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Bugs and Gameplay issues


EvilleJedi
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erm blazican don't want to embarress you here but bulwark is in patch 2 you need to d/l that to get bulwark cos i can build it even though imo it's a bit rubbish :P
No Archibald you cannot fly me home! Especially because that which you are sitting in is a tin foil covered, card board box.
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this may or may not be the right place for this but here goes anyway. last night i played as the rebels (i was that bored) and i wanted to play agaisnt the imps and see if i could take out a SSD with minimal amount of ships. I was takin on 2 AI imps and i waited a good 30min, after which i sent a ferret and scanned both AI's. i saw both of them not building anything. i thought this was very odd so i restated the game again. second time i waited 30min then sent a ferret and seen the imps doing the same thing. i then decided that the imps needed a little encouragement so i sent 1 squad of e-wings to harras their resource collectors thinkin this would get the imps to wake up and pretect them but no affect. i then sent on MC liberty into both bases and opened fire. after which the computer built 1 allegience and 1 dominator. i destroyed both with 10 squads of y/b wings thinking the imps would build fighters for my e-wings to play with but it didnt work same results happened with the other AI. is there anyone who can help me figure this out or find a solution the the imps laziness? the rebels will fight and dewfend themselves but the imps wont.
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  • SWR Staff - Executive

that issue was addressed in patch 2, the imps research would lock up and they wouldn''t build

 

the AI also tends to respond better than it tends to be proactive, it will build ships more if you provoke it more

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dont worry storm im not embarrased, the only way i know is if i ask. I did download patch 2 and i cant research them or build them, i cant seem to be able to build tie avengers either, i think im missing some files or something.
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First off, Amazing job evillejedi, u gave me a reason not to feed my copy og Homeworld 2 to EB lol anyways back on topic. the mod runs exceptionally well but only for the empire lol i tried running the alliance as my starting team and it keeps giving me the boot without telling me what happened or anything. has this ever happened to anyone else? i tried combing through the forums and i couldn't find anyone having the same problem and the funny thing is i can play against the alliance, just not as them.
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So blazican have your problems been resoveld??? well if not do a fresh D/L and install of all SWW componants into a freshly installed HW2 director i have mine set out so i have stock HW2 and then have another installation of HW2 with SWW in it and a third installation with PDS mod in it it's the easiest way to run mods in my opinion cuts out any errors and what not that could happen.

 

storm...

No Archibald you cannot fly me home! Especially because that which you are sitting in is a tin foil covered, card board box.
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thanks and yes. i did deleted HW2 and the mod then reinstalled. i now have the bulwark and avenger as playable. the only trade off now is that when i play the game it a lot more laggy. i have everything switched to either low or off. but i guess i just cant win, either have avenger and bulwark and run smooth or have those ships and be laggy. it seems if i play with more the one AI on a map larger then 2player in game this happens all the time now that i reinstalled. its ok im content hopefully i can figure something out =(
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Although i havn't noticed much of a difference in how smoothely the game runs from patch 0.1 and 0.2 it could be an AI thing in patch 0.2 that may be causing the problems but i guess only eville can answer this.
No Archibald you cannot fly me home! Especially because that which you are sitting in is a tin foil covered, card board box.
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i havn't been able to build homeone for some reason i'm thinkin' of doing a fresh re-install of everything etiehr that or suggestions from ppl here. Ta...

 

storm...

No Archibald you cannot fly me home! Especially because that which you are sitting in is a tin foil covered, card board box.
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  • 2 weeks later...

Hi, just thought I'd drop in to give a quick feedback on how the mod worked for me. First off, fantastic job so far, I really like the atmosphere of the mod, really excellent models and there's a satisfying progression from the small ships to the huge. Means that you can have an interesting tactical game without ever building anything bigger than a corvette or small frigate. Also much less confusing than last time as a result of the new descriptions and icons on the build menu. The enjoyment of it is a bit ruined though by a couple of issues:

 

1) Harvesting and Docking sometimes just doesn't work. I can't work out anything specific that causes ships to stop docking, but they seem to get jammed up, and the miners or fighters just hover static around the resource controller or fighter plant. Sometimes just telling them to redock works, sometimes you have to move them away and back again, or even manually dock one at a time. Might be something to do with other ships/asteroids interfering with the docking paths or whatever.

 

2) A combination of the previous problem and an overemphasis on research mean that in the couple of games I've played the computer player rarely builds anything more than one fighter squad before you attack, never counterattacks or attacks before you, and sometimes doesn't even build anything once you do attack. Looking at the stats about half the time this is because the computer player doesn't have any resources due the block-up, and the rest of the time because it spends everything on research rather than actual ships. So far I've only played as imperial vs rebel opponents, on the highest level of difficulty.

 

3) Not hugely important, but the 'Endor' starting fleet selection has always crashed my computer, whether I tried it on a smaller map or on the Endor 6p map.

 

4) It would be nice to have better descriptions of research modules. It wasn't clear to me whether 'Turbolasers I, II, II', 'Torpedo Salvoes' etc upgrade ships already in play, or allow you to build new ships, and doesn't tell you which ships are made available by each new technology.

 

Hope that helps a little, thanks for all you work, and hope you can continue putting in the effort! :wink: Seems that even if all of the ships aren't finished yet, this mod is only a couple of seemingly simple issues away from being really fun to play.

 

Computer stats: Athlon 1.4 GHz, 32 mb Geforce 2mx, 400mb odd RAM, W2k.

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  • SWR Staff - Executive

docking paths are a plain mystery, I know some people that have had huge problems and others that haven't had any problems with no common thread

 

the patch fixes almost all of the AI issues, though the AI will tend to be a reactive fleet more than anything (make sure you play on hard or expert, the other modes are very weak)

 

heh well the endor setting is loading almost 70 capital ships and 200 fighter squads, it is not for low end computers :P (though it loads on my athlon 1.3 with 512 ram and a 64 meg ti 4200

 

research descriptions are coming, each ship tells you what research is needed for that ship, it would be a pain in the ass to say which ships are unlocked by each research item though (can't dynamically cross reference and there are multiple ways of unlocking each ship)

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  • 4 weeks later...
I just dled the 0.4 Beta prerelase and I was just wondering, are all the maps that are from Star Wars locale all just that map that has a ton of resources in middle? Also if I choose to use the 0.4 prerelease gametype settings my comp. always crashes back to the desktop during the loading screen.
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  • 4 weeks later...

I've noticed in some screenshots, such as this one, that the Destroyer shipyard's doors open up when a ship has been built. But I don't get that :?

 

Is there something I need to activate to get this animation?

http://img146.imageshack.us/img146/1778/reloadedbannerdu8.gif

http://img152.imageshack.us/img152/1333/3dartistbanneranimationws1.gif

http://img154.imageshack.us/img154/4026/rebellionbannerdi2.gif

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  • 4 weeks later...

Well, first off, the Yhuuzan Vong were a surprise. I'd never expected, or really wanted them, in the mod at all, but when they showed up on the list of playable races, I decided to try them out, just for fun. However, the ship modeling was strangely low-res compared to the rest of the game, there are only 3 ships (I mean, come ON), and I had some huuuuge build issues (-2000000 RU's and stuff like that). So, I suggest that the Yhuuzan Vong be taken out, because they really don't add much to the game.

 

Secondly, I'd like to congratulate you on all the good work done on the Rebellion and the Empire. I play almost exclusively as Empire, and my good friend is the same with the Alliance, so the Nav Bouys were a great addition for me and my non-hyperspacing fighters, so I can chase him down and not have to suffer his hit and run tactics until I can build an interdictor. Also, the ship models seem to look better than before, and the shields on various big ships work now. Kudos to you.

 

However, I've had even more build issues. My RU count seems to slam down to zero or below at times, and I can't predict it. Also, I built a Soveriegn (still having trouble with the superlaser, but whatever), and I jumped it into the enemy base. However, it was spit out of hyperspace way the heck over to the right on the screen with a lot of damage, and then it wouldn't move, no matter what I commanded it to do: move, fire, jump, all useless.

 

I guess that the main problem is the RU issue. I'll keep experimenting and see if I can figure out a pattern, and then I'll get back to you. Thanks again for all of your work.

"Those who say that anything is possible have obviously never tried to slam a revolving door."
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i have to agree with darth tater on what he says cause i am having the same issues. there is a bug in the building part where you build a ship and you have to click it off in order to build something else but when you turn the ship off it removes all your RU's. another thing is the vong with only 3 ships i never tried out the ships yet cause i think the computer was having the same problem as i was with the bug with building ships, and they would just sit there. thank you for the time to create this mod i love it and keep up the great work Evil
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  • SWR Staff - Executive

the vong are a TEST so you will see more of them in the future

 

the -RU issue is troubling there should be code that fixes that (btw if you are playing with that much in terms of injections then you aren't using them properly, there are starting values of 1 million with no injections that work absolutely fine.)having 25K every 10 seconds is your problem, [/i][/u]

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Did you add a sort of "friendly fire" to the mod this time around? i noticed that while playing as the Vong ( a fine addition, BTW) I had "shield" splashes that coincided with the firing of a destroyer on the opposite side of a ship. It could have simply been timing since there were a good number of enemy ships firing too.

 

You've hit hte -RU problem right on, Eville. When I first test each version of the mod I like to take a look at everything, which is easier with lots of cash. however, playing with extreme RU injections will (and always has) caused this problem. Just play the mod the way it was meant to be played people, build lots of resourcers. What's the fun in building a fleet and simply throwing it at your opponent? Fight over resources!

 

 

EDIT:I forgot to say that I love all of the new maps in this release, especially those that have lots of dus clouds. Should make multiplayer more tactical :D.

Edited by Grand_Admiral_Thrawn

History is on the move, Captain. Those who cannot keep up with it will be left behind, to watch from a distance. And those who stand in our way will not watch at all.

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I'm having a bug with units attacking resource gatherers. I've tried to attack them with every type of unit and the only thing that was able to attack them was a cruiser ship yard. It makes mop up a really long task waiting for a cruiser ship yard to travel across a map just to destroy one resource harvester.
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well thrawn its just faster to have resource injections in my opinon, it just makes the game go faster. its not like im trying to find a new cheat or anything, ru injection is not a bad thing (especially since i only play 2 players maps where its just my camp and the computers camp that have resources) to have or it wouldnt be in the game to begin with!! but i understand Evil i havent tried it again to test out not having injections but ill try it sometime this week if i have the time but thanks for the reply and again great mod.
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ok played as the rebels last night and i found a few problems the first one is, i played as the rebels and i discovered they were able to build imperial star destroyers, did they have those at their dissposal or is this an error? the second thing i found is that if you command a ship to "STOP" and then use "low Tactics" (i think its called evasive to where the ship wont attack even if it is attacked) the ship engages anyway, im not sure if thats what its supposed to do or not but also i did what you asked and did not use resource enjectors and the game works fine. oh also lastly has the computer AI been fixed cause rebels, imperials, and vong dont really build destroyer and cruiser ship yards when i play they just build corvettes and fighters. i dont know what settings you have the militia at but i would like the other races to have the same tactics, the militia builds quickly and attacks with everything they have at their desposal. well just something i discoverd and hope to get some feed back
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Will have a look at all these problems if they appear in my games i'll let you know however the difficulty setting could play a part in the type of game you would experience, furthermore did you install over the old game or reinstall from fresh?? I'll get a good play test done this w/end but until then i can only speculate at soloutions. Try the above first though, good luck.... storm
No Archibald you cannot fly me home! Especially because that which you are sitting in is a tin foil covered, card board box.
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