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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:
    Alexastor
    AoEO Seraph
    (id: Kastor)
    posted 01-07-07 04:24 PM EDT (US)     76 / 627       
    Skirmishers and Strelets aren't light infantry (anymore), means they don't get this bonus.
    SirKapor
    Skirmisher
    posted 01-07-07 08:02 PM EDT (US)     77 / 627       
    OutOfSync - not the question of luck!
    and nothing to do with mods!!!!!!!!!

    I'm in Europe (Hungary) and
    if I'm playing with someone from the US,
    than many buttons (native techs) cause OOS.

    I could explain it...
    but I've done it already many times in many forums, but nobody want to hear the truth.

    cheers!

    [This message has been edited by SirKapor (edited 01-07-2007 @ 08:05 PM).]

    Wibble
    VIP
    posted 01-08-07 04:22 AM EDT (US)     78 / 627       
    Reply Set #2 - This time no quotes because it makes the thread huge.

    The following are confirmed from my end:

  • Cheyenne Horse Trading
  • Ottoman Card displaying 1 instead of 2
  • Dutch 30 Carib Allies not upgrading to Elite, cannot be further upgraded
  • Rescued Coureur des Bois cannot make Corral

    The following are issues I will not pursue at the moment:

  • Settlers going idle / pathing is blocked - This is somewhat difficult to nail down but may be revisited if it becomes a serious problem.
  • Settlers not moving to the next herd or different tree type - that is by design
  • Cancelling QS causes a soft-lock - There has already been serveral revisions that corrected most of the soft-lock cases; unfortunately, it isn't bulletproof and it can still occur (but nowhere near as often). For now, it is considered acceptable with the workaround to limit your QS cancelling.
  • Wrong music when exiting out of Scenario Editor - no adverse impact to the game
  • Sound going out - check your audio drivers; I don't have enough info to verify this.
  • Music stops when TC / TP gets destroyed - by design
  • Goes OOS after 10-15 minutes of game - A lot of things can cause OOS, what actions were you doing around that time, can you reproduce it? Corrupt files or mods can cause this, but in any case, this is too general for me to pursue.

    For the issues I haven't addressed to, I'm still verifying them.

    Re: Hungarian Version - Sir Kapor, which buttons are you hitting that is causing the OOS?


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

    [This message has been edited by Wibble (edited 01-08-2007 @ 04:29 AM).]

  • Basilis
    Skirmisher
    posted 01-08-07 11:35 AM EDT (US)     79 / 627       
    I suppose the following is a bug:
    I was playing a 2vs2 rush the other day which held long, and 1 of the enemies had to go. We overun the guy left, dstroying everything but he was still in the game.
    I get to imperial and research spies but we couldn't see his surviving units... The only thing he had was a advanced baloon.
    We convinced him to resign since it is pointless to hide, and out of nowhere 2 jans come out...(each one from a different spot on the map) They weren't visible with spies...
    The map was orinoco, I don't know if it has any connection with that thing.

    edited for typing mistakes

    [This message has been edited by Basilis (edited 01-08-2007 @ 11:37 AM).]

    erisalit
    Skirmisher
    posted 01-08-07 08:03 PM EDT (US)     80 / 627       
    Basilis, that sounds a little like a Star Trek episode . . .
    did one of the "jannisaries" have pointy ears?

    [This message has been edited by erisalit (edited 01-08-2007 @ 08:04 PM).]

    toms777
    Skirmisher
    posted 01-08-07 09:46 PM EDT (US)     81 / 627       
    Sorry you have chosen not to pursue this OOS. It's reproducible every single time we try to play multiplayer. After attempting 10 games it now immediately gives the Out of Sync error. There are no mods. The updates and patches are in place. My machines can all play AOE III multi-player with no problem and never had one. I am returning both TWC.
    Wibble
    VIP
    posted 01-08-07 11:24 PM EDT (US)     82 / 627       

    Quote:


    Sorry you have chosen not to pursue this OOS. It's reproducible every single time we try to play multiplayer. After attempting 10 games it now immediately gives the Out of Sync error. There are no mods. The updates and patches are in place. My machines can all play AOE III multi-player with no problem and never had one. I am returning both TWC.

    Questions:
    Have you tried tweaking your network connection? Can you get a friend and try to isolate the cause of the problem? Does this occur with *every* MP game, or only a percentage of them?

    Unfortunately, "My machine goes OOS every 10-15 minutes." with no leads and no data tells me almost nothing about what is causing the problem.


    // Wibble
    // Microsoft Game Studios
    // Age of Empires III Multiplayer Test Lead
    xentelian
    Skirmisher
    posted 01-08-07 11:36 PM EDT (US)     83 / 627       
    Champion Skull Knight may be proper title for Aztec Skull Knight in industrial age, but the reason it is not named appropriately is because the Skirmisher is the unit it tries to rename. (Wibble already has this info, but I just wanted to clarify why as you had it on your front page Kastor)

    <Tech name ='ChampionSkullKnightShadow' type ='Normal'>
    <Effect type ='SetName' proto ='Skirmisher' culture ='none' newName ='46420'></Effect>

    Wibble
    VIP
    posted 01-09-07 03:29 AM EDT (US)     84 / 627       
    Reply Set #3

    Issues Confirmed:

  • Sioux Great Hunter displays "Furrier Shipment has arrived."
  • Sioux Earth Bounty displays "Morning Star Shipment has arrived."
  • Mexico's patriotic bunting displays American colors (art bugs are low-priority because it does not affect the gameplay)
  • [Kastor's List] NatMercCheyenneRider is not MercType1; Assassins can't hose them
  • [Kastor's List] NatMercHuronMantlet is not MercType1; Assassins can't hose them
  • [Kastor's List] Cheyenne Horse Trading speeds up Dog Soldier training

    Confirmed but Low (or No) Priority:

  • [Kastor's List] Music breaks if you use the SE and exit out - This is a known issue since Vanilla; I doubt we will address this because there are no real adverse effects from this.
  • [Kastor's List] AI includes 25 cards in its deck - Again, very low adverse effect.
  • [Kastor's List] Tomahawks throw bullets
  • [Kastor's List] Native Docks hurl cannonballs at ships
  • [Kastor's List] Native Villagers throw bullets

    By Design:

  • [Kastor's List] Wallenstein's Contracts do not affect "TEAM Hire Hessians" or "TEAM Cree Allies" - This isn't really a bug, more of a balance consideration; free team stuff (less a shipment) is simply too good.
  • Units can hide from Spies - they're technically on the Minimap, but sometimes they can be "hidden" if they blend in or if their dot sprite is on the edge. This is one of the reasons why we have Trade Monopoly in the game.

    No Repro:

  • British Offshore Support does not use a card
  • Hungarian Client (Age of Empires III, XPack not released yet) - I was not able to repro this, I set up a Hungarian 1.10 client vs. English 1.10 client, and no problems on ESO. I need more info to pinpoint the problem.
  • [Kastor's List] Multiple Sioux can't set gather point (or one doesn't) - can't repro, works fine for me
  • Game goes OOS in 15 minutes - I need more info in order to pursue this; again, if you can eliminate variables from possible causes, or troubleshoot the issue first, then that would be a start.

    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 01-09-2007 @ 12:31 PM).]

  • MNBob
    Skirmisher
    posted 01-09-07 08:33 AM EDT (US)     85 / 627       

    Quote:

    Kastor's List] Cheyenne Horse Trading speeds up Dog Soldier training


    Why would that be low priority when all other effects specifically give both a bonus and penalty to Dog Soldier production so that they never receive a speed up bonus? I think it's pretty clear that Cheyenne Horse Trading was simply overlooked when this production speed balancing was done.

    Abus Guns and Grenadiers ARE NOT ARTILLERY!
    MNBob's AOE Page
    RF_Gandalf
    Skirmisher
    posted 01-09-07 11:31 AM EDT (US)     86 / 627       
    I am not sure why, but there are 2 less AI's to play agianst in SP - I cannot play vs either Henry(Ports) or Ivan(Russian) - their names do not show up in my drop down selection window to select computer players. What is even more odd, is that if I select Queen Elizabeth, her icon and the British flag are displayed but the name Ivan the Terrible is selected on the game set up screen - but once the game starts her name is used properly. I can play as all civs, but cannot select those AIs to play against. I tested with using games for 2-8 players (again, all SP), and tested in a MP game hosted on my computer (2 humans, 2-4 computer players) and still cannot select those AIs. I went through the process of uninstalling both AOE3 and TWC(and deleting all residual files in the directories) then reinstalling both games, and still noticed same problem.


    EDIT - found the problem, not a bug. Corrupted personality files in the folder My Games / Age of Empires III / AI2 most likely caused by the NE mod I had installed (but uninstalled) prior to getting TWC. Sorry to take up space here!

    [This message has been edited by RF_Gandalf (edited 01-09-2007 @ 07:55 PM).]

    Angel Walker
    Skirmisher
    (id: Just a player)
    posted 01-09-07 11:37 AM EDT (US)     87 / 627       

    Quote:

    # Cheyenne Horse Trading speeds up Dog Soldier training

    I believe this is more important than some description mistakes when a card arrive - because this one actually affects the gameplay.


    ESO - Walker

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

    Retired from AoE3. But I do play AoK HD in Steam now and then.
    Wibble
    VIP
    posted 01-09-07 12:32 PM EDT (US)     88 / 627       
    It was placed on the wrong list, should be correct now.

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

    [This message has been edited by Wibble (edited 01-09-2007 @ 12:33 PM).]

    zion_CDawg
    Skirmisher
    posted 01-09-07 01:49 PM EDT (US)     89 / 627       
    There are still a lot of people getting "Fail to Join Game" errors.
    I've tried all the troubleshooting and a lot more to fix this. Being a computer techie its not like I don't know what I'm doing either.
    This problem really pissed me off yesterday when I couldn't get in a single game, even running QS for half an hour within 7 PR points and any HC level... no games found, when there was 2500 people online!

    At the very least, if you can't fix it, can you at least remove all the games from game browser that will end up in this error? Since according to AgeComm faqs, this is related to being unable to see a player in the game room.



    Currently retired from AOE3... moved on to LOTRO... yeah an MMO... but a fun one!
    Hockey fan for Life:
    "I believe the Canucks of Vancouver are formidable warriors." -Teal'c, Stargate SG-1
    RiderOfEternity
    Skirmisher
    posted 01-09-07 01:51 PM EDT (US)     90 / 627       
    BUG
    As discussed in this thread and confirmed by Paragon: https://forum.agecommunity.com/ibb/posts.aspx?postID=339960
    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.

    Also, I tried assigning Mouse button 5 to HC and this does not work.

    These two issues are very inconveniencing as I used to use them all the time in original AOE3 as well as AOM.


    Leader of Liquid Fire. Animator Seb C.

    One does not simply leave HG

    [This message has been edited by RiderOfEternity (edited 01-10-2007 @ 05:02 PM).]

    Magnum Pi
    Skirmisher
    posted 01-09-07 02:19 PM EDT (US)     91 / 627       
    @RF_Gandalf: Did/do you have NE installed? I had a very similar problem when I first installed TWC, except my dropdown menu lacked Maurice, Frederick, Ivan, and Isabella. And when a game started, all the names and soundsets were screwed up. I had to completely uninstall NE and then completely reinstall TWC before everything worked properly.
    RF_Gandalf
    Skirmisher
    posted 01-09-07 03:14 PM EDT (US)     92 / 627       
    Magnum_Pi
    Yes, I did have NE installed, but I uninstalled it when I got TWC back in about Oct. NE was the only mod I have ever used, and I had noted that it messed up my AOE3 game. So at the time I uninstalled/reinstalled AOE3 before adding TWC. Then today I uninstalled and reinstalled both AOE3 and TWC again, deleting every original file in the Microsoft Games/AOE3 directory before the re-install. I did not change anything today in the My Games/AOE3 folder (but had deleted all of the NE stuff there in Oct) - I did not think anything there had to do with how the game played - just the custom random maps and saved home cities.


    EDIT - found the problem, not a bug. Corrupted personality files in the folder My Games / Age of Empires III / AI2 most likely caused by the NE mod I had installed (but uninstalled) prior to getting TWC. Fixed by copying the corrupt(Henry) and missing(Ivan) personality files from the folder Microsoft Games / AOE3 / AI2 to the above AI2 folder. Seems to work fine now. May go back to the vanilla AOE3 to see if those personality files were corruped too(but I do not play that anymore!). Sorry to take up space here!

    [This message has been edited by RF_Gandalf (edited 01-09-2007 @ 08:00 PM).]

    Lord_Richjp
    Skirmisher
    posted 01-09-07 03:20 PM EDT (US)     93 / 627       
    Not too important, but Aztec infinite 500 gold shipment doesn't have the purple border of other infinte shipments.
    Brtnboarder495
    Skirmisher
    posted 01-09-07 03:27 PM EDT (US)     94 / 627       
    That means it can't be sent again Any cards that are outlined in purple can be sent again, unless the 500 gold card can be sent again.

    Gameranger: _NiGhThAwK_
    Lord_Richjp
    Skirmisher
    posted 01-09-07 03:55 PM EDT (US)     95 / 627       
    I haven't checked if it can be sent again, but it says it's infinite in the description.
    SirKapor
    Skirmisher
    posted 01-09-07 06:07 PM EDT (US)     96 / 627       
    The error is exists in all the different language versions.

    These buttons cause OOS if you are playing from different continent (or time zone?).
    For example i'm in Hungary and when i'm playing with someone else from the US.

    Age3:

    TWC:


    I'm not sure about these buttons:


    The reason is simple. The players get soldiers in not the same quantity!

    After ariving the troops - 1-2 secs and the OOS is coming!
    (Or maybe more if the lag is bigger)

    As you see, some maps are more dangerous in Age3 and playing against (or as) Aztec in TWC is the most danger!

    The OOS error exists from the begining (AOE3 1.0)! It would be nice to correct it after 11 patch...

    (BTW in this topic my first public forum entry was written on the 1st of aug 2006 (before the TWC time). And after that I wrote three more times on GameReplays and AgeSanctuary as well - with no result)

    :-)

    [This message has been edited by SirKapor (edited 01-11-2007 @ 03:31 PM).]

    Wibble
    VIP
    posted 01-10-07 02:20 AM EDT (US)     97 / 627       
    Re: Sir Kapor: What version and language of the game are you using? If what you said is true, then everyone would experience it. It either happens or it doesn't. Have you installed any mods, are you experiencing this in LAN or on ESO? Do you have the latest version, etc.?

    // Wibble
    // Microsoft Game Studios
    // Age of Empires III Multiplayer Test Lead
    toms777
    Skirmisher
    posted 01-10-07 09:33 AM EDT (US)     98 / 627       
    Quote:


    Sorry you have chosen not to pursue this OOS. It's reproducible every single time we try to play multiplayer. After attempting 10 games it now immediately gives the Out of Sync error. There are no mods. The updates and patches are in place. My machines can all play AOE III multi-player with no problem and never had one. I am returning both TWC.


    From Wibble:
    Questions:
    Have you tried tweaking your network connection? Can you get a friend and try to isolate the cause of the problem? Does this occur with *every* MP game, or only a percentage of them?

    Unfortunately, "My machine goes OOS every 10-15 minutes." with no leads and no data tells me almost nothing about what is causing the problem.

    -----------------------------------------------------------

    No disrespect intended, but I left far more than just "my OOS..." I said there are no mods, the games are up to date with the latest patches, the machines exceed requirements (P-4s with 512 PCI-E graphics cards, 3GB ddr2 memory) and that there doesn't seem to be a connectivity issue since 1) We've been playing LAN MP with every Age of Empires game since the first Age of Empires I game. We've played every expansion to said games as well.
    2) We can still play AOE III LAN MP without the expansion TWC and
    3) there is not nor has there ever been any OOS issues with any of those games. zero.

    After the first 10 tries (we've tried over 75), the OOS has occured every time within 20 seconds of launching into the game (before the settlers have gathered all of their original resources). We have played it with almost every combination of civs in varying number. We have changed our settings to be identical and put them back to default. We have uninstalled and re-installed and still have the same issue. During this time we will load up AOE III without TWC and we will play LAN MP without any incident. I'm not the brightest bulb, but that doesn't sound like a connectivity issue, it sounds like a bug.

    SirKapor
    Skirmisher
    posted 01-10-07 01:42 PM EDT (US)     99 / 627       
    Yes everyone could experience the OOS. Just you should choose the "right" opponents and use one of these buttons...

    In TWC the OOS is more common than in the vanila, because in more matches you have chance to use one of these buttons.

    I use the english version without any mod.
    (You should forget these mod things... and face ahead!)

    Two easy way to test your opponent is "right" or not:

    Age3:
    Choose the map Great Plains! Every player should go to Age2 with outpost politican. The outpost wagons should be build in the center of map close to each other. And sign this outpost to the target of shipments. Now other players have chance to see your shipments. Build a Lakota TradePost. Collect the wood and gold for the Lakota Dog Soldiers. Press the "dangerous" button. Now everybody should watch the towers. And they will have only few seconds to count the soldiers, because the OOS is comming...

    ... or not (for example every player came from the same country)

    TWC:
    The map doesn't matter. One of the player should be Sioux and collect 1500 food for the TC big button, and press and wait! OOS or not... it depeneds on who are your opponents.

    OOS is possible with 1v1, but the more players the more chance!

    [This message has been edited by SirKapor (edited 01-10-2007 @ 01:45 PM).]

    Argalius
    Skirmisher
    posted 01-10-07 01:50 PM EDT (US)     100 / 627       
    I doubt an OoS-error would have anything to do with who you play with. That would mean there are different version of the game around that could cause the OoS, which I doubt because to translate the game only one file has to be changed and that file doesn't have anything to do with the stats of techs etc.

    || argalius.elpea.net
    || Cherub at AoE3H
    || In honor of FlipBizcut
    || Mod: The Age of Crusades
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