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naarn

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Everything posted by naarn

  1. Ah very well, thank you for the explenation.
  2. Hey, I found 2 more things, but I'm not completely sure if they are bugs or intentional, both concerning fighter build options: - The New Republic Hapan Battle Dragon can only build X-Wings, no other fighters - The CIS Lucrehulk Droid Control Ship (not the BB, but the DCS) misses the option to build the advanced fighter(or the advanced bomber? Not exactly sure atm) Regards, Naarn
  3. You are welcome! It was only a little thing, and I think all the hat tipping should definately go in your direction for providing me with the pleasure of realy having the feeling of commanding warfleets in the Star Wars universe. There is nothing like smashing through fleet after fleet with an Executor and two dozen Imperial Class Star Destroyers.
  4. No, you didn't delete a file, I just found the problem, the fix truly is simple. In the Vong Starbase entity file is a line, close to the end cargoShipType "FrigateTechTradeShip" That seemed odd to me, and I had a look a the Vong trade port, where I found the same line, but with "FRIGATE_IMPTRADESHIP" instead of "FrigateTechTradeShip". I had a look at the CORE folder, and at least the entity file for the "FrigateTechTradeShip" is present, don't know about any graphics though. But if you change the line above to cargoShipType "FRIGATE_IMPTRADESHIP" like it already is for the Vong trade port, the Bug is gone and everything works fine.
  5. I don't know if this information is any help, but I decided to at least temporaly fix the problem by just assigning the merchant facility from the CORE component used by all the other factions to the Vong starbase. Which produced the same minidump when the building of the facility was finished. Just to make sure the error does not lie with me, here is what I did: 1) Replaced the research for the Vong Starbase with that for the Golan III in the Vong player entity file (because it is a prerequisite for the standard merchant facility) 2) Replaced the research for the Vong trade facility with the standard one 3) Replaced research prerequsites for the Vong starbase constructor with the Golan 3 research 4) Replaced the Vong trade facility with the standard trade facility in the Vong starbase entity file Hope this helps in finding and correcting the problem.
  6. No stop, not the trade port, but the trade facility of the Vong Starbase (Merchant Quarters if I remember correctly).
  7. Hey, sorry for Hijacking the thread, but I thought opening a new one for a single Bug might be a bit to much. So, I get a bug while playing the vong in Revision 939. I build a starbase at a wormwhole and wanted to use it to enlarge the trade network, so I build the trade facility at this starbase. The moment this trade facility is finished, I get a minidump. I turned on more than 2 GB with my Sins exe, and it's not that deep into the game that memory should be an issue. The bug can be repeated even after loading an earlier savegame. The game keeps on running smotthly if I cancel the build of the trade facility at the starbase. It crashes with a minidump again if I then try to build the facility again. Though I just remembered that I habe several starbases currently in build, so I'm gonna test if the game crashes when building trade facilities at other bases too, than we can see if the problem has something to do with trade fycilities at starbases, or if the trade network expansion triggered by the facility is the problem. Will come back with a report soon. Edit: Just did some testing, tested with 2 more starbases, one at another wormhole, one at a dead asteroid, and all of them consistendly went into a minidump when finishing the trade facility. Note: All of those starbases have connections to planets settled by me, which have starports. Gonna test the starbases of the other races and if it also happens with a starbase in a gravity well which already has a starport. Edit 2: Did some more testing, the problem also occurs in gravity wells which are already connected to the trade network through a starport. I have also tested the starbases of all other factions, their trade facilities in starbases work fine.
  8. Greetings, Ah I see, that already came to my mind too. I had another game yesterday, and only then discovered the Holo Net feature...and I like it very much. It adds a nice Star Wars feeling being able to jump to any planet, plus it adds some nice tactical possibilytis. I found two more things: The K-Wing for the NR is buildable before Advanced Fighters is researched, but the E-Wing is not. Intentional? Then I had a plant of the type "Large Low Industrial Planet" and it had an ability called "Large orbital shipyard". In the descriptive text it says it gives a 30% Bonus to ship build rates, but it actually only gives a 10% bonus.
  9. Greetings, Ah I see. Then I've got another thing: The imperial Dreadnought still has the old 5 slots instead of 19. I would really say: Let them have the 5 slots. Maybe we can just say that in the end, they decided to adopt the Katana-Enhancements? It may not be canon, but lets face it: With 19 slots and their 19 slots, nobody will ever build them. Especially in the mid to late phases, slots used count higher than ressources needed. So I would say: Keep their stats as they are, and bring them back to 5 slots. No no, that was not what I meant. The E- and K-Wings are ingame, the problem is with the NR Starbase: It only has the options to build X-Wings, A-Wings and B-Wings. And only those three. I just updated to the most current revision, and had a look into the StarBaseNR.entity, and there is the problem: The Fighter Squadrons named in that file really are the Alliance starfighters, and not the NR ones. By the way, I'm curios about the balancing changes to all fighter squadrons, I will have a new game tonight and comment on the new fighter balance. On another note: Have you noticed that there is an odd research icon when one opens the military research trees for the New Republic/Empire(only ones i tested so far)? It is outside the research screen, to its right. It has the same icon as the Siege Turbolasers for example and seems grayed out and has no tooltip when i mouse-over it.
  10. Doing a little bit of thread hijacking here, because what follows might be a bug, or might even be intentional so not exactly the thing for Mantis, but not big enough to warrant it's own thread: I just had my first go at the beta, playing as the (old) Republic. First thing: This Mod is just great. Had two months of fun with the last open release, and love the changes in the beta. Only "problem" I found so far was this: The Republic Dreadnough Cruiser and the Venator ACRS do take the same number of slots, 19. That seems a little bit odd, because the Dreadnough is inferior to the Venator in any aspect and lacks it's own fighter squadrons. Another thing that just came to my mind: I had a go with the New Republic and build some Golan Platforms(Starbases). Is it intentional that they can only build X-Wings, A-Wings and B-Wings, but no K- and E-Wings? Another thing on fighters: Why is the B-Wing the advanced bomber of the New Republic? Shouldn't that be the K-Wing? On to the fighter weaponry: I have noticed that most ships seem to be able to outrun missiles? I've seen a Jedi Venator fleeing from my forces and a stream of missiles from my fighters behind it, which only reached the cruiser when it deaccelerated before initiating the hyperjump. Apart from those little things I really liked the game. One thing in particular is that you got rid of the stone-paper-scissor principle, which is absolutely great because now I can have my fleets how I like them, without the need to have some of every type to have an effective fleet. Greetings, Naarn Edit: Forgot one thing: The New Republic capital ships of the Rejuvenator class hava a constant "glow effect" on them. I will post a picture tomorrow(my timezone's tomorrow ) to clarify what I mean.
  11. Hey Guys, I would like to sign up for the beta tests too. My Mantis Account is naarn, same as here. Greetings, Naarn

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