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09-17-2006, 06:03 PM
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#1
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Rookie
Join Date: Apr 2006
Posts: 17
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my list of remaining bugs in 1.05
1. On some forest planets where human buildings have a square inner yard, human units get spawned inside it so they are never able to come out and stand still, awaiting destruction.
2. If you start a ground battle by sending Colonel Viers' AT-AT to the surface, the initial reading says 0/3 etc. and you get an extra slot for free. If you call him in a successing wave, he does occupy a slot.
Last edited by DmitryKo; 11-26-2006 at 06:08 AM.
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09-23-2006, 01:02 PM
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#2
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Rookie
Join Date: Apr 2006
Posts: 17
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3. If you put an in infantry unit close enough to a MPTL (or a turret construction pod), and engage firing mode (start building a turret or a station), the unit might get stuck and will not move or fire until you disengage firing mode (or sell the turret or station).
4. If you are not quick enough at conquering pirate-controllet space, pirates build a huge fleet of 12 or more pirate frigates and fighter wings which line up somewhere near the pirate base and don't move at all, though they do fire at nearby ships and fighters. Only after you destroy this huge fleet, pirate reinforcements start to hyperspace in and they do fight as usual.
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09-25-2006, 01:52 PM
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#3
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Rookie
Join Date: Apr 2006
Posts: 17
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5. The same as 4 but for ground-based Pirate battles (I have savegames to prove).
Now, am I the only one who has these glitches?!! 
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09-27-2006, 03:16 AM
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#4
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Rookie
Join Date: Apr 2006
Posts: 17
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6. The residents of Polus don't execute any death sequence when stepped over by walkers or trucked vehicles units, and remain standing as if they're alive.
Last edited by DmitryKo; 11-26-2006 at 06:09 AM.
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09-30-2006, 06:44 AM
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#5
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Rookie
Join Date: Apr 2006
Posts: 17
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7. Quick matches sometimes feature an AI player that is "helping" one of the opponents, while the other one is playing on his own. I've only experienced this is space battles, but these are what I play the most.
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10-01-2006, 09:18 AM
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#6
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Rookie
Join Date: Apr 2006
Posts: 17
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8. If you send a X-wing squadron through a gas cloud with a special ability turned on, you may not be able to re-enable the ability when it exits the cloud.
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10-13-2006, 04:17 PM
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#7
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Rookie
Join Date: Apr 2006
Posts: 17
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9. You can't leave the network game if the ping is low (often happens after some several syncronisation errors in a row)
10. You can't change keyboard layout within the game which makes multilanguage communication impossible (ask Halo developers how they do that  )
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10-13-2006, 06:17 PM
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#8
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Junior Member
Join Date: Sep 2004
Location: germany
Posts: 317
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where did u get the patch o_O
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10-13-2006, 09:37 PM
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#9
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Little Green Friend
Join Date: Aug 2005
Location: Ypsilanti, MI
Posts: 1,239
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Quote:
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Originally Posted by FunSolo
where did u get the patch o_O
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You can download the patches from the Empire at War website. Just go to the downloads section under patches.
Or, it should automatically check when you start the game up if your internet is connected.
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> Unofficial Petroglyph Fan Forums Global Moderator
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10-14-2006, 10:21 AM
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#10
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Junior Member
Join Date: Sep 2004
Location: germany
Posts: 317
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thats why im askin, cause i cant find a new patch, not on this site u posted and it doesnt update the game when i start it, since the patch 1.5 was installed
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10-15-2006, 03:17 PM
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#11
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Rookie
Join Date: Apr 2006
Posts: 17
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11. Any time I try to connect to a network game, a Windows Firewall window pop-ups in the background telling me I have some port to enable, even though all the necessary ports (13139, 6500 and 1234) and applications (Petroglyph) are already listed as open in the Exceptions (I guess these are temporary ones because they vanish after I quit EAW).
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10-16-2006, 04:23 PM
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#12
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Rookie
Join Date: Jan 2006
Location: Birmingham,U.K
Posts: 74
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look m8
there is no patch 1.6
u must be talking about patch 1.5
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10-20-2006, 04:03 PM
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#13
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Mythical Beast
Join Date: Nov 2005
Location: Manchester, England
Posts: 2,053
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I have to say there is an insane bug which has only happened once but an enemy Acclimator ship fired a huge long stream of proton torpedos. It literally was en endless line of torpedos and he used the bug to wipe out my level 5 station extremely quickly. The best way to describe it is like them drone weapons from Stargate Atlantis. Had to blow his launcher up but in the end he took out a level 5 station and 3 calamari cruisers on his own!
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10-20-2006, 05:28 PM
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#14
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Little Green Friend
Join Date: Aug 2005
Location: Ypsilanti, MI
Posts: 1,239
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Quote:
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Originally Posted by HerbieZ
I have to say there is an insane bug which has only happened once but an enemy Acclimator ship fired a huge long stream of proton torpedos. It literally was en endless line of torpedos and he used the bug to wipe out my level 5 station extremely quickly. The best way to describe it is like them drone weapons from Stargate Atlantis. Had to blow his launcher up but in the end he took out a level 5 station and 3 calamari cruisers on his own!
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I and a few other people have expierenced the same bug, I am not sure what causes it, but I do know it does occur.
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10-22-2006, 09:20 PM
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#15
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Rookie
Join Date: May 2006
Posts: 171
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Quote:
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Originally Posted by HerbieZ
I have to say there is an insane bug which has only happened once but an enemy Acclimator ship fired a huge long stream of proton torpedos. It literally was en endless line of torpedos and he used the bug to wipe out my level 5 station extremely quickly. The best way to describe it is like them drone weapons from Stargate Atlantis. Had to blow his launcher up but in the end he took out a level 5 station and 3 calamari cruisers on his own!
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WOOT go the little Acclamator! What a champ! You would be picking your jaw off the ground after seeing that!
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10-24-2006, 04:16 AM
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#16
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Rookie
Join Date: Apr 2006
Posts: 17
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12.
Quote:
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Originally Posted by HerbieZ
an enemy Acclimator ship fired a huge long stream of proton torpedos. It literally was en endless line of torpedos
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BUT it's probably just a graphics glitch, I've seen this a couple of times and the torpedoes don't really cause any damage.
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10-29-2006, 10:17 AM
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#17
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Rookie
Join Date: Apr 2006
Posts: 17
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13. If you give an order to a vehicle that is exiting from hyperspace, certain commands do not execute (for ex., IPVs do redirect power to lasers as instructed, while Maradeur Cruisers never fire a salvo even though the icon does appear; no ships ever follow the orders to move to a point etc.) You have to repeat the order after a vehicle comes to a complete stop.
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11-05-2006, 12:25 PM
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#18
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Rookie
Join Date: Apr 2006
Posts: 17
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14. If you try to connect to a game server that is currently testing or opening the connections, you will be informed that you were kicked out although it's not the case.
15. Sometimes after a connection failure the screen goes all black or the initial screen with TIE cockpit appears, along with a mouse cursor. The only way back is to restart the game.
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11-27-2006, 12:56 PM
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#19
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Rookie
Join Date: Apr 2006
Posts: 17
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16. In a network game, only the host sees "We have won" message.
Last edited by DmitryKo; 11-28-2006 at 07:01 PM.
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12-25-2006, 01:01 PM
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#20
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Rookie
Join Date: Apr 2006
Posts: 17
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17. Campaign: if you captured an Imperial planet with a Rebel raid, then tried to capture the space above but were forced to retreat, moving a ground hero unit to the orbit while the retreating forced have not reached nearby plant instantly kills all your troops on the ground and the planet gets captured by a squad of stormtroopers.
18. Campaign: moving Rebel hero units off the ground to the left side fleet slot just after the ground battle can make them disappear (the small star is present but the slot gets filled with gray and a hero's icon is no longer listed in the top right corner).
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