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AOE-HD [AoFE] Official Bug & Balance list

  • Thread starter BelgiumCysion
  • Start date Jan 2, 2013
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Cysion

BelgiumCysion

Well Known Pikeman
Apr 30, 2010
2,549
248
78
34
Belgium
www.forgottenempires.net
  • Oct 7, 2013
  • #926
Hmm, good to know, is this the "bare" bonus, without Wheelbarrow/Handcart researched?
 
Philippe le Bon

FrancePhilippe le Bon

Champion
Jul 2, 2013
5,853
2,136
128
傻逼
  • Oct 7, 2013
  • #927
Okay fine, I'm indeed aware of that, but I didn't know the 18% was to offset the farmers walking time.
Mainly because +18% raw =/= +15% for real. Curious to see how does this bonus really affects the gathering speed, will do some little tests this night. :tongue:
 
C

UnknownCarlos Ferdinand

Active Member
Jun 15, 2008
7,672
8
38
30
  • Oct 7, 2013
  • #928
[url=http://aoczone.net/viewtopic.php?p=300209#p300209:1cs7jjvr]06 Oct 2013 said:
Hmm, good to know, is this the "bare" bonus, without Wheelbarrow/Handcart researched?
Click to expand...
It wasnt tested well enough, but i think the efect had no real change with wheel or cart. Was tested long back, and I dont have aofe in my laptop atm. Maybe someone with aofe can test something like 8 farms around a tc working for 4 mins, and drop off all food at the end to see the results.

EDIT: Philippe dont forget to drop off food at the end.
 
Philippe le Bon

FrancePhilippe le Bon

Champion
Jul 2, 2013
5,853
2,136
128
傻逼
  • Oct 7, 2013
  • #929
I've done some testing without dropping at the end, but still, no notable differences (!). I'll retry with dropping...:

12:17 farming with SLAVS, POST-IMP (35 farmers, paused at zero seconds so that all farmers start working from the very beginning) => 10246 FOOD
http://image.noelshack.com/fichiers/2013/41/1381106484-12.png

12:17, same but with VIKINGS, POST-IMP => 10248 FOOD
(image disappeared sorry)

:lol:
 
I

Unknownineedinternet

Member
Jun 22, 2013
234
0
16
  • Oct 8, 2013
  • #930
Well it dark age the bonus is like 5% ( i uploaded a rec of me testing it)\
here is the link
viewtopic.php?f=634&t=94795&p=300653#p300653
 
C

UnknownCaledor

New Member
Jul 20, 2012
11
0
1
  • Oct 23, 2013
  • #931
Why isn't the attack graphic bug for EMangudai and EJanissary fixed yet? I'm asking mainly out of curiosity 'cause I've fixed it myself many times but it seems that nobody cares about it, and I don't know if there are other issues about it or it has been simply forgotten.
 
Cysion

BelgiumCysion

Well Known Pikeman
Apr 30, 2010
2,549
248
78
34
Belgium
www.forgottenempires.net
  • Oct 24, 2013
  • #932
What exactly did you do to fix it? I think no one was ever too bothered by it :D (just like how the archer idle animation is bugged in AoC)
 
C

UnknownCaledor

New Member
Jul 20, 2012
11
0
1
  • Oct 25, 2013
  • #933
Unit tab, graphic displacement xyz (projectiles section) copy paste the missing values from their non-elite counterparts. that's all! :wink:. ATM I know only about EMangs and EJans cause I never checked every single unit. Interestingly enough, both these units with the graphic bugged this way have their delay set to 0 too, while their non-bugged non-elite counterparts have a delay value properly set, so... delay bug too?

Another thing: does Madrasah work at all??? I was curious cause when I was correcting the Italian translation for AoFE, I couldn't understand at all what was it supposed to do. Now... I think it should increase your gold resources by 33 when a monk dies, am I right? If yes, then it doesn't do anything at all (I have already fixed it BTW), if I'm wrong, then please tell me what should I write in Madrasah's description :lol:

EDIT: Don't know if this is already known but scout cavalry is actually faster than light cavalry and hussars. It's 1.50 (1.65 with husbandry) for LC and Hussars and 1.55 (1.705 with husbandry) for SC after the feudal age upgrade (1.20 in the dark age), making them the fastest unit in the game.
 
Cysion

BelgiumCysion

Well Known Pikeman
Apr 30, 2010
2,549
248
78
34
Belgium
www.forgottenempires.net
  • Oct 25, 2013
  • #934
Apparently adding the cows, I overwrote the object that was used for Madrasah, my bad. Fixed it along the graphic displacements for EMang/EJan.
 
T

Unknowntik

Member
Jan 25, 2013
51
0
6
  • Nov 1, 2013
  • #935
In my version (2.2 I believe), the Slavs history page is broken. No pictures.
 
K

Unknownk1ng_of_kingz

Member
Apr 8, 2013
172
0
16
  • Nov 2, 2013
  • #936
[url=http://www.aoczone.net/viewtopic.php?p=309027#p309027:1131c193]01 Nov 2013 said:
In my version (2.2 I believe), the Slavs history page is broken. No pictures.
Click to expand...
That will definitely be fixed in AoF, thats probably wasn't fixed in AoFE 2.2 because of AoFE Dev team had no idea how to put pictures from campaign's cutscenes into history pages for the new civs since it was probably hardcoded, thats why when you scroll down below the civ section of many of the history pages like 'Medieval Warfare' and 'Dark Age Armies' and then on have pictures displaced from 5 history pages after when compared to the pictures of AoC's History pages.
 
I

Unknownineedinternet

Member
Jun 22, 2013
234
0
16
  • Nov 3, 2013
  • #937
I have a feeling cysion is stalling us
 
Cysion

BelgiumCysion

Well Known Pikeman
Apr 30, 2010
2,549
248
78
34
Belgium
www.forgottenempires.net
  • Nov 4, 2013
  • #938
Why? :P
 
Jaydev

IndiaJaydev

Well-Known Member
Sep 28, 2012
1,809
69
63
25
  • Nov 4, 2013
  • #939
[url=http://www.aoczone.net/viewtopic.php?p=309620#p309620:7yjn2smw]03 Nov 2013 said:
I have a feeling cysion is stalling us
Click to expand...
I have a feeling MS is stalling us.
 
UpperKEES

UnknownUpperKEES

Active Member
Oct 26, 2013
478
0
26
The Netherlands
steamcommunity.com
  • Nov 4, 2013
  • #940
It's very common for the official change log to be published along with the release.
 
MembTV

SpainMembTV

Knight
Aug 17, 2011
1,687
9,490
138
45
www.twitch.tv
  • Nov 5, 2013
  • #941
i think goths civilization should get 220 pop and no houses like huns. It would roox really.
 
Brainless

United NationsBrainless

Well-Known Member
Dec 22, 2011
1,540
70
63
Sagittarius A
  • Nov 5, 2013
  • #942
[url=http://www.aoczone.net/viewtopic.php?p=310015#p310015:33wiv4y3]05 Nov 2013 said:
i think goths civilization should get 220 pop and no houses like huns. It would roox really.
Click to expand...

really..?
I also think their barracks should produce 2 units simultaniously, like twins. That whould really rock as well!

Btw just asking myself, do they get 315 if pop is set to 300? 1050 if pop is 1000?
 
Brainless

United NationsBrainless

Well-Known Member
Dec 22, 2011
1,540
70
63
Sagittarius A
  • Nov 5, 2013
  • #943
[url=http://www.aoczone.net/viewtopic.php?p=310053#p310053:3bk96kw8]05 Nov 2013 said:
[url=http://www.aoczone.net/viewtopic.php?p=310015#p310015:3bk96kw8]05 Nov 2013 said:
i think goths civilization should get 220 pop and no houses like huns. It would roox really.
Click to expand...

really..?
I also think their barracks should produce 2 units simultaniously, like twins. That whould really rock as well!

Btw just asking myself, do they get 315 if pop is set to 300? 1050 if pop is 1000?
Click to expand...

Furthermore... i still do believe it is good to offer an alternative for housing, because making houses on pop 400 is very map consuming. You have castles, but they often die in battle. So, make wonders house a 200 vills. Or invent a technology which upgrades your houses to TallHouses, giving them 10 capacity. Great architecture challenge as well!
 
Aguruchi

UnknownAguruchi

Known Member
Feb 9, 2011
1,367
1
46
  • Nov 5, 2013
  • #944
Get a slav ally. Problem solved. :wink:
 
UpperKEES

UnknownUpperKEES

Active Member
Oct 26, 2013
478
0
26
The Netherlands
steamcommunity.com
  • Nov 5, 2013
  • #945
[url=http://aoczone.net/viewtopic.php?p=310056#p310056:1m36lc63]05 Nov 2013 said:
Or invent a technology which upgrades your houses to TallHouses, giving them 10 capacity. Great architecture challenge as well!
Click to expand...

This is actually very nice (assuming only available in imp). That said house are also very useful for walling/blocking the coast line against landings.
 
T

Unknowntheironknuckle

New Member
Sep 9, 2013
11
0
1
  • Nov 5, 2013
  • #946
Not particularly keen on tall houses. Letting wonders provide population is a cool idea though, I think 50 spots would be enough. 200 is ridiculous
 
K

Unknownk1ng_of_kingz

Member
Apr 8, 2013
172
0
16
  • Nov 6, 2013
  • #947
[url=http://www.aoczone.net/viewtopic.php?p=310142#p310142:170e94s3]05 Nov 2013 said:
Not particularly keen on tall houses. Letting wonders provide population is a cool idea though, I think 50 spots would be enough. 200 is ridiculous
Click to expand...
+1 Tall houses just rips off and undermines the uniqueness of Incas 10 pop. bonus and the Slav team bonus to an extent. Wonders providing 50 population is good enough.
 
UpperKEES

UnknownUpperKEES

Active Member
Oct 26, 2013
478
0
26
The Netherlands
steamcommunity.com
  • Nov 6, 2013
  • #948
'Tall houses' could only be available during imp. At that time the benefit for Huns/Inca's is much lower anyway. That said, it could double the house capacity, so for Inca's it could become 20. This is just to accommodate populations of 500-1000.

50 pop for a wonder is nothing. For 1000 wood (disregarding 1000 food, gold and stone needed for the wonder) you can house 166 population. This aside from the time it would take to build a wonder. So the 200 pop was actually chosen quite nicely.
 
C

UnknownCarlos Ferdinand

Active Member
Jun 15, 2008
7,672
8
38
30
  • Nov 6, 2013
  • #949
But houses cannot extend the population limit. Maybe, 50 extra population limit per wonder which is an interesting idea.
 
Brainless

United NationsBrainless

Well-Known Member
Dec 22, 2011
1,540
70
63
Sagittarius A
  • Nov 6, 2013
  • #950
[url=http://www.aoczone.net/viewtopic.php?p=310223#p310223:pg0r8x7a]06 Nov 2013 said:
But houses cannot extend the population limit. Maybe, 50 extra population limit per wonder which is an interesting idea.
Click to expand...

This was my first proposal about 1.5 year ago. Have 200 pop standard, if you build a wonder all you team gets +50 pop limit. For each wonder 50 more.

The discussion back then was to give wonders some purpose so we would see them more in the game.
Also my motivation was, if it gives you +50 pop limit its very valuable and a thing to fight for. It will make post-imp war even more dynamic. Like the addition of the castle as the dominating castle age building, the wonder could then become the dominating imperial age building

Its suits with the AoE principle that nothing is for free.
Sadly they didnt imply it in the game.
 
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