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SotP Public Release Bug Reports


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#21 Syrenthra

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Posted 16 December 2013 - 11:53 AM

I just played a match as the UNSC and I had an issue with the Charon frigates. When I had my fleet commander as the pheonix assault ship and told the fleet to attack something, the Charons would ignore the attack command and would basically act as siege frigates from vanilla. I played the game last night and had no issue like that arise, I don't know of any thing different that I did but I will keep my eye out for it happening again.



#22 Defender0

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Posted 16 December 2013 - 11:59 AM

I just played a match as the UNSC and I had an issue with the Charon frigates. When I had my fleet commander as the pheonix assault ship and told the fleet to attack something, the Charons would ignore the attack command and would basically act as siege frigates from vanilla. I played the game last night and had no issue like that arise, I don't know of any thing different that I did but I will keep my eye out for it happening again.

this is just ship AI behavior, any non capital ship that can bomb planets will automatically go for the planet



#23 Syrenthra

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Posted 16 December 2013 - 12:23 PM

this is just ship AI behavior, any non capital ship that can bomb planets will automatically go for the planet

I figured they would go for the planet but I had an issue that they wouldn't attack other ships when I told them to if the selected ships had a mix of them and other types. If I remember I didn't have an issue with that last night, perhaps I am wrong but that is just my observation



#24 All_Under_Heaven

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Posted 16 December 2013 - 12:59 PM

Since this mod is the only reason I got Rebellion, I just copied the Sins of the Prophets files into the game and it worked.

So did I but every time I load a game with the flood on, the pirate system is already down and the flood shows as having been killed in the bounty tab



#25 Cole Protocol

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Posted 16 December 2013 - 01:02 PM

All_under_heaven. That sounds strange, are they replaced with vanilla pirates? Have you found the home worlds?

Scifidude; that's a known issue, usually map dependant. Can you give us a specific map example?

Any map really, even my custom maps that i make out of galaxy forge, so im not sure whats happening there, but my drones can still get to them, so not a HUGE problem, but it looks a little wonky from a visual point of view.

 

EDIT: the bug:

Spoiler


Edited by scifidude777, 16 December 2013 - 01:22 PM.


#26 Cole Protocol

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Posted 16 December 2013 - 01:08 PM

HUGE BUG FOUND, my haven star base kinda, moves...



#27 Defender0

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Posted 16 December 2013 - 01:09 PM

HUGE BUG FOUND, my haven star base kinda, moves...

thats not a bug, thats entirely intentional


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#28 Cole Protocol

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Posted 16 December 2013 - 01:10 PM

thats not a bug, thats entirely intentional

Ohh right, high charity model and everything, duh forgive my stupidity.



#29 XtremeRoflcopter

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Posted 16 December 2013 - 02:33 PM

Okay while going through Galaxy Forge I was looking at what I could add to specific planets in terms of artifacts and bonuses when I noticed that the "Expert Metal Miners" bonus was not there. The "Expert Crystal Miners" was there but metal miners were not.

 

In fact the only planetary bonus to be found is Expert Crystal Miners... no mega fauna or anything that can be custom set. Though I have seen other bonuses appear I do not know why they can't be found in the editor. 

 

I believe it was deleted by accident some time ago when someone was editing the mod.


It's easier to work on a map if a lot of Rum is involved...

#30 XtremeRoflcopter

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Posted 16 December 2013 - 02:50 PM

In regards to sci-fi dudes post about his resource asteroids being outside of the grav wells that is a known problem. It is mostly likely a custom map you made that you are talking about. Ever since the dev team increased the sized of the grav wells and movement zones all custom maps need to have each planets radius' expanded.

 

Try these settings for each planet and see if asteroids appear outside the grav wells. 

 

MoveAreaRadius 60000

HyperspaceExitRadius 50000 

 

Keep in mind you need to do this for all planets you added in Galaxy forge. 


It's easier to work on a map if a lot of Rum is involved...

#31 Cole Protocol

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Posted 16 December 2013 - 03:00 PM

In regards to sci-fi dudes post about his resource asteroids being outside of the grav wells that is a known problem. It is mostly likely a custom map you made that you are talking about. Ever since the dev team increased the sized of the grav wells and movement zones all custom maps need to have each planets radius' expanded.

 

Try these settings for each planet and see if asteroids appear outside the grav wells. 

 

MoveAreaRadius 60000

HyperspaceExitRadius 50000 

 

Keep in mind you need to do this for all planets you added in Galaxy forge. 

Ok, but it happened in a map made by the mod team first, not just mine, not sure if thats different though.



#32 XtremeRoflcopter

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Posted 16 December 2013 - 03:16 PM

Found a bug when you are looking at the bar on the side of the planet that displays the unit types and their numbers. When you have an Orion in that bar rather than show a little cute unit symbol we see the Orion unit card... 


It's easier to work on a map if a lot of Rum is involved...

#33 XtremeRoflcopter

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Posted 16 December 2013 - 03:17 PM

Ok, but it happened in a map made by the mod team first, not just mine, not sure if thats different though.

I'll need to know which map this is. 


It's easier to work on a map if a lot of Rum is involved...

#34 Cole Protocol

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Posted 16 December 2013 - 03:29 PM

I'll need to know which map this is. 

The 3v3 map that is not in vannila, i will edit this post with the full name when i get a chance.



#35 Moustachio86

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Posted 16 December 2013 - 03:36 PM

So did I but every time I load a game with the flood on, the pirate system is already down and the flood shows as having been killed in the bounty tab

That sounds like you have turned off flood in the main menu options. I would be very surprised if that's not the case. Double check before you load up a game that you ensure it's not set to 'flood off', it's in the same menu as locked teams and fleet size. Keep in mind also some of the custom maps don't include flood deliberately.

Yeah, Scifidude, Rofl's probably the best to speak to about this but as far as I know vanilla maps SHOULD be fine. The gravity wells were increased in size a while back to make SMAC walls less effective, some of the asteroids didn't get the message.

Edit: yeah. It's a custom map, it's just called 3V3 I think. In all honesty I think that map was more of a placeholder that never got finished. Chokepoint is a better map altogether.

#36 Cole Protocol

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Posted 16 December 2013 - 03:40 PM

Spoiler

 

Funny part is, the roids are actually the only one i have not noticed it happen to, doesnt mean it will not do it at some point, but it seems to effect terran planets, and now that i think about it, its mostly on the one map, i have had it happen few times elsewere.

 

and rofl, it is 3v3PVPMap.



#37 Moustachio86

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Posted 16 December 2013 - 03:45 PM

I realise now I made a mistake in my explanation.
The issue is that vanilla asteroids (the planet type) by default had a very small radius, and regular planets had a larger but still smaller than SotP radius, which was changed a while back. Resource Asteroids keep the coding to have a high radius, as (I think) it's part of the base coding. In contrast when a new map is made it doesn't recognise the general blanket increase in well size. As such you have resource asteroids which adhere to SotP gravity well size and actual gravity wells that are vanilla size.
The issue will only happen on custom maps, I can't give exact mechanics but I presume somewhere in the main game someone changed that value and it affects all default maps, whereas galaxy forge maps are designed to be customised so they will revert to normal.

#38 Syrenthra

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Posted 16 December 2013 - 03:50 PM

Just found a bug on the breaking point map: I tried playing it as Covenant with an ally as covie too against 2 unsc ai and as soon as the match starts my ally is defeated



#39 Cole Protocol

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Posted 16 December 2013 - 03:52 PM

Just found a bug on the breaking point map: I tried playing it as Covenant with an ally as covie too against 2 unsc ai and as soon as the match starts my ally is defeated

Common, happend in entrenchment too, just restart and it should fix itself.

 

And thanks, moustachio, makes more sense now, but im not too concerned over it, i still get the resources but it just looks strange astetically so i thouhgt i would bring it up.



#40 Moustachio86

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Posted 16 December 2013 - 03:55 PM

Yeah, no worries. Me and Rofl spent a good two hours last Tuesday sorting out exactly the same issue in Chokepoint. We're giving the Dev team a well-earned break for the rest of the week before we start compiling these but keep posting. It's exactly stuff like that we need!




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