You must be logged in to post messages.
Please login or register

General Discussions
Moderated by Maffia, LordKivlov, JimXIX

Hop to:    
Welcome! You are not logged in. Please Login or Register.627 replies, Sticky
Age of Empires III Heaven » Forums » General Discussions » The WarChiefs/The Asian Dynasties Bug List
Topic Subject:The WarChiefs/The Asian Dynasties Bug List
« Previous Page  1 ··· 3 4 5 6 7 ··· 20 ··· 25  Next Page »
AoEO Seraph
(id: Kastor)
posted 12-30-06 04:51 AM EDT (US)         

AoE3H's Official The WarChiefs and The Asian Dynasties Bug List


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.


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:
    posted 01-10-07 01:57 PM EDT (US)     101 / 627       
    and one more word:
    I'm speaking of the ESO multiplayer game
    and toms777 is speaking of the LAN multiplayer game!

    Argalius: don't speak about different game versions!
    Who plays with english version game we ALL have the same binaries distributed by the ESO (with the patches)!

    In my theory the BUG is a timer issue. Different computers in the world calculate different amount of time depending units... and after the lame syncronization rutin crashes!

    [This message has been edited by SirKapor (edited 01-11-2007 @ 03:35 PM).]

    posted 01-12-07 07:39 AM EDT (US)     102 / 627       
    I want to clear some things up in order to help my friend Kapor explain the problem, since you don't want to understand it. We know the issue about this OoS error quite some time, you just dont want to believe.

    We can 100% confirm what we are speaking about. If you want to play a match with us we can make it Out of Sync any time (just say now), since you are far from us geographically or so to speak "networkly" and everybody knows, that this game isn't syncronizing the online matches how it should.

    My posts were deleted at agecommunity so this is my last writing about this, if you don't care why should I care?? There are not many online games out there in the XXI. century, which can't syncronize tbh.

    This error is not about the game version. I have a UK version since I order all my games from UK, he and our friends have a version released in Hungary. Some hungarian some english language versions. We are updating from ESO all the same patches btw...

    Making matches regularly with friends from the neighborhood and even if we do 3v3 matches and I play Aztec, SirKapor plays Sioux we have no trouble using the big buttons, the game doesn't go out of sync. BUT, if we play with people from around the world, where internet connections come more into play we can make OoS anytime. Some people doesn't see the exact number of sent in soldiers, some are dropped from game earlier.. make your game syncronizing stable like in Age of Mythology or change those buttons to send fix number of units.

    posted 01-12-07 12:46 PM EDT (US)     103 / 627       
    Perhaps related to Cyclohexane's bug:

    French villagers continue their building animation on a dock after it has been completed.

    I've noticed this bug with French, Otto, and Brits, but in a different light. I've had it happen when I was shift-creating docks.

    In depth:

    Grab a villager, tell him to build a Dock holding shift, place a second Dock within walking distance to the first. The villager walks to the first, completes the Dock successfully, walks to the second, completes it, and sits there pounding away on the Dock as if it wasn't complete yet.

    Mercy has no meaning to me.
    Common Sense and Common Courtesy should be renamed; neither are very common anymore.

    [This message has been edited by MordainThade (edited 01-12-2007 @ 01:05 PM).]

    posted 01-12-07 08:44 PM EDT (US)     104 / 627       
    What a good idea!

    Send fix number of units!
    And we can FORGET this awfull OOS!
    Then more people will play on ESO!


    posted 01-12-07 09:18 PM EDT (US)     105 / 627       
    Re: toms777 (OOS in LAN games)

    1.) Have you tried playing on ESO with TWC, do you still get OOS?

    2.) Does the OOS occur within the first 30 seconds of the game, or does it occur later in the match?

    3.) Do you have external firewalls / security management / proxy management software (including BlackIce Defender, Zone Alarm, Windows Defender, Windows Live OneCare).

    Re: SultanPetya and SirKapor (OOS as a result of triggering shipment techs) - Thanks for your continued replies.

    1.) Regarding the UI icons, can you list off the names of the techs that seem to always trigger the OOS?

    2.) Have you ever been successful playing the offending techs (i.e. NOT go OOS)? If so, what is the occurrance of it going OOS, about half? 80%? etc.

    3.) Just to be clear, both of you are using the English version of the game, right? Note that the language version should not matter, but the more info I have, the better since I can start eliminating possible causes.

    4.) Does it ever go OOS when you play in the same region locale, or it pretty much goes OOS when you play across the globe, say playing with people from North America while you are in Europe?

    5.) When you receive your shipment units, were you able to view the difference in units? If so, do you have an example of what a difference is like. For instance, something like: "Client A gets 4 units, but Client B gets 5" would be a good example.

    Re: ZION_CDawg (Failed to Join Game) - Make sure your router is configured to play a peer-to-peer game online. That means your router should be Open, and all relevant ports are forwarded to enable bilaterial connections with all other clients. Please take a look at the Age Community Connectivity FAQ and verify if your network is configured properly.

    Re: Lord_Richjp (Aztec 500 Coin Border Issue) - Noted.

    Re: hellblazer970 (British Revolution + Estates = Colonial Militia out of Manor Houses) - By design: you're not supposed to be able to train normal Settler units when you revolt. So the other option is to remove the option altogether to train anything which makes even less sense, so Manors will train Militia and we'll leave it at that.

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

    [This message has been edited by Wibble (edited 01-12-2007 @ 09:44 PM).]

    posted 01-12-07 10:30 PM EDT (US)     106 / 627       
    Wibble, in treaty games, if you delete your towncenter, you cannot rebuild it anywhere. You should at least be able to relocate it in the original TC's area, but no. This is a severe game criplign bug.
    posted 01-13-07 07:50 AM EDT (US)     107 / 627       
    In the original game there are only two buttons:
    - Lakota Dog Soldiers
    - Iroquois Morning Wars

    With TWC epansion pack these big buttons:
    - Sioux Dog Soldiers
    - Coatlicue Worship
    - Cinteotl Worship
    - Barometz
    - Tezcatlipoca Worship

    I'm not sure of these buttons, but i suppose they have the same effect:
    - Huron Trade Dominance
    - Klamath Huckleberry Feast
    - Mapuche Treaty of Quillin
    - Zapotec Cloud People

    - 80%
    - But for the same people versus the same opponet the same result (100%)

    - Yes we have English versions.
    - On the CD cover: "Made in Ireland"
    (Btw the Hungarian TWC version will ever avaible?)

    - Only when we'are playing across the globe (connected to ESO)
    (usually vs unknown opponents)

    Yes. In 1vs1 game you have very-very short time te see.
    But I saw 3 dog soldiers in Europe and my opponent 4 in the US!
    At that time I've used the Lakota Dog Soldiers button with the vanila game.
    (I could ask that people to repeat this test - and what about to public his name at this forum)

    [This message has been edited by SirKapor (edited 01-13-2007 @ 03:39 PM).]

    posted 01-13-07 07:55 AM EDT (US)     108 / 627       


    Noticed and confirmed Bugs by ES:
    - Uhlan Bug: if ANY freehomecity protounit shipment takes 0 population slots, followed by ANY freehomecity protounit that takes up population slots (ie. Cayuga Iroquois tech: 2.00 FreeHomeCityUnit Absolute xpWarCanoe Player 14.00 FreeHomeCityUnit Absolute xpAenna Player) if player cancels card or not once selected, it costs you the population of that card.

    this is probably related to it:
    Some of the "Support cards" add 2x the population count
    once when you start shipping the card, and once upon arrival...
    Oneida support (tc & 10 vils)
    before shipping:[JPEG, (493.97 KB)] (15 pop)
    on arrival: [JPEG, (494.42 KB)] (35 pop)

    Seneca Support (10 prowlers & 2travois)
    [JPEG, (500.57 KB)] (pop 140)
    [JPEG, (504.47 KB)] (pop 150)
    [JPEG, (499.44 KB)] (pop 159 (because 1 soldier died))

    didn't test the others yet, but you better don't play any of the support cards until fixed

    another bug:
    Native TP no longer visible on mini-map
    [JPEG, (357.11 KB)]

    I was Iroquois, so the TP's should be visible all the time
    (they were visible at the start)
    both the invisible TP's were "controlled" by the defeated opponents, maybe that's what made em invisible...

    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."

    [This message has been edited by Zongo (edited 01-13-2007 @ 08:04 AM).]

    posted 01-13-07 03:48 PM EDT (US)     109 / 627       
    Another good and easy fix for the OOS buttons:

    instead of units in every 2 mins
    ship 3 units (mantlets, soldiers etc.) in Age1
    ship 6 units in Age2
    ship 9 units in Age3
    ship 12 units in Age4
    ship 15 units in Age5

    It would be a quick but fine solution!

    [This message has been edited by SirKapor (edited 01-13-2007 @ 03:48 PM).]

    posted 01-13-07 04:11 PM EDT (US)     110 / 627       
    For Wibble:
    1) I haven't tried ESO, I will, but we are having trouble getting my son's game registered. We are waiting to hear back from Ensemble Studios. When we can, I will let you know the outcome.

    2)Originally, the first 5 or so games would OOS anywhere between 30 seconds and 20 minutes, but it would occur every time. So, I uninstalled both machines and re-installed both machines. Since then, the Out of Sync occurs within 30 seconds of the beginning of the game. The settlers usually haven't even finished picking up their original resources before we get kicked out to the main menu. Out of Sync occurs every time and we've tried over 75 different combinations of civs and player numbers.

    3)We have no firewalls or security management. I have activated XP's firewall and excluded AOE TWC to see how that would work and there was no difference in the Out of Sync message with or without the firewall. Again, during this time we have successfully played AOE III LAN MP with no problems or issues ( we can even play AOE III with XP's firewall activated on medium).

    posted 01-14-07 03:37 PM EDT (US)     111 / 627       
    For the Iroquois festival cards...
    if you pay the 500 resource before the 10 minute period you receive NOTHING - that is evil. Maybe it should be 300 age 1, 600 age 2, 900 age 3, 1200 age 4, 1500 age 5 similiar to what people suggest for other time-related shipments make by age instead.
    All other cards in this style are by 2 or 3 minute intervals at least.
    posted 01-14-07 05:00 PM EDT (US)     112 / 627       
    erm ive not read through the 5 pages of posts but i couldnt see it at the top
    - the sioux card that gives dog doldiers + 1x to infantry can be sent again after reaching imprial.
    i dont think this is supposed to happen cos with the more detialed card mod i have it said it can only be sent 1 time
    but i can send it once before age 5 then once after to give dog soldiers 3.5x damage to infantry

    lol i found this hard to word cos i didnt know the card name

    "The better at AoE, the worse at RL" - Doppel
    After someone suggesting to make a meatshield to fight off petards..."Where can I find this meatshield? Is it in the TC?" - Sjalle

    "That last comment has earned you a ban Musk" - Solus
    On realising I was on a 2nd account:"Quinarvy ehhh" - Solus

    Mine and Micky's OPness
    dr nefarious
    posted 01-15-07 06:55 AM EDT (US)     113 / 627       
    Not sure if this is a bug or intentional, but gatling guns are missing the x0.5 modifier agains Arrow Knights most other artillery pieces share.
    posted 01-15-07 01:07 PM EDT (US)     114 / 627       
    Musket king i believe the card is called onikarre (sp)

    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
    Ferdinand Gwonch
    posted 01-15-07 08:43 PM EDT (US)     115 / 627       
    - When i ship Chinampa and Great Chinampa cards, it says "Grain Market shipment has arrived"
    - Aztec 3 Privateers card brings only 2 ships

    posted 01-16-07 06:14 AM EDT (US)     116 / 627       
    Reply Set #4

    Issues Confirmed:

  • [Kastor's List] Aztec 500 Coin shipment has a normal gold border instead of purple (infinite) border.
  • 3 Iroquois Support Cards - It's all the same, part of the "German Uhlan Bug"; we are aware which three are affected.
  • Great Chinamps card outputs "Grain Market Shipment has arrived.
  • [Kastor's List] Aztec and Sioux AI do not revive their WarChief because it keeps calling the Iroquois revive function in code.

    Confirmed but Low (or No) Priority:

  • Iroquois Plantation, House, and Market Special techs give nothing in 10 minutes - Suggestion noted, but do keep in mind the card is working as-is per original design. As such, this is low priority.
  • Suggestion noted to add Vanilla Aztec / Lakota / Iroquois units in the Native Embassy.
  • [Kastor's List] Can garrison Fishing Boats in TC/War Hut/Fort/Outpost etc. - It does boost TC ranged attack stats, but it was deemed too risky to fix, unless there is something exploitable from this. This was a known issue in Vanilla Age III.

    By Design:

  • Deleting Own TC in Treaty Games - Here is why I don't think this is a bug for 4 reasons: 1.) If we enable players to build a 2nd TC anywhere within the original ring's spot, it may open up the potential of 'moving' the ring around, something that you can abuse to expand your Treaty territory, or 2.) If we only allow players to forcefully build the TC in its original place, we would have to make it a socket, and that would require a massive code change for a weak edge case, and 3.) The negative effects of deleting your TC in Treaty games is virtually no different than deleting your own TC in non-Treaty games, you're just as screwed and you probably lost w/o a TC in either game. 4.) Lastly, even if all of this were a bug, the fact is, we prompt you with a Yes/No dialog to make sure you really want to delete your targeted objects. If you still insist, then I would say that's your fault. Workaround: Don't delete your TC!

    No Repro:

  • [Kastor's List] French CdB / Villagers stuck in building animation - While I don't doubt the reports I hear about this, I was not able to repro it with the steps provided in the thread. Unless this is a severe nuisance, it will still be Low Priority.
  • [Kastor's List] Hostages can be shot with Crackshot - punt w/o a repro
  • [Kastor's List] Can stick Fishing Boats in TCs - punt w/o a repro
  • Aztec 3 ships card sends 2 - This is most likely caused by blocking objects such as lack of space or your ships crowding the naval drop point. The card works fine if the naval drop point is clear.

    [Kastor's List] Re: Natives trained out of settlement get stuck inside settlement cluster. - Which map / which native group / any additional info on the cluster (screenshots will help).

    Re: tom777's OOS - Try going on ESO and see if this OOS still occurs. If you are still having issues registering, reply back on this thread your problems. Do not include your CDKey and/or password in this thread.

    Re: SirKapor's OOS - Your issue has been noted, but it may take some time to pinpoint the exact cause for your issue.

    Note: Remember that this is a fact-finding mission for me, it is not an promise, expressed or implied, that these issues will be fixed.

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

    [This message has been edited by Wibble (edited 01-16-2007 @ 06:47 PM).]

  • Angel Walker
    (id: Just a player)
    posted 01-16-07 05:20 PM EDT (US)     117 / 627       


    Can stick Fishing Boats in TCs - punt w/o a repro

    Well, you've probably tried to garrison a fishing boat in a TC that was near the shore. Actually, the way I managed to do it was setting a dock drop off point in a nearby TC... the Fishing Baots couldn't be ungarrisoned, but I do not know if it was because of lack of space or because they really can't.

    Since it was on a multiplayer game, I didn't get to spend my time checking if they were firing at units or if they took space in the 50 Settler garrison limit. I'd test it if I could, but I'm far away from AoE3 right now

    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.
    posted 01-16-07 06:42 PM EDT (US)     118 / 627       
    Reproed, but upon investigation it turns out this was a known issue from Vanilla and it was deemed too risky to fix, unless there is something exploitable from doing this.

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

    [This message has been edited by Wibble (edited 01-16-2007 @ 06:48 PM).]

    (id: Luke_Feanor)
    posted 01-16-07 07:48 PM EDT (US)     119 / 627       
    Thanks for all you are doing, Wibble.

    Lucas is boss.
    posted 01-17-07 04:05 PM EDT (US)     120 / 627       
    Sending Petards in groups of 3+ to the same target will some times only see them dead without inflicting any damage to target.
    According to AgeCommunity forum personell this is a known bug.
    posted 01-17-07 04:08 PM EDT (US)     121 / 627       
    arg what about the 'onikarre' card ^^
    (see previous post)

    "The better at AoE, the worse at RL" - Doppel
    After someone suggesting to make a meatshield to fight off petards..."Where can I find this meatshield? Is it in the TC?" - Sjalle

    "That last comment has earned you a ban Musk" - Solus
    On realising I was on a 2nd account:"Quinarvy ehhh" - Solus

    Mine and Micky's OPness
    posted 01-17-07 04:42 PM EDT (US)     122 / 627       
    Not sure if this has been mentioned but when you get the heavy horse artillery upgrade, the falconet gets the napoleonic hat, while if you get the field gun upgrade, the horse artillery gets the napoleonic hat.
    Another thing is the napoleonic hats start floating above the artillery worker's (for falconets and culverins, haven't tried mortars yet) heads if they've changed their stance.

    [This message has been edited by TinyPiesRUs (edited 01-17-2007 @ 04:44 PM).]

    posted 01-18-07 11:22 AM EDT (US)     123 / 627       
    Maybe its just me, but really, 5 pages of bugs :-)
    Are there any of these reported bugs that should be removed after the 1.02 patch?

    @ Wibble:
    Re: hellblazer970 (British Revolution + Estates = Colonial Militia out of Manor Houses) - By design: you're not supposed to be able to train normal Settler units when you revolt. So the other option is to remove the option altogether to train anything which makes even less sense, so Manors will train Militia and we'll leave it at that.

    Would that be valid for German as well?
    If so, there is a bug where germans can train settler wagons after revolution...

    [This message has been edited by Walker_5 (edited 01-18-2007 @ 11:34 AM).]

    posted 01-18-07 08:35 PM EDT (US)     124 / 627       
    Hi all!
    unfortunately when I play I have many bugs that are quoted in this thread. I believe to have another new bug, but I am not sure, and I believed to resolve the problem updating the game with the new patch 1.02, and instead, although I have installed the new patch I still have the other bugs quoted already, and I still have also this new bug. there is a strange circular ornament on the ground under the native chief like you see in the photos:
    first example
    second example

    besides when I put near the military units to the native chief, also to these units it appears that strange circular ornament

    It is really annoying!

    Does someone have the same bug? or does someone know a way to cancel that strange circle?

    thanks in advance!

    P.S. (if this bug was already quoted in the list of this thread, I apologize!)

    Nothing must trouble you, and nothing must frighten you, who has God, it doesn't need nothing, alone God be enough. - (Holy Teresa of Avila)
    Jesus has said: Who believes in me, even if he has died, he will live, and whoever live and he believes in me, it won't die forever. - (Giov. XI, 25-26)
    Jesus has said: The sky and earth will pass, but my words won't pass. - (Luca 21:20-36)
    Jesus I confide in you!

    [This message has been edited by Gure_Italy (edited 01-18-2007 @ 09:53 PM).]

    Seraph Emeritus
    (id: Conquistador34)
    posted 01-18-07 11:34 PM EDT (US)     125 / 627       
    That is actually not a bug at all.

    It is an indication of the "WarChief aura"

    This can help you a lot during the game play. Your Sioux WC gives a boost in military units speeds, Aztec WC gives a boost in kill xp, Iroquois WC gives a boost in HP. This circle indicates if the unit on the screen is affected by it or not when the WarChief is around.

    [][][][][][][][][][] Stonewall J [][][][][][][][][][][]
    « Previous Page  1 ··· 3 4 5 6 7 ··· 20 ··· 25  Next Page »
    You must be logged in to post messages.
    Please login or register

    Hop to:    

    Age of Empires III Heaven | HeavenGames