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A few patch bugs


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Not being too critical about the new patch but:

a, the resourcing system is completely screwed and ive managed to be 1.5 million credits in debt.

b, damage rating for ships is screwed. 0 damaged for an imperial star destroyer 2, i think not.

c, occasional crash every 2 or 3 games played

d, more a balancing thing but 8 squads of b wings can take a type 2 imp sd out with a barage of torpedos, though the rebels cant do much else so that balancing issue is debateable

e, lasers still feel a bit too long but they dont miss as much now atleast

f, some ship text are still messed up i think it was the defender star destroyer

g, my brother commented that the ship descriptions were sometimes useless and not helpful in the slightest, but he did forgive them when he beat me lol.

 

On a plus note im very impressed with the new bulwark cruiser even though it takes 2 mins to get out of the cruiser yard i.e it get stucks. Sorry if that sounds overly critical but i just want this to be the best mod ever.

Jacen Solo: "What happened to the war?"

Pellaeon: "It went away."

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  • SWR Staff - Executive

a) game engine problem, no fix except turning off injections

b) game engine problem, I will simply remove the numbers display at some point

 

c) need to be more specific

d) sounds a little too powerful, but not horribly

e) thats your opinion

f) no idea wh this happens

g) which desciptions?

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a, reason i brought that up was because never had a problem with other versions(sometimes build que gets stuck and when i get rid of everything in the que and try again all my resources disappear/i go in debt).

b, How exactly are we suppose to know the damage of some ships, do we simply look at the descriptions?

c, when playing any map whether it be against computer or on lan (havn't tried internet yet) after completing one game and setting up another while loading it skips the 'universe' loading bit and simply crashes.

d, I suppose that it is fair that the rebels have great fighters because realy until the dark empire era the rebels capital ships are incredibly outgunned.

e, you could always make a patch for people like me who like smaller laser

f, the texts are much better now but when its describing the dsd there are letters missed out everywhere.

g, frankly i think my brother was just being difficult and he said generaly he'd like to know more about the merits of all ships without simply guessing by how many weapons they have and how much they cost.

Jacen Solo: "What happened to the war?"

Pellaeon: "It went away."

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  • SWR Staff - Executive

as for firepower and weapons, those are in the weapon descritpions or can be infered (the higher the weapon class the more damage, the more of that weapon the more damage) the problem with the damage display is that it doesn't take into account the ships turrets, only guns that are invisible, its relics fault for not thinking of this (IE the hiigaran battle cruiser has the same problem in the stock game)

 

 

as for the laser lengths here's some movie evidence (note the ISD II in the background firing a 1km laser at the calimari ship next to it)

 

http://www.theforce.net/swtc/Pix/zs/rotj/turrbolt.jpg

 

what this also allows you to do is identify the power of the weapon being fired by visual means.

 

as for the crash problem I personally have no clue, its really annoying and not fixing itself...[/img]

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there are only two major gripes about the lasers, 1 i admit they are the right length but it looks ridicoulous to see a 1 km laser go straight through a ship

and 2, when the lasers start firing my pc copes alright with an average size battle but my brothers just stops with about 1 fps. Kraken i would like to speed up the game but sadly AA is already off. Could always just blame ati mind you

Jacen Solo: "What happened to the war?"

Pellaeon: "It went away."

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  • SWR Staff - Executive

the problem is that the game actually doesn't care if a weapon visually hits its target. it does a calculation to see if the shot hits and if it doesn't it doesn't change the trajectory, unfortunately thats just how the game works

 

as for the slowdown, it has nothing to do with the effect size, it is because of the AI, (pause the game on your brothers comp when tons of lasers are around and it should be very smooth when you move the camera around, if it isn't then tell me, there may be something else going on)

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Yes i got the patch and forgot to edit my post, oops :P however the bulwark (however strong) doesn't seem to have offense power AT ALL i can't seem to get it to attack properly and have to micro-manage it so it will fire and this puzzles me. Anyone help??
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'm almost certain the -RU thing is due to your resources going outside the maximum range of the variable that keeps track of RUs.

 

Variables can only go so high (integer variable range on a Win32 system, for instance, is somewhere between -2 billion and -1billion to between 1billion and 2billion, I don't remember off hand).

 

If you're hitting that many, then you're going to overflow--which will give you really strange numbers. Say you want to assign an integer to 3,000,000,000... it doesn't work. It will give you some crazy number, usually negative, in its place.

 

That's probably what is happening. I imagine capping the number of RUs you can have at a point would work to prevent this.

 

-Greven

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how close is 'close'?? I was about 2-3 km away from an allegiance and not much happend in the way of firing :!: hmmm tis wweird i guess it's just not the great ship i wanted it to be :P i'll stick with Mediators and the destroyers the other two BC's are pathetic really :P (In my opinion)
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 agree with both of you, if you won't firepower and armour, use the Mediator - best cruiser for the Alliance so far. However, the Bulwark can be devestating if it releases its massive barrage of warheads - nevertheless, if the time scale premits either a Mon Remonda or Mediator, go for them. Bulwarks are too slow, to slugish and are required to get up close and personal to deliver any real punch - which is really hard if there are gravity wells near by :wink:

Though, if that's all you got - then use 'em :P

The Mon Remonda has the armour to hold ground - though no real firepower. Which make it good for the Rebels, it holds ground while gunships and fighters/bombers deal the real damage.

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And that's why, boys and girls, the Empire lost the Galactic Civil War :wink::roll:

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