Bug Fixes for the ESOC Patch
Re: Bug Fixes for the ESOC Patch
Anything found out about my issue of loading time?
On RE my map load screen is less than 10sec, on EP maps I load faster than people like garja even, but on EP UI maps it takes me over a minute to load, especially when recording game, and I always am the last to enter the game with UI maps...
On RE my map load screen is less than 10sec, on EP maps I load faster than people like garja even, but on EP UI maps it takes me over a minute to load, especially when recording game, and I always am the last to enter the game with UI maps...
Re: Bug Fixes for the ESOC Patch
Kynesie wrote:Hi all,
I realized yesterday i got fan noises on EP, what is rather recent.
After taking a look, my processor (I5 6500) is used at 40% by EP and traity patch, while it is between 10 and 15% on RE patch..
In game it s between 60 and 80 % ...
Does anyone else have this problem? How to solve it?
Ok just found the problem.
There is an option in launcher "Share hosted games with ESOC" , if this is enable , got a hight CPU use...
When i disable it, it s ok :)
Re: Bug Fixes for the ESOC Patch
Kynesie wrote:Kynesie wrote:Hi all,
I realized yesterday i got fan noises on EP, what is rather recent.
After taking a look, my processor (I5 6500) is used at 40% by EP and traity patch, while it is between 10 and 15% on RE patch..
In game it s between 60 and 80 % ...
Does anyone else have this problem? How to solve it?
Ok just found the problem.
There is an option in launcher "Share hosted games with ESOC" , if this is enable , got a hight CPU use...
When i disable it, it s ok :)
Yep... I had the same issue.
[Sith] - Baphomet
-
- Crossbow
- Posts: 31
- Joined: Sep 2, 2017
重新: ESOC 补丁的 Bug 修复程序
pecelot wrote:I've tested EP 4.205 and there's some progress being made!
You can refer to my post about disciple aura modification. I have already tested it. there is no problem. it is only valid for disciple at any time.
-
- Crossbow
- Posts: 31
- Joined: Sep 2, 2017
重新: ESOC 补丁的 Bug 修复程序
EAGLEMUT wrote:I have looked into disciple aura for 4.2 and realized the change is a bigger deal than I thought, so I rather did not risk attempting it. Could be worth another look for a future release if I have the time.
Also I wanna put a reminder here for myself to look at fixing berry max gatherers if possible.Fixed on 4.2.princeofcarthage wrote:Code for abus gun range is incomplete. +2 range only affects in volley mode. Does not affect abus gun in defend and stagger mode. Checked in game as well as file.
We all know that there was disciple auro in aoe3, but not in esoc. this is a pity.I am very satisfied with the work of the esoc team。Registered an account name, hoping one day problem will be solved。Disciple aura has not been repaired for a day. I am ashamed of my name all day long.How long will such a day last? hahaha
-
- Pro Player
- Posts: 10278
- Joined: Jun 6, 2015
- Location: Paris
- GameRanger ID: 5529322
Re: Bug Fixes for the ESOC Patch
There's a bug with tashunke prowlers. If you go first in trample mode, and then in stealth mode, they will have full speed in stealth, instead of half the speed. I guess no one ever train that unit anyway, but it still sounds pretty abusable. They also get full speed in trample mode then btw.
And apparently axe riders always have full speed in trample mode
And apparently axe riders always have full speed in trample mode
LoOk_tOm wrote:I have something in particular against Kaisar (GERMANY NOOB mercenary LAMME FOREVER) And the other people (noobs) like suck kaiser ... just this ..
Re: Bug Fixes for the ESOC Patch
Sounds like the buff tashunke prowlers always needed
“To love the journey is to accept no such end. I have found, through painful experience, that the most important step a person can take is always the next one.”
- [Armag] diarouga
- Ninja
- Posts: 12710
- Joined: Feb 26, 2015
- ESO: diarouga
- Location: France
Re: Bug Fixes for the ESOC Patch
@EAGLEMUT
183. After you get the Cherokee Basket Weaving upgrade (dock/market/mill/plantation upgrades don't cost wood) , the 2nd gold upgrade for TAD civs still costs 100f/100w.
183. After you get the Cherokee Basket Weaving upgrade (dock/market/mill/plantation upgrades don't cost wood) , the 2nd gold upgrade for TAD civs still costs 100f/100w.
Re: Bug Fixes for the ESOC Patch
I had a bug playing with @Cometk today. I don't know if that's something known or not but I never had it befor. We started building a TP at the exact same time, and we were both building it. Map was klondike
- Attachments
-
-
- Pro Player
- Posts: 10278
- Joined: Jun 6, 2015
- Location: Paris
- GameRanger ID: 5529322
Re: Bug Fixes for the ESOC Patch
I already had this vs Mitoe on high plains before, I think it's even on my youtube. I doubt it's an EP bug
LoOk_tOm wrote:I have something in particular against Kaisar (GERMANY NOOB mercenary LAMME FOREVER) And the other people (noobs) like suck kaiser ... just this ..
Re: Bug Fixes for the ESOC Patch
Yeah, seems like a rarely encountered bug with the way sockets work, unfortunately I don't think we'll be able to do much here.
- edeholland
- ESOC Community Team
- Posts: 5033
- Joined: Feb 11, 2015
- ESO: edeholland
- GameRanger ID: 4053888
- Clan: ESOC
Re: Bug Fixes for the ESOC Patch
What do we do when that happens in a tournament, lol
Re: Bug Fixes for the ESOC Patch
well, nothing?
Re: Bug Fixes for the ESOC Patch
WWGD?edeholland wrote:What do we do when that happens in a tournament, lol
- edeholland
- ESOC Community Team
- Posts: 5033
- Joined: Feb 11, 2015
- ESO: edeholland
- GameRanger ID: 4053888
- Clan: ESOC
Re: Bug Fixes for the ESOC Patch
zoom wrote:WWGD?edeholland wrote:What do we do when that happens in a tournament, lol
Blame the map makers.
- macacoalbino
- Howdah
- Posts: 1305
- Joined: Apr 2, 2015
- ESO: MacacoAlbino
- Clan: 3Huss
Re: Bug Fixes for the ESOC Patch
That bug happens on RE maps as well, I had that before. And if I'm not mistaken there may have been one in a saturday smackdown a long time ago
Re: Bug Fixes for Fan Patch
Kaiserklein wrote:I found a bug : if you put a tashunke prowler in trample mode and then in stealth mode, it will have 6.75 speed (normal speed) instead of 3.375 speed (half speed). I think they coded cav units to see their speed doubled when trample mode is removed, but they forgot that tashunke prowlers could also go in stealth mode which means half speed as well.
So basically you can just put tashunke in trample mode right before stealth mode and have full speed, which is very abusable.
After some more extensive testing, it appears that the negative speed modifier gets lost rather frequently and randomly (in addition to being guaranteedly lost when switching from one debuffed mode to another). The aim of removing trample speed modifiers in EP6 was an attempt at fixing this bug, but ultimately that seems to make little difference for stealth and I haven't found a way to make the unit behave properly. At this point, my recommendation for a future patch is removing all negative speed modifiers from this unit, as that is effectively almost equivalent to how the unit already behaves, except less quirky.
Kaiserklein wrote:Talking about units stances, I'd like to talk (again) about that bug : when you put any unit in another stance than the standard one, it won't be able to move in columns anymore after that. Basically if I put my 30 musks in melee mode and then task them to move far away, they will still move in lines instead of columns. And if I put them back to standard stance, they still won't be able to move in columns. I get regularly annoyed by that in game because being able to make your units move in columns is a part of the micro (for example if I want to ram my musks into someone's army it's faster in column mode).
Would be nice if that could be fixed : D
After looking deeper into this and conferring with other modders, the conclusion is that unit squad/formation system is majorly flawed and mostly cannot be fixed, due to its default behavior being entirely hardcoded. Whenever a new unit is trained/received, its default squad mode actually in no way reflects the mode indicated by green checkmark on the user interface. Instead, all units come with a special hardcoded squadmode by default, which causes the well-known behavior of mixed Line/Column formation based on travel distance. This hidden squadmode cannot be re-entered in any way, nor can it be redefined as a new squadmode type by us, nor can we change any existing regular squadmodes to mirror its behavior (since regular squadmodes can only have a single formation type). At best, we could add another squadmode that will always have Column formation; therefore you could switch between them manually.
Re: Bug Fixes for the ESOC Patch
You can only change the shape of the army (vertical-horizontal) with the default "no-stance". I actually prefer when army doesn't change shape as I can click anywhere without worring.
Re: Bug Fixes for the ESOC Patch
Any chance to fix outlaws not having alpha color (can't see them behind buildings)?
-
- Ninja
- Posts: 13004
- Joined: Apr 28, 2020
Re: Bug Fixes for the ESOC Patch
Garja wrote:Any chance to fix outlaws not having alpha color (can't see them behind buildings)?
No, thuggees in trees is one of my secret strats.
Re: Bug Fixes for the ESOC Patch
Why OOS happens in EP when game with observers and how to fix this? It occurs in 5-7 seconds after start but randomly, not in every game. Relog/restart EP doesn't help. This problem happens not only for me, I saw that others had same issue.
Re: Bug Fixes for the ESOC Patch
Abus guns still don't have multipliers vs light cavalry and eagle knights in stagger mode?
Re: Bug Fixes for the ESOC Patch
They've got them.Garja wrote:Abus guns still don't have multipliers vs light cavalry and eagle knights in stagger mode?
Who is online
Users browsing this forum: No registered users and 8 guests