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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:
    xentelian
    Skirmisher
    posted 06-22-08 09:15 PM EDT (US)     576 / 627       
    These have all been fixed as of June 23 patch 1.01a for asian dynasties with notes about age3/twc if not fixed in those versions as I just finished testing:

    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.)
    (fixed)

    Ottomans can train Spies from Mosque in Age 1. (still a problem in twc)

    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). (fixed)

    Klamath work ethos doesn't affect Native farms, but does affect European mills. (fixed)

    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. (still not fixed for original age3)

    xpEagleKnight and xpCoyoteMan should be included in logicaltypelandmilitary (fixed)

    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. (still not fixed for twc)

    Ranged Cavalry Caracole only increases damage for Comanchero but not their LOS. (fixed)

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

    Taj Mahal's Ceasefire does not have a tooltip. (fixed)

    Nanban Trade tech does not increase trade route income. (fixed)

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

    Ottoman card "Team 2 Mortars" has a number "1" instead of a number "2" over it. (fixed)

    [This message has been edited by xentelian (edited 06-23-2008 @ 11:07 AM).]

    xentelian
    Skirmisher
    posted 07-05-08 04:50 PM EDT (US)     577 / 627       
    ronin with russian ransack tech applied is fixed for asian dynasties, but in warchiefs ronin actually does less damage than normal still.
    CookieCrisp13
    Skirmisher
    posted 07-05-08 05:05 PM EDT (US)     578 / 627       
    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)
    Ferdinand, sorry to say, but this isnt a balance thread, only abug one. If you have balance issues post them in our general discussions or Age Community's Balance forums.

    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
    CookieCrisp13
    Skirmisher
    posted 07-06-08 10:59 PM EDT (US)     579 / 627       
    Is it by design that France is the only civ to get the infinite 7 sheep card while the rest have just 7 sheep?

    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
    Giskard
    Skirmisher
    posted 07-14-08 02:13 PM EDT (US)     580 / 627       
    Bug report:

    Occasionally when a villager is tasked to cut down a tree, instead of the normal tree-logging icon, a strange spearhead icon (not the normal grey AOE3 cursor, a different shape and colour) appears over the tree and when right-clicked, nothing happens. The tree flashes as if it has been tasked upon, but the villager remains still as if not tasked. This means that when the bug occurs one or more trees exist on the map that cannot be cut down by villagers. (I have tested and these trees can be destroyed by the "monster truck" cheat unit.)

    I am unable to demonstrate with a screenshot as screenshots do not show cursors. I also cannot give direct instructions for reproduction as which trees are affected changes every time a new map is generated. However, you should be able to find an example of the bug on at least one tree on the home island in the AOE3 Blood scenario "Pirates!" Also, it might occur on tree-heavy maps such as New England. I do have several saved games featuring this bug if that can be of any use.

    Giskard: BrianManahan = Tsar_Ivan_VII? Discuss.
    Giskard: BrianManahan = Tsar_Ivan_VII. It's no longer a question.
    Giskard: Isn't BrianManahan liable to be banned anyway for being the smurf of a banned forumer (Tsar_Ivan_VII)?
    BrianManahan: I'm not sure who that is, Giskard, but I see what you is trying to do. I don't smurf >:O

    (One day later) Moderator Announcements: Tsar_Ivan_VII / BrianManahan Banned Permanently - IP Match
    MosheLevi
    Scenario Contest Winner
    posted 07-14-08 02:18 PM EDT (US)     581 / 627       
    Occasionally when a villager is tasked to cut down a tree, instead of the normal tree-logging icon, a strange spearhead icon (not the normal grey AOE3 cursor, a different shape and colour) appears over the tree and when right-clicked, nothing happens. The tree flashes as if it has been tasked upon, but the villager remains still as if not tasked. This means that when the bug occurs one or more trees exist on the map that cannot be cut down by villagers. (I have tested and these trees can be destroyed by the "monster truck" cheat unit.)
    Yes, this is an old bug (since AOE3 Vanilla) and it happens often.
    Giskard
    Skirmisher
    posted 07-14-08 04:43 PM EDT (US)     582 / 627       
    It doesn't seem to be on the list... so what about it, Xastor/Wibble/whoever looks at these anyway? If it's an old bug then I'm sure many other players like MosheLevi can vouch for its existence.

    Giskard: BrianManahan = Tsar_Ivan_VII? Discuss.
    Giskard: BrianManahan = Tsar_Ivan_VII. It's no longer a question.
    Giskard: Isn't BrianManahan liable to be banned anyway for being the smurf of a banned forumer (Tsar_Ivan_VII)?
    BrianManahan: I'm not sure who that is, Giskard, but I see what you is trying to do. I don't smurf >:O

    (One day later) Moderator Announcements: Tsar_Ivan_VII / BrianManahan Banned Permanently - IP Match
    MosheLevi
    Scenario Contest Winner
    posted 07-14-08 04:52 PM EDT (US)     583 / 627       
    If it's an old bug then I'm sure many other players like MosheLevi can vouch for its existence.
    Yes, it even happened to me when I played AOE3’s Campaign.

    I recall it happened in the Vanilla scenario with the Fountain of Youth (and fixed gun on the hill).
    Colonel Jacob
    Skirmisher
    posted 07-14-08 09:37 PM EDT (US)     584 / 627       
    Giskard, this has happened to me quite a few times. Also, if you manage to get a Tommynator, when you run over llamas and possibly other herdables, they become "untouchable" in which the mouse becomes the strange arrowhead cursor, and they cannot be killed, even though the graphic is still there.

    "You came into my 'no india or japan' game yesterday and called me a noob who can't beat OP civs." -Pandar

    "Yes, I got wtfpwnzrd by a revolution, just because it was totally unexpected."
    ~Mediolanus

    My mace+coyotes can own your mom right off of your face, noob!
    dOPplesaurus
    Skirmisher
    posted 07-15-08 10:33 AM EDT (US)     585 / 627       
    Once my Chukonu got stuck right in the middle of a war academy. No screenshot though.

    [This message has been edited by Dopplesaurus (edited 07-15-2008 @ 10:34 AM).]

    Flinth
    Skirmisher
    posted 07-17-08 05:41 PM EDT (US)     586 / 627       
    Units will periodically get stuck inside buildings for me as well - usually villagers in a plantation or mill.

    I have also experienced the strange cursor problem when trying to task villagers to cut down a tree, but only once or twice (I think one of those times was in the mission Giskard mentioned).

    [This message has been edited by Flinth (edited 07-17-2008 @ 05:42 PM).]

    Ferdinand Gwonch
    Skirmisher
    posted 07-24-08 09:34 PM EDT (US)     587 / 627       
    - Jesuit Flying Buttress tech, while increases all buildings HP, causes the Trading Post to get a damage.
    - Colonial Estancias shipment displays "Treaty of Tordesillas shipment has arrived".

    OWN GOAL

    [This message has been edited by Ferdinand Gwonch (edited 07-24-2008 @ 10:04 PM).]

    Flinth
    Skirmisher
    posted 07-26-08 05:01 AM EDT (US)     588 / 627       
    - Jesuit Flying Buttress tech, while increases all buildings HP, causes the Trading Post to get a damage.
    It doesn't actually damage Trading Posts - the health stays the same, just the max HP increases. There's a known bug that prevents a Trading Post's current HP from increasing as a result of cards, upgrades or treasures. I think they've said that fixing it is a low priority though
    CookieCrisp13
    Skirmisher
    posted 07-27-08 05:36 PM EDT (US)     589 / 627       
    Occasionally when a villager is tasked to cut down a tree, instead of the normal tree-logging icon, a strange spearhead icon (not the normal grey AOE3 cursor, a different shape and colour) appears over the tree and when right-clicked, nothing happens. The tree flashes as if it has been tasked upon, but the villager remains still as if not tasked. This means that when the bug occurs one or more trees exist on the map that cannot be cut down by villagers. (I have tested and these trees can be destroyed by the "monster truck" cheat unit.)
    by design, when splash damage hits a tree or gia unit, the unit loses health. when trees have 0/x hp it shows that cursor, and the wood is no longer useable.

    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
    fz501
    Skirmisher
    posted 08-01-08 06:22 AM EDT (US)     590 / 627       
    TWC and TAD:

    Playing as Sioux Civ

    1) Homecity Card "2 Surgeons": Surgeon cannot build Fieldhospital though rollovertext says he can. (not in the main bugs list)

    2) At level 131, one Homecity card remains locked. (one card too much ?)

    [This message has been edited by fz501 (edited 08-03-2008 @ 07:30 AM).]

    xentelian
    Skirmisher
    posted 08-01-08 10:45 AM EDT (US)     591 / 627       
    it is a known bug (sioux and india surgeons may not build field hospitals actually)
    Giskard
    Skirmisher
    posted 08-01-08 11:06 AM EDT (US)     592 / 627       
    @ CookieCrisp13:

    Thank you. However, I'm certain that there was no fighting anywhere near this particular tree, and I have no idea why the designers would choose what I have recently learned is the Ae of Mythology cursor as the indicator. Do you happen to know the reason behind that? If so, could you please explain further?

    Giskard: BrianManahan = Tsar_Ivan_VII? Discuss.
    Giskard: BrianManahan = Tsar_Ivan_VII. It's no longer a question.
    Giskard: Isn't BrianManahan liable to be banned anyway for being the smurf of a banned forumer (Tsar_Ivan_VII)?
    BrianManahan: I'm not sure who that is, Giskard, but I see what you is trying to do. I don't smurf >:O

    (One day later) Moderator Announcements: Tsar_Ivan_VII / BrianManahan Banned Permanently - IP Match
    Ferdinand Gwonch
    Skirmisher
    posted 08-03-08 03:15 AM EDT (US)     593 / 627       
    Won't HG update the thread head anymore?

    OWN GOAL
    xentelian
    Skirmisher
    posted 10-04-08 11:34 AM EDT (US)     594 / 627       
    I fixed all of the stringtable errors myself (I believe such as fisticuffs arrived,
    grainmarket, yada, yada which is downloadable via my signature link) The bugs below are present in 1.01a of Asian Dynasties
    circa October 10, 2008. ES or fan patch has to fix as they belong to protoy and techtreey files which only they can modify
    in future patch:

    'HCXPBloodBrothers' and 'HCXPBloodBrothersGerman' in techtree just make sure
    all champion techs appear after warriorsociety ones so that the natives have
    champion names instead of elite.
    ie. instead of
    <Effect type ='TechStatus' status ='active'>ChampionNootka</Effect>
    <Effect type ='TechStatus' status ='active'>WarriorSocietyNootka</Effect>
    change the order.
    ***
    'XPRevolutionBonifacio' in techtree put this line in just before implegendarynatives so
    that all natives have legendary status (other than tupi it missed all the warriorsociety and
    champion upgrades)
    <Effect type ='TechStatus' status ='active'>HCXPBloodBrothers</Effect>
    <Effect type ='TechStatus' status ='active'>ImpLegendaryNatives</Effect>

    If they are not supposed to be legendary (ergo with all 3 upgrades) just apply the blood brothers tech.
    ***
    <Icon>ui\techs\hc_coin_crate\hc_coin_crate</Icon> ;
    should be
    <Icon>ui\techs\infinite_gold</Icon>
    in the techtree for HCXPCoinCratesAztec2 infinite 500 coin aztec shipment
    ***
    Fishing boats can garrison in town centers (and cannot be ejected) so instead of the following for
    towncenter, blockhouse, fortfrontier, outpost, fieldhospital, warhut, nobleshut, ypstablejapanese, ypvillage,
    ypoutpostasian, ypcastle, ypdojo, ypWIAgraFort2, ypWIAgraFort3, ypWIAgraFort4, ypWIAgraFort5, ypcastleregicide,
    ypcastlejapanese and ypcastleindians in proto file...
    <Contain>AbstractVillager</Contain> (because it includes fishing boats)
    change it to this...
    <Contain>Settler</Contain>
    <Contain>NativeVillager</Contain>
    <Contain>Coureur</Contain>
    <Contain>SettlerWagon</Contain>
    <Contain>CoureurCree</Contain>
    <Contain>SettlerNative</Contain>
    <Contain>ypSettlerAsian</Contain>
    <Contain>ypSettlerIndian</Contain>
    <Contain>ypSettlerJapanese</Contain>
    ***
    'Rifling' in techtree does not affect renegado and thuggee units so add this to that tech
    <Effect type ='Data' amount ='1.00' subtype ='DamageBonus' unittype ='AbstractHeavyInfantry' allactions ='1' relativity ='Absolute'>
    <Target type ='ProtoUnit'>SaloonOutlawRifleman</Target></Effect>
    <Effect type ='Data' amount ='1.00' subtype ='DamageBonus' unittype ='AbstractHeavyInfantry' allactions ='1' relativity ='Absolute'>
    <Target type ='ProtoUnit'>ypRepentantOutlawRifleman</Target></Effect>
    <Effect type ='Data' amount ='1.00' subtype ='DamageBonus' unittype ='AbstractHeavyInfantry' allactions ='1' relativity ='Absolute'>
    <Target type ='ProtoUnit'>ypThuggee</Target></Effect>
    <Effect type ='Data' amount ='1.00' subtype ='DamageBonus' unittype ='AbstractHeavyInfantry' allactions ='1' relativity ='Absolute'>
    <Target type ='ProtoUnit'>ypRepentantThuggee</Target></Effect>
    ***
    infantrybreastplate in techtree does not affect Blind Monks or Blowgunners from Dutch Carib Allies shipment
    so add this to that tech
    <Effect type ='Data' amount ='1.10' subtype ='Hitpoints' relativity ='BasePercent'>
    <Target type ='ProtoUnit'>ypWokouBlindMonk</Target></Effect>
    <Effect type ='Data' amount ='1.10' subtype ='Hitpoints' relativity ='BasePercent'>
    <Target type ='ProtoUnit'>ypRepentantBlindMonk</Target></Effect>
    <Effect type ='Data' amount ='1.00' subtype ='Hitpoints' relativity ='BasePercent'>

    <Target type ='ProtoUnit'>NatMercBlowgunWarrior</Target></Effect>
    ***
    NatMercHuronMantlet don't have "AbstractInfantry" definition, even though NatHuronMantlet do.
    add this to natmerchuronmantlet in proto file
    <UnitType>AbstractInfantry</UnitType>
    ***
    Canoe, xpWarCanoe, xpTlalocCanoe should all have <UnitType>logicaltypenavalmilitary</UnitType> in proto file
    so that AI uses them properly, and that carronade, armorplating, bombaymarine and peacetimefishing techs affect them properly
    ***
    remove this line <infiniteinlastage>1</infiniteinlastage>
    for the mercenaryloyalty from the homecity xml files so it cannot be shipped/researched
    again in imperial age
    ***
    'xpBuilderStart' and 'xpBuilder' in proto file need to have LOS change from 8 to 18 (like dockwagon) so
    they can build a dock as current line of sight is not large enough for them to do so
    ***
    'HCHeavyFortifications' in techtree needs to include
    <Effect type ='TechStatus' status ='active'>Revetment</Effect>
    and the order of this needs to be changed
    <Effect type ='TechStatus' status ='active'>FortifiedOutpost</Effect>
    <Effect type ='TechStatus' status ='active'>FortifiedBlockhouse</Effect>
    <Effect type ='TechStatus' status ='active'>FrontierBlockhouse</Effect>
    <Effect type ='TechStatus' status ='active'>FrontierOutpost</Effect>
    so that fortified... comes after frontier... techs so blockhouse and outposts have proper display names
    ***
    'HCShipGalleys3' in techtree should use this <Icon>units\naval\galley\galley_icon_64x64</Icon> ;
    and not the frigate icon picture
    ***
    Add this to 'NatXPKlamathWorkEthos' in techtree so Asian civs may benefit
    <Effect type ='Data' action ='Gather' amount ='1.05' subtype ='WorkRate' unittype ='ypRicePaddy' relativity ='BasePercent'>
    <Target type ='ProtoUnit'>AbstractVillager</Target></Effect>
    ***
    'YPWonderJapaneseShogunate4' in techtree should be 600xp instead of 1600xp as follows
    <Effect type ='Data' amount ='600.00' subtype ='Resource' resource ='XP' relativity ='Absolute'>
    <Target type ='Player'></Target></Effect>
    ***
    ypNatWarElephant and ypNatMercWarElephant in proto file are missing
    <UnitType>AbstractElephant</UnitType> as there are some techs such as 'ypMonasteryIndianSpeed'
    which should affect them as well
    ***
    'ypAge0IndiansBuildings' and 'Age0XPSioux' need this line added in techtree so that india and sioux surgeons may build field hospitals
    <Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
    <Target type ='ProtoUnit'>FieldHospital</Target></Effect>
    ***
    'ypConsulateRussianOutpostWagon' in techtree needs these lines added so that blockhouse can actually train something
    <Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
    <Target type ='ProtoUnit'>Strelet</Target></Effect>
    <Effect type ='TechStatus' status ='obtainable'>GuardStrelets</Effect>
    <Effect type ='TechStatus' status ='obtainable'>VeteranStrelets</Effect>
    <Effect type ='TechStatus' status ='obtainable'>GuardStrelets</Effect>
    <Effect type ='TechStatus' status ='obtainable'>ImperialStrelets</Effect>
    same thing for halberdier and musketeers
    ***
    YPExaltedMeteorHammer'in techtree the damage is not right (30% should be 50%) and should be as follows:
    <Effect type ='Data' amount ='1.50' subtype ='Damage' allactions ='1' relativity ='BasePercent'>
    <Target type ='ProtoUnit'>ypMeteorHammer</Target></Effect>
    ***
    galleon in proto file is missing <Train row ='0' page ='0' column ='5'>ypNatMercGurkha</Train>
    so india may train them from galleon
    ***
    'HCCavalryHitpointsOttomanTeam' should have
    <Effect type ='Data' amount ='1.15' subtype ='Hitpoints' relativity ='BasePercent'>
    <Target type ='ProtoUnit'>AbstractLightInfantry</Target></Effect>
    so Aztec team members may benefit as well.
    ***
    'ChurchWallensteinsContracts' should have team cree allies added
    <Effect type ='Data' amount ='0.00' subtype ='Cost' resource ='Gold' relativity ='Assign'>
    <Target type ='Tech'>HCXPCreeAlliesTeam</Target></Effect>
    ***
    'NatXPNavajoShepherds' should have
    <Effect type ='Data' action ='ShrineGather' amount ='1.35' subtype ='WorkRate' unittype ='AbstractShrine' relativity ='BasePercent'>
    <Target type ='ProtoUnit'>Herdable</Target></Effect>
    <Effect type ='Data' action ='GatherXP' amount ='1.30' subtype ='WorkRate' unittype ='ypSacredField' relativity ='BasePercent'>
    <Target type ='ProtoUnit'>Herdable</Target></Effect>
    AbstractShrine instead of ypShrineJapanese and GatherXP instead of AutoGatherXP
    ***
    'HCXPMustangs' should include
    <Effect type ='Data' amount ='0.90' subtype ='Cost' resource ='Gold' relativity ='BasePercent'>
    <Target type ='ProtoUnit'>AbstractLightInfantry</Target></Effect>
    <Effect type ='Data' amount ='0.90' subtype ='Cost' resource ='Wood' relativity ='BasePercent'>
    <Target type ='ProtoUnit'>AbstractLightInfantry</Target></Effect>
    <Effect type ='Data' amount ='0.90' subtype ='Cost' resource ='Food' relativity ='BasePercent'>
    <Target type ='ProtoUnit'>AbstractLightInfantry</Target></Effect>
    so Aztecs may benefit as well
    ***
    'YPHCHanAntiCavalryBonus' should affect eagle knights as well and include
    <Effect type ='Data' amount ='1.00' subtype ='DamageBonus' unittype ='xpEagleKnight' allactions ='1' relativity ='Absolute'>
    <Target type ='ProtoUnit'>ypChuKoNu</Target></Effect>
    <Effect type ='Data' amount ='1.00' subtype ='DamageBonus' unittype ='xpEagleKnight' allactions ='1' relativity ='Absolute'>
    <Target type ='ProtoUnit'>ypArquebusier</Target></Effect>
    ***
    'YPHCGoraksha' should include sacred field
    <Effect type ='Data' action ='GatherXP' amount ='1.80' subtype ='WorkRate' unittype ='ypSacredField' relativity ='BasePercent'>
    <Target type ='ProtoUnit'>Herdable</Target></Effect>
    ***
    'YPHCGurkhaAid' should include mansabdar gurkha
    <Effect type ='Data' amount ='1.00' subtype ='DamageBonus' unittype ='AbstractHeavyInfantry' allactions ='1' relativity ='Absolute'>
    <Target type ='ProtoUnit'>ypNatMercGurkhaJemadar</Target></Effect>
    ***
    The following techs need to include <Flag>UpgradeTech</Flag> so that
    'YPHCCheapUnitUpgradesTeam' and 'YPNatZenMeritocracy' effect them:

    ALL native techs except elite (warriorsociety) and champion upgrades, imperial rabaulds, paper cartridge,
    caracole, military drummers, church upgrades except ottoman vill and warchief big buttons except dock.

    Flag needs to be removed from 'StarFort'
    ***
    'XPRevolutionOHiggins' change the hussar upgrade order noted to this so Hussar are named imperial properly
    <Effect type ='TechStatus' status ='active'>VeteranHussars</Effect>
    <Effect type ='TechStatus' status ='active'>GuardHussars</Effect>
    <Effect type ='TechStatus' status ='active'>ImperialHussars</Effect>
    ***
    This needs to be added to 'church' and 'ypchurch' as is not obtainable even after churchmissionfervor tech researched
    <Tech row ='0' page ='1' column ='7'>ChurchStateReligion</Tech>
    ***
    'NatXPKlamathHuckleberryFeast' change value from -0.60 so ten crates of food are actually possible to this
    <Effect type ='Data' amount ='-0.67' subtype ='FreeHomeCityUnit' unittype ='CrateofFood' relativity ='Absolute'>
    <Target type ='Player'></Target></Effect></Effects>
    ***
    ***
    abusgun should have attack bonuses vs lightcav and eagle knights in all categories
    ypConsulateBashkirPony, ypConsulateLifeGuard ypConsulateSiberianCossack ypConsulateGardener should have 20% ranged armor
    like regular Euro counterparts
    ypConsulateBestieros, ypConsulatePrussianNeedleGun, ypConsulateRogersRanger attack stats and bonuses should be
    like regular Euro counterparts
    ypConsulateCzapakaUhlan remove vill penalty and should be 30% ranged armor like uhlan
    ypRepentantBlindMonk, ypRepentantIronTroop, ypRepentantOutlawRifleman ypRepentantThuggee penalties vs heavy cav
    ypRepentantJaeger attack stats like Euro Jaeger
    ypHowdah 2.75 vs AbstractCoyoteMan
    ypSiegeElephant and ypSiegeElephantMansabdar ypConsulateGreatBombard and ypFlyingCrow
    should have penalty 0.5 versus abstractlightinfantry
    ***
    otto offshore support card should be colonial age, not industrial
    otto team 600g should be age3 not age4
    ***
    repentant elmeti, bombard and mameluke should be age 4 not trainable age 3
    ***
    comanchero 'SaloonOutlawRider' and 'ypRepentantOutlawRider' (saloon / monastery unit) needs this added
    <ProtoAction>
    <Name>MeleeHandAttack</Name>
    <Damage>7.000000</Damage>
    <DamageType>Hand</DamageType>
    <ROF>1.500000</ROF>
    <DamageBonus type ='AbstractHeavyCavalry'>3.000000</DamageBonus>
    <DamageBonus type ='AbstractArtillery'>2.000000</DamageBonus>
    <DamageBonus type ='AbstractCoyoteMan'>2.250000</DamageBonus>
    </ProtoAction>
    as it only has siege and ranged attack presently with no bonus in melee/siege mode vs other units
    ***
    caracole needs this added
    <Effect type ='Data' action ='RangedAttack' amount ='2.00' subtype ='MaximumRange' relativity ='Absolute'>
    <Target type ='ProtoUnit'>AbstractLightCavalry</Target></Effect>
    so that saloonoutlawrider and 'ypRepentantOutlawRider' gets benefited with 2 extra range as well
    ***
    'settlernative' needs this added so that if aztec team member sends villagers they may build
    <Train row ='0' page ='6' column ='12'>ypCaravanserai</Train>
    ***
    'outpostwagon' needs this added so natives can build a warhut
    <Train row ='0' page ='6' column ='0'>WarHut</Train>
    *** big sequester german (change this)
    <Effect type ='Data' amount ='-15.00' subtype ='Cost' resource ='Food' relativity ='Absolute'>
    <Target type ='ProtoUnit'>AbstractBannerArmy</Target></Effect>
    <Effect type ='TechStatus' status ='obtainable'>ypConsulateGermansBrigade</Effect>
    <Effect type ='TechStatus' status ='active'>ypBigTradeTaxEnable</Effect>
    <Effect civ ='Germans' type ='Data' amount ='0.00' subtype ='SetCivRelation' relativity ='Absolute'>
    <Target type ='Player'></Target></Effect>
    <Effect type ='TechStatus' status ='obtainable'>ypConsulateRelationsGermans</Effect>
    <Effect type ='Data' amount ='-15.00' subtype ='Cost' resource ='Wood' relativity ='Absolute'>
    <Target type ='ProtoUnit'>AbstractBannerArmy</Target></Effect>
    <Effect type ='Data' amount ='-15.00' subtype ='Cost' resource ='Gold' relativity ='Absolute'>
    <Target type ='ProtoUnit'>AbstractBannerArmy</Target></Effect>
    <Effect type ='Data' amount ='-15.00' subtype ='Cost' resource ='Gold' relativity ='Absolute'>
    <Target type ='ProtoUnit'>ypMandarinArmy</Target></Effect>

    to

    <Effect type ='Data' amount ='0.85' subtype ='Cost' resource ='Food' relativity ='BasePercent'>
    <Target type ='ProtoUnit'>AbstractBannerArmy</Target></Effect>
    <Effect type ='TechStatus' status ='obtainable'>ypConsulateGermansBrigade</Effect>
    <Effect type ='TechStatus' status ='active'>ypBigTradeTaxEnable</Effect>
    <Effect civ ='Germans' type ='Data' amount ='0.00' subtype ='SetCivRelation' relativity ='Absolute'>
    <Target type ='Player'></Target></Effect>
    <Effect type ='TechStatus' status ='obtainable'>ypConsulateRelationsGermans</Effect>
    <Effect type ='Data' amount ='0.85' subtype ='Cost' resource ='Wood' relativity ='BasePercent'>
    <Target type ='ProtoUnit'>AbstractBannerArmy</Target></Effect>
    <Effect type ='Data' amount ='0.85' subtype ='Cost' resource ='Gold' relativity ='BasePercent'>
    <Target type ='ProtoUnit'>AbstractBannerArmy</Target></Effect>
    so that chinese banner armies are 15% cheaper instead of player getting 15 of each resource (45 total)
    and banner armies being 15 of each resource cheaper
    (ie. if army costs wood and gold, those are discounted properly, but player gains 15 food)

    [This message has been edited by xentelian (edited 10-10-2008 @ 10:43 AM).]

    Lying Dutchman
    Skirmisher
    posted 11-06-08 09:29 AM EDT (US)     595 / 627       
    One day my brother (12) played a 2v2 on Pampas. One enemy resigned soon but after 2 minutes, the other went on as normal. Together they killed his town but not without difficulty. The enemy then put his villagers in corners and at the edges of the map. My brother's falconet saw a settler and shot at it... nothing happens. Shoots again, nothing happens. Moves the falconet, then shoots, again the settler absorbs the cannon ball like he had 100% siege resistance. Then he brought a hussar which killed the settler easily. We tried it with the remaining settlers and falconets were able to kill them.
    It could have been a cheat, considering that the enemy didn't want to admit defeat, but I think it is a strange kind of bug. Am I the only one whom this has happened to?

    My stats
    I also have Republic commando and Jedi outcast.
    dOPplesaurus
    Skirmisher
    posted 11-06-08 03:16 PM EDT (US)     596 / 627       
    Falconets don't do any damage to units right next to them, even if they shoot. ( I think this is your bug )
    Droideka_11
    Skirmisher
    posted 11-06-08 05:24 PM EDT (US)     597 / 627       
    Falconets dont do a whole lot of damage to villies.
    I think 2 falconets one shot a villie.

    "Rot's given a free pass simply because he's Rot." - theferret
    ImperialLobster
    Skirmisher
    posted 12-02-08 07:51 AM EDT (US)     598 / 627       
    yes and a heavy cannon takes out a settler one its own 1 shot.
    i have a bug.
    i was doing a ffa and just when we were greening up i noticed the map(i wasnt hoster) was called a scenario, and my hc was spanish and lvl 0... i went out and came in again and it still said it was a scenario. eventually i hosted and the game went ok... has this happened to anybody else?

    KEEP
    CALM
    AND
    CARRY
    ON
    ≤≤≤≤≤See my YouTube channel for some crazy pointless crap!≥≥≥≥≥
    dOPplesaurus
    Skirmisher
    posted 12-09-08 04:01 PM EDT (US)     599 / 627       
    Yes- it usually happens when you are in a scenario, then join a random map game.
    Colonel Jacob
    Skirmisher
    posted 12-22-08 05:46 PM EDT (US)     600 / 627       
    Post 600!


    Yeah, ImpLob, it says scenario because you're playing someone's custom scenario, and sometimes they limit the civs to certain ones.

    "You came into my 'no india or japan' game yesterday and called me a noob who can't beat OP civs." -Pandar

    "Yes, I got wtfpwnzrd by a revolution, just because it was totally unexpected."
    ~Mediolanus

    My mace+coyotes can own your mom right off of your face, noob!
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