Bug Fixes for the ESOC Patch

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Poland pecelot
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Re: Bug Fixes for Fan Patch

Post by pecelot »

I mean, all berry gather rates improvements affect Cherry Orchard as well, right? :roll:
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Re: Bug Fixes for Fan Patch

Post by _NiceKING_ »

pecelot wrote:I mean, all berry gather rates improvements affect Cherry Orchard as well, right? :roll:

yes
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Re: Bug Fixes for Fan Patch

Post by Lukas_L99 »

pecelot wrote:I mean, all berry gather rates improvements affect Cherry Orchard as well, right? :roll:


Well probably this one doesn't cause it would make Japs so much more stronger it'd be imbalanced I guess
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Re: Bug Fixes for Fan Patch

Post by pecelot »

So does Shaolin Wood Clearing improvement make India too powerful? Or Navajo Craftsmanship for Germany? :hmm:
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Re: Bug Fixes for Fan Patch

Post by rsy »

pecelot wrote:So does Shaolin Wood Clearing improvement make India too powerful? Or Navajo Craftsmanship for Germany? :hmm:

Shaolin wood gathering costs 200f 200w for 20%
Navajo Craftsmanship costs 150f 100w for 20%
This tech costs 100w 100c for 40%
I think it's not fair to compare the other two techs with this one

Also, India doesn't actually chop much wood. At least not in the early stages
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Re: Bug Fixes for Fan Patch

Post by pecelot »

Because berries are usually crap and it's one of the only ways of buffing them. From the technical point of view it's clearly a bug.

Some more mistakes from the campaign:

Image

Surgeons received from this card:

Image

as well as Dragoons received from the Viceroy Industrial-Age politician:


Image

don't have any sound files. I guess the latter can be caused by the nature of player's civ in Act II — it's a rather German civilisation with British accents, but doesn't have access to Dragoons.

This Iroquois improvement doesn't work:

Image
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Re: Bug Fixes for Fan Patch

Post by molotilkin »

I found a bug in which armies trained from Chinese Consulate Blockhouse don't spawn correctly. Instead of an army a single unit with a black icon is put out. Ming army can't be placed at all (a message "could not place Ming Army from Blackhouse, train failed" is displayed). Image Image
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Re: Bug Fixes for Fan Patch

Post by pecelot »

Indeed, quite bizarre:

Image

7 speed is legit.

That's despite having this line in the EP Patch Notes:

https://docs.google.com/document/d/1BU_ ... mvqyjahnep
Russian Consulate Blockhouse can now properly train Banner Armies.
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Re: Bug Fixes for Fan Patch

Post by tedere12 »

ah also when you have atp trading post selected and you press alt a black box comes up idk if its a bug or is there for some reason but idk what that reason could be.
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Re: Bug Fixes for Fan Patch

Post by pecelot »

Btw. I think it's better to just remove the Blockhouse line, regarding my post above :hmm:
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Re: Bug Fixes for Fan Patch

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Post by Garja »

Mansbdar Howdah has different cost ratio from normal Howdah.
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ypUnitDiscipleAura can be solved in pefect way

Post by ypUnitDiscipleAura »

1.we can choose ypchinesemonk2 in YPAge0Chinese replace ypchinesemonk .
2.add ypchinesemonk2 in cixis file.
3.change YPHCShipShaolinMaster ypchinesemonk replace yochinesemonk2
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Re: Bug Fixes for Fan Patch

Post by pecelot »

Japanese Monitors have Spanish names :!: :!: :!:

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Image

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:ship: :wood: :ship: :wood: :ship: :export:
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Re: Bug Fixes for Fan Patch

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Post by pecelot »

pecelot wrote:Dutch consulate arsenal doesn't provide the Counter-Infantry Rifling technology. The British, on the other hand, who also don't have a skirmisher-type unit, do have access to that upgrade — think about natives or mercenaries. I don't think it's deliberate then!

Indian Royal Green Jackets home-city shipment has a wrong description.


Regarding this from the previous page: Ottomans have the Infantry Breastplate improvement, which doesn't affect any of their initial units:

[spoiler=image]Image[/spoiler]

Which proves my point in the first quote.

Spahis received from the TEAM home-city shipments are not automatically improved upon advancing to the next ages, which makes such cards pretty mediocre — for example, when you send Spahis in the Industrial Age and your teammate gets just default ones. I think it should be fixed.

[spoiler=image]Image[/spoiler]

The Gribeauval home-city shipment has a wrong description:

Image

Should be: „Falconets, Heavy Cannons, Culverins and Horse Artillery damage increased".

In addition to my previous post about voice files missing for units in the campaign — here are some others I recorded with either no or wrong voices:

Act II: Shadow (TWC)

[spoiler=Horse Artillery]Image[/spoiler]

Act I: Japan (TAD):

[spoiler=Irregulars and Sentries]Image

Image[/spoiler]

[spoiler=Spanish Consulate Falconets]Image[/spoiler]

[spoiler=Consulate Dutch Expeditionary Army]Image[/spoiler]

[spoiler=Portuguese Consulate Heavy Cannons]Image[/spoiler]

and some others, it'd be the best to just check all consulate artillery from this act.

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Re: Bug Fixes for the ESOC Patch

Post by Asateo »

pecelot wrote:
Asateo wrote:A small thing: make dead cows appear dead in fog.

Now they are "alive" again (in the fog) after someone killed them.

That's more of a thing for the Bug Fixes for the ESOC Patch thread :!:


Thus it is done. :chinese: Could dead cows in the fog appear dead in the fog instead of alive?
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Re: Bug Fixes for the ESOC Patch

Post by EAGLEMUT »

Asateo wrote:
pecelot wrote:
Asateo wrote:A small thing: make dead cows appear dead in fog.

Now they are "alive" again (in the fog) after someone killed them.

That's more of a thing for the Bug Fixes for the ESOC Patch thread :!:


Thus it is done. :chinese: Could dead cows in the fog appear dead in the fog instead of alive?

I've been playing around with this for a couple hours, and the answer is yes, we can fix the behavior to whatever we want.

Currently, the behavior of dead herdables isn't consistent, they are divided between some that aren't visible in fog, and some that are visible as alive and stationary.
I've found that it is possible to make them appear correctly as visible and dead. It is however I think up for discussion how do we want to approach this issue:

1. Do we want all dead herdables to appear as visible and dead in the fog?
This will effectively be a "maphack" nerf to certain livestock that wasn't visible before, for example goats.

2. Do we want all dead herdables to not appear in the fog?
This will effectively be a buff to certain livestock that was visible before, for example cows.

3. Do we want only dead herdables which were visible on RE to appear as visible and dead in the fog (keeping the inconsistency while only fixing the display bug)?
This will keep the balance same as RE and remain inconsistent/confusing.

I am for option two, I would like to fix the inconsistency so that all herdables act the same and I think the maphack feature is weird for herdables to have.
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Re: Bug Fixes for the ESOC Patch

Post by Asateo »

Hum, option 2 is also fine for me, as long as living livestock is still visible in the fog (sometimes they walk from the black into the fog).
The confusion about the livestock being dead or alive would be gone with option 2. No unnecessary effort to try and pick them up will be made, which is what matters.
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Re: Bug Fixes for the ESOC Patch

Post by EAGLEMUT »

Yes, behavior of living livestock would be unchanged.
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Re: Bug Fixes for the ESOC Patch

Post by pecelot »

At first, the first option seemed to be the best to me, but indeed, it would be somewhat weird. Hunts are always visible and you can just see when they're down, whereas livestock is not, and it would only appear once it's killed, by which you could tell whether your opponent is eating them or not — which can be a quite valuable piece of information, if you think about it... 2. then! :cowhax:
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Re: Bug Fixes for the ESOC Patch

Post by EAGLEMUT »

Yeah, exactly. You could even see the opponent eating livestock that he trained, without any need of scouting for that information.
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Re: Bug Fixes for Fan Patch

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Post by EAGLEMUT »

Alright, let's tackle some of these.

pecelot wrote:Indian card „Call to Arms" doesn't work.
Doesn't seem fixable on our end. From what I'm seeing, I guess the devs just played around with this idea and didn't implement it into the engine. The behavior this card requires is not (successfully) used anywhere in the game, as far as I can see.

pecelot wrote:The fort in the King of the Hill game mode can be deleted when a player has control over it.
Fix coming up in next release.

Iroquois Morning Wars
I didn't figure out how this type of tech works in the engine.

Garja wrote:Mansbdar Howdah has different cost ratio from normal Howdah.
Fix is ready for next patch.

The Gribeauval home-city shipment has a wrong description
Fix is ready for next patch.

Spahis received from the TEAM home-city shipments are not automatically improved upon advancing to the next ages, which makes such cards pretty mediocre
Fixing this appears too complicated to be worth it.

I found a bug in which armies trained from Chinese Consulate Blockhouse don't spawn correctly. Instead of an army a single unit with a black icon is put out.
Fix ready for next patch.
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Re: Bug Fixes for the ESOC Patch

Post by deleted_user0 »

This indian "Goraksha" card (age 1) is bugged as fuck. It says 80% but it helps maybe 20%, atleast on sacred field
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Re: Bug Fixes for the ESOC Patch

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Post by Hazza54321 »

im having this bug where wakina are faster than cav and jans hav 210hp is there a fix for this any time soon?
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Re: Bug Fixes for the ESOC Patch

Post by tedere12 »

Hazza54321 wrote:im having this bug where wakina are faster than cav and jans hav 210hp is there a fix for this any time soon?

Yes google vane patch download it and then launch it
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Re: Bug Fixes for the ESOC Patch

Post by Kaiserklein »

somppukunkku wrote:This indian "Goraksha" card (age 1) is bugged as fuck. It says 80% but it helps maybe 20%, atleast on sacred field

Well idk too much about that card, but I know that shrine cards scale off shrine base stats, aka shrines without hunts. Maybe india stuff with sacred fields works in the same way
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