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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 11-21-07 06:59 PM EDT (US)     451 / 627  
    Rural sentry and rural irregulars have the wrong icons.
    Are you sure? I just checked in game and, in fact, both have different icons, showing just one unit instead of two. There might be little difference between them, though nothing seems to indicate that they have the wrong icon.

    Small update.

    ESO - Walker

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

    Retired from AoE3. But I do play AoK HD in Steam now and then.
    posted 11-22-07 07:32 PM EDT (US)     452 / 627  
    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.
    This only happens when he finishes building the Village with Shift-Click, if you tell the villager to garrison on the Village, it will show him as Idle, as it's supposed to do.




    As you can see, it doesnt show him as idle.
    posted 11-22-07 08:29 PM EDT (US)     453 / 627  
    maybe the some problem as building outposts?
    posted 11-22-07 10:22 PM EDT (US)     454 / 627  
    Almost all arsenal upgrades do affect saloon units.

    The only specific one I seem to be able to find that does not is rifling does not apply to renegado.
    posted 11-23-07 02:25 PM EDT (US)     455 / 627  
    - 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)
    OK - here is the scoop on the 'stuck natives' in TAD (note I also saw this in a couple AOE3 and TWC groupings in the past but never tested it). I have only tested the Zen and Shaolin natives by creating a custom map and varying the groupings used - the way the other native groupings are constructed the natives are unlikely to have problems. With the groupings of these 2 tribes, there are in some of the groupings small pockets of terrain surrounded by the various temple pieces that form an impenatrable wall just above the trade post sockets - this is where the natives can get stuck. After extensive testing I can only recreate this with the native zen temple cj 02, native zen temple ceylon 02, and native zen temple yr 02 groupings. It only occurs when the gathering point is located from about the 10:OO to 2:00 positions above the grouping - otherwise the Sohei warriors do not get obstructed. Some of the other groupings of these two sects do look like they have similar pockets, but the warriors do not pop out on that 'northeast' side of the trade post socket of these other groupings - I believe there is an invisible obstruction placed to prevent such inadvertant trapping and that it was not done correctly or completely on these zen #02 groupings. I have made screenshots of the trapped units (and can send them and the test maps if you want, Wibble - just let me know where to send them). The maps involved are the Honshu (cj), Ceylon and Yellow River (yr) maps.
    posted 11-25-07 02:47 PM EDT (US)     456 / 627  
    I just discovered a pretty big bug. 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. What does this mean exactly? Here's an example. 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 (for example you gain 15 gold everytime you train an Old Han army). I'm pretty sure this isn't by design and it's pretty big.

    From Agecommunity:
    "French:
    Pros: Powerful coureurs, many choices for a powerful army, a card gives the explorer the ability to heal
    Cons: Expensive vills and Cuirassiers."
    LOL
    posted 11-25-07 03:24 PM EDT (US)     457 / 627  
    Nice find :O

    FFA Fun Series - Spring/Summer 07 winner
    posted 11-25-07 04:27 PM EDT (US)     458 / 627  
    @Eicho

    I've added your Village bug to the list, but I wasn't able to reproduce it myself. Building a Village using shift+click didn't cause the Settler to garrison. The closer I could get was telling him to build it and then, with shift+click, right clicking the building, so once it was built he would garrison. However, he would be displayed as idle.

    Updated.

    ESO - Walker

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

    Retired from AoE3. But I do play AoK HD in Steam now and then.
    posted 11-25-07 05:00 PM EDT (US)     459 / 627  
    I dont know why you cant reproduce it, it happened to em on different maps, but everytime i tried it was early game (first minutes of the game).

    Like, you tell the villager to build the village using shiftclcik, and it auto-garrisosn when it finishes.
    This happens to me with Blockhouse and other buildings too, but thats not the problem.
    The problem it it doesnt show him as idle, and a idle villager early game can be pretty bad.
    posted 11-26-07 09:01 PM EDT (US)     460 / 627  
    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!
    What a nice bug, I love it.
    posted 11-27-07 04:36 PM EDT (US)     461 / 627  
    Hi,

    While doing the campaign, I noticed that the Sepoy tool tip (or whatever it's called) says that the Sepoy is good against cavalry at range, but is much better against cavalry in hand-to-hand combat. On the Sepoy's in-game stat-sheet though, it says that they Sepoy has a x3 attack bonus versus cavalry in both hand-to-hand and range.

    Also, a clarification. A little while ago I posted a bug about civilizations not receiving XP after ending a game. I had thought it was due to not clicking all the end-game stat tabs. But, after experimenting, I found it really had to do with saved games. If I had played a game for a while, saved it, then exited it, it would register that I had gained X amount of XP and Y amount of levels. In this particular case, I had noticed that I gained one level. A day later, I loaded the game up, finished it, and, when viewing the end-game stats, noticed I had gained two levels. Upon leaving the stat sheet, my Home City page showed me that I had not gained any more experience than when I first saved the game, and exited it.

    I personally believe that this was a purposeful addition to the code since Vanilla, as I hated when I would play a game, save it, then forget about it for a month, continuing to play the Civ and get many levels for my Home city, only to load up the old saved game, and revert back to my old Home City level.

    Sorry for all the talk, and Thanks,
    Foy
    posted 11-27-07 10:17 PM EDT (US)     462 / 627  
    A few consulate oddities (either bug or design but needs clarification):

    1.) British surgeons from the Consulate cannot build hospitals for India but can for China (both civilizations can ally with the British in the consulate but surgeons treated differently).

    2.) Russian blockhouses cannot build any units

    3.) Russian factory can spawn heavy cannon but cannot be upgraded to imperial heavy cannon when in the Imperial Age.

    Also, I sent the Ottoman Age 3 shipment Team Defenses in a single player game to see what is actually made with Asian / Natives (file says outposts but I was wondering if it made war huts, castles, & block houses instead for the natives, Asians, & Russians respectively). However, the AI never built anything with them the entire game.

    I'm not sure if they could not use them (like when a Native civilization rescues a tower treasure), or the AI is just bad. Either way, it needs to be looked into.

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

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

    See other guides, technological advancements, interviewing tips, and more at my website All Things Miscellaneous

    [This message has been edited by Cyclohexane (edited 11-27-2007 @ 10:18 PM).]

    posted 11-28-07 07:25 AM EDT (US)     463 / 627  
    Updated.

    @Cyclohexane, it should be able to build Asian Outposts (I think it actually builds those Outposts that you get in Siberia, not Castles), though I'm unsure if it can build WarHuts. I'll check it later.

    ESO - Walker

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

    Retired from AoE3. But I do play AoK HD in Steam now and then.
    posted 11-28-07 03:55 PM EDT (US)     464 / 627  
    Looks like I'm pictured on that screenshot, Eicho. (yay, ehem)

    I can back him up on that count though, because that's something I have also noticed but thought it was an isolated case, but it happens almost every time.

    Snowflakes are one of nature's weakest elements. However, look what they can do when they stick together...
    posted 11-28-07 03:59 PM EDT (US)     465 / 627  
    Recorded Games of "King Of The Hill" games OOS once the hill is captured.

    Congratulations Serge - Winner of the FFA Spring Series 2008
    posted 11-28-07 08:01 PM EDT (US)     466 / 627  
    When you see certain Elephants shipments while building your deck, they show wrong description.
    They say "heavy ranged infantry, good against cavalary and hand infantry"(as if they where muskteers) while if you put the mouse over it while choosing cards, they show good description.

    some images

    [This message has been edited by Eicho (edited 11-28-2007 @ 08:04 PM).]

    posted 11-30-07 06:33 AM EDT (US)     467 / 627  
    TWC and TAD
    the Tech "ChurchStateReligion" defined in techtreex.xml and techtreey.xml is not registered in prototype "church" in protox.xml and protoy.xml.
    I entered it and it works perfectly.

    <Tech row='0' page '1'column '6'>ChurchStateReligion</Tech>
    posted 11-30-07 08:12 AM EDT (US)     468 / 627  
    - Some Shrines failed to attract Turkeys. Can't say if it was an isolated case or can happen frequently. Not confirmed
    I've confirmed it now:

    http://img255.imageshack.us/img255/8308/shinesdont2ri9.jpg

    Look at the image.

    The 2nd game in which shrines were failing.

    OWN GOAL
    posted 11-30-07 09:32 AM EDT (US)     469 / 627  
    I don't know if it's been mentioned or not, but when sending distributivism as India, when it arrives it says "Agrarianism has arrived"
    posted 11-30-07 06:12 PM EDT (US)     470 / 627  
    I will change string 69877 in stringtabley.xml to Distributivism note instead of Agrarianism and upload by tomorrow on my site.
    I have a few other fixes to upload to it as well like Peacetime Fishing not affecting canoes, yada yada

    Now if only I could modify the protoy and techtreey files to fix bugs too, eh Wibble (just bugging)
    posted 12-02-07 10:20 AM EDT (US)     471 / 627  
    TWC only:
    techtreex.xml :
    NatClubmanLoyal Hitpoints are not increased by ChampionNootka as expected.

    TWC and TAD:
    techtreex.xml / techtreey.xml

    1. Card HCXPMercsGreatCannon shows the cannon_icon_64, should be the russian_cannon_icon_64.

    2. Card HCArtilleryHitpointsPortugueseTeam:
    a) increase Hitpoints of AbusGun, should be OrganGun.
    b) increase Hitpoints of Grenadiers, should be removed (no Grenadiers in Portuguese Civ).

    3. Card HCHeavyFortifications: Outpost and Blockhouse are not correctly renamed (wrong upgrade order).

    4. Card HCXPMercsHessiansRepeatTeam:
    icon infinite_jaeger.ddt has an two color border.

    5. Tech ChurchPetrineReforms:
    Upgrade to GuardPikemen should be removed (no pikemen in Russian Civ).

    6. Bug in the file LargeRandomMaps.set in subdirectories RM/RM2/RM3:
    twice CarolinaLarge, missing TexasLarge.

    [This message has been edited by fz501 (edited 12-02-2007 @ 03:45 PM).]

    posted 12-02-07 05:27 PM EDT (US)     472 / 627  
    2. Card HCArtilleryHitpointsPortugueseTeam:
    a) increase Hitpoints of AbusGun, should be OrganGun.
    b) increase Hitpoints of Grenadiers, should be removed (no Grenadiers in Portuguese Civ).
    I'm pretty sure that's correct. Organ Guns are already covered in the "AbstractArtillery Hitpoints +15%" part, as for Abus and Grenadiers... well, in case you haven't noticed, it's a team card
    4. Card HCXPMercsHessiansRepeatTeam:
    icon infinite_jaeger.ddt has an two color border.
    Because it's both infinite and team.
    5. Tech ChurchPetrineReforms:
    Upgrade to GuardPikemen should be removed (no pikemen in Russian Civ).
    You're correct, though it doesn't really affect gameplay at all, so I won't expect ES to "fix" it. Thanks for reporting that many bugs though, all the others made it to the list

    ESO - Walker

    >> Napoleonic Era --> Visit their Homepage!
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    Retired from AoE3. But I do play AoK HD in Steam now and then.
    posted 12-04-07 05:45 PM EDT (US)     473 / 627  
    about the japanese-

    An opposing player can tell what the the japanese player is sending/ sent by the sign of the "2x" multiplier dissapearing on such shipments. they then become a normal shipment with no 2x multiplier.

    Proud winner of the FFA Winter Round '07!
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    "with all the bling on a mandsabar you could win the game by paying the enemy to resign." IL
    posted 12-04-07 06:50 PM EDT (US)     474 / 627  
    @ cookiecrisp

    I love that option, i don't think its a bug, but rather a really sneaky way to scout if your enemy is ffing for those beasting unit upgrade cards

    ׺°˜`°º×RealityFatality׺°˜`°º×
    "So, what do you guys think? What's theverdict? OP, or do I need to stop smoking crack?"
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    [This message has been edited by Kiverly Spears (edited 18-12-2008 @ 9:21 PM).]
    posted 12-08-07 12:49 PM EDT (US)     475 / 627  
    Sometimes japanese vils tasked to berries are idle but the idle vil banner does not appear.

    I also wonder if the japanese industrial 15 ronin card is supposed to cost 4500 gold! 5 ronins in fortress cost 1000 gold. If they hade the same cost it would be 3000 gold max. But being an industrial shipment shouldnt it cost LESS then 3000 gold.
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