Republic Assault is a full scale conversion mod for the Petroglyphy game Star Wars Forces of Corruption. Using elements from both the current canon, and existing EU to create the best possible game experience.

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My Issues (Crashes, bugs et.) (Games : Star Wars: Empire at War: Forces of Corruption : Mods : Republic Assault: The Clone Wars : Forum : Bug Reports : My Issues (Crashes, bugs et.)) Post Reply
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Nov 25 2016 Anchor

Alright, I'm unable to get screens, but I can describe them in pretty good detail.

First, in both land and space battles, the AI mostly builds units that are from the base game (Imperial units, and rebel units); am I right in assuming that these units (and heroes) are here only because you haven't taken them out yet?

Second, while playing land skirmish on Hoth, the game crashed as soon as I killed the enemy Han Solo hero (Unsure why, but I'm certain he was the cause).

and Last, in land skirmish (as Republic), those landing pads normally block a turret spot (unable to build turrets in these locations).

Nov 29 2016 Anchor

This is a WIP, there will be GCW units for awhile.

Skirmish is also something that isn't actively supported, and maintained. If skirmish works, that's great, but GC will remain my focus for awhile.

Nov 30 2016 Anchor

I am fully aware of both of your points, I just wasn't sure if these were intentional, overlooked, or on the list. I just wanted to report them somehow.

Nov 30 2016 Anchor

No problem, I always appreciate when people take the time to actually go here and fill out a thread.

Nov 30 2016 Anchor

Keep up the good work, this is going to be an excellent mod when you're done!

Mar 5 2017 Anchor

Hi am not able to play your mod i keep getting see_logfile.txt and _except.txt would ya mind helping me out thank you.

Jun 20 2017 Anchor
Sergeant wrote:

"This is a WIP, there will be GCW units for awhile.

Skirmish is also something that isn't actively supported, and maintained. If skirmish works, that's great, but GC will remain my focus for awhile."

Um, just wondering, could you leave a few of the GCW units in there, like the AT-AT for instance, since it is a unit that the Republic did use? And I also want to list a few glitches here too, so that you can fix them. First, on the largest GC map, for either faction there are planets that can't be gotten to, for instance, as the republic, Nal Hutta is unreachable. and as the separatists, the planets christophsis, mygeeto, dantooine, and muunlist are all unreachable from a certain point, and christophsis just downright isn't there, cutting off corellia from tatooine. And second, the artillery glitch is for the separatist defoliator tank, it will only fire on something if the gun is closed and the target is literally touching the front of it. And the AT-OT doesn't deploy, period. Also, the confederate droid carrier, the one that's SUPPOSED to be cheaper, is not only 10K credits, but it also has ZERO fighter garrison, is terrible in combat alone, but that's the only way to use it, because out of the 80 pop cap for a space fight, the droid carrier take ALL 80 OF THEM. Sorry, but for 10K credits, the ship is nothing more than a pile of garbage. And one last thing, the republic light factory is untargetable, forcing me to auto resolve to take the system (not a huge problem I can just spam b1 droids to take the planet). Other than that, this mod is so far my favorite. You combined the best elements of the GCW and the Clone Wars into one, and it's so fun (when the AI does anything, that is). Keep up the good work, and let me know if you need more details.

Edited by: robertwilson782

Jun 20 2017 Anchor

Um, just wondering, could you leave a few of the GCW units in there, like the AT-AT for instance, since it is a unit that the Republic did use?

Some GCW units will stay, but with there proper fixes.

Nal Hutta is unreachable. and as the separatists, the planets christophsis, mygeeto, dantooine, and muunlist are all unreachable from a certain point, and christophsis just downright isn't there, cutting off corellia from tatooine

I was recently informed about some of those planets, and have decided to rehaul fleet movement. Changes include:

  • Fleet movement distance reduced to 0
    • So no hyperspacing between planets without hyperspace lanes
  • Complete remap of all hyperspace lanes
    • This creates certain choke point planets, and gives me more control on how far, and where ships can go

the artillery glitch is for the separatist defoliator tank, it will only fire on something if the gun is closed and the target is literally touching the front of it

I'll have to fix the rigging on that, thanks

the AT-OT doesn't deploy, period

Yeah, that's buggy. I'm most likely going to leave that as unbuildable in 0.9

Also, the confederate droid carrier, the one that's SUPPOSED to be cheaper, is not only 10K credits, but it also has ZERO fighter garrison, is terrible in combat alone

Hehe, looks like that got left in. Long story short, the AI was spamming upwards of 20 carriers, and I got fairly annoyed.

the republic light factory is untargetable

This has since been fixed in 0.9, all Republic factories have once again gotten new models.

Other than that, this mod is so far my favorite. You combined the best elements of the GCW and the Clone Wars into one, and it's so fun (when the AI does anything, that is). Keep up the good work, and let me know if you need more details

Glad to hear that. I'm trying to figure out that AI, but it's proving a bit more troublesome than I'd like.

Jun 21 2017 Anchor

IF you're looking to rebalance a few things, I noticed something while playing earlier today. The arquitens class cruiser (while being one of my favorite ships) is a little op, and is actually hard to fight in numbers. It could use either weaker guns (around 20%, maybe) or weaker shields, though the armor is weak, so I'll leave the decision up to you. And the confederate shipyard is a little to powerful. I managed to kill a hero venator and 2 arquitens cruisers on easy mode, but with a level 2 shipyard. the equivalent in a confederate fleet attack my republic shipyard, and I lost without getting any kills, while the hero venator fleet did literally no damage to my confederate shipyard. I feel like the separatist shipyard is either too strong, or the republic one is too weak. Just saying. And as for the carriers, please make them useful (though I agree on the spamming part). Maybe make a total limit of around 8 carriers for the whole GC map, so that they can't spam them. After all, he carrier is terrible against anything other than fighters, so a good way to reduce spam is to make it to where the carrier has to use up around 10 points per unit, and only has a grand total of 20 fighter groups, including bombers (maybe around 5-6?) and can only launch 4 of them at once. That way the fight is managable, and the carrier can't win fights on it's own because all 8 of them combined would be useless alone, since they would take up all 80 points, but would only provide around 26 squads of fighters at once, which with the fleets I usually leave at my systems, would be pretty easily beaten (after all, the republic has a good carrier as well). And I did find one more error, but I think the game caused this one on it's own, from what I can tell. The Malevolence's infamous Dual Ion Pulse Cannons, they NEVER fire, and the ability to activate them is gone, so the malevolence basically becomes nearly useless, especially against the Pride of the Core. Which means that the Mandator II has no real opponent, and as such, is generally op because if paired with enough republic carriers/destroyers, it could be unstoppable. Thanks so much for being active with this mod, and thanks so much for responding. I hope I don't upset you with all of this, after all, this mod is WAY better than the ones I've played so far. Though TBH, I will miss the MDU companies being in the mod. Great work you've done, and I know it'll get much better as time goes on.

Jun 22 2017 Anchor
robertwilson782 wrote:

The arquitens class cruiser (while being one of my favorite ships) is a little op

I did a bit of rebalancing with 0.9, not sure how it compares now

shipyards

They need to be greatly rebalanced, and I still need a new CIS Starbase

hero venator

Many of the space heroes are have their code redone, so hopefully that will fix the issue

And as for the carriers, please make them useful

They've also been tweaked. They have low health, shields, and combat power (Also reduced the pop cap to 4, hehe). To make up for it, they have the deploy squadron ability, for more controlled fighter deployment, and have a far larger fighter compliment compared to other ships.

The carrier is terrible against anything other than fighters

As it should. It's basically an armed transport for fighters, not a warship like the Venator, or Providence.

The Malevolence's infamous Dual Ion Pulse Cannons, they NEVER fire

Yeah, the super ships for both sides are incredibly WIP. I'm thinking of disabling them for 0.9, until they're fully rehauled. (New textures, finished code, and possibly a new model)

robertwilson782 wrote:

Thanks so much for being active with this mod, and thanks so much for responding. I hope I don't upset you with all of this, after all, this mod is WAY better than the ones I've played so far. Though TBH, I will miss the MDU companies being in the mod. Great work you've done, and I know it'll get much better as time goes on.

No problem, and it doesn't upset me at all. it's nice to have reports like this coming in, in fact I kind of need them. I'm also glad that you're enjoying it. And if you liked MDUs, I'm sure you'll enjoy the engineers.

Jul 10 2017 Anchor

Well, I liked the MDU's because of the mobile shield, tbh, lol. I liked using them on planets that the power generator is in a terrible spot on. But to be fair, yeah, it is a little op for the republic to get such an ability. If anything, the seppies need it more. But what are the engineers you mentioned? Sounds interesting. And I can't wait to see how this all comes together, though there is one question. Exactly how weak are the new droid carriers going to be? IF anything, I'm hoping it only gets anti fighter cannons, after all, it's only meant to support a fleet, not be the fleet. with a low pop cap of 4 and a large fighter complement, they could be used to screen any attack on the carriers. But if even corvettes can kill the carriers, then they should be able to counter spam. Just adding suggestions. I would help with the programming and tweaking and such, but I have no idea how to do so. but I will be watching for the release of the next indev version, and I hope that it's as awesome as it sounds :)

Jul 10 2017 Anchor
robertwilson782 wrote:

Well, I liked the MDU's because of the mobile shield, tbh, lol. I liked using them on planets that the power generator is in a terrible spot on. But to be fair, yeah, it is a little op for the republic to get such an ability. If anything, the seppies need it more. But what are the engineers you mentioned? Sounds interesting.

This should answer that Moddb.com

I'm likely going to put a stupid high cooldown timer on it, to limit the amount of build pads to one. CIS are also getting an engineer, is on the unit list after all Moddb.com

Exactly how weak are the new droid carriers going to be?

Shitty armor/health, decent shields, and anti fighter and corvette weaponry.


Jul 14 2017 Anchor
robertwilson782 wrote:

Well, I liked the MDU's because of the mobile shield, tbh, lol. I liked using them on planets that the power generator is in a terrible spot on. But to be fair, yeah, it is a little op for the republic to get such an ability. If anything, the seppies need it more. But what are the engineers you mentioned? Sounds interesting. And I can't wait to see how this all comes together, though there is one question. Exactly how weak are the new droid carriers going to be? IF anything, I'm hoping it only gets anti fighter cannons, after all, it's only meant to support a fleet, not be the fleet. with a low pop cap of 4 and a large fighter complement, they could be used to screen any attack on the carriers. But if even corvettes can kill the carriers, then they should be able to counter spam. Just adding suggestions. I would help with the programming and tweaking and such, but I have no idea how to do so. but I will be watching for the release of the next indev version, and I hope that it's as awesome as it sounds :)

I'm gonna miss the MDUs as well, but I'm fairly certain the Republic only had the EM Field, the Seppies get the shield.

Jul 14 2017 Anchor
Ungeheuer1 wrote:
robertwilson782 wrote:

Well, I liked the MDU's because of the mobile shield, tbh, lol. I liked using them on planets that the power generator is in a terrible spot on. But to be fair, yeah, it is a little op for the republic to get such an ability. If anything, the seppies need it more. But what are the engineers you mentioned? Sounds interesting. And I can't wait to see how this all comes together, though there is one question. Exactly how weak are the new droid carriers going to be? IF anything, I'm hoping it only gets anti fighter cannons, after all, it's only meant to support a fleet, not be the fleet. with a low pop cap of 4 and a large fighter complement, they could be used to screen any attack on the carriers. But if even corvettes can kill the carriers, then they should be able to counter spam. Just adding suggestions. I would help with the programming and tweaking and such, but I have no idea how to do so. but I will be watching for the release of the next indev version, and I hope that it's as awesome as it sounds :)

I'm gonna miss the MDUs as well, but I'm fairly certain the Republic only had the EM Field, the Seppies get the shield.

MDU are still here, from a certain point of view.

Both factions have the ability to build engineer squads, which come with 2 defensive engineers, and 2 offensive engineers. The defensive engineers place build pads that come with mini shields, EM generators, and sensor node. The offensive engineers place build pads that come with anti-infantry, anti-vehicle, and anti-air turrets. The cool down is stupid long, so you need to be careful with how you use them.

Jul 14 2017 Anchor
Sergeant wrote:

MDU are still here, from a certain point of view.

Both factions have the ability to build engineer squads, which come with 2 defensive engineers, and 2 offensive engineers. The defensive engineers place build pads that come with mini shields, EM generators, and sensor node. The offensive engineers place build pads that come with anti-infantry, anti-vehicle, and anti-air turrets. The cool down is stupid long, so you need to be careful with how you use them.

I had trained engineers and didn't realize it, of course the BF2 skin should have given it away. I really like the idea. Perhaps instead of a cooldown they can place a limited number of build pads, and you sell them (like normal build pad turrets). I've learned that I have to keep the engineers separate from my battle groups because they have a tendency to run in front of everyone else and get killed first.

I'd also like to take a moment to compliment you on your models and skins. Your ship models are insanely good (I love the rotating turrets), I really like them. The skins for troopers and their models look fantastic. Not to mention the lasers. At first, I didn't like the lasers, but as a I fought more space battles I realized how good they were.

Edited by: Ungeheuer1

Jul 18 2017 Anchor

Perhaps instead of a cooldown they can place a limited number of build pads, and you sell them (like normal build pad turrets).

Not really possible from my understanding.

Ungeheuer1 wrote:

I'd also like to take a moment to compliment you on your models and skins. Your ship models are insanely good (I love the rotating turrets), I really like them. The skins for troopers and their models look fantastic. Not to mention the lasers. At first, I didn't like the lasers, but as a I fought more space battles I realized how good they were.

Glad to hear you like everything, but most of the models aren't mine. I'm not like Doci, Burn, or Jer, with their fancy artistic talent. Just some guy with a large reserve of assets, and skills to use those assets. I just dig around for the best stuff, and rig it for FoC.

All credits go to Jer, and Megabalta on the laser :)

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