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Author Topic: 2.2 Demo Known Issues and Bug Report Thread  (Read 52074 times)

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March 05, 2017, 04:51:55 AMReply #20

Offline Guderian

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Re: 2.2 Demo Known Issues and Bug Report Thread
« Reply #20 on: March 05, 2017, 04:51:55 AM »
I have a rather curious bug.
With the Greater Maldrood when i build certain units of seemingly the same type they won't stack, not matter what i do.
I did experience the same Problem with the Gun-Ships.

From what i tested it seems some of the Start Ground Units have a slightly different ID - thus the game thinks they are 2 different Units.



And the second bug.
Well i don't think that need much explanation:
Escort Carriers are build as Ground Units (every planet)

March 05, 2017, 04:54:21 AMReply #21

John the Gamer

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Re: 2.2 Demo Known Issues and Bug Report Thread
« Reply #21 on: March 05, 2017, 04:54:21 AM »
I'm not an expert when it comes to the XML code in this game but the 'Combat_Bonus_Ability' of:

- The Silooth_Star_Destroyer
- Larm_Star_Destroyer
- Gendarr_Star_Destroyer

(All in Teradoc_Heroes.xml) are not encased in a <Unit_Abilities_Data SubObjectList="Yes"> </Unit_Ability> structure. So instead of:

      <Abilities SubObjectList="Yes">
         <Combat_Bonus_Ability Name="Lott_Combat_Bonus">
            <Activation_Style>Ground_Automatic</Activation_Style>
            <Unit_Strength_Category>Vehicle | Infantry | Air</Unit_Strength_Category>
            <Applicable_Unit_Categories>Vehicle | Infantry | Air</Applicable_Unit_Categories>
            <Applicable_Unit_Types />
            <Health_Bonus_Percentage>0.25</Health_Bonus_Percentage>
            <Damage_Bonus_Percentage>0.25</Damage_Bonus_Percentage>
            <Energy_Pool_Bonus_Percentage>0.0</Energy_Pool_Bonus_Percentage>
            <Shield_Bonus_Percentage>0.0</Shield_Bonus_Percentage>
            <Defense_Bonus_Percentage>0.0</Defense_Bonus_Percentage>
            <Movement_Speed_Bonus_Percentage>0.05</Movement_Speed_Bonus_Percentage>
            <Stacking_Category>0</Stacking_Category>
         </Combat_Bonus_Ability>
         
         <Reduce_Production_Price_Ability Name="Lott_Reduce_Production_Price">
            <Applicable_Unit_Categories></Applicable_Unit_Categories>
            <Applicable_Unit_Types>Teradoc_Heavy_Assault_Company</Applicable_Unit_Types>
            <Price_Reduction_Percentage>0.5</Price_Reduction_Percentage>
            <Stacking_Category>0</Stacking_Category>
         </Reduce_Production_Price_Ability>
   
      </Abilities>

It's coded like this:

      <CategoryMask> Capital | SpaceHero | AntiFrigate </CategoryMask>
      
         <Combat_Bonus_Ability Name="Syn_Combat_Bonus_General">
            <Activation_Style>Space_Automatic</Activation_Style>
            <Unit_Strength_Category>Capital | Corvette | Frigate | Fighter</Unit_Strength_Category>
            <Applicable_Unit_Categories>Capital | Corvette | Frigate | Fighter</Applicable_Unit_Categories>
            <Applicable_Unit_Types />
            <Health_Bonus_Percentage>0.15</Health_Bonus_Percentage>
            <Damage_Bonus_Percentage>0.1</Damage_Bonus_Percentage>
            <Energy_Pool_Bonus_Percentage>0.25</Energy_Pool_Bonus_Percentage>
            <Shield_Bonus_Percentage>0.1</Shield_Bonus_Percentage>
            <Defense_Bonus_Percentage>0.0</Defense_Bonus_Percentage>
            <Movement_Speed_Bonus_Percentage>0.10</Movement_Speed_Bonus_Percentage>
            <Stacking_Category>0</Stacking_Category>
         </Combat_Bonus_Ability>
      
      <Build_Limit_Current_Per_Player>1</Build_Limit_Current_Per_Player>
      <Build_Limit_Lifetime_Per_Player>1</Build_Limit_Lifetime_Per_Player>
   </UniqueUnit>

Does the game still accept the combat bonus if it is not set in an ability sublist? Or is this something that was overlooked?

March 05, 2017, 04:57:39 AMReply #22

John the Gamer

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Re: 2.2 Demo Known Issues and Bug Report Thread
« Reply #22 on: March 05, 2017, 04:57:39 AM »
Escort Carriers are build as Ground Units (every planet)

This is intended; the escort carrier functions as a carrier in space battles when you place it in space, and when you place it on land it functions as a TIE-fighter land vehicle.

This is how the mod makers managed to give us air support during ground battles. It's a compromise you'll have to live with.

March 05, 2017, 06:02:50 AMReply #23

Offline Ordo

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Re: 2.2 Demo Known Issues and Bug Report Thread
« Reply #23 on: March 05, 2017, 06:02:50 AM »
I am not sure if this can be counted as a bug, but there is an issue with the Maldrood heroes from Commenor. After you kill Zsinj and IR breaks away, they can conquer the planet and if that happens you immediately gain those heroes and get dropped into a space battle against the IR fleet above the planet, which will very likely mean you will lose both of those heroes. If its possible it should be triggered only by Maldrood capturing that planet, not other factions.

March 05, 2017, 06:27:58 AMReply #24

Offline kucsidave

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Re: 2.2 Demo Known Issues and Bug Report Thread
« Reply #24 on: March 05, 2017, 06:27:58 AM »
I have a rather curious bug.
With the Greater Maldrood when i build certain units of seemingly the same type they won't stack, not matter what i do.
I did experience the same Problem with the Gun-Ships.

From what i tested it seems some of the Start Ground Units have a slightly different ID - thus the game thinks they are 2 different Units.
This fact comes from that they ARE two separate units. The starting forces you get are the same ones as the IR gets, since they are offical imperial units, the ones you build as Maldrood are different in some regards.(I think. There was talk about it)

They're not functionally different, they were just placed before we coded the proper faction-specific ones. -Corey

And the second bug.
Well i don't think that need much explanation:
Escort Carriers are build as Ground Units (every planet)
That is due to the fact that they operate on both space and the ground level, and if so the game automatically puts it in a ground slot if there is any available.
« Last Edit: March 05, 2017, 06:32:10 AM by Corey »
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March 05, 2017, 09:05:42 PMReply #25

Biggly Darklighter

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Re: 2.2 Demo Known Issues and Bug Report Thread
« Reply #25 on: March 05, 2017, 09:05:42 PM »
Most of the bugs I've come across have already been mentioned. I didn't see this one though. I was playing as Maldorood on a ground battle on Togoria. I sent my pod waler down as the first unit to start the battle. However, the reinforcement point that you spawn at initially was not actually captured, just neutral (greyed out). Because my only unit sent in was not infantry, I couldn't capture it (or any other reinforcement point) so I was limited to fighting the entire battle with the one unit of three pod walkers. I did see the Imperial ATST others had mentioned as well, even though my battle was Maldrood vs New Republic.

March 05, 2017, 10:19:33 PMReply #26

Offline tlmiller

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Re: 2.2 Demo Known Issues and Bug Report Thread
« Reply #26 on: March 05, 2017, 10:19:33 PM »
I gotta admit...The pod Walker's aren't pushovers anymore.  They've been ripping through my at-pt's and 2-m's like there's no tomorrow.  Nice to see them finally worth something.
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March 06, 2017, 06:17:00 AMReply #27

Offline aulus742

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Re: 2.2 Demo Known Issues and Bug Report Thread
« Reply #27 on: March 06, 2017, 06:17:00 AM »
Noticed that while fighting Zsinji in space, the "free" fighters from carriers etc. Are required to be killed to win a victory in space. Was chasing some tie fighters around some maps earlier for ages. Not sure if this is intentional. Noticed that on Dathomir, there is an entire imperial remnant base, and their units don't move or fight back at all, It does look awesome though =P
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March 06, 2017, 12:00:08 PMReply #28

Offline Guderian

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Re: 2.2 Demo Known Issues and Bug Report Thread
« Reply #28 on: March 06, 2017, 12:00:08 PM »
This fact comes from that they ARE two separate units. The starting forces you get are the same ones as the IR gets, since they are offical imperial units, the ones you build as Maldrood are different in some regards.(I think. There was talk about it)

They're not functionally different, they were just placed before we coded the proper faction-specific ones. -Corey
That is due to the fact that they operate on both space and the ground level, and if so the game automatically puts it in a ground slot if there is any available.

Ahh good to know :)
Thanks for clearing that up.

March 06, 2017, 12:15:18 PMReply #29

Offline Impyness

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Re: 2.2 Demo Known Issues and Bug Report Thread
« Reply #29 on: March 06, 2017, 12:15:18 PM »
I'm honestly not sure if this is a bug or an actual balance thing, but the Allegiance class seems to be really really weak. I've noticed this both using them as maldrood and while shooting them.

I'm pretty sure this is a bug considering I watched a ISD2 and two bomber squads down the shields of one and begin destroying its hullpoints /very/ quickly.

If this isn't a bug I'd strongly consider changing something about it considering it has no fighters, but i'm pretty sure something is messed up with the demo itself or on my end for it to be this way.

edit : went back through to see, it looks like the ship itself is actually fine it's just that for whatever reason bombers (possibly skiprays specifically) hit like a truck and are able to hurt it very very quickly.
« Last Edit: March 06, 2017, 01:05:34 PM by Impyness »

March 06, 2017, 01:10:15 PMReply #30

Offline Corey

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Re: 2.2 Demo Known Issues and Bug Report Thread
« Reply #30 on: March 06, 2017, 01:10:15 PM »
It uses the SSD armour type, which makes it especially vulnerable to bombers, but incredibly good at anti-ship stuff.
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March 06, 2017, 06:29:26 PMReply #31

Offline TyberFen

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Re: 2.2 Demo Known Issues and Bug Report Thread
« Reply #31 on: March 06, 2017, 06:29:26 PM »
Zsinj's Stormtrooper sergeants have the icon and text of Pentastar Enforcers when you mouse over them and also in the UI

March 06, 2017, 11:04:27 PMReply #32

Offline Mr.Puerto

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Re: 2.2 Demo Known Issues and Bug Report Thread
« Reply #32 on: March 06, 2017, 11:04:27 PM »
Here's my last bug report for tonight (playing through GM)
1. There are randomly Enlarged light stations at transitory mist (nearest Roche I think) and at Kashyyyk, and maybe Roche (I didn't right this one down)
The rest I'll write down tomorrow so I can just have the least important stuff in one big thing, new edit found another one at talasea
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March 07, 2017, 05:56:04 PMReply #33

Offline darthsawyer

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Re: 2.2 Demo Known Issues and Bug Report Thread
« Reply #33 on: March 07, 2017, 05:56:04 PM »
Does 2.2 take significantly longer to load than 2.1 or did I fuck something up? 2.1 usually takes ~3 minutes to load into the main menu, but I have yet to be able to get to the main menu with 2.2. I have a pretty shitty computer so maybe it's beyond my computer ability to run? 8G DDR2 RAM, 2.33 GHz Core 2 Quad, Radeon 7850.

March 07, 2017, 06:16:44 PMReply #34

Offline tlmiller

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Re: 2.2 Demo Known Issues and Bug Report Thread
« Reply #34 on: March 07, 2017, 06:16:44 PM »
Yes, it's much slower.  Mine takes ~5 minutes and that's with 8 cores, 16 GB ram and all storage is SSD's.
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March 07, 2017, 08:30:22 PMReply #35

Offline darthsawyer

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Re: 2.2 Demo Known Issues and Bug Report Thread
« Reply #35 on: March 07, 2017, 08:30:22 PM »
I started it up and took a shower and it was at the main menu when I returned!
Bug: I attacked Comkin V and left a single X-Wing in orbit while I gathered troops together from my other planets. Angela Krin attacked Comkin V, and I selected to battle manually. I instructed my X-Wings to attack her shield generator then fast forwarded; they were quickly destroyed yet the battle did not end. Ctrl + A did not select anything. I waited around for a while but nothing happened, so I tried retreating. I was able to successfully retreat, though there were no ships in the hyperspace retreat animation. The battle results indicated that I lost the x wings, yet still played the hyperspace sound effect as if a ship was still alive and retreated to a friendly planet. Maybe I had an invisible unselectable ship?

March 08, 2017, 10:05:27 PMReply #36

Offline Illidan Stormrage

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Re: 2.2 Demo Known Issues and Bug Report Thread
« Reply #36 on: March 08, 2017, 10:05:27 PM »
I having a problem playing Maldrood.
They have so little territory and Zsinj has access to more than three capital ship yards and the Nr has the Hapes

I just wish they have either massive starting forces or more planets.
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March 08, 2017, 10:43:08 PMReply #37

Offline tlmiller

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Re: 2.2 Demo Known Issues and Bug Report Thread
« Reply #37 on: March 08, 2017, 10:43:08 PM »
I'm pretty sure a lava flow should harm infantry. :)

People should not be afraid of their government...governments should be afraid of their people.

March 08, 2017, 10:51:09 PMReply #38

Offline Mr.Puerto

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Re: 2.2 Demo Known Issues and Bug Report Thread
« Reply #38 on: March 08, 2017, 10:51:09 PM »
I having a problem playing Maldrood.
They have so little territory and Zsinj has access to more than three capital ship yards and the Nr has the Hapes

I just wish they have either massive starting forces or more planets.
I don't think that's a bug lol, it's supposed to be that way. Greater Maldrood is supposed to be a challenging faction, not a walk in the park like the IR or PA.
« Last Edit: March 09, 2017, 11:56:23 PM by Mr.Puerto »
“In this world, whenever there is light, there are also shadows. As long as the concept of winners exist, there must also be losers. The selfish desire of wanting to maintain peace causes wars and hatred is born to protect love.“


March 08, 2017, 11:57:06 PMReply #39

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Re: 2.2 Demo Known Issues and Bug Report Thread
« Reply #39 on: March 08, 2017, 11:57:06 PM »
I don't that's a bug lol, it's supposed to be that way. Greater Maldrood is supposed to be a challenging faction, not a walk in the park like the IR or PA.

No Doubt... My only good game as them and the game crashed when I alt-tabbed and I lost the save, tried restarting and Zsinj took Columex :/ - Starting to wonder if fortifying planets on the ground and letting space go is a good idea or not.
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