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Unofficial v1.1.1 Bug Tracking Thread


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#61 X4ldin

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Posted 04 January 2009 - 04:47 PM

Np Darth Stalin, I don't mind helping if I can.

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

#62 Tropical Bob

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Posted 04 January 2009 - 07:31 PM

Wedge and Tycho both have to be upgraded into fighter squadrons before you can get their capitals. When you build any squadron commanding hero, you initially only get them in a starfighter as the transport. You must upgrade to get the full squadron.

#63 coinich

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Posted 04 January 2009 - 09:01 PM

Skirmish cheats!!!!!!! :umad:;):umad::mellow::umad::lol::umad::p

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 Darth Stalin

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Posted 04 January 2009 - 10:19 PM

Np Darth Stalin, I don't mind helping if I can.

I know, that's what such forums are made for, aren't they?
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 coinich

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Posted 04 January 2009 - 10:22 PM

Notepad++ works better. ;)

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.

#66 Tropical Bob

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Posted 04 January 2009 - 10:31 PM

I just got an exception in skirmish whilst playing a 2v2 as the CSA vs. the Rebellion. Don't quite remember what I was doing at the time though.

#67 Darth Stalin

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Posted 04 January 2009 - 10:44 PM

@coinich:
Yep, I know - first I did it some 1.5 year ago for my first UEaW campaign... :p

#68 coinich

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Posted 04 January 2009 - 10:55 PM

Bah, I failed at reading...

I still think its a CSA ship causing the exceptions.

Edited by coinich, 04 January 2009 - 10:55 PM.


#69 Kitkun

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Posted 08 January 2009 - 05:37 AM

Alliance Golan I should cost 6165 credits instead of 7125.
Base cost 4365 plus two X-Wing squadrons at 900 apiece = 6165.

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#70 Tropical Bob

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Posted 08 January 2009 - 05:44 AM

Alliance Golan I should cost 6165 credits instead of 7125.
Base cost 4365 plus two X-Wing squadrons at 900 apiece = 6165.

For skirmish, or GC?

#71 Kitkun

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Posted 08 January 2009 - 05:46 AM

GC. Skirmish starts with Golan I and has no complement.

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#72 Tropical Bob

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Posted 08 January 2009 - 05:50 AM

GC. Skirmish starts with Golan I and has no complement.

Lol...Duh!

#73 thrawn2247

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Posted 10 January 2009 - 05:04 PM

Bugs I've found with thrawn campaign:

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_*

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Posted 10 January 2009 - 05:16 PM

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?

That is supposed to be Joruus C'baoth, but PR made a mistake with the name, descripton, and icon.

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.

#75 Kitkun

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Posted 10 January 2009 - 05:39 PM

The 'extra' starbases are tractorable.

E.g. Empire_Star_Base_1_2 can be tractored by the Bulwark.

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#76 skie9173

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Posted 10 January 2009 - 09:24 PM

maybe not a bug, maybe stat problem. i was playing thawn campaign and used one of the A-9 Vigilance Interceptors i started with on i think Kuat to scout out an pirate fleet. i forget the name of the planet i sent it to but northwest of Kuat. the scout arrived and after i got a feel for the pirates there i meant to retreat it form the battle, but i hit auto-resolve by accident. at the battle resualts screen i saw that my lone little interceptor squad was able to take down 2 craft from the action-class freighter line, 2 units of either BFF/CTF/MCF (forget which class they were), an IPV, and a venator. they were destroyed in the process but frankly either i underestimated these little fighters or their auto-resolve stats are allittle to high to say the least. note i haven't tried to repeat this so not sure if it is just a fluke of not.
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#77 Tropical Bob

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Posted 11 January 2009 - 05:03 AM

I think auto-resolve is still rather iffy and hard to figure out.

The 'extra' starbases are tractorable.

E.g. Empire_Star_Base_1_2 can be tractored by the Bulwark.

Oh...wow...That's a lot of work. Are you sure it's all of them, or is it only a couple?

Edited by Tropical Bob, 11 January 2009 - 05:04 AM.


#78 anakinskysolo

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Posted 11 January 2009 - 04:03 PM

The 'extra' starbases are tractorable.

E.g. Empire_Star_Base_1_2 can be tractored by the Bulwark.


The space colonies too.

#79 SpardaSon21

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Posted 12 January 2009 - 12:07 AM

And what's the point of all that? Its not tractoring them is going to do anything since EaW has non-existent physics.

#80 Guest_Bane_*

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Posted 12 January 2009 - 12:15 AM

And what's the point of all that? Its not tractoring them is going to do anything since EaW has non-existent physics.

Congratulations, that sentence made no sense what so ever.



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