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Some new bugs


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#1 Guest_StarWars_*

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Posted 20 August 2009 - 09:29 AM

I didn't know if I should have put these in the bug thread or not for v1.1.1 since some of these were caused by the land upgrade so sorry about that if you don't want them here. So here's my work for the last few weeks...

-DOTs don't work on Nkllon to ships.
-scout troopers can go on Nkllon (along with heroes)
-Brentaal IV has the human allies stay gray instead of helping the rebels
-Wookiees can destroy an At-At in a couple of seconds...checked with both Veers and the regular At-At...their guns and hands shouldn't be that effective in my opinion.
-On Bestine IV after I built around 6 level 3 Space Stations, all of the lvl 3 required constrution yard ships could not be built there. I added a lvl 1 space station, fighters could be built but not lvl 3, also research items for lvl 3 could be built there, I assmue the problem is that the less construction time upgrade confuses Bestine IV after it passed the 1/8 limit.
-At-St build times don't change with more structures
-Columex and Vorzyd V should be able to have gambling rings.
-When I was playing as a rebel, Thrawn was in battle and my ship started to glow red, shouldn't that only be visiable for the Imperial AI and not me. Also after Thrawn died it kept glowing red...shouldn't that ability stop once he dies? (I did not have Garm in battle and it was one of my ships)
-Etti 4 planet in galactic doesn't match up with view from space battle.
-Same as above with Berchest
-Same for Nenton(I'm guessing you just didn't have time to fix this?)
-I'm not sure about this one, but at Columex it seemed like the CR90 turbodisruptor fire wasn't working
-At-St vs. At-St fire is not effective at all
-Speeders seem to be immune by AI notice with most weapons(though once they did actually attack them...which I found wierd that they decided to once, maybe it was because a speeder just got killed by an anti fighter defense and they saw the pilot then went into attack mode?)
-ion cannon hits Praetor strange...it attacks like it hits way before it hits the hall.
-I can usually not seem the Executor and Soverign health bar, can that be fixed?
-Nespis 8 has land units in space for the pirates
-speeders work on Jabiim and cloud cars are stationed there, I know speeders use repulsorlifts, but I guess you could assume the cloud cars are using their main engines...but wouldn't that be just as dangerous to the acid?
-I think a MC80 ship tractored me but then left my range of sight with still tractoring one of my ships! I should be able to see it then....
-In the core campaign, Fresia has 8 space stations when you attack it when pirates our in control but you can only build 5
-For the X-wing, could you switch the order of the S-foils and hunt so that we can use hunt once we get the scatter fire ability...I don't like commanding my fighters that much :xcahik_:
-Palpatine can corrupt IG-72s...I didn't know that he could transform droids (as a side note you should probably check Pestage's ground ability for bribe and those and the bribe ability and corrupt in space for droid starfighters)
-C3PO is a GIANT...he is twice as tall as Han in land...
-Noghri can't be built anymore on Honoghr(I know this was since v1.1, just forgot to mentino it earlier, was this on purpose?)
-I noticed that once the Dominator loses its power to engines ability to get a speed upgrade, its 4 Cygnus Spacework Gemon-4 ion engines run all the time, but yet when the Imperial loses its power to engines ability for a speed upgrade, that doesn't happen. I suggest to make them be on all the time for the Imperial when it gets that speed upgrade and for the Tector once it gets its regular speed upgrade.
-speeders tow cables don't work anymore
-New Alderaan doesn't start with a reinforcement point on the land(same with other planets also)
-Stormtroopers on the Mandolore type map have to be running underwater since of their size...is it possible to get another animation for infantry to swim or will the engine not support that?
-CSI has no healing ship(like the MTF for Imperial and Hajen for Rebel) for the larger ships, this gives them a disadvantage in skirmish.

Also just wanted to mention some other things that I found when doing this bug search...
-love the Greyshade bribe ability and glad you could get it to work in space, but could it possibly steal your heroes from you? LIke when they are riding a ship that is not theirs (for example Thrawn in a Dreadnaught-class Heavy Cruiser)
-like the new Sandcrawlers
-love the Tugboat armed easter egg :good:


Also...will the next release fix the galactic map? The Essential Atlas really changed things (for example Ord Trasi is by Yaga Minor)

#2 Ghostrider

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Posted 21 August 2009 - 09:53 AM

Thanks for the updates.

Question - are these bugs with the Land Assault Patch??

I'm testing a V2 at the moment, and always looking for new bugs. Also are these Wookies the indigenous ones? They might accidentally have Chewie's personal bowcaster settings, not normal settings! Ooops. No armour setting at all - so they do full damage to EVERYTHING. - Fixed in V2.

Good Spot on the AT-ST's - the Armour Matrix was missing the code for the Land_Laser_Cannon projectle vs Armour.
The secondary armament barely scratches AT-ST armour so no wonder you had problems! The main armament has been fixed.
Fixed in V2

The armour plate on the T-47's is enough to deflect blaster pistols, but can be hit by concentrated blaster carbine fire. It's not easy though.
Once Land Assault V2 is released, please test T-47 effectiveness and revert - it's the toughest ship to balance in the entire land armoury.

I'll check with PR on the hero revisions - but the size bug should have been fixed for the droids.
Nespis VIII has already been corrected in the GFFA updates.


Also - here are the missing bugs you havn't found yet.
AT-AA ineffective - fixed (I Hope)
Juggernaut guns inoperative (Fixed)
Many strucutres too weak
Turrets too weak.
Indigenous units (eg Tatooine) too big - fixed by adding more units & more squads. (All cannon fodder).

Land Assault Patch V2 will be out shortly.

I'll let PR comment on the space stuff.

Ghost

Edited by Ghostrider, 21 August 2009 - 10:01 AM.


#3 Guest_StarWars_*

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Posted 21 August 2009 - 06:27 PM

Question - are these bugs with the Land Assault Patch??

I'm testing a V2 at the moment, and always looking for new bugs. Also are these Wookies the indigenous ones? They might accidentally have Chewie's personal bowcaster settings, not normal settings! Ooops. No armour setting at all - so they do full damage to EVERYTHING. - Fixed in V2.

Yes and yes. By the way sorry for the spelling mistakes on my first post, it was late :lol:

#4 Guest_StarWars_*

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Posted 21 August 2009 - 06:28 PM

Ugh, sorry no not the land assasult patch

#5 Ghostrider

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Posted 01 September 2009 - 07:59 AM

Ugh, sorry no not the land assasult patch



Land un-patched is completely nerfed. Don't go there!

#6 Phoenix Rising

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Posted 11 September 2009 - 08:47 PM

-DOTs don't work on Nkllon to ships.
-Etti 4 planet in galactic doesn't match up with view from space battle.
-Same as above with Berchest
-Same for Nenton(I'm guessing you just didn't have time to fix this?)

These are mapping issues. They'll work once they get unique space maps.

-scout troopers can go on Nkllon (along with heroes)
-speeders work on Jabiim and cloud cars are stationed there, I know speeders use repulsorlifts, but I guess you could assume the cloud cars are using their main engines...but wouldn't that be just as dangerous to the acid?

I turned the 74-Z into a "vehicle", so the infantry mask was no longer catching it. Same idea for Jabiim. I think we might get rid of such restrictions in favor of targeted DOTs though.

-Brentaal IV has the human allies stay gray instead of helping the rebels

He probably used the wrong spawn structure. I'll make a note of it for future reference.

-Wookiees can destroy an At-At in a couple of seconds...checked with both Veers and the regular At-At...their guns and hands shouldn't be that effective in my opinion.
-At-St vs. At-St fire is not effective at all

It's a flaw in the armor/damage types from the premature land changes. As Ghost said, just ignore that stuff for now.

-On Bestine IV after I built around 6 level 3 Space Stations, all of the lvl 3 required constrution yard ships could not be built there. I added a lvl 1 space station, fighters could be built but not lvl 3, also research items for lvl 3 could be built there, I assmue the problem is that the less construction time upgrade confuses Bestine IV after it passed the 1/8 limit.

Huh? They just disappear off the menu, or what :lol:?

Production time reduction is one of the few bonuses that's multiplied across stacking categories opposed to being added (Pi notation versus Sigma notation, in other words). Six Level 3s at Bestine should build in 1/6 (factory) * 3/4 (advantage) = 1/8 time, not 5/6 (factory) + 1/4 (advantage) = 13/12 reduction, which I could see being problematic. So I really don't know what's going on here.

-At-St build times don't change with more structures

Hmm... I was under the assumption that Build_Time_Reduced_By_Multiple_Factories defaulted to yes, but perhaps that's not the case. I'll make sure to explicitly set that for everything.

-Columex and Vorzyd V should be able to have gambling rings.

I'm getting rid of those structures in favor of a simpler Black Market Influences advantage. The Planet Income Gambling ability does not work as advertised.

-When I was playing as a rebel, Thrawn was in battle and my ship started to glow red, shouldn't that only be visiable for the Imperial AI and not me. Also after Thrawn died it kept glowing red...shouldn't that ability stop once he dies? (I did not have Garm in battle and it was one of my ships)

I'm trying to avoid using that ability because it's so annoying, but it hasn't been eliminated entirely. Who knows what's going on with it.

-I'm not sure about this one, but at Columex it seemed like the CR90 turbodisruptor fire wasn't working

I don't see any problems with the code. It's just slow to fire; I'm pretty sure I've seen it work.

-Speeders seem to be immune by AI notice with most weapons(though once they did actually attack them...which I found wierd that they decided to once, maybe it was because a speeder just got killed by an anti fighter defense and they saw the pilot then went into attack mode?)

Yeah, there's a problem with getting ground units to attack air units. I'll have to work on it.

-ion cannon hits Praetor strange...it attacks like it hits way before it hits the hall.

Probably nothing that can be done about that. Ground-to-space weapons have always been kind of quirky.

-I can usually not seem the Executor and Soverign health bar, can that be fixed?

Not sure... I'll try some things.

-Nespis 8 has land units in space for the pirates

I think I had Ghost fix that a couple months ago.

-I think a MC80 ship tractored me but then left my range of sight with still tractoring one of my ships! I should be able to see it then....

I guess not! PG messed up on that one.

-In the core campaign, Fresia has 8 space stations when you attack it when pirates our in control but you can only build 5

Pirates don't follow conventional rules. It's not a bug.

-For the X-wing, could you switch the order of the S-foils and hunt so that we can use hunt once we get the scatter fire ability...I don't like commanding my fighters that much :lol:

Depends how much people use the s-foils. Anyone?

-Palpatine can corrupt IG-72s...I didn't know that he could transform droids (as a side note you should probably check Pestage's ground ability for bribe and those and the bribe ability and corrupt in space for droid starfighters)
-C3PO is a GIANT...he is twice as tall as Han in land...
-speeders tow cables don't work anymore

Sigh, yeah, that's all still a mess. I wouldn't even bother to report land stuff until the next release.

-Noghri can't be built anymore on Honoghr(I know this was since v1.1, just forgot to mentino it earlier, was this on purpose?)

Yeah. I took some units out for the time being. It was just unnecessary complexity.

-I noticed that once the Dominator loses its power to engines ability to get a speed upgrade, its 4 Cygnus Spacework Gemon-4 ion engines run all the time, but yet when the Imperial loses its power to engines ability for a speed upgrade, that doesn't happen. I suggest to make them be on all the time for the Imperial when it gets that speed upgrade and for the Tector once it gets its regular speed upgrade.

That's because the Dom III is a different model. I've been meaning to graft the engine glows on with attachable dummy hardpoints for the Imp and Tec, just haven't gotten around to it.

-New Alderaan doesn't start with a reinforcement point on the land(same with other planets also)

But it just uses the Alderaan map :p.

-Stormtroopers on the Mandolore type map have to be running underwater since of their size...is it possible to get another animation for infantry to swim or will the engine not support that?

Easier to change the map itself. Remind me once we have someone that can help us with that.

-CSI has no healing ship(like the MTF for Imperial and Hajen for Rebel) for the larger ships, this gives them a disadvantage in skirmish.

According to notes for DE (it never made it into published material), the MTC was meant to be a CSA mainstay, so it probably should get that.

-love the Greyshade bribe ability and glad you could get it to work in space, but could it possibly steal your heroes from you? LIke when they are riding a ship that is not theirs (for example Thrawn in a Dreadnaught-class Heavy Cruiser)

To be honest, I have no idea. Probably :lol:.

-love the Tugboat armed easter egg :p

Thanks :lol:. I wanted to put that in for a laugh.

I wonder if we could take it a step further by making it a super weapon killer and doing a movie with an Ewok piloting the tug to destroy the Death Star. A cursory check reveals it to be possible...

Also...will the next release fix the galactic map? The Essential Atlas really changed things (for example Ord Trasi is by Yaga Minor)

You'll have to wait until v1.3 for that. It'll mess up Ghostrider's campaigns too much if we do it now.

#7 Guest_StarWars_*

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Posted 12 September 2009 - 05:36 PM

-On Bestine IV after I built around 6 level 3 Space Stations, all of the lvl 3 required constrution yard ships could not be built there. I added a lvl 1 space station, fighters could be built but not lvl 3, also research items for lvl 3 could be built there, I assume the problem is that the less construction time upgrade confuses Bestine IV after it passed the 1/8 limit.

Huh? They just disappear off the menu, or what ;)?

Production time reduction is one of the few bonuses that's multiplied across stacking categories opposed to being added (Pi notation versus Sigma notation, in other words). Six Level 3s at Bestine should build in 1/6 (factory) * 3/4 (advantage) = 1/8 time, not 5/6 (factory) + 1/4 (advantage) = 13/12 reduction, which I could see being problematic. So I really don't know what's going on here.

I just retested it, it messes up if you place (the Rebels at least) 6 space stations. What happens is that they can be built...except they are built instantly, the one time I did it when i reported this bug was they built instantly and then they eventually disappeared and you couldn't build anymore. I'll check by building them all again sometime. But the bug DOES happens also if it is auto placed on an edited campaign, its hard to explain I would suggest that you look into it in the game yourself. (I have Vista, so if someone could confrim that for XP that would be helpful to PR I believe)

-I noticed that once the Dominator loses its power to engines ability to get a speed upgrade, its 4 Cygnus Spacework Gemon-4 ion engines run all the time, but yet when the Imperial loses its power to engines ability for a speed upgrade, that doesn't happen. I suggest to make them be on all the time for the Imperial when it gets that speed upgrade and for the Tector once it gets its regular speed upgrade.

That's because the Dom III is a different model. I've been meaning to graft the engine glows on with attachable dummy hardpoints for the Imp and Tec, just haven't gotten around to it.

Can't wait :p

-love the Greyshade bribe ability and glad you could get it to work in space, but could it possibly steal your heroes from you? LIke when they are riding a ship that is not theirs (for example Thrawn in a Dreadnaught-class Heavy Cruiser)

To be honest, I have no idea. Probably :).

Tried to test it in a modified campaign, couldn't get them to buy any ships? Will it buy only if overwhelmed...since I remember that is when it bought one of mine once? It would be easier to test it if I knew when it would bribe.


Also heres some more bugs that I have been stockpiling since the last post
-Qat Chrystac on tact. map has green and blue colors...the map works fine just looks strange to see a green and blue map for a red and brown terrain.
-There are auto imp buildpads on Berchest(when it was imp controlled) by where the power generator is , they can build turrents without having to drag units there to get the buildpad. Was that on purpose?
-Also plasma torps don't work on armor...I'm sure that an explosion of plasma material right by the ship would affect the armor if it's shields were down.
-(just mentioning this so I don't forget to tell you..since this could be an overlooked error) IG-72's(or is it 77's?) don't fall when killed....they just stay standing in the same position as when they were destroyed until they despawn.
-ISD's (and I assume other ships) still go at the same speed after being hit by the ion cannon if you told them where to go before being hit by it.
-ISD I double ion cannons don't fire.
-Another map problem...3 local humans objectives on Metellos...was it suppose to be one per a building or is that a mistake?
-The Invincible-class fires concussion missles before the ships are in range...wasting missles
-Lianna map has a rebel base... :) (can that easily be changed by cloning the Alderaan map and getting rid of that building)
-Recusant twitches when turning if its been hit by ion cannons.
-Dreadnaught mark 3 and Dreadnaught mark 4 look the same...shouldn't the Dreadnaught mark 4 and above (like the ISDI compared to II) have more heavy turbos on the hull?
-is the Hoth mining bonus suppose to be so low?
-what is the difference between the A5 and A6 Juggernaught...just curious

Also have an idea with seeing what space structures are built on a planet. Could you give them a +1 cred bonus...and then have the name of the space station that it is when you pull up a detail credit workup of that planet...or would that be stacked under customs like the Lando bonus?

#8 Phoenix Rising

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Posted 12 September 2009 - 06:40 PM

Tried to test it in a modified campaign, couldn't get them to buy any ships? Will it buy only if overwhelmed...since I remember that is when it bought one of mine once? It would be easier to test it if I knew when it would bribe.

I'm not sure really. Normally that would be in a game object LUA, but Tyber uses a land manager to decide when to use it. Ours are just on auto-fire, which the code handles if it's not overridden by LUA. I probably should just create a generic Tactical Bribe LUA for it.

-Qat Chrystac on tact. map has green and blue colors...the map works fine just looks strange to see a green and blue map for a red and brown terrain.
-There are auto imp buildpads on Berchest(when it was imp controlled) by where the power generator is , they can build turrents without having to drag units there to get the buildpad. Was that on purpose?
-Another map problem...3 local humans objectives on Metellos...was it suppose to be one per a building or is that a mistake?
-Lianna map has a rebel base... :) (can that easily be changed by cloning the Alderaan map and getting rid of that building)

These will have to wait until we can get someone to help us with mapping.

-Also plasma torps don't work on armor...I'm sure that an explosion of plasma material right by the ship would affect the armor if it's shields were down.

Yes, but I couldn't make that happen without rewriting all the armor/damage types, so I just let it be.

-(just mentioning this so I don't forget to tell you..since this could be an overlooked error) IG-72's(or is it 77's?) don't fall when killed....they just stay standing in the same position as when they were destroyed until they despawn.

Does it do that with Ghost's patch as well?

-ISD's (and I assume other ships) still go at the same speed after being hit by the ion cannon if you told them where to go before being hit by it.

Engine flaw. I told you the planetary weapons were quirky ;).

-ISD I double ion cannons don't fire.

The projectile code for it was missing! Paste this in Projectiles.xml:

<Projectile Name="Proj_Space_Heavy_Double_Turboion_3">
		<Variant_Of_Existing_Type>Proj_Space_Heavy_Double_Turboion</Variant_Of_Existing_Type>
		<Space_Model_Name>w_double_turboion_heavy_3.alo</Space_Model_Name>
	</Projectile>

-The Invincible-class fires concussion missles before the ships are in range...wasting missles

PG failed to take the z dimension into account for weapon targeting... it's actually in range for x and y, but the disparity comes from capitals being so much lower than everything else. I'm afraid there's nothing I can do.

-Recusant twitches when turning if its been hit by ion cannons.

No idea :).

-Dreadnaught mark 3 and Dreadnaught mark 4 look the same...shouldn't the Dreadnaught mark 4 and above (like the ISDI compared to II) have more heavy turbos on the hull?

Umm... it does, doesn't it? Zoom in; it should go from a double turret to a double dual turret.

-is the Hoth mining bonus suppose to be so low?

Huge difference between "supposed to" and "have to" here. No, it shouldn't be that low, but the problem with mining colonies is that they're directly based on income, which Hoth doesn't have, so it kind of has to be.

-what is the difference between the A5 and A6 Juggernaught...just curious

Canonically? Quite a bit. In v1.1? Nothing but size.

Also have an idea with seeing what space structures are built on a planet. Could you give them a +1 cred bonus...and then have the name of the space station that it is when you pull up a detail credit workup of that planet...or would that be stacked under customs like the Lando bonus?

That's a good point, but I wonder if it would get lost in all the freight values... It seems like there's got to be a way to do it with command bar buttons, but who knows.

Thanks for all the reporting :p. Really, this has already noticeably improved v1.2.

#9 Casen

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Posted 12 September 2009 - 06:48 PM

-Also plasma torps don't work on armor...I'm sure that an explosion of plasma material right by the ship would affect the armor if it's shields were down.

Plasma torpedos are designed to destroy shields.

http://starwars.wiki..._plasma_torpedo

Other than that it doesn't state it does additional damage, so we simply don't know.

-The Invincible-class fires concussion missles before the ships are in range...wasting missles

Half Off Topic: The Invincible-Class is WAY underpowered for it's sized...I know it's old...but literally the only noteworthy unique feature it has over any other ship is the multiple concussion missile launchers that seem to fire in endless volleys, otherwise two Carracks have more firepower than it does, turbolaser-wise, it seems.

I don't know if the 10+10 heavy turbolasers on two Carracks combined are more powerful than the 12 double turbolasers on one Invincible-Class, however considering you can order a lot more Carracks faster than one of those well it makes the Invincible-Class not cost effective at all...even if the aforementioned rapid fire concussion missiles are unique, it's still hard to find a niche for the ship. Then again it does have point defense lasers...which is rare for ships of it's size, as it's roughly the size of an ISD.

-Dreadnaught mark 3 and Dreadnaught mark 4 look the same...shouldn't the Dreadnaught mark 4 and above (like the ISDI compared to II) have more heavy turbos on the hull?

That would require a different model...which isn't easy to come by, even if it just needs a modification to an already existing model.

-what is the difference between the A5 and A6 Juggernaught...just curious


http://starwars.wiki...d_A5_Juggernaut
http://starwars.wiki...d_A6_Juggernaut

They confuse me too, admittedly.

The A6 is bigger, to put it simply.

Somehow I feel that the A6 was just intended to be an A5 Juggernaut but when it appeared in Revenge of the Sith there was a size discrepancy, so they just called it a different class.

The A5 appears in older EU material (first appearing in the Darksaber novel from 1995, apparently) but the A6 began appearing with Revenge of the Sith and all the Clone Wars media.

To add more silly confusion the Juggernaut that appears in vanilla Forces of Corruption is neither of those:

http://starwars.wiki...t_B5_Juggernaut

EDIT: Damn PR posted as I was typing this up... :p

Edited by Kacen, 12 September 2009 - 06:50 PM.


#10 Phoenix Rising

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Posted 12 September 2009 - 07:16 PM

-Also plasma torps don't work on armor...I'm sure that an explosion of plasma material right by the ship would affect the armor if it's shields were down.

Plasma torpedos are designed to destroy shields.
Other than that it doesn't state it does additional damage, so we simply don't know.

Actually, if you look under Weapon Systems in Saga SotG, it claims they do 10/9 times as much damage as a proton torpedo of equivalent size, but only half that against hull. So, adapting that to PR, a light proton torpedo does 32 damage to the hull and a light plasma torpedo does 160 damage to the shields - I can only easily specify shield, hull, or energy damage. 160 ≈ 32 (base proton) * 3 (3x effective for DPS calculation, given that hull is, on average, 1/3 of the total hitpoints) * 3/2 (3/2x boost for only hitting shields, which cancels out the 2/3x effective for DPS calculation) * 10/9 (10d10x2 versus 9d10x2).

Half Off Topic: The Invincible-Class is WAY underpowered for it's sized...

I'll re-check the RPG stats.

-what is the difference between the A5 and A6 Juggernaught...just curious

They confuse me too, admittedly.

The A6 is bigger, has thicker armor, and different/more weapons.

The A5 appears in older EU material (first appearing in the Darksaber novel from 1995, apparently) but the A6 began appearing with Revenge of the Sith and all the Clone Wars media.

It's unused RMQ concept art for the Battle of Hoth... that's why it showed up in RotS.

#11 Reedek

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Posted 12 September 2009 - 08:18 PM

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Does it do that with Ghost's patch as well?

No sorry, haven't downloaded that yet on the comp i play eaw on...I'll try to verifty that bug in a day when i do.

-The Invincible-class fires concussion missles before the ships are in range...wasting missles

PG failed to take the z dimension into account for weapon targeting... it's actually in range for x and y, but the disparity comes from capitals being so much lower than everything else. I'm afraid there's nothing I can do.

I'll never understand why they did that...they should of let Bioware do EAW imo. THey like to stay with canon.

-Dreadnaught mark 3 and Dreadnaught mark 4 look the same...shouldn't the Dreadnaught mark 4 and above (like the ISDI compared to II) have more heavy turbos on the hull?

Umm... it does, doesn't it? Zoom in; it should go from a double turret to a double dual turret.

I"ll double check on that, but from what I remember...Mark I, II, III have dual ones by auto.

Thanks for all the reporting :p. Really, this has already noticeably improved v1.2.

No problem at all...your the one that is spending all this time on the mod, the least I can do is give you a few more mins of freetime by writing things down when playing the game.

#12 Kitkun

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Posted 12 September 2009 - 09:15 PM

It's this mod that makes me realize just how unfinished the Alamo engine was for EaW. I know not everything can be expected to work, but things like no Z value taken into account or XML tags that don't even work despite being used as if they do...

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#13 Casen

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Posted 12 September 2009 - 09:26 PM

I'll re-check the RPG stats.

I wasn't debating it's canocity.

I was just stating that it's hilariously underpowered. It's as big as a Star Destroyer but barely puts out any damage. It's like the opposite of the Strike-Cruiser fully upgraded: compact but powerful.

#14 Phoenix Rising

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Posted 13 September 2009 - 03:23 AM

This is me, Star Wars, I finallyfinally decided to get an account

Wouldn't you have at least 500 posts by now if you'd registered right away :p? Better late than never though... erm, welcome to the forums :)? It wasn't that bad to register, was it? (The only spam I get is from PM notifications.)

I'll never understand why they did that...they should of let Bioware do EAW imo. THey like to stay with canon.

Really? BioWare really isn't a RTS mainstay though. Plus, I think they like to invent a lot canon, which is why they work in the KotOR era. I mean, before their games, it was pretty much just comics set in 4000 BBY. Blizzard would be an interesting choice though, but you might have to wait a decade for it!

It's this mod that makes me realize just how unfinished the Alamo engine was for EaW. I know not everything can be expected to work, but things like no Z value taken into account or XML tags that don't even work despite being used as if they do...

To put it bluntly, if you interviewed for a junior game programmer position and you weren't familiar with three-dimensional Pythagorean theorem, which is what you'd use to check if a weapon is in range or not, you most definitely would not get that job.

I'll re-check the RPG stats.

I wasn't debating it's canocity.

Yeah, but sometimes there's room for interpretation. However, in this case, it would only be to make it weaker. I was sure about everything except the armament, but it has 2D turbolaser cannons, which would be much closer to light turbolasers than mediums. Besides that, I made them double based on the picture of it (not the stats) and was generous with the unlisted missile count. It just plain sucks.

#15 Reedek

Reedek
  • Project Team
  • 118 posts

Posted 13 September 2009 - 10:57 PM

500 posts

I'll get caught up, starts staring at the forum for new updates :p



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