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Official Petroglyph "Need to fix" Thread - 1.02 Patch Released


Darth_Torpid-PG

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1) Sometimes when the enemy destroys a turret, the turret doesn't disappear and it can still shoot back. This will also allow you to build another turret so you can have 2 overlapping turrets on one pad.

 

2) Deploying the Rebel Artillery unit on the edge of a force field will cause it to get stuck and it cannot be moved again. Not sure about the Imperial one, have not played Imps yet.

 

3) What is up with the enemy AI? It keeps churning out Missile corvettes and my space station doesn't have a chance. AI doesn't retreat as well and usually loses it's fleet.

 

4) Destroying a space station's hangar will stop all reinforcements. Shouldn't it stop the fighters only?

 

5) AI can use an overhaul. In ground battles, they usually congregate at one point and I find it's because they're trying to squeeze all those units into the circular sandbang thingy. Get rid of those. They're just waiting to be bombed.

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I've been playing the game tonight and thoroughly enjoy it. Thanks, Petroglyph! (As I said on another forum, this has to be the worst purchase I've ever made...since I'm supposed to be writing a physics thesis this year!)

 

My only patch-worthy comment is that I've had a bit of intuitive trouble with the galactic map. I think there are a couple of things you could do to make galactic map gameplay smoother for players.

 

First, hyperspace routes: Some planets are near each other but I don't seem to be able to travel between them; some are far away but are connected; and it's not entirely obvious to me which is which. For instance, on the Imperial mission where you must escort Vader to Geonosis, I accidentally left Coruscant undefended after I failed to realize that a Rebel attack fleet could travel to Coruscant all the way from Eriadu--I actually thought that trade route connected Byss and Eriadu at a quick glance and had all my defense fleets around Byss! I'd appreciate a more obvious, intuitive display showing which planets you can travel to. I'd say that when a planet is selected, whenever you mouse over another planet the route connecting the two planets should be shown. Don't wait for a player to drag a fleet around to show those lines.

 

Second, it's tough to see where and what has been completed when the "building/unit complete" or "I'm ready!" noise sounds on the galactic map. I've seen the little hammer icon on a planet blink sometimes for those events, but sometimes nothing changes on the galactic map and I have to go hunting around to figure out what happened--particularly troubling when I have many things building at once, and want to send them different places. Here, I'd suggest that when a unit, building, upgrade, or whatever is completed, the droid helper should pop up a tooltip showing the completed unit icon and the name of the planet. Clicking on the tooltip should go to the zoomed-in view of that planet. These messages could stack vertically on the screen so you can see, say, the last three units built.

 

Edit: I've also noticed that if you right-click a build pad near the bottom of the screen, the six build buttons appear partially underneath the command bar. The build buttons don't work when that happens.

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couple things i noticed..

 

1. in a ground battle an AI controlled AT-AT was able to fire over top of a building that it did not appear to be taller then. in either case it was able to target my units on the ground which should be impossible even if the AT-At is slightly taller than the building

 

2. it looks like at least for rebels,.. bombing runs do not do friendly damage? dont get me wrong,. .its nice to be able to stand in the middle of a bombing but would add to the strategy if this was tweaked

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I think Tartons Patrol Cruisers need to be toned down a bit. Without the boost weapon power tartons pose a threat but are not impossible to take down.However once the AI(or me) use the boost weapon power fighters have absolutely no chance. I've had 3 Tartons destroy almost 40 fighters and bombers before the boost wore off. I think it needs a much longer recharge time. Or perhaps a different ability. While many people will say *use frigates to take care of them first* The problem lies that less than 15sec into the battle the Tartons are already beginning to come all around me. When I played imperials I never feared fighters because all I had to do was have a couple fo tartons and boost weapon power to kill all the fighters off and finish up the survivors with TIE fighters

 

*Edit* Nevermind I adjusted my stragety and found them pretty easy to take down.

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I honestly believe the Space scenarios need to be handled like a ground assault, when the fight starts you're most powerful unit is in play, and you have to call in the rest... Or spawn the Y-Wings at the rear of the fleet, those first few moments of the fight can make or break you depending on your reaction time, drives me nuts that the FIRST thing I need to do in a fight is retreat my Y-Wings to a safer location until I need them. I'd rather they wait in hyperspace until I believe it's clear for them to enter play....

 

Also a somehwat reproducable problem is that when I capture a build pad and then build something on it, if the infantry is too close when the building is built they will get stuck in it until sold. This also happens with you deploy the Rebel artillery... Not sure about the Imperials as I haven't played them yet...

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Running V1.02 of EaW:

 

1. In Galactic conquest, when attacking smuggler systems that do not have a space station my ships will target large asteroids. Not a critical issue, just a small distraction.

 

2. On ground battles, vehicles will sometimes get stuck inside turrets if they are standing on the build pad when a new item is built. I was able to 'wiggle' a tank free by giving several move orders because each time it rotated it would move a little.

 

3. On ground battle, experienced a major slow-down followed by an exception error that locked up the progam. I alt-tabbed to the windows error message, which said something like "unable to access memory at location... etc.." After choosing "Cancel" on the error message dialogue box the game closed. I'm running XP-Pro with all service packs, ATI Raedon 9550 256Mb, SB Audigy2 ZS, all drivers are current, apx 750Mb RAM, 2.8Ghz P4 processor. Nothing was running except the game. I've noticed that restarting the game once in a while keeps the performance up, but that's a pain.

 

4. In the Imperial campaign, I had a planet heavily defended with a fleet, space station, and large ground force. The rebels launched a raid and retreated after I defeated them on the ground. A space battle began when my orbiting fleet intercepted the retreating forces. The rebels received control of my level 5 space station and sensor array, although I still owned the planet. I had to fight my own space station (it used the rebel station model) and rebuild it after the battle.

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3. On ground battles, experienced a major slow-down followed by an exception error that locked up the progam. I alt-tabbed to the windows error message, which said something like "unable to access memory at location... etc.." After choosing "Cancel" on the error message dialogue box the game closed. I'm running XP-Pro with all service packs, ATI Raedon 9550 256Mb, SB Audigy2 ZS, all drivers are current, apx 750Mb RAM, 2.8Ghz P4 processor. Nothing was running except the game.

 

 

I would download Memtest86 and check your system RAM, normally those kinds of errors is a sign of bad RAM....

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I would really like to see an option where you can set how the death stars destruction plays out. Right now, if you defeat the death star, you win the game. I got into a debate with my brother about whether or not he should build the death star. He did not want to because, well why shoud he? He'll just destroy all the planets, and then if i do get his deathstar its all over. Wheres the fun in destroying planets? I mean, if the imperials are losing, then its satisfying to see an enemy planet blow up, but then if the other person destroys the death star, over, simple as that, its done. I just think there should be an option in-game in the LAN setup. It might seem a little stupid, but an option like this could allow for much more grueling fights. I think the Death Stars great, and that the empire can build more than one (they did in the movies), but why have such a brisk and unsatisfying ending to a game that takes so much time? By the way, I really do, absolutely love this game, same goes for my brother. It looks like you guys put a lot of effort into knowing your Star Wars stuff. I really beg of you to please consider this, or tell someone at Petro :)....

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On the urban maps, sometimes units cast shadows through solid objects. I think it was civilian infanty and they were standing near the edge of a raised surface. The shadows were cast down through the ground and could be seen on the vertical face of the cliff below them. Sorry I don't have a screen shot.

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bombing runs do not do friendly damage? dont get me wrong,. .its nice to be able to stand in the middle of a bombing but would add to the strategy if this was tweaked

 

SOOOOO second this. It occurs on the Imperial side as well. Every action should contain benefits AND risks. Friendly fire is a MAJOR cause of mortality IRL and it seems spectacularly weird to see all my ATSTs and imp troops survive a very non-surgical strike ;).

 

Also, would like to see the bombers be a bit more intelligent. Say I select an area to bomb, but just shy of that area an artillery area shows up en force. It would be nice to signal the bombers to that area (within a set radius from the original bombing spot) to adjust for the newest threat. It is a bit frustrating to call in a bombing run and JUST as the bombers appear on the opposite side of the map I either need to adjust the run or even call it off (so I don't have a reset of the timer). No options there.

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I am concerned about the hyperspace arrival points of fleets: sometimes, such as over Bestine (I think), my imp force arrives in the largest nebula cloud. This is a very illogical choice since it puts me in a very negative position with no specials and no shields. Despite my presence in the cloud, I'm almost instantly attacked by Rebel AI (who, for all intents and purposes, cannot technically "see" me due to the nebula). It seems that the jump points should not be in such odd places, especially if the map has other areas that are technically wide open.

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(1.a)

Hello i have experienced more issues with objects flying through each other (i posted earlier about the asteroid issue) in single and multiplayer mode. Frequenty i find my large capital ships such as star destroyers and mon calamari cruisers flying through each other. I recall reading about the difficulty in programming the cruisers to stop flying into each other but it looks like this area needs further work.

 

(1.b)

During multiplayer i also experienced a mon calamari cruiser fly through a space station and stop inside it. At one point it was completely disguised inside the station. Heres a screenshot:

 

moncal.jpg

 

(2.)

This is probably a compatibility issue with my graphics card but occasionally i experience invisible units during online skirmishes. At times i find myself being attacked by starships and fighters that arent even visible on my screen. I can see the direction of the source of laser fire but not the source itself. This is not due to fog of war or nebulas, this is in open space. I have spoken to others and they have experienced this problem also.

 

Machine Spec

Here is my spec if needed:

 

Intel Pentium 4 2.8GHz

Radeon 9800 128MB

1GB PC2100 DDRAM

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I'm no programmer neither do I know what it takes to make a game like this (or any game for that matter) but you seriously need to prioritise the multiplayer issues EaW has. Even if it takes a total overhaul of the multiplayer mechanics. There isn't one person who hasn't had some kind of issue when trying to play online and this is really gonna hurt you in the long run if you don't fix this asap.

 

Let me just say before people accuse me of being a hater, EaW is a great game by itself, amazingly it's a lot of fun online, WHEN we get the rare game going.

 

I am also concerned by the apparent and sudden lack of forum activity from you guys. Forget the doomsayers, the damage can be repaired very easily, just get us all playing online.

 

 

 

 

Currently Multiplayer is the priority for fixes. The first patches made some headway in this area. Currently it seems that much of the problem lies in firewall configuration; if one person has their firewall set up incorrectly, it can hose all the other players. We are working on a solution and will update you as soon as possible.

 

As to the other issues, I am compiling a list now based on feedback here, and I will send it off to the coders and QA people when I am finished. It is up to management from that point to prioritize and assign people to fix the issues (balance issues generally end up on my plate, while coders will work on the other issues).

 

I've noticed a few people getting exception errors. If you check your game root directory you should have a file called EXEPT.TXT or similar. If you can cut and paste this into a private message I will forward them to the coders - this will help immensely.

 

As to my personal absence, I had a family emergency Friday, and Monday was a company holiday. I'm not avoiding you guys :)

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(2.)

This is probably a compatibility issue with my graphics card but occasionally i experience invisible units during online skirmishes. At times i find myself being attacked by starships and fighters that arent even visible on my screen. I can see the direction of the source of laser fire but not the source itself. This is not due to fog of war or nebulas, this is in open space. I have spoken to others and they have experienced this problem also.

 

I have a screenshot of what MadMatt was talking about:

 

invisaccla3bp.jpg

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