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Poland pecelot
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20 Oct 2016, 10:05

To be fair, I was referring to a stereotypical point of view based on general MS staff activity in terms of community management in the form of for instance banning cheaters on ESO or generally staying in touch with the players. Sorry for that, your words certainly bring some hope and relief. :)

umeu wrote:Marathan Catamarans should get their attack damage type changed to siege, like every other warship.

They are identical to Canoes — 16 range attack and 40 siege attack. Makes sense if you ask me.
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20 Oct 2016, 13:50

No canoes do siege dmd at range of 40, catamarans do the weak attack of 16 dmg
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20 Oct 2016, 15:57

You forgot the biggest bug in whole AoE3. Schooners. Remove pls.
duck wrote:man it really sucks when you have to agree with gendarme on things
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Poland pecelot
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21 Oct 2016, 07:21

umeu wrote:No canoes do siege dmd at range of 40, catamarans do the weak attack of 16 dmg

I just checked that in game??
unless you mean war canoes, which is a different story, obviously
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21 Oct 2016, 09:02

No, whenever catamarans attack, they use their ranged attack. Canoes however use their siege attack. Hence canoes are good and catamarans are totally crap.
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Brazil Matt1994
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22 Oct 2016, 17:19

Hi, i downloaded the patch, but now the audio is stuttering, the game is fine just the audio that isnt, how I fix that?
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United States of America musketeer925
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22 Oct 2016, 17:37

Matt1994 wrote:Hi, i downloaded the patch, but now the audio is stuttering, the game is fine just the audio that isnt, how I fix that?

PC specs / OS?
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22 Oct 2016, 17:41

Im a noob in computer but I assume you want to know this:
intel core i7-3770S 3.10GHz
8GB RAM
64 bits
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Poland pecelot
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23 Oct 2016, 22:49

umeu wrote:No, whenever catamarans attack, they use their ranged attack. Canoes however use their siege attack. Hence canoes are good and catamarans are totally crap.

That's not entirely true. Canoes deal siege damage to building, obviously, and other warships, whereas land units they attack with their normal range damage. Catamarans, on the other hand, do the same with the exception of a normal ranged attack against other vessels. In a way then they are not totally crap, although in some sea action they fall back quickly, unless mirrored, which is almost always the case, as they don't see that much usage apart from some early brawls on Indonesia/Honshu. :ship: :ship: :ship:
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24 Oct 2016, 08:57

Well im talking about sea combat, the only thing theyre meant for and good at cuz they lack range to do what frigs do. And also the only reason caravels etc are god at defending vs land is their high rr and attack of siege dmg type. Canoes are good at fighting water cuz they are cheap but with high dmg. Catamarans cost the same and have same stats but they dont do siege dmg in battle unless actually sieging. So this just makes them totally useless. There is literally no point to make them in a game thats not already over.
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I kissed a girl just to try it
I hope my wife don't mind it
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Serbia Atomiswave
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04 Dec 2016, 11:51

Any news on more bugfixes? Is Icourt around anymore?
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United States of America Darwin_
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14 Dec 2016, 00:56

I am not necessarily sure if this constitutes a bug or not, but some of the TAD treasure guardians (I think lions, panthers and tigers) can bug out and have a super fast attack rate. If you attack one, then walk towards the treasure, they attack super quickly and can deal tons of damage. But, it can totally vary, making it hard to take calculated risks when taking treasures.
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Czech Republic EAGLEMUT
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14 Dec 2016, 01:50

Darwin_ wrote:I am not necessarily sure if this constitutes a bug or not, but some of the TAD treasure guardians (I think lions, panthers and tigers) can bug out and have a super fast attack rate. If you attack one, then walk towards the treasure, they attack super quickly and can deal tons of damage. But, it can totally vary, making it hard to take calculated risks when taking treasures.

Their attack seems to instantly recharge without doing the full animation while they're moving (always, not just sometimes). What you need to do is either stand still, or keep them snared so they will need to catch up in between attacks.
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United States of America Darwin_
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14 Dec 2016, 01:52

EAGLEMUT wrote:
Darwin_ wrote:I am not necessarily sure if this constitutes a bug or not, but some of the TAD treasure guardians (I think lions, panthers and tigers) can bug out and have a super fast attack rate. If you attack one, then walk towards the treasure, they attack super quickly and can deal tons of damage. But, it can totally vary, making it hard to take calculated risks when taking treasures.

Their attack seems to instantly recharge while they're moving (always, not just sometimes). What you need to do is either stand still, or snare them so they will need to catch up in between attacks.

Yeah I do try to do that, but since the instant recharge doesnt happen with any of the vanilla treaure guardians, I thought it would be worth mentioning, as it does seem to be a bug to me.
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Czech Republic EAGLEMUT
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14 Dec 2016, 01:55

No idea whether it's intended or not. Personally I'd keep it, I always find it funny when this happens and some explorer just gets absolutely rekt.
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Czech Republic EAGLEMUT
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14 Dec 2016, 02:15

Atomiswave wrote:Any news on more bugfixes? Is Icourt around anymore?

No, he doesn't seem to be active currently.
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United States of America Darwin_
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14 Dec 2016, 02:57

@EAGLEMUT except when its mine lol. It is literally the only thing that can tilt me XD
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Poland pecelot
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06 Feb 2017, 18:08

Indian card „Call to Arms" doesn't work.

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Thanks to @mandosrex for the information! :flowers:
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Poland pecelot
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10 Feb 2017, 00:13

Darwin_ wrote:I am not necessarily sure if this constitutes a bug or not, but some of the TAD treasure guardians (I think lions, panthers and tigers) can bug out and have a super fast attack rate. If you attack one, then walk towards the treasure, they attack super quickly and can deal tons of damage. But, it can totally vary, making it hard to take calculated risks when taking treasures.

I've just checked it and it's indeed the case — with an EP Native Scout I managed in a standing position I managed to get a tiger down to 175 HP, whereas when I tried to kite (remember — no snare) I only managed to hit him like 3/4 times before dying. However, when you apply this to snare-able units, like explorers, that's not the case. My explorer survived with 210 HP in a standing fight and more than 235 HP when kiting.
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03 Mar 2017, 18:57

EAGLEMUT wrote:
Atomiswave wrote:Any news on more bugfixes? Is Icourt around anymore?

No, he doesn't seem to be active currently.


Sorry been on a couple month Honeymoon, still on it. Japan next week.
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03 Mar 2017, 19:00

Great to hear from you! :love:
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Czech Republic EAGLEMUT
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03 Mar 2017, 19:03

iCourt wrote:
EAGLEMUT wrote:
Atomiswave wrote:Any news on more bugfixes? Is Icourt around anymore?

No, he doesn't seem to be active currently.


Sorry been on a couple month Honeymoon, still on it. Japan next week.

Wonderful news, welcome back on board!
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Isle of Man iCourt
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03 Mar 2017, 19:04

Japan is the last stretch of the Honeymoon, so I'll try and catch up with things after I return.
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06 Mar 2017, 22:55

Ha, found one:
- when the game is set to post-industrial age, dutch skirmishers stay on veteran status (instead of guard) and cannot be upgraded to guard even manually (can be upgraded directly to imperial though)
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New Zealand JakeyBoyTH
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06 Mar 2017, 22:59

EAGLEMUT wrote:Ha, found one:
- when the game is set to post-industrial age, dutch skirmishers stay on veteran status (instead of guard) and cannot be upgraded to guard even manually (can be upgraded directly to imperial though)


Is it just the name or name + stats, just wondering?
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