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    Bugs - BETA 3.99

    Archaon
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    Post  Archaon Mon Aug 24, 2009 8:26 pm

    Known bugs;
    1. 5 units without units cards (resolved)
    2. E&M have no culture buildings
    3. E&M Start too strong
    4. Mirkwood Elves build pools too large
    5. Voice for factions mixed up (List please)
    6. Invisible units (List please)
    7. BREE, ARCHET, STADDLE ARE TOO FAR APART


    Last edited by Archaon on Tue Sep 08, 2009 6:43 am; edited 5 times in total
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    Post  Terafis Tue Aug 25, 2009 8:06 pm

    Hi, good fun so far

    Just wanted to post some of the bugs (and issues) I noticed during a couple hours play of 3.99 -

    No culture building for the Men of Minhiriath & Enedwaith, so they cannot increase their culture rating - cannot recruit any troops

    Starter towns for most of the new factions have very low culture rating, so you cannot recruit troops for a long period of time (intended?)

    No starter agents for most of the new factions (no spy, no diplomat, no diplomatic building pre-built and 12 turns to build one - means you will not be able to do any active diplomacy for at least the first 13 turns unless you capture a pre-build AI diplomacy structure)

    Simple missions seem to give a lot of top tier troops within just a few rounds of the start of the game (intended?)

    Men of Minhiriath & Enedwaith - I sieged Bree and Michel Delving with the starter army and starved them out. Each time they just let me occupy the settlement without fighting me - and each time they had at least 7-8 units inside, plus an almost full stack close by, and didn't attack me (h/h settings)

    Kingdom of Moria has goblin voices, Orthanc has human voices, various other cross-over issues like that (no big deal, it is a beta fully understand those are just minor and easily resolved)

    I just wanted to say I really like your work so far, and look forward to your next release, I'll post more here after playing more
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    Post  Archaon Tue Aug 25, 2009 10:42 pm

    updated known bugs
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    Post  Kinkojiro Wed Aug 26, 2009 5:09 am

    Great new version. Couple of minor bugs so far:

    OTMM Bodyguard general is silver

    Dain's Hall has the floating castle problem. This doesn't happen with a wooden castle level, only the castle level. Will check higher levels when I get to them.

    Finally, I don't know whether this intentional but when playing as Lindon the ships move very fast (i.e. Grey Havens to Gondor in about 4 turns), but as soon as troops are on board, it takes 14 turns.
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    Post  Archaon Wed Aug 26, 2009 5:17 am

    Kinkojiro wrote:
    Finally, I don't know whether this intentional but when playing as Lindon the ships move very fast (i.e. Grey Havens to Gondor in about 4 turns), but as soon as troops are on board, it takes 14 turns.
    I saw this as well, dont know how it is possible, there is no trait to add movement, and the files base movement is not that huge surely!

    And someone offered to send me files to fix floating castles - i said id be very happy to see them... nothing back yet... i'll go look for that PM and ask again!
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    Post  corneliussky Thu Aug 27, 2009 2:45 pm

    some units which are silver:
    dismounted numedons(shadow of mirkwood Bodyguard i think)(for the nazgul)
    Ballstia (shadow of mirkwood)
    Dunedain Rangers, and veteran (dwarfes of Kazaa dum)
    OOTM general, not the unit but the general it self oO

    Invisible units:
    Defenders of the wood(mirkwoodelves)
    -now i think i've found the error here. if u look up "woodland_defender"(from EDU) in the battle_models, u wont find anything, so either, theres no entry for that unit in the battle_models, or they have the wrong name (think thats right)



    Those are the ones iæve discovered until now.. have a list beside as i play and write down all bugs i come across, and post'em here when i have the time Smile
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    Post  Archaon Tue Sep 08, 2009 12:58 am

    corneliussky,

    Can you upload and send me the units cards you made?

    Also – any more very good bug reports?
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    Post  corneliussky Tue Sep 08, 2009 4:33 am

    just formatted my pc, so need to repack them, will upload them asap..
    but havent installed MTW2 yet Razz
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    Post  Archaon Tue Sep 08, 2009 6:44 am

    Thats ok, everyone is doing it! re-formatting is the craze this month Razz
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    Post  corneliussky Tue Sep 08, 2009 9:56 am

    hehe,yeah had to try the new windows 7, wondering if mtw2 will run properly on it.. will post if i have any issues Smile
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    Post  Archaon Tue Sep 08, 2009 3:27 pm

    i tried it, runs nicely on the laptop, get an extra 2 hours of life on powersaver mode.

    BUT

    M2TW.. has no console..
    So no testing.. Sad so no Win7 for me..
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    Post  Arthochtonien Wed Sep 09, 2009 2:29 am

    The bugs I'm seeing:

    _ Even with the Car-Drûn script activated in a lore game, the fall of Barad-Dûr do absolutly nothing.
    Futhermore, before and after the destruction of Barad-Dûr, the Rangers seems to have no difficulty at all to take and hold Carn-Dûm from Angmar, the horde doesn't came out.
    When the player and not the AI take the city, Angmar horde appear and assault the walls each turns ( as intended, no ? )

    _ In a Khazad-Dum campaign, I received an army of rangers as scripted reinforcements and they are all invisible units.
    No problem with the regular rangers of Bree and the Dunedain.

    _ Far less invasion called ( something like 4 in a hundred turns ) and most of them is a failure. Not really a problem since evil factions get the upper hand on AI "good" in each campaign already without that.

    _ I don't use the Corsair raids because each time I activate it, it goes wild: a dozen corsair ships popping EACH TURN with around 1500 soldiers, who assault a town with no siege equipment. When you play Gondor it's really easy to crush, but the AI being always autoresolve, Gondor lose every coastal settlements in the first dozen of turns.

    EDIT: before someone ask ( about Barad-Dûr mainly ), I don't auto resolve sieges but most of the time Barad-Dûr fall by herself, without a fight.
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    Post  Archaon Wed Sep 09, 2009 6:32 am

    _ Even with the Car-Drûn script activated in a lore game, the fall of Barad-Dûr do absolutly nothing.
    Futhermore, before and after the destruction of Barad-Dûr, the Rangers seems to have no difficulty at all to take and hold Carn-Dûm from Angmar, the horde doesn't came out.
    When the player and not the AI take the city, Angmar horde appear and assault the walls each turns ( as intended, no ? )


    Regarding Barad-Dûr, Not sure what happened here.. it is fine in my games.. i'll reinstall using the file i uploaded and check again.

    Carn-Dûm / Angmar - Working as intended, since 3.75 Renown changed it to a player feature.

    _ In a Khazad-Dum campaign, I received an army of rangers as scripted reinforcements and they are all invisible units.
    No problem with the regular rangers of Bree and the Dunedain.


    Actually, all the special re-enforcement soldiers are like that.. my fault, i need to be taught to mod the modeldb..


    _ Far less invasion called ( something like 4 in a hundred turns ) and most of them is a failure. Not really a problem since evil factions get the upper hand on AI "good" in each campaign already without that.

    Yeah, we use Jihads, so its a completely different type of invasion.. more of a mission.. The Invasions are not so hardcore in DaC due to the AI factions hardly 'joining' the attack..


    _ I don't use the Corsair raids because each time I activate it, it goes wild: a dozen corsair ships popping EACH TURN with around 1500 soldiers, who assault a town with no siege equipment. When you play Gondor it's really easy to crush, but the AI being always autoresolve, Gondor lose every coastal settlements in the first dozen of turns.

    I will add seige equiptment for the next version.. can't beleive i didn't think of this!
    And i have no issue with the randomness, i can go 10-15 turns without it happening.. but other times it happens 2 or 3 times in the first 10..

    I might have to make 'periods' where it is frequent, and not as frequent, and maybe adjust the randomness a little on each settlement..
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    Post  Arthochtonien Wed Sep 09, 2009 8:30 am

    Have finally seen the proper fall of Barad-Dûr, makes a cleaning and reinstall of the mod !

    Another thing saw during a little Bree game: the time of recruitment for most of the units exceeds 30 turns...can't think it's a feature :]
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    Post  Arthochtonien Sun Sep 13, 2009 4:50 am

    Add:

    With Umbar I can't recruit anything else than basic corsairs, I have not a single archer or mounted unit.
    Turn 88 with stables, archery, armory and everything built.

    With Dol-Guldur: the bodyguard of all generals is 250 Uruks ( quite powerful ! ) while the faction leader and faction heir own only 100 bodyguards.
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    Post  Archaon Sun Sep 13, 2009 5:14 am

    archers are working properly, have tested these, but the ballistic and raiders cav need the EDU fixed..
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    Post  Atanatar Wed Sep 16, 2009 4:40 am

    Greeting !!!
    Thank you for this great sub mod . Its excellent !!!!

    A few little bugs :
    Rivendell :
    - orcish sound
    - champions of shield have vanilla unit card

    Woodland realm :
    - orcish sound
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    Post  wudang_clown Fri Sep 18, 2009 1:13 pm

    Hi all!

    Few remarks:

    1. Dwarves of Khazad Dum have vanilla intro - couldn't they have the existing, Dwarven one?
    2. Why all units are blocked in Khazad Dum? Is it intended? If yes, it could be easy to swallow, if not that I've adopted a general and he was blocked too. Solved, a player must choose this army from general "Army" list. But why it isn't easier?
    3. Kingdom of Rohan: barracks in Edoras and Hornburg have Gondorian card on the settlement screen (on the campaign map, not in the settlement menu).
    4. At the beginning of the campaign some of Rohan's armies&generals aren't garrisoned. That's the case of Aldburg, Foldburg and Gineard. These armies are visible as standing on the settlements tiles, but it's impossible to choose them, you have to open the general "Army" scroll, choose then and move them on the side and then garrison.


    Last edited by wudang_clown on Sun Sep 20, 2009 1:48 pm; edited 1 time in total
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    Post  wudang_clown Sun Sep 20, 2009 10:09 am

    What I've also noticed when playing the Dwarves of Khazad-Dum is that they have Orcish accent. And Orcs of the Misty Mountains doesn't have any voice at all when I play them. I know it is linked with changes you've made on the faction list, but will it be repaired?

    Next, on turn 16 during AI move I'm having a CTD. I believe its reason is scripted invasion. I got these lines in my log:

    14:13:32.788 [game.script] [error] Script execution error for <siege_settlement>, at line 9207, in mods/Third_Age/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Attacker <Invade_Edhellon> cannot siege settlemnt <Edhellon_city>.
    14:13:32.788 [game.script] [error] Script execution error for <siege_settlement>, at line 9210, in mods/Third_Age/data/world/maps/campaign/imperial_campaign/campaign_script.txt:
    Attacker <Invade_Anfalas> cannot siege settlemnt <Anfalas>.

    EDIT: I've replayed few turns and CTD didn't appear.

    Another thing: Dwarves of Khazad-Dum have Middle-Eastern strat model for their diplomat, and his accent is that of evil faction.
    Also in my game Sauron speaks with German accent.
    And why strat map models for specific settlements, like Edoras, Hornburg etc., are gone?
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    Post  Archaon Sun Sep 20, 2009 5:16 pm

    the CTD isn't caused by those errors, sorry, could you post the entire log or email it to me?
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    Post  Arthochtonien Sun Sep 27, 2009 2:59 am

    Again, I'm not sure if it's a bug or intended:
    The elven bodyguards for Imladris and Lindon have still the illustration and definition of the Blessed of the Valar cavalry.
    They have still powerful charge and a charge value of 16, even if I'm not sure at all it's acting in the game...

    I would suggest to put them 3 hit points and/or at least augment their number.

    Since I have installed the 3.992, diplomats have lost half their movement speed.
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    Post  Archaon Sun Sep 27, 2009 3:16 am

    Arthochtonien wrote:Again, I'm not sure if it's a bug or intended:
    The elven bodyguards for Imladris and Lindon have still the illustration and definition of the Blessed of the Valar cavalry.
    They have still powerful charge and a charge value of 16, even if I'm not sure at all it's acting in the game...

    I would suggest to put them 3 hit points and/or at least augment their number.

    Since I have installed the 3.992, diplomats have lost half their movement speed.

    dont know what happened to movement points.. I just fixed them again..
    Must have happened when i fooled around with TATW 1.2 vs DaC upgrade WIP files being open when i was purging Barad Dur faction..

    About the 'balancing' of units, this is what Renown has said he will do, although i think we may need someone else to do it now.. No offense Renown, you know your respected just busy right now Wink
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    Post  Skeleton Of The West Fri Oct 02, 2009 6:25 am

    I had a CTD while playing with the rangers faction on turn 23 while the AI was doing Gondor's turn. Log doesnt say anything. I played version 3.992
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    Post  Archaon Sat Oct 03, 2009 12:15 am

    Skeleton Of The West wrote:I had a CTD while playing with the rangers faction on turn 23 while the AI was doing Gondor's turn. Log doesnt say anything. I played version 3.992
    can you post your log anyway? can you try using the test .bat to launch the game and send me the *trace logs when it crashes again?

    the regular logs are *error logs only so its not surprising there is no entry for what happened..
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    Post  Skeleton Of The West Sat Oct 03, 2009 12:01 pm

    I went getting that CTD again and suprisingly I didnt get one scratch . Well at least I can continue my campaign as the rangers Very Happy.

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