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Age of Empires III Heaven » Forums » General Discussions » The Summary of Bugs - help is very welcome.
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Topic Subject:The Summary of Bugs - help is very welcome.
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Jazzingbass
Skirmisher
posted 09-12-05 10:53 AM EDT (US)         
This is a try on establishing a continuosly updated ALWAYS IN DEVELOPMENT thread which sums up the community-gathered bugs from the sticky. This way community members and developers do not have to read through the entire bunch of sticky replies.
Please reply with any certain information - such as bugs that have been fixed - most of the following bugs are already fixed I think, but I do not know this for certain.
And of course post BUG INFO CORRECTIONS.
New bugs should be reported in the bug sticky thread I think.
Please note that installation problems and that sort of HW-related bugs are not in here (for now).

I'm trying to list the most commonly reported bugs on top
Bugs are listed with color ratings. Blue does not affect gameplay at all, while red is gameplay critical - purple is in between..
New: soluted or explained bugs are in green.

Updated with a few new bugs - on top of each bug's color category.

  • Tomahawk warriors and trapped medics are not rendered or just partly shown - this problem is in fact related to the graphic options.
    ES_DeathShrimp: "I believe both of these happen when you have High-poly Models unchecked." (this is correct)
  • Pirate and bears that gaurd treasure suddenly regain 100% HP.
    ES_DeathShrimp: "By design. We did this because players were shooting guardians and then running away to try and lure them off so they could get the treasure. The whole point is you are supposed to fight those guardians."
  • A few lumberjerks often stop working if there are many other lumbers working together.
  • Sound effects and/or music clicking, cutting and disappearing totally after around 10 minutes of gameplay - HW issue? - several people have reported this or likewise.
    Here's a thread about this issue http://aoe3.heavengames.com/cgi-bin/forums/display.cgi?action=ct&f=11,23720,0,10 (thank you, Sifka4).
  • Pirate moving too fast - explorers and other units can't keep up.
  • Units do not auto-attack treasure guardians. (Added after DS's comment: This is also so even if the outlaw is shooting you. But they only shoot you after you attacked one of them.)
    ES_DeathShrimp: "This will automaticlly work when the treasure guardians fight back. You attack them, they attack you back, and all your nearby units will join in."
  • Animal treasure guardians never attack.
  • Priest sliding horizontally, standing up normally when healing - bug is only present with High Poly Models turned off.
  • Trains' cars disappear by segment at end of route.
  • Pirate moving animation not working ("skating") - this applies to at least one of the pirates at New England.
  • Tree falling animation and lying-on-ground state are missing (in both high -and low-poly settings).
  • ( Walking through trains...NOT A BUG...make them imprenetatable and killing units in front? he he )

  • Some shipments never arrive. This includes two privateers (English, on New England).
    ES_DeathShrimp: "We disabled all Mercs for the Demo, and Privateers are Mercs."
  • Impossible to delete some buildings by any means.
    ES_DeathShrimp: "Depending on the building, this is by design. Manors cannot be deleted, for example, because it is too easy to keep building and deleting them (esp. with the cheap Houses and fast Houses Cards)."
  • It's possible to give the command to place an Outpost when you have more than one Outpost Wagon selected. (Result: If one has ie. two Outpost Wagons selected, uses the command to build an Outpost and then select one of them to move somewhere else, that's not possible - even after the other cart has built an outpost.)[/b]
  • Sometimes sending units to Town Center will land them on a Resource Crate, making them immobile until the crate is harvested.
  • Soldiers getting stuck between berry bush and buildings.
  • Trading posts can get the message "no suitable terrain" while trying to build - only reported on New England in one spot.
  • Units getting stuck in dock after building completed - did not move away from building site.
  • Experience gained when closing the game in task manager (without winning the game).
  • Sometimes melee units act like ranged units - pikeman for example.
  • Captured villagers at treasure attacks player villagers passing by (http://upl.silentwhisper.net/uplfolders/upload4/screen17.jpg).
  • Some players have experienced one or both of the scenarios not to finish after completing all objectives, and even after killing all enemies (with spy upgrade as control).
    ES_DeathShrimp: "So far this seems to be related to having hardware acceleration for soundcards turned on, but we are investigating."
  • Men sticking between trees.
  • Villager route finding is too weak - they don't even walk 4 metres extra to go around other villagers to reach a new tree.
  • Quite many players have experienced a problem where they crash to desketop when they start attacking the enemy base.

  • Explorers' dialog boxes do not go away after they are displayed upon death. friggin irritating
    ES_DeathShrimp: "This is by design. It was too hard for players to find their Explorers and / or realize what was happening to them. I believe there is a UI option to turn them off."
  • When villagers finish taking food from a sheep they don't go on with another one, if the next sheep is not fully fattened.
    ES_DeathShrimp: "By design. I think that would make you mad."
  • If you change the selected resource (i.e. wood, food, coin, xp) just after the train passes, you can get all of them at every trading post.
  • Sometimes all particle effects stop, and the smoke from pipes/cannons that were just fired, stay still like clouds. When this particle-stop-bug is 'executed', no particle effects work after this. You only see the clouds that were there when the bug started. (See theory in reply at page 4.)[/b]
  • Appearantly the UI options are a bit messed up. For example checking the "view player score" box, does for many not view the player scores. The problem is probably that it's a combination of the different UI options that make the different (such as pop monitor) display. To see the UI you want must turn them all on, is my theory.
  • Soldiers do not arrange themselves differently at tactic change before commanding them to move.
  • Single-selecting is required to delete units, and delete button only working on single units (not including buildings) -
  • Outlaw Pistoleros and riflemen don't do any damage.
  • Updates on trade posts can be researched one time pro trade post.
  • After mills have been destroyed by cannons, there are cases of villagers continuing to farm in that area.
  • The train is leaving railroad workers by the trading posts on the second campaign level.
  • Pressing the hotkey for creating tomahawks or comache horse archers while having a trade post at the trade route selected, queues them there.
  • When going to the next age, when a building is badly damaged, it changes to the new tileset and looks undamaged.
  • It's possible to build a dock on New England too far off the shore for the villager to get close enough to build.
  • Fish animations where no fish is available.
  • A treasure in the NE random map was sunk in the water and it couldn't be collected.

  • No explosions or other visual effects when a cannon projectile of a ship reach the ground/enemy.
  • The "zoom" options should say "default zoom", because changing this option only zooms in and out as you do with the mouse scroll.
  • Rodeleros are speechless.
  • Longbowmen are speechless.
  • When mills are attacked, the total number of villagers working at mill is increased by the number of soldiers attacking.
  • When blasted by cannons, windmill blades stay parented to the rotating axle for around 2 seconds after they break off, which makes them "orbit" around the mill mid-air. LOOKS KINDA COOL THOUGH
  • On New England map, one of the trade routs ends in a circle where the cart should turn around - instead of turning, it goes straight, and then just disapperars in the middle of the map.
  • The native (blackfoot) scout doesn't have an icon.
  • Ship's bows are able to 'travel through' clifs that are along waters shores.
  • "Low" shadow effects means no shadow effects.
  • The Spanish explorer builds the Trade Post by hitting it with his gun.LOL I gotta see this.
  • English Plantation doesn't appear to flatten the terrain when placed on uneven ground - it has floating and sunk polygons (mainly the vegitation - because it is farthest away from the anchor) in the terrain - at the bushes.
  • Ships clip into eachother into a big mess of sails and wood. - just had to include that way of saying it ^^
  • "Deliver home city chipments to this building"-icon is blurred - this applies to other icons as well.
  • Certain units' bodies never disappear - one example is an enemy cannon at the "keep the fort" scenario.
  • In the first cinematic, the old man stands in front of the train tracks when it shows the view from above him, and when it shows the view from behind him, he is standing behind the tracks, and it keeps switching.

    - Jazzingbass

    [This message has been edited by Jazzingbass (edited 09-16-2005 @ 05:45 AM).]

  • AuthorReplies:
    Asurias
    Skirmisher
    posted 09-12-05 03:31 PM EDT (US)     26 / 49       
    Yes, I do believe all buildings in the game should be able to be deleted, it would be an inconvenience otherwise. And if there are other balance issues tied in like above I'm more than sure there are other ways to work around them.

    RON name: Zetherin
    Ceres629
    Skirmisher
    posted 09-12-05 03:31 PM EDT (US)     27 / 49       
    The regen of those guardians is insane, One time my explorer spend almost 2 minutes trying to kill one and it never died because it just kept regenerating... it was invincible.

    I don't see why you can't delete buildings, that is really annoying. I can't delete walls nothing. Very Annoying!

    Quoted from ES_DeathShrimp:

    "This is by design. It was too hard for players to find their Explorers and / or realize what was happening to them. I believe there is a UI option to turn them off."

    But isn't there a hotkey for that, and a button on the interface? I never paid much attention to it before but there was one game I had where the message was in a particularly annoying position, blocking my view of the battle.

    Jazzingbass
    Skirmisher
    posted 09-12-05 03:46 PM EDT (US)     28 / 49       

    Quote:

    Regarding the sound cutout problem, I made a thread where alot of people posted their system specs if they had the issue. Maybe that could help ES determine the cause. I believe i temporarily fixed the cutout by toying with the sound hardware acceleration, but my sound still has clicks in the background, and characters dont always finish their lines in cutscenes so those ideas still need to be addressed. here is the thread.

    Thanks for the great link and info - I did not know there were that type of sound problems in AOE demo. This 'sounds' like the sound problem I had in AoM a lot. Exactly the same actually.
    Hopefully ES will check out the thread of yours!
    Here it is BTW: http://aoe3.heavengames.com/cgi-bin/forums/display.cgi?action=ct&f=11,23720,0,10


    - Jazzingbass
    Devon_
    Skirmisher
    (id: Lord Devon)
    posted 09-12-05 04:25 PM EDT (US)     29 / 49       
    I found a HUGE bug that prevents building of trade posts, I'm still trying to figure out what caused it.

    Basically, I built an outpost on the other side of the "coul-de-sac" road on New England near the end trading post to the east. I built the outbost across the road from the trading post, and was not able to build a trading post on top of it, even though the outpost was about 4 tiles away.


    "I have curly pubic hair. If I don't gel it down, it puffs up into a miniature afro and looks rediculous." -Kman
    Psycho_Mani4c
    Skirmisher
    posted 09-12-05 04:46 PM EDT (US)     30 / 49       
    Deven check that you havent tasked villagers to build on the trade spot. If you tell them to build something there, you drop 200 wood, but if the building is not started you won't see it.

    Later when you want to place another trade post there it won't work 'cause there's already one planned there, just send some villies over to build the first one.

    I've spent like 10 minutes in the campaing looking for the problem

    Could be something else tho, but try it out just to be sure


    AOE3 @ SM4RTASS

    Dominating with: The French
    HC: Le Moule
    Explorer: Ze Chauvenist

    Sithmaster_821
    Skirmisher
    posted 09-12-05 04:58 PM EDT (US)     31 / 49       
    In post-imperial, all units read as being veteran level, as opposed to their correct level, even for royal guard units.

    This may be a hardware issue, but sometimes the fire residue stays after a building is destroyed. This also affects the shots from rockets.

    The economic unit gather point only w/ a right click option doesn't seem to work.

    Some units don't have voices.

    SuperTr00pers
    VIP
    posted 09-12-05 07:52 PM EDT (US)     32 / 49       

    If anyone has anymore information on this one particular issue we would like it.

    -If you change the selected resource (i.e. wood, food, coin, xp) just after the train passes, you can get all of them at every trading post.

    Be sure to e-mail age3.bugs@ensemblestudios.com

    [D4KU]


    TOAO_VTEC
    Skirmisher
    posted 09-12-05 08:04 PM EDT (US)     33 / 49       
    The problem with the Pirate regaining 100% health is that even though I want to fight him, he runs away faster than my explorer or war dog can keep up, and the moment he reaches the edge of my line of sight, boom!, he instantly regens to 100%. Even though I was trying to fight him.

    Also, it seems the guardians that glide without walking animations are the ones that do this. They don't fight and are unkillable without several Musketeers to get an instant kill. Because they don't have an animated walk I assume this is a glitch of sorts.

    Hope this helps.

    SuperTr00pers
    VIP
    posted 09-12-05 08:13 PM EDT (US)     34 / 49       
    I am asking for information pertaining to the "multiple resources when the train passes by" issue.

    Thank you for your information though.

    [D4KU]

    elfmeters
    Banned
    posted 09-12-05 08:14 PM EDT (US)     35 / 49       
    is this also a bug, cause if it's not it's VERY annoying

    (ps maybe someone already posted if it is a bug)

    When villagers build houses, other villagers are created from the houses. For instance, I create one house, a villager will come out of this new built house. Very dumb!

    Magnum Pi
    Skirmisher
    posted 09-12-05 08:38 PM EDT (US)     36 / 49       
    This is only for the British. And acually it's not "very dumb," it's to help balance the high-cost of their houses.
    king of ages
    Skirmisher
    posted 09-12-05 09:05 PM EDT (US)     37 / 49       

    Quote:

    I am asking for information pertaining to the "multiple resources when the train passes by" issue.

    I have been unable to reproduce that bug with the spanish in new england, mainly in age III. They'll probaly have to get more specific with it.


    falcdragon
    Skirmisher
    posted 09-12-05 09:18 PM EDT (US)     38 / 49       
    Another issue with the sound sometimes during a battle the sound will stop. If you then move the view away fromt the battle the sound will start playing again.

    Nforce 3 sound, driver 4.62

    fhertlein
    Skirmisher
    posted 09-12-05 10:45 PM EDT (US)     39 / 49       
    I have yet to see the AI on hard build a trade route.
    Blackhair
    Skirmisher
    posted 09-13-05 09:27 AM EDT (US)     40 / 49       
    I don't if this is a bug or not:

    If you have your units in Defensive formation, they'll get into a nice little box, but then if you add cannon, they all bunch together with the pikemen in front, the archers behind, and the cannon in the way back. Shouldn't it be that the units remain in their little box formation with the cannon in the middle?

    I seriously hope that this is a bug, and not by design.

    --Ian the Crux

    Doggiedoodle
    Skirmisher
    posted 09-14-05 01:10 AM EDT (US)     41 / 49       
    Dead cows out of your LOS stand up.
    Jazzingbass
    Skirmisher
    posted 09-14-05 02:07 PM EDT (US)     42 / 49       

    Quote:

    If anyone has anymore information on this one particular issue we would like it.

    -If you change the selected resource (i.e. wood, food, coin, xp) just after the train passes, you can get all of them at every trading post.

    I have found that this bug is only a second-hand report of a claimed instance.
    - I suggest the bug is considered non-existant, as king of ages here has not been able to reproduce it.
    I apology for the inconveniance this fault-bug report may have caused.


    - Jazzingbass

    [This message has been edited by Jazzingbass (edited 09-14-2005 @ 02:08 PM).]

    Jazzingbass
    Skirmisher
    posted 09-14-05 02:28 PM EDT (US)     43 / 49       
    - This is a theory expansion on the consequenses of the following bug (top purple bug in the starting thread) -

    Quote:

    Sometimes all particle effects stop, and the smoke from pipes/cannons that were just fired, stay still like clouds. When this particle-stop-bug is 'executed', no particle effects work after this. You only see the clouds that were there when the bug started.

    Ghost-Splash Theory #1
    The water splash visual effect (also a particle fx) disappear when the mentioned bug starts. This simply explains people observing water splash sounds but not seeing the splash (Ghost-Splash).
    (Objects falling into water still leave white marks in though, that are not particle effects - look for these to determine if the bug is on.)

    Ghost-Splash Theory #2
    Background first: Rolling objects fade away (by design), and they sometimes fade away even before the object has stopped rolling - there is a non-dynamic timer - this way, if an object is taking a long time to reach the water (happens often in the pond on Trial Version's New England map), it has almost faded a 100% when it reaches the water.
    Theory: You hear the SPLASH, but the object and its water splash are almost or fully invisible because the impact effect of a cannon ball keeps the same opacity as the cannon ball itself.


    - Jazzingbass
    TurkishMonky
    Skirmisher
    posted 09-14-05 04:32 PM EDT (US)     44 / 49       
    i have two bugs i've found:
    If you have two outpost wagons selected and build an outpost, then grab one of them to move somewhere else, it won't let you use it, even after the other cart has built an outpost.

    sometimes sending units to your tc will land them on a crate, making them immobile until the crate is harvested.

    Not a bug, but a annoyance: is there any way to grab a group of units and just select one from the numbered list? if not, it is a viable issue.

    Ceres629
    Skirmisher
    posted 09-14-05 04:38 PM EDT (US)     45 / 49       
    The spanish explorer builds a Town center by simply walking on the spot.
    Jazzingbass
    Skirmisher
    posted 09-16-05 05:49 AM EDT (US)     46 / 49       
    Thread updated.
    Nice reports. The community is doing a good job. Probably, 90% of the bugs listed are taken care of, but the rest 10% are useful to have listed, and the reports are really a way for the community of showing appreciation and expectations to ES.
    I think most of the bugs from the sticky thread is in here now.

    - Jazzingbass
    Ferdinand Gwonch
    Skirmisher
    posted 09-16-05 10:43 AM EDT (US)     47 / 49       

    Quote:

    Tomahawk warriors and trapped medics are not rendered or just partly shown - this problem is in fact related to the graphic options.
    ES_DeathShrimp: "I believe both of these happen when you have High-poly Models unchecked." (this is correct)

    tomahawks are neither selectable suitably.. you must press , to the selection arrive to one of them


    OWN GOAL
    Khaleb
    Skirmisher
    posted 09-18-05 10:45 AM EDT (US)     48 / 49       
    Not sure if it's wise to bring that thread up, but it is much more "organized" than super_trooper's bug collection, so I prefer it.
    Anyway, I am puzzled that so far nobody mentioned that TCs don't shoot when garrissoned when you play the british civ. The british AI's TCs on the other hand seem to work fine in that aspect.
    In some german forum I found another guy who ran into that problem, but nowhere else, so I kind of wonder what the reason for that bug might be, a special choice of gameplay-settings?? If it would happen to everyone I guess it would hae been mentioned quite often.
    ajenterp
    Skirmisher
    posted 09-18-05 01:02 PM EDT (US)     49 / 49       

    Quote:

    They solved 1200+ bugs solved so u have some more to go...

    lol

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