STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

Fleet Command
spartan078ben  [vývojář] 26. čvc. v 13.49
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Hey, just wanted to say that I've really been enjoying the mod, but I noticed a bug with the Praetor-I battle group. It didn't deploy the fleet and just remained as a tiny Praetor on the map, which was funny to see as it looked like it was firing shotgun blasts and melting shields and hull off a few ships. I also have some screenshots of it, but don't know if I can send them to you or not.
spartan078ben  [vývojář] 28. čvc. v 18.04 
Probably an issue with the Praetor Group lua. I'll check it out, then push out a hotfix.
spartan078ben  [vývojář] 28. čvc. v 19.55 
Dragontalon 486 původně napsal:
Hey, just wanted to say that I've really been enjoying the mod, but I noticed a bug with the Praetor-I battle group. It didn't deploy the fleet and just remained as a tiny Praetor on the map, which was funny to see as it looked like it was firing shotgun blasts and melting shields and hull off a few ships. I also have some screenshots of it, but don't know if I can send them to you or not.

This should be fixed.
Seems to be an issue where the mod does not initiate from a save game. Battle groups seem to be completely missing after loading a save game. Will try to see if it is persistent
Naposledy upravil TheRev; 2. srp. v 23.05
TheRev původně napsal:
Seems to be an issue where the mod does not initiate from a save game. Battle groups seem to be completely missing after loading a save game. Will try to see if it is persistent


Upon further testing, it seems that what happens is both types of shipyard get swapped. The vanilla one takes the place of the modded one after a loaded save, and you need to build the modded one again it seems. Both versions also seem to be visible when no shipyard is constructed on newly conquered worlds as well
spartan078ben  [vývojář] 3. srp. v 4.58 
I don't know how to fix the first part right now, but the second of both types appearing as construction options on new planets is intended behavior. The new yards are set up to replace the standard ones as a sort of filter between battlegroups and single units.
spartan078ben původně napsal:
I don't know how to fix the first part right now, but the second of both types appearing as construction options on new planets is intended behavior. The new yards are set up to replace the standard ones as a sort of filter between battlegroups and single units.

Good to know, thank you.
Naposledy upravil TheRev; 3. srp. v 5.50
Bug noticed, Tector line breaker squadron will not spawn the squadron. Similar to Dragontalents post
spartan078ben  [vývojář] 3. srp. v 13.55 
Ethesto původně napsal:
Bug noticed, Tector line breaker squadron will not spawn the squadron. Similar to Dragontalents post

I thought I fixed that. I'll investigate and push a fix if needed.
New shipyards don't spawn any garrisons in battle. And as many people have reported, a good chunk of battlegroups stay as one ship as opposed to spawning what they're meant to.

Otherwise I've been enjoying this a lot, where it works. It makes the game lean more into the strategic than the tactical.
spartan078ben  [vývojář] 3. srp. v 19.23 
What other groups aren't working? I've only received reports about the Tector Group. I don't know how to test the new yard garrisons.
Hello. Republic Carrier Capital group (previously 3 venators, now not sure what exactly is suppose to spawn) is not working properly. Is not spawning the fleet.

And since I see some bug reports, please, do some testing before releasing new mod version.

Also, I m not sure if seperating normal shipyards from fleets shipiards is good idea.
noticed the venator fleet isn't spawning when made on planets like Rothana and Hypori. not sure if this is intentional or not
Spartan, I started doing some debuging. First of all, I didn't checked too much, but here is what I found. You put wrong ships names in GameObjects LUA files.

Example:
Spawn_Units = {
["Invincible_Heavy_Cruiser"] = {
DEFAULT = {Initial = 1, Reserve = 0}
},


You wrote here "Invincible_Heavy_Cruiser". I compared it with working script and there was just "Invincible_Cruiser". When I edited the file, script worked. Similar example is for "Dreadnought_Heavy_Cruiser". In working script you have "Rep_DHC".

That's all what I found for now, hopefully that will help. I m lack time to do proper script check.
Below you have my last working version of script for Reserve Capital Group. I need go sleep. I m waking up 4am. Do what you want with it. Debugging it takes too much time.

return {
Ship_Crew_Requirement = 1046,
Spawn_Units = {
["Invincible_Cruiser"] = {
DEFAULT = {Initial = 1, Reserve = 0}
},
["Rep_DHC"] = {
DEFAULT = {Initial = 2, Reserve = 0}
},
["Carrack_Cruiser"] = {
DEFAULT = {Initial = 2, Reserve = 0}
},
["PELTA_SUPPORT"] = {
DEFAULT = {Initial = 2, Reserve = 0}
},
},
Scripts = {"group-spawn"}
}
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