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M&B Mod Community  |  Mount&Blade Expansion  |  Major Mods  |  Star Wars Conquest (Moderators: HokieBT, Geroj, Vector, Swyter)  |  SWC: Bug report for version 0.8.x
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Author Topic: SWC: Bug report for version 0.8.x  (Read 11295 times)
HokieBT
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« Reply #15 on: May 13, 2009, 07:24:42 AM »

There is a bug in the banner selection:
Under the banners there is text from the a menu you were in before. If you click it, all banners disappear and won't be back if you leave the menu and enter it again.
thanks, the s0 string wasn't getting correctly cleared out if you had previously clicked on the Export/Import NPC's menu.
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Lymphatic
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« Reply #16 on: May 13, 2009, 10:16:02 AM »

It seems, unless someone already mentioned, that there's still a galloping animation going on when wieldinig the lightsaber pike.  I'm not sure if it happens with any other polearms.  It might have been a one-time thing for me, though, as  I haven't checked it again recently, and I never noticed it before.
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Lux CC-4361
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« Reply #17 on: May 13, 2009, 11:25:23 AM »

I have some of the above bugs, but this one I think is new:
when I aided the Emperor in battle (to speed up a siege, I hate waiting for him to fight the slow way in the map view), after we won, instead of thanking me for my aid, he threatened to arrest me (the lines usually said by enemy companies when you encounter them).
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Shatari
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« Reply #18 on: May 13, 2009, 12:51:46 PM »

I have some of the above bugs, but this one I think is new:
when I aided the Emperor in battle (to speed up a siege, I hate waiting for him to fight the slow way in the map view), after we won, instead of thanking me for my aid, he threatened to arrest me (the lines usually said by enemy companies when you encounter them).
As far as I can tell, that happens anytime you help out an ally in a battle that involved a patrol.

Speaking of patrols: I think they spawn too quickly, as sieges tend to get delayed due to the lords chasing them.
Patrols also seem to ignore pirates unless they're right on top of them, and I've yet to see the Hutt patrols ever engage a pirate force.
One other thing I've noticed is that patrols start acting weird if a planet they're protecting is captured. They will engage in combat with themselves, then break off, engage again, and ect. They don't seem to inflict casualties, so more or less just sit still and make noise.
« Last Edit: May 13, 2009, 12:55:07 PM by Shatari » Logged
HokieBT
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« Reply #19 on: May 13, 2009, 01:09:05 PM »

I have some of the above bugs, but this one I think is new:
when I aided the Emperor in battle (to speed up a siege, I hate waiting for him to fight the slow way in the map view), after we won, instead of thanking me for my aid, he threatened to arrest me (the lines usually said by enemy companies when you encounter them).
As far as I can tell, that happens anytime you help out an ally in a battle that involved a patrol.

Speaking of patrols: I think they spawn too quickly, as sieges tend to get delayed due to the lords chasing them.
Patrols also seem to ignore pirates unless they're right on top of them, and I've yet to see the Hutt patrols ever engage a pirate force.
One other thing I've noticed is that patrols start acting weird if a planet they're protecting is captured. They will engage in combat with themselves, then break off, engage again, and ect. They don't seem to inflict casualties, so more or less just sit still and make noise.

hmmm, very strange, thanks for the detailed info about these problems.   Unfortunately, MartinF wrote all the code for the patrols, their dialog, and the ship purchasing and upgrades, and he's away for a few months...   My coding skills are pretty basic, so this code is more complex then I can manage so I'm having issues understanding it and therefore doubt I can make much progress fixing it....   ???    Hopefully if I stare at it for a while I'll be able to figure it out eventually, but I'm also hoping that somebody more familiar with the module system then me offers to bug hunt at some point.  :)   So if anybody is interested let me know!
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Shatari
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« Reply #20 on: May 13, 2009, 09:22:02 PM »

A slight graphical error.
On the plus side, at least he finally got that annoying speck off of his glasses.
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Arzeal
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« Reply #21 on: May 14, 2009, 01:20:39 AM »


Quote
As far as I can tell, that happens anytime you help out an ally in a battle that involved a patrol.

Speaking of patrols: I think they spawn too quickly, as sieges tend to get delayed due to the lords chasing them.

It's not that of a big bug, really. I have played to day 92s in game, and joined several cities seiges. The patrols are easily caught by the "faster" lords and they engage near the Planets and it didnt cancel the seige.
So the seige will start after few days (for building the towers, I guess).
Not that serious trouble though.
1 thing more when I started over: If I choose Empires, and it displayed the Messenge "Empire has started a war against The Rebel Allience" then when I spawn it game, the war stopped.
But if I choose Hutts / Rebel or neutral, the war continues normally.
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alAshrad
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« Reply #22 on: May 14, 2009, 10:29:20 AM »

No idea if it's a bug or a limitation, but here we go:

It is possible to cheat by using the "Go Back" option in the Character creator-thing.
For example: You go all the way to the screen with the "Join X Faction" option.
Lets say you now select the Galactic Empire - you get 150 credits and +50 relation with that faction.
Then, if you choose to "Go Back", and this time choose the Galactic Empire again, you get ANOTHER 150 credits and +50 relation (making it 100). And when you start the game, you end up with 10 Empire Recruits (in this example).

EDIT: Maybe it is not implemented yet, but you can start the game using the Jawa race, but there is no way to look like a Jawa? (I killed dozens of their kind, but they never dropped their armor, not to mention that you don't get it at Character Creation).
I thought it would be the same with the Tusken, but at least they are dropping their armor after battle.

EDIT2: I think someone mentioned already...
Not sure if it is specific to the planet I was, but once you get into Ryloth's dungeon, if you use the door to leave you get back into the dungeon again.
I don't know if it matters, but Han Solo and Yoda were imprisoned in that dungeon.
« Last Edit: May 15, 2009, 09:34:06 AM by alAshrad » Logged
Nameless One
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« Reply #23 on: May 14, 2009, 12:24:35 PM »

It would be great if you could make the Hutt Cartel a special faction by some scripting. My idea is that they would never be at war with either Rebels or the Empire and always have 0 relations with each. Hutt "lords" and patrols would only pursue and fight the bandits. Player, and ideally AI "lords" as well, could talk to Hutt Cartel "lords" and pay them to follow them and help in combat for some time. The Hutt "lords" could also be paid to attack other lords or planets on their own, although the price would be much higher and they would outright refuse if the odds are not in their favour. Also, the player could pay to recruit experienced Hutt Cartel troops on city- and castle-equivalent planets.
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daerdevil
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« Reply #24 on: May 15, 2009, 11:31:43 PM »

Noticed a couple bugs/glitches:

Spy mission- gives a bunch of invalid item messages (sorry it scrolls too quick for me to see it all)

Hunt the spy/traitor- sets you to "wait" mode, which with the fast speed of ships, makes it tough to spot the traitor's ship-more of an annoyance as it's still do-able

Female outfit shows caucasian belly on Twil-leks...don't know if it's even possible to make armor that shows different colored skin.

On day 4 I got a message asking if I wanted to stay loyal to the Emperor

Hope the jedi powers become available soon.
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The Happy Stormtrooper
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« Reply #25 on: May 16, 2009, 02:21:50 AM »


Hunt the spy/traitor- sets you to "wait" mode, which with the fast speed of ships, makes it tough to spot the traitor's ship-more of an annoyance as it's still do-able



That's not a bug, and has been this way since Native. The idea is that you follow the tracks left by a party of 1. If you don't have a Tracking skill, then obviously you're buggered.



Female outfit shows caucasian belly on Twil-leks...don't know if it's even possible to make armor that shows different colored skin.


Only possible with underwear.


On day 4 I got a message asking if I wanted to stay loyal to the Emperor


Not sure why you're reporting that as a bug. ???
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daerdevil
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« Reply #26 on: May 16, 2009, 06:09:35 AM »

Just thought it weird that choosing a faction at the start only lasts 4 days...no biggie, as I usually just chase down the Emperor and swear my allegiance anyways. RESOLVED

That Spy/traitor thing just seems glitchy because of how fast the ships move in wait mode, but you're right...w/o Tracking, you need not apply for the task. RESOLVED
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Tyrinius
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« Reply #27 on: May 16, 2009, 11:45:51 AM »

Did anyone see town walkers at Fondor?
When I created the scene they where there, but today I've been there and didn't see anyone besides the Planet Administrator.
Would be important to know, as I want to make some variations of that scene.
yeah, i was just there and i saw 'em.
also i have another bug: at fondor when you 'take a walk on the planet' (or whatever) that landing pad that you spawn at, if you go down the ramp and turn to the right and walk behind the landing platform until you hit the "leave area" line, keep following that and when you get to the landing pad you can walk right thru the wall and then jump and your on the landing pad!
it was fun to explore a little of fondor, but it should be fixed


I fixed it. Thank you for informing me!
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Revan Shan
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« Reply #28 on: May 16, 2009, 01:06:30 PM »

Not exactly a bug, but it's a big mistake. Planets aren't correctly placed.

The mod places Mandalore next to Dathomir, when it should be at the other side of the galaxy. It should be next to Concord Dawn, near Ryloth if I'm not wrong. Here, have this map and look down.
http://www.meridiazero.org/docs/star_wars_galaxy_map_2.jpg
Mandalore and Concord Dawn are located between the Vergesso Asteroids and Ryloth.

There are more like this, but the one from Mandalore really hurts me. I suggest you check the planet's location and names:
http://images.wikia.com/starwars/images/8/88/Starwarsgalaxy.jpg
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Lux CC-4361
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« Reply #29 on: May 17, 2009, 05:08:15 AM »

Not exactly a bug, but it's a big mistake. Planets aren't correctly placed.

The mod places Mandalore next to Dathomir, when it should be at the other side of the galaxy. It should be next to Concord Dawn, near Ryloth if I'm not wrong. Here, have this map and look down.
http://www.meridiazero.org/docs/star_wars_galaxy_map_2.jpg
Mandalore and Concord Dawn are located between the Vergesso Asteroids and Ryloth.

There are more like this, but the one from Mandalore really hurts me. I suggest you check the planet's location and names:
http://images.wikia.com/starwars/images/8/88/Starwarsgalaxy.jpg

That's not a bug, it's your suggestion of how the planets should be arranged. And your probably right, they should be moved according to the map. Just as long as we don't end up with faction's planets scattered across the map with loads of enemies between, that would be highly impractical. Oh, wait, we already have that.
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