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Unofficial v1.1.1 Bug Tracking Thread


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#81 SpardaSon21

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Posted 12 January 2009 - 12:56 AM

What I was saying is that tractorable space colonies and battlestations is useless. They don't move, and the Bulwark can't use them the beam to do really sharp turns.

#82 Kitkun

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Posted 12 January 2009 - 01:46 AM

The AI will gladly try it. That's how I first noticed it.

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#83 Kitkun

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Posted 13 January 2009 - 11:07 PM

Alderaan space map: The shifting nebula occasionally covers one of the starbase positions, causing it to lose abilities and shields.

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#84 Guest_StarWars_*

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Posted 13 January 2009 - 11:11 PM

Also on Operation Shadow Hand, Brentaal IV goes straight to Taris via a hyperspace route, though a planet has the hyperspace route go right through it, shouldn't that be 2 hyperspace routes instead of directly to Taris

#85 coinich

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Posted 15 January 2009 - 03:58 AM

I managed to destroy two hypervelocity guns upon winning a skirmish map. I'm afraid I don't remember which one it was. Also, Yavin 4 has the Alderaan description.

#86 Phoenix Rising

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Posted 15 January 2009 - 05:22 AM

Alright, I'll try to put a dent in this thread...

-Leia's Star Destroyer, Rebel Dream, seems to only be upgraded to IMP II, I thought you wanted all hero ships fully upgraded? Or did you decide otherwise?

This is the new hero mechanic. Did about half of it before I ran out of time. Hero transports are going to use their exact class, but get a combat bonus to compensate for that downgrade. Also fighter jockies can now call in reinforcements every two minutes to make them less vulnerable to dying in combat.

Suggestions
-For the Rebel Heroes, could you use an upgraded barloz for them, so they can get around in 1.0 hyperdrive like the Imperial Heroes.
-Do all troops move at 4.0 hyperdrive...pretty slow :p when your moving them from Mon Cal. to Ossus in the Shadow Hand campign....

I forgot to rescale the hyperspace speed factor when I rescaled the galaxy. You'll have to change it yourself on each faction. To get the same speeds as v1.0, it should be set to 0.075, but feel free to tweak however you like.

-Imperials don't build space colonies on their new worlds

Tried to get this to work half a dozen ways before the release but couldn't. Still working on a solution.

-Also it seems that units don't build faster even when you have more construction docks(Ex. One Space Station 2 builds the same ship at the same time as Four Space Stations 2s would)

They do. A few things are excluded though, like heroes and upgrades.

> on the Thrawn Camapign GC I was able to build Obi-wan on Jomack as the Empire

Yeah... that's C'baoth, sans new art and text.

> Pellaeon's description was missing on most of his upgrades and once i'd upgraded him to the Chimaera I could build another Pellaeon

Didn't finish hero descriptions. Still don't know what's going on with that second Pellaeon.

Aside from the occasional exception error after a bit of playing i've repeatedly gotten an exception error on the land battle for Yavin 4 as the imperials when the retreat timer comes upso i can't auto resolve it now that i've gotten involved in the combat.

That's not enough information for me to go off of. What campaign was it? Which units did you have in play?

-There is a typo on the Metellos description. Ditizens instead of Citizens

"Denizens" is a word.

-There is no Executor II-class Star Dreadnaught upgrade.

No, there isn't. See the changelog.

Game crashing exception error:
v1.1.1
GC - Core Campaign
Playing as Galactic Empire
Conducted raid on Kalist VI with Kam Solusar three times and crash occurred each time. Don't see any particular reason why or when.

It's probably Kam's fault. Don't use him for now.

In Operation Shadow Hand, i went as the rebels and i hit the option to research the Republic class star destroyer. But instead of making it buildable, it just made one unit appear above the planet (Metellos) with the description of the research option.....so it built the research.

Fixed it. Thanks.

I have to say I do not care how much time and effort you put into this mod, it is terrible. The mod does not even auto save and when you try to save it manually it says save failed not enough disk space.

Hmm... sounds like you need a bigger HD. This isn't really the place to be reporting that...

Also as a side note, I noticed Pellaeon has the 13X before he gets the Chimaera, I thought he got the 13X after the Thrawn campaign/after the Chimaera? As no-one would want to downgrade to a Victory-class and he got the Chimaera back perhaps it should be removed - just a suggestion ;)

I wanted him to be a Victory commander unlike the endless number of Imperial commanders available. I might remove it just to fix his upgrade issue though, since Teredoc is technically a warlord and not a loyalist anyway.

Singularity is really messed up. It only fires 2 of its main turbolaser batteries. Also it doesn't put on the special ability of missle defense(its fighters do, just not the ISD)

I noticed I broke the sensor jamming, but I'll look at the batteries.

Speaking of reinforcements will the heroes ever be able to enter into battle via the reinforcement tab???

Probably not.

-Garm Bel Iblis no longer has the Peregrine

Got a new hero bug.

I raided a planet with Garm Bel Iblis and 2 infantry companies.
Instead of Garm's monster vehicle, I got 35 infantry units instead!!!! (and when I clicked the Garm Icon in the panel all 35 infantry units lit up)

A nice surprise to be sure, but not really right!

I got rid of that unsightly Gargantuan, mate. Like on the last day ;). He's now a field commander with a unique skin, which I found unused in the official files, but will probably upgrade to the Gargantuan again at some point. Unfortunately, this seems to have broken his upgrade for the Peregrine (it's still in place though).

You can't select wullf yularen, if you click on him you select his whole squad

Huh? In tactical? I'm not sure how this is a bug...

Does anyone have any ideas on this?

No, those exception errors are meaningless to anyone but the original development team. We need to know context to be able to figure something out.

I don't think anyone's noticed this but the Website lists the Golan spaceguns as have heavy turbolasers yet atleast in the outter rim campagin as the empire the build queue lists them as plain turbolasers. .

Oversight on my part. They are really heavies.

I despise the Rebels so I won't test them but I will check other campaigns including GFFA if asked as the Empire.

That's like half of the game... but it's your call :p.

Thanks for the info. Mainly we need to look at upgrade-able heroes on any campaign. I'm not suggesting you play separate campaigns just to look for this stuff, just let me know if you come across anything.

Only the ones with multiple upgrades have ever given me problems. Does it happen for Vader?

I just found a bug relating to hero upgrades: While playing the Inner-Rim campaign, I tried to upgrade Blackhole to the Singularity, but he simply disappeared. Strangely enough, he reappeared about one galactic week later, but with no other effects (he wasn't upgraded). Anyone else experiencing this bug?

Well, he is Blackhole. But on a serious note, I think that's an isolated case. It's never happened to me.

In Space Skirmish, the emporer's force corrupt ability doesn't work

I'll try it, but I don't think I changed anything with that since v1.0.

Another bug - Dodonna actually gives bonus to health and shields of only first Republic class destroyer, not the entire line. I'll post the appriopriate code in the bugfixes section :xcahik_:

Thanks. Corrected now.

Landos' code has some leftovers, namely the part regarding Millenium Falcon bonus.

Removed it.

Edited by Phoenix Rising, 15 January 2009 - 05:37 AM.


#87 X4ldin

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Posted 15 January 2009 - 04:02 PM

The rest of the multi-hero upgrades work fine for me, just Pellaeon which is rebuildable. I checked Vader when I changed his ships.

And for the record, I do occasionally play as the Rebellion, just not often as the 'always winning despite the odds' thing winds me up :wink_new: .

#88 trenthowell

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Posted 15 January 2009 - 08:18 PM

"-Imperials don't build space colonies on their new worlds"

Do the rebels?
I've been kinda holdin off starting up a new GC as I'd like the AI to actually provide some challenge. Inquiring minds would like to know!

#89 X4ldin

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Posted 15 January 2009 - 10:53 PM

No the Rebels don't build them either from my experience.

Found a bug, dunno if its been mentioned but the Immobilizer 418 needs to be researched when you start at tech 5, even though the Interdictor SD (Dominator) is available.

Edited by X4ldin, 15 January 2009 - 11:17 PM.


#90 Tropical Bob

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Posted 16 January 2009 - 12:36 PM

I updated the bug fix thread with a couple things, including the tractorable starbases problem, and a possible AI aggression improvement.

#91 Tropical Bob

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Posted 17 January 2009 - 12:33 AM

-Imperials don't build space colonies on their new worlds

Tried to get this to work half a dozen ways before the release but couldn't. Still working on a solution.

We could give the AI the old starbase system for the time being, until a way to get the new one to work is found. If it's possible, of course...

Game crashing exception error:
v1.1.1
GC - Core Campaign
Playing as Galactic Empire
Conducted raid on Kalist VI with Kam Solusar three times and crash occurred each time. Don't see any particular reason why or when.

It's probably Kam's fault. Don't use him for now.

I have auto-resolved and manually battled with Kam Solusar a few times, and haven't had this problem. All in the Core Worlds campaign, and one of the battles was on Kalist IV.

Thanks for the info. Mainly we need to look at upgrade-able heroes on any campaign. I'm not suggesting you play separate campaigns just to look for this stuff, just let me know if you come across anything.

Only the ones with multiple upgrades have ever given me problems. Does it happen for Vader?

It doesn't seem to happen with Vader. The only heroes we have it confirmed for are Pellaeon and Tarkin.

Edited by Tropical Bob, 17 January 2009 - 01:18 AM.


#92 feld

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Posted 18 January 2009 - 05:49 PM

Thanks for the info. Mainly we need to look at upgrade-able heroes on any campaign. I'm not suggesting you play separate campaigns just to look for this stuff, just let me know if you come across anything.

Only the ones with multiple upgrades have ever given me problems. Does it happen for Vader?


I haven't had any problems with Vader either. In fact, I have been able to bring Vader into a battle with EXACTOR from the reinforcement tab...

On a different topic, was the TIE Avenger's flare ability doesn't appear to automatically like the anti-missile ability from other ships. Is this intentional?

Edited by feld, 18 January 2009 - 05:50 PM.


#93 thrawn2247

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Posted 22 January 2009 - 12:28 AM

Found two more bugs:
Wedge Antilles: Apparently his invulnerability special was activated and never shut off. He's been in battle against Fel and the 501st, Maarek Stele with his MIS squad, and at least 5 squadrons of TIE Defender x9 for about 20 minutes now with no loss in HP.

Thrawn w/ Admonitor: The proton beam fails to fire no matter the distance between his ship and the other, in fact when I try to manually fire enemy ships aren't even targetable with it.

#94 Tropical Bob

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Posted 22 January 2009 - 06:08 AM

I don't see why he would continue to be invincible...Everything in his file relating to that ability suggests 15 seconds.

The proton beam was removed from the Imperial-class line, so right now the ability is referencing an ability that no longer exists. I assume that PR just missed removing the ability coding from the Admonitor.

#95 Fox83

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Posted 22 January 2009 - 11:37 AM

I don't know if this bugs were posted.
When attacking alderaan as imperial, in land batle it become impossible to select units, and after this the units can't be selected in battle (space and land).

On planet (can't remeber name) on tradeline from duro to southern outer rim wiht great bonus to ship building speed due to marine docks I have for some unknown reason lost construction line.

Edited by Fox83, 22 January 2009 - 11:37 AM.


#96 thrawn2247

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Posted 23 January 2009 - 12:17 AM

I don't see why he would continue to be invincible...Everything in his file relating to that ability suggests 15 seconds.

The proton beam was removed from the Imperial-class line, so right now the ability is referencing an ability that no longer exists. I assume that PR just missed removing the ability coding from the Admonitor.


That's why its a bug :shiftee: I actually took several screenshots of all my TIEs in combat with the one X-Wing though I'm not sure where to post them.

#97 EduardPais

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Posted 23 January 2009 - 01:10 AM

That wedge bug happened to me too.

Edited by EduardPais, 23 January 2009 - 01:11 AM.


#98 Tropical Bob

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Posted 23 January 2009 - 01:15 AM

I don't see why he would continue to be invincible...Everything in his file relating to that ability suggests 15 seconds.

The proton beam was removed from the Imperial-class line, so right now the ability is referencing an ability that no longer exists. I assume that PR just missed removing the ability coding from the Admonitor.


That's why its a bug :shiftee: I actually took several screenshots of all my TIEs in combat with the one X-Wing though I'm not sure where to post them.

Perhaps it's something to do with him having Millennium Falcon Lua scripting. Though that's related to the auto-fire of the ability rather than anything else.

Is it when he's the squadron leader, or is it when he's alone? That might help narrow it down.

#99 thrawn2247

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Posted 23 January 2009 - 02:03 AM

I don't see why he would continue to be invincible...Everything in his file relating to that ability suggests 15 seconds.

The proton beam was removed from the Imperial-class line, so right now the ability is referencing an ability that no longer exists. I assume that PR just missed removing the ability coding from the Admonitor.


That's why its a bug :shiftee: I actually took several screenshots of all my TIEs in combat with the one X-Wing though I'm not sure where to post them.

Perhaps it's something to do with him having Millennium Falcon Lua scripting. Though that's related to the auto-fire of the ability rather than anything else.

Is it when he's the squadron leader, or is it when he's alone? That might help narrow it down.


Mine occurred when he was alone

#100 SpardaSon21

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Posted 23 January 2009 - 11:21 AM

Found two more bugs:
Wedge Antilles: Apparently his invulnerability special was activated and never shut off. He's been in battle against Fel and the 501st, Maarek Stele with his MIS squad, and at least 5 squadrons of TIE Defender x9 for about 20 minutes now with no loss in HP.


Um, hello? He's Wedge Antilles. Fel is his brother-in-law, so they are family and can't kill each each other. Maarek Stele isn't as good as Wedge Antilles, and you obviously haven't read the X-Wing novels. Otherwise you would know that it takes 20 squadrons of TIE Defenders to hurt Rogue Squadron.



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