Thrawn's Revenge

Imperial Civil War [Empire at War] => Imperial Civil War Tech Support => Topic started by: Corey on March 03, 2017, 01:11:27 AM

Title: 2.2 Demo Known Issues and Bug Report Thread
Post by: Corey on March 03, 2017, 01:11:27 AM
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.
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: Aulus742 on March 03, 2017, 10:41:23 AM
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.
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: Avarice1987 on March 03, 2017, 02:11:16 PM
The AT-PT Walkers have no Sound if They walk. The Same Bug was in Version 2.15
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: MasterStarkiller on March 04, 2017, 12:49:51 AM
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.


Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: Corey on March 04, 2017, 01:03:24 AM
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
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.

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.
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: Bucman55 on March 04, 2017, 01:09:11 AM
I just noticed this, the Procursator has inverted normals on the lower port side hulll extensions. Also I don't know about any of the other factions but the Maldrood barracks only spawns 2 stormtrooper sergeants at a time. The aforementioned sergeants have the Pentastar Enforcer icon and they do not have the ability to take cover unlike standard infantry.
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: Mr.Puerto on March 04, 2017, 01:51:57 AM
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
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: Illidan Stormrage on March 04, 2017, 11:47:12 AM
Thrawn's Bug log entry two:
1:I had my game crash when the NR attack Kuat (I was playing as Zsinj) and Zsinj died their but I won.
2: I tired moving units form Comkin vi to gravan but it cause it to fly all the way around to garos then to gravan.
3: The ISDs and admiral Larm don't spawn tie fighters when you fight them above Atermerdias.
4: The icons for raptor troopers appear to be raptor scouts.
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: Helix345 on March 04, 2017, 01:02:26 PM
there is an imperial remnant at-st on togoria in an infantry only pass. It's their even when the remnant isn't participating
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: John the Gamer on March 04, 2017, 01:12:44 PM
[PUBLIC DEMO 2.2 / 04 march 2017]

I'm not sure if this is intended, but the Gladiator is using the Proj_Ship_Small_Laser_Cannon_Red projectiles for it's anti fighter laser cannons, instead of the more imperially appropriate Proj_Ship_Small_Laser_Cannon_Green.
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: Helix345 on March 04, 2017, 02:00:46 PM
I've been noticing that the ai doesn't use ion cannons and hypervelocity guns even when they have built them on the ground.
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: Bucman55 on March 04, 2017, 02:26:22 PM
It would seem the patch got rid of the text for the AT-TE.
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: Masterofmind on March 04, 2017, 02:55:17 PM
I have just installed thid mod and when I tried to start a game all the factions were showed Rebels and Imperium the rest was shown as [missing] there was only one scenario too and it was only possible to play as the rebels. When I started the game the models were fine but all the texts were shown as [missing]. Can anyone help me?
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: Slornie on March 04, 2017, 03:15:23 PM
I have just installed thid mod and when I tried to start a game all the factions were showed Rebels and Imperium the rest was shown as [missing] there was only one scenario too and it was only possible to play as the rebels. When I started the game the models were fine but all the texts were shown as [missing]. Can anyone help me?
Please see the first item under "Troubleshooting" in the readme attached to the download (http://www.moddb.com/mods/thrawns-revenge/downloads/patched-imperial-civil-war-22-demo-zsinj-gc).
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: Jorritkarwehr on March 04, 2017, 04:48:19 PM
Excellent work on the demo! It's been a pleasure to try it out!

I did notice a few issuse:

The patched demo seems to have removed several strings that were in the initial release, mostly related to the NR:
     Dauntless and Home One names
     Hapes diplomacy mission text
     The New Republic objective mentioning that the empire will break away after Zsinj dies
     Wraith Squadron name and description
     Upkeep messages


The troops spawned when New Republic Barracks and Light Factories are destroyed remain inside the structure (at least on Levian Two)

Marauder Cruiser death clones have the wrong scale factor

Crimson Command death clones are not red

After losing Zsinj, my Ession ground troops were moved to space, but not out of the system, allowing me to immediately retake the planet. I held a bordering planet (Emmer)

Home One type uses the MC90 description

Song of War is missing a skin and appears purple


Would it be possible to reduce the frequency of Rancor sounds? Two or three squads will produce almost constant roaring.


Keep up the great work!
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: Helix345 on March 04, 2017, 06:27:32 PM
I just noticed that the neutron star's death animation is that of a dreadnought heavy cruiser
The interceptor IV frigate is smaller than the crusader. not sure if it's supposed to be or not.
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: Biggly Darklighter on March 05, 2017, 12:57:59 AM
On the one occasion where I was able to get the demo running, I played for a couple hours. One thing I did notice was that, while playing as Maldrood, was that the faction holding Antimeridian did not launch fighters in the space battle. It was Larm, two other ISD-II's, and two Gladiators. However none of them launched any TIE's or Skiprays.

As I mentioned earlier, I have been having issued getting the demo started. When I start the mod (through Steam) I see the initial title screen showing the two SSD's, but then nothing happens. It sits for a couple minutes. The one time I was able to proceed I did so by hitting Ctrl-Alt-Del and opening Task Manager. As soon as I clicked Task Manager it took me to the main page of the mod and I was able to start a GC. I haven't been able to do this since then, or find any other way to get it to proceed past the initial picture of Reaper and Lusankya at Orinda.
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: I_Jedi on March 05, 2017, 01:12:41 AM
I have a very large number of bugs to report. I also have pictures of these bugs so you can understand them perfectly.

Larm has three newlines in his description.
(http://i.imgur.com/1vRc4aC.jpg)

Asteroids have no description.
(http://i.imgur.com/z4i1mYD.jpg)


Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: Corey on March 05, 2017, 01:17:49 AM
I_Jedi, we've already addressed those text issues; patch 1 included an old text file which overwrote the Demo one. If you redownload from ModDb with the patch 2 mirror, those will all be resolved except the asteroid.

On the one occasion where I was able to get the demo running, I played for a couple hours. One thing I did notice was that, while playing as Maldrood, was that the faction holding Antimeridian did not launch fighters in the space battle. It was Larm, two other ISD-II's, and two Gladiators. However none of them launched any TIE's or Skiprays.

As I mentioned earlier, I have been having issued getting the demo started. When I start the mod (through Steam) I see the initial title screen showing the two SSD's, but then nothing happens. It sits for a couple minutes. The one time I was able to proceed I did so by hitting Ctrl-Alt-Del and opening Task Manager. As soon as I clicked Task Manager it took me to the main page of the mod and I was able to start a GC. I haven't been able to do this since then, or find any other way to get it to proceed past the initial picture of Reaper and Lusankya at Orinda.

The mod takes several minutes to load. If it lets you alt-tab or use control+alt+delete to get to the task manager, that means in that instance it was done loading at that point. No input is required to get past that, it's just loading five gigs of data.
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: Joe on March 05, 2017, 03:22:29 AM
One bug i have noticed was when playing as Zsinj when defending against a ground invasion. only two single troopers deploy for garrison from barracks.
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: Guderian 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.

(https://img2.picload.org/image/rlorccci/screenshot.jpg)

And the second bug.
Well i don't think that need much explanation:
Escort Carriers are build as Ground Units (every planet)
(https://img2.picload.org/image/rlorciar/screenshot2.jpg)
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: John the Gamer 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?
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: John the Gamer 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.
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: Ordo 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.
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: kucsidave 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.
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: Biggly Darklighter 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.
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: tlmiller 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.
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: aulus742 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
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: Guderian 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.
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: Impyness 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.
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: Corey 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.
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: TyberFen 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
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: Mr.Puerto 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
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: darthsawyer 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.
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: tlmiller 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.
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: darthsawyer 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?
(http://i.imgur.com/z5Hg8lf.jpg)
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: Illidan Stormrage 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.
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: tlmiller on March 08, 2017, 10:43:08 PM
I'm pretty sure a lava flow should harm infantry. :)

(http://i.imgur.com/nPBCoFW.jpg)
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: Mr.Puerto 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.
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: Pentastar Enforcer 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.
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: Mr.Puerto on March 09, 2017, 12:34:22 AM
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.
Depends on what planets, if they are high income I would protect them in space. If they have a lot of structure slots then go with ground. If it has a capital shipyard then obviously protect it in space with a hyper-velocity gun and Golans. If its a choke-point then protect it in space.
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: dachiakia on March 09, 2017, 07:30:09 AM
I do not know if it is a bug persay, but on Kashyyyk space battles I noted the defenders spawn within attack range of the attacking fleet. It happened every time I fought over Kashyyyk while defending and attacking, and seems to be a minor inconvenience to the defenders.
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: Illidan Stormrage on March 09, 2017, 09:38:14 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.
well its not just a bug thread its a issue thread.
BTW: How Do I get Lion Banjeer? The AI attack me with him so where do I get him form?
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: tlmiller on March 09, 2017, 09:53:15 PM
I don't remember the planet, but he's a buildable space hero.  It's sad because I can see the location of the planet on the galaxy map in my head, but I can't remember the name.
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: Corey on March 09, 2017, 09:58:09 PM
well its not just a bug thread its a issue thread.
BTW: How Do I get Lion Banjeer? The AI attack me with him so where do I get him form?

Issue would still imply that it's not supposed to be that way, but as Puerto said, it is; we try to have a pretty broad range of scenario difficulties in the mod since we need to accommodate skilled players all the way up to people who've been playing it for 10+ years  (though we still need to get in our documentation for relative scenario difficulty, even if nobody will read it).

 As for Banjeer, capture Commenor and you get him and Lott.
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: Illidan Stormrage on March 10, 2017, 07:20:22 AM
Issue would still imply that it's not supposed to be that way, but as Puerto said, it is; we try to have a pretty broad range of scenario difficulties in the mod since we need to accommodate skilled players all the way up to people who've been playing it for 10+ years  (though we still need to get in our documentation for relative scenario difficulty, even if nobody will read it).

 As for Banjeer, capture Commenor and you get him and Lott.
okay got it.

Thrawn's Bug log entry 3:
I had a bug where Zsinj capture Commenor and I still got the heroes form there(playing as Greater Maldrood
Another which people told me plenty of times was that the Antermadias sector forces don't spawn fighters when you fight them.
BTW: Is this a bug. I have Zsinj call Allegiances and Isds hyperspace on top of my forces and instantly cause me to lose many battles
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: Mr.Puerto on March 10, 2017, 11:08:49 AM
okay got it.

Thrawn's Bug log entry 3:
I had a bug where Zsinj capture Commenor and I still got the heroes form there(playing as Greater Maldrood
Another which people told me plenty of times was that the Antermadias sector forces don't spawn fighters when you fight them.
BTW: Is this a bug. I have Zsinj call Allegiances and Isds hyperspace on top of my forces and instantly cause me to lose many battles
The bug you have with commenor is probably a bug, everyone has stated the Antermadias thing and is probably fixed or done on purpose. That last one however I don't think its a bug, just the AI beating you  :P
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: Pentastar Enforcer on March 10, 2017, 03:56:51 PM
Dropping a bug here where the game continuously crashes and deletes saves after crashing. Drops an 'exception' error and alt tabs me out of the game. Deleted both my auto save and regular save. Any ideas?
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: Corey on March 10, 2017, 04:59:52 PM
When does it crash, and are you using the second patched version or an earlier one?
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: Ty on March 10, 2017, 05:27:00 PM
When I try to extract, it only extracts art, why?
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: Colonel on March 10, 2017, 06:03:36 PM
Hello, I have the gold pack on disk, am running on Windows 10 and have the ram patch. I downloaded the patch 2 version of the demo and unzipped it, placed the data folder in the forces of corruption folder, and put the .bat file in the forces of corruption folder. When I start up the demo I get to the image of the two executors shooting at each other. My mouse I con the becomes the blue ribbon rotating clockwise and i get no further. I have to alt-tab to the tab menu and close the game from there. I then get the "Windows is looking for a solution" and the follow up of it closing the application. I have no idea if its because of the Gold Pack, Windows 10, or something else. Any help would be greatly appreciated!
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: Corey on March 10, 2017, 06:23:46 PM
When I try to extract, it only extracts art, why?
Did you stop it before it had finished extracting? It takes a while.

Hello, I have the gold pack on disk, am running on Windows 10 and have the ram patch. I downloaded the patch 2 version of the demo and unzipped it, placed the data folder in the forces of corruption folder, and put the .bat file in the forces of corruption folder. When I start up the demo I get to the image of the two executors shooting at each other. My mouse I con the becomes the blue ribbon rotating clockwise and i get no further. I have to alt-tab to the tab menu and close the game from there. I then get the "Windows is looking for a solution" and the follow up of it closing the application. I have no idea if its because of the Gold Pack, Windows 10, or something else. Any help would be greatly appreciated!
You've installed it incorrectly; you basically overwrote your base data, probably removed another necessary file. This video has specific installation instructions: https://www.youtube.com/watch?v=QqvG8zzZD7U
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: Colonel on March 10, 2017, 06:49:36 PM
Did you stop it before it had finished extracting? It takes a while.
You've installed it incorrectly; you basically overwrote your base data, probably removed another necessary file. This video has specific installation instructions: https://www.youtube.com/watch?v=QqvG8zzZD7U

Thank you so much for the help, the mod works fine. I've been watching your youtube letsplay and was very excited to play the demo!
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: Pentastar Enforcer on March 10, 2017, 08:45:54 PM
When does it crash, and are you using the second patched version or an earlier one?

Randomly when battles and stuff it seems, though I can't say for certain. It's the newest version, and they only things i've fiddled with are the space pop caps cause 'muh big fleet battles'. Not sure if that's causing it, don't see why it would, but yeah.

I'll try to recreate it later tonight, I'll keep you on the up & up via steam once you're back on.
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: DarthRevansRevenge on March 10, 2017, 09:46:32 PM
BTW: Is this a bug. I have Zsinj call Allegiances and Isds hyperspace on top of my forces and instantly cause me to lose many battles

this is that the AI is no longer an idiot, and will bring more stuff until either you or they die, unless they get wise to impenetrable defences and hype out. as for bring it on top of you, that is abit more random. Corey had 3 Bellators attacking the imperial stack of doom, but the AI kept hyping Vindicators in right in the kill box of the Bellator triangle, so, you never know
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: Ty on March 11, 2017, 10:19:40 AM
No, it says cannot open archive may be damaged, but it seems to finish.
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: Corey on March 11, 2017, 11:05:05 AM
Try redownloading. May have been a corrupted download.
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: kucsidave on March 11, 2017, 11:12:01 AM
No, it says cannot open archive may be damaged, but it seems to finish.
also make sure you have enough space on your harddrive. Sometimes it gives the same error to that too
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: Pentastar Enforcer on March 11, 2017, 02:46:48 PM
Randomly when battles and stuff it seems, though I can't say for certain. It's the newest version, and they only things i've fiddled with are the space pop caps cause 'muh big fleet battles'. Not sure if that's causing it, don't see why it would, but yeah.

I'll try to recreate it later tonight, I'll keep you on the up & up via steam once you're back on.

Got the crash to occur again, this time it happened with the Admiral you get from Commenor in a battle over Kuat - huge battle with all golans built, defending from over 25 gladiator star destroyers and thousands of fighters, as well as a whole support fleet to boot, is the game crashing from just too much?

(http://imgur.com/a/NR0y0)
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: Illidan Stormrage on March 11, 2017, 08:29:10 PM
Thrawn's Bug log entry 4?:
Played through Zsinj and ran into two things and a minor question.
1: on certain maps with hills the At-et cant really move or shoot so you might want to look into that.
2: melvar doesn't really shoot his cannons much even with infantry in the juggernaut tank.

And my minor question is about something that might be a bug.
Is Lion Banjeer's Quasar suppose to spawn X-wings, Tie Raptors, and Y-wings?
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: MrSicnus on March 12, 2017, 01:41:53 PM

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?


I get this one every time he dies. Is there any info I can send to help?
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: Corey on March 12, 2017, 01:49:15 PM
Do you know who controls any of Kuat, Etti, Bonadan, Ession, Tsoss Beacon, Carida, and Garos IV?
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: Pentastar Enforcer on March 12, 2017, 10:52:24 PM
new glitch found, can't seem to take the planet of Celanon with Melvar on it. I've tried about 3 times now, blown Melvar to bits multiple times, yet the planet won't join me and the Maldrood. So what do?

Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: tlmiller on March 13, 2017, 09:18:14 AM
Autoresolve.
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: Illidan Stormrage on March 13, 2017, 05:03:10 PM
Thrawn's Bug log Entry 5:
Sometime my game might crash on level three shipyards if Zsinj dies there.
My game also crashes when I attack New Alderanan
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: Corey on March 13, 2017, 06:12:44 PM
AdmrialThrawn2, are you playing the second patched version, or are you still using the original release?
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: Illidan Stormrage on March 13, 2017, 07:30:02 PM
AdmrialThrawn2, are you playing the second patched version, or are you still using the original release?
second patch
I was playing the Maldrood taking New Alderanan
and as Nr I kill Zsinj and he crash the game on these planets
Kuat
Mon Calamari
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: Jorritkarwehr on March 14, 2017, 01:38:16 PM
I was finishing up my campaign as Zsinj when Maldrood managed to ambush and destroy Iron Fist. I owned Centares and the surrounding area, but Kosh still spawned over it. On an only marginally related note, could Angela Krin be removed and appear in the Corporate Sector fleets when Zsinj dies?

Also, while not a bug, droidekas are very expensive for what they offer. A price more comparable to T2-Bs rather than Hailfires would be more fair. Interceptor IVs also seem underwhelming as a 2 pop unit.

Finally, are there any plans to make infantry captains heroes that show up on the tactical map? It would be convenient to know their whereabouts and health/existence more easily.
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: LT-Recon on March 14, 2017, 06:21:49 PM
Im having issues loading the game, it starts to run but it just stops at the loading screen. Do i have to delete the mod then redwonload it?
I have installed quite a few mods and they all have worked well, Including Thrawns revenge. (And yes i am using the vanilla data folder I have copies for a reason.)
Also i cannot get the shortcut to work, so i am having to use a mod launcher program to launch mods, I cant get the shortcut for the first Thrawns revenge to work either.
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: Ty on March 14, 2017, 06:25:13 PM
I have enough memory, and I have downloaded it multiple times on different browsers. It still only extracts art.
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: tlmiller on March 14, 2017, 08:31:25 PM
Im having issues loading the game, it starts to run but it just stops at the loading screen. Do i have to delete the mod then redwonload it?
I have installed quite a few mods and they all have worked well, Including Thrawns revenge. (And yes i am using the vanilla data folder I have copies for a reason.)
Also i cannot get the shortcut to work, so i am having to use a mod launcher program to launch mods, I cant get the shortcut for the first Thrawns revenge to work either.


Depending on specs, the loading screen can take a LONG time to load.  For instance, on my system (octa-core, 16 GB ram, SSD) it takes ~5 minutes to actually get to the game.
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: Jacob on March 15, 2017, 05:26:34 PM
I can't seem to get the mod working it goes to the first screen then locks up. I followed all the instructions to the tee. I even combed the help forums, did a fresh clean install of both eaw foc and the mod. Can someone tell me what I'm doing wrong? Thanks
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: Corey on March 15, 2017, 05:33:33 PM
Does it actually crash (as in, do you get an error) or does it just sit on the loading screen? As has been mentioned, it can take a while to load.
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: Jacob on March 15, 2017, 05:40:59 PM
Im good, you're right it takes time. ;D
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: silvermoon88 on March 16, 2017, 02:37:01 PM
A recent bug I had involved my Greater Maldrood attacking Commenor to retrieve Lott who had spawned there.

I had managed to retreat Gendarr, but oddly enough Lott was never attacked on the ground and clicking his symbol in the upper right told me Commenor. So, conquering Porus Vida, Kashyyyk, and retaking Cejansij, I went for Commenor. I had packed a well-sized fleet with me and sent them off as I sent my main fleet out to Selaggis IV. Now this is when the bug actually began. As my fleet neared Commenor, the hint-notifier told me that the planet had been conquered by the Imperal Remnant, kicking the New Republic out of there... and suddenly the game paused. But.. not really?
The game acted as if I had hit the pause button - could select planets and fleets and start construction but could not move, attack, or much of anything else. The pause button had not been pressed, even after clicking on it a few times I still saw the pseudo pause affect everything. Restarting the game, the Windows VM (I'm currently on a Mac using Parallels w/ Win7 on it) and even trying the Defreezer did not allow the game to continue working.

Thankfully I did have a backup save of not too far before the pseudo pause, though unfortunately it seems that despite having saved it for later examination, the save is gone or has rollbacked itself somehow... I did see if I could recreate the bug by reconquering the very planets I had done before and moving a similar sized fleet to Commenor, though it did not reappear.

This would be using the second patch I believe, I downloaded the demo a little under a week ago and have been enjoying it thoroughly. This is the only major bug I've found so far, and it is a strange one.
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: Corey on March 16, 2017, 04:47:58 PM
What did you do with the defreezer, and what happened afterwards? It should have fixed it if it was used on the correct save.
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: grunt700 on March 16, 2017, 07:12:28 PM
When I play as Greater Maldrood and try to reload a save, it crashes my game
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: Corey on March 16, 2017, 07:57:23 PM
Grunt, get the updated version; it fixes that issue.
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: Ty on March 17, 2017, 08:51:12 AM
I have enough memory, and I have downloaded it multiple times on different browsers. It still only extracts art. Any Answers?
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: Corey on March 17, 2017, 10:55:35 AM
If you double-click the file instead of extracting it (which should let you explore it like a regular folder structure), what's in it? Also, what's the name of the file you downloaded?
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: silvermoon88 on March 17, 2017, 01:56:34 PM
What did you do with the defreezer, and what happened afterwards? It should have fixed it if it was used on the correct save.

Located the save file, selected Defreeze, and relaunched the game after it was done. Going into the session still had the game "paused". I did end up going into the Defreezer again and just going through all my saves just to be sure I didn't accidentally select the wrong one but still it stayed "paused." On the bright side, it seems to have been an isolated bug - at least for me - as it hasn't happened at all since then. Even when I used my slightly older backup save and did the same thing, the bug never showed itself again. If it does seem to occur once more I'll be sure to mention it here.
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: Ty on March 17, 2017, 04:47:37 PM
If you double-click the file instead of extracting it (which should let you explore it like a regular folder structure), what's in it? Also, what's the name of the file you downloaded?

It doesn't

ICW22DemoPatch2
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: Corey on March 17, 2017, 04:50:47 PM
Is the art folder inside of any other folders when it's extracted, or is it just the Art folder on its own?
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: Bucman55 on March 17, 2017, 05:47:05 PM
For some reason, the Dauntless does not deploy its fighter squadrons.

EDIT: In fact, the hangar and shield generator hardpoints don't even appear on the ship. Perhaps this could have something to do with the issue.
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: Illidan Stormrage on March 18, 2017, 05:38:19 PM
Thrawn's bug log entry 7?:
alicmators don't appear to be able to be built on selgas iv (that asteroid near dathomir) even though I can build them on planets with level one space station
and Lott(Maldrood's atat ground hero) seems to crash my game on certain land battles
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: tlmiller on March 18, 2017, 06:17:43 PM
Thrawn's bug log entry 7?:
alicmators don't appear to be able to be built on selgas iv (that asteroid near dathomir) even though I can build them on planets with level one space station
and Lott(Maldrood's atat ground hero) seems to crash my game on certain land battles

Wow, poor acclamators.  I've never seen that class spelling be so horrendously butchered.  :D
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: Revanchist on March 18, 2017, 08:30:04 PM
Thrawn's bug log entry 7?:
Acclamators don't appear to be able to be built on selgas iv (that asteroid near dathomir) even though I can build them on planets with level one space station

That is probably due to the fact they act like a ground unit rather than space. They deploy TIEs on the ground if I'm not mistaken.
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: DarthRevansRevenge on March 19, 2017, 03:00:46 PM
that would be why, as more people have mentioned it's technically a ground unit
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: Dumitru22233 on March 21, 2017, 02:11:12 PM
When I win a land battle at Celanon with the Greater Maldrood,Melvar is still alive even if I kill him in future battles.
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: Irrelevant on March 22, 2017, 07:13:05 PM
Using Patch 2, which was applied over the initial public release of 2.2. 

Dathomir uses the FoC campaign map, but all the structures on that map remain...and loyal to the Imperial Remnant. This was especially fun as Malrood, as NR had the planet. Resulted in me getting swarmed by nightsister rancors at spawn, with the hardcoded imperial forces actually defeating most of the NR for me.

Antemeridias Faction spawns no fighters from any of their ships. Given they use ISDs, I thought that was odd.

Some enemy Heroes aren't staying dead. I've killed Wraith Squadron 4 times and counting, and Admiral Ackbar keeps on rearing his fishy head too. My heroes, however, have indeed stayed dead.

A ground map which is used for lots of planets (one such being Antemeridias) has a civilian spawn at the bottom left of the map which has a *chance* to spawn civilians off-map.

Lots of reinforcement points can trap units which deploy in a wide area. Saber Tanks are one of the most obvious. Maybe clump the units closer together for spawning, or make a pass around land reinforcement points with the passable terrain brush (even if it ends up looking stupid)

A level 3 shipyard with a pirate base results in units being pushed off-screen for space production. Move TIE carriers to bottom row?

edit- added forgotten ones plus any new ones

Yavin 4, I for some reason had a random second AT-AT on the map, pretty close to the enemy power generator. It counted towards my unit cap, was there as soon as the battle started and was nowhere near any reinforcement point

Selaggis IV Space is a map where you have to autoresolve to win (mentioned in the original post, but no list of known maps given)
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: Ty on March 24, 2017, 05:24:38 PM
Is the art folder inside of any other folders when it's extracted, or is it just the Art folder on its own?

This is what is extracted C:\Users\Ty\Desktop\Extra\ICW22DemoPatch2\ICW22Demo\Data\Art\Maps
                                    C:\Users\Ty\Desktop\Extra\ICW22DemoPatch2\ICW22Demo\Data\Art\Models
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: emkayoffense on March 29, 2017, 07:46:15 PM
During land battles as Zsinj I can only seem to call orbital bombardments if I have a VSD-II in orbit. A fleet containing an Executor, Allegiances, and several ISD-II's did not permit one. Is this intentional?

And is Zsinj not allowed to produce additional VSD-II's?
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: Revanchist on March 30, 2017, 01:43:49 PM
And is Zsinj not allowed to produce additional VSD-II's?

If I remember correctly Imperial factions will be getting either the VSD 2 or the Procursator to fill the top end heavy frigate.
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: Bucman55 on March 30, 2017, 06:11:06 PM
If I remember correctly Imperial factions will be getting either the VSD 2 or the Procursator to fill the top end heavy frigate.
Well currently Zsinj cannot build either of those.
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: carpemark on March 31, 2017, 10:10:40 AM
Great Demo!

Had fleets/ships jump on top of mine - scared me but loved it as any good commander would do the same - dont change this!

The Belator is perfectly balanced! I actually dont like the SSD's because i think they are too powerful
Never played Hunt for Zsing before - this is great!
Malrood Galaxy placement is hard to defend! No real choke points. I like it! Take Mon Calimari and New blah and close the right flank.
Game froze jumping into Corsin with a fleet BUT the lead ship was only a Crusader. Your Defreeezer worked like a charm.
If you want a list I can provide it but found (playing as Malrood) many planets showing that they can only build Light Shipyards actually allowed to upgrade to Heavy or higher Shipyards.
Asteroid Fields not weakening Ships. This needs to be fixed when Mon Calimari Cruisers slow down going through an asteroid field BUT take no damage.
Some Asteroids have a grey square box. Not sure why.
Raid fleets take a long time to jump in. I like to use them against the enemy but just when I give up and engage the enemy they appear. Not convenient :)
Overall a really good BETA! Excellent work!
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: paul on March 31, 2017, 06:11:22 PM
I have a bug where the only playable campaign is the hunt for zsinj one
Is there any fix?
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: Mr.Puerto on March 31, 2017, 06:30:28 PM
I have a bug where the only playable campaign is the hunt for zsinj one
Is there any fix?
That's the only one, its a demo
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: Revanchist on March 31, 2017, 10:15:10 PM
I have a bug where the only playable campaign is the hunt for zsinj one
Is there any fix?

Not sure if serious or trolling.
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: Mr.Puerto on March 31, 2017, 11:19:17 PM
Not sure if serious or trolling.
Since its a guest I'm guessing serious. But hey I have been wrong my entire life, why stop here?
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: Samuel wallace on April 06, 2017, 07:32:17 PM
On galactic conquest only 1 map shows up the hunt for zjinji is this a bug or is this part of it
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: Samuel wallace on April 06, 2017, 07:35:47 PM
NEVERMIND I FOUND OUT :)
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: Corey on April 06, 2017, 09:01:41 PM
As the download and news post and multiple other places say, it's a demo with just that GC.
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: Ty on April 07, 2017, 08:03:23 PM
My question remains, why does it only extract art?
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: Bucman55 on April 07, 2017, 08:19:26 PM
My question remains, why does it only extract art?
There could be something wrong with your download.
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: Corey on April 07, 2017, 09:33:11 PM
My question remains, why does it only extract art?

You're the only one experiencing that, so it's a problem somewhere on your end. all the files are definitely in the download, or nobody would be able to play it. It could be a corrupted download, it could be cancelling before fully extracting (it can take several minutes, there's 4 and a half gigs of files in it), it could be the extractor messing up somehow, but the files are all definitely in the archive. If you download winrar, it will let you explore within the actual archive before extracting to see what's in it. How big is the downloaded file? Considering you said this about 2.1 as well, you're definitely getting something mixed up along the way, or it's always getting cancelled early. Try a different program to extract it (7Zip, winzip, winrar).
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: Julian on May 16, 2017, 05:41:46 PM
When playing as General Arndall Lott, his icon changes to Covell's icon on the ground
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: PhoenixC279 on May 17, 2017, 02:42:22 AM
Ok. another bug I've found.
Something is causing the mod to crash whenever I press quit game from the galactic view, but not during battles.

This is more of a balance issue but, Arquitens Light Cruiser is op. 4 Heavy turbolasers with that rate of fire is very very effective for a cheap 1 pop ship.
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: HobbesHurlbut on May 17, 2017, 07:56:00 AM
Wait, the light cruiser has heavy turbolasers?
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: PhoenixC279 on May 17, 2017, 11:47:33 AM
Yes, Four of them. I know that is true according to the EU, but I believe they fire too much too quickly

And on a side note, The Carrack-class Light Cruiser has 2 Heavy Turbolasers, but that's no problem.

Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: HobbesHurlbut on May 18, 2017, 09:03:47 AM
Yes, Four of them. I know that is true according to the EU, but I believe they fire too much too quickly
http://starwars.wikia.com/wiki/Arquitens-class_light_cruiser/Legends  Where does it say they are heavy?
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: PhoenixC279 on May 18, 2017, 01:16:14 PM
oh damn, you're right, my bad.

But Dual is even more powerful oh god.
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: Revanchist on May 18, 2017, 03:15:49 PM
http://starwars.wikia.com/wiki/Arquitens-class_light_cruiser/Legends  Where does it say they are heavy?

Have you ever tried lifting a turbolaser? Do that and tell me if they're heavy or not :P
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: HobbesHurlbut on May 18, 2017, 04:55:31 PM
oh damn, you're right, my bad.

But Dual is even more powerful oh god.
By the way. the fire rate or rather the reload time for the turbolaser hardpoint is same as the laser hardpoint; 4 seconds. That's per hardpoint. Each hardpoint represent a PART of the armament. Like 10 turbolaser batteries would be represented by 5 pulses firing from 2 hardpoints for 10 pulses (halved now in 2.2 but increased damage to make up for it. Resolving the strain by SFX effect).
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: PhoenixC279 on May 19, 2017, 10:32:54 AM
Yes, but the Arquitens has 4 dual turbolasers accoding to EU, but here there are 4 Heavies firing three pulses every 3-4 seconds with great accuracy.

      <HardPoint Name="HP_Arquitens_Turbo01">
         <Type> HARD_POINT_WEAPON_LASER </Type>
            <Is_Targetable>Yes</Is_Targetable>
            <Is_Destroyable>Yes</Is_Destroyable>
            <Tooltip_Text>TEXT_WEAPON_TURBOLASER_HEAVY</Tooltip_Text>
            <Health>150.0</Health>

         <Death_Explosion_Particles> Large_Explosion_Space_Empire </Death_Explosion_Particles>
         <Death_Explosion_SFXEvent>Unit_Hardpoint_Turbo_Laser_Death</Death_Explosion_SFXEvent>


            <Model_To_Attach></Model_To_Attach>
            <Attachment_Bone>Turbo_01</Attachment_Bone>
            <Collision_Mesh>Turbo_01</Collision_Mesh>
            <Damage_Decal>Turbo_01</Damage_Decal>
            <Damage_Particles>Turbo_01</Damage_Particles>

         <Death_Breakoff_Prop>  </Death_Breakoff_Prop>

            <Fire_Bone_A>Turbo_01</Fire_Bone_A>
            <Fire_Bone_B>Turbo_01</Fire_Bone_B>
            <Fire_Cone_Width>90.0</Fire_Cone_Width>
            <Fire_Cone_Height>130.0</Fire_Cone_Height>
            <Fire_Projectile_Type>Proj_Ship_Turbolaser_Green_Heavy</Fire_Projectile_Type>
            <Fire_Min_Recharge_Seconds>3.0</Fire_Min_Recharge_Seconds>
            <Fire_Max_Recharge_Seconds>4.0</Fire_Max_Recharge_Seconds>
            <Fire_Pulse_Count>3</Fire_Pulse_Count>
            <Fire_Pulse_Delay_Seconds>0.2</Fire_Pulse_Delay_Seconds>
           <Fire_Range_Distance>2100.0</Fire_Range_Distance>
            <Fire_SFXEvent>Unit_Turbo_Fire</Fire_SFXEvent>

         <Fire_Inaccuracy_Distance> Fighter, 40.0 </Fire_Inaccuracy_Distance>
         <Fire_Inaccuracy_Distance> Bomber, 70.0 </Fire_Inaccuracy_Distance>
         <Fire_Inaccuracy_Distance> Transport, 70.0 </Fire_Inaccuracy_Distance>
         <Fire_Inaccuracy_Distance> Corvette, 7.0 </Fire_Inaccuracy_Distance>
         <Fire_Inaccuracy_Distance> Frigate, 1.0 </Fire_Inaccuracy_Distance>
         <Fire_Inaccuracy_Distance> Capital, 10.0 </Fire_Inaccuracy_Distance>
         <Fire_Inaccuracy_Distance> Super, 1.0 </Fire_Inaccuracy_Distance>

I personally thik that this is a little bit too much, especially with how fast four of these took down an Imperial-II.
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: kucsidave on May 19, 2017, 11:57:04 AM
If this gives you some rest, we will look into this and balance it accordingly if found needed(most possibly will be).
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: PhoenixC279 on May 21, 2017, 09:06:10 AM
Thank you. Need any help with anything let me know, I'm happy to help.
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: zealot4160 on May 26, 2017, 05:29:35 AM
1. Zsinj's barracks produced an old style infantry squad that was loyal to the IR when destroyed. (The worst part was the Rebels still got the planet when i let that squad win).

2. One of my ground unit stacks (as zsinj) turned red and started losing each time I auto-resolved, despite overwhelming odds. Each battle it lost a single at-st while the defenders lost nothing. When i moved the units into a different stack, they went back to normal.

3. When i took one of the southernmost planets, (as zsinj) a hostile hero spawned over it and just sat there. I had to withdraw my fleet and move it back to attack it.

If any of these have already been posted, I apologize in advance.
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: taupin121 on June 26, 2017, 03:36:40 PM

Look I am not the only to have an issue with Zsinj death, still not as bad as some, but I was about to take Carida as Zsinj's Empire when Terradoc & Tavira attacked my Iron Fist over Centares which was defeated. My main task force was replaced by an Imperial fleet (on planetary position one) and face my ground troop (on planetary position two). So I've lost Trigit and some destroyers, bad bug, but good challenge for the futur :laugh:
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: The Fist Of Justice on July 29, 2017, 03:56:15 AM
Was playing for a couple of hours yesterday and I noticed that a raid fleet wasn't spawning any fighters from the capital ships (ISDs in this instance). Normal or not?
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: GamerDroid 56 on September 02, 2017, 03:31:56 PM
Golan platforms do not regenerate shields. I have a Golan III platform with a shield generator at 100% and a bomber group took down it's shields. 10 minutes into the fight later, no more enemy ships are even close to the platform and it hasn't regenerated ANY shield power. It is at exactly 0% shields.  ???
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: Imrahil on September 04, 2017, 05:15:59 PM
When I move the anti-aliasing slider to the maximum and click "Accept", the screen goes white and I cannot play the game. I have to exit the game and launch it again. This happens every time I try to modify the anti-aliasing setting.
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: d1001more on September 07, 2017, 04:34:51 PM
I am getting error messages when trying to save. It will say something like not enough space or something like that. I have lost some major campaign progress a few times. Sometimes after playing longer it will eventually allow a save and sometimes it will crash.  Also I am not sure if it is a mechanic of the game but fighters are extra hard to take out even when using ships with lasers or anti fighter builds.  You go through the trouble to build these anti fighter ships and they just dont do their job. The only exception is the CR90 which does an exceptional job of taking out fighters when commanded to which brings me to the next issue. Too many times I use attack move or target an enemy fighter with other anti fighters and when I go back to the ship it will be just sitting idle not shooting with fighters buzzing all around it like bees. The capital and large ships try their best to at least shoot at fighters with very low success. The ships good for fighters almost have to be single target click on each fighter rather than auto attack like the capital ships.  Lastly when playing against the AI they are either busting chops over one or two planets or sitting back sipping tea waiting for me to own all of their planets. I would like them to keep fighting. I know on some of these I get off to a rough start fighting for my life to keep 5 planets but when I get them going the AI seems to loose interest and I just take over everything.

I love this game and it is one of the only games I look forward to playing every single day.
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: nariac on September 16, 2017, 04:55:38 PM
Hey, I just installed the mod and everything is green. :C

Vanilla FOC works fine. I followed the instructions in the installation video. I have Steam. Here's what I'm looking at. The game is running, I just can't see much and it's unplayable. :C

Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: TonPhanan on September 16, 2017, 05:07:22 PM
Hey, I just installed the mod and everything is green. :C

Vanilla FOC works fine. I followed the instructions in the installation video. I have Steam. Here's what I'm looking at. The game is running, I just can't see much and it's unplayable. :C

Did you try to simply delete the shaders-folder in corruption/mods/icw/data/art/ :? Could be an issue with that.
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: nariac on September 16, 2017, 05:21:04 PM
Did you try to simply delete the shaders-folder in corruption/mods/icw/data/art/ :? Could be an issue with that.

I think I found the issue. The version I used is the original from March and there's a newer one which deals with a shader issue, which I assume is the green mess. Trying that one now.
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: Decepticon141 on October 08, 2017, 03:26:05 PM
Playing Greater Maldrood GC, Win 10, disk version.  once I eliminate green and gain two new heroes I can no longer do any space battles. Like two ships passing in the night, I can send my fleet around "scouting" and occupying the same space. Tried debugging the saved file, with no luck.
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: Decepticon141 on October 17, 2017, 02:44:21 AM
As I may or may not of said, I restarted and left he "Green Imperial" (AnthoXXXX what ever) planet covered with a space unit to keep them pacified as I continued the GC.

In week 300 now gained 2 more heroes "just because" i think. Decided to try once again to take over the Green planet and see if the bug was still a thing. This time gained the Moff and other guy with no bugs...
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: Decepticon141 on October 17, 2017, 02:50:33 AM
Minor bugs

#1 - Medium difficulty AI does not make surface cannon ever. (may just be hard difficulty thing)
#2 - Only could build 3 star destroyer bellator's (this also might be by design). Also lost the ability to build the Crimson field Victory Class SD's somewhere along the way.
#3 - Probe droids scout space for all planets they pass through (again maybe that's not a bug).
#4 - All star destroyer Heroes have voice of thrawn.

Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: Jorritkarwehr on October 17, 2017, 08:32:36 AM
Bellators and Crimson Command VSDs both have build limits by design.
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: Decepticon141 on October 19, 2017, 08:15:25 AM
Understood. Possibly add an event msg like   ~~~~~ Commander: The great Warlord Teradoc has ordered no new Belladaar Star Destroyers to be manufactured. Instead the resources and manpower will be focused on other capital ships.


Something similar can pop up when you reach your max of Crimson Command VSDs.

Keep up the good work fellas!   
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: the_trots on October 20, 2017, 06:11:03 PM
AI defending fleets are still parking under their golans.
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: The Odyssey on November 01, 2017, 03:18:03 PM
I was Playing The demo mod and i am 243 turns in on Captain difficulty and everything was going fine until i made a spy droid on Kuat and try to spy on a planet to invade, but then once i moved it onto the planet and let go it just moved back to Kuat and didn't work. I tried multiple times but it wouldn't work, then out of curiosity i tried to move my hero off the  planet as i had him there for the discount, but all he did was move to space. Then upon attempting to put him back onto the planet he copied himself? at this point i was very confused. then i tried moving everyone and no-one was able to move save some fleets i had in space. But when i tried putting one of the three fleets i had control of on a planet to reinforce them, once i put more ships into their fleet I was unable to control them anymore. Also when i moved the two other fleets i had to try and see if i could still battle with them. I could battle with them still, but once i entered the space battle i was unable to do anything except bring in reinforcements and the ships all appeared to me as if they were an enemy fleet (i.e. i couldn't see sub-stations or access abilities or command them in anyway whatsoever) the same went for the one group of land attack vehicles i was able to move. I am wondering if there is anyway to fix this or am i doomed to start again?
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: GreyStar on November 01, 2017, 03:43:49 PM
I was Playing The demo mod and i am 243 turns in on Captain difficulty and everything was going fine until i made a spy droid on Kuat and try to spy on a planet to invade, but then once i moved it onto the planet and let go it just moved back to Kuat and didn't work. I tried multiple times but it wouldn't work, then out of curiosity i tried to move my hero off the  planet as i had him there for the discount, but all he did was move to space. Then upon attempting to put him back onto the planet he copied himself? at this point i was very confused. then i tried moving everyone and no-one was able to move save some fleets i had in space. But when i tried putting one of the three fleets i had control of on a planet to reinforce them, once i put more ships into their fleet I was unable to control them anymore. Also when i moved the two other fleets i had to try and see if i could still battle with them. I could battle with them still, but once i entered the space battle i was unable to do anything except bring in reinforcements and the ships all appeared to me as if they were an enemy fleet (i.e. i couldn't see sub-stations or access abilities or command them in anyway whatsoever) the same went for the one group of land attack vehicles i was able to move. I am wondering if there is anyway to fix this or am i doomed to start again?

Your install folder of Thrawn's Revenge should include the Defreezer utility, if you cannot find it / figure out how to use it google "Empire at War Defreezer".
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: Decepticon141 on November 06, 2017, 07:41:13 AM
In Maldrood demo the computer used a planet to planet route that doesn't exist and shouldn't exist. Serenno to Celanon. (CORRECTION I was wrong. All flight paths are working correctly)
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: derp on November 27, 2017, 12:37:34 AM
The anti air turrets don't work on the ground for zsinj faction.
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: derp on December 03, 2017, 01:56:47 PM
The raptor infantry for zsinj have a bug with their scout bikes going continuously forward until they get stuck in the map.
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: Corey on December 03, 2017, 04:23:56 PM
That's a bug introduced into EaW by the official patch unfortunately, not something we can fix.
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: derp on December 04, 2017, 01:01:55 PM
AI defending fleets are still parking under their golans.
If you send some ships to destroy the space station the AI will start a retreat usually.
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: derp on December 07, 2017, 02:45:06 PM
I got a hero corvette.
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: Corey on December 07, 2017, 03:41:08 PM
That's not a bug, we just don't have a useable portrait for an icon for Darillian/Night Caller yet.
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: derp on December 07, 2017, 10:17:02 PM
That's not a bug, we just don't have a useable portrait for an icon for Darillian/Night Caller yet.
The hero corvette died, could tell the difference between it and a normal corvette in the thick of battle.
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: kucsidave on December 10, 2017, 03:42:02 AM
Even if you go over the corvette in battle you will find it that it spawns TIE Fighters in Era 1-2, and TIE Raptors in Era 3-5. 4 craft/squadron as it was lore-wise.
It also has (unless changed during the time I had to be away) Tractor beams being able to lock onto smaller ships (Frigate sized at max) and Figterhero units(Like the Falcon, Kyle Katarn's ship, Baron Soontir Fel's TIE fighter/Clawcraft and such), esentially becoming a very good anti-FighterHero unit.
This kinda puts it into a unique place, as fighter heroes are tipically hard to lock down into one place and kill, since they can get out quickly when on low-health.
But if you happen to have the Night Caller around, you can attach a tractor-beam to them, therefore seriously hurting their ability to run away.
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: derp on December 11, 2017, 07:55:58 AM
Even if you go over the corvette in battle you will find it that it spawns TIE Fighters in Era 1-2, and TIE Raptors in Era 3-5. 4 craft/squadron as it was lore-wise.
It also has (unless changed during the time I had to be away) Tractor beams being able to lock onto smaller ships (Frigate sized at max) and Figterhero units(Like the Falcon, Kyle Katarn's ship, Baron Soontir Fel's TIE fighter/Clawcraft and such), esentially becoming a very good anti-FighterHero unit.
This kinda puts it into a unique place, as fighter heroes are tipically hard to lock down into one place and kill, since they can get out quickly when on low-health.
But if you happen to have the Night Caller around, you can attach a tractor-beam to them, therefore seriously hurting their ability to run away.
Some of my posts are sarcastic, I'm just gonna put that out there.
I am very much looking forward to the night-sister hero icon.
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: Ryan T. on December 27, 2017, 09:22:38 PM
Love the mod, but every time I kill Zsinj (playing as the greater Maldrood)  the game crashes. Whether I play the battle out it crashes at the end and if I auto-resolve the game Insta crashes. Runs perfectly fine in all other scenarios, the large battles run a lot smoother than other mods. However I can't get around the black hole that is killing Zsinj. like the game doesn't want me to kill him, sorry I'm doing your job for you new republic...
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: Joe on February 16, 2018, 03:37:10 PM
All of space is showing up as green.
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: Corey on February 16, 2018, 06:35:40 PM
Delete the Shaders folder from Art.
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: JimboJet on February 16, 2018, 07:12:35 PM
Every time I load a save the game crashes. Any advice? Otherwise I am really enjoying it! :)
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: 0ffkilter on February 16, 2018, 08:29:18 PM
Did you make sure to load the mod before loading the save?  I tried loading the save without being in the mod first and that went horribly. 
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: JimboJet on February 16, 2018, 08:44:29 PM
I get to the mod main menu first if that what you mean? (Sorry if I’m missing something obvious)
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: 0ffkilter on February 16, 2018, 08:50:31 PM
Yeah that's what I meant.  Do the versions of your save and the mod match up?  Probably can't use a 2.15 save in 2.2 demo and vice versa. 
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: Corey on February 16, 2018, 09:19:08 PM
There's a known issue accross most EaW mods to some extent which has become more of a problem since the official patches with saves. We think it's not an issue in 2.2 so far, but it's unlikely we'll be able to issue a patch for 2.15 before 2.2's release
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: JimboJet on February 16, 2018, 11:05:21 PM
Yes both are from the 2.2 demo. I do not have 2.15 installed (I only got this game again a few days ago) this is the steam version if that helps.
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: Corey on February 16, 2018, 11:25:03 PM
The same issue would apply to the 2.2 demo as 2.15, the changes which I believe sorted it out were made after the demo.
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: JimboJet on February 16, 2018, 11:50:17 PM
Ahh ok, that makes sense, thanks for the info!
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: XxNovaStarxX on March 31, 2018, 09:31:28 AM
I have two bugs to report:

When using stormtroopers, they come with 2 speeders, which still uses a stormtrooper icon.

The New Republic Airspeeder cannot hunt for enemies, when when given the command.

Edit: Oh, I think there was a bug with some republic infantry taking a long time to deploy, but i can't re-create it. It may have just been me.
Title: Re: 2.2 Demo Known Issues and Bug Report Thread
Post by: C-2 on March 31, 2018, 03:29:22 PM
Hey,

If i want to move ground units to around, there is sometimes this "Error Sound" but it seems to be meaningless because my units sometime move anyway. What is the intention of this Sound?

If i move a ground unit from the planet into space it will be shown for about 5 seconds on ground and in space (But this could be the performance on my low-end-pc  :'()

Good news: I could reload my gc every time i wanted to.