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AOE-II Beloved AoC - known bugs, issues, limitations, suggestions

  • Thread starter SerbiaBugA_the_Great
  • Start date Jan 17, 2011
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M

UnknownMillo

Known Member
May 25, 2010
1,310
38
48
  • Mar 15, 2012
  • #76
Re: Beloved AoC - known bugs, issues, limitations, suggestio

[url=http://aoczone.net/viewtopic.php?p=162727#p162727:1jxo95l4]16 Feb 2012 said:
[url=http://aoczone.net/viewtopic.php?p=162492#p162492:1jxo95l4]15 Feb 2012 said:
good thing its hard to get right atm, people would be wasting more time trying to get the bug work than actually playing :/.
Click to expand...

A bit like the super fast build bug, really hard to do inpractice so not even worth it. I've actually forgotten how to do it lol.
Click to expand...

EDIT: i edited this post, my intentions seems not be so good in the eyes of the rest, better to hide this things from the dark side of the moon souls =@.

Sincere Apologise.
 
G

UnknownG1v3D4Sh33pB4ck

Member
May 4, 2010
277
2
18
  • Mar 25, 2012
  • #77
Re: Beloved AoC - known bugs, issues, limitations, suggestio

oh wow your so smart... :lolno:
GJ revealing a bug that won't be fixed for a few months(til 1.1 or AoFE is released)
Should be epic times on voobly til then :clap:
 
T

Unknowntimtim

Active Member
Nov 17, 2010
2,882
0
36
  • Mar 25, 2012
  • #78
Re: Beloved AoC - known bugs, issues, limitations, suggestio

[url=http://www.aoczone.net/viewtopic.php?p=171473#p171473:1u2ny3jd]25 Mar 2012 said:
oh wow your so smart... :lolno:
GJ revealing a bug that won't be fixed for a few months(til 1.1 or AoFE is released)
Should be epic times on voobly til then :clap:
Click to expand...

the bug was revealed before
 
_MariaN_

Unknown_MariaN_

Known Member
Apr 26, 2010
2,523
0
46
27
  • Mar 25, 2012
  • #79
Re: Beloved AoC - known bugs, issues, limitations, suggestio

I agree to G1v3D4Sh33pB4ck. It was known, but no need to give it more attention.
 
M

UnknownMillo

Known Member
May 25, 2010
1,310
38
48
  • Mar 25, 2012
  • #80
Re: Beloved AoC - known bugs, issues, limitations, suggestio

[url=http://aoczone.net/viewtopic.php?p=171473#p171473:1t4rtuan]25 Mar 2012 said:
oh wow your so smart... :lolno:
GJ revealing a bug that won't be fixed for a few months(til 1.1 or AoFE is released)
Should be epic times on voobly til then :clap:
Click to expand...

Excuse me, i didn´t do it for a bad porpouse, i did it to show it can be done easily, there is already a patch that fixes this, so in order to someone take cards in the matter i just showed what it has been showed before, but on a normal game(i don´t even use the bug rather than there).

Then again, if people don´t know about this, they can get tricked easily, but if people do know, now we can even claim for some caritative soul to give us a hand and fix this or make voobly/granger/gamespy or w/e server make patch official :S.

Sorry if you misinterpreted my intention, i consider information for all= better way of getting this things fixed, and fair.

Less information equals to a lil group of ppl aknowledging this taking advantage over the rest.

Hope you can understand my pov. Take care.

Edited top post just in case =/.
 
G

UnknownGary_

Member
Apr 23, 2010
350
5
18
  • Mar 25, 2012
  • #81
Re: Beloved AoC - known bugs, issues, limitations, suggestio

I think that would be good to aoc something like "freezetime" as in counter strike. In the beggining, take 3-4 seconds to start the game, so you can see what civ you are in case you went random, you can see your allies if you random too and think your start if you are maya for example! Even, some players have a blackscreen issue at the start, it can be good for them.
Just a idea! kisssssssss
millo is hot
 
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G

UnknownG1v3D4Sh33pB4ck

Member
May 4, 2010
277
2
18
  • Mar 25, 2012
  • #82
Re: Beloved AoC - known bugs, issues, limitations, suggestio

[url=http://aoczone.net/viewtopic.php?p=171484#p171484:w578m2w1]25 Mar 2012 said:
[url=http://aoczone.net/viewtopic.php?p=171473#p171473:w578m2w1]25 Mar 2012 said:
oh wow your so smart... :lolno:
GJ revealing a bug that won't be fixed for a few months(til 1.1 or AoFE is released)
Should be epic times on voobly til then :clap:
Click to expand...

Excuse me, i didn´t do it for a bad porpouse, i did it to show it can be done easily, there is already a patch that fixes this, so in order to someone take cards in the matter i just showed what it has been showed before, but on a normal game(i don´t even use the bug rather than there).

Then again, if people don´t know about this, they can get tricked easily, but if people do know, now we can even claim for some caritative soul to give us a hand and fix this or make voobly/granger/gamespy or w/e server make patch official :S.

Sorry if you misinterpreted my intention, i consider information for all= better way of getting this things fixed, and fair.

Less information equals to a lil group of ppl aknowledging this taking advantage over the rest.

Hope you can understand my pov. Take care.

Edited top post just in case =/.
Click to expand...

I see it. Yes, I over-react some. Just 2 ways of doing things always. I was hoping would not be much hype about the bug and by the time everyone started to know, the 1.1 patch would be out and wouldn't matter.
Anyways, ty for explaining.
 
I

Unknown_InDuS_TauruS_

Active Member
Mar 5, 2011
2,448
1
38
27
India
  • Apr 1, 2012
  • #83
Re: Beloved AoC - known bugs, issues, limitations, suggestio

The elite plumed archer research shows as plumed archer research..just noticed that in daut vs jordan regicide fortress !
 
Aron-creazy

UnknownAron-creazy

Member
Apr 9, 2012
78
0
16
  • Apr 9, 2012
  • #84
Re: Beloved AoC - known bugs, issues, limitations, suggestio

[url=http://www.aoczone.net/viewtopic.php?p=66460#p66460:wvkd8kd1]18 Jan 2011 said:
Just order the villager to garrison and it won't happen.

A bug that has to be fixed is that of that screen of tgs, when someone put's wait and the game just don't continue...
Click to expand...
i agree
 
I

UnknownImNotRiver

Member
Dec 13, 2011
194
0
16
  • Apr 9, 2012
  • #85
Re: Beloved AoC - known bugs, issues, limitations, suggestio

[url=http://aoczone.net/viewtopic.php?p=171488#p171488:15lculx2]25 Mar 2012 said:
I think that would be good to aoc something like "freezetime" as in counter strike. In the beggining, take 3-4 seconds to start the game, so you can see what civ you are in case you went random, you can see your allies if you random too and think your start if you are maya for example! Even, some players have a blackscreen issue at the start, it can be good for them.
Just a idea! kisssssssss
millo is hot
Click to expand...
+1!
and when i shower i think about u and millo together
 
D

UnknownDanigc

Member
Mar 28, 2012
102
1
18
  • Jul 17, 2012
  • #86
Re: Beloved AoC - known bugs, issues, limitations, suggestio

[url=http://aoczone.net/viewtopic.php?p=171488#p171488:3oxtfm32]25 Mar 2012 said:
I think that would be good to aoc something like "freezetime" as in counter strike. In the beggining, take 3-4 seconds to start the game, so you can see what civ you are in case you went random, you can see your allies if you random too and think your start if you are maya for example! Even, some players have a blackscreen issue at the start, it can be good for them.
Just a idea! kisssssssss
millo is hot
Click to expand...

+1
 
D

BelgiumDigital_Driver_

Member
May 25, 2009
169
16
23
37
  • Oct 30, 2012
  • #87
Re: Beloved AoC - known bugs, issues, limitations, suggestio

Why do time and score sometimes disappear at the start of a new game? Is it because you launched AoC on singleplayer before? Same goes with the automatically reset of the pre-game settings...
 
Y

UnknownYllovanea

Member
Jan 4, 2014
153
15
18
  • Aug 9, 2015
  • #88
Re: Beloved AoC - known bugs, issues, limitations, suggestio

  • Petards sometimes do no damage to a building even though they were ordered directly to attack it
  • Retreating the army that was on a patrol mode causes it to finish its last loop, need to use "stop" before
  • When ordered to attack an enemy unit/building which gets destroyed before the order is through (multiplayer-lagg), the own unit will walk to that position. It'd be better if it stopped and didn't walk there.
  • "Palisade scouting" - being able to see through the fog of war where you can't build because of enemy units. Very annoying on explored BF where you can check if the enemy is on stone.
  • Building foundations revealing fog of war, should also be considered a bug
  • Hill bonus not counting for towers
  • Farms can already be killed once you plan them, even before the villager started building it, which is inconsistent behaviour with other buildings
  • Commands quite frequently get lost and are not executed (Packet-Loss?), very critical for up-clicks, unit movement etc.
  • A villager, when retasked but being attacked after, will try to go back to the old task instead of the new one. Example: while a villager is building a house, you order him to cut wood instead. If on his way to the tree he is hit by an arrow, he will turn back into a builder and try to finish the house
  • TCs can be assigned a target to fire at even when there is no villager garrissoned - they remember this target and shoot at it once you garrisson villagers inside. I know this can be considered consistent behaviour with other defensive buildings, but it's quite annoying in dark age when you shoot your boars/deer cause you accidentally right-clicked them and garrissoned a villager after that
  • When building a wall, it automatically extends to the next edge, which is useful. However it also does that from the first tile on that you clicked onto the opposite direction, which is really unnecessary and annoying as you have to delete those extra wall tiles
  • Trade carts do not show up as "idle" often when your last market gets destroyed/deleted, even though they're just parking around the map
  • Pathfinding is very uncomfortable, sometimes when you order a unit twice to a specific place it will first take one route, then for the second click turn around to go back around the house and take the other way
  • Ressource-finding is bugged for villagers, walking around the entire forest to cut a tree there. It is also bugged for a villager who is trapped inside ressources (berries, trees)
 
P

UnknownPontas

Active Member
Mar 13, 2010
371
64
28
  • Aug 9, 2015
  • #89
Re: Beloved AoC - known bugs, issues, limitations, suggestio

[url=http://www.aoczone.net/viewtopic.php?p=434928#p434928:3krynowf]09 Aug 2015 said:
  • Petards sometimes do no damage to a building even though they were ordered directly to attack it
  • Retreating the army that was on a patrol mode causes it to finish its last loop, need to use "stop" before
  • When ordered to attack an enemy unit/building which gets destroyed before the order is through (multiplayer-lagg), the own unit will walk to that position. It'd be better if it stopped and didn't walk there.
  • "Palisade scouting" - being able to see through the fog of war where you can't build because of enemy units. Very annoying on explored BF where you can check if the enemy is on stone.
  • Building foundations revealing fog of war, should also be considered a bug
  • Hill bonus not counting for towers
  • Farms can already be killed once you plan them, even before the villager started building it, which is inconsistent behaviour with other buildings
  • Commands quite frequently get lost and are not executed (Packet-Loss?), very critical for up-clicks, unit movement etc.
  • A villager, when retasked but being attacked after, will try to go back to the old task instead of the new one. Example: while a villager is building a house, you order him to cut wood instead. If on his way to the tree he is hit by an arrow, he will turn back into a builder and try to finish the house
  • TCs can be assigned a target to fire at even when there is no villager garrissoned - they remember this target and shoot at it once you garrisson villagers inside. I know this can be considered consistent behaviour with other defensive buildings, but it's quite annoying in dark age when you shoot your boars/deer cause you accidentally right-clicked them and garrissoned a villager after that
  • When building a wall, it automatically extends to the next edge, which is useful. However it also does that from the first tile on that you clicked onto the opposite direction, which is really unnecessary and annoying as you have to delete those extra wall tiles
  • Trade carts do not show up as "idle" often when your last market gets destroyed/deleted, even though they're just parking around the map
  • Pathfinding is very uncomfortable, sometimes when you order a unit twice to a specific place it will first take one route, then for the second click turn around to go back around the house and take the other way
  • Ressource-finding is bugged for villagers, walking around the entire forest to cut a tree there. It is also bugged for a villager who is trapped inside ressources (berries, trees)
Click to expand...

Nice list!!
I think it could be fixed without causing any further damages to gameplay!
Agree with all of them!
 
SaladEsc

DenmarkSaladEsc

Champion
Sep 30, 2013
2,123
1,164
128
Copenhagen
www.twitch.tv
  • Aug 9, 2015
  • #90
Re: Beloved AoC - known bugs, issues, limitations, suggestio

What about when villagers go back to cut straggler trees? After sending the 2nd villager to wood in dark age, it can get stuck on the edge between the lumber camp and the tree for a few secs and then go back to a straggler tree next to the tc. Not sure what causes this, but it's pretty common.
 
W

FranceWOTC_Cl3m3nT

Known Member
Sep 18, 2013
261
225
48
25
  • Aug 9, 2015
  • #91
Re: Beloved AoC - known bugs, issues, limitations, suggestio

Also, when you do a trush or a castle drop, and want your castle/tower to attack a precise building from ennemy (a wall/tower/etc..), it will stop shooting after some time or start shooting instead another closer building (for instance a house). This is kinda boring cause you have to micro it and check every 10 sec you're hitting the right target.

Well it's a known bug and I guess people talked about it in this topic already, but it should be fixable easily I think
 
Sky95

UnknownSky95

Known Member
Mar 15, 2013
1,807
1
48
  • Aug 9, 2015
  • #92
Re: Beloved AoC - known bugs, issues, limitations, suggestio

that's allways when you set a new gather point
 
W

FranceWOTC_Cl3m3nT

Known Member
Sep 18, 2013
261
225
48
25
  • Aug 9, 2015
  • #93
Re: Beloved AoC - known bugs, issues, limitations, suggestio

[url=http://www.aoczone.net/viewtopic.php?p=435034#p435034:14r670gk]09 Aug 2015 said:
that's allways when you set a new gather point
Click to expand...

Ah okay I didn't know. But still this should'nt happen :x
 
Y

UnknownYllovanea

Member
Jan 4, 2014
153
15
18
  • Oct 1, 2015
  • #94
Re: Beloved AoC - known bugs, issues, limitations, suggestio

  • Diagonal gates being walk-through until they're built
  • Losing stone when you turn already planned stone walls into a stone gate
  • Ships getting stuck on land, not being able to move anymore
  • Trade cogs distance measurement is bugged, sometimes a closer (measured in tiles) dock gives more gold than a further one
  • Being able to "shoo" wolves/boars away by builing a foundation below them (probably not distinguishable from normal building foundation clearance)
  • Units are sometimes able to pass through other units, even enemy ones, on the very same tile
  • King stops walking when he is being hit by a unit
  • Inconsistent crossing behaviour of galleys over ice (on Highland for example). Feudal galleys seem to be able to pass, castle don't
  • Villagers sometimes stop building mode after finishing a building and stand around even though there is a building site near
  • Camels take extra damage from arrows (also being classified as ships)
 
Shmolagin

United StatesShmolagin

Well Known Pikeman
Jun 14, 2014
1,437
248
78
  • Oct 1, 2015
  • #95
Re: Beloved AoC - known bugs, issues, limitations, suggestio

[url=http://aoczone.net/viewtopic.php?p=439612#p439612:3k4knnp4]01 Oct 2015 said:
  • Diagonal
  • Units are sometimes able to pass through other units, even enemy ones, on the very same tile
Click to expand...
That one is caused by patrolling, not exactly a bug.
 
Y

UnknownYllovanea

Member
Jan 4, 2014
153
15
18
  • Oct 7, 2015
  • #96
Re: Beloved AoC - known bugs, issues, limitations, suggestio

[url=http://aoczone.net/viewtopic.php?p=443078#p443078:3upj3ry0]01 Oct 2015 said:
That one is caused by patrolling, not exactly a bug.
Click to expand...

I recently saw an eagle blocking (standing still) the only hole in a wall and an enemy villager walked right through it. Villagers can't patrol, therefor I disagree
 
D

Guest
  • Jan 11, 2018
  • #97
Re: Beloved AoC - known bugs, issues, limitations, suggestio

[url=https://www.aoczone.net/viewtopic.php?p=82980#p82980:3mvn19d3]18 Mar 2011 said:
One month ago I saw a really weird bug, I wanted to play a scenery but the host closed the last spots before I joined, usually you get the message "Unable to join game", but this time I got in and my name wasn't anywhere.
They started the counting and I started too, once again I couldn't see my name anywhere in the loading screen, them when the game started I was playing with GAIA!
I was a little angry because the host closed the my spot so I moved the sheeps far away from the players and sent the wolfs(there was no wild boar) to kill the villages, but that didn't help much because they could still see the sheeps and my few wolfs died without killing anything. For some reason I couldn't open the chat bar and I couldn't move the deers.
So I left because the game wasn't rated or recorded and the only thing I could see were my moveless deers.
I wish that game was recorded, would be funny to see the sheeps running away for no reason.

Btw, the map was WORLD MAP by Fusion Coffee.
Click to expand...

WTF! This sounds super interesting because there is no way to actually play as GAIA in multiplayer, since the Natural Wonders cheat doesn't actually work on MP.

I'd love to see that more. Being able to control the animals could be super awesome for multiplayer games when nobody knows what the hell is going on so they think that boars are just attacking their TC for no reason 1111111
 
FeAge

BrazilFeAge

Champion
Jul 19, 2008
2,365
910
128
  • Aug 11, 2018
  • #98
Can you guys change the meta for water?

I find it so so so boring the way it is right now... I think fireships should be nerfed... They should get rekt by galleys in a decent number. Maybe lower their hp or make galleys have bonus vs them or smth...

The way it is right now micro almosst does`nt exist in water anymore. It`s just patrol and micro demolitionships . If you try to make galleys vs fire you get owned.
 
  • Like
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Fall

United KingdomFall

Champion
Jun 12, 2013
2,057
1,004
128
29
  • Aug 11, 2018
  • #99
Yeah it's quite sad that water is going to be like this from now on, so dull in comparison.
 
  • Like
Reactions: nimanoe
Brainless

United NationsBrainless

Well-Known Member
Dec 22, 2011
1,540
70
63
Sagittarius A
  • Dec 19, 2018
  • #100
towers are broken.
Too strong / easy in feudal and too irrelevant afterwards.

Cause: They are too cheap to mass, yet they are to expensive compared to a castle. The whole upgrades line > guard tower > keep is rarely of any use. I have posted an extensive story about the relative value of a castle vs keep long ago, and that the keep should be much better to be worthy 20% of a castles price.

Solution 1: towers should cost 100 stone + 100 wood.

Solution 2: castles should cost 650 stone + 250 wood.

Solution 3: guard tower and keep upgrades should come with more advances in value. ( garrisoning 5/10/15 , base range 4/6/8, arrows 1/2/4, max arrows 5/10/15, hitpoints 1080/1800/3600 ) I know this sound OP, almost like a castle, but it is not. If, for example, the keep is in every aspect performing 75% like a castle, it is still 75%x75%x75%x75% = 32% worth of a castle in passive defense. And then it makes no units and no upgrades, and does not add to housing. But, it would become an option in some Imperial Age situations, which it isn't now. You can make 6 of them instead of 1 castle, which could be interesting with these properties.
 
Last edited: Dec 19, 2018
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