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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 03-21-07 12:25 PM EDT (US)     251 / 627       
    Its not a bug. It says it actives the Guard Upgrade (thus, 30%) and then add a 10% on top of it

    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.
    kuzyk
    Skirmisher
    posted 03-21-07 12:59 PM EDT (US)     252 / 627       
    yeah i know it says that. it also says it upgrades Hit and damage by 10%, which it doesnt do. if you were to just start playing and you saw that, would you pick the upgrade that says 10% for 2k resources, or the 30% for 1.2k? i will agree it isnt a bug but it just doesnt make the effect of the upgrade as obvious as it could be.
    Wibble
    VIP
    posted 03-21-07 05:50 PM EDT (US)     253 / 627       
    I understand the potential confusion, especially for new players, but the Advanced Improvement Information is working as it should as it displays the Guard Status Active plus the 10% bonus. The information displayed is displayed programatically and not hard-coded.

    "Fixing" something that isn't broken invites unnecessary risk.


    // Wibble
    // Microsoft Game Studios
    // Age of Empires III Multiplayer Test Lead
    Ferdinand Gwonch
    Skirmisher
    posted 03-23-07 03:38 PM EDT (US)     254 / 627       

    Quote:

    - 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.

    macehualtins fire "musket bullets" too


    OWN GOAL
    xentelian
    Skirmisher
    posted 03-23-07 05:19 PM EDT (US)     255 / 627       
    kuzyk, you may install my stringtable files as it contains all of the necessary correct information and then just turn off the advanced improvement information in game options. (it is ONLY for ENGLISH version of the game though)
    Wibble
    VIP
    posted 03-23-07 06:52 PM EDT (US)     256 / 627       
    Re: Ferdinand Gwonch - Already aware of it, but this is extremely low priority because it doesn't affect gameplay.

    // Wibble
    // Microsoft Game Studios
    // Age of Empires III Multiplayer Test Lead
    xentelian
    Skirmisher
    posted 03-23-07 09:05 PM EDT (US)     257 / 627       
    Hip hip for Wibble and Wacko!

    Awesome job by both of you and the rest of the Ensemble team for great bug/balance support.

    CookieCrisp13
    Skirmisher
    posted 03-24-07 10:01 PM EDT (US)     258 / 627       
    Heres a bug:

    the souix nerfed bears card still says 5 grizzlies

    nothing big, just mentioning it


    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
    Eicho
    Skirmisher
    posted 03-25-07 08:07 PM EDT (US)     259 / 627       
    My town center has disapiered.
    look

    it was like this:
    i was playing a 2v2 in fast (cause we were all form teh same clan, and we don want to loose points).
    i was rusian and i was playng good.
    i was aging to industrial, when i reached industrial this TC dispareared..
    like that, suddenly dissapeared.
    it shows in the mini map, and i asked to my ally and he see it in the mini map AND the map.
    when the game finished i asked teh same to my enemyes and they see it normally.
    teh only oen who dont see it was me..
    although when y cliked in my explorer button to build TC, it says that i have 2..
    and i tryed to build something in taht place but it don allows me..
    its liek having it.. but i dont see it (and i couldn't clik it to produce villagers or to go to imperial)

    [This message has been edited by Eicho (edited 03-25-2007 @ 08:10 PM).]

    Wibble
    VIP
    posted 03-26-07 05:29 PM EDT (US)     260 / 627       
    Re: Eicho - We know about this issue but no one has been able to identify the cause of the problem. We do know it has to do with the German / Russian Town Center art, and it occurs when the player hits the Industrial Age. Other than that, we are unable to produce an isolated, reproducable case.

    Re: Cookiecrisp13 - It looks like 4 to me, it does not display 5. Did you update to the latest v1.03 patch?


    // Wibble
    // Microsoft Game Studios
    // Age of Empires III Multiplayer Test Lead
    MosheLevi
    Scenario Contest Winner
    posted 03-26-07 06:36 PM EDT (US)     261 / 627       
    Quote by Wibble

    Quote:

    We do know it has to do with the German / Russian Town Center art, and it occurs when the player hits the Industrial Age. Other than that, we are unable to produce an isolated, reproducable case.

    Wibble,

    You can reproduce this bug with the “Strategic Objectives” scenario(v1.03 patch).
    I noticed this bug couple of times playing the Germans with the Factory that is on the south west side (the AI’s side) disappearing in late game (you can hear the sound and still see the smoke).

    Several other players reported the same bug to me.

    So if you are determined to trace this bug down, then playing the “Strategic Objectives” scenario a few times will help you with that.

    [This message has been edited by MosheLevi (edited 03-26-2007 @ 06:40 PM).]

    MosheLevi
    Scenario Contest Winner
    posted 03-26-07 11:48 PM EDT (US)     262 / 627       
    On another note:
    Starting age for custom scenario is affected by the starting age in the last skirmish game

    If a player starts a skirmish game with post-industrial option, the game will then start in Imperial age.

    If the player plays a scenario after that then the scenario will also start in the Imperial age instead of Discovery.

    Adding the “SetAge 0” effect for Discovery Age does NOT fix the problem.
    This is going to be a problem for CSO.

    There is also a potential problem that players will start the scenario in different ages base on the starting age in the last skirmish game they played.

    Please pass this information to the CSO team.

    Wibble
    VIP
    posted 03-27-07 01:37 PM EDT (US)     263 / 627       
    Do you have a link to the "Strategic Objectives" scenario?

    // Wibble
    // Microsoft Game Studios
    // Age of Empires III Multiplayer Test Lead
    MosheLevi
    Scenario Contest Winner
    posted 03-27-07 01:59 PM EDT (US)     264 / 627       

    Quote:

    Do you have a link to the "Strategic Objectives" scenario?

    Yes, here it is:
    http://aoe3.heavengames.com/downloads/showfile.php?fileid=1276

    It’s best to try the Germany vs Spain “Easy” version where you can use resource cheat codes to progress fast to Industrial.

    Hockeystar
    Skirmisher
    posted 03-27-07 03:29 PM EDT (US)     265 / 627       
    Quote - Sometimes trading post natives get stuck in their settlements (in the defined grouping and it's props). Confirmed (Wibble: Which map / which native group / any additional info on the cluster - screenshots will help)

    California has bugged native TP's.

    http://i43.photobucket.com/albums/e368/Hockeystar999/ESBugCalifornia2.jpg

    http://i43.photobucket.com/albums/e368/Hockeystar999/ESBugCalifornia.jpg

    [This message has been edited by Hockeystar (edited 03-27-2007 @ 03:31 PM).]

    xentelian
    Skirmisher
    posted 03-27-07 05:51 PM EDT (US)     266 / 627       
    Damage rollover for many units shows infantry icon (like skirmisher) however, it only has bonus vs heavy infantry.
    Damager rollover for many units shows cavalry icon (like dragoon) however, it only has bonus vs heavy cavalry.

    Basically, ES damage rollovers make no distinction between heavy and non-heavy units, only light or ALL of that unittype. I doubt this will be fixed for either version of game at this point.

    Wibble
    VIP
    posted 03-27-07 06:18 PM EDT (US)     267 / 627       
    Re: Starting Age not flushed out between games issue - Noted.

    Re: Russian/German TC disappearing - I wasn't able to get this to repro with your scenario (my luck), but I will try to look further into this when I have time.

    Re: California native trading post issue - I think you're getting the issues mixed up. The screenshots show that the trading post cannot be placed in the socket because of the cliff that runs through the native settlement cluster. We are already aware of that.

    I believe the issue people were talking about were having units that come out of the trading post and getting stuck by the settlement objects.

    Re: Damage Rollovers - Won't fix: This introduces too much risk for little benefit. The players who would most likely be concerned about this are generally ESO multiplayers, and they're usually on top of the stats to a fine detail that this would not serve much more help.


    // Wibble
    // Microsoft Game Studios
    // Age of Empires III Multiplayer Test Lead
    yuyuyukari
    Skirmisher
    posted 03-27-07 08:16 PM EDT (US)     268 / 627       
    >>>The players who would most likely be concerned about this are generally ESO multiplayers, and they're usually on top of the stats to a fine detail that this would not serve much more help.

    Wrong,many noobs ask this question in my forum and I (or other members)have to repeat the answer each time, that means new players are really confused about this.A basic question:why don't you fix the wrong information instead of leave it and mislead more and more noobs?Is it so hard to make the new icons for Heavy Infantry and Heavy Cavalry in programming aspect?

    MosheLevi
    Scenario Contest Winner
    posted 03-28-07 04:00 AM EDT (US)     269 / 627       

    Wibble,

    The link bellow has a link to a saved game file that shows how a factory disappears in the middle of the game.
    This saved file is from the “Strategic Objectives” scenario.

    Saved Game Showing the Invisible Factory/TC Bug

    Just right click on "Invisible Factory/TC Bug link" and then
    click on "Save target as" in order to download the ZIP file.

    I hope this will help you trace the invisible factory/TC bug.

    Wibble
    VIP
    posted 03-28-07 02:40 PM EDT (US)     270 / 627       

    Quote:


    >>>The players who would most likely be concerned about this are generally ESO multiplayers, and they're usually on top of the stats to a fine detail that this would not serve much more help.
    Wrong,many noobs ask this question in my forum and I (or other members)have to repeat the answer each time, that means new players are really confused about this.A basic question:why don't you fix the wrong information instead of leave it and mislead more and more noobs?Is it so hard to make the new icons for Heavy Infantry and Heavy Cavalry in programming aspect?

    I'll answer your question when you decide to not ask it in such a loaded way.


    // Wibble
    // Microsoft Game Studios
    // Age of Empires III Multiplayer Test Lead
    MosheLevi
    Scenario Contest Winner
    posted 03-28-07 02:56 PM EDT (US)     271 / 627       
    Wibble,

    Regarding the invisible Factory/TC bug:

    The Factory disappears when it changes shape to a different factory (from German factory to a Spanish factory) as a result of the AI capturing it.

    Sometimes TC’s disappear when the player ages up (Industrial or Imperial) and the TC changes shape.

    So it is safe to assume it is the same problem, and that the disappearing of the building is directly connected to the change in shape.

    The factory in this case is close to the edge of the map, and that may contribute to the problem.

    If you save the game after the factory disappears, and load it from that point, then the factory will reappear.

    If you successfully capture the factory back, then it will also reappear.

    [This message has been edited by MosheLevi (edited 03-28-2007 @ 06:20 PM).]

    yuyuyukari
    Skirmisher
    posted 03-28-07 10:03 PM EDT (US)     272 / 627       
    I am sure adding new icons for certain unittypes is so easy for me if I have the source code of this game.

    Just fix it if ES thinks aoe3 should be a prefect game.

    YaRiTe
    Skirmisher
    posted 03-29-07 00:12 AM EDT (US)     273 / 627       
    I dunno if anyone has said anything about Iroquois War Hut and the Trading Post rally points. The warriors/infantry are created and dropped off at the door and never makin' it to the rally point. Same way with upgrades/Tomahawks at the Town Center.


    Matthew 5:11
    Wibble
    VIP
    posted 04-03-07 03:02 PM EDT (US)     274 / 627       
    Re: YaRiTe - Make sure you set the Military Gather Point correctly. You can do this by clicking on the Military Gather Point button flag on the lower-right corner of the command bar, and click anywhere on the field / map. Also, if you have the "Set Right Click for Military Gather Point" option checked on the Options screen, then you can simply right-click on the field.

    I suspect that you are setting the Economic Unit Gather Point instead of the Military one, and that's why you're noticing that your units are standing there once they come out of the War Hut / Settlement Post / Town Center.


    // Wibble
    // Microsoft Game Studios
    // Age of Empires III Multiplayer Test Lead
    RF_Gandalf
    Skirmisher
    posted 04-03-07 09:35 PM EDT (US)     275 / 627       
    Don't know if anyone has mentioned this before, but the gather point for the Church (for priests, missionaries anyway, have not played Ottos for a good while) does not work right - the only gather point flag on the building is a military gather point and it never works for me - the priest units just gather outside the church. Intentional??
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