wreck havoc with a cheap unit nowadays.
Buy a unit for 90 gold-ish, pay another 200 ish for upkeep while transporting it to an area, unload at the shore, and it will do atleast 4500 gold worth of damage in a turn (price to get the economy back up one step).

Tried fighting it with my navy, but that did nothing, although the bay must have been filled with transports my 5 manowars, 3 frigates and 2 sloops came up empty :(
Sorcerer, bugged text

Naval battles: one of the goals for EA will be to make naval battles more active. Currently, naval battles activate somewhat randomly (it's a big sea) if you're in the same sea zone as your enemy. We'd like to make this more active, where players are moving fleets to enemy fleets in a fight for naval supremacy.

Re: Bugs/Flaws/etc

Posted: Sat Apr 18, 2015 8:50 pm
by Breca
Emmeric wrote:I haven't duplicated it yet, but I was able to see units in Cragenwaste and Vessoi.
Ok we'll keep an eye out. Haven't seen that one before. If you see it again, try to reconstruct what you did.

Re: Bugs/Flaws/etc

Posted: Sat Apr 18, 2015 8:51 pm
by Breca
Lots of great bugs tasked from this page. I only responded to a couple where I had further questions, but

Good [bug] Hunting!

Breca

Re: Bugs/Flaws/etc

Posted: Sun Apr 19, 2015 4:17 am
by budd
Isn't Ravengard supposed to have a harbor? It has a lot of coast line and has ship units to build but no harbor. Sonneneve has a harbor in the capitol on a river but cant build ships and can ships even move province to province via river? I see a lot of coastal regions don't have a harbor, is this by design? Can navel units transport units?

got an answer on the steam forum.

Hi budd,

Actually realms can only build ships if they own a harbor. Ravengard has to win a harbor before it gets to build those ships.

Mostly this applies to human conventional armies. Some realms (such as the elves) board their swan ships directly by simply moving a land unit to sea. This converts the land unit into a transport ship.

Breca

Re: Bugs/Flaws/etc

Posted: Sun Apr 19, 2015 5:42 am
by Sloul
I think both Bladedancer spell and Quarantine are not working properly.
Bladedancer is not giving charge.
And Quarantine is letting enemy get into region (but working properly as for the player).

Re: Bugs/Flaws/etc

Posted: Sun Apr 19, 2015 11:31 am
by Emmeric
Undoing/Move with a Cavalry unit out of a town in tactical that was just captured does not revert the flag. Might also work with infantry. Will have to check.

Yep, regular infantry, too. That basically gives all units capable of taking a victory location a free move. Move, capture, Undo/Move, then go a different way.