Hi Gentle. I think that's an issue with the way ES implemented the "zone map". Each land has its own "zone id", so the game can more rapidly check if a unit can move from one place to another (same zone id = probably ok). Water terrains, beach terrain, and some other terrain types are considered zone boundaries, which separate zones. If your home TC gets placed by an RMS on beach terrain, for example, the town center may have a different zone id than the surrounding land area, causing the "player land" to be very small with no room for anything around it. Objects placed in RMS with "set_place_for_every_player" are restricted to being placed on the "player land" for each player, and can't overflow onto other lands.
A related issue can be seen on maps that improperly use beach terrain to connect allied players (like how Black Forest connects with a road). When this happens, resource placement becomes unpredictable, AIs lose the ability to see resources and path in their immediate area, and other strange things occur lol. It's important for map creators to test their maps for these cases and try their best to avoid these terrains under the home TC.
I think The_Prophet might know more about these issues and how to work around them. pRoDiGy, it probably depends on why your game is crashing. Which version of windows? Does it only crash in multiplayer? Do you have the crash report? Sorry for the trouble.
If your problem is that your units don't leave that bloody enemy barracks, then you are winning anyway, aren't you?Was reducing the delay in patrol really important?
I mean why is that the delay was added in the first place.
In my opinion delay helps control unit better when you want to patrol your units near enemy buildings.
in AoK if you are near enemy barracks or any building, you can not patrol your units away from it, you have to manually move them away from barracks and then patrol them someplace else or else units would instantly start attacking barracks again.
but in AoC you can patrol units away someplace even if you're near enemy buildings because by the time the patrol kicks in 5 secs later the units would be far from that buildings, and this removes unnecessary hassle.
AI units on patrol should not ignore unpacked trebuchets as buildings.
It meant AI's units, not human'shttp://www.xomicron.com/tracker/view.php?id=582
AI units on patrol should not ignore unpacked trebuchets as buildings.
I don't think it's a bug. Patroling units first destroy movable units and then attack "immovable" objects. It's expected behavior.
I'm so looking forward to 5 years from now when MS abandons Steam users as it did to Zone, then you can make mods to that and make it better kind of like FE hahaha. Just a thought, are you able to make anti-cheat patch or any patches for the HD version or is that off limits for now?
Do you have amd/ati graphics? Does the crash usually occur after a specific event, like clicking a certain button, starting a game, or trying to show the diplomacy/chat windows?Faulting application name: age2_x1.exe, version: 0.7.26.809, time stamp: 0x3b7433ec
Faulting module name: age2_x1.exe, version: 0.7.26.809, time stamp: 0x3b7433ec
Exception code: 0xc0000005
Fault offset: 0x00163dd5
Faulting process id: 0xa04
Faulting application start time: 0x01ce285e99d00724
Faulting application path: C:\Program Files (x86)\Microsoft Games\Age of Empires II\age2_x1\age2_x1.exe
Faulting module path: C:\Program Files (x86)\Microsoft Games\Age of Empires II\age2_x1\age2_x1.exe
Report Id: 35fb48bd-9452-11e2-93b0-4c72b9035dae