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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 12-18-07 05:33 PM EDT (US)     501 / 627       
    I tested them out and it works fine. Only the visual update does not work (missing Upgrade Flag), but I think that is not important.
    That can be done. Just use the following code:

    <Effect type ='Data' amount ='0.00' subtype ='UpdateVisual' unittype ='UNITNAME' relativity ='Absolute'>


    You might have to do it twice for units who have their graphics updated from Colonial to Veteran and then to Guard though.

    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.
    fz501
    Skirmisher
    posted 12-19-07 02:14 PM EDT (US)     502 / 627       
    AOE3, TWC and TAD:

    Special ChurchTechs. Your submitted code line is already included in all Churchtechs.
    Example ChurchQuatrefage: I only have replaced the code line

    <Effect type ='TechStatus' status ='active'>GuardHalberdiers</Effect>

    with

    <Effect type ='Data' amount ='1.30' subtype ='Hitpoints' relativity ='BasePercent'>
    <Target type ='ProtoUnit'>Halberdier</Target></Effect>
    <Effect type ='Data' amount ='1.30' subtype ='Damage' allactions ='1' relativity ='BasePercent'>
    <Target type ='ProtoUnit'>Halberdier</Target></Effect>

    Nothing else. The complete code is following :

    <Tech name ='ChurchQuatrefage' type ='Normal'>
    <DBID>314</DBID>
    <DisplayNameID>23849</DisplayNameID>
    <Cost resourcetype ='Wood'>1000.0000</Cost>
    <ResearchPoints>15.0000</ResearchPoints>
    <Status>UNOBTAINABLE</Status>
    <Icon>ui\techs\quatrefage\quatrefage</Icon>
    <RolloverTextID>23848</RolloverTextID>
    <Flag>UniqueTech</Flag>
    <Flag>CountsTowardMilitaryScore</Flag>
    <Flag>CheckLandHCGatherPoint</Flag>
    <Prereqs>
    <TechStatus status ='Active'>Fortressize</TechStatus>
    <TechStatus status ='Active'>HCRoyalDecreeSpanish</TechStatus>
    </Prereqs>
    <Effects>
    <Effect type ='Data' amount ='1.30' subtype ='Hitpoints' relativity ='BasePercent'>
    <Target type ='ProtoUnit'>Halberdier</Target></Effect>
    <Effect type ='Data' amount ='1.30' subtype ='Damage' allactions ='1' relativity ='BasePercent'>
    <Target type ='ProtoUnit'>Halberdier</Target></Effect>
    <Effect type ='Data' amount ='0.00' subtype ='UpdateVisual' unittype ='Halberdier' relativity ='Absolute'>
    <Target type ='Player'></Target></Effect>
    <Effect type ='SetName' proto ='Halberdier' culture ='none' newName ='24001'></Effect>
    <Effect type ='Data' amount ='13.00' subtype ='FreeHomeCityUnit' unittype ='Halberdier' relativity ='Absolute'>
    <Target type ='Player'></Target></Effect>
    </Effects>
    </Tech>

    I have tested it again and the 'visual update' is not performed. I think that the code line (Updatevisual) has no effect because of the <Flag>UniqueTech</Flag>.
    Perhaps there is another way to get the visual update. For me, it's more important that the improvement buttons do not move.

    Happy Holidays !
    Foy Lyndstrom
    Skirmisher
    posted 12-19-07 02:18 PM EDT (US)     503 / 627       
    When you set the UI into "Minimized" mode, you cannot view the resource amounts being generated by resource producing buildings (ie. Banks, Factories, Shrines).


    Thank you,
    Foy

    "Gerald began--but was interrupted by a piercing whistle which cost him ten percent of his hearing permanently, as it did everyone else in a ten-mile radius of the eruption, not that it mattered much because for them "permanently" meant the next ten minutes or so until buried by searing lava or suffocated by choking ash--to pee." ---- Jim Gleeson, Bulwer-Lytton Fiction Contest Grand Prize Winner of 2007
    yuyuyukari
    Skirmisher
    posted 12-19-07 09:05 PM EDT (US)     504 / 627       
    I tested them out and it works fine. Only the visual update does not work (missing Upgrade Flag), but I think that is not important.
    Of course it won't change, because the unit visual will only be updated after researching the specific tech which defined in unit's animfile(for hussar that is units\cavalry\light_cavalry\light_cavalry_horse.xml),so take a look at it

    [This message has been edited by yuyuyukari (edited 12-19-2007 @ 09:06 PM).]

    Foy Lyndstrom
    Skirmisher
    posted 12-20-07 08:07 AM EDT (US)     505 / 627       
    The Klamath Rifleman does not play sound when clicked on.


    Clarification on my previous bug:
    "When you set the UI into "Minimized" mode, you cannot view the resource amounts being generated by resource producing buildings (ie. Banks, Factories, Shrines)."
    Technically you can see a portion of it, but it is covered by the icon of whatever resource is being generated.


    Thank you,
    Foy

    "Gerald began--but was interrupted by a piercing whistle which cost him ten percent of his hearing permanently, as it did everyone else in a ten-mile radius of the eruption, not that it mattered much because for them "permanently" meant the next ten minutes or so until buried by searing lava or suffocated by choking ash--to pee." ---- Jim Gleeson, Bulwer-Lytton Fiction Contest Grand Prize Winner of 2007
    Cyclohexane
    Skirmisher
    posted 12-20-07 06:54 PM EDT (US)     506 / 627       
    The new light infantry units in the game are confusing at best.

    Disciple Tags: Coyote Man, Hand Infantry, Light Infantry
    They are pets with the light infantry tag so heavy infantry in melee and will get a bonus multiplier. Ranged cavalry will also get a bonus due to the (new to TAD) "coyote man" tag.

    Bhakti Tiger Claws Tags: Light Infantry, Infantry, Native Warrior, Hand Infantry
    They are directly countered by artillery (infantry tag), spies (native warrior tag), and heavy infantry in melee (light infantry tag). I think this is a bug and the infantry tag should be removed to keep them consistent with coyote men and Rattan Shields, especially since their speed is slower.

    Shaolin Rattan Shield Tags: Light Infantry, Native Warrior, Hand Infantry
    They are directly countered by spies (native warrior tag) and heavy infantry in melee (light infantry tag). Since the infantry tag is missing, artillery does not get a bonus multiplier to them (just like cavalry, err coyote men). Both ranged cavalry and artillery do not counter this type of unit which is very similar to the coyote man (whom ranged cavalry does counter)!

    I never understood why ES just did not create two new tags for the Aztec units called abstract hand cavalry and abstract ranged cavalry. Then the new "light infantry" TAD units could be easily classified as well. As it is now, heavy infantry counters light infantry and ranged infantry counters heavy infantry. This is completely opposite from what you learn in the forums with "game slang"...

    Lead, Follow, or Get the Hell out of the way!................CYCLOHEXANE'S FREE GUIDES:

    -TAD GUIDE: AOE3 TWC TAD Quick Reference -or view online: On-line
    AOE3 TWC TAD UNIT COMPARISON SPREADSHEET: Unit Comparison Spreadsheet

    See other guides, technological advancements, interviewing tips, and more at my website All Things Miscellaneous

    [This message has been edited by Cyclohexane (edited 12-20-2007 @ 07:02 PM).]

    yuyuyukari
    Skirmisher
    posted 12-20-07 07:39 PM EDT (US)     507 / 627       
    IMOP,the worst design in TAD is "*2 vs Inf,*0.5 vs HeavyInf" or "*1.5 vs Inf,*0.67 vs HeavyInf" something like that. Moreover, the effects of related tech or cards(YPHCMongolianScourge, YPHCNaginataAntiInfantryDamage etc..) are confused like hell....

    Why don't them just create a new tag to solve the problem?

    [This message has been edited by yuyuyukari (edited 12-20-2007 @ 07:44 PM).]

    Zongo
    Skirmisher
    posted 01-02-08 04:35 AM EDT (US)     508 / 627       
    I had no market at start during a team game on Silk Road map. My ally did have one though...

    Maybe a one-time glitch?
    Will try to find the sreenshot (on other PC)

    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."
    Skywatcher
    Skirmisher
    posted 01-02-08 07:16 AM EDT (US)     509 / 627       
    Hi all,

    Firstly...newbie here! Though old-timer in the AOE respect, I guess. :P

    Anyway, I bought the Asian Dynasties EP the other day and I can't believe how many bugs it contains! Not only *new* bugs, but *old* TWC bugs that haven't been fixed. Especially the really obvious ones like the extremely annoying trading post HP upgrade one.

    *sigh* Anyway, I am wondering if anyone else shares this problem with me: ever since installing TAD, the chat picture for my British civilisation is swapped for a Japanese emperor, and (as my friend reliably informed me after playing as the Japanese on my computer) the Japanese chat picture is swapped for a British one. In fact, I couldn't even get the game to detect my British home city when I first tried playing it - I actually had to go and empty the Saved Games folder, load up, exit, and paste everything back in. *shrugs* Weird.
    CookieCrisp13
    Skirmisher
    posted 01-04-08 07:05 PM EDT (US)     510 / 627       
    Heres a pretty important bug for india:

    once you've maxed out vills, you cant send any cards! (due to the +1 villager)

    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
    Gomezd
    Skirmisher
    posted 01-06-08 00:56 AM EDT (US)     511 / 627       
    I was reading through the bug list and this cought my eye:
    - Japanese Industrial "15 Ronins card" costs 4500 gold. Five Ronins in fortress cost 1000 gold. If they hade the same cost it would be 3000 gold max. But being an industrial shipment it's should cost even less, not more. Confirmed
    I dont think this is a bug, 4500 sounds about right, 5 ronin cards only costs 1000 because the shipment is deemed to be worth 1000 gold. thus each ronin costs 400 gold (as they are in the saloon). 15 ronins cost 6k Gold minus 1600 worth of gold of a industrial shipment its 4400k thus the price of 4500 is about right.

    You cant say that it should be worth 3k because 5 ronins are worth 1k, you have to keep in mind the cost of the shipment.
    Angel Walker
    Skirmisher
    (id: Just a player)
    posted 01-06-08 02:03 PM EDT (US)     512 / 627       
    True Gomezd, that makes a lot of sense. I'll have it removed, because now that you have proved it's not a big typo, if the card is not used then it's more of a balance issue than anything else

    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.
    fz501
    Skirmisher
    posted 01-07-08 11:41 AM EDT (US)     513 / 627       
    I have found some more bugs :

    TAD Only:

    1. The granted goats by "ypNatSufiPilgramage" have no sound.

    2. The Berry Building (Japan) has no sound if selected by left mouseclick.

    3. The Berry Building shows not the number of gatherers like mill and farm do.

    4. The Castle Regicide has no sound if selected by left mouseclick.

    5. The CAPTURED SilkRoad Trading Posts have no sound if selected by left mouseclick.

    6. The CAPTURED SilkRoad Trading Posts have no warning sound if control is lost.

    7. Playing Chinese, Indian or Japanese with Aztec ally: granted 3 settlers have no sound.

    8. Solution for - Shrines do not attract wild turkeys :
    In file protoy.xml, unit "Turkey" (id=438), remove the codeline <Flag>DoNotCreateUnitGroupAutomatically</Flag> and attraction by shrines is working.

    9. Canoes have no sound if playing as Asian Civ.

    [This message has been edited by fz501 (edited 01-08-2008 @ 08:46 AM).]

    Dragonu
    Skirmisher
    posted 01-07-08 12:08 PM EDT (US)     514 / 627       
    - Captured at treasures units (like Villagers or Tomahawks) sometimes attack the player. Screenshot
    Workaround: hack at the sheep away from guardians.
    it happened to me too

    texture artist for PurpleDesignStudios

    98% OF TEENS WON'T STAND UP FOR GOD...
    REPOST THIS iF YOU'RE ONE OF THE 2% WHO WILL.
    [img]http://xs219.xs.to/xs219/07373/Dragonu_Sasuke_UB.gif[/img]
    Wibble
    VIP
    posted 01-08-08 08:14 PM EDT (US)     515 / 627       
    Reply Set HG-XXXV

    New Issues Confirmed:
  • 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.
  • DE-German Only: Yankton Support has the wrong rollover text (says HP increase instead of ATK increase)
  • 2 Surgeons for British Consulate to Indian and Chinese
  • 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.
  • Shrines do not attract Turkeys.

    Confirmed but Low (or No) Priority:
  • Japanese Torii Gates do not give 1.5x XP bonus to Villager kills - this is really low priority since players generally don't use Villagers to kill units.
  • Audio: Portuguese-consulate shipped Horse Artillery is French (low-pri) - I doubt this is even fixable; it's caused by the French Horse Artillery overriding the Portuguese version.
  • Audio: Portuguese-consulate shipped Petard is English (low-pri) - again, same reason.

    Existing / Old Issues / Already Reported:
  • Audio levels reset when you alt-tab - this is an old bug that has been around for a while; no promises, but I will bring attention to this again.
  • Quicksearch UI freezes when it cannot find games or deadlocks - We fixed most of the cases, but it seems there may be a few that still occur. Not sure what the priority is on this one but it's still a hanging issue.
  • Hostages attack you if you hack sheep near them - I've already responded to this several times; the workaround is to harvest your sheep away from guardian / neutral units.

    By Design:
  • Multiple villagers building at wall segments can leave gaps - by logic and pathing if you use multiple villagers to construct wall segments and one happens to cut the other off, you can end up with a situation where you leave gaps in the walls.
  • Navajo Shepherds do not increase Shrine resource rates - they're not supposed to, only XP (need the Seven Lucky Gods card).
  • TEAM Wool Staple Port does not affect Shrine resource rates - same reason as above.
  • Guardian outlaws are not treated nor classified the same as the ones you train in monestaries and saloons - this is by design for balance purposes.
  • Comanche NatHorseBreeding affects AbstractCavalry and AbstractLightInfantry - that's intentional for Aztec units.
  • Comanche NatHorseBreeding is not a TEAM tech - Of course not, why would it be?
  • If you have max Villager count for Indian (99) sending cards will leave the Villager out - if you're at the limit, it won't give you that 100th, that is completely by design.
  • Japanese Ronins cost too much - Nope, IV cards "generally" cost 1600 resources and III generally cost 1000. Do the math, it works out equally.
  • Cherry Orchard has no audio - the same reason why Berry Bushes have no audio; they're free-standing resources for anyone to use.
  • Cherry Orchard does not display the # of gatherers; they're free-standing resources and are not buildings owned by anyone, so it behaves the same way a Berry Bush does.

    Won't Fix / No Impact:
  • Guardians disappearing and cannot be rescued - there is not enough information on what is causing this to fix it.
  • You can tower or TC garrison fishing boats if they're built along the shore and get your units stuck. This is an old bug and we are not fixing this due to the risk involved. Workaround is to NOT garrison your fishing boats in said structures.
  • Native settlements unlocks the wrong native house art - we are not addressing art issues any longer.
  • Listing .5x and 2.0x is confusing; why not create a new tag? - Because if we created a new tag for every instance, that would be even more confusing. The multipliers are completely data-driven and they are accurate, so there is no reason to create special tags.

    No Repro / Needs More Information / Under Investigation:
  • Japanese Atakebune does not take damage when training units - I tried to reproduce this and they took the same amount of damage just like any other ship.
  • AIchat name "ToEnemyDestroyedHisNativeSite" ivan260.mp3 should be ivan262.mp3 - There is nothing wrong with this audio; not sure why this is reported an issue to begin with.
  • Special Advanced Church techs cause Barracks / Stables/ Artillery Foundaries to have shifted upgrade icons - I believe this was fixed a while back and I was not able to reproduce this in TWC or TAD. Are you using an AI mod? If so, try unloading it and see if it occurs again.
  • When you view the Minimized UI, the resource rate (Banks, Factories, etc.) is cut off by the UI - I was not able to see this on my version. Please ensure that this does not occur with any UI mods on.
  • Klamath Riflemen have no audio - they sound fine for me.
  • Chat Avatar / AI portrait swapped - no steps to repro this issue.


    Note: The purpose of discussing these issues is to inform the player community on some of the decisions on reported issues; it is not a promise, expressed or implied, that these issues will be addressed or fixed in subsequent patches.

    // Wibble
    // Microsoft Game Studios
    // Age of Empires III Multiplayer Test Lead
  • InquilineKea
    Skirmisher
    posted 01-08-08 09:17 PM EDT (US)     516 / 627       
    If you play WC scenarios with TAD, for some reason, the (sound effect that introduces the scenario cinematic) happens to be the sound effect from TAD (an Asian sound), not the sound effect from WC.
    CenturionZ_1
    Skirmisher
    posted 01-10-08 06:25 AM EDT (US)     517 / 627       
    Few minor numbers issues:

    1. Since a recent patch, cavalry archers' BowAttack does 3x instead of 2.25x v Cavalry. However, their ChargeAttack was not correspondingly raised from 4.5x to 6x. (May have been by design). Also the multipliers for the Comanche Horse Archer and Manchu have not been changed.

    2. Black Riders (which I'm assuming are better versions of a Dragoon) have Hand resist whereas Dragoons/Ruyters have Ranged resist.

    3. Advanced Artillery does not upgrade Culverins to Culverin Royales.

    4. Settler Wagons should have double the gather rates over Settlers but Settler Wagons gather crates at 15 /s whereas Settlers gather at 8 /s.

    5. Researching Warrior Society or Champion Natives after Legendary Natives reverts the name from Legendary back to Elite or Champions.

    6. Advanced Market changes the value of buying food/wood differently to that of selling food/wood. Without Advanced Market or any transactions, buying 100 wood/food costs 125 coin and selling 100 wood/food gives 75 coin.

    With Advanced Market, buying 100 wood/food costs 100 coin, but selling 100 wood/food gives 90 coin.

    7. You can still ship Outpost Wagons even when you've reached your Outpost limit.

    CenturionZ_1
    HG Angel
    AoEH Staff

    'In heaven an angel is nobody in particular.' - George Bernard Shaw
    Age of Empires Heaven Agetoons About Me
    Wibble
    VIP
    posted 01-10-08 04:45 PM EDT (US)     518 / 627       
    If you play WC scenarios with TAD, for some reason, the (sound effect that introduces the scenario cinematic) happens to be the sound effect from TAD (an Asian sound), not the sound effect from WC.
    Won't Fix - We are not fixing asset issues arising from custom scenarios.
    1. Since a recent patch, cavalry archers' BowAttack does 3x instead of 2.25x v Cavalry. However, their ChargeAttack was not correspondingly raised from 4.5x to 6x. (May have been by design). Also the multipliers for the Comanche Horse Archer and Manchu have not been changed.
    Noted - but this has to go through balance.
    2. Black Riders (which I'm assuming are better versions of a Dragoon) have Hand resist whereas Dragoons/Ruyters have Ranged resist.
    By Design - 40% RR would be broken.
    3. Advanced Artillery does not upgrade Culverins to Culverin Royales.
    By Design.
    4. Settler Wagons should have double the gather rates over Settlers but Settler Wagons gather crates at 15 /s whereas Settlers gather at 8 /s.
    By Design - it's working the way it should, you're seeing a rounding effect.
    5. Researching Warrior Society or Champion Natives after Legendary Natives reverts the name from Legendary back to Elite or Champions.
    By Design - there is no good way to fix this since titles are completely data driven; it's technically working properly as you are essentially retitling the unit with the new upgrade.
    6. Advanced Market changes the value of buying food/wood differently to that of selling food/wood. Without Advanced Market or any transactions, buying 100 wood/food costs 125 coin and selling 100 wood/food gives 75 coin.

    With Advanced Market, buying 100 wood/food costs 100 coin, but selling 100 wood/food gives 90 coin.
    By Design - the card explicitly states that it increases what you get more by 20% and what you pay into it by 20%. 125 - 20%(125) = 100, and 75 + 20%(75) = 90.
    7. You can still ship Outpost Wagons even when you've reached your Outpost limit.
    By Design - we won't stop you from sending wagons, and there may be reasons why you want to have wagons ready (since it takes time to ship it) so you can build outposts immediately once your limit is no longer at max or if you extend it. All we do is simply restrict the # you can deploy at any given time.

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

    [This message has been edited by Wibble (edited 01-10-2008 @ 05:31 PM).]

    fz501
    Skirmisher
    posted 01-12-08 05:59 AM EDT (US)     519 / 627       
    - AIchat name "ToEnemyDestroyedHisNativeSite" ivan260.mp3 should be ivan262.mp3 - There is nothing wrong with this audio; not sure why this is reported an issue to begin with.

    I think that my hint was not exact enough, so that I try to explain it with more precision.

    I have the GERMAN version of the game and the same mistake occured in file chatset.xml in all variants of the game. (AOEIII, TWC and TAD)

    There are four similar AI-chat names:

    First: "ToEnemyIDestroyedHisNativeSite" concerning the AI attacking the enemys native post.
    Second: "ToEnemyIDestroyedHisTradeSite" concerning the AI attacking the enemys trading post.

    Third: "ToEnemyHeDestroyedMyNative" concerning the human player attacking the AIs native post.
    Fourth: "ToEnemyHeDestroyedMyTrade" concerning the human player attacking the AIs trading post.


    Below the interesting part of the code (chatset.xml) concerning the four chat names:

    First:
    <Tag type="AiChat" name="ToEnemyIDestroyedHisNativeSite" priority="Emergency">
    <Sentence>
    <String>What?! My native allies! You will pay for this!</String>
    <Sound>chats\ivan260.mp3</Sound>
    <StringID>40232</StringID>
    </Sentence>
    </Tag>

    In the german version the <StringID>40232< is ">Was?! Meine indianischen Verbündeten! Dafür wirst du bezahlen!" which means "What?! My native allies! You will pay for this!" and is the same as in <StringID>40241<.
    In the german version the chat name="ToEnemyIDestroyedHisNativeSite" (ivan260.mp3) is the same as in the opposite chat name="ToEnemyHeDestroyedMyNative" (ivan269.mp3).
    That is not correct.

    The correct chat should be similar to the AI-chat used in the following piece of code :

    Second:
    <Tag type="AiChat" name="ToEnemyIDestroyedHisTradeSite" priority="Emergency">
    <Sentence>
    <String>"Ah, I love the smell of burning trading posts."</String>
    <Sound>chats\ivan262.mp3</Sound>
    <StringID>40234</StringID>
    </Sentence>
    </Tag>


    The following similar AI-chats are correct :

    Third:
    <Tag type="AiChat" name="ToEnemyHeDestroyedMyNative" priority="Background">
    <Sentence>
    <String>What?! My native allies! You'll pay for this!</String>
    <Sound>chats\ivan269.mp3</Sound>
    <StringID>40241</StringID>
    </Sentence>
    </Tag>

    Fourth:
    <Tag type="AiChat" name="ToEnemyHeDestroyedMyTrade" priority="Background">
    <Sentence>
    <String>I needed that trading post! You will be sorry you attacked it.</String>
    <Sound>chats\ivan270.mp3</Sound>
    <StringID>40243</StringID>
    </Sentence>
    </Tag>


    Conclusion: possibly only in the german version ivan260.mp3 should be replaced by ivan262.mp3 and StringID>40232< should be replaced by <StringID>40234 OR chat and StringID should be made completly new.
    I have done it for my own and it works fine.

    - Special Advanced Church techs cause Barracks / Stables / Artillery Foundaries to have shifted upgrade icons - I believe this was fixed a while back and I was not able to reproduce this in TWC or TAD. Are you using an AI mod? If so, try unloading it and see if it occurs again.

    I use the Draugur AI (AOEIII and TWC) from Felix Hermansson (Congratulations!) because the standard AI is unable to play user defined water maps (except standard maps caribbean and amazonia).

    For TAD I unfortunately use the standard AI without any mod and I (Russians against Sioux on caribic map) tested it again by steps with following results:

    1. shipping the special church tech card and advance to industrial Age.

    2. using ChurchKalmucks: nothing happens at stable.

    3. using Homecity Card Starfort: immediatly after Fortwagon arrives the upgrade buttons for oprichniks and cavalry archers are shifted to the right.

    4. using BaskhirPonies: both buttons are reset to their normal position.

    5. using Homecity Card HCFencingSchool: immediatly after FencingSchool arrives the upgrade buttons for oprichniks and cavalry archers are shifted to the right again.

    It seems that shipping homecity cards are the cause of this effect. There is the same effect with other cards.



    - Audio: Portuguese-consulate shipped Horse Artillery is French (low-pri) - I doubt this is even fixable; it's caused by the French Horse Artillery overriding the Portuguese version.

    You are right, but I suggest to change the 4 portuguese Horseartillery (Popcount=6) into 6 Organguns (Popcount=4) which is a more specific portuguese unit to solve this problem.


    - Audio: Portuguese-consulate shipped Petard is English (low-pri) - again, same reason.

    You are right, but I suggest to change the 3 portuguese Petards into 3 Cacadores which is a more specific portuguese unit to solve this problem.


    Supplement: Which utility program is able to CREATE a bar-file like soundXML3.bar or data3.bar etc. ?

    [This message has been edited by fz501 (edited 01-15-2008 @ 00:11 AM).]

    kilmaim
    Skirmisher
    posted 01-16-08 03:12 PM EDT (US)     520 / 627       
    Whenever I play on Indochina, villagers do not keep feeding on fully fattened cows/sheep - they just stand around idle. This happens repeatedly.
    Catabre
    BFME2H Replay Reviewer - Library Guildsman
    posted 01-16-08 03:13 PM EDT (US)     521 / 627       
    I assume that this was by design but you can't upgrade Silk Road trading posts.

    Edit: Also if your an Asian civ and you have the trade route upgrades you can't see what the stagecoach or the train sees.

    "Apparently, arguing for the right to do something no-one wants to do is the lifeblood of HG." - TaylorFlame

    "Whatever happened, BFME2H did it better. No Exceptions." - EnemyofJupitor

    [This message has been edited by Catabre (edited 01-16-2008 @ 04:27 PM).]

    kuzyk
    Skirmisher
    posted 01-18-08 12:15 PM EDT (US)     522 / 627       
    when using india you are unable to ship ExpandedTradingPost if no pop space is available. you dont encounter this problem with the other age1 cards. possibly because it attempts to ship a villager then the trade post wagon, rather than ship trade post wagon plus a villager.
    Felix Hermansson
    Skirmisher
    posted 01-19-08 09:14 AM EDT (US)     523 / 627       
    Special Advanced Church techs cause Barracks / Stables/ Artillery Foundaries to have shifted upgrade icons - I believe this was fixed a while back and I was not able to reproduce this in TWC or TAD. Are you using an AI mod? If so, try unloading it and see if it occurs again.
    Wibble, is there a specific reason why you suspect that an AI mod could affect the game UI, or is this just a wild guess?

    I cannot imagine how editing the AI's .xs files could result in something like that. But if you have more information on that I'd like to know, in order to make sure the Draugur AI causes no such problems. Thanks!
    Foy Lyndstrom
    Skirmisher
    posted 01-20-08 02:54 PM EDT (US)     524 / 627       
    "When you view the Minimized UI, the resource rate (Banks, Factories, etc.) is cut off by the UI - I was not able to see this on my version. Please ensure that this does not occur with any UI mods on."

    Fixed this myself. It is like that at 800x600. New graphics card for Christmas = higher resolution = fixed problem.

    "Klamath Riflemen have no audio - they sound fine for me."

    I guess this is only my problem. For some wierdo reason, it doesn't work here.

    On the turkey bug - I found that this is map dependent. Bug is on Amazonia at least, but on other ones that have turkeys, Unknown at least I believe.

    EDIT: Screenshot. Unfortunately, the tooltip that says "one gathering" does not show in screenshot. http://i182.photobucket.com/albums/x303/foyleswar/screen6.jpg



    Another weird bug, of which I believe is a one time oddball, but I will say it anyway:
    I was testing a strategy, it failed, my town center got destroyed - I thought. But, I had it in a control group before - and it was still able to construct villagers even though destroyed.

    EDIT: Screenshot. You can see the villager just leaving the non-existent TC. If you look up into the upper left, you can see the town centers control group banner. The
    villager creation XP floating in the air does not show because of the screenshot. You can see that a new villager is just starting to be built on the bottom left.

    http://i182.photobucket.com/albums/x303/foyleswar/screen8.jpg

    "Gerald began--but was interrupted by a piercing whistle which cost him ten percent of his hearing permanently, as it did everyone else in a ten-mile radius of the eruption, not that it mattered much because for them "permanently" meant the next ten minutes or so until buried by searing lava or suffocated by choking ash--to pee." ---- Jim Gleeson, Bulwer-Lytton Fiction Contest Grand Prize Winner of 2007

    [This message has been edited by Foy Lyndstrom (edited 01-21-2008 @ 10:04 AM).]

    Wibble
    VIP
    posted 01-22-08 04:53 PM EDT (US)     525 / 627       
    Reply Set HG-XXXVI

    Confirmed but Low (or No) Priority:
  • German Version has incorrect Ivan audio and chat - To be honest, I'm not sure if this can be addressed; to fix a change in where the audio resources are pointed requires more than a simple .xml text change.
    Existing / Old Issues / Already Reported:
  • UI shifts to the right when you use HC cards and techs in conjunction with Advanced Church unique techs - Again, this has existed for this whole time and the solution is not as easy as you presented it (e.g. tweaking text in .xml). Unfortunately, this has a lower impact since it does not affect gameplay on a wide scale.
  • Missing TC graphic - old bug and we haven't been able to find a solid repro on this issue.
  • Turkeys not tasking - we already noted this before.

    By Design:
  • Silk Road trading posts can't be upgraded - this was by design.

    No Repro / Needs More Information / Under Investigation:
  • Settlers stop tasking to fattened Cows and Sheep on Indochina - I was not able to reproduce this.

    Note: The purpose of discussing these issues is to inform the player community on some of the decisions on reported issues; it is not a promise, expressed or implied, that these issues will be addressed or fixed in subsequent patches.

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