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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:
    xentelian
    Skirmisher
    posted 12-29-08 10:42 PM EDT (US)     601 / 626       
    Suggested fixes for agesanctuary.com fan patch 1.1:

    ***
    ypImpLegendaryNatives2, ImpLegendaryNativesNatives and ImpLegendaryNatives need these
    lines added so that HC shipped natives get named properly and are truly legendary with all 3 upgrades:
    <Effect type ='TechStatus' status ='active'>HCXPBloodBrothers</Effect>
    <Effect type ='SetName' proto ='ypNatMercTigerClaw' culture ='none' newName ='70406'></Effect>
    <Effect type ='SetName' proto ='ypNatMercChakram' culture ='none' newName ='70407'></Effect>
    <Effect type ='SetName' proto ='ypNatMercConquistador' culture ='none' newName ='70408'></Effect>
    <Effect type ='SetName' proto ='ypNatMercRattanShield' culture ='none' newName ='70409'></Effect>
    <Effect type ='SetName' proto ='ypNatMercSohei' culture ='none' newName ='70410'></Effect>
    <Effect type ='SetName' proto ='ypNatMercWarElephant' culture ='none' newName ='70411'></Effect>
    ***
    consulate units not updating properly...
    For consulatehorseartillery in proto, change <UnitType>AbstractConsulateSiegeIndustrial</UnitTyp e> to
    <UnitType>AbstractConsulateSiegeFortress</UnitType& gt;

    The fix for several other consulate units is within the fortressize tech,
    to remove the string colonial (appears twice) from these lines:
    <Effect type ='Data' amount ='1.20' subtype ='Hitpoints' relativity ='BasePercent'>
    <Target type ='ProtoUnit'>AbstractConsulateUnitColonial</Target></Effect& gt;
    <Effect type ='Data' amount ='1.20' subtype ='Damage' allactions ='1' relativity ='BasePercent'>
    <Target type ='ProtoUnit'>AbstractConsulateUnitColonial</Target></Effect& gt;
    ***
    consulatecarabineer should match ruyter with 140hp not 222, and 6bldg, 14ranged and 7melee attacks, not higher like they are
    ***
    consulateespadachin should match rodelero with 10 melee and defend handattack not 11
    ***
    consulateronin should have bounty and buildbounty changed to 40 like mercronin
    ***
    consulateninja should have bounty and buildbounty changed to 20 like mercninja
    ***
    The following techs need to include <Flag>UpgradeTech</Flag> so that
    'YPHCCheapUnitUpgradesTeam' and 'YPNatZenMeritocracy' effect their costs:

    imperialrabaulds (all other Euro imperial techs have it)
    (arsenal type upgrades that were missed)
    papercartridge
    fppapercartridgejapanese
    caracole
    militarydrummers
    (minor native unit upgrade techs missed - as all warrior society and champion were not)
    Asian civs use ypImpLegendaryNatives2 tech
    Warchief civs use ImpLegendaryNativesNatives tech
    Euro civs use ImpLegendaryNatives tech
    NatXPApacheEndurance
    NatXPApacheCactus
    NatXPApacheRaiding
    YPNatBhaktiYoga
    YPNatBhaktiReinforcedGuantlets
    NatKasiriBeer
    NatGarifunaDrums
    NatWarDance
    NatHorseTrading
    NatXPCheyenneFury
    NatMustangs
    NatHorseBreeding
    NatTanning
    NatKinship
    NatXPHuronSunCeremony
    NatRoadbuilding
    NatChasquisMessengers
    YPNatJesuitSmokelessPowder
    YPNatJesuitSchools
    NatXPKlamathStrategy
    NatXPMapucheTactics
    NatCottonArmor
    NatXPNavajoWeaving
    NatBarkClothing
    NatPotlatch
    NatBowyery
    NatGuerillaWars
    YPNatShaolinClenchedFist
    YPNatShaolinDimMak
    YPNatSufiSharia
    NatPoisonArrowFrogs
    NatAnimalLore
    YPNatUdasiGurus
    YPNatUdasiArmyOfThePure
    NatXPZapotecCultOfTheDead
    YPNatZenMasterLessons

    This flag needs to be removed from 'StarFort' as that is not a unit upgrade.
    It should also be removed from topkapi, tanzimat and abbasid Otto techs
    as galatatower, koprulvizier, milletsystem and ALL other church/monastery techs
    do not have this flag and to add would create imbalances. Also, these Otto techs
    already had prices reduced in a previous patch.
    It should also be removed from bigdockrawhidecovers, bigdockcipactli and bigdockflamingarrow
    as no other warchief civ bigbuttons have this flag. Cipactli is not even an upgrade, it is a unit shipment.
    Again, same reasons as church/monastery - adding to all bigbuttons would create imbalances.

    ***
    'Rifling' in techtree does not affect renegado and thuggee units so add this to that tech
    <Effect type ='Data' amount ='1.00' subtype ='DamageBonus' unittype ='AbstractHeavyInfantry' allactions ='1' relativity ='Absolute'>
    <Target type ='ProtoUnit'>SaloonOutlawRifleman</Target></Effect>
    <Effect type ='Data' amount ='1.00' subtype ='DamageBonus' unittype ='AbstractHeavyInfantry' allactions ='1' relativity ='Absolute'>
    <Target type ='ProtoUnit'>ypRepentantOutlawRifleman</Target></Effect>
    <Effect type ='Data' amount ='1.00' subtype ='DamageBonus' unittype ='AbstractHeavyInfantry' allactions ='1' relativity ='Absolute'>
    <Target type ='ProtoUnit'>ypThuggee</Target></Effect>
    <Effect type ='Data' amount ='1.00' subtype ='DamageBonus' unittype ='AbstractHeavyInfantry' allactions ='1' relativity ='Absolute'>
    <Target type ='ProtoUnit'>ypRepentantThuggee</Target></Effect>
    ***
    NatMercHuronMantlet don't have "AbstractInfantry" definition, even though NatHuronMantlet do.
    add this to natmerchuronmantlet in proto file
    <UnitType>AbstractInfantry</UnitType>
    ***
    consulatebashkirpony needs 20% ranged armor so like hussar
    ***
    Canoe, xpWarCanoe, xpTlalocCanoe should all have <UnitType>logicaltypenavalmilitary</UnitType> in proto file
    so that AI uses them properly, and that carronade, armorplating, bombaymarine and peacetimefishing techs affect them properly
    (however, these canoe types should have their stats lowered slightly as almost OP without these techs applying)
    ***
    'outpostwagon' needs this added so natives can build a warhut if outpost treasure found
    <Train row ='0' page ='6' column ='0'>WarHut</Train>
    ***
    comanchero 'SaloonOutlawRider' and 'ypRepentantOutlawRider' (saloon / monastery unit) needs this added
    <ProtoAction>
    <Name>MeleeHandAttack</Name>
    <Damage>7.000000</Damage>
    <DamageType>Hand</DamageType>
    <ROF>1.500000</ROF>
    <DamageBonus type ='AbstractHeavyCavalry'>3.000000</DamageBonus>
    <DamageBonus type ='AbstractArtillery'>2.000000</DamageBonus>
    <DamageBonus type ='AbstractCoyoteMan'>2.250000</DamageBonus>
    </ProtoAction>
    as it only has siege and ranged attack presently with no bonus in melee/siege mode vs other units like other light cavalry units have
    ***
    caracole needs this added so that outlaw rider affected like other light cav units
    <Effect type ='Data' action ='RangedAttack' amount ='2.00' subtype ='MaximumRange' relativity ='Absolute'>
    <Target type ='ProtoUnit'>AbstractLightCavalry</Target></Effect>
    so that saloonoutlawrider and 'ypRepentantOutlawRider' gets benefited with 2 extra range as well
    ***
    remove this line <infiniteinlastage>1</infiniteinlastage>
    for the mercenaryloyalty from many of the homecity xml files so it cannot be shipped/researched again in imperial age
    ***
    'xpBuilderStart' and 'xpBuilder' in proto file need to have LOS change from 8 to 18 (like dockwagon) so Iroquois
    can build a dock as current line of sight is not large enough for them to do so
    As things are now, another unit has to be close to it to get enough line of sight to even build on the shore
    ***
    'ypAge0IndiansBuildings' and 'Age0XPSioux' need this line added in techtree so that india and sioux surgeons may build field hospitals
    <Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
    <Target type ='ProtoUnit'>FieldHospital</Target></Effect>
    ***
    'YPHCGurkhaAid' should include mansabdar gurkha not just regular gurkha
    <Effect type ='Data' amount ='1.00' subtype ='DamageBonus' unittype ='AbstractHeavyInfantry' allactions ='1' relativity ='Absolute'>
    <Target type ='ProtoUnit'>ypNatMercGurkhaJemadar</Target></Effect>
    ***
    'XPRevolutionOHiggins' change the hussar upgrade order noted to this so Hussar are named imperial properly
    <Effect type ='TechStatus' status ='active'>VeteranHussars</Effect>
    <Effect type ='TechStatus' status ='active'>GuardHussars</Effect>
    <Effect type ='TechStatus' status ='active'>ImperialHussars</Effect>
    ***
    This needs to be added to 'church' and 'ypchurch' as is not obtainable even after churchmissionfervor tech researched
    <Tech row ='0' page ='1' column ='7'>ChurchStateReligion</Tech>
    ***
    'NatXPKlamathHuckleberryFeast' change value from -0.60 to -0.67 so ten crates of food are actually possible
    <Effect type ='Data' amount ='-0.67' subtype ='FreeHomeCityUnit' unittype ='CrateofFood' relativity ='Absolute'>
    <Target type ='Player'></Target></Effect></Effects>
    ***
    muskgrenhitpointsbrit team card - iroquois tomahawks and otto janissaries should be affected
    ***
    earlydragoonsport team card - eagleknights need to be added

    [This message has been edited by xentelian (edited 01-07-2009 @ 09:39 AM).]

    Meister_Wolo
    Skirmisher
    posted 01-13-09 06:15 AM EDT (US)     602 / 626       
    I posted a new bug here? don't know if you know that double deck trick...

    http://aoe3.heavengames.com/cgi-bin/forums/display.cgi?action=st&fn=1&tn=36893&st=recent&f=1,36893,0,10

    [This message has been edited by meister_Wolo (edited 01-13-2009 @ 06:15 AM).]

    Toyi
    Skirmisher
    posted 02-16-09 02:43 PM EDT (US)     603 / 626       
    There is a bug since patch 1.01a with the Aztec's Founder BB Tech.

    The cost of Founder was changed from 500w and 500c to 50f, 50w & 50c; the bug comes with the New Ways shipment that sets the cost of Founder in 250w & 250c (half of the original cost). Not a big deal since almost everybody researchs Founder way before New Ways, just wanted to mention it.
    dOPplesaurus
    Skirmisher
    posted 02-16-09 05:44 PM EDT (US)     604 / 626       
    I still don't know what the founder tech does lol
    Sad_But_True
    Skirmisher
    posted 02-16-09 07:44 PM EDT (US)     605 / 626       
    Gives more xp per kill. Its up to like six times with Founder played.
    Toyi
    Skirmisher
    posted 02-16-09 11:34 PM EDT (US)     606 / 626       
    Yes, Founder is the Fire Pit's BB, it gives +100% to War Chief's XP bounty aura (300% total).
    Fireball7
    Skirmisher
    posted 03-15-09 03:49 AM EDT (US)     607 / 626       
    The Discovery Travois that Iroquois start with has no audio.
    ChrisTheMean
    Skirmisher
    posted 04-27-09 06:13 PM EDT (US)     608 / 626       
    If Indian player moves hc water flag on yellow river map, some water shipments will not arrive if you do not have los of the area at arrival time. So far 'recruit marathan +10 dacoit, consulate caravel+petards, consulate ironclad.

    When rajput are grouped with mansabadar rajput, attack move causes them to basically stand ground.

    Portugese consulate horse artillery seem to speak French.

    ESO:ChrisTheMean
    N3O Clan Website
    Of myChinese Confucian Confusion FF MarneusCalgar said, "It sounds like an 70's kung-fu movie." And it is.
    bobtheboy
    Skirmisher
    posted 05-22-09 02:05 AM EDT (US)     609 / 626       
    Are you sure Medicine Men is a bug? Maybe they removed them for a different reason. And is Otto Age1 Spies really a bug? Spies are very weak since the 2nd official ESO patch so they really don't count as military. I think villagers can kill them in single combat, so I'm not sure if it's a bug.

    "Warchiefs and Monks that are on horseback cannot gather treasure in Trample mode."

    This makes sense, I don't think it is a bug at all, in fact it's probably on purpose. I mean, if they are trampling away they are not likely to be able to stoop down on the ground and pick up treasure.

    "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."

    Perhaps this was meant for balance reasons, to reduce their power. Also, why shouldn't they be unique instead of slightly modified clones of other units "of their kind?"

    "Mercenary Loyalty is available again in Imperial Age"

    I don't think this shipment does anything- but I have not verified this. Also, maybe this was also on purpose, like the Japanese card "Boats gather Food from Fish and Whales faster" which can be sent twice.

    "The AI will include 25 cards in its deck even if its HC level should not allow this." The AI can cheat- In expert it gets extra gathering rate and spies

    "Aztec and Sioux TC and Docks attack ships with cannonballs instead of arrows." All TCs/Docks do this. Just because they have no cannon units doesn't mean this is a bug.

    "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".

    This is also true for Improved Buildings shipment and any Native techs that improve building hitpoints- I believe one Asian native gives this improvement.

    Just found this one- You can have infinite sheep/cows if an ally or enemy keeps sending you them to be captured, and vice versa.

    Oh here's another- Converted treasure guardians cannot capture livestock or rescue fallen explorers.

    [This message has been edited by bobtheboy (edited 05-26-2009 @ 11:03 PM).]

    ImperialLobster
    Skirmisher
    posted 05-22-09 02:20 AM EDT (US)     610 / 626       
    I have a bug to report- James246

    KEEP
    CALM
    AND
    CARRY
    ON
    ≤≤≤≤≤See my YouTube channel for some crazy pointless crap!≥≥≥≥≥
    Tiddlywink
    Skirmisher
    posted 06-17-09 02:14 PM EDT (US)     611 / 626       
    Consulate Guerrieros are weaker than consulate Stadhouders and Redcoats.(Probably not a balance issue because India and Japan could simply choose the stronger musketeer: India could choose Redcoats and Japan Stadhouders.)

    Consulate Gardeners are stronger than all other consulate hussar variants. Can't see a balance issue behind this because India has access to both types.

    German advanced dock is the only advanced dock card missing the "boats train faster" upgrade.
    xentelian
    Skirmisher
    posted 06-17-09 07:27 PM EDT (US)     612 / 626       
    German advanceddock card needs this effect added so ships train faster:
    <Effect type ='Data' amount ='0.67' subtype ='TrainPoints' relativity ='BasePercent'>
    <Target type ='ProtoUnit'>Ship</Target></Effect>
    ***
    some consulate units do not update properly...
    The fix is within the fortressize tech,
    change abstractconsulateunitcolonial to simply abstractconsulateunit for these lines:
    <Effect type ='Data' amount ='1.20' subtype ='Hitpoints' relativity ='BasePercent'>
    <Target type ='ProtoUnit'>AbstractConsulateUnitColonial</Target></Effect& gt;
    <Effect type ='Data' amount ='1.20' subtype ='Damage' allactions ='1' relativity ='BasePercent'>
    <Target type ='ProtoUnit'>AbstractConsulateUnitColonial</Target></Effect& gt;
    ***
    Nanban Trade: no changes to "XP" amount. No effect on asian and silkroad traderoute.
    solution: add the following lines to Tech "ypConsulateSpanishEnhancedProfits" in file techtreey.xml
    so like HCSilkRoadTeam that Otto get.
    <Effect type ='Data' amount ='1.25' subtype ='InventoryAmount' resource ='XP' relativity ='BasePercent'>
    <Target type ='ProtoUnit'>CrateofXP</Target></Effect>
    <Effect type ='Data' amount ='1.25' subtype ='InventoryAmount' resource ='Food' relativity ='BasePercent'>
    <Target type ='ProtoUnit'>ypCrateofFood</Target></Effect>
    <Effect type ='Data' amount ='1.25' subtype ='InventoryAmount' resource ='Wood' relativity ='BasePercent'>
    <Target type ='ProtoUnit'>ypCrateofWood</Target></Effect>
    <Effect type ='Data' amount ='1.25' subtype ='InventoryAmount' resource ='Gold' relativity ='BasePercent'>
    <Target type ='ProtoUnit'>ypCrateofCoin</Target></Effect>
    <Effect type ='Data' amount ='1.25' subtype ='InventoryAmount' resource ='Food' relativity ='BasePercent'>
    <Target type ='ProtoUnit'>ypCrateofFood1</Target></Effect>
    <Effect type ='Data' amount ='1.25' subtype ='InventoryAmount' resource ='Wood' relativity ='BasePercent'>
    <Target type ='ProtoUnit'>ypCrateofWood1</Target></Effect>
    <Effect type ='Data' amount ='1.25' subtype ='InventoryAmount' resource ='Gold' relativity ='BasePercent'>
    <Target type ='ProtoUnit'>ypCrateofCoin1</Target></Effect>
    ***
    Warship "ypWokouJunk" Broadsideattack not available, though present in protoy.xml and tactics file.
    Solution: Add
    <ypwokoujunk>
    <ability>
    PowerBroadside
    <rof>60</rof>
    </ability>
    </ypwokoujunk>
    in file abilities.xml as its 40 broadside attack compared to a warjunk 35 won't cause any imbalance
    ***
    Wrong icon at Tech "HCXPMercsGreatCannon".
    Solution: replace <Icon>units\artillery\cannon\cannon_icon_64</Icon&g t; by <Icon>units\spc\russian_cannon\russian_cannon_icon_64& lt;/Icon>
    ***
    Wrong icon at Tech "HCXPIroquoisWoodworking".
    Solution: replace <Icon>ui\techs\native\Wood_Crafting</Icon> by <Icon>ui\techs\native\Wood_working</Icon>
    ***
    Mercenaryloyalty costs for "NORMAL" allies are 75 % of starting value (should prob be closer to 50% off),
    costs for "TEAM" and/or "REPEAT" allies are 90 % of starting value.
    The only exception is "YPHCMercsRonin2" with 2/3 of starting value. At last, some corrections are necessary.
    Tech "HCMercenaryLoyalty" and "YPHCMercenaryLoyaltyIndians":
    cost for "HCPrivateersTeam" should be changed to 450 Gold (90 % from 500 Gold),
    cost for "HCXPCreeAlliesTeam" should be changed to 900 Gold (90 % from 1000 Gold),
    cost for "YPHCMercsJatLancer1" should be changed to 1125 Gold (75 % from 1500 Gold),
    cost for "YPHCMercsNinja2" should be changed to 900 Gold (90 % from 1000 Gold),
    cost for "YPHCMercsSohei3" should be changed to 900 Gold (90 % from 1000 Gold),
    cost for "YPHCMercsTigerClaw3" should be changed to 900 Gold (90 % from 1000 Gold),
    cost for "YPHCMercsWarElephant1" should be changed to 900 Gold (90 % from 1000 Gold),
    cost for "YPHCShipManchuTeam" should be changed to 900 Gold (90 % from 1000 Gold),
    cost for "YPHCWokouIndians3Double" should be changed to 900 Gold (90 % from 1000 Gold),
    cost for "YPHCWokouJapanese2" should be changed to 900 Gold (90 % from 1000 Gold),
    and the following two lines should be added: (ignored Dutch ally)
    <Effect type ='Data' amount ='1800.00' subtype ='Cost' resource ='Gold' relativity ='Assign'>
    <Target type ='Tech'>HCXPCaribAlliesRepeat</Target></Effect>
    ***
    Tech "HCMercenaryLoyaltyGerman":
    cost for "HCXPCreeAlliesTeam" should be changed to 900 Gold (90 % from 1000 Gold),
    and the following two lines should be added: (also German ally)
    <Effect type ='Data' amount ='375.00' subtype ='Cost' resource ='Gold' relativity ='Assign'>
    <Target type ='Tech'>HCPrivateers</Target></Effect>
    ***
    Asian civs have no native embassy.
    Solution: add to Tech "YPAAAsianStartingTechs" the line <Effect type ='TechStatus' status ='active'>ypNativeEmbassyEnabler</Effect> in techtreey.xml file and
    add to ypSettlerAsian, ypSettlerIndian and ypSettlerJapanese the line <Train row ='0' page ='6' column ='18'>NativeEmbassy</Train> in protoy.xml file.
    ***
    Known problems with the displaced improvement buttons.

    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, and age up, improvement buttons are displaced to the right, so that they are not below their
    corresponding unit button.

    The solution is to avoid the "UpgradeFlag" included in all used "Veteran" and "Guard" Techs.

    Solution for "Churchkalmucks": Two steps are necessary.

    step one: in file techtreey.xml at tech "Churchkalmucks" replace the two lines

    <Effect type ='TechStatus' status ='active'>VeteranDragoonsShadow</Effect>
    <Effect type ='TechStatus' status ='active'>GuardDragoons</Effect>

    by this

    <Effect type ='Data' amount ='1.50' subtype ='Hitpoints' relativity ='BasePercent'>
    <Target type ='ProtoUnit'>Dragoon</Target></Effect>
    <Effect type ='Data' amount ='1.50' subtype ='Damage' allactions ='1' relativity ='BasePercent'>
    <Target type ='ProtoUnit'>Dragoon</Target></Effect>

    step two: in file art\units\cavalry\dragoon\dragoon*.xml files add this tech

    <animfile>
    .
    .
    .
    <component>
    .
    .
    .
    <logic type="Tech">
    .
    .
    .
    <ChurchKalmucks>
    <assetreference type="GrannyModel">
    <file>units\cavalry\dragoon\dragoon_horse_age4</fil e>
    </assetreference>
    </ChurchKalmucks>
    ***
    Industrial and imperial age consulate siege units not named properly.
    Solution: add this to the "Industrialize" Tech
    <Effect type ='TechStatus' status ='active'>ypage4consulateupdates</Effect>
    and this to the Imperialize tech
    <Effect type ='TechStatus' status ='active'>ypage5consulateupdates</Effect>
    ***
    Trained heavy cannons by China consulate shipped russian factory are never upgraded to imperial
    so put this into aaasianstartingtechs as they should pay for it in age 5
    <Effect type ='TechStatus' status ='obtainable'>ImperialCannon</Effect>
    ***
    Consulate shipped russian Blockhouse can now train units. It's ok, but any rescued settler (nugget), rescued CDB (nugget),
    granted villager (Aztec) or trained CoureurCree (Cree Outpost) can now build up to 6 Blockhouses (buildlimit=7)!
    Add this line to ypConsulateRussianOutpostWagon tech
    <Effect type ='Data' amount ='1.00' subtype ='BuildLimit' relativity ='Assign'>
    <Target type ='ProtoUnit'>Blockhouse</Target></Effect>
    ***
    'ChampionCaribs' should have these lines added so named properly
    <Effect type ='SetName' proto ='NatBlowgunAmbusher' culture ='none' newName ='42428'></Effect>
    <Effect type ='SetName' proto ='NatMercBlowgunWarrior' culture ='none' newName ='24201'></Effect>
    ***
    'NatCeremonialFeast' should have this line added so named properly
    <Effect type ='SetName' proto ='NatMercBlowgunWarrior' culture ='none' newName ='34051'></Effect>
    ***
    'WarriorSocietyCaribs' needs this line added so named properly
    <Effect type ='SetName' proto ='NatMercBlowgunWarrior' culture ='none' newName ='36589'></Effect>
    ***
    'HCXPOldWaysAztec' in techtree file currently increases the wood and gold costs of the firepit founder tech.
    It should assign them at 25 each not 250.
    <Effect type ='Data' amount ='25.00' subtype ='Cost' resource ='Gold' relativity ='Assign'>
    <Target type ='Tech'>BigFirepitFounder</Target></Effect>
    <Effect type ='Data' amount ='25.00' subtype ='Cost' resource ='Wood' relativity ='Assign'>
    <Target type ='Tech'>BigFirepitFounder</Target></Effect>
    ***
    'xpBuilderStart' and 'xpBuilder' in protoy file needs to have LOS changed from 8 to 12 (12 is minimum needed) so Travois
    can build a dock without needing another unit/building near it. However, maxvelocity should be reduced from 4 to 2.5 as
    people use this unit for scouting/herd gathering.

    ***
    remove this line <infiniteinlastage>1</infiniteinlastage>
    from the mercenaryloyalty sections for british, chinese, indian and japanese
    homecity*xml files so it cannot be shipped again in imperial age
    as it has no effect the second time as costs are assigned but still wastes a shipment
    ***
    The following techs have <Flag>UpgradeTech</Flag> so
    'YPHCCheapUnitUpgradesTeam' and 'YPNatZenMeritocracy' effect their costs
    but they shouldn't:
    Flag should be removed from topkapi, tanzimat and abbasid Otto techs
    as galatatower, koprulvizier, milletsystem and ALL other church/monastery techs
    do not have this flag and to add would create imbalances. Also, these Otto techs
    already had prices reduced in a previous patch.
    It should also be removed from bigdockrawhidecovers, bigdockcipactli and bigdockflamingarrow
    as no other warchief civ bigbuttons have this flag. Cipactli is not even an upgrade, it is a unit shipment.
    Again, same reasons as church/monastery - adding to all bigbuttons would create imbalances.
    ***
    This needs to be added to 'church' and 'ypchurch' as is not obtainable even after churchmissionfervor tech researched
    <Tech row ='0' page ='1' column ='7'>ChurchStateReligion</Tech>
    ***
    earlydragoonsport team card - eagleknights should be added but Aztec would be OP in team games?
    Tiddlywink
    Skirmisher
    posted 06-18-09 00:51 AM EDT (US)     613 / 626       
    You said that the Chinese blockhouse can now train units, but according to what I've tried, it still can't. Unless you refer to the fan patch?
    xentelian
    Skirmisher
    posted 06-18-09 10:40 PM EDT (US)     614 / 626       
    Sorry, I should have removed the first part of that sentence. If I listed all the bugs that remain in the 1.02 version, my post would have been ten times longer than what the fan patch at agesanctuary fixed already.
    Calibos2009
    Skirmisher
    posted 01-22-10 01:00 PM EDT (US)     615 / 626       
    I have found this problem with the TWC and AOE3: units get "stuck" in buildings, trading posts, and sometime in cliffs. During a battle, they move into an area and then become immoblized. You have to kill the unit to remove them and regain the Population slot. However, when it happpens to a hero/explorer, you are pretty much sunk.
    TR_Conqueror
    Skirmisher
    posted 03-01-10 03:48 PM EDT (US)     616 / 626       
    Holy cow my German and Dutch decks were containing a lot of bugged stuff...It is agony. And I was thinking why can't I calculate my population because of bugged Factory, Robber Barons and Fort Wagon. Another holy cow.
    Marpolo
    Skirmisher
    posted 06-05-10 09:20 PM EDT (US)     617 / 626       
    Don't know if this thread is still updated or not, but I have some bugs to post.

    Tooltip Errors:

    Abus Gun/Grenadier/Flamethrower incorrectly labelled as Artillery, while actually being infantry.

    Hussar/Uhlan/Cossack etc. incorrectly labelled as light cavalry, while actually being heavy cavalry.

    Crossbowman/Skirmisher/Cassador/strelet etc. incorrectly labelled as light infantry. These units lack a "light infantry" tag that coyote runners, eagle runner knights, etc. possess.

    Revolution Bugs:

    Ottoman O'Higgins revolution tech grants 10 imperial hussars instead of 10 imperial gardeners

    Cree Coureurs can be trained from a Cree trading post after revolting

    Cherokee 4 villagers technology grants 4 settlers instead of 4 colonial militia after revolting

    Aztec TEAM 3 Villagers grants villagers to players that have revolted instead of 3 colonial militia

    German TEAM 2 Settler Wagons grants 2 settler wagons to players that have revolted instead of 2 colonial militia

    Other Bugs:

    Chinese Horse guns from the Wokou Junk + 6 Horse cannon shipment have British instead of Chinese audio

    Ottoman TEAM 2 Outposts card allows Native, Russian, and Asian civs to build and upgrade outposts with their villagers, without requiring the wagons

    If an Asian civ obtains an outpost wagon through the Ottoman TEAM 2 outposts card or from the outpost wagon treasure, it has the audio for a Dutch wagon instead of the audio for the corresponding Asian civ.

    Converted treasure guardians cannot move in formation, nor can they stand ground or be put into melee mode.

    Spanish Quatrefage Halberdiers have Dutch instead of Spanish audio.

    Portuguese TEAM Early Dragoons does not allow War Wagons to be built in the Colonial Age.

    French TEAM early skirmishers does not decrease train time for Abus Guns.

    British TEAM Musketeer/Grenadier HP card does not increase Janissary HP.

    Japanese Churches from the Dutch consulate cannot train Spies.

    A recipient of the Chinese TEAM 1 Fuchuan card cannot train any units from it unless they are also Chinese.

    Aztecs cannot benefit from the Jesuit smokeless powder tech, due to the fact that they cannot obtain any gunpowder units.

    French TEAM Ranged Infantry card increases the attack of cavalry archers, bow riders, keshiks, and yabusame.

    Iroquois TEAM scout infantry card does not affect light infantry units.

    Macehaultins sling musket bullets instead of stones.

    Travois cannot build Native Embassies.
    xentelian
    Skirmisher
    posted 07-20-10 09:53 PM EDT (US)     618 / 626       
    Suggested fixes for further patching beyond stuff Age Sanctuary fan patches 1.0 to 1.2 fixed already:

    Mercenaryloyalty costs for "NORMAL" allies are 75 % of starting value (should prob be closer to 50% off),
    costs for "TEAM" and/or "REPEAT" allies are 90 % of starting value.
    The only exception is "YPHCMercsRonin2" with 2/3 of starting value. At last, some corrections are necessary.
    Tech "HCMercenaryLoyalty" and "YPHCMercenaryLoyaltyIndians":
    cost for "HCPrivateersTeam" should be changed to 450 Gold (90 % from 500 Gold),
    cost for "HCXPCreeAlliesTeam" should be changed to 900 Gold (90 % from 1000 Gold),
    cost for "YPHCMercsJatLancer1" should be changed to 1125 Gold (75 % from 1500 Gold),
    cost for "YPHCMercsNinja2" should be changed to 900 Gold (90 % from 1000 Gold),
    cost for "YPHCMercsSohei3" should be changed to 900 Gold (90 % from 1000 Gold),
    cost for "YPHCMercsTigerClaw3" should be changed to 900 Gold (90 % from 1000 Gold),
    cost for "YPHCMercsWarElephant1" should be changed to 900 Gold (90 % from 1000 Gold),
    cost for "YPHCShipManchuTeam" should be changed to 900 Gold (90 % from 1000 Gold),
    cost for "YPHCWokouIndians3Double" should be changed to 900 Gold (90 % from 1000 Gold),
    cost for "YPHCWokouJapanese2" should be changed to 900 Gold (90 % from 1000 Gold),
    and the following two lines should be added: (ignored Dutch ally)
    <Effect type ='Data' amount ='1800.00' subtype ='Cost' resource ='Gold' relativity ='Assign'>
    <Target type ='Tech'>HCXPCaribAlliesRepeat</Target></Effect>
    ***
    Tech "HCMercenaryLoyaltyGerman":
    cost for "HCXPCreeAlliesTeam" should be changed to 900 Gold (90 % from 1000 Gold),
    and the following two lines should be added: (also German ally)
    <Effect type ='Data' amount ='375.00' subtype ='Cost' resource ='Gold' relativity ='Assign'>
    <Target type ='Tech'>HCPrivateers</Target></Effect>
    ***
    Asian civs have no native embassy.
    Solution: add to Tech "YPAAAsianStartingTechs" the line <Effect type ='TechStatus' status ='active'>ypNativeEmbassyEnabler</Effect> in techtreey.xml file and
    add to ypSettlerAsian, ypSettlerIndian and ypSettlerJapanese the line <Train row ='0' page ='6' column ='18'>NativeEmbassy</Train> in protoy.xml file.
    ***
    Known problems with the displaced improvement buttons.

    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, and age up, improvement buttons are displaced to the right, so that they are not below their
    corresponding unit button.

    The solution is to avoid the "UpgradeFlag" included in all used "Veteran" and "Guard" Techs.

    Solution for "Churchkalmucks": Two steps are necessary.

    step one: in file techtreey.xml at tech "Churchkalmucks" replace the two lines

    <Effect type ='TechStatus' status ='active'>VeteranDragoonsShadow</Effect>
    <Effect type ='TechStatus' status ='active'>GuardDragoons</Effect>

    by this

    <Effect type ='Data' amount ='1.50' subtype ='Hitpoints' relativity ='BasePercent'>
    <Target type ='ProtoUnit'>Dragoon</Target></Effect>
    <Effect type ='Data' amount ='1.50' subtype ='Damage' allactions ='1' relativity ='BasePercent'>
    <Target type ='ProtoUnit'>Dragoon</Target></Effect>

    step two: in file art\units\cavalry\dragoon\dragoon*.xml files add this tech

    <animfile>
    .
    .
    .
    <component>
    .
    .
    .
    <logic type="Tech">
    .
    .
    .
    <ChurchKalmucks>
    <assetreference type="GrannyModel">
    <file>units\cavalry\dragoon\dragoon_horse_age4</file>
    </assetreference>
    </ChurchKalmucks>
    ***
    Consulate shipped russian Blockhouse can now train units. It's ok, but any rescued settler (nugget), rescued CDB (nugget),
    granted villager (Aztec) or trained CoureurCree (Cree Outpost) can now build up to 6 Blockhouses (buildlimit=7)!
    Add this line to ypConsulateRussianOutpostWagon tech
    <Effect type ='Data' amount ='1.00' subtype ='BuildLimit' relativity ='Assign'>
    <Target type ='ProtoUnit'>Blockhouse</Target></Effect>
    ***
    'xpBuilderStart' and 'xpBuilder' in protoy file needs to have LOS changed from 8 to 12 (12 is minimum needed) so Travois
    can build a dock without needing another unit/building near it. However, maxvelocity should be reduced from 4 to 2.5 as
    people use this unit for scouting/herd gathering.

    ***
    The following techs have <Flag>UpgradeTech</Flag> so
    'YPHCCheapUnitUpgradesTeam' and 'YPNatZenMeritocracy' effect their costs
    but they shouldn't:
    Flag should be removed from topkapi, tanzimat and abbasid Otto techs
    as galatatower, koprulvizier, milletsystem and ALL other church/monastery techs
    do not have this flag and to add would create imbalances. Also, these Otto techs
    already had prices reduced in a previous patch.
    It should also be removed from bigdockrawhidecovers, bigdockcipactli and bigdockflamingarrow
    as no other warchief civ bigbuttons have this flag. Cipactli is not even an upgrade, it is a unit shipment.
    Again, same reasons as church/monastery - adding to all bigbuttons would create imbalances.
    ***
    xprevolutionohiggins needs this added so that imperial hussar are imperial gardeners
    <Effect type ='TechStatus' status ='active'>rggardener</Effect>
    and change line that shows active techstatus from imperialhussar to imperialgardener
    ***
    Still able to train certain villagers from buildings other than town center after revolution:
    Cree trading post needs this put in:
    <Effect type ='Data' amount ='0.00' subtype ='Enable' relativity ='Absolute'>
    <Target type ='ProtoUnit'>Coureur</Target></Effect>
    Cherokee villager tech, and German/Aztec team vill techs needs this put in:
    <Effect type ='Data' amount ='0.00' subtype ='Enable' relativity ='Absolute'>
    <Target type ='ProtoUnit'>Settler</Target></Effect>
    ***
    hcearlydragoonsteam tech needs this added so war wagons and eagle runner knights are trainable in age 2:
    <Effect type ='Data' amount ='1.00' subtype ='AllowedAge' relativity ='Assign'>
    <Target type ='ProtoUnit'>WarWagon</Target></Effect>
    <Effect type ='Data' amount ='1.00' subtype ='AllowedAge' relativity ='Assign'>
    <Target type ='ProtoUnit'>xpEagleKnight</Target></Effect>
    ***
    hcearlyskirmishersteam tech needs this added so ottoman players get something:
    <Effect type ='Data' amount ='0.80' subtype ='TrainPoints' relativity ='BasePercent'>
    <Target type ='ProtoUnit'>abusgun</Target></Effect>
    ***
    japanese church from dutch consulate cannot train spies so ypConsulateDutchChurchWagon needs this added:
    <Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
    <Target type ='ProtoUnit'>xpspy</Target></Effect>
    ***
    fuchuan team card needs armies enabled so that non-chinese players can produce them
    ***
    Aztecs cannot benefit from the Jesuit smokeless powder tech, due to the fact that they cannot obtain any gunpowder units
    so this should probably be added as most likely equivalent siege/ranged unit is arrow knight.
    <Effect type ='Data' action ='BuildingAttack' amount ='1.30' subtype ='Damage' relativity ='BasePercent'>
    <Target type ='ProtoUnit'>xparrowknight</Target></Effect>
    ***
    native travois cannot build embassy so add this to xpbuilder in proto file
    <Train row ='0' page ='6' column ='19'>NativeEmbassy</Train>
    and this
    <Effect type ='Data' amount ='1.00' subtype ='AddTrain' unittype ='nativeembassy' relativity ='Absolute'>
    <Target type ='ProtoUnit'>xpBuilder</Target></Effect>
    to the colonializexpiroquois tech
    fz501
    Skirmisher
    posted 08-16-10 01:22 AM EDT (US)     619 / 626       
    Hi, AOE Fans!

    I found a bug concerning the AI behavior. If the computer plays as japanese, berry buildings are never used to collect food. If no berry bushes are available, the second level is not reached in an acceptable time.

    regards, fz501
    Sicunder
    Skirmisher
    posted 11-09-11 11:36 PM EDT (US)     620 / 626       
    4 questions about some old bugs in aoe3 tad

    1)Japanese card 'peace time fishing' didn't use to work on native American canoes - has it been fixed yet?

    2)the Sufi war elephants didn't have elephant tag - has it been added and if it has been - then will the Indian card which increases elephant hit-points and attack (both by 15%) will now be effective on them.

    3)if 'goraksha' card in Indian deck has been fixed to increase xp gather rate of sacred cows lined at sacred fields ? or it still works only on the autogather rate of herdables (not gathering at the sacred field)

    4)do arsenal upgrades effects shipped mercenaries from home city (those from native Asian temples and American tribes through harbor/custom house/messenger) - because there used to be a bug that counter infantry rifling used to effect the the Cherokee rifle man from native village trading post but not the one shipped from home city through harbor.



    i will be highly obliged if any good Samaritan amongst us members could tel me the latest news regarding these bugs and if these have been corrected already- then in which patches?

    and i specially want to thank cyclohexane - not just for contributing to this topic but also the elaborate gathering rate guide he provided a while back - which has helped me a lot.

    also this my first post on aoe3 heaven.
    potatopac
    Skirmisher
    posted 07-11-12 08:47 AM EDT (US)     621 / 626       
    Ok I have two: howdahs in melee have an attack of 33 with a 2.3 bonus vs artillery but only do 66 damage.

    Now this second one is about the portuegeuse but only present in tad and twc. It displays veteran cassadors instead of regular cassadors in scen editor. Every other skirm type unit is shown in unupgraded.
    This causes cassadors to miss out on the veteran upgrade causing serious problems. Please check this.
    Also im not sure if this was intentional or not but cassadors dont have an abnormally slow rate of fire but high attack anymore. I and most aoeTAD players would appreciate it if it was returned back to the 1 shot per 4.5 second as it adds diversity and keeps them interesting.( makes more strats possible)

    Edit: The 10 hussar shipment the ottomans get upgrades them to imperial but does not make them royal guard. thia makes them 10% weaker. Also, if they are unupgraded, their name changes to veteran hussars but they have the stats of non-royal guard imperial hussars. if they were veteran when you revolt, their name changes to guard hussars.

    [This message has been edited by potatopac (edited 07-27-2012 @ 11:30 AM).]

    iCourt
    Skirmisher
    posted 05-27-13 08:22 PM EDT (US)     622 / 626       
    This one is pretty game breaking and I'm not quite sure how to go about fixing it.

    Essentially you can set settlers to attack dance on the firepit and they will give the bonus to unit attack. Now you can remove all the dancers from the firepit, and the attack bonus remains active. If you set the firepit to a different dance the bonus goes away.
    anterior2
    Scenario Design Expert
    posted 08-26-13 00:30 AM EDT (US)     623 / 626       
    Is it really that simple to do?

    StormComing (to me): "Seems like you're way under-ranked"

    Check out my series of guides for the scenario editor in the link below! | Best Otto TR score

    The definitive collection of my scenarios, along with my scenario editor walkthrough, recorded games, and much much more!
    The Lost Elixir
    Skirmisher
    posted 01-29-16 08:30 AM EDT (US)     624 / 626       
    In treaty game when you fully upgrade all units to imperial/legendary/exalted, save->quit->again open the saved game,

    Some units are shown as veteran/elite/disciplined, even though they are fully upgraded. Their stats remain unchanged although.
    wq123
    Banned
    posted 07-20-17 03:36 AM EDT (US)     625 / 626       
    I am a bot

    [This message has been edited by Maffia (edited 07-20-2017 @ 08:52 AM).]

    Roman2211
    Skirmisher
    posted 08-08-18 01:00 AM EDT (US)     626 / 626       
    The Asian Dynasties Only: Easter egg "PropsHUGEPumpkin" is not displayed on the Plymouth map. False path to <AnimFile> in protoy.xml
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