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Bug List, Report bugs to ES here
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[StR]Monte
post Oct 27 2006, 12:07 AM
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THIS LIST IS NO LONGER UPDATED.
Search for Wibble's posts in this thread to check which bugs ES have been made aware of/are fixing, etc.

This will be a list of currently known bugs so that everyone; including ES, can be aware of them (and not abuse them tongue.gif).

Card Bugs:
- 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/cancelling again.
- Free Uhlans that come with some German cards still use pop space when they die.
- The British TC starts to train villagers at 50 seconds when the Estates card is used (the TC should stay at 25).
- French Team Early Skirmishers does not allow Wakina Rifle to be built.
- 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 (no effect). However, 15% of 50 and 55 should decrease the villager train time to 43 seconds and ~47 respectively.
- If you cancel sending the following German cards, population for uhlans will not be cancelled, and the pop slots will be used by nothing for the remainder of the game - 7 Cows, 15 Sheep, 600/700 Resource Cards, Covered Wagon, Factory Cards, Fort Cards, Frontier Defences, 1 Caravel, 2 Caravel, 1 Frigate, 1 Galleon, 1 Monitor.

Gameplay Bugs:
- The rate of fire and siege damage for a Spy is unchanged when placed in cover mode.
- Native farms can be built off the edge of the map which limits the number of villagers that can work on it.
- Ungarrisoning units placed in an allies War Hut is impossible. Confirmation needed if this is true for all three native civs.
- Ungarrisoning from ships is only possible if the ship is moved manually to the shore. Clicking ungarrison and clicking the shore will cause the ship to move to the shore and stop just far enough away to not be able to ungarrison.
- Tasking multiple Travois to build a single building disables all but the one that builds it from building anything else.
- Native civilisations can buy the Age III Farm upgrade in Age II and the Age IV upgrade in Age III.
- French villagers continue their building animation on a dock after it has been completed.
- Additional crates on Carolina and Hispionola for Native civilisations show as being European crates.
- Sioux surgeons can't build Field Hospitals.
- When you get the treasure that gives an Outpost with the Native Civilisations, nothing can be built with it.
- Sioux WarChief area damage affects Gaia (hunt, trees etc).
- Treasure markers sometimes stay on the map even when the treasure has been collected.
- Sioux War Chief does not gain hit points in Fortress Age (does all others and gains attack) and Aztec War Chief does not gain hit points in Industrial (does all others and gains attack).
- Iroquois Light Cannon does not slow down in Bombard mode (same speed).
- Iroquois Ram gives same damage in cover as normal mode (does slow down though).
- Field Hospitals only heal 3 hit points per second, instead of 15 as they were in AoE3.
- Cherokee Basket Weaving tech does not effect Native Farms.
- It is possible to instantly convert guardians but doing the converting process twice.

Interface Bugs:
- Attack/siege stats do not update in the user interface for: War/Fire Dance, Warchief Aura, Teepee's (friendly territory), Tashunke Prowler pack effect (hitpoints stats DO update).
- French Tirailleurs card states on arrival that Tercio Tactics has arrived (a Spanish card with similar function).
- Aztec Great Chinampa card states on arrival that Grain Market has arrived.
- Iroquois Warrior Culture card states on arrival that Pioneers has arrived.
- When the game is paused the unpause button says Archer.
- 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).
- The interface shows Spanish 10 Imperial Hussars from Revolution as Veteran Hussars.
- Hovering over whales states that there are "0 of 4 Fishing Ships Gathering" regardless of how many fishing ships are gathering from them.

ESO Bugs:
- Cancelling Quick Search can cause AoE3 to freeze.
- Alt-tabbing out of ESO and back in resets sound volumes to default (max), although this is not shown in Options.
- Native civilisations are not shown on the Quick Search ticker.
- If a disconnect occurs during a 2v2, PR will not be updated for that game.

Fixed:
- Sioux Onikare card can be sent again on reaching Imperial.
- Aztec 9 Jaguar Prowl Knights does not deduct a shipment from your tally, and can be sent INFINITE times.
- British TEAM Wool Staple Ports does not deduct a shipment from your tally.
- Sioux New Ways card does not deduct a shipment from your tally.
- Sioux, Iroquois and Aztec Old Ways card does not deduct a shipment from your tally.
- Using Land Grab, Advanced Mill and either techs Tupi Forest Burning or Cree Textile Craftmanship causes building Mills to grant you wood.


Thanks to Cyclohexane and his AoE3 Quick Reference Guide.

Reply with any additions or fixes to the list and I will edit this post.

This post has been edited by [StR]Monte: Aug 24 2007, 10:53 AM



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MNBob
post Oct 27 2006, 12:10 AM
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HCXPNewWaysSioux (New Ways) does not use up a shipment when used.

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[StR]Monte
post Oct 27 2006, 12:20 AM
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ya and Huron Native gets +200% build limit for 225w, 225g; while an Age 2 card that Dutch and Iroquois get (maybe some others too) gives +25% native build limit. Card worth 700 res allowing 25% more vs tech worth 450 res allowing 25% more. Hmmm.

Both are pretty ridiculous but not really bugs. :S



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Loblin
post Oct 27 2006, 12:27 AM
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There are three cards that are bugged for iroquois (the population bug). Dunno their name, but they give:
Aennas+war canoes
Prowlers+2travois
Villies + tc



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Hippo1
post Oct 27 2006, 12:30 AM
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Not sure if anyone noticed or not... i found a major exploit. Please dont use it!

If you resign during the first 2 minutes of the game, it doesnt count at all.



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[StR]Monte
post Oct 27 2006, 12:31 AM
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lol.

Loblin, I added the cards you've said.. Have you tested the other 3 "Support" cards?



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Loblin
post Oct 27 2006, 12:32 AM
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They required population to be sent, so I couldn't. smile.gif But I think they're fine.



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[StR]Monte
post Oct 27 2006, 01:14 AM
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This thread is not about agents. Its about bugs.



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[FsE]themosh
post Oct 27 2006, 02:00 AM
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I'm sorry monte, it's my fault. If one of the admins could please delete all agent-related posts it'd be great (including mine of course)



*Done - Thanks flowers.gif *

This post has been edited by Tordenskiold: Oct 27 2006, 08:49 AM



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No I didn't actually beat grunt, it's a joke u nubs.
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Extacy
post Oct 27 2006, 02:22 AM
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hey sticky this, its gona go to second page soon!



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[ArGo] BLuE_GaiDeN
post Oct 27 2006, 02:38 AM
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You can't send the aenna + 2 war canoe merc card unless it is a water map. It says no drop point. Which means never put this card in your decks unless its a water one. It will just take up space.



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Mystic_Scourge
post Oct 27 2006, 03:08 AM
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you can actually place native farms off the edge of the map a bit.. (into the black area) but when you do it only allows 2 vills onto it.

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Ugly_McNasty
post Oct 27 2006, 03:18 AM
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Sometimes when cancelling QS (due to an unnamed lame exploit/feature) the game completely freees up and forces you to alt-tab out and close TWC. This has been happening since 1.00.



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Ender_Ward
post Oct 27 2006, 03:24 AM
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Spies' rate of fire and seige damage remains unchanged in cover mode.




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Vilage_Idoit
post Oct 27 2006, 04:06 AM
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if you send the iroqious tc+10 vil shipment when you're at 99 vils. you get nothing, and don't get anything back.



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