Links to the steam workshop download and our discord can be found in the description! Awakening of the Rebellion is a total overhaul of Forces of Corruption. Inspired by the old RTS Star Wars: Rebellion, AotR brings many features from this game and other titles such as a more in-depth mission system, tech system, and many new units! Immerse yourself in the Galactic Civil War era as the fledgling Rebellion, the oppressive Empire, or the criminal Black Sun pirates. This mod is not for the feint of heart and will test your RTS skills with a completely overhauled AI and difficulty. Versions newer than 2.6 can be found on the steam workshop only (due to issues with the non-steam versions)

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BIG 2.7.1 Bugs List (Games : Star Wars: Empire at War: Forces of Corruption : Mods : Awakening of the Rebellion 2.8 : Forum : Bug Reports : BIG 2.7.1 Bugs List) Locked
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Feb 22 2019 Anchor

This list is from my experience of playing and winning an entire 2.7.1 Imperial GC. I did not auto-resolve any space or ground battles.

1> The Arc Hammer's laser projectiles are invisible.
2> The KDY Representative doesn't reduce every KDY ship. Some are still the standard price.
3> Imperial Shock Troopers move in a glitchy way.
4> Indigenous Noghri and Geonosians, have missing projectiles. And Mustafarians have an incorrect icon picture.
5> Thrawn's Star Destroyer doesn't spawn any TIE Defenders.
6> The Corellian Heavy Frigate with the LAF-250s compliment doesn't spawn any fighters.
7> The Hapen Battledragon's cluster bomb ability works but does no damage.
8> Two Commander Dorias will spawn after you upgrade to Tech Level 4.
9> Commander Screed's description says he uses a Loronar, but he's using a Gladiator.
10> Some travel routes on the GC map are not showing a travel line from planet to planet. One example of this is Kuat to Chandrilla.
11> [MISSING] text: TIE Bomber Squadron, Phase II Dark Troopers, WLO-5 Speeder Tank(After battle report screen), Vader's TIE Fighter Squadron, Droid Log(Happens now and then).
12> The Field Commander's repair vehicle ability is not working right. For example, I tried to heal one of my juggernauts with no success.
13> If you fail the KDY mission. There will still be some KDY ships available, like the Bellator.
14> TIE Scouts don't count towards the population limit.
15> Some units like Squad Leaders and Field Medics don't appear on the radar.
16> Some planets have missing descriptions. One example of this is Deltooine.
17> General Covell's Stormtroopers can heal vehicles? I'm not sure if this is right or not so I put this down as a bug.
18> Rescue Thrawn from Roche mission, after this mission appears, Thrawn is still available for use. And after you complete the mission you will get a 2nd Thrawn lol.
19> Some heroes like Vader's Star Destroyer, will not count towards the population limit if you put him in the squared slot in the top left corner. Basically the first unit in a space battle square.
20> You can cheat the build limit. For example, you can build 4 Imperial Field commanders then stack 5 in a build que. Or you could have several barracks on different planets building them in stacks going way over the build limit.
21> Factories and Barracks can be upgraded at the same level by build stacking the same upgrade level. If the AI is stupid enough to do this it will waste its money.
22> Some build pad turrets are unhittable. For example, the main laser cannon of a juggernaut can't hit a rebel anti-infantry turret.
23> Repair satellites can sometimes but very rarely take hp away instead of increasing it. Like I said it happens very rarely but I have seen it happen a couple of times.
24> Some build pad turrets won't fire automatically on hostile structures. Example 1, an imperial Anti-infantry turret will fire at hostile structures but the imperial anti-vehicle turret will not. Example 2, Proton Torpedo Turrets won't fire at the indigenous civs on Taris(This might be the case with other units but I have not noticed this). And one small issue, AA turrets can target structures.
25> Rebel Camp is missing its health bar and if you target it with air units they will sometimes fly into space xD. And it has a frozen dropship far above it(can only be seen if you zoom out to the max).
26> Some of the events have mixed up SFX languages. For example, the event that triggers the death of Ozzel, there is a mix of English and German in that sequence of SFXs. It's abit confusing.
27> In some space maps there's a spot on the map where your ships will automatically fire at an empty spot.
28> Vader lost his ability to use any of his force powers while I was using him in a few ground battles in GC. I think this happens when he is unable to use the force on a certain types of unit.
29> Vader can't force crush on certain units and structures. Some examples are the Pirate Speeder, capturable structures, and a Pirate Outpost on Nimban that couldn't be destroyed.
30> Some force powers don't work on certain units. When I was using Vader in a GC ground battle I would encounter this alot. The AAC-1, Trandoshans(buyable and indiginous), Rebel Field Medic, Rebel Squad Leader and Gian Speeder(also doesn't appear on the after battle report screen) were some of the units I remember having an issue with.
31> Some mission text show that it is from Mon Mothma instead of Tarkin, etc.
32> Turbolaser towers can sometimes fire a few shots off after their power generator has been destroyed.
33> AA Turrets can't target air units very well. Do a T-47 vs one AA turret and you will see the problem.
34> The Black Sun's special plasma weapon on their space station can be affected by missile jamming abilities, it doesn't look right so I put this down as a bug. And in GC the special plasma weapon on the space station is missing.
35> Some GC planets have missing map images and structure placements on the area where you can manually place structures yourself.
36> Some units have weird hitboxes. For example, I beat Rebel One with a single Carrack just because I had it in an unhittable position.
37> Some units like the Tector(I love this ship), Imperial Escort Frigate, Broadside Cruiser, Pinnance, Bellator, Braha'tok-class Gunship, etc. Are missing in skirmish mode.
38> Imperial Tech Level 4 Upgrade says in its description that it can unlock Tech Level 5 Upgrade. I don't think there is a level 5.
39> Storm Commando Units have a Nogri icon on the GC map, and on ground missions. Their Imperial Escort Frigates don't count towards the population limit in space battles. They having missing text on their container hardpoints. And the Storm Commando Tech's ability has [MISSING] text.
40> The Death Star II on its own in a space battle doesn't bring in any space units. Meaning it cannot be defeated in a space battle. Its super laser that can target smaller ships sometimes stops working. And it doesn't count towards the population limit in a space battle. And the AI will not retreat from a battle when it's just the Death Star, so it just sits there getting destroyed by the super laser.
41> There were some heroes that I didn't see in GC like Captain Needa for example.
42> Some units and structures don't appear on the after battle report screen. For example, units like Prince Xizor, Tyber Zann, Bossk, etc. And almost every structure.
43> The structure that spawns the Night Sisters has an incorrect name, description and icon.
44> You will get a pitch black screen in cinematic mode(spacebar) now and then. Very minor but I have not experienced anything like this before.
45> CSA units/structures have missing icons, and they don't show up on the after battle report screen.
46> The TIE model that drops off the Inquisitors seems to be abit too small, maybe it's just me idk.
47> The Death Star's cinematic destruction of a planet during a space battle is plagued with black and overzoomed screens.
48> After you win a GC the rank and efficiencies are all wrong.
Suggestion 1> Vader is way too powerful, I don't know about you guys but I can usually conquer a well defended planet with him alone. Maybe you should reduce his hp/hp regen.
Suggestion 2> The Black Sun's AI builds way too many Cantinas, maybe this structure should have a smaller build limit.
Suggestion 3> Imo Indigenous Mandalorians should be allied with the Black Sun in ground combat.
Suggestion 4> Could you add buildable Fleet Commanders for the Empire and Rebellion/New Republic?

Apr 2 2019 Anchor

I'm using the steam install for this. I'm trying to play the rebellion, and when I research space tech it doesn't allow me to build new units.

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