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Author Topic: 2.1 Bug Report  (Read 69237 times)

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June 19, 2014, 01:47:39 PMReply #80

Midiarbite

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Re: 2.1 Bug Report
« Reply #80 on: June 19, 2014, 01:47:39 PM »
So, I can't get the Holocron to give me data on a planet like it says it should.

June 20, 2014, 10:28:59 PMReply #81

Offline Phunnyphil

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Re: 2.1 Bug Report
« Reply #81 on: June 20, 2014, 10:28:59 PM »
From what I've played, I've had the problem with just about all Super Star Destroyer type ships that when you select them to attack a target, they stop moving; even if the target is out of range. And sometimes, when I make it move to a location, it spins around in a half circle, just to spin back and then go. By the time it's done spinning, the battle is usually already over.

June 20, 2014, 10:34:09 PMReply #82

Offline tlmiller

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Re: 2.1 Bug Report
« Reply #82 on: June 20, 2014, 10:34:09 PM »
From what I've played, I've had the problem with just about all Super Star Destroyer type ships that when you select them to attack a target, they stop moving; even if the target is out of range. And sometimes, when I make it move to a location, it spins around in a half circle, just to spin back and then go. By the time it's done spinning, the battle is usually already over.

Known issue and a limitation of the game engine.  Nothing any mod can do about it.
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June 23, 2014, 02:48:29 AMReply #83

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Re: 2.1 Bug Report
« Reply #83 on: June 23, 2014, 02:48:29 AM »
Known issue and a limitation of the game engine.  Nothing any mod can do about it.

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June 23, 2014, 04:03:08 AMReply #84

Offline Raltiir

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Re: 2.1 Bug Report
« Reply #84 on: June 23, 2014, 04:03:08 AM »
Not sure if it is a bug or not, but the visvia wont fire its main cannons unless it is selected and told to target a specific ship.  Also, it seems like sometimes it can be attacked by enemy ships from outside its range and it is unable to shoot at its attackers at all.

June 23, 2014, 05:18:26 AMReply #85

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Re: 2.1 Bug Report
« Reply #85 on: June 23, 2014, 05:18:26 AM »
It does shoot whenever it has the chance to, it just has a significant cooldown and couldn't hit corvettes (I think we're changing this in the patch, not 100% sure on that), however since the particle is the same it's harder to tell. We're going to get a new particle for it so it's more obvious.

It has the same range as most ships in the mod (2000), however there are a few ships that go above 2000. This is also meant to be part of the choice between the Brask and the Visvia- one is much better once you can get the enemy to come to you, but the other is better at wider map control.
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June 26, 2014, 03:43:12 PMReply #86

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Re: 2.1 Bug Report
« Reply #86 on: June 26, 2014, 03:43:12 PM »
You can't build Victory-1s as the Pentastar Alignment, or is this deliberate?

June 26, 2014, 04:03:09 PMReply #87

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Re: 2.1 Bug Report
« Reply #87 on: June 26, 2014, 04:03:09 PM »
You can't build Victory-1s as the Pentastar Alignment, or is this deliberate?

If you're playing with Balance & Flavor, this is deliberate, as Vic Is can only be built in CSA planets (CSA bought 520 Vic Is from the Empire IIRC). You can use Munificent missile frigates to fill their role until you get your hands on Vic Is.

June 27, 2014, 05:52:20 PMReply #88

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Re: 2.1 Bug Report
« Reply #88 on: June 27, 2014, 05:52:20 PM »
If you're playing with Balance & Flavor, this is deliberate, as Vic Is can only be built in CSA planets (CSA bought 520 Vic Is from the Empire IIRC). You can use Munificent missile frigates to fill their role until you get your hands on Vic Is.
Whoops, my mistake.

June 29, 2014, 11:18:39 AMReply #89

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Re: 2.1 Bug Report
« Reply #89 on: June 29, 2014, 11:18:39 AM »
Going through the in-game stats (again) following the recent discussion on the weapon/balancing system.  Spotted a couple of minor errors:

* One of the Corona's two turbolaser hardpoints only fires 2 shots per salvo instead of the 5 intended.
* Syndic has two hardpoints named <HardPoint Name="HP_Syndic_Mega_02"> (pretty sure one of them ought to end _06).
* Combat Escort Carrier (PA) has uneven hardpoints - one DT fires 1 pulse, the second fires 2; one LC fires 4 pulses, the second fires 5. They should probably both be 2 and 5 pulses respectively.
* Laser cannon armaments are all over the shop - Lancer, CR90 etc are awesome but then stuff like the Escort Carrier (and possibly Interdictor Cruiser etc) seem to have been left behind.
* One of the Venator hardpoints may have the wrong number of pulses (first reported by Vulcanus, I think?) and is also missing it's two proton torpedo hardpoints per balancing spreadsheet (or one proton, one conc hardpoint if preferred).
« Last Edit: June 30, 2014, 06:25:03 PM by Slornie »
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July 08, 2014, 10:55:52 PMReply #90

Offline Thuellai

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Re: 2.1 Bug Report
« Reply #90 on: July 08, 2014, 10:55:52 PM »
Finding lots of missing text popping up in the galactic log while playing From the Ground Up as the New Republic.  I assume it's either battles being won/lost that I'm not seeing, or warnings that I'm about to be attacked (it IS frequently followed by an attack by an EotH fleet, but I've been getting warnings about EotH fleets just fine at other times and it's more frequent than the battles)

August 02, 2014, 11:43:46 PMReply #91

Offline Indignation211

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Re: 2.1 Bug Report
« Reply #91 on: August 02, 2014, 11:43:46 PM »
Some issues i've noticed playing From the Ground Up as Imperial Remnant:

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

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

I'm playing on Captain difficulty.

August 03, 2014, 12:48:49 AMReply #92

Offline Vulcanus

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Re: 2.1 Bug Report
« Reply #92 on: August 03, 2014, 12:48:49 AM »
Not everyone starts the FTGU campaign with only a single planet, only the player. AI starts with multiple planets to (presumably) help them expand, since EaW AI can be a bit passive at times.

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

August 03, 2014, 01:29:33 AMReply #93

Offline tlmiller

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Re: 2.1 Bug Report
« Reply #93 on: August 03, 2014, 01:29:33 AM »
Not everyone starts the FTGU campaign with only a single planet, only the player. AI starts with multiple planets to (presumably) help them expand, since EaW AI can be a bit passive at times.

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

I would agree though, FTGU is impossible to play as the IR.  I was attacked by the Viscount at week 26.  Simply put, there's no way to survive when they're building up that powerfully that early.
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August 03, 2014, 03:51:22 AMReply #94

Offline Vulcanus

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Re: 2.1 Bug Report
« Reply #94 on: August 03, 2014, 03:51:22 AM »
I would agree though, FTGU is impossible to play as the IR.  I was attacked by the Viscount at week 26.  Simply put, there's no way to survive when they're building up that powerfully that early.

Remnant FTGU is indeed quite difficult, but that's precisely why I like it so much. I'd rather make the NR campaign more difficult instead of easing the IR and PA campaigns.

August 03, 2014, 10:08:03 AMReply #95

Offline Indignation211

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Re: 2.1 Bug Report
« Reply #95 on: August 03, 2014, 10:08:03 AM »
So the NR is indeed supposed to start with more planets? I had a feeling it was something like that. Well, I can deal with a legit challenge.

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

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

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

EDIT: Or I guess I could also try spamming TIE Defenders. I was shunning them because they had missles instead of torpedoes (the former are half as effective as the latter against capital shields), but then I remembered they also have ion cannons and boost weapon power... they're expensive for fighters, but since anything else I build will get eaten by a Viscount in 10 seconds it could be worth it...
« Last Edit: August 03, 2014, 10:25:41 AM by Indignation211 »

August 03, 2014, 11:33:52 AMReply #96

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Re: 2.1 Bug Report
« Reply #96 on: August 03, 2014, 11:33:52 AM »
I would agree though, FTGU is impossible to play as the IR.  I was attacked by the Viscount at week 26.  Simply put, there's no way to survive when they're building up that powerfully that early.

In space, yes. On the ground, though, is a different story.
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August 03, 2014, 12:59:50 PMReply #97

Offline Vulcanus

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Re: 2.1 Bug Report
« Reply #97 on: August 03, 2014, 12:59:50 PM »
EDIT: Or I guess I could also try spamming TIE Defenders. I was shunning them because they had missles instead of torpedoes (the former are half as effective as the latter against capital shields), but then I remembered they also have ion cannons and boost weapon power... they're expensive for fighters, but since anything else I build will get eaten by a Viscount in 10 seconds it could be worth it...

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

Speaking of TIE Defenders and difficult campaigns, building a wing of Defenders at the start of the Daala campaign is in my experience the wisest possible move to make before expanding.

August 03, 2014, 01:05:59 PMReply #98

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Re: 2.1 Bug Report
« Reply #98 on: August 03, 2014, 01:05:59 PM »
The extra planets happens for all non-player factions in FTGU. If they AI starts with one planet, they basically decide it's because they've already lost and will proceed to do fuckall.

The free units are because every faction in every RTS ever cheats, and this is especially true in EaW. However, there's an added problem in that the NR seems to interact in some stupid way with EaW's AI and end up being really weird (where in some cases they become super passive, and in other cases they get free Viscounts). This happens despite the fact that there are build limits set on these units; the game just ignores them, and there doesn't seem to be anything we can do about it.
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August 03, 2014, 02:58:43 PMReply #99

Offline Indignation211

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Re: 2.1 Bug Report
« Reply #99 on: August 03, 2014, 02:58:43 PM »
Well this discussion has probably left the domain of bug reporting at this point, but im about ready to give up FTGU as IR. For whatever fleet I manage to scrape together the NR has three even more powerful fleets, and every single ship I lose is effectively another week's income whereas the NR can lose an entire fleet and not be slowed down a bit. I can't even begin to try for capital ships when im just barely hanging on. And just for the final nail in the coffin the NR gets free Viscounts...

 

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