Jump to content


Replying to Odd bug on neutral building destruction.


Post Options

    • Can't make it out? Click here to generate a new image

  or Cancel


Topic Summary

a.fake.name

Posted 26 April 2014 - 03:46 PM

Never happened to me. Running only stock PR - although modified by me, but not with sub-mods; just tinkering with XMLs.

You should try Chih's sometime.
He makes some pretty good tweaks.

If nothing else, buildable LAATs (since every single other transport can dogfight, but not transport on land) make the game much more enjoyable.


Aizen Teppa

Posted 26 April 2014 - 03:16 PM

Never happened to me. Running only stock PR - although modified by me, but not with sub-mods; just tinkering with XMLs.


a.fake.name

Posted 25 April 2014 - 06:41 PM

As I said, independent buildings using Imperial barracks model that on destruction give the imperial player an army trooper squad.


evilbobthebob

Posted 25 April 2014 - 06:06 PM

Sounds like it must be an issue with Chih's mod because the only barracks on independent worlds should be independent-owned and spawn independent troops.


a.fake.name

Posted 25 April 2014 - 05:55 PM

Nope, actual barracks.

As I said, I wasn't sure if it was Chih's mod issue, or a stock PR issue.

edit: although to be fair, I think half of the forum users use Chih's mod now...


evilbobthebob

Posted 25 April 2014 - 05:47 PM

Barracks? There shouldn't be any barracks on ground maps unless they've been built by a player/AI. If you mean the prison, well that squad of troopers are the prison guards ;)


a.fake.name

Posted 25 April 2014 - 05:41 PM

I'm honestly not sure if this is a PR bug, or unique to chih's sub-mod, but I've noticed that when playing as the Empire on ground maps on neutral worlds with Imperial buildings that when some (primarily barracks) are destroyed they will give ME a single squad of army troopers.

 

It's not exactly game breaking (and could be treated as loyal imperials within a breakaway planetry defense force) but I figured I'd post here since it does seem to be a slight bug.


Review the complete topic (launches new window)