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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:
    TheRomans
    Skirmisher
    posted 01-04-07 11:53 PM EDT (US)     51 / 627       

    Quote:

    Fencing school is supposed to train aztec skull knights 40% faster but, do nothing.

    This is intended as it would be overpowered if skull knights got to train 40% faster, if the map was andes(25% inca tech) and you had a russian ally(25% team card) then you would get a Skull Knight about every ~1 second for FREE with 10 WP+15 villigers. Thats why it doesn't effect them. The cheyenne tech affecting dog soldiers is a bug.


    The Sioux gold/wood trickle card says "Morning star shipment has arrived" when shipped. I just looked it up in techtreex.xml. The number for text output is 48816 for earth bounty which points to the wrong output message in stringtablex.xml. Thought I'd give Kastor a hand.


    +----------+
    | PLEASE |
    | DO NOT |
    | FEED THE |
    | TROLLS |
    +----------+
    Wibble
    VIP
    posted 01-05-07 02:22 AM EDT (US)     52 / 627       
    Reply Set #1 (this helps me keep track of issues up to this point).

    Stuff not mentioned in the sticky (I will reply to these first so they don't fall through).

    Quote:


    Quote:
    7 When the game is paused the un-pause button says Archer.
    lol, wtf? how does stuff like this make it through testing?
    im not sure if someone already said this, but when i rescued a CDB earlier as iroquois, it couldnt build a corral.

    Re: "Archer" - This "stuff" never made it through test because it never existed. The "Archer" issue is from a mod, not from our game.

    Quote:


    hellofromireland
    Colonial Militia
    Location: Guess..... posted 01-03-07 11:20 AM EDT (US) 18 / 52
    ------------------------------------------------------------ --------------------
    On online cpu games, if the host quits then the computer players stop moving.
    This was on Medium so it may have been just that it was easy but, they only had ~15 vills at 45mins.

    - This may not be a bug, just a technicality though.


    Re: Dead AI Not a bug, AI is controlled by the host.

    Quote:


    The 450 food comes out of no where, have no legitment reason( for example, extra stat boost) of existance, and it seriously halt a Ottoman players ability to upgrade his Abus Guns.

    I think to problem resides with the proto unit data, once that is fixed, the problem would be gone.

    I would suggest that ES should just kick out the extra 450 food and make Abus Gun's Guard upgrade the same as all (euro)infantry/cavlary unit

    Re: Abus Gun Upgrade By design - If I remember correctly, this was to balance out Abus Guns.

    Quote:


    No.2 Infantry Combat(card)

    There are two civilizations that get access to the "Infantry Combat" card = Dutch and Iroquious, these two cards are identical in all outlooks, however they work differently.

    ...

    I believe that it is unfair that the Iro Infantry combat card affect more unit(thus, have better effect) than their Dutch counter part. It would be nice if the Dutch card can be boosted have the same effect as the Iro card, or the Iro card be nerfed to the level of the Dutch card and delete the Dutch/Iro designation on those cards.


    Re: Infantry Combat By design - Natives and Europeans operate differently. Just because they have similar cards or identically-named cards doesn't mean they have to have exact stats. We can't simply change techs for the sake of uniformity, especially when balance comes in the equation.
    ------------------------------------------------------------
    ------------------------------------------------------------

    Quote:


    - 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.) Confirmed


    Re: Warship Upgrades Confirmed - Except Percussion Locks are irrelevant to Ironclads since they don't have that special attack.

    Quote:


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


    Re: Champion Skull Knights Confirmed.

    Quote:


    - The 'Heavy Fortifications' card for Natives correctly provides both war hut upgrades ('Strong War Hut' and 'Mighty War Hut'), but war huts upgraded this way are just called "Strong War Huts" afterwards.


    Re: Native Heavy Fortififictaions Confirmed - this is due to it being upgraded to Mighty, and then upgraded to Strong.

    Quote:


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


    Re: Vanilla Music I don't consider this high enough of an impact, if at all detrimental to warrant a fix.

    Quote:


    - "Mercenary Loyalty" card at Germans raises the cost of "Cree Allies" to 1800 from 1000! Confirmed


    Re: Mercenary Loyalty w/ TEAM 10 Cree Allies Confirmed.

    Quote:


    - The revolutionary Bonifacio (Brazil) is supposed to give all minor ***ive 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) Confirmed


    Re: "Legendary Warriors" Confirmed, but this is not a bug because it is working exactly as it should. This is simply one of the weird odd consequences from such a design. As long as the stats add up correctly, I am fine with it.

    Quote:


    - When you choose Chile's revolutionary when declaring a revolution , and it is supposed to send 10 Imperial Hussars, it says 10 Guard Hussars (although they have Imperial stats). Confirmed


    Re: "Imperial" Hussars Confirmed.

    Quote:


    - The dutch fast hallaberd card "Military Reform" says "Fisticuffs has arrived". Not confirmed


    Re: Military Reform Confirmed.

    Quote:


    - Ottomans can train Spies from Mosque in Age 1. Confirmed


    Re: Ottoman Spies in Discovery Age Many people say this is a bug, so I will ask this question: What is the bug actually? Spies are trainable from Churches/Mosques; it does not necessarily mean that they have a Colonial Age prerequisite. Is it a possible screw? Maybe. Is it a bug? Definitely not.

    Quote:


    - Captured at treasures units (like Villagers or Tomahawks) sometimes attack the player. Screenshot Confirmed


    Re: Revenge of the Sheep Confirmed - workaround: hack at the sheep away from guardians.

    Quote:


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


    Re: Coureur des Bois / Corral Confirmed.

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

    [This message has been edited by Stonewall J (edited 01-05-2007 @ 06:50 AM).]

    George_uk
    Skirmisher
    posted 01-05-07 08:59 AM EDT (US)     53 / 627       

    Quote:

    Well, I have checked the techtree file, and the Cheyenne Horse Trading tech does reduce Dog Soldiers train time by insane 40%. Have fun while ES doesn't fix it, because 1 DS each 13 seconds is a giant bargain!

    To be honest I think a reduced training time card is required for DS (Maybe not 40%!). Their training time is already too long for what they're worth and this might give them the boost they required late game. They cost 550 VS seconds which is a very high cost especially with the farm/plantation upgrades late game.


    Previously known as MoNo Ager
    Alexastor
    AoEO Seraph
    (id: Kastor)
    posted 01-05-07 10:03 AM EDT (US)     54 / 627       
    George_UK this thread is NOT for balancing discussions. Wibble and any other MS or ES employees won't read the thread anyway (just the collected bug list at the top. So please keep this out.
    Lord Tahattus
    Supreme Emperor
    posted 01-05-07 10:37 AM EDT (US)     55 / 627       

    Quote:

    Re: Revenge of the Sheep Confirmed - workaround: hack at the sheep away from guardians.

    I just experienced this bug. Interesting, my settlers were gathering from sheeps and nearby guardians were attacking them :/ It's because you attacks a gaia unit, works like attacking a normal player (nearby units will defend it!)


    Lord Tahattus - Register yourselves at the WotTA forum!
    WOTTA WEBSITE!
    War of the Triple Alliance Beta!
    Flags for new Civilizations, The Asian Dynasties, Knights and Barbarians and Napoleonic Era
    TWC Tutorials: Basics of Modding - The List of Modding No-nos - Adding a Nation - Music and Sounds - Initilization Failed

    WotTA back to active!
    justiw
    Skirmisher
    posted 01-05-07 12:31 PM EDT (US)     56 / 627       
    Ottoman card: Team 2 Mortars:

    The card image has a "1" and not a "2"

    Small and unimportant, but a bug nonetheless.


    Counter the attack, then Counter Attack!!!
    erisalit
    Skirmisher
    posted 01-05-07 01:14 PM EDT (US)     57 / 627       
    Quote:
    "- Sometimes trading post natives get stuck in their settlements (in the defined grouping and it's props). Confirmed"

    Cool you confirmed this. I thought it would be difficult to confirm. Glad you were able to confirm it.

    I think there is a workaround by the way, which would be to be sure to set the gather point away from the center of the settlement. I think the only time natives get trapped in the settlement is when the gather point is somewhere "behind" the settlement (if you think of the side of the settlement with the trading post as the "front" of the settlement). It would be easier to explain with a drawing (see my hamhanded attempt at a "drawing" below) but hopefully y'all get the point.

    bad gather points....native settlement....good gather points
    ("behind" settlement)................("front" of settlement)
    .
    .............x................................x
    x.....................-------------...............x
    ...................../..................\
    ..................../..they...._____\
    x..................[..get.....[........]............x
    ...................[..stuck...[.trade]
    ...................[..here....[.post.]
    ...................[.............[____]
    x...................\.................../...........x
    .....................\_________/
    ...........x...................................x

    [This message has been edited by erisalit (edited 01-06-2007 @ 04:36 PM).]

    Ranger General
    Skirmisher
    posted 01-05-07 01:15 PM EDT (US)     58 / 627       
    No.3 Dutch 30 Carib Blowgunner card:

    Quote:


    HCXPCaribAlliesRepeat
    (30 Carib Allies)


    Age 4Level 40

    ships 30 NatMercBlowgunWarrior

    This is the code desciption in the proto unit.

    However, on the card descirption it also said:

    Carib Warrior Society(a.k.a the "Elite" upgrade), status set to achieve).

    This merc card don't upgrade(so this card do not function as what it suppose to do), nor are they subject to any upgrade other than "Legendry American Warrior".

    I would like to see this bug fixed.

    Thanks for the replies.


    Ulti's word of wisdom :

    since the start of aoe3, every unit that can move has been a direct counter to grenadiers, even villagers(since they have bonuses against siege troops)

    George_uk
    Skirmisher
    posted 01-05-07 01:48 PM EDT (US)     59 / 627       

    Quoted from Kastor:

    George_UK this thread is NOT for balancing discussions. Wibble and any other MS or ES employees won't read the thread anyway (just the collected bug list at the top. So please keep this out.

    Ok yes your right.

    btw, ignore the tashunke prowler thing, it seems to be a 1 off. I have attempted to reproduce it several times but fail.


    Previously known as MoNo Ager
    Adam42
    Skirmisher
    posted 01-05-07 03:14 PM EDT (US)     60 / 627       
    If a villager is tasked to a berry bush which is full (no room for the vill to stand and gather) then it will just stand there behind the other gathering vills, not doing anything but also not showing up as idle. This is a problem when you have quite a lot of vills tasked on numerous berry bushes, once the vills finish a berry bush they move to one that has a bunch of vills on already so you end up with a lot of idle time.

    It's quite an annoying bug and can go on for ages if unnoticed especially if there's lots of fighting and you don't have much time to manage your eco.

    Zalpacuiztli
    Skirmisher
    posted 01-05-07 03:43 PM EDT (US)     61 / 627       
    When you revolt as Mexico, the patriotic bunting in the Home City is that of the United States

    "I HATE THE WORLD AND IT HATES ME TOO"
    Loser of Mithrandir_88's Non-Award for Losing the "Whoever Gets the Last Post Loses" Thread
    Winner of the "Craziest Forummer Award" AoMH Semi-Annual Awards '03
    Co-Author of the Aztec Civilization Outline for AOM
    Gomezd
    Skirmisher
    posted 01-05-07 06:30 PM EDT (US)     62 / 627       
    Some times when you cancell quick search the game freezes with the cancelling quicksearch dialouge box, if you try to close it the normal dialouge box appears asking if you want to close it yet clicking in yes/no does nothing.
    I hope IM not repeating something thats already said but I couldnt find mention of it.
    somme
    Skirmisher
    posted 01-05-07 09:52 PM EDT (US)     63 / 627       
    Don't know if it has been posted, but some crucial files are not CRCed. This needs to be addressed asap as it presents huge opportunity for abuse.

    ESO : Pcfreak8
    "In theory, there is no difference between theory and practice, but in practice there is." -Jan L. A. van de Snepscheu
    A pessimist is usually right and never disappointed.
    Any history buff knows that nothing stops a cannon like a good uppercut. - BeatnikJoe
    Lord Tahattus
    Supreme Emperor
    posted 01-06-07 04:39 AM EDT (US)     64 / 627       
    Dunno if anyone already said that, but the idle villagers really piss me off. I put a bunch of woodcutters somewhere, then suddenly one becomes idle (?) even with nearby trees. This happens with trees, bushes, huntables.

    Lord Tahattus - Register yourselves at the WotTA forum!
    WOTTA WEBSITE!
    War of the Triple Alliance Beta!
    Flags for new Civilizations, The Asian Dynasties, Knights and Barbarians and Napoleonic Era
    TWC Tutorials: Basics of Modding - The List of Modding No-nos - Adding a Nation - Music and Sounds - Initilization Failed

    WotTA back to active!
    polydeuces
    Skirmisher
    posted 01-06-07 06:42 AM EDT (US)     65 / 627       
    Sending the "offshore support" card sometimes doesn't use a shipment (as british- haven't tried with others)
    aka99
    Skirmisher
    posted 01-06-07 02:16 PM EDT (US)     66 / 627       
    Im not sure if this is a bug or not, but for some reason the battle music and battle effects sound randomly dont occur for me. Like u just hear the theme music... but none of battle sounds...

    Ive tried reinstalling but it still happens.

    marksman1416
    Skirmisher
    posted 01-06-07 02:59 PM EDT (US)     67 / 627       
    I dont know if anyone else has had this problem with eso2. Whenever I try to play a game, I can start it and it runs for around 10-15 minutes then has an error "out of sync please exit and try again" or something like that.
    erisalit
    Skirmisher
    posted 01-06-07 04:42 PM EDT (US)     68 / 627       
    I can't believe I forgot this bug:

    when you take some of the starting villagers and pull them off the crates and then shift click beyond a huntable and then on the huntable (to chase the herd back toward your town center), sometimes those few villagers will just go idle instead of executing the command of collecting the huntable after going to the point beyond the huntable. This happens a lot to me. The only solution I have found is to wait until all villagers are done collecting crates and then task them on hunting, or to very closely monitor whether they do as they are told.

    Ideally, once I have enough food for the first villager to be produced, I would pull off most of the villagers from collecting crates to collecting huntables. This bug forces me to wait or to apply extra attention to avoid brutal idle time at the very beginning of the game. If I have to focus that much on the villagers until they actually begin collecting huntables, then I can't do as much micro on the explorer early at the very beginning, which hurts collecting treasures, etc. Thus, this is my number one least favorite bug. Hope it can be fixed and thanks.

    [This message has been edited by erisalit (edited 01-06-2007 @ 05:30 PM).]

    toms777
    Skirmisher
    posted 01-06-07 07:19 PM EDT (US)     69 / 627       
    I posted this in the tech help section, but I think this is a bug on multi-player. Every time I try to play multi-player on TWC I get the following message: Out of Sync Exit and try again. Then we get kicked to the main menu.

    The games are up to date. There are no mods. This happens every time at the beginning (although the first 10 or so times it kicked out after about 5 minutes). Settings for both computers are the same. I've been playing multi-player on AOE III since it came out without incident. AOE III multi player without TWC still works fine, so it's not a router issue.

    Thank you.

    Miah
    Skirmisher
    posted 01-06-07 11:08 PM EDT (US)     70 / 627       
    @Toms777

    Do you have any mods installed?

    @Earlier posts(by me):
    Umm, looks like I hadn't noticed the ability to attack captured treasure units was fixed in the last patch.. No wonder I haven't been making that dumb mistake recently.

    [This message has been edited by Miah (edited 01-06-2007 @ 11:19 PM).]

    Garlock13
    Skirmisher
    posted 01-07-07 00:57 AM EDT (US)     71 / 627       

    Quote:

    Quote:


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

    Re: Coureur des Bois / Corral Confirmed.

    That is screwed! He quoted his post and not mine, but i posted it before he did!
    So just becouse i dont give a difference about the difference with the names of corral and stable (tough theyr both the same thing) I dont get to be quoted?

    No funky fair!


    ESO: Garlock
    SilentScreams
    Skirmisher
    posted 01-07-07 08:16 AM EDT (US)     72 / 627       
    No idea whether this has been reported:

    As Sioux, when you send the Great Hunter card, the game says: Furrier has arrived. No idea what actual effects are.

    As Sioux, when you send the Earth Bounty card, the game says: Morning Star has arrived. No idea what actual effects are.

    More cards may have the same problem, just started with Sioux.


    All Hail Giant Squid World Domination
    polydeuces
    Skirmisher
    posted 01-07-07 10:11 AM EDT (US)     73 / 627       
    couple more:

    Sometimes euro villagers seem to get stuck in plantations. They look like they're just standing there, but they don't show as idle and still count towards the gatherer limit- i don't know if they actually continue to gather resources though.

    Also, when upgraded to field guns the new hats for the artillaryman are... odd. it works fine if the horse is standing straight to the cannon, but if its at an angle the hat will be floating off to one side.

    kilmaim
    Skirmisher
    posted 01-07-07 10:33 AM EDT (US)     74 / 627       

    Quote:

    If a villager is tasked to a berry bush which is full (no room for the vill to stand and gather) then it will just stand there behind the other gathering vills, not doing anything but also not showing up as idle. This is a problem when you have quite a lot of vills tasked on numerous berry bushes, once the vills finish a berry bush they move to one that has a bunch of vills on already so you end up with a lot of idle time.

    It's quite an annoying bug and can go on for ages if unnoticed especially if there's lots of fighting and you don't have much time to manage your eco.

    I have experienced this too.

    DasDing
    Skirmisher
    posted 01-07-07 02:56 PM EDT (US)     75 / 627       
    Hi guys,
    For russians there is a team card scout cavalry.
    This increases HP + 10 % and line of sight + 4 for cavalry and light inf.
    It does not work for strelets when i play the card and it works not with skimisher, x-bow from my partners.
    I do not test other light inf.
    I use the german version of warchiefs.
    Perhaps it is an mistake in translating the text which explain the card.

    [This message has been edited by DasDing (edited 01-07-2007 @ 04:09 PM).]

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