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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:
    Catabre
    BFME2H Replay Reviewer - Library Guildsman
    posted 01-23-08 10:31 AM EDT (US)     526 / 627       
    Yeah, the most annoying thing when my TC or someone elses TC goes invisible and you can't attack it or win.

    "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
    Angel Walker
    Skirmisher
    (id: Just a player)
    posted 01-23-08 02:04 PM EDT (US)     527 / 627       
    Well, units still attack it automatically, though it's true it can't be targeted. And you can select your invisible TCs with hotkeys.

    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.
    Catabre
    BFME2H Replay Reviewer - Library Guildsman
    posted 01-23-08 02:09 PM EDT (US)     528 / 627       
    The first time it happened to me I was like WTF!? then selected it with T and thought this is cool...

    "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
    Cyclohexane
    Skirmisher
    posted 01-23-08 07:44 PM EDT (US)     529 / 627       
    The Iroquois or Sioux WC aura has no effect on Medicine Man hit points (spawn at fire pit).

    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 01-24-2008 @ 11:08 PM).]

    Ekanta
    Skirmisher
    posted 01-26-08 11:22 AM EDT (US)     530 / 627       
    The card: YPHCAdvancedConsulate(Good Faith Agreements) is said to give: "Consulate armies and improvements arrive 50% faster. Improvements cost less, and brigade Shipments receive a moderate discount."

    However it doesnt affect Meiji Restoration at japanese consulate (which advances you to imperial age for 4000 export).

    I dont know if its supposed to or not, but right now it doesnt.
    fz501
    Skirmisher
    posted 01-27-08 10:27 AM EDT (US)     531 / 627       
    There are some logical and burdensome bugs concerning the abilities of warchiefs and monks (file abilities.xml.xmb in data2.bar and data3.bar):

    TWC and TAD:

    1. Iroquois Warchief:
    a) The power "Convert Guardian" should be placed first as it is at the other Warchiefs.
    b) The power "EagleEye" is never available because the required Tech "BigFirePitEagleEye" does not exist.

    2. Lakota warchief:
    a) The Power "Heal" is never available because the required Tech "BigFirePitSecretSociety" cannot be used by the Sioux.

    TAD only:

    I think that the logical sequence of powers should be "active powers" first and "passive powers" second. This is not true for all monks.

    1. Japanese Monks:
    a) The power "GuardianStun" should be placed first as it is at the other monks.

    2. Indian Monks:
    a) The power "Balloon" is never available because the required Tech "ypConsulateFrenchHotAirBalloonsPreq" is completely left out of the game.

    3. Chinese Monks:
    a) The power "Balloon" is never available because the required Tech "ypConsulateFrenchHotAirBalloonsPreq" is completely left out of the game.
    b) The active power "Roundhouse" should be placed at second place.


    Final, some other bugs (TAD only):

    1. The Techs "ypHCNativeLearning" and "ypHCNativeLearningIndian" have no message at arrival similar to "HCNativeLore".

    2. The chinese Tech "ypVillagePopCapIncrease5" is not defined.

    3. At placing japanese shrines, their range is not visible. It could be shown like the forbidden red zone arround the "KOTH" fort.

    4. If a chinese monk use the power "GuardianStun" against any single guardian (nugget with only one guardian) who not could attack the monk before he is stunned, then the monk stand still.
    Cyclohexane
    Skirmisher
    posted 01-28-08 07:15 PM EDT (US)     532 / 627       
    The Age 3 Japan shipment "Peacetime Fishing" (125% increased fishing rate) does not affect minor native canoes. However, Marathan Catamarans are affected. This must be a bug since it should affect both of them or none of them.

    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
    Wibble
    VIP
    posted 01-31-08 08:49 PM EDT (US)     533 / 627       
    Reply Set HG-XXXVII

    New Issues Confirmed:
  • 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.

    Confirmed but Low (or No) Priority:
  • Convert Guardian should be placed in front of Eagle Eye - Noted, but this doesn't really affect anyone's gameplay.
  • Sabotage placed in front of Guardian Stun for Japanese Monks - again, same reason.
  • Roundhouse needs to be placed with all other active abilities and not with the passive abilities - Very low impact here.
  • Native Learning (also Indian variant) does not have a TextOutput effect - No impact to gameplay.
  • Add red rings to Shrines - noted, but this is a suggestion not a bug so it will not have a high priority.

    By Design:
  • Sioux and Iroquois Medicine Men do not receive Warchief aura - They're not military units (they're economic units) so they do not receive the bonus.
  • Meiji Restoration not affected by Good Faith Agreement (Japanese HC) card - for now this is by design, this was done so that the Meiji Restoration won't get broken by reducing its Export requirements.
  • PowerHeal not available for Sioux Warchief - they're not supposed to have Heal; you're reading too much into the backend data.
  • Balloon not an ability for Indian Monk - ditto.
  • Balloon not an ability for Chinese Monk - ditto.
  • ypVillagePopCapIncrease5 does not exist - ditto.

    No Repro / Needs More Information / Under Investigation:
  • Eagle Eye is never available - It works just fine for me.


    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

    [This message has been edited by Wibble (edited 01-31-2008 @ 08:52 PM).]

  • Myll_Erik
    Seraph Emeritus
    posted 01-31-08 09:22 PM EDT (US)     534 / 627       
    Thanks Wibble

    Veni, Vidi, Vici
    Trample the Weak - Hurdle the Dead!
    "It's kind of a...persnickety magic." Atzy
    End of Nations!
    End of Nations Community Manager
    fz501
    Skirmisher
    posted 02-03-08 10:52 AM EDT (US)     535 / 627       
    Reply to Wibble:

    1. Power EagleEye: you are right. I made a mistake. In the german version of the game only the rollovertext is 'HawkEye'.

    2. Sequence of powers at Warchiefs and Monks: In my opinion it is logical that their order should be the same as far as possible to make gameplay easier and prevent using the wrong button particular during a large battle.

    3. It is true that it is not a bug, but I suggest red rings for the fieldhospital too.

    4. I only looked at the ability file to find out why the order of abilities changes in dependence upon which Warchief or Monk is used. Therefore I found the tech 'ypConsulateFrenchHotAirBalloonsPreq' which is never used and I asked me why the Balloon is not an ability for Chinese and Indian Monks though the Japanese have the similar power GiantBuddha.


    New Items:

    1. Iroquois starting Travois (xpBuilderStart) has no audio. (TWC and TAD)

    2. ChurchCodeNapoleon has no effect on workrate of 'ypGroveBuilding'.

    3. There are some known problems with the correct calculation of costs. (relativity='BasePercent' or relativity='Percent').

    Calculation with BasePercent is only correct if it is the first calculation or if there is only one calculation.

    There are many techs which could be used in different order and combinations, so that calculating with relativity='BasePercent' generate a false result. See example below.

    After several hours of investigation, I have created the table below concerning the affected techs extracted from techtree?.xml with their name and DBID number and I hope that it is about complete and helpful to edit them.

    AOE TWC TAD dbID Tech name

    ** / ** / ** / 0172 ChurchCodeNapoleon
    ** / OK / OK / 0207 NatTextileCraftsmanship
    ** / ** / ** / 0472 HCAdvancedPlantations
    OK / OK / OK / 1377 NatTradeLanguage
    ** / OK / OK / 1379 NatForestBurning
    ** / ** / OK / 1796 HCAdvancedTradingPost
    ** / ** / ** / 1830 HCDutchEastIndiaCompany
    ** / ** / ** / 1955 UniqueSPCCustomizedMercWeapons
    ** / ** / ** / 2075 HCCheaperManors
    ** / OK / OK / 2096 HCAdvancedMill
    ** / ** / OK / 2240 HCCheapBarracksTeam
    ** / ** / OK / 2269 HCCheapStablesTeam
    ** / ** / OK / 2359 HCCheapTradingPostTeam
    ** / ** / ** / 2381 HCNavigationSchool
    ** / ** / OK / 2386 HCCheapOutpostsTeam
    ** / ** / ** / 2413 HCExplorerDutch
    ** / ** / ** / 2441 HCCheapDocksTeam
    ** / ** / ** / 2444 HCColdWaterPortTeam
    ** / ** / ** / 2446 HCCheapChurchTeam
    ** / ** / OK / 2498 HCAdvancedMillGerman
    ** / ** / ** / 2500 HCAdvancedPlantationsGerman
    ** / ** / ** / 2606 HCSchooners
    NA / OK / OK / 2826 HCXPAdvancedFarms
    NA / ** / ** / 2858 HCXPGreatHouse
    NA / ** / ** / 2866 HCXPBirchbarkTeam
    NA / ** / ** / 2953 HCXPArtificialIslands
    NA / ** / ** / 2954 HCXPCheapFishingBoatTeam
    NA / ** / ** / 2957 HCXPCheapWarHuts
    NA / ** / ** / 3269 HCXPCanoes
    NA / OK / OK / 3388 HCXPLandGrab
    NA / ** / ** / 3411 HCXPNomadicExpansion
    NA / NA / OK / 3746 YPNatZenMeritocracy
    NA / NA / OK / 3963 YPHCAdvancedMonastery
    NA / NA / OK / 3965 YPHCAdvancedRicePaddy
    NA / NA / OK / 4003 YPHCMughalArchitecture
    NA / NA / OK / 4128 YPHCExpandedTradingPost
    NA / NA / ** / 4216 YPHCIncreasedTribute
    NA / NA / OK / 4343 YPHCExpandedTradingPostIndians
    NA / NA / OK / 4354 YPHCAdvancedMonasteryIndians
    NA / NA / OK / 4355 YPHCAdvancedRicePaddyIndians
    NA / NA / ** / 4366 YPHCSchoonersIndians
    NA / NA / ** / 4812 YPHCSchoonersJapanese
    NA / NA / OK / 5043 YPHCLandGrabIndians
    NA / NA / OK / 5051 YPHCCheapWarAcademyTeam
    NA / NA / OK / 5054 YPHCCheapUnitUpgradesTeam
    NA / NA / OK / 5121 YPHCNativeLearning
    NA / NA / OK / 5122 YPHCNativeLearningIndians


    Legend: All Tech with mark "OK" are correct (relativity='Percent') and all Tech with mark "**" (relativity='BasePercent') should be corrected; NA means not applicable.

    Remarks:

    - ChurchCodeNapoleon: In my opinion it is not fair to increase the building costs starting from the base value.

    - HCCheapDocksTeam: Only calculation of ypDockAsian should be changed to relativity='Percent'.

    - HCCheapChurchTeam: The Church starting costs are 200 wood. This tech decrease them by ABSOLUTE -200 to zero. What about if using 'NatForestBurning' or similar tech before ?


    Final, a remarkable example by using a possible combination of following techs:

    HCExplorerDutch (Dutch, relativity='BasePercent') decrease woodcosts of TownCenter by -67%.
    NatTextileCraftsmanship (Cree, relativity='Percent') decrease woodcosts of buildings by -25%.
    NatForestBurning (Tupi, relativity='Percent') decrease woodcosts of buildings by -20%.

    Calculation A:

    1. Step: Towncenter = 600 wood - 400 wood (HCExplorerDutch: 67% from 600 = 400) = 200 wood new value.
    2. Step: Towncenter = 200 wood - 50 wood (NatTextileCraftsmanship: 25% from 200 = 50) = 150 wood new value.
    3. Step: Towncenter = 150 wood - 30 wood (NatForestBurning: 20% from 150 = 30) = 120 wood new value and this is correct.

    Calculation B:

    1. Step: Towncenter = 600 wood - 150 wood (NatTextileCraftsmanship: 25% from 600 = 150) = 450 wood new value.
    2. Step: Towncenter = 450 wood - 90 wood (NatForestBurning: 20% from 450 = 90) = 360 wood new value.
    3. Step: Towncenter = 360 wood - 400 wood (HCExplorerDutch: 67% from 600 BASEPERCENT = 400) = -40 wood new value and this is not correct.

    The real value is zero (TWC), but this example shows that the result is dependent on the sequence of calculation what should be not.

    [This message has been edited by fz501 (edited 02-10-2008 @ 04:32 AM).]

    Walker_5
    Skirmisher
    posted 02-04-08 06:59 AM EDT (US)     536 / 627       
    is it confirmed that you gain 40 wood when building the TC with ex B?

    AgeSanctuary Staff member.
    fz501
    Skirmisher
    posted 02-09-08 02:45 PM EDT (US)     537 / 627       
    No, the real value is zero, and it seems to be a lower limit.

    [This message has been edited by fz501 (edited 02-10-2008 @ 04:34 AM).]

    coolcicada609
    Skirmisher
    posted 02-20-08 07:15 AM EDT (US)     538 / 627       
    Also you could not change attack of an unit on scenario with the mod thingy you can do hip, speed etc.
    inertgas
    Skirmisher
    posted 02-20-08 10:22 AM EDT (US)     539 / 627       
    another minor bug:

    Mansabdar flail elephant has no "elephant howl" audio on attcking, unlike ordianry flail elephants
    CookieCrisp13
    Skirmisher
    posted 02-21-08 07:03 PM EDT (US)     540 / 627       
    all the deductions off of resources are on the base percent only, so it doesnt matter what order you send it in

    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
    xentelian
    Skirmisher
    posted 02-22-08 06:16 PM EDT (US)     541 / 627       
    'YPHCCheapUnitUpgradesTeam' and
    'YPNatZenMeritocracy'

    ...does not affect the following tech unit upgrade costs because they are missing
    <Flag>UpgradeTech</Flag>

    No native techs affected (nor imperial natives) except
    for warriorsociety (elite) and champion upgrades

    imperial rabaulds (yet all other euro imperial is)

    papercartridge, caracole and
    militarydrummers (yet all other arsenal are)

    any church unit upgrade techs (except some ottoman vill techs)

    ...and does affect starfort but it shouldn't as it should not
    affect any buildings to my knowledge (except heated shot at
    the arsenal)
    ...and does affect big button dock (warchief civs)
    but no other big button techs
    Orange4342
    Skirmisher
    posted 02-23-08 09:44 PM EDT (US)     542 / 627       
    Didn't get a screenshot, but I was in a 3v3, playing as Sioux, and used nature friendship on a Carib Blowgunner. The chinese monk on the other team could still stun my blowgunner even though he wasn't a treasure guardian anymore.

    ESO Oranges95
    Angel Walker
    Skirmisher
    (id: Just a player)
    posted 02-23-08 11:31 PM EDT (US)     543 / 627       
    That's not a bug - Explorers can also use Crackshot attack in converted Guardians.

    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.
    Orange4342
    Skirmisher
    posted 02-24-08 10:31 AM EDT (US)     544 / 627       
    That's kinda cheap if you ask me.

    ESO Oranges95
    sneaky_squirrel
    Skirmisher
    posted 02-24-08 12:39 PM EDT (US)     545 / 627       
    Not really, what if the other explorer is laming the pet to kill your explorer (Your explorer < His Explorer plus Pet).

    Its actually valid, especially when they are using the pets agaisnt your warriors.

    The Gods have left us, therefore making the old world crumble and turn into ashes...

    But as the gods return, from the ashes of the old world, shall rise a more beautiful and powerful new world, and life will begin once more, if they hadn't closed...dang you ES.
    xentelian
    Skirmisher
    posted 02-26-08 05:38 PM EDT (US)     546 / 627       
    field hospital only heals about 3 hp/sec
    While the Sioux can ship in Surgeons, the surgeons cannot build hospitals.
    Counter Infantry Rifling does not affect Renegados or Thuggee
    Socket bayonet does not work on Pistolero or Dacoit
    Infantry Breast Plate does not work on blind monks.
    alvaro_qc
    Skirmisher
    posted 03-26-08 11:10 PM EDT (US)     547 / 627       
    [JPEG, (169.63 KB)]
    When I'm in Windowed mode and I open the game, sometimes it appears "cornered"

    Alvaro_qc

    ██ Building texturer of Revolutions Any help is welcome, if you want to help go here.
    ██ Auxiliar of WOTTA
    Dr House
    Skirmisher
    (id: RealityFatalityz)
    posted 04-01-08 11:36 PM EDT (US)     548 / 627       
    French Cheap Church Card allocates 100 wood to the player every time you build the church, ie 100 wood for 25 seconds of building or wood gathering at 4 a second, an 8x improvement off the base .5 rate.

    ׺°”˜`”°º×RealityFatality׺°”˜`”°º×
    "So, what do you guys think? What's theverdict? OP, or do I need to stop smoking crack?"
    "I don't have hard drives. I just keep 30 chinese teenagers in my basement and force them to memorize numbers"


    [This message has been edited by Kiverly Spears (edited 18-12-2008 @ 9:21 PM).]
    xentelian
    Skirmisher
    posted 04-03-08 04:54 PM EDT (US)     549 / 627       
    Ranged Infantry (not heavy or light) that do not have penalty vs Heavy Cavalry like longbow for example:

    mantlets
    minuteman
    Iroquois warchief
    arrow knight
    warrior
    Japanese monk
    irregular

    shinobi and consulate shinobi
    consulate bestieros
    consulate skirmishers
    repentant jaeger
    repentant iron troop
    repentant outlaw rifleman
    repentant thuggee
    repentant blind monk

    The first half of these are acceptable but I believe the consulate and repentant units should have the penalty vs heavy cavalry, coyote runners and disciples. (otherwise this is an asian civ advantage)

    [This message has been edited by xentelian (edited 04-03-2008 @ 04:57 PM).]

    Felix Hermansson
    Skirmisher
    posted 04-05-08 04:35 AM EDT (US)     550 / 627       
    Xentelian beat me to the consulate Skirmishers (Roger's Rangers, Needle Gunners) and the Besteiros. At least I can still add that

    Czapka Uhlans from the consulate do not share the changes introduced for the "normal" Uhlans concerning speed and damage multiplier vs. villagers.


    Two other points:

    Incan Bolas Warriors still have a x1.5 multiplier against Abstract Light Cavalry and Eagle Knights. The patch notes say it should be x2.0 each.

    The defend and stagger ranged attack for Howdahs against Abstract CoyoteMan are different (x2.0 and x2.25). Might be by design, but those multipliers are usually identical.


    And finally no bug, but a detail not mentioned in the patch notes: The trample attack for Kanya Horsemen has been increased from 18 to 23.
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