Unofficial v1.1.1 Bug Tracking Thread
#61
Posted 04 January 2009 - 04:47 PM
Anakin are you sure your at the right upgrade level? with Vader for example, you have to upgrade to a squad of TIEs before you can upgrade to an ISD - although I confess that I don't play as Rebels so I don't know how many upgrades Wedge etc. has
#63
Posted 04 January 2009 - 09:01 PM
Sorry, just had to put that out. Exception in skirmish as I just started producing a Bayonet on accident; mightve been when I right clicked something? It was the second time I have started to win against the CSA, and then the game decided to quit rather than lose. Not the first time either; the first time I was near winning it caused an exception too... Do you need the log?
EDIT: Tried again, new fight, was beating them much worse, and it caused another exception. Doesn't seem to be anything of my doing; this time I was queueing Scimitars for a factory strike. Damn AI... The match I lost had no exceptions...
I NEVER win against the CSA... :(
Edited by coinich, 04 January 2009 - 10:07 PM.
#64
Posted 04 January 2009 - 10:19 PM
I know, that's what such forums are made for, aren't they?Np Darth Stalin, I don't mind helping if I can.
I do the same in other forums where I'm more active than here... Just I saw Your answer after I dug out all these nice minimods.
Anyway, I've installed the Zarkis' AI mod, DalMP's graphics mod plus Enhanced PR and E PR ships pack - and now the Galxy looks completely different! Especially the galaxy map - at last the planets are large enough and within proper distances to avoid picking up units from wrong planet and sending them to completely wrong destination...
I don't know much about modding yet of course if I know sth that may be helpful, I'll try. The .xml files can be opened with Notepad and edited pretty easily... if only you know what to look for.
For example I prefer to set up larger unit caps for space combat (100 should be OK, though when playing Ultimate EaW I used even more) - I just like epic clashes between dozens of ships, with many capitals, dreadnaughts and others...
BTW: Anakin, if you're not sure what "upgrades queue" is destined for any hero, jus open his appropriate .xml file with notepad (mark the file -> right-click -> "Open with..." Notepad and now you get the file ready for editing. Jus look for appropriate section of code (try "Ctrl+F") and see, what u[grades are for that hero. Then you will be completely sure about that.
#65
Posted 04 January 2009 - 10:22 PM
Popcap is an easy fix; I've got it at 150 right now. Simply go to Factions.xml and find the <Space_Tactical_Unit_Cap>150</Space_Tactical_Unit_Cap> tagset and replace all versions with the new tagset (eg what I posted). Make sure you get them all for balance reasons.
#69
Posted 08 January 2009 - 05:37 AM
Base cost 4365 plus two X-Wing squadrons at 900 apiece = 6165.
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.
#73
Posted 10 January 2009 - 05:04 PM
empire side:
Obi-wan is recruitable on at least three planets
Pellaeon is recruitable while he's already active
--Pellaeon with Chimaera once destroyed can't be rebuilt
Pellaeon description is missing
AI doesn't build space colonies (already reported, I know)
May not be a bug but AI spam built MC120 and bulwark everywhere
AI wasn't spending money, by end of the game their treasury was in the tens of millions
AI peetered out mid game, week 25 maybe and seemed to stop until I started invading several systems then it came back to life with a vengeance
rebel side:
Empire built a SSD on Trogan by week 7, its not even capable of a level 5 colony >.<
ATR is buildable/researchable/upgradeable all at once
Balance issues I've found during course of thrawn campaign play throughs:
--Land is horrible, even to autoresolve. Rebel ground forces are about 10x superior to empire. Raiding with two T-47s will take a planet with any defense setup, and they build really fast/cheap. On the flipside an autoresolve invasion with the empire having capital ships and bombers in orbit seems to lose half a dozen AT-ATs, and several AT-STs each time no matter what's on the surface
--Recharge times on ion cannon and hypervelocity gun seem to be skewed in favor of the ion cannon. Two ion cannons seem to get to fire individually seconds apart by the AI but two of my hypervelocity guns get to fire once every 3 or 4 minutes?
--Rebel shipyard planets (Kuat, Sluis Van, Coruscant) seem to start with horrible shipyard setups and already with max stations while the Empire's three start with only a few stations and plenty of room to specialize them in specific areas
--rebel AI builds excessive amount of transports and then throws them into battle..and I'm talking about the unarmed kind
--Rebels start with CC7700 already researched but the Empire has to research Immobilizer 418?
--ATRs may need to be toned down, especially the fully upgraded ones. A fleet of those and some TIE/A to escort will wipe out anything
#74 Guest_bANE_*
Posted 10 January 2009 - 05:16 PM
That is supposed to be Joruus C'baoth, but PR made a mistake with the name, descripton, and icon.Obi-wan is recruitable on at least three planets
--Rebel shipyard planets (Kuat, Sluis Van, Coruscant) seem to start with horrible shipyard setups and already with max stations while the Empire's three start with only a few stations and plenty of room to specialize them in specific areas
--Rebels start with CC7700 already researched but the Empire has to research Immobilizer 418?
I think that is supposed to be because f the way they were canonically at the time.
That's strange, since they are on te same tech level.
#76
Posted 10 January 2009 - 09:24 PM
There is no passion, there is serenity. There is no death, there is the Force.
#77
Posted 11 January 2009 - 05:03 AM
Oh...wow...That's a lot of work. Are you sure it's all of them, or is it only a couple?The 'extra' starbases are tractorable.
E.g. Empire_Star_Base_1_2 can be tractored by the Bulwark.
Edited by Tropical Bob, 11 January 2009 - 05:04 AM.
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