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Topic Subject: The WarChiefs/The Asian Dynasties Bug List
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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).]

  • Replies:
    posted 01-02-07 07:54 PM EDT (US)     1 / 627  
    spain is op! prowlers are op! halbs are op!

    - Uhlan Bug
    - 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.


    Gameranger: _NiGhThAwK_
    posted 01-02-07 08:01 PM EDT (US)     2 / 627  
    "Do not re-write a bug, look over the present list."

    Please, reading is tough, I know. But with strength, I believe you can all pull through.


    [][][][][][][][][][][][][][][][][][][][][][][][][][][]
    [][][][][][][][][][] Stonewall J [][][][][][][][][][][]
    [][][][][][][][][][][][][][][][][][][][][][][][][][][]
    posted 01-02-07 08:07 PM EDT (US)     3 / 627  
    Kastor, you could use HTML to better organize the table.

    posted 01-02-07 09:37 PM EDT (US)     4 / 627  
    -> Iroquois Tomahawks projectile is actually a musket bullet, instead of a Tomahawk.
    -> Same for Native Settlers. When they're hunting, they "fire" musket bullets instead of spears
    -> Aztec TC and Docks attack ships with cannonballs instead of arrows. Same for Sioux, but I think for them is acceptable...

    If those ever be fixed, Cy Marlayne would be very happy

    EDIT: Oh, and Ottos have Spies in Age 1!
    EDIT2: And it is actually possible to garrison fishing ships inside Town Centes. Yet to see if they shoot at enemy units though.


    ESO - Walker

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

    Retired from AoE3. But I do play AoK HD in Steam now and then.

    [This message has been edited by Just a player (edited 01-02-2007 @ 09:39 PM).]

    posted 01-02-07 09:59 PM EDT (US)     5 / 627  
    When you choose Chile's revolutionary when declaring a revolution (at least as Spain), and it is supposed to send 10 Imperial Hussars, it sends 10 Guard Hussars (at least shows that).
    posted 01-02-07 10:44 PM EDT (US)     6 / 627  
    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.

    May also apply to Russians, not sure. It should give either an outpost, blockhouse or warhut depending on the civ. I sent an email to ES about it, though I'm not sure on the technological details.


    "You cannot discover an inhabited land. Otherwise I could cross the Atlantic and 'discover' England."
    - Dekhatkadons, Onondaga Iroquois chief.

    [This message has been edited by Dieneces (edited 01-02-2007 @ 10:46 PM).]

    posted 01-02-07 10:46 PM EDT (US)     7 / 627  
    With Stonewall's strong words echoing through my head, I managed to get through.

    ESO: JarlNick

    Want to talk OP? AOE3 Abus Guns at release were nightmares. But I knew how to take care of them! Beware my Culverins you artillery bastards! Oh wait...- MNBob

    posted 01-02-07 10:54 PM EDT (US)     8 / 627  
    The dutch fast hallaberd card "Military Reform" says "Fisticuffs has arrived" or something of that nature

    "Speedy Halberdiers just own things" ~TarsTarkas
    posted 01-02-07 11:09 PM EDT (US)     9 / 627  
    on the same note as the native's inability to use lost city outpost wagon, a surgeon rescued by natives does not have the healing ability (it is completely useless).

    "he will have a hard getting banks up"
    ~rel4xed

    "I accidently drop kicked someone once"
    ~george_uk

    posted 01-03-07 00:19 AM EDT (US)     10 / 627  
    Which brings up a question, can the russians use the lost city outpost wagon? Or maybe I'm just repeating what someone else said... I think it converts to a blockhouse.(Mods feel free to delete if you wish.)

    [This message has been edited by Miah (edited 01-03-2007 @ 00:22 AM).]

    posted 01-03-07 04:40 AM EDT (US)     11 / 627  
    Ottomans can train spy from mosque in age 1.
    posted 01-03-07 05:44 AM EDT (US)     12 / 627  
    Cheyenne rider allies (NatMercCheyenneRider, unit id 816) and huron mantlet allies (NatMercHuronMantlet, unit id 818) available from HC cards are missing the unit type definition 'MercType1' of all other native allies.


    Quote:

    a question, can the russians use the lost city outpost wagon?

    They can, blockhouses are possible.


    Quote:

    When you choose Chile's revolutionary when declaring a revolution (at least as Spain), and it is supposed to send 10 Imperial Hussars, it sends 10 Guard Hussars (at least shows that).

    The upgrade is there; it's "just" the name that is wrong, like with the fortification upgrades listed above.


    Quote:

    After ending a game or moving from the editor to the main menu it plays the AoE3 Vanilla theme, not the TWC theme.

    That's hardly to be called a bug - it plays either theme, randomly.

    posted 01-03-07 06:46 AM EDT (US)     13 / 627  
    When I looked at Somme's Advanced Scouts before standing still their speed kept changing. I know they do when they are hit by melee but they weren't even in battle, they were stood still.

    Exactly the same with Uhlans.


    armyballer - Another 3v3, this time my team is winning, (about an hour into it). One of the other team players admits defeat and resigns, then out of no where I get OOS message. I'm pissed, I again log onto agecommunity and see I have been given a LOSE. How did this happen?

    AceOfKings - ender_ward hacked into your game and made it go OOS

    Unban JamesLock
    posted 01-03-07 06:49 AM EDT (US)     14 / 627  
    Goddamn, I didn't know it was this bad. Surely when I spend a cart, I expect to get the benefits? So some cards just don't have the effect they're supposed to have. Great. That will get me Brigadier status. I fail to see how ES could NOT have found these very obvious bugs. Did they even playtest at all?? Seriously.

    All Hail Giant Squid World Domination
    posted 01-03-07 07:28 AM EDT (US)     15 / 627  
    the 2 captured villies from a treasure (not claimed yet, with all guardians still there) starting to shoot your units!?
    then, starting to pick up your shipped resource-crates and finally stood idle next to TC .... They could not be targetted or shot :s
    this was on New England

    very annoying (and funny as hell)

    [JPEG, (655.22 KB)]


    Old Indian: Once upon a time, a woman was picking up firewood. She came upon a poisonous snake frozen in the snow. She took the snake home and nursed it back to health. One day the snake bit her on the cheek. As she lay dying, she asked the snake, "Why have you done this to me?" And the snake answered, "Look, bitch, you knew I was a snake."

    [This message has been edited by Zongo (edited 01-03-2007 @ 07:36 AM).]

    posted 01-03-07 08:49 AM EDT (US)     16 / 627  

    Quoted from Mediolanus:

    Ottomans can train spy from mosque in age 1.


    as shown HERE
    free advertising ;-)

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

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

    RUSSIAN CIVIL WAR - VERY GG
    Mine and Micky's OPness

    [This message has been edited by MusketKing (edited 01-03-2007 @ 08:53 AM).]

    posted 01-03-07 10:22 AM EDT (US)     17 / 627  
    Is being able to crackshot treasure units(not the guardians, but the ones you're trying to rescue) a bug? It seems to me it has a strategic advantage(for instance if you want to crackshot an opponent's unit before he can fully collect the treasure... an if I can't get it, you can't either sort of thing), but it may be a bug.
    posted 01-03-07 11:20 AM EDT (US)     18 / 627  
    On online cpu games, if the host quits then the computer players stop moving.

    This was on Medium so it may have been just that it was easy but, they only had ~15 vills at 45mins.

    This may not be a bug, just a technicality though.


    I'm actually from N.Ireland
    posted 01-03-07 11:25 AM EDT (US)     19 / 627  

    Quote:

    On online cpu games, if the host quits then the computer players stop moving.


    yeah tbh i dont think this is a bug
    as i do quite alot of compstomps to get new cards/new decks etc it happens quite alot
    some1 told me that its because the AI's run off the hosts comp so when the hosts leave the comps just stop as well



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

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

    RUSSIAN CIVIL WAR - VERY GG
    Mine and Micky's OPness
    posted 01-03-07 11:28 AM EDT (US)     20 / 627  
    sometimes when you produce natives from a native tp, they pop out within the confines of the native settlement and cant run out of it. If you set the gather point elsewhere, you can make it stop happening, but there are still the ones trapped until you kill them or you delete them. If you delete them you give free xp to the enemy. This is a hard error to reproduce, but trust me it happens.
    posted 01-03-07 11:39 AM EDT (US)     21 / 627  
    setting a gather point for multiple sioux barrax at once doesn't work for one of them (inf just waits next to barrax)

    [This message has been edited by reutel (edited 01-03-2007 @ 11:40 AM).]

    posted 01-03-07 12:31 PM EDT (US)     22 / 627  
    Hehe, I found a bug in the homepage-announcement...

    Quote:

    But, it can nevertheless hurt to let everyone know of some bugs.

    Oh, so it can hurt to let everyone know?

    Nah, seriously, I like this thread. Although anything I would say would just be the old editor bugs all over again.

    posted 01-03-07 12:54 PM EDT (US)     23 / 627  
    This list comes from my guide (see signature). I discovered many of these while doing play testing to complete my Reference Guide. Yes, something ES should have done but did not for some reason or another. While I independently discovered many of these, I did combine lists with the bug list on:

    AgeSanctuary Bug List

    I know there are some repeats from above but I already have them numbered and I am on my lunch break. Since my list is already organized and longer, I suggest starting from it:

    CARD BUGS

    1 Iroquois Cayuga Support, Oneida Support and Seneca Support cards still uses pop space if you cancel the card, chewing up your pop spaces for the remainder of the game. This can be repeated infinitely by sending/canceling again.

    2 Free Uhlans that come with some German cards use population space if the card is canceled. For example, the Factory and Robber Barons shipment (+4 uhlans) takes 8 population space permanetly if the shipment is canceled.

    3 French Team Early Skirmishers does not allow Wakina Rifle to be built.

    4 Medicine does not decrease the train time of villagers correctly for the Russians or British Estates villagers. The time for British Estates villagers without Medicine is 50 seconds and 55 seconds for Russians. With Medicine it decreases to 46 seconds for British and 50 for Russians. However, 15% of 50 and 55 should decrease the villager train time to 43 and ~47 seconds respectively.

    GAME PLAY BUGS

    1 The rate of fire and siege damage for a Spy is unchanged when placed in cover mode.

    2 Since Ottoman can build a Mosque (church) in Discovery, they can also build Spies in Discovery. Can be OP in a 2v2 sling strategy considering siege in cover is not fixed.

    3 Native farms can be built off the edge of the map which limits the number of villagers that can work on it.

    4 Un-garrisoning units placed in an allies War Hut is impossible. Confirmation needed if this is true for all three native civilizations.

    5 Un-garrisoning from ships is only possible if the ship is moved manually to the shore. Clicking un-garrison and clicking the shore will cause the ship to move to the shore and stop just far enough away to not be able to un-garrison.

    6 Tasking multiple Travois to build a single building disables all but the one that builds it from building anything else.

    7 Native civilizations can buy the Age III Farm upgrade in Age II and the Age IV upgrade in Age III.

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

    9 Additional crates on Carolina and Hispaniola for Native civilizations show as being European crates.

    10 Sioux surgeons shipped in or saved from treasure (any native civilization) cannot build Field Hospitals.

    11 When you get the treasure that gives an Outpost with the Native Civilizations, nothing can be built with it.

    12 Sioux War Chief area damage affects Gaia (hunt, trees etc).

    13 Treasure markers sometimes stay on the map even when the treasure has been collected.

    14 Sioux War Chief does not gain hit points in Fortress Age (does all others ages and gains double attack) and Aztec War Chief does not gain hit points in Industrial (does all others and gains attack). The Iroquois War Chief functions correctly.

    15 Iroquois Light Cannon does not slow down in Bombard mode (same speed).

    16 Iroquois Ram gives same damage in cover as normal mode (does slow down though).

    17 Field Hospitals only heal 3 hit points per second, instead of 15 as they were in AoE3. Considering they are the most expensive healer with weak hit points and only available via shipment, this must be a bug.

    18 Cherokee Basket Weaving tech does not effect Native Farms.

    19 It is possible to instantly convert guardians by clicking the converting process twice.

    20 Dutch card 30 Carib Allies does not send Elite units (regular).

    21 Klamath Work Ethos research technology either does not increase work rate for Farm or is not listed.

    22 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.

    23 Wallenstein's Contracts doesn't work on 'Team Hire Hessians' (5 Jaegers, infinite) and 'Team Cree Allies' (10 Cree Trackers, infinite).

    INTERFACE BUGS

    1 Attack/siege stats do not update in the user interface for: War/Fire Dance, Town Dance (hit points only), Water Dance (hit points only), War chief Aura, Teepee's (friendly territory), Tashunke Prowler pack effect (hit points stats DO update).

    2 Many of the units that do not have a Colonial unit, or even an imaginary Colonial unit (start at Veteran in Fortress), hit points and damage are calculated incorrectly (or differently than stated in the game). I found values off by +/- 1 point. Units include Lancer, Halberdier (all civilizations), and Spahi. See the unit descriptions for each of these civilizations in this workbook for more details. The values in these circumstances were just typed in instead of calculated to match the game statistics.

    3 Cassadore, Crossbowman, Longbowman, Skirmisher, Strelet, BlackwoodArcher, BlowgunAmbusher, BlowgunWarrior, BolasWarrior, EagleWarrior, Rifleman, SharktoothBowman, Tracker, Jaeger attack bonus versus light cavalry (x1.5) is not shown in the User Interface (must un-enable the "Enable Minimized UI" in the Options / UI options). Heavy artillery penalty also does not show up. Remember most people do not read the .inf file!

    4 French Tirailleurs card states on arrival that Tercio Tactics has arrived (a Spanish card with similar function).

    5 Aztec Great Chinampa card states on arrival that Grain Market has arrived.

    6 Iroquois Warrior Culture card states on arrival that Pioneers has arrived.

    7 When the game is paused the un-pause button says Archer.

    8 After shipping the Home City Shipment Palatine Settlements as Germans, hovering over the house with the mouse pointer still say "Supports 10 population" although the population increases correctly (supports 30).

    9 The interface shows Spanish 10 Imperial Hussars from Revolution as Veteran Hussars.

    10 Hovering over whales states that there are "0 of 4 Fishing Ships Gathering" regardless of how many fishing ships are gathering from them.

    11 The enemy can be observed fighting treasure guardians, chopping down trees, and hunting animals through the fog of war.

    12 On Germans, after shipping the Home City Shipment "Palatine Settlements", hovering over the house with the mouse pointer still say "Supports 10 population" although the population increases correctly (supports 30).

    13 The Sioux and Aztecs have cannons that fire out of the TC when a ship is close. This is done for balance issues and is not so much of a bug as it is a graphic issue. Iroquois do to, but at least they had artillery.

    ESO BUGS

    1 Canceling Quick Search can cause AoE3 to freeze

    2 Alt-tabbing out of ESO and back in resets sound volumes to default (max), although this is not shown in Options.

    3 Native civilizations are not shown on the Quick Search ticker.

    4 If a disconnect occurs during a 2v2, PR will not be updated for that game.


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

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

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    posted 01-03-07 01:12 PM EDT (US)     24 / 627  

    Quote:

    But, it can nevertheless hurt to let everyone know of some bugs.

    An example would be the cover mode siege rate bug.

    posted 01-03-07 01:41 PM EDT (US)     25 / 627  
    Actually ES already is aware of AgeSanctuary's list. That why I didn't write most of it's bugs here, too

    And why adding a bug here although ES already aware of it?

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