SWR Staff - Executive EvilleJedi Posted October 30, 2006 SWR Staff - Executive Posted October 30, 2006 post here any bugs that you find in the latest big file release, if they are easy to fix I'll post a quick file update
dojoyoda_warlords Posted October 31, 2006 Posted October 31, 2006 Not sure if this is a bug, or an unavoidable Homeworld thing, but AI capital ships have this fetish for crashing their capital ships into mine. I watched three militia procurator destoyers followed one another into collision oblivion against an ISD II in the space of five minutes. The Star destroyer was completely undamaged!?!
SWR Staff - Executive EvilleJedi Posted November 1, 2006 SWR Staff - Executive Posted November 1, 2006 it seems to be a bug in the attack scripts, it should be fixable
dojoyoda_warlords Posted November 1, 2006 Posted November 1, 2006 Couple of new ones. 1) The first is the Militia invincible dreadnaught. With the current release, the game crashes whenever you or AI tries to build it. My solution was to grab the ship file from the last microrelease and replace it (required some .big file unpacking and re-packing obviously). It seems to work fine now. 2) Still on the Militia, the game occasionally crashes for no apparent reason when these side is used by player or AI.
OOM-911 Posted November 5, 2006 Posted November 5, 2006 I found one in the new duel mode when playing a few of them as team one it would give me hillgaran dreadnats instaed of the warlords ones
utpoorboy Posted November 16, 2006 Posted November 16, 2006 when playing a few of them as team one it would give me hillgaran dreadnats instaed of the warlords ones I had a similiar problem except I had a couple of Progenitor Dreadnaughts as part of my fleet. And they didn't last long at all. lol
Keim_Seimn Posted November 22, 2006 Posted November 22, 2006 hi@all"found" a pretty big bug in my mod concerning research. playin with imperial forces everythings fine, but playin wiht both rebel or pirat forces my research tree is empty, can't research anything, the AI does, but i cant allthough i set the settings "research: enabled"...and thats not so good ;D but everything else works perfect...so keep up the good work...and plz help me
Mace Uzumaki Posted November 23, 2006 Posted November 23, 2006 I noticed this to but i just think the feature hasent been added yet, for example the empires tech tree isnt complete either you can only go up to level 1 of starfighters.
SWR Staff - Executive EvilleJedi Posted November 24, 2006 SWR Staff - Executive Posted November 24, 2006 research doesn't work, just set it to off
XeroG Posted January 2, 2007 Posted January 2, 2007 I've been keepin an eye on the whole mod for some time now and I'm lovin it...but to business... 1: I utilize the Warlords 0.5 in the Single vs CPU, and within 5 or so minutes my nav bouy randomly blows up....not cool, anything to fix that or is that something I'll have to simply wait on? 2: Also, when using the other selection for Single vs CPU, I cant build anything higher than a ISD cause you can research the Cruiser Shipyard.... Anyone here figured it out, if so PLEASE tell me, I wanna build the SSD's and such.....
SWR Staff - Executive EvilleJedi Posted January 2, 2007 SWR Staff - Executive Posted January 2, 2007 turn off research, its bugged anyway the nav bouy blows up because of the build time setting, change that and it will stay around longer.
Komo val Posted January 3, 2007 Posted January 3, 2007 I love the new release, the Venator and providence look great, however there are still some bugs :1. The refinery ships don't work properly, mole miners get stuck and they don't use all of the drop points2. Some ships still have the massdriver fire effect when firring missiles3. When building the executor the resources go down to - 1220000 or something (however this does not happen with the mandator and Class III forts which are also expensive)4. The barrels on the class III go too far behind when firring5. The 2 front double turbolasers on the Venator have a too big firring arc (they turn completely frontal which is absurd)6. Not a bug but will the star dreadnaughts ever get guns like other ships ?7. The providence annihilated the 2 Venator with minimal damage is this intentional or is it a lack of balance Anyways it's a great release, the battles are breath taking and massive. Keep up the awesome work.
ViceroyZen Posted January 3, 2007 Posted January 3, 2007 (edited) I actually think the Providence Class is meant to be as powerful as it is. It was, after all, the most feared ship class employed by the Confederacy. And for good reason obviously seeing as two mass-produced Venator class destroyers don't hold a candle to it. I just love the CIS! Ah yes and as far as bugs go... The Republic's Praetor Cruiser seems to blast itself with its own missile attacks every now and then. It doesn't seem to cause any damage to itself but it does cause a pretty crazy light show across its hull and lights up the surrounding area like the fouth of July. Edited January 3, 2007 by ViceroyZen
Komo val Posted January 4, 2007 Posted January 4, 2007 The Praetor is an old model and EvilleJedi said that those are bugged.I agree that the Providence should win even against 3 Venators, but the Venators didn't even penetrate it's ''shields'' (although the Providence has superior Mon Calamari shielding) and by the end of the battle its health was back to 100%. I'll try playing as the Republic to see how much damage i can do to that Providence ;D.
dojoyoda_warlords Posted January 4, 2007 Posted January 4, 2007 Speaking of Mon Calamari shielding... I know this must be getting really annoying now Eville but an MC80 against a pair ISD II's (haven't tested the I's) was disabled at an incredible rate. I'm talking 10 seconds. It didn't start to happen until the II's got to mid/close range. In a pound for pound match the Mon Cal gets pummelled in an incredibly satisfying fashion, but Mon Cals are built (even the 80's) with an inordinate amount of backup systems, making them very difficult to disable. It seems funny, especially since ISD II's only have 20 ion cannon. I wonder how quickly a pair of ISD I's would do it...... Anyone else seen this?
Komo val Posted January 4, 2007 Posted January 4, 2007 Interesting, I never had an MC-80 confront two ISD II's, but i think the reason is (probably) that the first two guns in the gun rows on the sides of the superstructure are actually ion cannons and being octa class 8 or 10 ion cannons they should disable targets quickly. I know they were ion cannons in version 0.45 I'm not sure they are in this version. The fact they were at close range means that the guns didn't miss. The redundancy of systems doesn't effect the time it's needed to disable a ship as the ''EMP'' bar is a paramater in the .ship files.
OOM-911 Posted January 4, 2007 Posted January 4, 2007 ya I've seen it, isd I's can desable them at long range with those 2 heavy ion cannon turrets form most ships in one salvo there halfway to being disabled and thats just from 1 with 2 it would happen really fast and if there in close its guaranteed. oh and for most ships I'm thinking some missle explosions should be changed. the ones on the VSD MK 1 and preator will blind you and if you have enough you can't see anything at all. a few ships have to have there weapons changed around like the DCS can't hit capitals and the VSD and preator can't hit fighters. i found a problem with the DCS's construction menu as well when building vulture bombers it builds vulture fighters instead. i thought all the ISD II's guns were all octal class 10 turbolasers :-\and speaking of gun position shouldn't the ISD I's heavy ion cannons be at the back of the battery not the front?
Komo val Posted January 4, 2007 Posted January 4, 2007 My battles normally take place at long ranges so i don't really know about close range disablement, however i did see a Class III heavy defense installation disabling a wingless MC-80 cruiser and those massive turbolasers decimate enemy formations. Anyways back on topic. The Imperator II does indeed have only class 10 turbolasers. I'm not sure about the position of the ion cannons. I found only one picture from an unknown source where the ion cannon is the second from the back but this is strange and illogical.
OOM-911 Posted January 4, 2007 Posted January 4, 2007 from what i know the ISD I's should have its ion cannon turrets at the back. heres a side pic of the original devastator model off the technical commentarys site http://www.theforce.net/swtc/Pix/Xbradford/ISD_Guns.jpg as you can see the turret at the end of the battery is different then the others and this is were the ion cannons would go. also from what i have see the isd II's in game has its ion cannons mostly in the area bellow the bridge. as far as I'm concerned the ISD II is correct. and the ISD I just needs some moving of the turrets and maybe some remodeling of the turrets at a much latter date
Komo val Posted January 5, 2007 Posted January 5, 2007 Actually i think that the ISD I had NK-7 Ion cannons on the sides which look like this :http://images.wikia.com/starwars/images/7/7e/Ioncannon_negwt.jpg Otherwise the models are just perfect.
OOM-911 Posted January 5, 2007 Posted January 5, 2007 the borstle NK-9's arn't really big. there no bigger then the standerd turboaser. yes the ISD I has thouse on it but you cant really see them becase there so small.
Komo val Posted January 5, 2007 Posted January 5, 2007 You do see turbolaser towers on the sides of the ship, so you should see these also, but nevermind this would be nitpicking. When your ISDs face off in a massive battle against the rebels you don't pay that much attention to the details, although i do sometimes stop and enjoy the beauty of the ISD. I think this is the most detailed model you'll find in any game. OK back to bugs, the Endor scenario crashes (actually freezes) at the end of the loading. I may have set it up wrong since there are 4 players, but there are no setup instructions.
SWR Staff - Executive EvilleJedi Posted January 5, 2007 SWR Staff - Executive Posted January 5, 2007 hmm it is loading a retarded number of ships, can anyone else run the endor scenario?
usalien Posted January 6, 2007 Posted January 6, 2007 I don't have a problem loading it, although it's really jittery for the first couple seconds
OOM-911 Posted January 6, 2007 Posted January 6, 2007 its really jittery for me all the way threw until quite a few of the ships are dead
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