Defragment the hard drive.A couple of things I wanted to point out:
Everybody should defrag after installing the mod; I cut my loading times by more than half after doing that because the HUGE XML files were spread like snot across the whole drive.
As for bugs, I have now seen multiple crashes involving a combination of two factors, pirate ground troops and autoresolve. Whether the player is involved or not, it seems certain pirate units (not sure which or how) can crash an autoresolve.
Oh, and is it my imagination or did someone make the sovereign superlaser fire more often?
Defrag???
Unofficial v1.1 Bug Tracking Thread
#21
Posted 25 December 2008 - 01:43 AM
#22
Posted 25 December 2008 - 03:18 AM
#23
Posted 25 December 2008 - 08:09 AM
#24
Posted 25 December 2008 - 06:49 PM
We can't do anything with exception details!!!
Only Petroglyph would be able to understand or explain what went wrong, and they don't handle support for mods.
Secondly: In your post, explain what you were doing when you got the exception. The more detail, the better. Though we don't want a novel, either.
#25
Posted 25 December 2008 - 07:04 PM
Only Petroglyph would be able to understand or explain what went wrong, and they don't handle support for mods.
Umm Petroglyph did not know that their game was a unbalanced free for all with one side always winning and a horrible AI and left the community to fix stuff on their own that they were to lazy to fix. I don't think they would be able to figure this out.
End Rant.
However this will all be fixed in time. I think I fixed my exeption with not useing the rebel comp on my team.
Edited by TheEmpire, 25 December 2008 - 07:05 PM.
"Welcome to the jolly old death star."
"Vader gets the plesure of killing someone while we get to stay among the living. Private Perkins overhere has been stranged over 30 times haven't you Perkins." "Good man."
#26
Posted 25 December 2008 - 08:35 PM
Defragment the hard drive.A couple of things I wanted to point out:
Everybody should defrag after installing the mod; I cut my loading times by more than half after doing that because the HUGE XML files were spread like snot across the whole drive.
As for bugs, I have now seen multiple crashes involving a combination of two factors, pirate ground troops and autoresolve. Whether the player is involved or not, it seems certain pirate units (not sure which or how) can crash an autoresolve.
Oh, and is it my imagination or did someone make the sovereign superlaser fire more often?
Defrag???
How do I do that?
#27
Posted 25 December 2008 - 09:08 PM
Start -> Programms -> Accessories -> System Tools -> Defragment something It might not be exactly the same (I was translating from Polish to English ), but it's more or less itHow do I do that?
Then choose the proper drive, and go. Prepare for a couple of hours of waiting, though
I think I've found another bug. While playing skm vs CSA, I got an exception when they started building space mine...
#28
Posted 25 December 2008 - 09:15 PM
#29
Posted 25 December 2008 - 09:30 PM
"Welcome to the jolly old death star."
"Vader gets the plesure of killing someone while we get to stay among the living. Private Perkins overhere has been stranged over 30 times haven't you Perkins." "Good man."
#31
Posted 26 December 2008 - 12:58 AM
I've played many games against them, and have had no problems, beyond their amazing ability to spam fighters and bombers...
If you are Rebellion, spam Recusants. Level 2 and expensive, but fighter death with engines attached. Just watch out for VSD's.
If you are Empire, grab some Dreads, then ditch them at level 3 in favor of the cheap-ass and spammable Lancer. Also Soontir Fel and some Blastboats work wonders.
And if you are CSA, well just spam fighters and bombers of your own.
Edited by SpardaSon21, 26 December 2008 - 12:59 AM.
#32 Guest_Guest_Ryan_*_*
Posted 26 December 2008 - 12:59 AM
By the way, i only have 1.6 Ghz cpu and 512 mg of ram and the load time doesn't seem too much longer than what you guys have been saying, and although GC (i just tried core worlds, so i don't know about the larger ones) is slow it is still playable.......until it crashes.
Anyway, PR, i think i speak for everyone in saying that we all appreciate the hard work and long hours that you have put into this.
#33
Posted 26 December 2008 - 03:17 AM
r/
feld
#34 Guest_Stele_*
Posted 26 December 2008 - 03:42 AM
Donno if someone has already mentioned this, but I didn't see it so I thought I'd mention it. Kind of obviously, the lag is mostly caused by the sheer number of units. But the save game problem is also caused by the number of units. My guess is that the engine has some limit on the number of units it can save. I'm pretty sure of this because I edited the XML file.
If you remove all the pirate units, as you'd expect load times dramatically shorten, lag vanishes, but most importantly GFFA actually saves. If you start adding units back (I was increasing the number of Imperial & Rebel starting planets), lag and load times slowly build up again. I haven't found the saving cutoff point yet but if/when I do I'll post. Anyway, just my .02, this maybe fixed in the new version already.
#35
Posted 26 December 2008 - 05:53 AM
It's believed that CSA structures were the main reason for GFFA crashes in 1.0, so that's why CSA is really only implemented for Space Skirmish.Also, i played a ground skirmish as the CSA, but none of the buildings appeared and i could not capture build pads (only turbo laser turrets for some reason). I then tried another game, going the rebels and buildings appeared as per usual.
I think PR encountered some odd crash with resizing the civy units at the last minute. As I recall, that was actually part of the delay in uploading 1.1.Not sure if this is a bug or just something in land not changed yet...but I sent Vader and a few stormies to a raid and the imperial troops were roughly half the height of the civilian troops. Don't think that this was intentional.
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.
#36
Posted 26 December 2008 - 03:51 PM
Thanks! I missed reading that somehow!I think PR encountered some odd crash with resizing the civy units at the last minute. As I recall, that was actually part of the delay in uploading 1.1.Not sure if this is a bug or just something in land not changed yet...but I sent Vader and a few stormies to a raid and the imperial troops were roughly half the height of the civilian troops. Don't think that this was intentional.
r/
feld
#37
Posted 26 December 2008 - 06:32 PM
Odd, no crash.
Edited by coinich, 26 December 2008 - 06:33 PM.
#38
Posted 27 December 2008 - 04:18 PM
A few bugs though...
> on the Thrawn Camapign GC I was able to build Obi-wan on Jomack as the Empire
> Pellaeon's description was missing on most of his upgrades and once i'd upgraded him to the Chimaera I could build another Pellaeon
> not sure if its a bug but the ai (on medium) would attack straggling planets I had left to be conquered (Its a waste trying to defend them all), destroy my space defences then leave even though there were no ground buildings or troops...
#39
Posted 27 December 2008 - 06:30 PM
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