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Age of Empires III Heaven » Forums » General Discussions » The WarChiefs/The Asian Dynasties Bug List
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Topic Subject:The WarChiefs/The Asian Dynasties Bug List
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Alexastor
AoEO Seraph
(id: Kastor)
posted 12-30-06 04:51 AM EDT (US)         

AoE3H's Official The WarChiefs and The Asian Dynasties Bug List



Introduction:

This is the place for you to come and post bugs that you have noticed and glanced through already confirmed bugs. This place is NOT a place for you to discuss how things make certain civs OP/UP or anything regarding balance. It is strictly for bugs in TWC not for discussion about other various things. Now, just because you may post here it is not a given contract that ES will automatically fix the bug. However, it will be added to ES's bug database if it is not already there.

We are simply trying to make a clear cut list for you, forumers, and hopefully for ES if they see a couple bugs in here that went unnoticed before.

Confirmed = Proven or tested by an HG staff member (most likely Kastor)
Not Confirmed = Not tested or proven if it is a real bug yet.

Do not re-write a bug, look over the present list.
Do NOT flame ES over the bugs. Bugs appear in every game.

Also, as the list now supports all versions of the game, remember to report in which versions you are able to reproduce the bug.

IMPORTANT:

HOW TO REPORT A BUG:
1.) Please be as concise and as specific as you can. If your description is vague, like "X card and a few others like it don't work", then I am much less inclined to tackle it and will move on to other issues. A better example of a possible issue would be, "X card and Y card have near-similar properties, but their behavior is inconsistent". A specific example would be, "X does A, it's supposed to do B."

2.) No fishing expeditions. It would greatly help if the issues include explicit or implied repro steps and specific data as very bug claim will be checked.

3.) I am not here to debate issues or features on this thread. If you want to take a discussion to a tangent, please start a new thread.

4.) Please do not ask me or private message me for "upcoming changes" because I will simply not reply to those.

5.) If your thread contains a disproportionate amount of either "UP" or "OP", I will not look at it. For the record, I consider a disproportionate amount to be anything equal or higher than 1.

6.) Suggestions are OK, but take some consideration on whether you would like us to address issues or adding new features.



Unnoticed and unknown Bugs to ES:



- When you ally with the Germans in the consulate, it doesn't only subtract 15 cost from each resource a banner army costs, it subtracts 15 cost from the resource it doesn't cost too. A Standard Army costs 255 food and 170 gold normally. With the German bonus, it costs 240 food, 155 gold, AND -15 wood! This means everytime you train a Standard Army you GAIN 15 wood! This works with all the other armies too. Confirmed

  • Chakram's description says that he is strong against buildings, while he's not. Confirmed

  • Recorded Games of "King Of The Hill" games OOS once the fort is captured. Confirmed

  • Polar Bears appear as Guardians in Borneo. Bug or reference to "Lost"? Confirmed

  • ChurchQuatrefage (Spanish) and ChurchStadholders (Dutch) move Barrack upgrades. ChurchKalmucks, ChurchBashkirPonies (Russian) and shipping Card HCShipWingedHussars (German) move Stable upgrades. ChurchGardeImperial1, 2, 3 (French Grenadiers) move Artillery Depot upgrades. If used, improvement buttons are displaced to the right, so that they are not below their corresponding unit button.

    As it seems, the upgrade techs which are not available to the respective civilizations (such as Veteran Grenaders, Guard Dragoons, etc.) are causing this. Apparently the game acts like the techs were there before being researched, moving all other techs to the right.

  • As Chinese, if you task a villager to build a Village using Shift-Click, when the Villager finishes building, he will automatically garrison on the Village, but not only that, it doesnt show the Villager as Idle Villager. Screenshot. Not confirmed

  • The Aztec aura is now fixed correctly in TAD (triples XP kill output) but the Aztec Fire Pit Big Button “Founder” has no effect. Not confirmed

  • Once the Villager limit is reached as India, no cards can be sent (due to the fact they always come with one Villager). Not confirmed



    Noticed and confirmed Bugs by ES:



  • Sometimes trading post natives get stuck in their settlements (in the defined grouping and it's props). (Wibble: Which map / which native group / any additional info on the cluster - screenshots will help)

  • The card Tirailleurs says that tercio tatics has arrived when shipped.

  • When the aztec card "Great Chinampa" is sent the message, "Grain Market has arrived" appears.

  • Fire Pit dance benefits does not always show up in the UI. While this isn't necessarily a bug, it sure would make things a lot easier to calculate in battles.

  • If you save the outpost wagon treasure as a native civ, you won't be able to build anything with it as outposts are not in the native building tree.

  • Techs that are supposed to upgrade warships ('Cannonade', 'Armor Plating', and, technically, also 'Percussion Locks') don't affect ironclads, because these miss the 'LogicalTypeNavalMilitary' unit type definition used by those techs. (Navy upgrade cards like 'Improved Warships' or 'Offshore Support' work, because they use the unit type definition 'AbstractWarship' which includes ironclads.)

  • Skull Knights can't be "Champion", they skip from Elite straight to Legendary status.

  • When Blood Brothers card is sent - most (all?) natives are shown as "Elite" instead of "Champion", even though both upgrades have been provided.

  • After ending a game or moving from the editor to the main menu it plays the AoE3 Vanilla theme, not the TWC theme.

  • The revolutionary Bonifacio (Brazil) is supposed to give all minor native warriors 'legendary' status. However, he just provides the 'Legendary Native Warriors' tech from the capitol, the respective 'Warrior Society' and 'Champion' techs still have to be researched iondividually. The natives are called somethink like "Legendary Blackwood Archer", but they really aren't that legendary. (Just Tupi get all upgrades)

  • When Dutch "Military Reform" card arrives it says "Fisticuffs has arrived".

  • Ottomans can train Spies from Mosque in Age 1.

  • Captured at treasures units (like Villagers or Tomahawks) sometimes attack the player. Screenshot
    Workaround: hack at the sheep away from guardians.

  • As a native civ, if you rescue a CDB (treasure), he should be like a normal villager, but he cannot build corrals.

  • Ottoman card "Team 2 Mortars" has a number "1" instead of a number "2" over it.

  • Sioux Great Hunter displays "Furrier Shipment has arrived."

  • Sioux Earth Bounty displays "Morning Star Shipment has arrived."

  • Mexico's patriotic bunting displays American colors.

  • If a scenario or campaign scenario is loaded (savegame), the music doesn't work anymore.

  • The AI will include 25 cards in its deck even if its HC level should not allow this.

  • Iroquois Tomahawks projectile is actually a musket bullet, instead of a Tomahawk. Same for Native Settlers and Warriors from the Alarm Dance. Aztec and Sioux TC and Docks attack ships with cannonballs instead of arrows.

  • 'Mouse button 3' can only cycle through Town Centers when there are 3 of them. If there are 2 then it does not work properly.

  • Aztec Infinite "500 Coin" shipment doesn't have the purple border of other infinte shipments.

  • The AI never respawns Sioux and Aztec war chiefs at the fire pit because both civilization's dancers try to perform the Iroquois War Chief Dance ('cTacticWarChiefDance' instead of 'cTacticWarChiefDanceSioux' or 'cTacticWarChiefDanceAztec').

  • It is actually possible to garrison fishing ships inside Town Centes. Yet to see if they shoot at enemy units though.

  • Culverins and Falconet carriers have floating hats when upgraded to Culverins Royale and Field Guns, respectively.

  • Can't place a Trading Post because the socket is near a cliff. This was noted to happen very frequently at California. It may also happen on Yukon, when its too close to the river.

  • Sometimes Petards don't do any damage - this was noted to happen in groups of 3+, possibly influenced by shift-clicking.

  • Sometimes units get stuck at mines, but the cases are isolated and hard to reproduce.

  • Getting Spies cause allies' minimap to go blank from all information, except what's insides his line of sight.

  • If Sevastopol arrives while you're building e.g. a blockhouse (same for town centers and forts too, haven't tested for walls), the building gets finished already damaged, with only a part of HP remaining.

  • Similar bugs to the preview one also happen with Land Grab and Fast Manor Houses cards.

  • British and Aztec Offshore Support card is available at Age 2, while for Ottomans this card is only available at Age 4.

  • Aztecs have team 600 gold in Age3, whereas Ottomans have it in Age4 (They also have team 1000 gold in Age4).

  • Natives do not get LOS from Trading Post Gaia Units.

  • When Advanced trading Post card is shipped, all Trading Posts built before the card was shipped have only their maximum HP increased, meaning they get "damaged".

  • Arsenal tech Counter Infantry Rifling doesn't affect shipped Cherokee and Cree natives (but does affect European mercenaries and Cherokee/Cree natives from Trading Posts). Also, Infantry Breastplate tech doesn't affect Carib Blowgunners and Tupi Blackwood Archers (but does affect European mercenaries and Carib/Tupi natives from Trading Posts).

  • Klamath work ethics doesn't affect Native farms, but does affect European mills.

  • Russian / German TC may disappear when reaching Imperial Age.

  • CheckLandHCGatherPoint flag should be added to Cherokee trading post's Sequoyah Syllabary tech. If there is no dropoff point for the Settlers, you do not get them, nor do you get your 400 resource back.

  • NatMercHuronMantlet don't have "AbstractInfantry" definition, even though NatHuronMantlet do.

  • xpEagleKnight and xpCoyoteMan should be included in logicaltypelandmilitary and Canoe, xpWarCanoe, xpTlalocCanoe should be included in logicaltypenavalmilitary, other way the AI won't use them properly

  • Abus Guns only have the following multipliers on VolleyRangedAttack: LightCavalry x 1.5, xpEagleKnight x 1.5. Like all units of their kind, they should have it on all formations and attacks but siege, including melee damage.

  • Units can be garrisoned into Fishing Boats through the garrison button (up to 10), but only through it. Unlike Warships or buildings such as Town Centers, you can't garrisong with a right-click on the mouse. I'm wondering if Fishing Boats were never meant to transport troops, or if it should be possible to garrison them without needing to use the garrison button.

  • Mercenary Loyalty is available again in Imperial Age.

  • Economic filter shows spies, barracks and stable on minimap. Military filter shows mills, houses and markets.

  • Cherokee Basket Weaving is supposed to make Dock, Market, Mill, and Plantation improvements no longer cost Wood. It does not affect however the new upgrades for those buildings introduced for the native civilizations in TWC, or for upgrades at the native Farm.

  • A Travois' line of sight is too short to build a dock as you often won't be able to explore enough of the water to place it.

  • Whales always display 0 gatherers.

  • Mouse3 is hardcoded to Find Last Notification and the hotkey does not seem to be remappable.

  • When playing a custom scenario online on ESO, the player is marked as "Online" instead of "In a Game" on the Friends List.

  • Enemy players can determine where any building is through FOW by attempting to build a Farm / Rice Paddy / Mill / Plantation over the area.

  • Heavy Fortifications does not unlock Revetment.

  • Ottoman "3 Galleys" card shows a Frigate instead of a Galley - This was fixed in Age of Empires III but the change was not propegated to TWC/TAD.

  • Counter Infantry Rifling does not affect Renegado units.

  • Ranged Cavalry Caracole only increases damage for Comanchero but not their LOS.

  • Church's "State Religion" tech is completely left out of the game.

  • Heavy Fortifications overwrites the Fortified title with Frontier for Outposts.

  • Russian Advanced Churck Kalmucks missing audio.

  • Ottoman Team Defenses ships Outpost Wagons to allied AI players but they do nothing with them.

  • Bug in the file LargeRandomMaps.set in subdirectories RM/RM2/RM3: twice CarolinaLarge, missing TexasLarge.

  • Nootka War Chief hitpoints are not increased by the Champion Nootka upgrade as expected. It's fixed in TAD. (TWC only)

    The Asian Dynasties Only:



  • Sometimes trading post natives get stuck in their settlements (in the defined grouping and it's props). (Wibble: Which map / which native group / any additional info on the cluster - screenshots will help)

    Additional info:
    Zen and Shaolin 1
    Zen and Shaolin 2

  • Maya Medicine Men train option is now missing from the Maya Trading Post; you can no longer train Medicine Men.

  • AI attempts to task their Villagers to huntables tied to Japanese Shrines; enemy Villagers will also do this and will go idle once they are unable to hunt them.

  • The AI doesn't try to take the King of the Hill monument.

  • Indian / Chinese Atonement cards target the wrong subtype attribute, making no change to Chinese Smuggler and Indian Wayward Ronin population requirements.

  • The Hill in KotH can be deleted.

  • Klamath Work Ethos (NatXPKlamathWorkEthos) does not benefit villies working on Asian Rice Paddies.

  • Industrial Shogunate provides 1600 XP + Daimyo instead of 600 XP + Daimyo.

  • Changdao short tooltip description mentions effectiveness against buildings when the unit's siege damage is relatively poor.

  • Shift-V does not create 5 Villagers for Japanese (should work for Indians and Chinese though).

  • Sufi War Elephants (ypNatWarElephant) are missing the AbstractElephant flag.

  • Rajputs have a descriptor stating that they're good vs. buildings yet they have very low siege.

  • Repentent Monks are not visible on the mini-map.

  • Taj Mahal's Ceasefire does not have a tooltip.

  • Consulate-shipped Russian Factory is using the wrong Factory graphic variant.

  • Consultae-shipped Dutch Church is using the wrong Church graphic variant.

  • Consulate-shipped Dutch Arsenal is using the wrong Arsenal graphic variant.

  • Consulate-shipped Portuguese Ironclads missing audio.

  • Howdah and Mahout cards have inaccurate descriptions when placed in the Home City decks.

  • Nanban Trade tech does not increase trade route income.

  • Warchiefs and Monks that on horseback cannot gather treasure in Trample mode.

  • Cherry Orchard build space restriction is not retroactive nor is it reciprocal. Players are not likely to be able to build replacement Orchards if the old one is surrounded by buildings.

  • Train Gurkha hotkey listed as Train Urumi Swordsman - it's just a string bug, but the actual hotkey does work and affect Gurkha units.

  • If you get 2 Surgeons from the India Consulate (British), they cannot make field hospitals.

  • Enemy players can view Japanese player's Home City and figure out which cards were played because of a missing "x2" symbol.

  • Enemy players can determine where Japanese Shrines are by the floating "No Hunt" symbol.

  • Russian Blockhouse from Chinese Consulate does not train Banner Armies (or anything in that matter).

  • Chinese Heavy Cannons from Russian Factory (sent from Consulate) missing audio.

  • Klamath Huckleberry Feast gives 9 crates at most instead of 10 at the 30 minute maximum.

  • Russian Fort shipped from Consulate has Portuguese names.

  • Gorasksha card only affects the base gather rate when livestock is not tasked to a Sacred Field; has no bonus when tasked to a Sacred Field. - This may be by design, but noted in case.

  • Yellow River and Large Yellow River not balanced for all players as some may get an extra Wood Crate.

  • Shrines do not attract wild turkeys.

  • Chinese starting crates not consistent per starting map - noted, but this is more of a balance issue.

  • Exhalted Meteor Hammer upgrade only grants a +30% damage bonus instead of +50% bonus.

  • Sepoy tooltip incorrectly indicates that they're good against cavalry with their ranged attack.

  • Ceasefire rollover tooltip does not show up.

  • Tashunke Prowler history description lists them as being available in the Colonial Age.

  • Comanchero Melee Mode attack is classified as Siege Damage.

  • China doesn't ever get any random crates, unlike all other civilizations.

  • British and Ottoman Consulate Hussar units have 10% ranged resist instead of 20% (need to go through balance on this).

  • Navajo Shepherds do not increase Shrine XP.

  • Navajo Shepherds do not increase Sacred Field XP.

  • TEAM Wool Staple Port does not affect Shrine XP.

  • TEAM Wool Staple Port does not affect Sacred Field XP.

  • Indian Galleons cannot train Gurkhas.

  • If you get 2 Surgeons from the India or Chinese Consulate (British) they have no sound.

  • Consulate Siberian Cossacks only have 10% RR (Russian Cossacks have 30%)

  • Sufi Pilgrimage Fattened Goat has no audio.

  • Silk Road Trading Posts have no audio.

  • No visual or audio indication of losing a TP on Silk Road.
  • Regent's Castle (Honshu - Regicide) has no selection audio.

  • Aztec sent "TEAM 3 Villagers" have no audio if the receiver is a TAD civ.

  • TAD civs using Canoes have no audio.

  • Russian blockhouses from the Consulate cannot build any units.

  • Having both Monks selected, using Smoke Bomb on one will cancel the other's Smoke Bomb command.

  • Chinese Monk Guardian Stun does not initiate attack on the target when used outside LOS.

  • Japanese HC card 'Peacetime Fishing' has no effect on Age3/TWC native Canoes.






    LAST UPDATE: 2-3-08 11:37 AM EDT (US)

    NOTE: Now TAD Bugs go here too!

    [This message has been edited by Angel Walker (edited 02-03-2008 @ 11:38 AM).]

  • AuthorReplies:
    Angel Walker
    Skirmisher
    (id: Just a player)
    posted 03-01-07 02:01 PM EDT (US)     226 / 627       
    Awesome! When I have some time, I'll update the bug list

    ESO - Walker

    >> Napoleonic Era --> Visit their Homepage!
    "Holy *****" > Thunder (Ensemble Studios)

    Retired from AoE3. But I do play AoK HD in Steam now and then.
    xentelian
    Skirmisher
    posted 03-01-07 07:47 PM EDT (US)     227 / 627       
    CheckLandHCGatherPoint flag should be added to
    Cherokee trading post's sequoyah syllabary tech.
    If there is no dropoff point for the settlers, you
    do not get them, nor do you get your 400 resource back.
    yuyuyukari
    Skirmisher
    posted 03-01-07 08:35 PM EDT (US)     228 / 627       
    @Wibble
    The AI player won't use the units without "LogicalTypeLandMilitary" or "LogicalTypenNavalMilitary" to attack emery's base,if you add those unit type to them,AI will use them correctly, believe it or not,lol.

    NatMercHuronMantlet don't have "AbstractInfantry" definition,pls fix it before 1.03 come out.

    [This message has been edited by yuyuyukari (edited 03-01-2007 @ 08:58 PM).]

    MockHamill
    Skirmisher
    posted 03-02-07 07:02 AM EDT (US)     229 / 627       
    It seems the Uhlan population bug is not fixed.

    All the error fixes seem to fix the problem when the card is canceled. But half the problem is the remaining population that is left even after the shipped unit dies.

    Correct me if I am wrong, it has been a long time since I used Germans.

    Destiny_Devil
    Skirmisher
    posted 03-02-07 12:03 PM EDT (US)     230 / 627       
    Angel Walker
    Skirmisher
    (id: Just a player)
    posted 03-02-07 12:15 PM EDT (US)     231 / 627       
    @MockHamill

    As far as I know, that has been fixed as well.

    Removed all bugs that Wibble covered in his list


    ESO - Walker

    >> Napoleonic Era --> Visit their Homepage!
    "Holy *****" > Thunder (Ensemble Studios)

    Retired from AoE3. But I do play AoK HD in Steam now and then.
    xentelian
    Skirmisher
    posted 03-02-07 12:58 PM EDT (US)     232 / 627       
    Re: yuyu.. statement above
    *
    The AI player won't use the units without "LogicalTypeLandMilitary" or "LogicalTypenNavalMilitary" to attack emery's base,if you add those unit type to them,AI will use them correctly, believe it or not,lol.
    *

    I am glad you discovered another reason why these unittypes should be in place for coyoteman, eagleknight, canoe, warcanoe, tlaloccanoe

    because...
    it would make separating hotkeys for land and naval military easier, but that part was not a bug. What you stated IS however.

    Thank you.

    Khaleb
    Skirmisher
    posted 03-02-07 04:17 PM EDT (US)     233 / 627       
    I never understood why all Aztec light infantry sits at home, thx for clearing that up
    Medio
    Skirmisher
    (id: Mediolanus)
    posted 03-04-07 12:55 PM EDT (US)     234 / 627       
    It seems like you've missed the 7 cows shipment; It was Uhlan bugged as well.
    yuyuyukari
    Skirmisher
    posted 03-04-07 08:23 PM EDT (US)     235 / 627       
    I think ES do not need to fix the cards one by one if they have fixed the population counting logic in age3x.exe.
    dr nefarious
    Skirmisher
    posted 03-05-07 02:39 AM EDT (US)     236 / 627       
    Wibble, thanks for the list!
    AI Guy
    Skirmisher
    posted 03-05-07 07:19 PM EDT (US)     237 / 627       
    I've had a time when I had no explorer on Andes and I've been on an island on Carolina. (At least I think it was carolina, I forgot)
    Angel Walker
    Skirmisher
    (id: Just a player)
    posted 03-05-07 07:27 PM EDT (US)     238 / 627       
    No Explorer/TC bugs are very rare - out of like a thousand games (I'm counting unrated as well) I just got a No Explorer bug a single time. I'm not sure if the probabilities change with the map though...

    ESO - Walker

    >> Napoleonic Era --> Visit their Homepage!
    "Holy *****" > Thunder (Ensemble Studios)

    Retired from AoE3. But I do play AoK HD in Steam now and then.
    Wibble
    VIP
    posted 03-06-07 10:00 PM EDT (US)     239 / 627       
    Reply Set HG-XI

    Issues Confirmed:

  • NatSequoyahSyllabary missing CheckLandHCGatherPoint flag.
  • AI: CPAI will not attack or utilize units unless they have the LogicalTypeLandMilitary / LogicalTypeNavalMilitary declaration; Aztec units tend to stand idle.

    No Repro / Needs More Information:

  • TC / Explorer screws are *very* difficult to repro and pinpoint, but it will be noted.

    Re: MockHamill - Patch isn't out yet, so the bug is not fixed *yet*; please confirm once XPack 1.03 is released.

    Re: Destiny_Devil - If you are referring to the incorrect displayed output when you play the Chinampa card, then yes, it has not been fixed yet. We did not do text changes in this patch.

    Re: Mediolanus - 7 Cows + 2 Uhlans also fixed.

    Re: NatMercHuronMantlet don't have "AbstractInfantry" definition, even though NatHuronMantlet do. Confirmed - What techs would get affected by this? Before we evaluate these kinds of fixes, we need to know what impact it will have to this unit.

    Note: My goal is to gather information and to inform the player community on some of those decisions, it is not

    a promise, expressed or implied, that these issues will be addressed or fixed in subsequent patches.


    // Wibble
    // Microsoft Game Studios
    // Age of Empires III Multiplayer Test Lead

    [This message has been edited by Wibble (edited 03-07-2007 @ 01:39 PM).]

  • Medio
    Skirmisher
    (id: Mediolanus)
    posted 03-07-07 01:05 PM EDT (US)     240 / 627       

    Quote:

    Re: Mediolanus - 7 Cows + 2 Uhlans also fixed.

    Good. Not that I would use the card less when it was bugged (I never use it), but good nevertheless.

    yuyuyukari
    Skirmisher
    posted 03-07-07 09:42 PM EDT (US)     241 / 627       
    Don't add "AbstractInfantry" definition if es think lancer and falconet do have damage bouns against NatHuronMantlet but not NatMercHuronMantlet is reasonable.

    Don't add "AbstractInfantry" definition to NatMercHuronMantlet if es feel that defend mode and melee mode are useless,lol.

    Also pls notice that ALL Carib techs have no effect on NatMercBlowgunWarrior.

    OMG,I forget a very old bug since aoe3 1.00,Strelet cost wood actually but russian starting tech(Age0Russian) reduce their gold cost.

    [This message has been edited by yuyuyukari (edited 03-07-2007 @ 10:00 PM).]

    Angel Walker
    Skirmisher
    (id: Just a player)
    posted 03-08-07 12:03 PM EDT (US)     242 / 627       
    So that means Strelets are actually more expensive than they should? :-O

    ESO - Walker

    >> Napoleonic Era --> Visit their Homepage!
    "Holy *****" > Thunder (Ensemble Studios)

    Retired from AoE3. But I do play AoK HD in Steam now and then.
    yuyuyukari
    Skirmisher
    posted 03-08-07 11:10 PM EDT (US)     243 / 627       
    right,for strelets we only have 25% discount on food cost.

    50food & 10wood for each->37.5food & 10wood for each

    jaafit
    Skirmisher
    posted 03-15-07 01:23 AM EDT (US)     244 / 627       
    Adoption is supposed to speed up train time for sioux vils but it doesn't work for vils that are already queued up.

    agecommunity quote of the month Ok i have payed for this game for al my moneythat i get in a month so when i go online isee these 9 year old kids that beat me that have played for 2 weeks and i have played since release of vanilla so im pretty pissed of that es dosent want to do anything about the balance of the game.

    [This message has been edited by jaafit (edited 03-15-2007 @ 01:27 AM).]

    Ferdinand Gwonch
    Skirmisher
    posted 03-17-07 06:08 PM EDT (US)     245 / 627       
    this is not a bug but it's a balance issue:
    Eagle knights don't have attack bonus vs. artillery, unlike all other ranged cav units

    OWN GOAL
    xentelian
    Skirmisher
    posted 03-17-07 07:04 PM EDT (US)     246 / 627       
    That is not a bug.
    They may not have a bonus, but artillery does not have a bonus vs lightinfantry (coyote runner / eagle knights)
    Artillery has a bonus vs abstractinfantry class, which includes ALL infantry EXCEPT lightinfantry.

    I know, it is confusing.
    You may still think of coyote runner as a hussar
    and an eagle knight as a dragoon. They are not exactly the same things, but close enough.

    Wibble
    VIP
    posted 03-19-07 04:11 PM EDT (US)     247 / 627       
    Reply Set HG-XII

    Issues Confirmed:

  • [Bug List] NatHuronMantlet and NatMercHuronMantlet do not have AbstractInfantry definition.
  • [Bug List] CheckLandHCGatherPoint missing in Sequoyah Syllabary tech.

    Confirmed but Low (or No) Priority:
  • Sioux "Adoption" does not affect villagers ordered to queue prior to the effect taking place - Noted, but I suspect this may be actually a difficult bug to fix, and it affects things in general where the card effect takes place on the object not yet completed (like the Advanced Trading Post being played while you are building it).
  • [Bug List] Units not in LogicalTypeNavalMilitary or LogicalTypeLandMilitary are not used by the AI.

    By Design:

  • Eagle Knights and Coyote Runners are not treated as Cavalry units. I've already noted this one before but I want to reiterate that they are not equivalents do horseback Cavalry units. From this point, we have to take them on a case-by-case basis because changing them would have balance implcations down the line.
  • [Bug List] Abus Guns do not have LightCavalry and Eagle Knight bonuses in melee attacks. Response: I'm not sure if I buy the argument that all units must have the same attack between Melee and Volley/Stagger modes. Look at the Musketeer for example; they have no bonuses when shooting but have 3x against Cavalry and 2.3x against Light Infantry with their bayonets.


    Note: My goal is to gather information and to inform the player community on some of those decisions, it is not a promise, expressed or implied, that these issues will be addressed or fixed in subsequent patches.


    // Wibble
    // Microsoft Game Studios
    // Age of Empires III Multiplayer Test Lead

    [This message has been edited by Wibble (edited 03-19-2007 @ 04:32 PM).]

  • Angel Walker
    Skirmisher
    (id: Just a player)
    posted 03-19-07 06:39 PM EDT (US)     248 / 627       

    Quote:

    Abus Guns do not have LightCavalry and Eagle Knight bonuses in melee attacks. Response: I'm not sure if I buy the argument that all units must have the same attack between Melee and Volley/Stagger modes. Look at the Musketeer for example; they have no bonuses when shooting but have 3x against Cavalry and 2.3x against Light Infantry with their bayonets.

    You missed the most important part of the point! They don't have bonuses on Stagger mode, just on Ranged Mode. Having it also on melee mode wouldn't make a big difference, however every single "Skirmisher" and "Archer" like unit does have bonuses against Light Cavalry on all modes, including melee.

    BTW: I have just checked their 0.75 Multiplier vs Artillery: its correct


    ESO - Walker

    >> Napoleonic Era --> Visit their Homepage!
    "Holy *****" > Thunder (Ensemble Studios)

    Retired from AoE3. But I do play AoK HD in Steam now and then.
    Wibble
    VIP
    posted 03-20-07 05:03 PM EDT (US)     249 / 627       
    Re: AbusGuns - Noted.

    // Wibble
    // Microsoft Game Studios
    // Age of Empires III Multiplayer Test Lead
    kuzyk
    Skirmisher
    posted 03-21-07 08:59 AM EDT (US)     250 / 627       
    ive noticed that the upgrades for french and german cav to RG shows that it upgrades them 10% rather than 40%. the standard age 4 upgrades for non RG units shows 30% though. this might be the same with other civs.
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