Jump to content


Photo

All bugfixes in one file - Obsolete


16 replies to this topic

#1 Kitkun

Kitkun

    Hater

  • Members
  • 903 posts
  • Location:Southern Washington, U.S.A.

Posted 16 May 2008 - 08:34 AM

Well, here we go; a simple set of all the bug fixes.

Attached File  Bug_Fixes.zip   157.85KB   159 downloads
I'm generally assuming you have the Zarkis AI 0.6 if you have Zarkis AI at all.

I've separated them into 4 folders:
- Main fixes
- Fixes for those who don't have Zarkis AI
- Fixes for those who have Keraunos Icon Mod
- Fixes for those who do not have Keraunos Icon Mod

Installation: copy the necessary Data folders into Mods\Phoenix_Rising_Space and allow it to overwrite where necessary. Backing up the files recommended.

Included fixes in Main Bug Fixed Files folder:
- Missing Strike Cruiser
- CSA AI lag (Removed the AI)
- MC80 Reef Home research problems
- Can't fight in space at Talay

Included fixes in Non-Zarkis AI Mod folder:
- AI Not Upgrading Starbases
- Problem with fighters hunting or scouting
- AI is moving units around too much
- Reduce AI raid-spam

Included fixes in Keraunos Icon Mod folder:
- Bombing runs causing exceptions
- AI retreats too easily due to Space Tugs
- TIE Avengerx8 missing light laser

Included fixes in Non-Keraunos Icon Mod folder:
- Bombing runs causing exceptions
- AI retreats too easily due to Space Tugs
- TIE Avengerx8 missing light laser


Fixes were found in these threads:
http://forums.revora...showtopic=57634
http://forums.revora...showtopic=59187

Note: As I cannot be sure I'd get it correct, I have NOT included the fixes from the following thread, but it looks that Zarkis AI mod fixes them anyway.
http://forums.revora...showtopic=57231

I have not tested it out; please do contact me if I screwed up.

Edited by Kitkun, 31 December 2008 - 07:24 AM.

Frosty Freaky Foreign Forum Fox

<DevXen> Today I was at the store and saw a Darth Vader action figure that said "Choking Hazard." It was great.


#2 keraunos

keraunos

    Dominus et Deuculus

  • Members
  • 546 posts

Posted 16 May 2008 - 12:56 PM

Thanks a lot :wink_new: That's what I was looking for. Can I add it to PR Enhanced project?

#3 Kitkun

Kitkun

    Hater

  • Members
  • 903 posts
  • Location:Southern Washington, U.S.A.

Posted 16 May 2008 - 06:16 PM

Thanks a lot :wink_new: That's what I was looking for. Can I add it to PR Enhanced project?


Of course. The more the merrier.

Frosty Freaky Foreign Forum Fox

<DevXen> Today I was at the store and saw a Darth Vader action figure that said "Choking Hazard." It was great.


#4 keraunos

keraunos

    Dominus et Deuculus

  • Members
  • 546 posts

Posted 18 May 2008 - 10:12 PM

Few comments. Zarkis fixed Tugs problem, and as my mod is based on Zarkis file, it already includes this fix - our files are identical :) What's the problem with AI bombing runs? I've never had any problems with Gammas nor Skiprays... Is it really necessary? Won't it unbalance the game? I'll try it out, but I'm not convinced.

I'm also not convinced should I remove AI from CSA; I'll do it now mostly because my computer cannot handle too much ;), but I consider them good addition to the game. Hopefuly Phoenix will improve them in his next release...

#5 Kitkun

Kitkun

    Hater

  • Members
  • 903 posts
  • Location:Southern Washington, U.S.A.

Posted 19 May 2008 - 12:08 AM

I included the tug fix in that folder just in case somebody won't get Zarkis (Their loss, I think), but still wants the bugfixes.

Gammas and Skiprays... well, they're not supposed to be bombers, and there are several threads that say they cause game crashes if they're in orbit with no other bombers, and you use a bombing run. Actually, I never encountered the problem myself, but just go back through the forums, and you'll find some stuff on it.

Removing AI from CSA is purely to reduce lag, as I understand it. It's purely an engine issue, though.

Changed a bit of the wording in the original post for clarification.

Edited by Kitkun, 31 December 2008 - 07:41 AM.

Frosty Freaky Foreign Forum Fox

<DevXen> Today I was at the store and saw a Darth Vader action figure that said "Choking Hazard." It was great.


#6 keraunos

keraunos

    Dominus et Deuculus

  • Members
  • 546 posts

Posted 19 May 2008 - 12:15 AM

Ok, thanks :)

#7 keraunos

keraunos

    Dominus et Deuculus

  • Members
  • 546 posts

Posted 21 September 2008 - 12:06 PM

Bump :p

Phoenix, sorry, but I don't remeber how did we fix some of those bugs PR E mentions. I hope you'll find them easier in this pack, which contains far less files then PR E :D

#8 HAWEK

HAWEK
  • New Members
  • 1 posts

Posted 11 October 2008 - 06:57 PM

something is broken with link

#9 keraunos

keraunos

    Dominus et Deuculus

  • Members
  • 546 posts

Posted 12 October 2008 - 11:15 PM

Strange, works fine for me...

#10 Kaleb Graff

Kaleb Graff

    title available

  • Members
  • 1,035 posts
  • Location:Classified

Posted 13 October 2008 - 04:26 PM

You need to validate your email first.

#11 Casen

Casen

    title available

  • Members
  • 1,039 posts

Posted 20 November 2008 - 11:58 AM

So if you have the Zarkis AI mod, I assume you use the main bug fix, right?

#12 Kitkun

Kitkun

    Hater

  • Members
  • 903 posts
  • Location:Southern Washington, U.S.A.

Posted 17 December 2008 - 03:07 PM

Sorry about the delay (I completely forgot about this), but yes. Use all folders that apply.

Frosty Freaky Foreign Forum Fox

<DevXen> Today I was at the store and saw a Darth Vader action figure that said "Choking Hazard." It was great.


#13 Darth Stalin

Darth Stalin
  • Members
  • 137 posts

Posted 03 January 2009 - 11:54 PM

Hello, guys!
I've been playing PR 1.0 - of course the GFFA full campaign and suddenly hit the "EXCEPTION" bug when trying to fight on planet of UKIO - the same bug applies both if trying space combat as well as when trying to send troops for raiding.
Does anyone have any idea how to deal with that exception?
Should I wait until the Rebels capture Ukio and then retake it from their hands? Or the Rebels will encounter the same problem?

For those interested, here's the "_Except.txt" file:

Exception in thread F90 - Main Thread
Exception code EXCEPTION_ACCESS_VIOLATION
The thread tried to read from or write to a virtual address for which it does not have the appropriate access.
Attempt to read from address 00000F90

Exception occurred at 005B97F2 - Unknown code pointer

EDIT2: and then lots of numbers...



And of course - has anyone the idea how to solve that bug?

EDIT:
Same thing now happens when I'm trying to send my Imperial Fluuet also to Kamino or Hishyim; haven't tried sending them to Talay...
Bothawui and the other planet seem to have been kept by CSA; Nal Hutta is now Rebel planet... thus maybe I'll wait until the Rebels capture all those "strange" planets (Ukio, Kamino etc.) and in the meantime I'll prepare myself and maybe conquer Bothawui and build some ships to counter Rebel strikes and provide support for my landing units...

Edited by Darth Stalin, 04 January 2009 - 10:18 AM.


#14 Kitkun

Kitkun

    Hater

  • Members
  • 903 posts
  • Location:Southern Washington, U.S.A.

Posted 04 January 2009 - 03:47 AM

I know I fought at those planets without trouble. Were they CSA held? Something of theirs was a source for exceptions. That's partly why PR 1.1 is out.

Also, the exception informations is useless to us, as I'm pretty sure Petroglyph would need to look into it. You can remove it.

Edited by Kitkun, 04 January 2009 - 03:48 AM.

Frosty Freaky Foreign Forum Fox

<DevXen> Today I was at the store and saw a Darth Vader action figure that said "Choking Hazard." It was great.


#15 Darth Stalin

Darth Stalin
  • Members
  • 137 posts

Posted 04 January 2009 - 10:36 AM

As far as I remember - no, they were still pirate planets.
CSA-held planets were: Bothawui and New Cov.
I wanted to fly from Imperial-held Ord Trasi.
The rebels held Tatooine.

BTW: before the exception I captured Hishyim without problems and wanted to fly from there to Ukio. After that I saw that also the Hypori was Rebel-held; don't know about Talay.
After the exception I has to reload older save, where I hadn't captured Hishyim, and I decided to fly directly to Ukio... when exception occured. Also trying to fly either to Hishyim or Kamino resulted in exception error.
Thus maybe I'll try to capture CWSA-held Bothawui or New Cov and wait until the Rebels capture these three "bugged" planets. Or maybe I'll also try to build probe droid and send him there...

BTW2: after the first exception I downloaded and installed the Bug Fixes pack mentioned in first post above, and installed all fixes from "Main Bug Fixed Files" folder; as I understand, these should work also during the ongoing campaign, without the need to restart it... yet nothing has happened - the exceptions with all these 3 planets (Hishyim, Kamino and Ukio) took place also with the bugfix.
I like it and really don't like being forced to start my PR campaign from the very beginning... though maybe now I could do some things different way/better... as it is still unclear when the "trimmed" 1.1 will be released in a condition possible to play on computers without tonnes of memory (yes, I like HUGE campaigns, all-world-ones, in every strategic-level game I play, so I want to play GFFA full with all those planet - 138 or 158...)

Latest EDIT:
I decided to give up trying to fly there and move my forces to Bothawui or New Cov; however when I began to complete my strike group and attach land units to fleet, suddenly the Exception occured! Seems that the Rebels (or someone else?) has did something with these planets...

Edited by Darth Stalin, 04 January 2009 - 10:44 AM.


#16 Darth Stalin

Darth Stalin
  • Members
  • 137 posts

Posted 04 January 2009 - 02:15 PM

Well, forget about it - after some deeper search I've found so many nice mini-mods for PR 1.0 that I'll install them (AI, sounds & graphics, Enhanced + ship packs, with Exector-boarded Darth Vader...) that I'll leave my bugged 41-weeks-old (game time ;) ) Imperial campaign, install all those mini-mods and start y PR 1.0 "enhanced" campaign from the start. Maybe then I'll have less problems than the first time...

Anyway I think that the "mini-mods" are adding so much needed "chrome" to the complete task known as a "mod" - I've similar feeling when playing Rome:Total War with Europa Barbarorum 1.2 mod (in fact a complete new fan-made-game) and with some mini-mods based upon the EB 1.2 that add lot of chrome/flavour to quite superb work of the EB team.
The same applies to Phoenix Rising mod and the minimods based upon it - I really love it, especially the large universe to conquer... even ift I have to wait until PR 1.1 (or maybe 1.2?) is released, available to no-lagged play of the great GFFA campaign!

#17 Phoenix Rising

Phoenix Rising

    Beyond the Impossible

  • Petrolution Staff
  • 6,509 posts
  • Projects:Phoenix Rising
  •  Mod Leader
  • Division:Petrolution
  • Job:Mod Specialist

Posted 06 January 2009 - 06:17 AM

Just so you know, you can't reload saves after changing certain XMLs. You'll be playing just fine and then you'll run into whatever was changed, say a ship in tactical, and you'll crash it every time. If you apply any mini-mods, just start a new game; you'll be saving yourself a lot of hassle.



Reply to this topic



  


1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users