Thrawn's Revenge

Imperial Civil War [Empire at War] => Imperial Civil War Tech Support => Topic started by: tlmiller on January 01, 2014, 03:56:47 PM

Title: 2.1 Bug Report
Post by: tlmiller on January 01, 2014, 03:56:47 PM
Figured I'd start one to get the bugs that we've found so far posted.  Started an infinities as the PA, and found these:

One that I found that wasn't caught until after the Betas was over is Wayland has only 2 reinforcement points, and with those 2, has a maximum amount of 7 units.

I could be wrong on this, but it seems in my playing so far that Blastboats spawned from Muni's are considered relevant for victory (you have to hunt them down and kill them to win, since spawned fighters weren't supposed to be anymore)

BTW, is FTGU supposed to get like 10 attacks per week from the AI?  I've given up on that save game because it took 6 hours of actual playing to get from week 45 to 50 due to literal constant attacks.  No more than finish a battle, go back to Galactic, and a popup for "space battle at wherever.  Was really fun playing this for a while, but the constant attacks killed it.
Title: Re: 2.1 Bug Report
Post by: Mat8876 on January 01, 2014, 07:20:03 PM
I noticed the PA still don't have buildable plex soldiers even though they are in the manual.
Title: Re: 2.1 Bug Report
Post by: Eclipse on January 01, 2014, 07:40:43 PM
I've also noticed with the remmnan that you can't build the e-web is this right?
Title: Re: 2.1 Bug Report
Post by: tlmiller on January 01, 2014, 07:42:13 PM
Verified that I show shock troopers not available on any of my planets as the PA.

Remnant most definitely can build the e-web in at least some eras.  Just started a new Thrawn Campaign then Reunification Campaign and verified it's available on all planets that I had a barracks on (or that I built on in Reunification)
Title: Re: 2.1 Bug Report
Post by: Eclipse on January 01, 2014, 08:13:34 PM
Mmm strange that with Isard I couldn't well as she is famous for beign "stupid" let's say, makes sense that I can't build those. But if my memory is right you could build them in era 1
Title: Re: 2.1 Bug Report
Post by: Mat8876 on January 01, 2014, 08:16:08 PM
The visvia's fighter squadrons don't stay above it.
Title: Re: 2.1 Bug Report
Post by: Mat8876 on January 01, 2014, 08:43:21 PM
I just noticed that when I go look at the base layout on crustai that it does not show the buildings or the landing zones locations
Title: Re: 2.1 Bug Report
Post by: tlmiller on January 02, 2014, 10:42:00 AM
A bug that I quite like, PA Venators (haven't checked if IR Venators also do it) are spawning like 6 or 8 fighters per wave instead of the 4 the manual says they should get (which I personally think is too low given the price of the Venator and it's complete uselessness even en-masse in combat).
Title: Re: 2.1 Bug Report
Post by: taldarus on January 03, 2014, 09:23:03 AM
Just got the game reinstalled on my cpu and d/l'd 2.1. Very excited to see all the new changes.

Start up a survival match, and bam I got no background and no UI. Figured it was a survival thing check several races and campaign's, but the problem only rears its ugly head when I go in battle, mostly no UI. However, I did get one battle that was all black.

2.0 worked perfectly, and I feel a bit perplexed. Hopefully I am not repeating someone else's post, but I didn't see anything about this for 2.1.

Oh, and I can't access building menu's on campaign map.

EDIT: Further investigation has lead me to suspect that this is related to the fact I installed on the D: drive instead of C. It's the only thing I can think of thats changed.

From the Exception file:
Exception in thread 1A68 - Main Thread
Exception code EXCEPTION_ACCESS_VIOLATION
    The thread tried to read from or write to a virtual address for which it does not have the appropriate access.
    Attempt to read from address 00000000

Exception occurred at 0072A9C8 - Unknown code pointer

Stack walk:
  0073B614 : Unknown
Title: Re: 2.1 Bug Report
Post by: Lord Xizer on January 03, 2014, 01:53:59 PM
Multiplayer still freezes when you go into the host or join room, even after patch
Title: Re: 2.1 Bug Report
Post by: Slornie on January 04, 2014, 05:35:27 AM
Quoting a response from EEAW so that it doesn't get missed when we're collating bug reports.

Quote from: jordanthejq12
I must say, this version of Thrawn's Revenge has me hooked. Although there are things about RAW I still love (the various extra people such as natives and civilians running around, the simple manner of a two-faction brawl, the Clone Wars era), I think with this new release I can now say I'd take TR over RAW. Job well done!

To discuss the new stuff: the Bu'direch is a nice ship capable of being a strong line vessel for a reasonable price, although I confess to already missing Kariek spams. The Lucrehulk's cost of 6000 credits and 6 pop is justified by its role being similar to the Endurance (and the ship is beautiful, by the way). The Visivia is simply awesome (though I worry about not needing the Brask anymore). The V-19, while not the strongest nor the fastest fighter, is certainly a nice addition. And the Alignment's PA--if I can figure out how to get to those couple of systems to get the Lucrehulk--is well worth playing.

That's a heap of compliments, and the only thing I can say is that I think you missed a couple of bugs. One, the Golans still do not regenerate their shields, or do so at such a ridiculously slow rate that the interface doesn't show it. Two, the space skirmish AI is apparently unable to build Asteroid Mining Facilities. (It also forgets to advance as the PA and EoTH in both modes.) It will "capture" them, but won't build on them, and without a cash flow for the other side, skirmish mode is boring.

But this is a minor issue. I'm very pleased at the new TR overall. Way to go, guys!
Title: Re: 2.1 Bug Report
Post by: yutpaeksi on January 04, 2014, 10:30:44 AM
Playing as EotH, when you have a capital shipyard in a battle in campaign mode, you can build ships at survival mode prices in a space battle, instead of being able to buy upgrades.

Anyone notice this playing as other factions?
Title: Re: 2.1 Bug Report
Post by: Pali on January 05, 2014, 07:30:30 AM
Playing as PA, in week 10 attacked Ession which was still under Warlord control.  Invasion bar popup showed a group of stormtroopers defending the planet, when battle began all I found was an enemy-aligned abandoned vehicle factory but no enemy units.  Could not end the battle without retreating - destroying the factory did nothing, auto-resolve was not functioning.  However, after retreating auto-resolve from the campaign map worked just fine.

Hardly a big problem.  Loving it so far... just got my first Lucrehulk, and they are quite nicely done. :)
Title: Re: 2.1 Bug Report
Post by: Pali on January 06, 2014, 06:48:11 AM
When trying to start an Imperial Civil War GC, the New Republic is not a playable faction.  It is listed under non-playable factions next to the Warlords and is not selectable.  If there's an easy way for me to fix this myself through a file edit please let me know, as the ICW GC as the NR is something I very much want to play. :(
Title: Re: 2.1 Bug Report
Post by: Mat8876 on January 06, 2014, 07:16:13 AM
The Imperial civil war gc is supposed to be only the IR and PA. The NR are supposed to be a minor faction. If you want to play as the NR you can play almost every other gc.
Title: Re: 2.1 Bug Report
Post by: Slornie on January 06, 2014, 12:36:12 PM
When trying to start an Imperial Civil War GC, the New Republic is not a playable faction.  It is listed under non-playable factions next to the Warlords and is not selectable.  If there's an easy way for me to fix this myself through a file edit please let me know, as the ICW GC as the NR is something I very much want to play. :(
As Corey mentioned in the 2.1 Release Post (http://thrawnsrevenge.com/forums/index.php?topic=4826.0) we did originally intend for the ICW GC to be NR-playable but for some reason it triggers an exception error which makes the game crash.  Until we are able to find out what causes this the GC has been made IR and PA-playable only.
Title: Re: 2.1 Bug Report
Post by: Pali on January 06, 2014, 06:35:45 PM
Ah, missed that, apologies.  Damned exception errors!
Title: Re: 2.1 Bug Report
Post by: Mat8876 on January 06, 2014, 10:21:39 PM
Why not leave it as it is? I mean it's not like the NR need another gc to be in.
Title: Re: 2.1 Bug Report
Post by: taldarus on January 07, 2014, 06:04:07 AM
Sorry for the miss post, had nothing to with mod. Jumped the gun there, was busy and wanted to give it a try in my free time.

My previous problem has been solved. Not sure why, but my no-cd stopped working. Using disk fixed the problem, of course I went looking in the wrong direction; but that is life. As a result, I missed my opportunity to play the game for a while. Curse you guys for releasing it when I am busy!
Title: Re: 2.1 Bug Report
Post by: Pali on January 07, 2014, 09:45:55 AM
Why not leave it as it is? I mean it's not like the NR need another gc to be in.

Speaking only for myself, I enjoyed Art of War, but ICW is simply closer to how the actual storyline plays out - the Empire of the Hand isn't exactly conquering much of the galaxy, or even known to most of it, during the 15 or so years after RotJ, but the IR, NR, PA and various warlords absolutely were fighting each other.  I played both Art and Essence as the NR in 2.0, and I'd love to play as them in 2.1's ICW even more because it better reflects the storyline.  Also, 2.0's PA in Art of War didn't have functional AI - being able to fight against them as the NR on the bigger map is also something I'd enjoy.

That being said, if it ends up being a significant problem requiring a lot of time from the team to fix, I'd prefer they give it a pass and focus on Ascendancy, because I want that even more. ;)
Title: Re: 2.1 Bug Report
Post by: jordanthejq12 on January 16, 2014, 05:49:24 PM
Noticed this in a LP (which can be found here (http://www.youtube.com/watch?v=fzzrSFhp9BY)): Remnant heroes don't spawn in multiplayer Empires at War.

Also, Slornie, thanks for copying my EEAW post.
Title: Re: 2.1 Bug Report
Post by: Alestorm on January 26, 2014, 12:58:37 PM
Hey guys, I have a big problem... at some point in the game, my units become uncontrollable and unselectable, both in GC and during land/space battles. It only happens in Final Imperial Push. Does anyone know why and what to do?
Thanks.
Title: Re: 2.1 Bug Report
Post by: Slornie on January 26, 2014, 01:30:00 PM
Hey guys, I have a big problem... at some point in the game, my units become uncontrollable and unselectable, both in GC and during land/space battles. It only happens in Final Imperial Push. Does anyone know why and what to do?
Unfortunately this issue is due to a bug in Forces of Corruption itself, and not limited to this mod or any particular GC.  It is triggered when the number of units/projectiles/etc created and destroyed in a game reaches a particular number (beyond which the game can no longer function).  At the moment there is no way to fix an affected game/save file (although there are several people currently trying to develop a solution).
Title: Re: 2.1 Bug Report
Post by: Slornie on January 27, 2014, 01:07:33 PM
Quoting potential bug from the 2.1 Questions thread:

i just noticed something very intresting!
I played The Hunt for Zsinj as IR, and i just found that i can not build Corellian Corvettes
i dont know if it's an accident or it have a reason why, but that means Zsinj have no "Anti fighter" ship building capacity!!!
Title: Re: 2.1 Bug Report
Post by: Alestorm on January 27, 2014, 03:42:50 PM
Quoting potential bug from the 2.1 Questions thread:

I noticed that too... and also i noticed that when i quit the game it crashes. I push the quit game game button, 1 sec and crash. May this be caused by a corrupted/older autosave file?
Title: Re: 2.1 Bug Report
Post by: zealot416 on January 30, 2014, 04:51:43 PM
In the Hunt for Zsinj campaign the planet Terephon doesn't unlock  even if you conquer all the planets around it.
Title: Re: 2.1 Bug Report
Post by: Matthew King on March 11, 2014, 07:00:32 PM
I've played this Mod for quite a few hours now and I love it ;D

I have noticed a problem, however, on the 'Art of War' GC (And to get a better understanding, I'll tell you what happened on the way to this bug):

As PA, I first got a few fleets together and put a few of them on my border worlds to protect my stuff while I get monies.
Once I got enough dosh, I built a fleet of Praetors (OP FTW :P) and moved south to Coruscant, crushing IR and EoTH forces on my way.

I killed Isard when she arrived on one of my border worlds and advanced to the next era with Thrawn. I continued on and took Coruscant and the rest of the core worlds, while at the same time, sending forces to crush the EoTH. I took all their planets then attacked Thrawn's forces when I saw him at Fondor with one of my Probe Droids.

After I killed him I thought I would get to the next era and face Palpatine...unfortunately, after I killed Thrawn, the game gave me an exception error and crashed the game (Thank the emperor I save regularly).

I don't know why this is happening? Is the GC unwinnable? Has Thrawn enabled a 'Exception' device to cheat death?

Before you ask, I got the 2.1 Installer version of the game on ModDB.
Title: Re: 2.1 Bug Report
Post by: Corey on March 11, 2014, 08:16:47 PM
There's some potential issues with era progression after a faction has been destroyed on the map, which may explain your problem. We've been trying to think of ways around it (since we'd like to not have to completely strip out that mechanic) but for now the best strategy seems to be setting up little one-planet reserves for factions instead of killing them until you're done with era progression.
Title: Re: 2.1 Bug Report
Post by: Singularity on March 12, 2014, 08:16:01 AM
I'm still getting the Thrawn Brothers glitch in Era 2!  :o
 
(https://farm3.staticflickr.com/2443/13103552004_98ec056083_c.jpg)
Title: Re: 2.1 Bug Report
Post by: Matthew King on March 13, 2014, 06:15:02 AM
Nah, I think Thrawn's Clone came out of his tube a little too soon :P

In all seriousness, I've never had that happen to me (At least, not yet). I'll continue playing and see if I get it as well.
Title: Re: 2.1 Bug Report
Post by: Carnivore Jacques on March 13, 2014, 12:27:41 PM
A couple minor bugs here:

Daala disappeared on me in Reunification. I had taken Mon Calamari, Bimmisaari and Hakassi, and left my entire fleet orbiting Hakassi. After waiting a few weeks, she was gone. I have no game saves and haven't been able to reproduce it yet, so sorry about that.

When destroying a Warlord scout trooper's bike, the trooper survives as he should, but he becomes a Remnant scout trooper.
Title: Re: 2.1 Bug Report
Post by: Singularity on March 14, 2014, 07:53:57 PM
Ession still has a really bad visual glitch that makes half the screen covered in a giant black square.

The Lucrehulk doesn't seem to have any voice as well.
Title: Re: 2.1 Bug Report
Post by: Matthew King on March 15, 2014, 09:37:38 AM
Kay I just played all the way through 'Art of War' GC.

I noticed that both Thrawn & his clone are in the same EoTH fleet during Era 5 (Even though Thrawn should've moved to IR when Era 2 came).

Was this intentional or is it bugged?
Title: Re: 2.1 Bug Report
Post by: Supreme on March 15, 2014, 06:54:31 PM
The AI doesn't build Sovereigns in the "Infinities" GC.

Then again, not much of a problem because they are so easy to blow up with fighters anyway. :)
Title: Re: 2.1 Bug Report
Post by: Weaver on March 15, 2014, 07:21:15 PM
Figured I'd start one to get the bugs that we've found so far posted.  Started an infinities as the PA, and found these:

One that I found that wasn't caught until after the Betas was over is Wayland has only 2 reinforcement points, and with those 2, has a maximum amount of 7 units.

I could be wrong on this, but it seems in my playing so far that Blastboats spawned from Muni's are considered relevant for victory (you have to hunt them down and kill them to win, since spawned fighters weren't supposed to be anymore)

BTW, is FTGU supposed to get like 10 attacks per week from the AI?  I've given up on that save game because it took 6 hours of actual playing to get from week 45 to 50 due to literal constant attacks.  No more than finish a battle, go back to Galactic, and a popup for "space battle at wherever.  Was really fun playing this for a while, but the constant attacks killed it.

I've experienced this as well. No SSDs or capital ships, just swarms of frigates even after my superior fleet had taken a planet.

Literally as you say ten fleets could all advance on the same fleet of 14 Phalanxes and be obliterated in seconds. I think the AI needs a tweak in this GC.
Title: Re: 2.1 Bug Report
Post by: Mat8876 on March 16, 2014, 06:48:39 AM
The ai do it in all gc's, I'm playing as the NR on thrawn campaign and the ai thinks sending fighters with weak frigates to the strong defense planet and capital ships with victorys with fighters to a weak planet.
Title: Re: 2.1 Bug Report
Post by: Willy2537 on March 16, 2014, 09:57:04 AM
Um, this is my first time on this website, so please excuse me if I made any mistakes. :)

First of all, I have to thank you all for this awesome mod. Just downloaded it not very long ago and I've been enjoying it pretty much. But there was this little texture problem... Some units and/or scenery models are missing or something. They showed up as solid-white models in the game. Examples included some asteroids and Admiral Ackbar's freakin' Home One star cruiser! It's not much, but it's kinda annoying to see. I've been searching for solutions non stop for a couple of hours now. Granted, your other details in the mod are great, but seeing some units with missing textures stopped me from enjoying it to the fullest.

Also, a couple minor things: I've just registered into your forum, and it says it'll send something to my email, right? It hasn't show up yet, even in the junk tab. And I tried to make a new post in this forum to write about the white model issue, but I just can't seem to find the 'make new post' button or something. (I know, I sounded like an internet idiot, but I just don't know where it is...) Any help will be very appreciated!

All in all, keep up the great work everyone! Would love a reply soon! :)
Title: Re: 2.1 Bug Report
Post by: Slornie on March 16, 2014, 10:22:31 AM
Also, a couple minor things: I've just registered into your forum, and it says it'll send something to my email, right? It hasn't show up yet, even in the junk tab. And I tried to make a new post in this forum to write about the white model issue, but I just can't seem to find the 'make new post' button or something. (I know, I sounded like an internet idiot, but I just don't know where it is...) Any help will be very appreciated!
Hi Ace, I've just activated your account for you (Willy2537, right?).  In theory you should get another email, but if the first one didn't arrive then who knows - maybe check you provided the right email address when you get logged in.  Guests can reply to existing threads but can't create new ones (in the past that ability has been abused by spambots).
Title: Re: 2.1 Bug Report
Post by: Willy2537 on March 16, 2014, 12:19:14 PM
Yep. Just logged in! It's my email no doubt. Still, nothing shows up yet. But that's okay, I know I can contact you guys in here. :)

Any luck finding out about that missing texture glitch I mentioned?
Title: Re: 2.1 Bug Report
Post by: Corey on March 16, 2014, 05:02:05 PM
1. What detail level are you playing on?
2. How big is the Imperial Civil War folder?
Title: Re: 2.1 Bug Report
Post by: some guy on March 16, 2014, 11:22:21 PM
So I have noticed in 2.0 and in 2.1 that the PA's skirmish AI is terrible. The only units it lands are Pentastar Enforcers and Dark Jedi. The PA is fine in GC, but as soon as it is put into skirmish, its like the AI goes on "sandbox" mode. The AI acts like this as both your ally and your enemy.

Thanks in advance! :)
Title: Re: 2.1 Bug Report
Post by: Willy2537 on March 17, 2014, 12:02:01 AM
1. What detail level are you playing on?
2. How big is the Imperial Civil War folder?

1. I'm playing at all settings at max, except water detail and shader detail which seem to reset back to the lowest setting every time I tried to change them. The resolution is 1920 x 1080 (60 Hrz). My Forces of Corruption is already patched to 1.1 using the EAWX Launcher trick I got somewhere on the net. (I'm using the Gold Pack ver.) I also played on Windows 7, HP Laptop.

2. The Imperial Civil War Folder is about 4.84 GB.

Hope these info helped!
Title: Re: 2.1 Bug Report
Post by: Corey on March 17, 2014, 12:09:10 AM
The shader detail resetting to lowest is likely the problem. Do you have more than one video card?
Title: Re: 2.1 Bug Report
Post by: Willy2537 on March 17, 2014, 12:52:38 AM
I think I finally got it. I messed around a bit in regedit to edit the water and shader settings manually, apparently a lot of people got this problem too. After that, the Home One texture is finally back! Will see if there isn't any more problem with textures, but so far so good. Thanks! :)
Title: Re: 2.1 Bug Report
Post by: Weaver on March 17, 2014, 02:02:02 AM
Hailfire rockets are unable to destroy IDTs (Lancet counterpart).
Title: Re: 2.1 Bug Report
Post by: Carnivore Jacques on March 17, 2014, 05:02:41 PM
Is that even a bug? If it weren't for the IDTs, PA would trump IR in every ground battle.
Title: Re: 2.1 Bug Report
Post by: Mat8876 on March 17, 2014, 07:07:39 PM
Hailfire rockets are unable to destroy IDTs (Lancet counterpart).
MPTL or SPMA-T can't fire at air units either
Title: Re: 2.1 Bug Report
Post by: tlmiller on March 17, 2014, 07:26:30 PM
MPTL or SPMA-T can't fire at air units either

Although Hailfire is able to fire at the...whatever the giant flying cargo thing is of the NR's.
Title: Re: 2.1 Bug Report
Post by: theDefender on March 20, 2014, 03:53:59 PM
i don't know about the rest of you but i have faced a few possible bugs.
1 my ships turn around for no reason. though annoying its not that big.
2 natives don't show up at all. i haven't faced battle with any natives there were only humans in the core planets. but in places like kashyyyk no wookies, duro no natives. and the same with other countless planets.
3 in pa alone after thrawns dies the game crashes.
that's all i have to report so far i hope they get fixed because it is very annoying to deal with them.
Title: Re: 2.1 Bug Report
Post by: tlmiller on March 20, 2014, 06:27:08 PM
i don't know about the rest of you but i have faced a few possible bugs.
1 my ships turn around for no reason. though annoying its not that big.
Pathfinding.  Known issue, it's in the engine of the game, nothing can be done.
Quote
2 natives don't show up at all. i haven't faced battle with any natives there were only humans in the core planets. but in places like kashyyyk no wookies, duro no natives. and the same with other countless planets.
Something wrong there, I definitely have.
Quote
3 in pa alone after thrawns dies the game crashes.
that's all i have to report so far i hope they get fixed because it is very annoying to deal with them.
Title: Re: 2.1 Bug Report
Post by: Alestorm on April 01, 2014, 08:10:20 AM
Crash upon killing Daala...

Moved to 2.1 bug report thread. ~ Slornie
Title: Re: 2.1 Bug Report
Post by: Slornie on April 01, 2014, 01:10:28 PM
Crash upon killing Daala...
Afraid this isn't really enough information. E.g. Which faction were you playing as and in which GC?  Had you (or an AI faction) previously eliminated another faction?
Title: Re: 2.1 Bug Report
Post by: Alestorm on April 04, 2014, 03:27:40 PM
Afraid this isn't really enough information. E.g. Which faction were you playing as and in which GC?  Had you (or an AI faction) previously eliminated another faction?

I was playing as the PA in Imperial Civil War. The IR had just one planet left, with Thrawn on it. I attacked the planet and killed him, so, at the end of the battle, on that planet (don't remember which one, does it matter?) spawned all the Era 3 Heroes, Delvardus, Pellaeon, Harrsk and Teradoc in space and the Emperor, Sedriss QL and Veers on the planet's surface. Once i had eliminated those heroes in space, I procedeed in invading the planet. I killed every hero so at the end of the battle once again on that planet spawned the era 4 heroes, Daala, Cronus and Phennir in space and Brakiss on the ground. Notice that the planet was under my control and i had troops deployed on it, but one slot was occuped by Brakiss. To fix this, i moved all my units in space and engaged a battle against Daala. Here Brakiss turned into an enemy shuttle, so i killed him and retreated without killing daala.
At this point, the situatio is that the empire has no control on any planet and daala is orbiting on that planet that now belongs to the PA. So i sent a fleet to finish the work. I killed Daala, and at the end of the battle, when the Losses count should be shown, the game crashes.

Hope I was clear enough, if not sorry guys
Title: Re: 2.1 Bug Report
Post by: Carnivore Jacques on April 06, 2014, 12:15:15 AM
I was playing as the PA in Imperial Civil War. The IR had just one planet left, with Thrawn on it. I attacked the planet and killed him, so, at the end of the battle, on that planet (don't remember which one, does it matter?) spawned all the Era 3 Heroes, Delvardus, Pellaeon, Harrsk and Teradoc in space and the Emperor, Sedriss QL and Veers on the planet's surface. Once i had eliminated those heroes in space, I procedeed in invading the planet. I killed every hero so at the end of the battle once again on that planet spawned the era 4 heroes, Daala, Cronus and Phennir in space and Brakiss on the ground. Notice that the planet was under my control and i had troops deployed on it, but one slot was occuped by Brakiss. To fix this, i moved all my units in space and engaged a battle against Daala. Here Brakiss turned into an enemy shuttle, so i killed him and retreated without killing daala.
At this point, the situatio is that the empire has no control on any planet and daala is orbiting on that planet that now belongs to the PA. So i sent a fleet to finish the work. I killed Daala, and at the end of the battle, when the Losses count should be shown, the game crashes.

Hope I was clear enough, if not sorry guys

This is a rather common bug. If a major faction (NR, PA, IR, EotH) is eliminated before era 5, the game crashes. In this case, you eliminated the IR in era 4. For now, to avoid this you can just kill the Emperor, retreat, kill Daala and then continue as normal.
Title: Re: 2.1 Bug Report
Post by: mattfreakboy on April 09, 2014, 04:36:24 AM
Found a strange bug on survival playing as the IR, if you buy a star destroyer you get another one for free.
Title: Re: 2.1 Bug Report
Post by: Darman on April 09, 2014, 07:16:33 AM
The same goes for star destroyer mk II
Title: Re: 2.1 Bug Report
Post by: Matthew King on April 09, 2014, 07:17:30 AM
I'm guessing they must have a 'two for one' price sale going on in the IR  :P

In all seriousness, I've noticed that with me as well.
Title: Re: 2.1 Bug Report
Post by: Darman on April 09, 2014, 07:21:54 AM
Guess so. I have not extensively played survival. 2 times with IR and once with EoH. I had assumed that every 2 turns you got a free capital ship but that's is not true. I'm going to do more tinkering later today ;)
Title: Re: 2.1 Bug Report
Post by: Darman on April 09, 2014, 09:18:53 PM
Yea. It's a bug. This only works for star destroyer mk II. When one is built, you automatically get a free regular class star destroyer. This doesn't work with any other unit. There are no bonuses for any of the the other factions.
Title: Re: 2.1 Bug Report
Post by: thewookie1 on April 11, 2014, 03:12:59 PM
Upon killing Thrawn the game ctds.

The AI stupidly flew two heroes in a hypervelocity cannon wielding planet. I kill them, then ctd
Title: Re: 2.1 Bug Report
Post by: Carnivore Jacques on April 15, 2014, 09:13:44 PM
In FTGU as NR, EotH won't build Shipyards.
Title: Re: 2.1 Bug Report
Post by: Darman on April 15, 2014, 10:06:14 PM
In FTGU as NR, EotH won't build Shipyards.

On planets they happen to capture or planets they control in which you attack, destroy shipyard, then retreat?
Title: Re: 2.1 Bug Report
Post by: Carnivore Jacques on April 16, 2014, 03:28:33 PM
I hadn't checked the latter. They had had Syca uncontested for close to eighty weeks, and Dathomir for forty. Never once did I encounter anything bigger than a Chaf.
Title: Re: 2.1 Bug Report
Post by: tlmiller on April 28, 2014, 01:34:57 AM
FTGU unwinnable as the PA.

AS you can see from the mini map, I control every single planet that I can reach, but there is no path to reach Kauron, Etti IV and whatever the 3rd one up there is.

(http://i60.tinypic.com/1zyg7k2.jpg)
Title: Re: 2.1 Bug Report
Post by: Revanchist on April 28, 2014, 10:37:50 AM
FTGU unwinnable as the PA.

AS you can see from the mini map, I control every single planet that I can reach, but there is no path to reach Kauron, Etti IV and whatever the 3rd one up there is.

(http://i60.tinypic.com/1zyg7k2.jpg)

Same problem here.
Title: Re: 2.1 Bug Report
Post by: Corey on April 28, 2014, 11:00:48 AM
Fixed, although I'm not sure how adding a traderoute will affect save files. Turns out there's a few more Providences on Etti and Bonadan. Considering I have no idea where else they are, I'm just gonna clean up the Prov and remove the Trifighter, then leave it there.
Title: Re: 2.1 Bug Report
Post by: tlmiller on April 28, 2014, 05:03:40 PM
Fixed, although I'm not sure how adding a traderoute will affect save files. Turns out there's a few more Providences on Etti and Bonadan. Considering I have no idea where else they are, I'm just gonna clean up the Prov and remove the Trifighter, then leave it there.

Works for me, I got close enough to winning thanks to Pox that I probably won't bother loading that again.  Besides, I can now defreeze my ICW GC as the PA...
Title: Re: 2.1 Bug Report
Post by: Shiakou on May 27, 2014, 09:40:55 AM
I'm playing Essence of War CG as the New Republic on version 2.1. It's Era 4 and Daala attacked me at Dathomir; fortunately, I had the Lusankya backed up by MC80s and an Ion Cannon.

Unfortunately, the game crashes when Daala dies/victory is reached. I've reloaded this battle four times now; each time I win, the game crashes.

I know about the hotfix for version 2.0. Should I implement it? I thought I didn't need it for 2.1.
Title: Re: 2.1 Bug Report
Post by: Corey on May 27, 2014, 02:50:29 PM
This is almost certainly caused by the issue where the game doesn't like spawning things for dead factions, meaning if you kill the leader of the Imperial faction after another faction has been eliminated, the game will crash as it tries to change eras. We're currently testing a fix for it.
Title: Re: 2.1 Bug Report
Post by: Clubby71 on May 27, 2014, 06:57:39 PM
I've had a similar crash as PA going from  era 3 to 4.  I've noticed that when I kill Thrawn on Era 2  the era counter doesn't go to 3, which is usually really early and right after I killed isaard in art of war, since the Remnant seems really pissed at me early on throwing everything at me.  I doubt it has to with a dead Civilization since it was so early.  I've recreated it twice with 2 new games.
Title: Re: 2.1 Bug Report
Post by: Corey on May 27, 2014, 07:06:02 PM
That's because nothing changes for the PA after Era 2, so their counter stays in Era 2.
Title: Re: 2.1 Bug Report
Post by: Clubby71 on May 27, 2014, 07:11:51 PM
That's because nothing changes for the PA after Era 2, so their counter stays in Era 2.

Well it still crashes after palpatine gets killed.
Title: Re: 2.1 Bug Report
Post by: Corey on May 27, 2014, 07:14:57 PM
According to our testing, all of the crashing during an era change after a faction has been killed is caused by the exact same thing, regardless of who you're playing is; the game is trying to spawn stuff for something which doesn't exist anymore. Your counter not changing is working as intended, the crash when Palpatine dies is most likely because another faction was eliminated.
Title: Re: 2.1 Bug Report
Post by: tlmiller on May 27, 2014, 07:24:14 PM
Yeah, I played through ICW as the PA and had no issues going through all 5 eras, killed Pellaeon about 10 planets from the end of the game in era 5 (although yes, did say era2 which now makes sense).
Title: Re: 2.1 Bug Report
Post by: Shiakou on May 27, 2014, 07:38:33 PM
So, seeing as the IR is represented solely by Daala and she has no ground forces to take back Dathomir, is there any way I can "give" Dathomir back to her?

In hindsight, I should have noticed that the IR was down to their last planet when the Clone Emperor and Daala spawned in the same place.
Title: Re: 2.1 Bug Report
Post by: Carnivore Jacques on May 27, 2014, 08:51:57 PM
If she has no ground forces then you might win without killilng her. Retreat when you see her, and conquer the last planet while Daala's not there.
Title: Re: 2.1 Bug Report
Post by: Shiakou on May 27, 2014, 08:55:03 PM
Tried to do just that.

Took three more planets from the PA.

Then the EotH sent their own fleet to finish Daala off and the game crashed. . .

Well. . . time to switch to a new faction.
Title: Re: 2.1 Bug Report
Post by: Singularity on June 04, 2014, 06:30:50 PM
I'm wondering, does the likelihood of an exception error happening increase the more you save a particular game?
Title: Re: 2.1 Bug Report
Post by: Corey on June 04, 2014, 07:17:37 PM
I don't believe so. The only issue happens with save files not saving/loading properly the bigger they are.
Title: Re: 2.1 Bug Report
Post by: Singularity on June 11, 2014, 06:19:15 PM
Civillians don't spawn on Bothawui as NR.
Title: Re: 2.1 Bug Report
Post by: Midiarbite on June 19, 2014, 01:47:39 PM
So, I can't get the Holocron to give me data on a planet like it says it should.
Title: Re: 2.1 Bug Report
Post by: Phunnyphil on June 20, 2014, 10:28:59 PM
From what I've played, I've had the problem with just about all Super Star Destroyer type ships that when you select them to attack a target, they stop moving; even if the target is out of range. And sometimes, when I make it move to a location, it spins around in a half circle, just to spin back and then go. By the time it's done spinning, the battle is usually already over.
Title: Re: 2.1 Bug Report
Post by: tlmiller on June 20, 2014, 10:34:09 PM
From what I've played, I've had the problem with just about all Super Star Destroyer type ships that when you select them to attack a target, they stop moving; even if the target is out of range. And sometimes, when I make it move to a location, it spins around in a half circle, just to spin back and then go. By the time it's done spinning, the battle is usually already over.

Known issue and a limitation of the game engine.  Nothing any mod can do about it.
Title: Re: 2.1 Bug Report
Post by: Lord Xizer on June 23, 2014, 02:48:29 AM
Known issue and a limitation of the game engine.  Nothing any mod can do about it.

Blame Petro for being lazy designing there games.
Title: Re: 2.1 Bug Report
Post by: Raltiir on June 23, 2014, 04:03:08 AM
Not sure if it is a bug or not, but the visvia wont fire its main cannons unless it is selected and told to target a specific ship.  Also, it seems like sometimes it can be attacked by enemy ships from outside its range and it is unable to shoot at its attackers at all.
Title: Re: 2.1 Bug Report
Post by: Corey on June 23, 2014, 05:18:26 AM
It does shoot whenever it has the chance to, it just has a significant cooldown and couldn't hit corvettes (I think we're changing this in the patch, not 100% sure on that), however since the particle is the same it's harder to tell. We're going to get a new particle for it so it's more obvious.

It has the same range as most ships in the mod (2000), however there are a few ships that go above 2000. This is also meant to be part of the choice between the Brask and the Visvia- one is much better once you can get the enemy to come to you, but the other is better at wider map control.
Title: Re: 2.1 Bug Report
Post by: Singularity on June 26, 2014, 03:43:12 PM
You can't build Victory-1s as the Pentastar Alignment, or is this deliberate?
Title: Re: 2.1 Bug Report
Post by: Vulcanus on June 26, 2014, 04:03:09 PM
You can't build Victory-1s as the Pentastar Alignment, or is this deliberate?

If you're playing with Balance & Flavor, this is deliberate, as Vic Is can only be built in CSA planets (CSA bought 520 Vic Is from the Empire IIRC). You can use Munificent missile frigates to fill their role until you get your hands on Vic Is.
Title: Re: 2.1 Bug Report
Post by: Singularity on June 27, 2014, 05:52:20 PM
If you're playing with Balance & Flavor, this is deliberate, as Vic Is can only be built in CSA planets (CSA bought 520 Vic Is from the Empire IIRC). You can use Munificent missile frigates to fill their role until you get your hands on Vic Is.
Whoops, my mistake.
Title: Re: 2.1 Bug Report
Post by: Slornie on June 29, 2014, 11:18:39 AM
Going through the in-game stats (again) following the recent discussion (http://thrawnsrevenge.com/forums/index.php?topic=4997.0) on the weapon/balancing system.  Spotted a couple of minor errors:

* One of the Corona's two turbolaser hardpoints only fires 2 shots per salvo instead of the 5 intended.
* Syndic has two hardpoints named <HardPoint Name="HP_Syndic_Mega_02"> (pretty sure one of them ought to end _06).
* Combat Escort Carrier (PA) has uneven hardpoints - one DT fires 1 pulse, the second fires 2; one LC fires 4 pulses, the second fires 5. They should probably both be 2 and 5 pulses respectively.
* Laser cannon armaments are all over the shop - Lancer, CR90 etc are awesome but then stuff like the Escort Carrier (and possibly Interdictor Cruiser etc) seem to have been left behind.
* One of the Venator hardpoints may have the wrong number of pulses (first reported by Vulcanus, I think?) and is also missing it's two proton torpedo hardpoints per balancing spreadsheet (or one proton, one conc hardpoint if preferred).
Title: Re: 2.1 Bug Report
Post by: Thuellai on July 08, 2014, 10:55:52 PM
Finding lots of missing text popping up in the galactic log while playing From the Ground Up as the New Republic.  I assume it's either battles being won/lost that I'm not seeing, or warnings that I'm about to be attacked (it IS frequently followed by an attack by an EotH fleet, but I've been getting warnings about EotH fleets just fine at other times and it's more frequent than the battles)
Title: Re: 2.1 Bug Report
Post by: Indignation211 on August 02, 2014, 11:43:46 PM
Some issues i've noticed playing From the Ground Up as Imperial Remnant:

First, and this is probably a bug from what I can tell, I've noticed that sometimes when the New Republic conquers a planet it immediately spawns a Golan II, Golan III, and a freaking Viscount... at a time when i've still only got 5 or so planets, no capital shipyards, and an income of about 1200. I can confirm this has happened twice: once at Farrfin and once at Gravan VII.

Second, and this is more balance issues, but in the scenario where everyone is supposedly starting with one planet and limited resources, the New Republic starts with planets all over the map and a crapton of money. At the very least they start with Bothawui (which they're supposed to have) and Noquivizor. The rest is from reading the notifications that pop up the second the game starts about the NR conquering various planets and the history chart showing the NR having a ton of money. Speaking of money the Remnant's starting position isn't very lucrative compared to, say, the New Republic. The only really lucrative planet near Carida is Bilbringi, but you have to get through an ISD-II and two Golan III's before you can take advantage of that. Meanwhile the NR starts near Denon and Duro (not that the AI ever builds mining facilities, and not that they would even NEED to given they start with a  ton of money).

I'm playing on Captain difficulty.
Title: Re: 2.1 Bug Report
Post by: Vulcanus on August 03, 2014, 12:48:49 AM
Not everyone starts the FTGU campaign with only a single planet, only the player. AI starts with multiple planets to (presumably) help them expand, since EaW AI can be a bit passive at times.

As for the spawning Viscount...well, best of luck in your whale hunting!
Title: Re: 2.1 Bug Report
Post by: tlmiller on August 03, 2014, 01:29:33 AM
Not everyone starts the FTGU campaign with only a single planet, only the player. AI starts with multiple planets to (presumably) help them expand, since EaW AI can be a bit passive at times.

As for the spawning Viscount...well, best of luck in your whale hunting!

I would agree though, FTGU is impossible to play as the IR.  I was attacked by the Viscount at week 26.  Simply put, there's no way to survive when they're building up that powerfully that early.
Title: Re: 2.1 Bug Report
Post by: Vulcanus on August 03, 2014, 03:51:22 AM
I would agree though, FTGU is impossible to play as the IR.  I was attacked by the Viscount at week 26.  Simply put, there's no way to survive when they're building up that powerfully that early.

Remnant FTGU is indeed quite difficult, but that's precisely why I like it so much. I'd rather make the NR campaign more difficult instead of easing the IR and PA campaigns.
Title: Re: 2.1 Bug Report
Post by: Indignation211 on August 03, 2014, 10:08:03 AM
So the NR is indeed supposed to start with more planets? I had a feeling it was something like that. Well, I can deal with a legit challenge.

I still call bullshit on those Viscounts and Golans though. Especially the one that jumped me at Farrfin. That attack was launched from neighboring Noquivizor, and there were no Viscounts or Golans present during that space battle. But when my counterattack arrived about 10 seconds later, there was a Viscount and two Golan IIIs there.

To be clear, Noquivizor was a completely isolated NR planet with only a Light Shipyard, and even after conquering Farrfin they were still cut off from the rest of the NR. The only place to legitimately build a Viscount there would be Bilbringi, however a Probe Droid confirmed that was still under Warlord control (not that anything legitimately launched from Noquivizor could get past an Imperial II, Inderdictor SD, and two Golan IIIs)

I guess my only option is to get Bilbringi and get a Sovereign ASAP, and hope I don't get steamrolled by a BS Viscount in the meantime x.x

EDIT: Or I guess I could also try spamming TIE Defenders. I was shunning them because they had missles instead of torpedoes (the former are half as effective as the latter against capital shields), but then I remembered they also have ion cannons and boost weapon power... they're expensive for fighters, but since anything else I build will get eaten by a Viscount in 10 seconds it could be worth it...
Title: Re: 2.1 Bug Report
Post by: Revanchist on August 03, 2014, 11:33:52 AM
I would agree though, FTGU is impossible to play as the IR.  I was attacked by the Viscount at week 26.  Simply put, there's no way to survive when they're building up that powerfully that early.

In space, yes. On the ground, though, is a different story.
Title: Re: 2.1 Bug Report
Post by: Vulcanus on August 03, 2014, 12:59:50 PM
EDIT: Or I guess I could also try spamming TIE Defenders. I was shunning them because they had missles instead of torpedoes (the former are half as effective as the latter against capital shields), but then I remembered they also have ion cannons and boost weapon power... they're expensive for fighters, but since anything else I build will get eaten by a Viscount in 10 seconds it could be worth it...

If my memory serves me right, TIE Defenders are one of the worst units to build early in FTGU, because you don't yet have any star destroyers to use as the spine of your fleet. You could try combining them with Carracks for the desired effect.

Speaking of TIE Defenders and difficult campaigns, building a wing of Defenders at the start of the Daala campaign is in my experience the wisest possible move to make before expanding.
Title: Re: 2.1 Bug Report
Post by: Corey on August 03, 2014, 01:05:59 PM
The extra planets happens for all non-player factions in FTGU. If they AI starts with one planet, they basically decide it's because they've already lost and will proceed to do fuckall.

The free units are because every faction in every RTS ever cheats, and this is especially true in EaW. However, there's an added problem in that the NR seems to interact in some stupid way with EaW's AI and end up being really weird (where in some cases they become super passive, and in other cases they get free Viscounts). This happens despite the fact that there are build limits set on these units; the game just ignores them, and there doesn't seem to be anything we can do about it.
Title: Re: 2.1 Bug Report
Post by: Indignation211 on August 03, 2014, 02:58:43 PM
Well this discussion has probably left the domain of bug reporting at this point, but im about ready to give up FTGU as IR. For whatever fleet I manage to scrape together the NR has three even more powerful fleets, and every single ship I lose is effectively another week's income whereas the NR can lose an entire fleet and not be slowed down a bit. I can't even begin to try for capital ships when im just barely hanging on. And just for the final nail in the coffin the NR gets free Viscounts...
Title: Re: 2.1 Bug Report
Post by: Vulcanus on August 03, 2014, 03:48:29 PM
Well this discussion has probably left the domain of bug reporting at this point, but im about ready to give up FTGU as IR. For whatever fleet I manage to scrape together the NR has three even more powerful fleets, and every single ship I lose is effectively another week's income whereas the NR can lose an entire fleet and not be slowed down a bit. I can't even begin to try for capital ships when im just barely hanging on. And just for the final nail in the coffin the NR gets free Viscounts...

Here is the FTGU strategy thread for more tips:
http://thrawnsrevenge.com/forums/index.php?topic=4220.0 (http://thrawnsrevenge.com/forums/index.php?topic=4220.0)

My own advice: Give up the space. Only build a star base on your best-protected (and highest level possible) planet. Instead focus all your early credits on building strongly fortified ground defences and once you are confident you can hold the planet, tax agencies for extra credits. Do not waste any credits on extra star bases, Golans, shield generators or ground turbolaser towers. Only use a single roving fleet and be prepared to retreat whenever needed. Try to destroy enemy planetary assault forces in space rather than ground. Squeeze EVERY unnecessary unit/building out of your build list. Focus on high value-for-money ships in space (carracks, vindicators, Vic Is) and cheap disposable units on ground garrisons(stormies, light walkers).

EDIT: Also, to catch the whale you need the biggest harpoon you can find. Super-lasers make slaying Viscounts ridiculously easy.
Title: Re: 2.1 Bug Report
Post by: tomcat1516 on September 17, 2014, 09:48:39 PM
i have tried to start several from the ground up campaigns recently. in the campaigns it Spears that the other factions start with more planets then they should. the most obvious example is when you play as the empire of the hand because the planet bellow you is controlled by the new republic and is a bright orange unlike the other connected planets which are a burnt orange. this makes it difficult to start as they expand, and surround you in the first five to ten minutes. please let me now if there is a fix or if this is abnormal.

thanks
Title: Re: 2.1 Bug Report
Post by: Revanchist on September 17, 2014, 10:38:14 PM
i have tried to start several from the ground up campaigns recently. in the campaigns it Spears that the other factions start with more planets then they should. the most obvious example is when you play as the empire of the hand because the planet bellow you is controlled by the new republic and is a bright orange unlike the other connected planets which are a burnt orange. this makes it difficult to start as they expand, and surround you in the first five to ten minutes. please let me now if there is a fix or if this is abnormal.

thanks

It's necessary to give the AI more than one planet or else all they do is sit in that one planet and never expand. That would make a very boring campaign, so the mod team gave them enough planets so the AI will expand.
Title: Re: 2.1 Bug Report
Post by: Corey on September 17, 2014, 10:39:41 PM
As we've explained, this is intentional. If the AI starts with only one planet, they'll almost always just assume they've met their loss conditions and just never do anything, at all. There are several ways to be successful in FTGU, so if you're struggling I'd suggest looking around the forums; several players have outlined their most successful strategies.
Title: Re: 2.1 Bug Report
Post by: Traon on September 27, 2014, 09:38:22 AM
Hi all,

I haven't had a chance to play this game in MONTHS due to a project i've undertaken in my spare time to build bespoke CRM for purchasing :)

Anyhow i've come across the same bug I reported a long while back:

When playing as Imperial Remnant when i lose the Isard Super Star Destroyer in era 1 - the game crashes. This is for the large ~50 planets GC.

Was this ever fixed? I actually got a new machine recently so I downloded the game fresh so can't be an old version :)

Traon
Title: Re: 2.1 Bug Report
Post by: Vulcanus on September 27, 2014, 11:30:09 AM
Hi all,

I haven't had a chance to play this game in MONTHS due to a project i've undertaken in my spare time to build bespoke CRM for purchasing :)

Anyhow i've come across the same bug I reported a long while back:

When playing as Imperial Remnant when i lose the Isard Super Star Destroyer in era 1 - the game crashes. This is for the large ~50 planets GC.

Was this ever fixed? I actually got a new machine recently so I downloded the game fresh so can't be an old version :)

Traon

Do you have the 2.15 patch installed? I'm not sure if it's included in the full download.
Title: Re: 2.1 Bug Report
Post by: tlmiller on September 27, 2014, 01:11:09 PM
Do you have the 2.15 patch installed? I'm not sure if it's included in the full download.

It is not yet, Corey didn't want to reupload 3+ Gigs of information for a few megs of patches, for good reason.  Nothing changed as far as models, so the only changes are text files which are extremely small.
Title: Re: 2.1 Bug Report
Post by: rperera on September 30, 2014, 03:12:49 PM
I'm having an issue in From the Ground Up (playing as Pentastar) where I can't get to Kauron, Etti IV, and Bonadon.  They just appear as inaccessible.  I have every other planet conquered, but none open up a hyperspace lane there.  It appears one is NR, one is IR, and one is DL, as I can see notifications of space battles going on over each of the three planets.  Any ideas, guys?
Title: Re: 2.1 Bug Report
Post by: tlmiller on September 30, 2014, 06:02:02 PM
This was either fixed in patch 2.15 (I've reported it already), or is fixed in the next patch AFTER 2.15 that hasn't yet been released.  But I'm pretty sure I reported it after 2.1, so I dare say it was fixed with patch 2.15
Title: Re: 2.1 Bug Report
Post by: Delta104x on February 24, 2015, 08:56:51 PM
I'm doing into the cluster as the IR and I have The Iron fist and 3 ISDs over Levian Two and I still can't use the orbital bombardment, yet for some reason I can use it when I have a VSD over it.
Title: Re: 2.1 Bug Report
Post by: That Guy on May 13, 2015, 06:35:33 PM
 When ever I try to run the mod a little box pops up and it says expect bugs and a xml file. It then closes the game....I have no idea what to do with my life :\ I have it on the steam version btw.
Title: Re: 2.1 Bug Report
Post by: Corey on May 13, 2015, 06:55:03 PM
That means there's a problem with an XML file, which means you've either edited that file, or have other edited files installed into your base data folder which have issues.
Title: Re: 2.1 Bug Report
Post by: That Guy on May 14, 2015, 02:01:39 AM
I havn't changed anything in the xml files and i deleted all of the files it told me it had an error with.Then when I tried to run it it came up with a different box that say Exception! An exception has ocurred. See _logfile.txt and _except.txt for details. Press CANCEL to exit or RETRY to debug.When I click debug it tries to find a problem but fails. So I just restored them back and left it for now.
Title: Re: 2.1 Bug Report
Post by: That on May 14, 2015, 08:23:33 AM
Oh and all the xml files were in the ImperialCivalWar/data/xml.
Title: Re: 2.1 Bug Report
Post by: Thrashia on May 25, 2015, 03:30:39 PM
I've encountered a problem to where I cannot select and control any ships or ground units. I installed the patch update already and this happened all the same...
Title: Re: 2.1 Bug Report
Post by: Corey on May 25, 2015, 03:31:45 PM
That's an engine bug that can't be fixed with mods, but we did ceate a utility with a workaround. Run the defreezer (which came with the patch) on your save file.
Title: Re: 2.1 Bug Report
Post by: Thrashia on May 26, 2015, 01:17:39 AM
That's an engine bug that can't be fixed with mods, but we did ceate a utility with a workaround. Run the defreezer (which came with the patch) on your save file.

Cool. Thanks Corey.
Title: Re: 2.1 Bug Report
Post by: Motti on June 02, 2015, 09:12:12 PM
I've been playing the Imperial Civil War campaign as the Pentastar Alignment recently. After running the defreezer tool (ran it a few times since it got a bit wonky after the first try) things eventually progressed in to era 5 with Pellaeon leading the Remnant.

Problem is the Viscount build cap no longer seems to be in place (meaning neither the lifetime cap or the active cap.) I am unsure if this issue was present in earlier eras, and if it also applied to the Remnant as I only encountered a few of their SSDs. But basically the NR AI is now using the Viscount everywhere, often multiple at a time. In one particular battle, it brought 7 Viscounts to the fight. Obviously it couldn't bring them all in at the same time, but they kept on coming.

Is this a glitch, or do the build caps listed in the manual no longer apply? If the former, could the defreezer have caused it?
Title: Re: 2.1 Bug Report
Post by: Corey on June 02, 2015, 09:13:52 PM
The AI ignores build limits, not really anything we can do about it.
Title: Re: 2.1 Bug Report
Post by: Motti on June 02, 2015, 09:15:27 PM
Thanks for the quick response, Corey!
Title: Re: 2.1 Bug Report
Post by: empty on September 03, 2015, 10:08:54 PM
not sure if this has been mentioned, and i dont think its 2.1 specific, but in the lasers.xml, the impact effects for new republic small ship lasers like the corvette etc are green rather than red
Title: Re: 2.1 Bug Report
Post by: 00games on February 03, 2016, 03:07:35 PM
Auto resolve bug 8 jedi do Palleon and dalla retreat in a space battle
now i am going to test this whit an executor or something like that
Title: Re: 2.1 Bug Report
Post by: derp on April 23, 2016, 01:06:49 AM
Not sure if this has been mentioned, but the TIE Raptor and corellian corvette for warlord zsinj's faction cannot be produced from the shipyards.
Title: Re: 2.1 Bug Report
Post by: Revanchist on May 06, 2016, 01:03:37 PM
Can't remember if this was brought up before.

GC: From the Ground Up
Faction: New Republic

Imperials controlled Kashyyyk, had turbolasers built (like the AI loves to do). I launched an attack, but while there was a power generator, there were no turbolasers on the map.
Title: Re: 2.1 Bug Report
Post by: derp on May 11, 2016, 07:09:50 PM
GC: Imperial Final Push
Faction: Imperial Remnant
Hero Maarek Stele seems to duplicate his icon in space battles, also for its name title says [MISSING].
Title: Re: 2.1 Bug Report
Post by: Revanchist on May 11, 2016, 08:38:02 PM
GC: All
Faction: Any
Version: 2.15

Raid fleet ISD 1 and ISD 2 do not spawn fighters.
Title: Re: 2.1 Bug Report
Post by: derp on May 17, 2016, 02:05:14 PM
Era: 5
Faction: Imperial Remnant
Version: 2.15
Hero Unit: Brakiss

Doesn't deflect blaster shots compared to other Dark Jedi/Sith Lords.
Title: Re: 2.1 Bug Report
Post by: Revanchist on May 20, 2016, 04:24:46 PM
Raptor troopers have storm trooper icons when on the ground.
Title: Re: 2.1 Bug Report (the [missing] problem)
Post by: Caillou on July 08, 2016, 09:49:14 PM
Hi,

I got some trouble with the description of the mod's stuff or the unit's names, everything is remplaced by [missing]. I already tried to download the other version of the mod but it didn't change at all. My game's language is french so Idont know if this really matter or not.

Thanks
Title: Re: 2.1 Bug Report
Post by: Corey on July 09, 2016, 03:59:28 AM
Go into the mod's Data/Text folder and rename MAstertextfile_English to Mastertextfile_French.
Title: Re: 2.1 Bug Report
Post by: Revan0123 on September 24, 2016, 10:29:24 AM
Encountered an icon bug with The Empire of The Hand in The Art of War.

This icon bug happens with Soontir Fel. When my GC went on for a long time, it went up to 5 icons for one hero.
Title: Re: 2.1 Bug Report
Post by: imperium3 on October 25, 2016, 03:12:50 PM
Not sure if this is a known bug or just a bad installation, but I've encountered some issues with New Republic heroes in the Art of War scenario.

- Mara Jade has the Han/Chewbacca voice in the strategic map and in space (on the ground she has her normal voice)

- Kyle Katarn does not seem to have any attack - he just runs up to an enemy then stands bolt upright doing nothing.
Title: Re: 2.1 Bug Report
Post by: khzva on December 13, 2016, 09:26:46 AM
Hey, I just installed this mod and I encountered a problem: no matter which GC, the Active Story Quests (or missions, i don't remember the name properly) is always empty, a black box without any text in it.
Title: Re: 2.1 Bug Report
Post by: GreyStar on January 11, 2017, 05:41:51 PM
So things that's been affecting me, could be a faulty install slash the fact I have it runny directly.

A. MC80Bs only produced A-Wings and B-Wings despite them canonically producing 2 X-Wings.

B. I loaded up the Reunification GC and got the Thrawn Campgain introduction.

C. My Nebulas produce Defenders and my Endurances produce E-Wings.
Title: Re: 2.1 Bug Report
Post by: Var Kolban on January 27, 2017, 10:17:20 AM
Hi I just got this mod and the first thing I noticed is that for the new republic I cannot build y wings and for the empire of the hand I can't build the syndic star destroyer. finally y wings don't have their ion cannon and proton torpedoes don't go through shields.
Title: Re: 2.1 Bug Report
Post by: tlmiller on January 27, 2017, 10:30:23 AM
Hi I just got this mod and the first thing I noticed is that for the new republic I cannot build y wings and for the empire of the hand I can't build the syndic star destroyer. finally y wings don't have their ion cannon and proton torpedoes don't go through shields.

For the proton torpedo's, that's by design.  Bombers were simply too powerful when torps went through shields so the mod team deactivated that.
Title: Re: 2.1 Bug Report
Post by: Var Kolban on February 01, 2017, 11:34:33 AM
Thanks while playing I have noticed that their are still several units across all the major factions that still can not be built ie. y-wings for NR, Phallanx class destroyer for Eoth, Lucrehulk for PA, and I forget what the IRs is but is there a way I can resolve this?
Title: Re: 2.1 Bug Report
Post by: Slornie on February 01, 2017, 02:06:17 PM
Some units are only available in particular eras or at particular planets.

Y-Wings are locked pretty early on because they are very out of date and are replaced by newer bombers (B-Wing, K-Wing)
Lucrehulk can only be constructed at Corporate Sector Authority worlds (Bonadan, Etti IV and Ession)
The Phalanx Destroyer is only available from Era 3 onwards
Title: Re: 2.1 Bug Report
Post by: afterburner on April 05, 2017, 11:44:43 AM
I've been playing 2.1 for the past 3 months and i'm totalling +200hours (Thanks, Rogue One fever...) and so far here's my bugs report (some of them already noted by fellow players). I tried to look for solutions thru the Search function of the forums but it seems all these issues werent fixed by the 2.15 patch (or if it the case, I'll download and install it right away) :

I am a NR player thru Essence of War Campaign.

Voices issues


Space Battle issues

Land Battles issues

General Issues
Title: Re: 2.1 Bug Report
Post by: Bucman55 on April 05, 2017, 01:04:05 PM
I've been playing 2.1 for the past 3 months and i'm totalling +200hours (Thanks, Rogue One fever...) and so far here's my bugs report (some of them already noted by fellow players). I tried to look for solutions thru the Search function of the forums but it seems all these issues werent fixed by the 2.15 patch (or if it the case, I'll download and install it right away) :

I am a NR player thru Essence of War Campaign.

Voices issues

  • voices are missing for NR  Hover Tanks AAC-1 units
  • Lando and Mara Jade have Hans Solo & Chewie voices. Mara's voice is her own during land battle, not the case for Lando
  • Corran Horn's voice missing in space and land
  • T1-B Hovertanks and Armoured Freeruners have T2B tanks voices. VERY irritating when you wanna use different call groups and they all have the same voice/line

Space Battle issues
  • NR Mon Cal cruisers do not attack the priority target assigned, I have to painstakingly assigned them the target + x4 times before they start firing at it
  • pathfinding for the cruisers is less than great

Land Battles issues
  • On Ession & Byss, Immediately after Conquest, the galactic window shows the planet still under enemy control, I have to go back, only to find an empty planet with no ennemy on it. I had to reload a previous save and this bug was gone
  • Still on Ession and Byss the maps were having huge display and graphics glitches, Ession being almost pîtch black with no texture and Byss feeling like the camera was WAY TO CLOSE from the ground

General Issues
  • I never encountered any Additional Missions during my playthrought so far (I just started Era 4). No Katana Fleet, no nothing.
  • The Obective box in the GIU has been empty from the startt, I have zero text appearing in it
Some of these issues are not bugs.
Title: Re: 2.1 Bug Report
Post by: afterburner on April 05, 2017, 03:53:47 PM
Some of these issues are not bugs.
  • None of the voice issues are bugs
  • The Katana fleet mission is only available in the Katana fleet GC
  • The pathfinding is horrendous for everyone, there's not much the team can do about that.

Thank you so much for your feedback!
So are the voice issues known? Is it fixable?
Thanks for the info about the Katana fleet!
Title: Re: 2.1 Bug Report
Post by: Bucman55 on April 05, 2017, 06:13:23 PM
Thank you so much for your feedback!
So are the voice issues known? Is it fixable?
Thanks for the info about the Katana fleet!
There is no "fix" for the voice thing. Those units just don't have their own voiceovers. This is something some the team says they're going to try to rectify in 2.2.
Title: Re: 2.1 Bug Report
Post by: mjhartne on April 05, 2017, 09:09:09 PM
Hey I am having a issue with the era system, the problem is that I cant advance the era in the game, yes I have killed my leader multiple times as all factions. I am stuck in the second era.

I am bamboozled
Title: Re: 2.1 Bug Report
Post by: Corey on April 05, 2017, 09:10:54 PM
Which GC are you playing? GCs indicate in the description whether they're era-progressive (being Art of War, Essence of War and the eponymous Imperial Civil War).
Title: Re: 2.1 Bug Report
Post by: thrawnsleftnut on August 12, 2017, 08:24:11 PM
i have a bug that will not let me progress to the next era during thrawns campaign even if thrawn dies
Title: Re: 2.1 Bug Report
Post by: Corey on August 12, 2017, 08:25:51 PM
The Thrawn GC is only set in era 2. The GC descriptions tell you which eras are available in them.
Title: Farrfin is very dark
Post by: Robby Mac on August 23, 2017, 08:28:58 PM
Not sure if this is a bug, or intentional...

In space battles over Farrfin, my ships are VERY dark, as if we're in the middle of an eclipse lol. Is this something particular to this planet? Or is it some kind of glitch?
Title: Re: 2.1 Bug Report
Post by: GamerDroid 56 on September 03, 2017, 01:06:43 AM
Whenever a fighter finishes off a target, they do not auto target another group of fighters and instead sit still while other fighters in the dogfight shoot them. If I am dealing with orders I give my capital ships and frigates to fight an ISD or something at the same time, my fighters are screwed. Is there a solution to this issue?
Title: Re: 2.1 Bug Report
Post by: Corey on September 03, 2017, 02:36:38 AM
I'll have to check the auto-engagement range.
Title: Re: 2.1 Bug Report
Post by: Robby Mac on September 06, 2017, 01:40:23 AM
I've noticed this same problem with fighters not engaging other units as soon as their first task is complete. Is there some kind of solution? Thanks!
Title: Re: 2.1 Bug Report
Post by: Kumar on September 22, 2017, 03:02:19 PM
I'm currently playing ICW 2.1 the Grand Admiral Thrawn campaign( As the Remnant).
I got Pantolomin wich directed me to Deep Space for the Katana fleet mission.
I got Thrawn and a big fleet but didnt see the New Republic.
When i captured all the Katana's i couldn't press the retreat button or end the fight.
So im basically stuck because the NR never showed up.
Could you help me with this?
Because i dont have any earlier saves.
Title: Re: 2.1 Bug Report
Post by: Decepticon141 on October 08, 2017, 01:31:50 AM
Runs great. One small bug I noticed was with the Providence when it blows up it's corpse turns into a Star Destroyer wreckage.
Title: Re: 2.1 Bug Report
Post by: AlexDaBaas on October 21, 2017, 11:17:42 PM
Love the mod guys.  Just downloaded the 2.15 update and now when I save a game and go back to play it later, it crashes the game.  Even if I save in game, quit the current game and go back to the main screen and try loading, it still crashes.  Any help is appreciated.