Age of Mythology: Extended Edition

Age of Mythology: Extended Edition

Hero Build Fighters
Zenophobia  [developer] 17 Apr, 2015 @ 12:13pm
Bug Report Thread
Report any bugs you find as well as any suggestions for improvement here.

NOTE: Be specific about describing the bug, and it'll make it easier for me to figure out what is causing it.
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Showing 1-6 of 6 comments
SirMerek 24 Jun, 2015 @ 1:38pm 
Hey i have tried playing with a friend and when we launch (its just me ad him) i put the others as bots and we just get kicked to the main screen of the game any ideas?
Zenophobia  [developer] 24 Jun, 2015 @ 2:53pm 
try moving the scenario from the mods folder to the scenario folder for AoM. The instructions are in another mini-thread I made on this scenario.
Loggy 10 Jul, 2015 @ 8:49am 
So far, more major things:
  • Stacking casts of flaming weapons can somehow cause units' attack to rise absurdly high. I'm not sure of the exact cause, except that I have two knights using a lot of FW here. Note that the game isn't providing a mousover tooltop listing the tech's bonuses, showing that the tech is being set to active via triggers multiple times: http://i.imgur.com/H4m53wP.jpg
  • There are a LOT of player-owned invisible units which are damaged by certain effects (anubite jump, einherjar horn blast, etc. They only reason I can see them is because of the +flashhitpointbarsondamage user.cfg option. I'm not sure what their purpose is, but they will slow queries and the like down a lot. Are they maybe SFX objects? I seem to see a lot more of them when stacking a team where there are multiple people using the warrior ability vengeance. Example: http://i.imgur.com/8Pt0SLb.jpg
  • Shockwave can blow players over the walls without them being able to reenter.
  • Having Oranos as your major god still increases unit speed. At least for the warrior, and possibly others too. This might have implications for projectile dodging.

Lesser:

  • Stacked traps (producing multiple simultaneous shockwaves) can permanently deform the terrain and rotate unit models (so they walk with their legs facing roughly parallel to the ground). Perhaps disallowing stacked traps is the way to go, or instead limiting them to one cast of shockwave and upping the damage via trigger effects?
  • On one occasion I have seen player 1 own two fire giants as a knight. Not sure what was going on here but I haven't managed to reproduce it. The weird thing is that I was using an AI on p1 at the time and I check (via query) to make sure there aren't any giants active before making another...
  • Bridges sometimes fly into the arena. Not managed to pinpoint a cause for that though.
  • Having Oranos as your major god still increases unit speed. At least for the warrior, and possibly others too.
  • The second boss can say a chat line about the amount of gold he has after he is dead.
  • I have observed two separate traitor-ed medusae use standard special attacks (on a hoplite (I think)? and a cyclops). Both times it was owned by player 2/red.
  • When you level up to max level, you still get the message "Next level at 1000 gold!".
Last edited by Loggy; 10 Jul, 2015 @ 3:51pm
Zenophobia  [developer] 10 Jul, 2015 @ 8:43pm 
hey, thanks for the bug report! I know of nothing from the warrior that makes invisible objects but there are quite some discrepencies between multiplayer and singleplayer. It could be a singleplayer-only bug. My best gues is it has something to do with the corpses. Are the invisible units only for player 1?
I'm fairly certain the flaming weapons bug is due to the flaming weapons exploit where when two are played by the same player, the previous one does not expire.
Fire giant bug happens when a medusa stones the giant.
Loggy 11 Jul, 2015 @ 1:52am 
Come to think of it, the thing I find really odd about the FW bug is that that my condition for using it is if (kbGetTechStatus(cTechFlamingWeaponsActive) < cTechStatusActive) - it's like stacking multiple techs breaks the kb tech status stuff.

Anyways, the invisible units always seem to appear in player 1. I quickly forced 3 AI warrior allies and even though I don't have vengeance myself (green/yellow both have it), sure enough all the invisibles are owned by me for some reason. I made a point of not using ANY abilities in that game at all and letting my allies do whatever they wanted, which turned out to be a few casts of restoration but mostly vengeance: http://i.imgur.com/dfjr1xC.jpg

Edit: Oh yes, the bridges went walkies too. I wonder whether a culprit is something "killing" them, like the einherjar horn blasts?
Last edited by Loggy; 11 Jul, 2015 @ 1:55am
Zenophobia  [developer] 11 Jul, 2015 @ 7:27am 
Ah I see. The judgement blasts are summoning the invisible units.

Walking bridges taking damage from einherjar horns run away. It's more complicated than that but if I reduce the speed to 0 to fix this problem other bugs will appear. So far it isn't game-breaking enough to need a fix.
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