Imperial Civil War [Empire at War] > Imperial Civil War Tech Support

2.2 Demo Known Issues and Bug Report Thread

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Corey:
Green means resolved in a patched version that can be received by re-downloading from the main mirror. Posts will be removed as they're compiled on this list.

Known issues:
- Infantry take annoyingly long to deploy from transports.
- Some ships jump in, then disappear and jump in again (part of the ships on multiple layer script that just isn't finished yet)
- Night Caller has a CR90 icon
- Dual space/ground units (Escort Carrier, Quasar, Acclamator) can't be produced on planets without ground accessibility.
- Jet Troopers use Boba Fett's animations, so death anim involved them standing
- AT-TE animations unfinished
- Retreat/Autoresolve disable on raid fleets appears to be ~9 minutes instead of the intended 4.
- Home One bridge attach model is incorrect
- Crimson Command shield gen placement makes it hard to hit
- Some land maps have objects preventing battle completion without autoresolve
- TIE Fighter/Int have some inverted normals, Interceptor is upside down
- Teubbo text duplication
- Secutor uses Lucrehulk icon
- AI still leaves some infantry at their base
- ISDII uses ISDI model
- Zsinj AA turret doesn't fire
- Zsinj has a crash issue with some raid fleets
- Zsinj crash while saving/loading
- First patch removed some of the demo text
- If you try to load a save made during a battle, it will crash
- Comkin shifted up and right so it's no longer overlapping a trade route
- Home One Type will show up as pure white if played on lower than highest graphics settings (caused by whole texture currently being set to team colour)

Unconfirmed: (I can't recreate any of these issues no matter how many times I try, need more information on reproducibility)
- Potential crash on Zsinj death?

Not bugs:
- Cowall can't move on his own (TIE Interceptor doesn't have a hyperdrive)
- Bellator is only buildable on Kuat and Fondor.

Aulus742:
Loving the demo so far, not sure if its a bug or not. During ground combat, playing as the Greater Maldrood only the New Republic's troops when there is 1-2 together they do not appear on the minimap, Zsinji's troops appear fine on the minimap in this situation. Still, need to find a fix to that exception error, but I'm managing.

Avarice1987:
The AT-PT Walkers have no Sound if They walk. The Same Bug was in Version 2.15

MasterStarkiller:
Quick Note: I'm going to try and be thorough and give exact planet and factions, that does not mean it is specifically only occurs on this planet but it could be, this is just what I've gathered so far.
ORDER OF IMPORTANCE: 1.5, 1, 7, 6, 2, 3, 5 (sorry about the wierd order  :-\ )
1. When playing as the Greater Maldrood in the galactic conquest defending the planet Roche Asteroids, a 3rd faction will come into attack, you mention that that the timer is actually 9min and not 4, I don't know if that's real time or game time but I play on fast forward and had around a 15-20 min huge battle against the zsinj empire (I believe) and could not ever retreat even with the 3rd random invading faction destroyed. The msg about the invaders also stayed at the top left of my screen the entire battle (not sure if its meant to stay their as a reminder until you can retreat or not but I couldn't retreat ever so I'm not sure if that msg is also bugged on its own or tied to the not retreating). I had level 3 space station and no golans I believe. The random invaders also do not move from spawn like in the previous version of this mod they sit and wait for enemies to come to them (not sure if this is intentional).

1.5(FAR MORE URGENT!!!). Defending Roche Asteroids again but vs New Republic. no space station. 3rd faction invaders came again and once again sat at their spawn location. This time however the New Republic killed me, the battle then continued even though I was dead and the Republic was severely wounded. Basically their engines were destroyed and they were just kind of drifting around in space. So because of this I still can't click the retreat button which means I cannot auto resolve either (this battle again was also past 9min). The fog of war then takes effect and the republic can barley make it over to the third faction to kill them (looking at capital vessels on map), after about 5-10min of fast forward I just exited the game because I couldn't see what was happening and no capital vessels on map seemed to be getting destroyed. These random encounters are causing me to have to leave and reload an auto save and or sit through a battle much longer, example being I might want to start a battle I know ill lose just to cause damage but then find out I have to quit and reload because of the random encounter which is very annoying.


Corey:
Skirmish is not meant to be played with this demo, so I've removed those parts of your post to keep the thread a cleaner (though I have saved a full copy of your post).


--- Quote ---Raid Fleet issues
--- End quote ---
A lot of those were fixed with the patch, so re-report them if they come up again, but should be mostly gone. There are still occasional instances where the autoresolve will not unlock and the units won't move (for this to happen, the script seems to be crashing somewhere but it's less often than it works, so it's been harder to track down. The message still stays for the whole battle regardless, though.


--- Quote ---6. Playing GC as Greater Maldrood. In the infantry squads the speeders are bugged on battle start, if I start a battle and have an infantry squad placed down, whether it does it automatically or I manually do it from the fleet the speeders will have a storm trooper image on them and give storm trooper info. Which meant I can't use their abilities. and because they are not a storm trooper I don't get cover ability either. Any new infantry squads I bring in will have speeders fixed and working normal. This is an issue when defending as my speeders are not so good now since all the infantry squads on the ground will have bugged speeders and I cannot use them to drop mines. This bug occurs on all planets so far, did not test on skirmish.
--- End quote ---

As far as I can tell, this is not soluble. The game has weird determinations for how it treats starting units in mixed squadrons, doesn't seem to be anything we can do about it.

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