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Sir Henry’s bug report (Translation by Gunter from Anno 1503 official discussion board thread)
I. Bugs supposed as fixed by the latest patch (Please, report to the Technical Section of the Official Board if you encounter any of these bugs)
Game crashes while being loaded or saved
Game crashes after some time of normal playing. (Crashing savegames may be repairable with the repair tool supplied with the patch!)
Games crashes when selecting a warehouse or a trading menu
Loading is interrupted, game returns to start menu
Crash and other strange behavior when deleting a warehouse which is part of a trading route
Game freezes when pressing ‘N’ (next scout) in the campaign if there’s no scout
The trapper supplies no or too few fur
False demand for leather or a chapel being displayed when falling back to a lower population level
Text size in 800*600 resolution
II. Bugs to be fixed by a forthcoming patch
Ships get stuck at the coast
The scout or soldiers get stuck at rocks or houses
The palace isn’t activated despite 1,000 aristocrats if these aren’t on the main island
Scout loses his donkey (loading the scout to a ship and unloading him again may help momentarily)
Strange attacking behavior of a ship group: ships don’t dress up towards the enemy and won’t shoot at him then (selecting “stop group” teaches them to obey to your commands)
Armed ships shoot at a floating cargo instead of taking it up, when right clicking to the floating cargo of a sunken ship, even if CTRL is not pressed (unarmed ships behave correctly)
Bug permits continuous fire of artillery units by alternate shooting and moving them
If ship repair is interrupted due to lack of material or money, an information is still displayed that “the ship was repaired”.
Repair must be restarted when possible again (1602 A.D.: repair and cost go on)
Loading in trading routes: if setting for example „load 50t of spice“,50t will always be loaded instead of increasing the present cargo to a maximum of 50t (the first behavior was intended by
the programmers, but 93% of the players voted in a poll for the second one)
Strange city planning of the AI: in a continuous game the computer player builds a city with 424 inhabitants (pioneers) where he keeps 16 taverns and 10 churches without growing much
raw material (example screenshot)
Music can’t be deactivated. Even if all music pieces have been unchecked the music will go on.
(tip 1: turn off the sound, tip 2: copy the music folder to your HD and delete all undesired pieces or substitute them by own ones)
Medics repair ships!
Single units or ships can’t be selected by a hotkey. A single ship can’t be commanded to escort another ship.
Both problems may be connected to each other and are easily reproduced, the features are working well with multiple units or ships (formations)
Raw material deposits and symbols disappear after loading a savegame
Whaler strikes: even if the stock is empty and there are enough whales around (the grey ones without a white spot), the whaler doesn’t hunt any (example screenshot)
If pressing the Windows key accidentally, the Windows start menu and the taskbar pass the screen flickering.
Sometimes F10/F9 (save/load) can help. Another tip is to start the game in reduced screen mode: run the 1503Startup.exe with operator "/w" (unofficial tip without warranty)
Venetians’ and AI ship sink without obvious reason (example screenshot) The AI sinks his ships only if going bankrupt!
Some fields of farms and plantations aren’t harvested.
May happen more frequently when fields were planted while playing faster (F7)
Wells have no effect if built before the plantation building. It’s subsequent erection doesn’t help
The alcohol stock of the tavern is lost with saving/reloading. Stocks of some other products also aren’t saved correctly.
May cause regression in advanced games
Games crashes if the doctor’s houses is demolished while he’s gone
Gold mine is built without left click (can’t be reproduced easily)
When rectifying some trading route buoys other ones slip away accidentally, sometimes even to the border of the map.
Ships may strand then or take long detours
Market wagons aren’t faster on cobblestone streets or squares than on dirt roads (contrary to what says the manual)
The AI can be a shipyard above one of your ships which will get stuck then (was supposed to have been fixed with patch 1.02 but still happened)
Bugs with triumphal arch and video: sometimes the triumphal arch isn’t activated after the defeat of a computer player, even in advanced games, sometimes the video isn’t displayed,
sometimes the player disappears from the diplomacy menu (example screenshot).
The reason may be that the computer player went bankrupt, since a triumphal arch is only granted with a military defeat
After loading a savegame the second production branch of dual productions is always deactivated
Wrong score counts: in the categories “Villages and cities” and “Settled Islands” the counter falls back to zero at about 65,000.
Maybe integer overflow at 65535
After loading a savegame the player can’t manage his houses, workshops and ships anymore.
Was reported with small and larger cities and islands. Suspected integer overflow at 65535 was not confirmed
Crash problems connected to trading routes:
A ship is stopped, click on “New Entry”, breaking off with ESC because you want to build another warehouse first, erection of the warehouse, return to ship menu – all entries are
gone, another click on “New Entry”, then GPF in Kernel32.dll either immediately or when clicking on the new warehouse
Example 2. Ship is stopped, changes are made at the trading routes, right click to send the ship anywhere – games freezes
No automatic quicksave when finishing the game. Therefore the option “Continue Game” isn’t working as expected
Crash if the service area of a warehouse is reaching outside the map border.
Happens with islands close to the border, for example in the “Metropol” scenario
“Lazy scout”: the scout remains standing close to a warehouse after setting and activating a trading route.
Manual commanding works
Freeze if a scout is sent into the fortress. A single scout can’t be sent into the fortress, he ignores the command.
If he’s part of a multiple selection the command is obeyed and the game freezes (99% CPU)
IV.Minor problems and graphical bugs (These bugs were told me „btw“ and I join them here partially unchecked in order not to get lose anything. Please, report here again if there’s evidence that a bug was fixed with patch 1.02. Thanks!)
Audio files aren’t played.
Certain announcements for critical situations aren’t made, for example “There’s no food”, “Cloth is lacking”.
There are a lot more in the Speech folder (additional material to be used in forthcoming versions of the game?)
Quicksave (F10) isn’t confirmed by an announcement “Game saved”.
Slower systems will pause a moment but that’s insufficient (is intended)
Archer disappears: select the archer in a tower, right click on water, then archer is still selected but invisible and can’t receive commands anymore to go into the tower or elsewhere.
Tip: draw a frame around the tower and right click it, archer is back. (is being studied)
Deleting larger areas doesn’t work correctly, one quarter always remains (is inevitable)
Even if the computer player can’t been seen yet, it’s possible to know by plantation structures, roads or cleared forests etc. that somebody must settle there.
At least with the MP this will be a problem
Building multiple squares doesn’t work correctly. They overlap and delete each other, and the result will be a zigzag
If you want to search the online help you have to click twice in the entry field before you can write, though the cursor is already present.
It will disappear with the first click
If you stop the production of a large ore mine the water next to the wheel ‘freezes’ (example screenshot). The water should either disappear or continue to run around the paused wheel
Animals got nothing to do on city walls. This applies also to cavalry and wild animals (example screenshot)
Cavalry and other units ‘shiver’ if you scroll away from them and return after some time, as if all movements were saved and are quickly played back then.
In the first campaign mission, part 2, all deposits in the mountains are shown already in the beginning.
If the AI is producing soldiers there’s always a queue in his castle
Range of normal artillery is larger than that one artillerymen deployed in towers. Like that there’s no use in building towers against ships.
Problems with life bar of soldiers and medics: the energy indicated above the unit often differs from that in the menu.
For example, the soldier is injured but the bar above him is completely green. Only the changing cursor of medic approaching him indicates that there’s a problem.
Right clicking on the injured soldier makes the medic do his job. Now the bar above the unit “overflows” (overflow 255->0?) and indicates ‘half dead’, though the soldier is actually in good health.
Of course the medic doesn’t really heal these “half dead” units, yet this isn’t a medic‘s bug but simply a display problem
Names of NPC settlements are displayed correctly in the trading menu.
Most of the times there’s only “CityName” to be read instead of the real name.
If trading first with some natives and then with the AI, it may even happen that the name of the AI city is replaced in the trading menu by that one of the native settlement
If selling something to another player by ship, the hold of the ship isn’t shown empty when a product is completely sold (except if leaving the trading menu in the meantime).
May be caused by the feature that the hold is set to 50% grey when the buyer doesn’t need anything else.
Perhaps a simple refresh would fix that problem, since the hold is well displayed empty if changing once to the ship’s info menu and then returning back to the trading menu
The piece of music which is played should be indicated, otherwise the option to deactivate a piece doesn’t make sense, as long as you don’t which one it is!
For example, the name of the present piece could be shown in a different color
Ships reef the sails only near a warehouse, next to other ships or if sailing in formation.
They should do it each time when they stop
Double clicking on a church doesn’t include the service area of the cathedral
Wrong production activity displayed in workshops, caused by wrong reference values
If the fortress of an AI player is destroyed, the units inside it keep staying in front of the no more existing exit and don’t react anymore even if being shot (example screenshot)
No sound in the main menu if the game is left with F6/F7/F8
Knowledge points and money are lost if a research is interrupted by clicking to another one
Strange actions during quicksave and videos.
A sudden quicksave or a video interfere with an ongoing building activity, the building being set to a location not intended. Or during a delete command too large areas are deleted
Display bug during population upgrade.
If clicking to a pioneer’s houses you’ll see the (hopefully) smiling inhabitant, but if this is just upgrading to the next level, the graphics of the house changes but not the graphics of the people
neither the description of the house. Thus it will still be called a “pioneer’s house” and the pioneer is still shown, but the number of “settlers” is correctly displayed
Display bug with the service area of main market buildings: double clicking on a market building often doesn’t include single or several other markets, resulting in dark areas which yet can be
used for building. Perhaps the number of included markets is limited by the program (example screenshot1 and screenshot2)
Last update March 12, 2003
You can download the original translation of ‘Sir Henry’s bug report’ by Gunter in Word2000 format here.