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Exceptions!


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#1 maul52

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Posted 23 July 2009 - 07:20 AM

Is there anything that can be done about exceptions? They pop up frequently in both land and space battles in Galactic Conquest. So many times I have to abandon a GC campaign because of these little buggers. Sometimes I can restart the game and get by them by autoresolving the mission in which they occurred, other times I cannot get past them at all and have to restart the entire GC campaign. Does anyone know what causes them? Is it the game, my computer, or something else? Any insight would be appreciated.

#2 Phoenix Rising

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Posted 23 July 2009 - 06:32 PM

If I knew, I'd fix them. Basically, we need more people testing and reporting. Just saying they occur frequently isn't going to help me find them; I need details.

#3 maul52

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Posted 25 July 2009 - 01:31 AM

If I knew, I'd fix them. Basically, we need more people testing and reporting. Just saying they occur frequently isn't going to help me find them; I need details.


Here are the details that I remember from the latest 2 exceptions I've encountered. I was playing the Galaxy Far, Far Away GC from the slim campaign pack as the Empire. I experienced exceptions in ground battles at Yavin IV and Kalist VI. In both battles I was the attacker and the planet was under Black Sun control. In the Yavin IV battle the exception occurred shortly after I landed Vader (don't know if that has anything to do with it) and there were no heroes involved in the battle at Kalist VI. Let me know if you need further details and I'll keep notes and report back if you'd like.

#4 Phoenix Rising

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Posted 25 July 2009 - 02:22 AM

Were any of your units attacked at melee range? I believe Ghost just recently found a fix for that. In Projectiles.xml, find the entry for Proj_Land_Vibroknife:

<Projectile Name="Proj_Land_Vibroknife">
		<Variant_Of_Existing_Type>Proj_Unarmed_Strike</Variant_Of_Existing_Type>
		<Damage_Type>Damage_4</Damage_Type>
		<Projectile_Damage>4.0</Projectile_Damage>
		<AI_Combat_Power>4</AI_Combat_Power>
	</Projectile>
There is no Proj_Unarmed_Strike - it's Proj_Land_Unarmed_Strike. Replace that line with this:

<Variant_Of_Existing_Type>Proj_Land_Unarmed_Strike</Variant_Of_Existing_Type>
If you variant something that doesn't exist and the game tries to use it, it will cause an exception. Unfortunately, most of our melee weapon projectiles were based on the vibroknife, so quite a few of them caused exceptions at melee range.

#5 maul52

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Posted 25 July 2009 - 07:39 PM

Thanks, I made the change. I had no idea there were so many land projectiles in use!

As far as your question is concerned, it is very possible that my units were attacked at melee range (but I don't know hot to tell for sure). When the exceptions occurred Vader had just landed and there were some villagers nearby on Yavin IV, and on Kalist VI there were Geonosians swarming all over my units

#6 Phoenix Rising

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Posted 26 July 2009 - 01:26 AM

Thanks, I made the change. I had no idea there were so many land projectiles in use!

Yeah, I didn't really do a good job on tooltips for them, but there's actually quite a bit going on with land... just not cohesively yet. We haven't been able to test the fix extensively at all, but I'm hopeful that it will remedy one of the major sources of exceptions. Let us know how it works.

Edited by Phoenix Rising, 26 July 2009 - 01:27 AM.


#7 maul52

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Posted 26 July 2009 - 07:52 AM

Thanks, I made the change. I had no idea there were so many land projectiles in use!

Yeah, I didn't really do a good job on tooltips for them, but there's actually quite a bit going on with land... just not cohesively yet. We haven't been able to test the fix extensively at all, but I'm hopeful that it will remedy one of the major sources of exceptions. Let us know how it works.


One night of playing (about 10 land battles) without a problem!



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