Unofficial v1.1.1 Bug Tracking Thread
#141
Posted 12 February 2010 - 01:45 AM
#142
Posted 12 February 2010 - 01:17 PM
I believe it was Caprioril. I went back and checked on it a bit. Seems like there are gangsters armed with rocket launchers, and mercenaries armed with disruptors or rocket launchers. AT-ATs seem quite underpowered against them, get taken down within a few seconds in direct combat. It might just be AT-ATs are underpowered in general.
Caprionril has Heavy Mercenaries - a criminal's equivalent of the Plex Soldier. And yes, disruptors are bad news against everything. You probably ran up against a squad of Illegal Mercenaries as well.
Saying that, the entire Land roster is nerfed to hell and back, completely unbalanced, with rotten armour and hit point values
~ hence the introduction of the Land Assault Patch, which tries to fix some of the grosser deficiencies of land combat
I await PR's expertise on the proper fix at a later date with envy though.
#143
Posted 13 February 2010 - 03:20 AM
More glitches I found: when playing as the Empire, I didn't get any starting reinforcement points on Cal-Seti and Fresia. In both I had friendly civilians. Was it the game's intention for me to use them to capture a reinforcement point? That would seem quite unfair, since my civilians on Cal-Seti started in the middle of the enemy base.
Another one: when battling over Anaxes, I only killed one Tector-class Star Destroyer, yet the after-battle report credited me with killing six. I looked through the XML file, and found that there were indeed supposed to be six. Something wrong with the reinforcement system?
#144
Posted 13 February 2010 - 05:58 AM
The reinforcement points are probably a mapping issue, and I am definitely not skilled enough to mess with any of those yet. Another planet with that issue is Balmorra, I believe. I think I started with one unit on the planet though, which allowed me to capture the initial point.Ouch! *Wince*. Yes, I have the land patch and all other updates.
More glitches I found: when playing as the Empire, I didn't get any starting reinforcement points on Cal-Seti and Fresia. In both I had friendly civilians. Was it the game's intention for me to use them to capture a reinforcement point? That would seem quite unfair, since my civilians on Cal-Seti started in the middle of the enemy base.
Another one: when battling over Anaxes, I only killed one Tector-class Star Destroyer, yet the after-battle report credited me with killing six. I looked through the XML file, and found that there were indeed supposed to be six. Something wrong with the reinforcement system?
I'm only seeing one listed in the campaigns. If there are six in yours, maybe there's a typo in five of them, or maybe it was something localized.
#145
Posted 03 March 2010 - 06:24 PM
There are definitely 6 Tectors listed for the Core Worlds Campaign. The same thing happened over Corulag, except it was Victories this time. I think it might be an issue with the AI not jumping in reinforcements, and all the extra ships die when the computer has no ships in-system.
The Cloud Car icon shows up as a Snowspeeder.
#146
Posted 03 March 2010 - 07:05 PM
#147
Posted 06 March 2010 - 01:11 AM
When a MC80 Reef Home blows up, it suddenly shows Liberty debris. The Liberty death animation seems to have been used instead of the Ackbar death animation. The Ackbar animation should give the right effect, but the scale might need to be changed.
MC40 Valiants are able to tractor beam each other. This is because Pirate and Droid Valiants weren't added to the "Not Tractorable" list, leading to Rebel Valiants locking on to the Pirate Valiants.
#149
Posted 08 February 2012 - 10:43 PM
in 1.1 Operation Shadow Hand, playing as Rebels, got Coruscant and that "Senate-reduction-all-production-prices" thing. But some specific prices were left untouched:
1. Fleet Commander
2. Hero upgrade (Wedge Antilles)
3. BTL-A2 Y-wing upgrade
4. T65F X-wing upgrade
5. R-41 Mark II upgrade
6. Bothan Spy
I hope in new version, all this we'll be done.
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