UnofficialCrusaderPatch / UnofficialCrusaderPatch2

Unofficial balancing patch installer for Stronghold Crusader 1
MIT License
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Bugs still ingame #5

Closed ByBurton closed 5 years ago

ByBurton commented 5 years ago

I just felt like doing a list of bugs / quirky stuff I still know are a problem ingame, and I will list all I remember from the top of my head here.

I wanted to add, that I am royally impressed with your accomplishments, and I could not wait for the next update, so I installed Visual Studio and compiled it myself ;)

Edit: Maybe I will also add a few things I feel like mentioning:

Edit2: Another bug:

Heroesflorian commented 5 years ago

The AI should put more units on their towers / walls (I am looking at you, Rat, Richard)

Not to forget everyone's favourite, King Phillip! :D

The Sultan should rebuild firethrowers.

Oh yes! And also Saladin and some others who seem to slack in that regard...

Wolf won't man his towers with Arabic Bowmen

Similarly, Caliph also doesn't use slingers atop his walls. And possibly there's even more such cases hidden in the AIV files.

AI will not build more than 3 tower mangonels / ballistae or trebuchets / Fire ballistae

While I definitely agree it's a bit sad that one couldn't even make Richard-style square castle with all mangonels/ballista with the limit of 3, I would guess an AI castle with 5 tower ballistae would be OP and they capped it at 3 due to that, considering that most AI characters do not make a lot of siege engines for their attacks either. Hence, I personally feel those two things should be changed "together", if possible.

ByBurton commented 5 years ago

While I definitely agree it's a bit sad that one couldn't even make Richard-style square castle with all mangonels/ballista with the limit of 3, I would guess an AI castle with 5 tower ballistae would be OP and they capped it at 3 due to that, considering that most AI characters do not make a lot of siege engines for their attacks either. Hence, I personally feel those two things should be changed "together", if possible.

Yes, it would make enemies stronger, but if we address their weak attacks, by strengthening their manpower, we can also strengthen the defences. Also, most aiv's show 4 siege engines / tower engines, which makes sense, because of mirroring. It just looks stupid seeing e.g. Wolf8.aiv with two fire ballistae on the right tower, but only one on the left....

Heroesflorian commented 5 years ago

Yes, it would make enemies stronger, but if we address their weak attacks, by strengthening their manpower, we can also strengthen the defences. Also, most aiv's show 4 siege engines / tower engines, which makes sense, because of mirroring. It just looks stupid seeing e.g. Wolf8.aiv with two fire ballistae on the right tower, but only one on the left....

Yep.

--

Also, regarding the "known bugs" list... I got some more ones to add to that:

MaCl00 commented 5 years ago

And all ranged units seem to miss when aiming at a unit which is moving through bog (Pech).

MaCl00 commented 5 years ago

AI deletes all buildings outside its castle if not accessible (gate closed) sometimes.

This happens especially when the AI is using drawbridges: Every time they are opened, the AI treats the drawbridge as moat and thinks that all the outer buildings are not accessible and deletes them. This only happens if there is no other exit and if there is moat left and right from the bridge. Best example frederick 1.aiv is effected by the bug while frederick 4.aiv isn't. When there are 2 drawbridges it usually doesn't happen because they don't open at the exact same moment (for example fredrick 2.aiv).

PitchNeeded commented 5 years ago

Another think you could possibly call a bug: AI raiding parties (such as Phillip, Frederick and Marshall's knights, Emir's Arabian swordsmen and Wazir's horse archers etc.) don't attack at all a player if their industries are all behind a wall. Not sure if it needs to be fixed with Emir and Wazir as they tend to send more siege forces instead which can actually be a good thing for them (although if there is already an Emir siege going on it would be great if it could be made so that Emir's Arabian swordsmen raiders would be sent to help his siege Arabian swordsmen in attacking the walls or if there is a Wazir siege going on that Wazir's raiding horse archers would be sent to join his siege horse archers), but for Phillip and Marshall whose strength is mostly based on their raiding parties of knights, it would be good if their raiding parties could specifically be sent to attack walls if there are no other targets.

Panbutt commented 5 years ago

I would like to add to this, some AI bugs I've noticed with Phillip, Rat, Pig and Richard.

-Phillip will never re-train tower crew archers that have been killed. -Rat, Pig and Richard are the only Lords that do not build moats, despite that they have tons of moat-digging units. -Pig builds one Pitch Rig, however never uses pitch and sells the pitch immediately when gathered. Allowing him to hang into at least 5 pitch before selling would allow him to use Oil Smelters effectively. It would also let him use defensive pitch as well. Pig is all about brutality, it makes sense for him to use boiling oil. -Pig will never sell food. Some of his AIVs have 2 granaries which means he can stockpile up to 500 cheese. Allowing him to sell food would give him a good economic boost.

I also want to say thank you for the community patch, it has pumped new life into Crusader and I love all the changes made so far <3.

PitchNeeded commented 5 years ago

I also want to say thank you for the community patch, it has pumped new life into Crusader and I love all the changes made so far <3.

Indeed it is brilliant! Already it has made some of the AI lords more difficult to beat, and I am sure the unit balancing would be good for multiplayer too, I haven't tried this patch in multiplayer yet though.

Two things: I think the marketplace should possibly be made free (or maybe cost them 5 gold instead of 5 wood) for AI's , as it is very hard for them to recover if their market is destroyed by an enemy and they have no wood left.

-Phillip will never re-train tower crew archers that have been killed.

I think (even with the Emir buying in bows now because of this patch) from what I have seen there is still a problem with Emir manning his towers with European archers if he is not attacking someone with a moat.

PitchNeeded commented 5 years ago

-Pig will never sell food. Some of his AIVs have 2 granaries which means he can stockpile up to 500 cheese. Allowing him to sell food would give him a good economic boost.

I wondered why Pig often seems to have so much cheese in his granary! Thanks for solving this mystery! Allowing him to sell food would be excellent for his economy. It means he would only need one granary too, so one of his granaries also could be removed and replaced with a fletchers workshop in the vanilla aiv patch!

Heroesflorian commented 5 years ago

-Pig builds one Pitch Rig, however never uses pitch and sells the pitch immediately when gathered. Allowing him to hang into at least 5 pitch before selling would allow him to use Oil Smelters effectively. It would also let him use defensive pitch as well. Pig is all about brutality, it makes sense for him to use boiling oil.

Speaking of that, some other AIs could profit from a change to that behaviour as well...

-Pig will never sell food. Some of his AIVs have 2 granaries which means he can stockpile up to 500 cheese. Allowing him to sell food would give him a good economic boost.

I think it would sell food at some point... possibly would require 3rd granary, though? (Similar to Frederick who requires 3 armouries to make sure it doesn't fill up completely before he starts selling weapons.)

This happens especially when the AI is using drawbridges: Every time they are opened, the AI treats the drawbridge as moat and thinks that all the outer buildings are not accessible and deletes them. This only happens if there is no other exit and if there is moat left and right from the bridge. Best example frederick 1.aiv is effected by the bug while frederick 4.aiv isn't. When there are 2 drawbridges it usually doesn't happen because they don't open at the exact same moment (for example fredrick 2.aiv).

Regarding the drawbridge bug... actually this issue also can regularly be seen in action on wolf6.aiv, if an enemy manages to get close enough to close the back-facing gatehouse with drawbridge. But, and this is what surprises me still, this does not occur every single time the gate with drawbridge closes (or rather, reopens), only sometimes. It seems to vary greatly in frequency even between multiple runs of an identical matchup.

MaCl00 commented 5 years ago

It seems to vary greatly in frequency even between multiple runs of an identical matchup.

Yes I noticed the same thing. But I start to get the feeling that it happens more often with the mod on "high-speed" (eg 200+)...

brooklynzsmac commented 5 years ago

Sultan doesn't produce any food.

PitchNeeded commented 5 years ago

Sultan doesn't produce any food.

I wouldn't really call that a bug, its just part of his character, and kind of works for Sultan as he has a low population so any food he buys isn't eaten that quickly, and also he can focus on just defending his quarries which he does rather well (although he could do with sending a few more Arabian swordsmen to defend them), rather than having to defend lots of farms too.

I think therefore Sultan would benefit more from another quarry than farms for food but a few hops farms, an inn and a brewery would be good for Sultan I think. An inn is good for a low population character like Sultan, would look nice in Sultan's vanilla castle and would also fit with his party-loving personality.

Lolasik011 commented 5 years ago

Same bug... Pig. pig bug pig bug 2

ByBurton commented 5 years ago

Poor piggy :(

PitchNeeded commented 5 years ago

Poor piggy :(

Indeed. I never knew about this bug and so it was a mystery and rather frustrating when occasionally during a skirmish match a certain AI would completely stop recruiting troops and start accumulating loads of gold instead.

Lolasik011 commented 5 years ago

Is it possible to fix it ?

Sh0wdown commented 5 years ago

Is it possible to fix it ?

If you are referring to the ox tether spam, that will be fixed in the next release.

Heroesflorian commented 5 years ago

If you are referring to the ox tether spam, that will be fixed in the next release.

That sounds great!

Lolasik011 commented 5 years ago

That sounds great! Wait next patch ^_^

PitchNeeded commented 5 years ago

Another bug that I noticed:

Often an AI's last stand defence mode (where they send a message expressing their worry about the attack, sleep all their buildings and try to recruit troops) isn't triggered by macemen, even when an overwhelming number of macemen attack them and are outside their castle attacking walls/towers for a while before they kill them. I have noticed this with Emir, Richard and Wazir, they often don't seem to react when I attack one of their towers with loads of macemen to get into the castle.

TheSnowyChickens commented 5 years ago

Question: Is it possible for you to fix graphic bugs? Like:

grafik

or this STUPID flickering, between Stronghold and the desktop...

PitchNeeded commented 5 years ago

Two more bugs:

  1. AI raiding troops sometimes wait in the field, or wait on aggressive mode, for new reinforcements to come rather than moving to their next target.
  2. AI mangonels fire at deceased lord statues
AdmiralRigby commented 5 years ago

One important bug: Fire ballistas don't attack monks on their own. Even when given the command to attack a monk, they won't attack others after the selected one has fallen.

PitchNeeded commented 5 years ago

Also from my own observations, mangonels cannot seem to do any damage to fire ballistas.

ByBurton commented 5 years ago

One important bug: Fire ballistas don't attack monks on their own. Even when given the command to attack a monk, they won't attack others after the selected one has fallen.

They also do not attack the Lord.

Heroesflorian commented 5 years ago

@PitchNeeded mangonels can deal damage to fire ballistae though. They are not particularly accurate, but they fire at hostile ballistae in range, and when the rocks hit, they properly deal damage. But yeah, they're not particularly great weapons against single/few units in general, due to their bad accuracy, they're more of a crowd control weapon.

Sh0wdown commented 5 years ago

Closing this as most of them are fixed or fixable through AIC edits. If I missed something please create a new issue with one problem per issue.