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Re: Bug Fixes for Fan Patch

Posted: 19 Jul 2016, 14:20
by zoom
Oh, "rescued villager"!

Damn that took me a while to figure out...

Re: Bug Fixes for Fan Patch

Posted: 20 Jul 2016, 09:19
by P i k i l i c
Garja wrote:- Somehow the resqued village from treasure (in the Painted Desert treasure set atleast) speaks english even if you are playing a native civ.

I just played China on Arkansas and got a villager treasure. This villager spoke Russian when I selected him but Chinese for all tasks he was assigned

Re: Bug Fixes for Fan Patch

Posted: 20 Jul 2016, 10:58
by zoom
P i k i l i c wrote:
Garja wrote:- Somehow the resqued village from treasure (in the Painted Desert treasure set atleast) speaks english even if you are playing a native civ.

I just played China on Arkansas and got a villager treasure. This villager spoke Russian when I selected him but Chinese for all tasks he was assigned
Please confirm that it spoke Russian every time you selected it and not only the first immediately after rescue.

Re: Bug Fixes for Fan Patch

Posted: 20 Jul 2016, 11:55
by P i k i l i c
zoom wrote:Please confirm that it spoke Russian every time you selected it and not only the first immediately after rescue.
I confirm, I selected and ordered him several times to be sure

Re: Bug Fixes for Fan Patch

Posted: 20 Jul 2016, 12:29
by zoom
Tanks.

Re: Bug Fixes for Fan Patch

Posted: 20 Jul 2016, 12:50
by iNcog
ty m8

Re: Bug Fixes for Fan Patch

Posted: 10 Aug 2016, 12:55
by knusch
3. The Chinese Consulate Blockhouse can't train Banner Armies. (Solution set to obtainable.)

got that fixed? coz atm those available armies r bugged. some r actually quit "lets say unique" (imperial army xD)

Re: Bug Fixes for Fan Patch

Posted: 10 Aug 2016, 15:15
by Kaiserklein
Hey I was playing with aiz recently and we noticed that the infantry breastplate from arsenal now gives +15% hp instead of the former +10%. I don't recall any patch change about this so I guess it's a bug, and a pretty big one

Re: Bug Fixes for Fan Patch

Posted: 10 Aug 2016, 15:29
by Hazza54321
ive noticed CIR gives x3 vs goon also

Re: Bug Fixes for Fan Patch

Posted: 10 Aug 2016, 15:29
by Hazza54321
and the china bh is fucked

Re: Bug Fixes for Fan Patch

Posted: 10 Aug 2016, 16:40
by zoom
Unfortunately there was a misunderstanding and some bug fixes that were not simple enough to make without further consideration were included. Expectedly, this will be addressed in the near future.

Thank you to everyone for noticing and noting bugs in general, and meta-bugs in particular.
:flowers:

Re: Bug Fixes for Fan Patch

Posted: 27 Aug 2016, 17:29
by Atomiswave
zoom wrote:Unfortunately there was a misunderstanding and some bug fixes that were not simple enough to make without further consideration were included. Expectedly, this will be addressed in the near future.

Thank you to everyone for noticing and noting bugs in general, and meta-bugs in particular.
:flowers:


Does ep team plan to fix more bugs?

Re: Bug Fixes for Fan Patch

Posted: 27 Aug 2016, 19:40
by pecelot
Well, apparently dragoon-type units don't receive any multipliers against Sioux warchief despite the fact that it should be the case based on the stats. Goons have a bonus vs hand cav, which the WC obviously is, and yet just normal damage is done. That's a bug for sure!

Re: Bug Fixes for Fan Patch

Posted: 28 Aug 2016, 13:00
by zoom
Atomiswave wrote:
zoom wrote:Unfortunately there was a misunderstanding and some bug fixes that were not simple enough to make without further consideration were included. Expectedly, this will be addressed in the near future.

Thank you to everyone for noticing and noting bugs in general, and meta-bugs in particular.
:flowers:


Does ep team plan to fix more bugs?
We can only hope. It really depends on Goodspeed and the modders. iCourt hasn't been in for a while, but he'll be back soon enough – with any luck.

Re: Bug Fixes for Fan Patch

Posted: 28 Aug 2016, 14:37
by Kaiserklein
pecelot wrote:Well, apparently dragoon-type units don't receive any multipliers against Sioux warchief despite the fact that it should be the case based on the stats. Goons have a bonus vs hand cav, which the WC obviously is, and yet just normal damage is done. That's a bug for sure!

No that's not a bug, it's intended. Goons actually don't have a multiplier vs hand cav but vs "heavy cav".
For example, sioux hero and indian explorers are hand cav but no heavy cav, which means heavy infantry will counter them but ranged cav won't. On the other hand, rifle riders are heavy cav so they get rekt by goons despite not being hand cav.

Re: Bug Fixes for Fan Patch

Posted: 28 Aug 2016, 21:49
by pecelot
Image

Re: Bug Fixes for Fan Patch

Posted: 02 Sep 2016, 23:30
by Vickyxxx5528
Hey guys I had to reinstall everything, Erm I'm not sure how to post on here but now I cant ESOC patch of choosing gameranger instead of ESO, please help :(

Re: Bug Fixes for Fan Patch

Posted: 03 Sep 2016, 04:29
by Kaiserklein
Vickyyyy
I think you should create your own thread here : viewforum.php?f=65
And try to give further explanation too

Re: Bug Fixes for Fan Patch

Posted: 18 Oct 2016, 19:19
by Denalin
Longtime lurker, first time poster.
What, if any, has been the discussion around putting gates over trade routes? It exists in the campaign, and since day 1 I've always felt this was a clear oversight of the game's design, particularly on maps where the trade route is close to TC. My assumption was always that it was too difficult to implement by the game's deadline and they just never did it. Anyone have a valid argument against this?

Clearly, addressing this would affect the game's meta in some way, but make for a much better experience overall.
I know there are some mods that address this; to me the best option from a playability perspective would be to only allow long walls to be placed in a mostly perpendicular fashion over the trade route, and having any wall placed over a trade route automatically change to a gate and factor in the additional cost.

Re: Bug Fixes for Fan Patch

Posted: 18 Oct 2016, 20:31
by EAGLEMUT
Welcome, there has been no such discussion that I know of. Would be better to discuss this in a new thread, since it is definitely not a bug fix.
Note that EP aims to make only as minimal changes to the game as possible, while maintaining a more balanced experienced than the official RE patch. For that reason I am skeptical a change of this magnitude would be accepted, but it's worth a discussion I guess.

Re: Bug Fixes for Fan Patch

Posted: 18 Oct 2016, 22:21
by pecelot
I've seen it working in the Improvement Mod, so it's definitely doable, but on a map like ESOC Florida it would help people wall up themselves, which I can see some being reluctant to... :hmm:
Otherwise, I'm all for that! :smile:

Re: Bug Fixes for Fan Patch

Posted: 19 Oct 2016, 04:59
by zoom
Denalin wrote:Longtime lurker, first time poster.
What, if any, has been the discussion around putting gates over trade routes? It exists in the campaign, and since day 1 I've always felt this was a clear oversight of the game's design, particularly on maps where the trade route is close to TC. My assumption was always that it was too difficult to implement by the game's deadline and they just never did it. Anyone have a valid argument against this?

Clearly, addressing this would affect the game's meta in some way, but make for a much better experience overall.
I know there are some mods that address this; to me the best option from a playability perspective would be to only allow long walls to be placed in a mostly perpendicular fashion over the trade route, and having any wall placed over a trade route automatically change to a gate and factor in the additional cost.
Welcome to the site, and thank you for an intriguing first post – considering which you're probably smarter than most and stand a good chance of having your ditto idea implemented into the EP. If nothing else you'll learn about ESOC, Garjuments and indeed life at large.

Re: Bug Fixes for Fan Patch

Posted: 19 Oct 2016, 05:00
by zoom
pecelot wrote:I've seen it working in the Improvement Mod, so it's definitely doable, but on a map like ESOC Florida it would help people wall up themselves, which I can see some being reluctant to... :hmm:
Otherwise, I'm all for that! :smile:
That's not an issue – Goodspeed shall halve wall hitpoints until they can barely stand!

Re: Bug Fixes for Fan Patch

Posted: 19 Oct 2016, 05:19
by Denalin
EAGLEMUT wrote:Would be better to discuss this in a new thread, since it is definitely not a bug fix.

Will do. Moving here: viewtopic.php?f=80&t=8440

EAGLEMUT wrote:Note that EP aims to make only as minimal changes to the game as possible, while maintaining a more balanced experienced than the official RE patch. For that reason I am skeptical a change of this magnitude would be accepted, but it's worth a discussion I guess.

Yup, and that's actually what makes me prefer EP over basically any other mod. I'm not looking for new civs, units, etc. just balance and fixes that ES surely would have made if they had better backing from Microsoft. At that, I'll admit that unit fixes are clearly easier to justify than this, since there is still a chance that the designers fully intended for walls to not be able to cross trade routes. Hmm, maybe I'll find an original game designer from Ensemble and shoot him an email...

pecelot wrote:I've seen it working in the Improvement Mod, so it's definitely doable, but on a map like ESOC Florida it would help people wall up themselves, which I can see some being reluctant to... :hmm:

;) to be expected.

Re: Bug Fixes for Fan Patch

Posted: 19 Oct 2016, 20:02
by pecelot
zoom wrote:Welcome to the site, and thank you for an intriguing first post – considering which you're probably smarter than most and stand a good chance of having your ditto idea implemented into the EP. If nothing else you'll learn about ESOC, Garjuments and indeed life at large.

Define a Garjument :hmm:

Denalin wrote:At that, I'll admit that unit fixes are clearly easier to justify than this, since there is still a chance that the designers fully intended for walls to not be able to cross trade routes. Hmm, maybe I'll find an original game designer from Ensemble and shoot him an email...

For the most part I'd just expect them to be lazy about that. It's definitely doable by regular modders, just like I mentioned — it's implemented in the Improvement Mod. Although to be fair, if I recall correctly, it works there in such a way that you can build a wall on the trade route, but it'll be destroyed by the upcoming travois/stagecoach/iron horse if you won't make a gate out of it. Perhaps MS developers thought it would be quite problematic to include in the game, so they just got rid of that idea. Historically, gaia units were not able to open gates, but only because enemy troops could walk through them then, which is not the case in AoE3 (wild animals can't cross the gate even if it's open.
In the end, it's hard to decide. If such a decision was intentional, it was probably related to in-game mechanics and possible issues emerging from that, but if it's fixable, then I'd be up for that, of course. :)
I'm not sure sending any message to anyone related with ES/MS is worth trying, as it's a pointless effort most of the time. They don't really care anymore, even when it comes to much more serious problems, like dealing with cheaters. :mad: