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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:
    Felix Hermansson
    Skirmisher
    posted 04-12-08 04:51 AM EDT (US)     551 / 627       
    Another one:

    The newly added damage bonus for Gurkhas against Heavy Infantry with the Royal Green Jackets (YPHCGurkhaAid) card does not apply to the Mansabdar Gurkha. (He's no ypNatMercGurkha, so add ypNatMercGurkhaJemadar directly or make the bonus apply to AbstractGurkha.)
    Felix Hermansson
    Skirmisher
    posted 04-14-08 04:04 AM EDT (US)     552 / 627       
    And yet another one from the patch:

    While Elmeti, Mameluke and Lil'Bombard mercenaries from the saloon are no longer available until the industrial age their "repentant" counterparts from the Asian monastery can still be trained in the fortress age.
    Wibble
    VIP
    posted 04-25-08 06:21 PM EDT (US)     553 / 627       
    Reply Set HG-XXXVIII

    New Issues Confirmed:
  • Easy Drag Military does not affect naval ships.
  • Zen Meritocracy does not affect Japanese Golden Pavilion Paper Cartridge cost.
  • Repentant Elmeti, Li'l Bombard, and Mamelukes available in Fortress Age.
  • Chinese Disciples can still clone.
  • Japanese Portugese Consulate shipped Besteiros do not have the TAD 1.01 LI modifications; stats do not match with Portuguese Church counterparts.
  • Turkeys do not herd.
  • Bison do not herd.
  • Repentant Jaegers missing penalty against Hand Cavalry.
  • Flailiphant XP / Bounty not changed from TAD 1.01 patch.
  • Waking Rifle XP / Bounty not changed from TAD 1.01 patch.
  • Aztec Fortress Shaman description lists two Nobles Hut Travois (instead of one).
  • Royal Green Jackets do not affect Mansabdar Gurkha units.
  • FIXED - French Cheap Church enables the player to gain 100 wood every time a Church is built; this is fixed in TAD 1.01a.
  • Socket Bayonet does not affect Saloon-trained Pistoleros.
  • Socket Bayonet does not affect Marathan Dacoit.
  • Socket Bayonet does not affect Repentant Dacoit.
  • Counter Infantry Rifling does not affect Saloon-trained Renegados.
  • Counter Infantry Rifling does not affect Marathan Thuggee.
  • Counter Infantry Rifling does not affect Repentant Thuggee.
  • Infantry Breastplate does not affect Wokou Blind Monks.
  • Inca Bolas Warrior does not have a boost against Light Cavalry from 1.01 patch.
  • Howdahs did not receive a boost against Coyote Runners from 1.01 patch.
  • Consulate Bestieros do not have penalties against hand cavalry and Coyote Runners.
  • Consulate Roger's Rangers do not have penalties against hand cavalry and Coyote Runners.
  • Consulate Bestieros do not have penalties against hand cavalry and Coyote Runners.
  • Repentant Jaegers do not have penalties against hand cavalry and Coyote Runners.
  • Repentant Iron Troop do not have penalties against hand cavalry and Coyote Runners.
  • Repentant Renegado do not have penalties against hand cavalry and Coyote Runners.
  • Repentant Thuggee do not have penalties against hand cavalry and Coyote Runners.
  • Repentant Blind Monks do not have penalties against hand cavalry and Coyote Runners.
  • Czapaka Uhlan have a 0.75x penalty against Villagers when this is removed for normal Uhlans.
  • Chinese Repelling Volley card does not improve damage against Eagle Knights.
  • Siege Elephants (and Mansabdar variant) has no penalty against LI.
  • Flying Crow has no penalty against LI.
  • Consulate Great Bombard has no penalty against LI.

    Confirmed but Low (or No) Priority:
  • Indian Surgeons (Indian-British Consulate shipped) missing audio.

    Existing / Old Issues / Already Reported:
  • Indian Surgeons (Indian-British Consulate shipped) missing audio.
  • Misspelling in Tercio Tactics description.
  • Audio resetted to maximum when Alt-Tabbing.
  • Aztec TEAM 3 Villagers shipped to India cannot build Caravanserai.
  • Sioux Wind Runner outputs "Mustangs shipment has arrived"
  • Indian Distributivism card outputs "Agrarianism shipment has arrived".
  • Iroquois starting Discovery Travois has no audio.
  • Surgeons inconsitent with their use across all civs (whether they can build Field Hospitals for example).

    By Design:
  • Japanese start with 1 Cherry Orchard on Nomad.
  • Japanese start with 1 Cherry Orchard on some maps - some maps do not have berry spawns so to compensate, 2 Cherry Orchards are provided.
  • Minutemen do not have penalties against Hand Cavalry - they're not treated as regular LI, they're emegency units.
  • Western Han Reforms card does not change XP/bounty - by design; we do not change XP from costs modified by cards and techs.

    Needs Balance Consideration:
  • Re: Xentelian - 'YPHCAshigaruAntiCavalryDamage' does not improve ashigaru vs lightinfantry - This may be "inconsistent" but it's a very hard sell to give both LI and cavalry bonuses to Ashigaru for the sake of consistency alone when the balance implications are fairly significant. Also, the card description suggests nothing about anything improving combat against LI, unlike Repelling Volley where it explicitly states bonuses against both types.
  • Mantlets, Minuteman, Iroquois Warchief, Arrow Knight, Warrior, Japanese Monks, Irregulars - They may be Ranged Infantry, but as you noted, they're a bit of the exception; changes to this must be handled on a case-by-case basis rather by what is consistent or not.
  • Shinobi / Consulate Shinobi - By design, they're meant to be a weird-type of Light Infantry; this needs further consideration if we were to give them penalties against Heavy Cavalry (they don't currently have a bonus against Heavy Infantry / Light Cavalry / Eagle Knights).
  • Wokou Blind Monks should have bonuses against all Infantry (including LI) - By design (for now), they have bonuses against Villagers, there is no need right now to give them bonuses to LI as well.
  • Qiang Pikemen did not get an additional bonus against LI in TAD 1.01 - This is a balance question, and is not a bug since it explicitly left unchanged per patch notes.

    Won't Fix / No Impact:
  • Cannon-destroyed trees are unharvestable; won't go away.
  • Fort unit train hotkeys don't work
  • Shrine wood cost is off by 1 wood when Heavenly Kami is played - the discrepancy is caused from rounding; it actually cost 94 AND 93 sometimes, again due to rounding (place multiple shrines and watch your wood count). 75% (125 wood) = 93.75 wood.

    No Repro / Needs More Information / Under Investigation:
  • Japanese can use Cree Coureur des Bois to hunt animals - No repro.
  • Chinese Ming Iron Troop do not have penalty against Heavy Cavalry - No repro.
  • All land units affected by Monk Aura - can't repro in-game.
  • TEAM 5 Manchu displays 7 Manchu in description - It shows up as TEAM 5 Manchu on my end.


    Note: The purpose of discussing these issues is to inform the player community on some of the decisions on reported issues; 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
  • CookieCrisp13
    Skirmisher
    posted 04-25-08 10:13 PM EDT (US)     554 / 627       
    Thanks for taking the time to read through these

    The Cree Cureur des Bois cannot hunt, I am 100% sure of that one.

    Proud winner of the FFA Winter Round '07!
    [Judgε][Epic Thread]
    My Vods:[One] [Two][Three][Four]
    "with all the bling on a mandsabar you could win the game by paying the enemy to resign." IL
    Ferdinand Gwonch
    Skirmisher
    posted 04-28-08 11:31 AM EDT (US)     555 / 627       
    Bison do not herd.
    I always though bisons are huntable, not herdable, units.
    Unless you though on some bisons, shipped by Sioux cards, that get dispersed after appearing.

    OWN GOAL
    Flinth
    Skirmisher
    posted 05-12-08 11:41 AM EDT (US)     556 / 627       
    Some of the issues I've come across:

  • I tried the Regicide map in single player (2v2), and killing the enemy Regents had no effect whatsoever. I was deeply saddened, for this turned into a long, drawn out game as a result. Is Regicide mode supposed to work in skirmish?

  • I think somebody may have reported this already, but just in case I want to reiterate that Field Hospitals currently seem to do nothing. Forgetting all about this, I built three of them in the last game I just played, only to realize that my poor units were not getting healed!

  • On maps with water the AI is tending to build multiple docks (as many as half a dozen - this started happening after patch 1.01a, I believe), and sometimes it won't even build any ships! I pretty much stick to single player, so AI issues like this can be pretty frustrating. Of course there's a lot more wrong with the AI, but I'm going with this issue since it seems like it should be relatively easy to fix.

  • In TAD the base around the Native Embassy is rectangular for some reason (in TWC I'm positive it had rough edges that blend better with the ground texture, like most of the other buildings in the game). I know Wibble said they don't want deal with art issues anymore, but I thought I'd throw this out there.

  • I know it's been mentioned that the Advanced Trading Posts card does not increase the current HP of Trading Posts which are already built, but I just want to add that the same is also true of any other card or tech or treasure which increases building HP.

    Thank you Wibble, for reading the many quibbles of the citizenry!
  • xentelian
    Skirmisher
    posted 05-12-08 03:35 PM EDT (US)     557 / 627       
    I think field hospitals do heal, but units must be idle, and it is only like 3 hp / second, compared to the 10+ of units that actually do healing. It is almost useless to send a surgeons card as field hospitals suck and you can produce healing units from church/firepit anyways.

    The building HP techs (like ATP) is an old bug. Who knows if/when/how they can fix it but I know that one has been noted some time ago?
    Spectruz
    Skirmisher
    posted 05-12-08 05:37 PM EDT (US)     558 / 627       
    If u age with Agra Fort and build it close too close to a 2 natives scout's treasure, the scouts will start atack you, then if u atack them the guardians will atack u also, I had 3 villagers killed by it, and my game really messed with late aging and -3 vills.
    CookieCrisp13
    Skirmisher
    posted 05-12-08 08:37 PM EDT (US)     559 / 627       
    Spectruz, this is a known issue with gardians in general. Try not to kill gia units (such as sheep) in their vicinity and they wont attack you

    Proud winner of the FFA Winter Round '07!
    [Judgε][Epic Thread]
    My Vods:[One] [Two][Three][Four]
    "with all the bling on a mandsabar you could win the game by paying the enemy to resign." IL
    Ferdinand Gwonch
    Skirmisher
    posted 05-18-08 02:26 PM EDT (US)     560 / 627       
    - Temple of Heaven grants 15 villagers at Imperial Age, instead of the 20 announced on choose wonder window

    OWN GOAL

    [This message has been edited by Ferdinand Gwonch (edited 05-18-2008 @ 02:30 PM).]

    English Shogun
    Skirmisher
    posted 05-18-08 03:22 PM EDT (US)     561 / 627       
    some units, chokonus in this case, do 1 more damage than their stats say. it says they do 15 damage per arrow when fully upgraded but they actually do 16. this can sometimes get irritating when im furiously calculating battle outcomes and unit strengths.
    MosheLevi
    Scenario Contest Winner
    posted 05-18-08 03:43 PM EDT (US)     562 / 627       
    - “Failed to Load” error occurs when being in a Chat Room with a password (for CSO only).
    This is probably also connected to the fact that both Chat room and Game have a password.
    Under this combination games will almost always produce “Failed to Load” error for one or more players.
    This happens consistently.

    - Players icon doesn’t have the in-game symbol when playing CSO.
    As a result players think that they are being ignored by the other person (bad for community spirit).

    - Invite doesn’t work for CSO.
    Players get the message that the host kicked them out of the game when they accept the invitation (bad for community spirit).

    - Opening the Editor prior to playing CSO causes OOS (Out of Sync) error because the Editor overrides the game’s difficulty level only for that player.
    As a result players have different difficulty levels and the game goes OOS.
    xentelian
    Skirmisher
    posted 05-19-08 12:08 PM EDT (US)     563 / 627       
    Ferd, Temple of Heaven grants 20 villagers like it is supposed to. I tested it in the scenario editor with less than 20 pop slots available.
    xentelian
    Skirmisher
    posted 05-19-08 12:34 PM EDT (US)     564 / 627       
    Shogun, a chukuno initial base attack is 5.0 per arrow (3 arrows fired) Generally, one arrow misses every other time, so it works out overall to be about 12.5 attack every 3 seconds. (never mind figuring attack upgrades into this)

    Even without this being said, the stats for attack do not show floating point, so the value shown is often rounded down to the next whole number. (ie. a chukuno with fortress and industrial upgrade is 7.5 / arrow attack, but it shows 7 on the stats panel)

    I will look into stringtable modification for floating points to see if I can fix this myself.

    edit*** I am not able to fix this. ES/BHG has damage value as a string %1s, not as a floating point value %1.1f so I cannot display it sorry folks.

    [This message has been edited by xentelian (edited 05-19-2008 @ 01:28 PM).]

    Medio
    Skirmisher
    (id: Mediolanus)
    posted 05-19-08 12:44 PM EDT (US)     565 / 627       
    That would look like a reason: if a CKN does 15.5 damage, it shows on him having 15 attack, and if a 150 hp unit gets hit he will have 134.5 HP left, which will show as 134, as though he has had 16 damage.
    Ferdinand Gwonch
    Skirmisher
    posted 05-25-08 10:05 PM EDT (US)     566 / 627       
    Updated 21/06/2008

    Balance issue 1: Great Temple of Tezcatlipoca is unbalanced, since Janey Jaguars were nerfed and cheapened by 1.01.
    Their card cost remains as ~167 coin per jaguar.
    Balance issue 2 (may be a mistake): Unlike European civs, Silversmith card comes after Royal Mint in all Asian card decks (Asian Silversmith is level 25 while Asian RM is level 10, as a inverse order)

    Bug 1 (i don't know it it's by design): Shallow on Orinoco doesn't allow placing of buildings, while shallow on several other maps does it.*
    Bug 2 (critical): Game may crash and close by error when the player alt-tabs. It happened with me several times** and doesn't come back anymore on the next times I start the app (while the computer is not restarted).
    Bug 3: Disciplined Steppe Riders may become "ghosts":
    http://img341.imageshack.us/img341/2558/ghostridersyp2.jpg
    Bug 4: Range of Meteor Hammer and Flamethrower is not shown (by design?)
    Bug 5: AI doesn't try to take Silk Road TPs from guardians (tested on Moderate level)
    Bug 6: Chinampa card displays "Grain Market shipment arrived" (Great Chinampa no longer arrives with the wrong name)
    Bug 7: French artillery foundry may have upgrade buttons abnormally deslocated
    Bug 8: AI Warchiefs always fail to convert guardians (they start the rite of conversion, but are never able to complete it)
    Bug 9: Japanese AI doesn't worry about building shrines near huntable packs
    Bug 10: Villagers sent to European allies by Aztec TEAM 3 Villagers card can't build Outposts
    Bug 11: Villager HP penalty isn't listed in Sufi Fasting tech tooltip (it's relegated to "More" even being the most critical information about the tech)
    Bug 12: Imperial Espada research button is deslocated (and pushes Musketeer and Skirmisher upgrades buttons to the right)
    Bug 13: Outlaw Blowgunners don't have a help/history button (they should have the Carib Blowgunner one)
    Bug 14: Carib Ambushers can't be named Champion, but their stats are upgraded
    Bug 15: Imperial Hussars from Chilean Revolution aren't called Imperial (they are still displayed as "Hussar/Veteran/Guard")
    Bug 16: Some treasure-rescued units may be stuck in the black, out of map boundaries on Unknown maps: http://img515.imageshack.us/img515/6672/stuckscoutsiz9.jpg
    Bug 17: Sacred field displays "Infinite" instead of the XP trickle (it seems by design, but doesn't make sense)
    Bug 18: Iroquois and Sioux Medicine Men's help/history box is blank
    Bug 19: Several units lack help/history button (I can list if you ask for it)
    Bug 20: TWC Iroquois Mantlets have a help/history box of a Huron Mantlet, while the old minor/vanilla Iroquois Mantlet (still available in TWC/TAD to French by Mohawk Statesman) still has its own help/history
    Bug 21: Asian civs don't have Native Embassies
    Bug 22: French Explorer and Iroquois WC still heal by the old limited way
    Bug 23: Cuirassiers have splash siege damage

    *Or else, the ability to build on shallows is a bug itself.
    **My PC Config:
    Windows XP SP3, Processor Intel Core 2 Duo 1.86GHz, 250Gb HD (130Gb free), Video card ATI Radeon X800 GTO, Sound card SigmaTel. Crash may be caused by sound (MP3 or WMA?) playing

    Notes (bugs fixed in TAD):
    - Great Chinampa misnamed arrived shipment (it calls Great Chinampa rightly)
    - Champion Skull Knights now exist


    Very little incorrections (which ES might ignore):
    - Czapka Uhlans from the Consulate are called "Czapaka Uhlans"
    - Confucius' Gift arrival displays "Confuscious' Gift
    - Akbar's religion is historically wrong. As being historically a Muslim emperor, shouldn't be quoting "the gods" so much!
    - Japanese villagers still display a non-functional bonus vs. huntables

    OWN GOAL

    [This message has been edited by Ferdinand Gwonch (edited 06-21-2008 @ 03:42 PM).]

    Eicho
    Skirmisher
    posted 05-25-08 10:34 PM EDT (US)     567 / 627       
    Shallow on Orinoco think i belive is by design.

    If not, it will be even lamer, placing walls on the shallow...
    As_Saffah
    Scenario Reviewer
    posted 05-26-08 00:50 AM EDT (US)     568 / 627       
    You can build docks on the fringes of the shallows, but not buildings or walls on the actual shallows. This is different from the shallows on Indochina and yellow river, which are buildable. Another map that has unbuildable shallows is NWT.

    Crunkatog on ESO
    Bart331 balance suggestion: aztec: remove civ
    Voltiguer: Ender, Sioux in 1.04 will be a top civ, no matter how many layers of Sioux goggles you put on
    schildpad on Elephants: ...their mansabdar unit sucks so hard it looks like a black hole
    Crunkatog on Steam.
    Ferdinand Gwonch
    Skirmisher
    posted 05-29-08 00:30 AM EDT (US)     569 / 627       
    Another map that has unbuildable shallows is NWT.
    I was also able to build there on the shallows of NWT.

    OWN GOAL
    Flinth
    Skirmisher
    posted 05-29-08 01:42 AM EDT (US)     570 / 627       
    A couple more bugs:

    - AI Warchiefs will try to use their Nature Friendship ability on a treasure guardian, but never hold it long enough to successfully convert said guardian. Not to be deterred, the Warchief keeps trying the ability and only occasionally will he actually attack the guardian instead. This frequently results in the Warchief's untimely demise.

    - If I use both Japanese monks to gather the same treasure (simultaneously), I get twice the listed value of that treasure (unless it's a unit). Not that I'm complaining, necessarily, but this seems pretty weird. I don't know whether this is happening with the Indian monks as well.

    Also, I just want to say that the AI villagers gathering from herdables tasked to Japanese shrines bug is the one I would consider the most serious right now, at least from the perspective of someone who rarely plays online.
    Ferdinand Gwonch
    Skirmisher
    posted 05-31-08 01:01 AM EDT (US)     571 / 627       
    If I use both Japanese monks to gather the same treasure (simultaneously), I get twice the listed value of that treasure (unless it's a unit). Not that I'm complaining, necessarily, but this seems pretty weird. I don't know whether this is happening with the Indian monks as well.
    Flinth, check if Mountain Warrior card had been sent. That doubles the treasure reward.

    OWN GOAL

    [This message has been edited by Ferdinand Gwonch (edited 05-31-2008 @ 01:02 AM).]

    Flinth
    Skirmisher
    posted 05-31-08 02:25 AM EDT (US)     572 / 627       
    Yeah, that would do it. Guess I should actually read those things (I just assumed all those kind of cards merely boosted explorer/warchief/monk HP and attack, and maybe add an ability of some sort).
    MosheLevi
    Scenario Contest Winner
    posted 06-03-08 11:09 AM EDT (US)     573 / 627       

    Vanilla Custom Scenarios CANNOT be opened or played with TAD.

    Opening/executing Vanilla scenarios with TAD produces the “Failed to Load” error every single time.
    LordKivlov
    Royal Guard
    posted 06-03-08 04:34 PM EDT (US)     574 / 627       
    Playing a game on New England as China. I built a consulate and allied with French and thereafter was unable to Age up with any of my Villagers. Stuck in age I while my opponent was able to age.

    Unknown if this is restricted to just France ally or if it's the Chinese Consulate or was just a random bug.

    Proud Citizen of Sovietcanuckistan
    xentelian
    Skirmisher
    posted 06-03-08 11:10 PM EDT (US)     575 / 627       
    I was unable to replicate that issue Kivlov (must be some wierd bug) I was able to build any age2 wonder in discovery age on New England as China with french allied at consulate with my villagers. There would be no difference between skirmish or multiplayer so no idea what would cause that.
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