I fixed all of the stringtable errors myself (I believe such as fisticuffs arrived,
grainmarket, yada, yada which is downloadable via my signature link) The bugs below are present in 1.01a of Asian Dynasties
circa October 10, 2008. ES or fan patch has to fix as they belong to protoy and techtreey files which only they can modify
in future patch:
'HCXPBloodBrothers' and 'HCXPBloodBrothersGerman' in techtree just make sure
all champion techs appear after warriorsociety ones so that the natives have
champion names instead of elite.
ie. instead of
<Effect type ='TechStatus' status ='active'>ChampionNootka</Effect>
<Effect type ='TechStatus' status ='active'>WarriorSocietyNootka</Effect>
change the order.
***
'XPRevolutionBonifacio' in techtree put this line in just before implegendarynatives so
that all natives have legendary status (other than tupi it missed all the warriorsociety and
champion upgrades)
<Effect type ='TechStatus' status ='active'>HCXPBloodBrothers</Effect>
<Effect type ='TechStatus' status ='active'>ImpLegendaryNatives</Effect>
If they are not supposed to be legendary (ergo with all 3 upgrades) just apply the blood brothers tech.
***
<Icon>ui\techs\hc_coin_crate\hc_coin_crate</Icon>
should be
<Icon>ui\techs\infinite_gold</Icon>
in the techtree for HCXPCoinCratesAztec2 infinite 500 coin aztec shipment
***
Fishing boats can garrison in town centers (and cannot be ejected) so instead of the following for
towncenter, blockhouse, fortfrontier, outpost, fieldhospital, warhut, nobleshut, ypstablejapanese, ypvillage,
ypoutpostasian, ypcastle, ypdojo, ypWIAgraFort2, ypWIAgraFort3, ypWIAgraFort4, ypWIAgraFort5, ypcastleregicide,
ypcastlejapanese and ypcastleindians in proto file...
<Contain>AbstractVillager</Contain> (because it includes fishing boats)
change it to this...
<Contain>Settler</Contain>
<Contain>NativeVillager</Contain>
<Contain>Coureur</Contain>
<Contain>SettlerWagon</Contain>
<Contain>CoureurCree</Contain>
<Contain>SettlerNative</Contain>
<Contain>ypSettlerAsian</Contain>
<Contain>ypSettlerIndian</Contain>
<Contain>ypSettlerJapanese</Contain>
***
'Rifling' in techtree does not affect renegado and thuggee units so add this to that tech
<Effect type ='Data' amount ='1.00' subtype ='DamageBonus' unittype ='AbstractHeavyInfantry' allactions ='1' relativity ='Absolute'>
<Target type ='ProtoUnit'>SaloonOutlawRifleman</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='DamageBonus' unittype ='AbstractHeavyInfantry' allactions ='1' relativity ='Absolute'>
<Target type ='ProtoUnit'>ypRepentantOutlawRifleman</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='DamageBonus' unittype ='AbstractHeavyInfantry' allactions ='1' relativity ='Absolute'>
<Target type ='ProtoUnit'>ypThuggee</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='DamageBonus' unittype ='AbstractHeavyInfantry' allactions ='1' relativity ='Absolute'>
<Target type ='ProtoUnit'>ypRepentantThuggee</Target></Effect>
***
infantrybreastplate in techtree does not affect Blind Monks or Blowgunners from Dutch Carib Allies shipment
so add this to that tech
<Effect type ='Data' amount ='1.10' subtype ='Hitpoints' relativity ='BasePercent'>
<Target type ='ProtoUnit'>ypWokouBlindMonk</Target></Effect>
<Effect type ='Data' amount ='1.10' subtype ='Hitpoints' relativity ='BasePercent'>
<Target type ='ProtoUnit'>ypRepentantBlindMonk</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='Hitpoints' relativity ='BasePercent'>
<Target type ='ProtoUnit'>NatMercBlowgunWarrior</Target></Effect>
***
NatMercHuronMantlet don't have "AbstractInfantry" definition, even though NatHuronMantlet do.
add this to natmerchuronmantlet in proto file
<UnitType>AbstractInfantry</UnitType>
***
Canoe, xpWarCanoe, xpTlalocCanoe should all have <UnitType>logicaltypenavalmilitary</UnitType> in proto file
so that AI uses them properly, and that carronade, armorplating, bombaymarine and peacetimefishing techs affect them properly
***
remove this line <infiniteinlastage>1</infiniteinlastage>
for the mercenaryloyalty from the homecity xml files so it cannot be shipped/researched
again in imperial age
***
'xpBuilderStart' and 'xpBuilder' in proto file need to have LOS change from 8 to 18 (like dockwagon) so
they can build a dock as current line of sight is not large enough for them to do so
***
'HCHeavyFortifications' in techtree needs to include
<Effect type ='TechStatus' status ='active'>Revetment</Effect>
and the order of this needs to be changed
<Effect type ='TechStatus' status ='active'>FortifiedOutpost</Effect>
<Effect type ='TechStatus' status ='active'>FortifiedBlockhouse</Effect>
<Effect type ='TechStatus' status ='active'>FrontierBlockhouse</Effect>
<Effect type ='TechStatus' status ='active'>FrontierOutpost</Effect>
so that fortified... comes after frontier... techs so blockhouse and outposts have proper display names
***
'HCShipGalleys3' in techtree should use this <Icon>units\naval\galley\galley_icon_64x64</Icon>
and not the frigate icon picture
***
Add this to 'NatXPKlamathWorkEthos' in techtree so Asian civs may benefit
<Effect type ='Data' action ='Gather' amount ='1.05' subtype ='WorkRate' unittype ='ypRicePaddy' relativity ='BasePercent'>
<Target type ='ProtoUnit'>AbstractVillager</Target></Effect>
***
'YPWonderJapaneseShogunate4' in techtree should be 600xp instead of 1600xp as follows
<Effect type ='Data' amount ='600.00' subtype ='Resource' resource ='XP' relativity ='Absolute'>
<Target type ='Player'></Target></Effect>
***
ypNatWarElephant and ypNatMercWarElephant in proto file are missing
<UnitType>AbstractElephant</UnitType> as there are some techs such as 'ypMonasteryIndianSpeed'
which should affect them as well
***
'ypAge0IndiansBuildings' and 'Age0XPSioux' need this line added in techtree so that india and sioux surgeons may build field hospitals
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>FieldHospital</Target></Effect>
***
'ypConsulateRussianOutpostWagon' in techtree needs these lines added so that blockhouse can actually train something
<Effect type ='Data' amount ='1.00' subtype ='Enable' relativity ='Absolute'>
<Target type ='ProtoUnit'>Strelet</Target></Effect>
<Effect type ='TechStatus' status ='obtainable'>GuardStrelets</Effect>
<Effect type ='TechStatus' status ='obtainable'>VeteranStrelets</Effect>
<Effect type ='TechStatus' status ='obtainable'>GuardStrelets</Effect>
<Effect type ='TechStatus' status ='obtainable'>ImperialStrelets</Effect>
same thing for halberdier and musketeers
***
YPExaltedMeteorHammer'in techtree the damage is not right (30% should be 50%) and should be as follows:
<Effect type ='Data' amount ='1.50' subtype ='Damage' allactions ='1' relativity ='BasePercent'>
<Target type ='ProtoUnit'>ypMeteorHammer</Target></Effect>
***
galleon in proto file is missing <Train row ='0' page ='0' column ='5'>ypNatMercGurkha</Train>
so india may train them from galleon
***
'HCCavalryHitpointsOttomanTeam' should have
<Effect type ='Data' amount ='1.15' subtype ='Hitpoints' relativity ='BasePercent'>
<Target type ='ProtoUnit'>AbstractLightInfantry</Target></Effect>
so Aztec team members may benefit as well.
***
'ChurchWallensteinsContracts' should have team cree allies added
<Effect type ='Data' amount ='0.00' subtype ='Cost' resource ='Gold' relativity ='Assign'>
<Target type ='Tech'>HCXPCreeAlliesTeam</Target></Effect>
***
'NatXPNavajoShepherds' should have
<Effect type ='Data' action ='ShrineGather' amount ='1.35' subtype ='WorkRate' unittype ='AbstractShrine' relativity ='BasePercent'>
<Target type ='ProtoUnit'>Herdable</Target></Effect>
<Effect type ='Data' action ='GatherXP' amount ='1.30' subtype ='WorkRate' unittype ='ypSacredField' relativity ='BasePercent'>
<Target type ='ProtoUnit'>Herdable</Target></Effect>
AbstractShrine instead of ypShrineJapanese and GatherXP instead of AutoGatherXP
***
'HCXPMustangs' should include
<Effect type ='Data' amount ='0.90' subtype ='Cost' resource ='Gold' relativity ='BasePercent'>
<Target type ='ProtoUnit'>AbstractLightInfantry</Target></Effect>
<Effect type ='Data' amount ='0.90' subtype ='Cost' resource ='Wood' relativity ='BasePercent'>
<Target type ='ProtoUnit'>AbstractLightInfantry</Target></Effect>
<Effect type ='Data' amount ='0.90' subtype ='Cost' resource ='Food' relativity ='BasePercent'>
<Target type ='ProtoUnit'>AbstractLightInfantry</Target></Effect>
so Aztecs may benefit as well
***
'YPHCHanAntiCavalryBonus' should affect eagle knights as well and include
<Effect type ='Data' amount ='1.00' subtype ='DamageBonus' unittype ='xpEagleKnight' allactions ='1' relativity ='Absolute'>
<Target type ='ProtoUnit'>ypChuKoNu</Target></Effect>
<Effect type ='Data' amount ='1.00' subtype ='DamageBonus' unittype ='xpEagleKnight' allactions ='1' relativity ='Absolute'>
<Target type ='ProtoUnit'>ypArquebusier</Target></Effect>
***
'YPHCGoraksha' should include sacred field
<Effect type ='Data' action ='GatherXP' amount ='1.80' subtype ='WorkRate' unittype ='ypSacredField' relativity ='BasePercent'>
<Target type ='ProtoUnit'>Herdable</Target></Effect>
***
'YPHCGurkhaAid' should include mansabdar gurkha
<Effect type ='Data' amount ='1.00' subtype ='DamageBonus' unittype ='AbstractHeavyInfantry' allactions ='1' relativity ='Absolute'>
<Target type ='ProtoUnit'>ypNatMercGurkhaJemadar</Target></Effect>
***
The following techs need to include <Flag>UpgradeTech</Flag> so that
'YPHCCheapUnitUpgradesTeam' and 'YPNatZenMeritocracy' effect them:
ALL native techs except elite (warriorsociety) and champion upgrades, imperial rabaulds, paper cartridge,
caracole, military drummers, church upgrades except ottoman vill and warchief big buttons except dock.
Flag needs to be removed from 'StarFort'
***
'XPRevolutionOHiggins' change the hussar upgrade order noted to this so Hussar are named imperial properly
<Effect type ='TechStatus' status ='active'>VeteranHussars</Effect>
<Effect type ='TechStatus' status ='active'>GuardHussars</Effect>
<Effect type ='TechStatus' status ='active'>ImperialHussars</Effect>
***
This needs to be added to 'church' and 'ypchurch' as is not obtainable even after churchmissionfervor tech researched
<Tech row ='0' page ='1' column ='7'>ChurchStateReligion</Tech>
***
'NatXPKlamathHuckleberryFeast' change value from -0.60 so ten crates of food are actually possible to this
<Effect type ='Data' amount ='-0.67' subtype ='FreeHomeCityUnit' unittype ='CrateofFood' relativity ='Absolute'>
<Target type ='Player'></Target></Effect></Effects>
***
***
abusgun should have attack bonuses vs lightcav and eagle knights in all categories
ypConsulateBashkirPony, ypConsulateLifeGuard ypConsulateSiberianCossack ypConsulateGardener should have 20% ranged armor
like regular Euro counterparts
ypConsulateBestieros, ypConsulatePrussianNeedleGun, ypConsulateRogersRanger attack stats and bonuses should be
like regular Euro counterparts
ypConsulateCzapakaUhlan remove vill penalty and should be 30% ranged armor like uhlan
ypRepentantBlindMonk, ypRepentantIronTroop, ypRepentantOutlawRifleman ypRepentantThuggee penalties vs heavy cav
ypRepentantJaeger attack stats like Euro Jaeger
ypHowdah 2.75 vs AbstractCoyoteMan
ypSiegeElephant and ypSiegeElephantMansabdar ypConsulateGreatBombard and ypFlyingCrow
should have penalty 0.5 versus abstractlightinfantry
***
otto offshore support card should be colonial age, not industrial
otto team 600g should be age3 not age4
***
repentant elmeti, bombard and mameluke should be age 4 not trainable age 3
***
comanchero 'SaloonOutlawRider' and 'ypRepentantOutlawRider' (saloon / monastery unit) needs this added
<ProtoAction>
<Name>MeleeHandAttack</Name>
<Damage>7.000000</Damage>
<DamageType>Hand</DamageType>
<ROF>1.500000</ROF>
<DamageBonus type ='AbstractHeavyCavalry'>3.000000</DamageBonus>
<DamageBonus type ='AbstractArtillery'>2.000000</DamageBonus>
<DamageBonus type ='AbstractCoyoteMan'>2.250000</DamageBonus>
</ProtoAction>
as it only has siege and ranged attack presently with no bonus in melee/siege mode vs other units
***
caracole needs this added
<Effect type ='Data' action ='RangedAttack' amount ='2.00' subtype ='MaximumRange' relativity ='Absolute'>
<Target type ='ProtoUnit'>AbstractLightCavalry</Target></Effect>
so that saloonoutlawrider and 'ypRepentantOutlawRider' gets benefited with 2 extra range as well
***
'settlernative' needs this added so that if aztec team member sends villagers they may build
<Train row ='0' page ='6' column ='12'>ypCaravanserai</Train>
***
'outpostwagon' needs this added so natives can build a warhut
<Train row ='0' page ='6' column ='0'>WarHut</Train>
*** big sequester german (change this)
<Effect type ='Data' amount ='-15.00' subtype ='Cost' resource ='Food' relativity ='Absolute'>
<Target type ='ProtoUnit'>AbstractBannerArmy</Target></Effect>
<Effect type ='TechStatus' status ='obtainable'>ypConsulateGermansBrigade</Effect>
<Effect type ='TechStatus' status ='active'>ypBigTradeTaxEnable</Effect>
<Effect civ ='Germans' type ='Data' amount ='0.00' subtype ='SetCivRelation' relativity ='Absolute'>
<Target type ='Player'></Target></Effect>
<Effect type ='TechStatus' status ='obtainable'>ypConsulateRelationsGermans</Effect>
<Effect type ='Data' amount ='-15.00' subtype ='Cost' resource ='Wood' relativity ='Absolute'>
<Target type ='ProtoUnit'>AbstractBannerArmy</Target></Effect>
<Effect type ='Data' amount ='-15.00' subtype ='Cost' resource ='Gold' relativity ='Absolute'>
<Target type ='ProtoUnit'>AbstractBannerArmy</Target></Effect>
<Effect type ='Data' amount ='-15.00' subtype ='Cost' resource ='Gold' relativity ='Absolute'>
<Target type ='ProtoUnit'>ypMandarinArmy</Target></Effect>
to
<Effect type ='Data' amount ='0.85' subtype ='Cost' resource ='Food' relativity ='BasePercent'>
<Target type ='ProtoUnit'>AbstractBannerArmy</Target></Effect>
<Effect type ='TechStatus' status ='obtainable'>ypConsulateGermansBrigade</Effect>
<Effect type ='TechStatus' status ='active'>ypBigTradeTaxEnable</Effect>
<Effect civ ='Germans' type ='Data' amount ='0.00' subtype ='SetCivRelation' relativity ='Absolute'>
<Target type ='Player'></Target></Effect>
<Effect type ='TechStatus' status ='obtainable'>ypConsulateRelationsGermans</Effect>
<Effect type ='Data' amount ='0.85' subtype ='Cost' resource ='Wood' relativity ='BasePercent'>
<Target type ='ProtoUnit'>AbstractBannerArmy</Target></Effect>
<Effect type ='Data' amount ='0.85' subtype ='Cost' resource ='Gold' relativity ='BasePercent'>
<Target type ='ProtoUnit'>AbstractBannerArmy</Target></Effect>
so that chinese banner armies are 15% cheaper instead of player getting 15 of each resource (45 total)
and banner armies being 15 of each resource cheaper
(ie. if army costs wood and gold, those are discounted properly, but player gains 15 food)