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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:
    Wibble
    VIP
    posted 04-04-07 04:43 PM EDT (US)     276 / 627       
    I think Priests / Imams / Missionaries are classified as non-combatants, so they are not treated as Military Units.

    // Wibble
    // Microsoft Game Studios
    // Age of Empires III Multiplayer Test Lead
    TheRomans
    Skirmisher
    posted 04-04-07 11:32 PM EDT (US)     277 / 627       
    I think this has been brought up before but is not on the bug list, Cheyenne riders sound like Cherokee when you click them but Merc Cheyenne work correctly.

    +----------+
    | PLEASE |
    | DO NOT |
    | FEED THE |
    | TROLLS |
    +----------+
    RF_Gandalf
    Skirmisher
    posted 04-05-07 05:45 AM EDT (US)     278 / 627       
    Wibble,
    I guess that the point is that one of the main functions of the church is to make priests/missionaries, why can't there be a gather point for them? Other buildings with dual military/non-military units have 2 gather flags.

    And even in AOE3, before Spies were made at the Church, I seem to remember that the gather flag did not work and the Priests were the only units made there (I did not go back and check for accuracy - I am going by memory...hope not too faulty!)

    Hockeystar
    Skirmisher
    posted 04-06-07 01:31 PM EDT (US)     279 / 627       
    Wibble, was fencing school supposed to reduce WP production by -40%?
    Ferdinand Gwonch
    Skirmisher
    posted 04-08-07 05:29 PM EDT (US)     280 / 627       
    another bug is about the in-game card panel

    the card panel in home city window sometimes doesn't appear, so i have to get back at game window and click the HC button again


    OWN GOAL

    [This message has been edited by Ferdinand Gwonch (edited 04-08-2007 @ 05:31 PM).]

    Zongo
    Skirmisher
    posted 04-09-07 07:54 PM EDT (US)     281 / 627       
    TC (russia & germans) can also disappear when reaching industrial, just had it with both civs recently

    I hope it can be fixed... it can be really annoying

    (got a replay where it happens in case needed)


    Old Indian: Once upon a time, a woman was picking up firewood. She came upon a poisonous snake frozen in the snow. She took the snake home and nursed it back to health. One day the snake bit her on the cheek. As she lay dying, she asked the snake, "Why have you done this to me?" And the snake answered, "Look, bitch, you knew I was a snake."
    Wibble
    VIP
    posted 04-10-07 05:54 PM EDT (US)     282 / 627       
    Re: Cheyenne / Cherokee Rider Voices - If the units work correctly then this is too trivial to warrant a fix.

    Re: Churches Lack Gather Point - Looks like it works for me; Spies and clergy go to the Military Gather Point.

    Re: Disappearing German / Russian TC - Already know about this; difficult to isolate in a debug environment however.

    Re: Disappearing HC Window - Could not repro this one, but please report again if this reproduces.


    // Wibble
    // Microsoft Game Studios
    // Age of Empires III Multiplayer Test Lead
    Ferdinand Gwonch
    Skirmisher
    posted 04-10-07 09:33 PM EDT (US)     283 / 627       
    Re: Disappearing HC Window - Could not repro this one, but please report again if this reproduces.

    that bug occurs randomly, you only need to click-and-click in the flag randomly to note the disappearing of the card panel

    you only need to click randomly


    OWN GOAL

    [This message has been edited by Ferdinand Gwonch (edited 04-14-2007 @ 05:43 PM).]

    dr nefarious
    Skirmisher
    posted 04-11-07 10:10 AM EDT (US)     284 / 627       
    I don't know if this was a one-time glitch or if it is reproducible, but when I revolted with Portugal (becoming "Mexico") a few days back the outlaws provided did not show up on the minimap.
    dr nefarious
    Skirmisher
    posted 04-19-07 02:45 AM EDT (US)     285 / 627       
    If Ottomans revolt using O'Higgins, they get just the normal Guard and Imperial upgrades for Hussars and miss out on their Royal Guard upgrade. (The Royal Guard upgrade remains available at the stable however, so they could buy another 10% for 2000 resources, which might be the worst deal possible in AoE3.)
    xentelian
    Skirmisher
    posted 04-19-07 01:41 PM EDT (US)     286 / 627       
    OHiggins tech includes this stuff, so you are incorrect.

    <Effect type ='TechStatus' status ='active'>VeteranHussars</Effect>
    <Effect type ='TechStatus' status ='active'>GuardHussars</Effect>
    <Effect type ='TechStatus' status ='active'>ImperialHussars</Effect>

    edit - April 21st, actually previous post is sort of correct. You get the guard upgrade, not the royal guard upgrade. So O'Higgins researcher by Spanish players gets Imperial Hussar, which is right, but Ottoman research gets same thing, but should actually be Imperial Life Guard Hussar, which is 10% more hitpoints and attack better than that.

    [This message has been edited by xentelian (edited 04-21-2007 @ 01:23 PM).]

    LordGeneral
    Skirmisher
    posted 04-23-07 02:50 AM EDT (US)     287 / 627       
    I know this bug has been said already but it happens all the time to me. When germans hit industrial you lose your main tc this happens to me every 4th game at least.
    MosheLevi
    Scenario Contest Winner
    posted 04-23-07 08:25 AM EDT (US)     288 / 627       

    I know this bug has been said already but it happens all the time to me. When Germans hit industrial you lose your main tc this happens to me every 4th game at least.

    Yes, this is probably the same bug as the “invisible Factory” in “Strategic Objectives”.
    These buildings disappear when they change shape (as a result of aging or converting to another civ).

    The good new is that I sent Ensemble a saved game that show this instance happening 5 (five) seconds after you start the saved game, and it happens every time.
    So now Ensemble finally have something to work with, and now they trace down this bug.

    Hopefully it won’t be long before they fix this annoying bug.

    Farragut22
    Skirmisher
    posted 04-23-07 09:09 AM EDT (US)     289 / 627       
    I've only had this happen once, but it was a killer. My villagers were gathering from the starting food crate, but I didnt get any food. it only happened with the one crate though.
    Zongo
    Skirmisher
    posted 04-23-07 09:26 AM EDT (US)     290 / 627       
    Hi Wibble,

    the dissapearing TC usually happens in industrial (not imperial as stated in the list), thats what I wanted to say

    also I had another case that is probably related to:
    "- Captured at treasures units (like Villagers or Tomahawks) sometimes attack the player. Screenshot
    Workaround: hack at the sheep away from guardians."

    I was nearby a treasure (cdb and 4 grizzlies on GP) and the enemy WC + his converted guardian were close to it as well. I sniped the converted guardian and suddenly those grizzlies started attacking me... what happened next is too bloody to tell here



    Old Indian: Once upon a time, a woman was picking up firewood. She came upon a poisonous snake frozen in the snow. She took the snake home and nursed it back to health. One day the snake bit her on the cheek. As she lay dying, she asked the snake, "Why have you done this to me?" And the snake answered, "Look, bitch, you knew I was a snake."
    MosheLevi
    Scenario Contest Winner
    posted 04-23-07 11:43 AM EDT (US)     291 / 627       
    I sniped the converted guardian and suddenly those grizzlies started attacking me...

    Lol, yes that can definitely be a problem.

    I really don’t think you should have been able to snipe that converted guardian in the first place.
    After all, it is not a guardian any more.

    That is also where the main problem may be.
    When the guardian was converted, probably not all his stats were changed.
    That is why you were attacked by those grizzlies, which is another problem by itself.
    If all the stats of a guardian are changed, then you won’t be able to snipe it, and you won’t be attacked by near by guardians when you attack a converted guardian.

    [This message has been edited by MosheLevi (edited 04-23-2007 @ 11:51 AM).]

    Zongo
    Skirmisher
    posted 04-23-07 12:48 PM EDT (US)     292 / 627       
    thx for the info MosheLevi, but I think converting would be OP if they could not be sniped by an explorer, so I think that's not a bug - but Wibble can maybe confirm this

    Old Indian: Once upon a time, a woman was picking up firewood. She came upon a poisonous snake frozen in the snow. She took the snake home and nursed it back to health. One day the snake bit her on the cheek. As she lay dying, she asked the snake, "Why have you done this to me?" And the snake answered, "Look, bitch, you knew I was a snake."
    kingdaniel4
    Skirmisher
    posted 04-26-07 08:04 AM EDT (US)     293 / 627       
    ninjas and spies' bonuses versus native warriors doesn't show up on their in-game stats.

    Q:what has 8 eyes and 8 legs?
    A: 8 pirates!

    YARR!
    Ultra_Janissary
    Skirmisher
    posted 04-26-07 02:42 PM EDT (US)     294 / 627       
    in new england when you move the explorer some where , if he goes aroung the stone barrier he suddenly get's stuck in the stone wall.this is a hard error to reproduce but trust me it happens
    brandnizzle
    Skirmisher
    posted 04-26-07 06:08 PM EDT (US)     295 / 627       
    I think I noticed that the Aztec Explorer with the Smoking Mirror card runs normal speed while in cover mode.
    As_Saffah
    Scenario Reviewer
    posted 04-27-07 11:46 AM EDT (US)     296 / 627       
    other units can get trapped in the walls too...had a musket rider stuck in a wall and had to kill him to free up pop spot, no way to get him out
    CookieCrisp13
    Skirmisher
    posted 04-27-07 03:37 PM EDT (US)     297 / 627       
    sorry about that wibble, im finally back, and to prove i wasnt crazy
    [JPEG, (452.91 KB)]

    nothing big, but just mentioning it. (2/3 of it is correct )


    Proud winner of the FFA Winter Round '07!
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    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
    Lord_Richjp
    Skirmisher
    posted 05-30-07 01:36 PM EDT (US)     298 / 627       
    I'm not sure if this is a bug, the Iro card that sends 14 Aenna + 2 (war?) canoes can't be sent at all on no water maps, even to recieve just the aenna.

    My grandmother slaps harder than the Agra Fort shoots. And she's dead. ~ Ender_Ward

    By the same token, if I attempt to operate the mouse using nothing but my butt-cheeks, micro will also come down to "luck." ~ Beatnikjoe
    Angel Walker
    Skirmisher
    (id: Just a player)
    posted 05-30-07 02:52 PM EDT (US)     299 / 627       
    I've already heard about it, and someone from ES said it wasn't a bug. Basically it needs a water drop off point, just like every ship shipment. Not that this is a huge issue, because I don't think many would like to lost half of their shipment anyway.

    ESO - Walker

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

    Retired from AoE3. But I do play AoK HD in Steam now and then.
    Wibble
    VIP
    posted 06-19-07 04:01 PM EDT (US)     300 / 627       
    The Sioux 4 Grizzlies card still says "4" instead of "5" for me. Is anyone else seeing this problem?

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