R.E.A.R.M. - "Rearmament Expansion And Redesign Mod" is an unofficial Homeworld 2 expansion and it adds number of new interesting and various units.

Forum Thread
  Posts  
Bugs? (Games : Homeworld 2 : Mods : R.E.A.R.M. - The Unofficial Classic HW 2 Expansion : Forum : Bugs : Bugs?) Locked
Thread Options 1 2
Mar 9 2010 Anchor

Bug reporting is tricky with a 'work in progress'.
I'm aware the latest release was a little earlier than you wanted because some folks were mad keen,
(I couldn't help download it either - despite all I said ages ago about preferring to wait for more 'final' releases),
so I don't want to annoy you by bringing up things that you are aware of.
Unfortunately, only you know what issues you are aware of.
:P

- One possible bug I noticed was the Engine Sound for the Double Support Frigate stayed loud no matter how much you zoomed out and moved away from the Frig. Even space-barring out wouldn't stop it. Pause and un-pause did though.

- Another minor thing was the Description for Long Range Missile Research here;

It can be said more succinctly, instead of:
'Allows Cluster and Long Range Missiles of Artillery Frigates to search a new target in case it's original target has been destroyed'

try;
'Allows Long Range & Cluster Missiles to reacquire a new target when original target destroyed.'

or even just;
'Allows Long Range & Cluster Missiles to reacquire new targets.'

Of course its always up to you though.

Edited by: tadamir

Mar 10 2010 Anchor

- you're not the first one who's reporting me the engine sound bug. The problem is that I have no idea what's causing it, the files looks fine and I can't even recreate it. But I think it actually happend to me once before.

- I've changed the description. But isn't there a missing verb in "when original target destroyed" ?

Hell_Diguner
Hell_Diguner Rearm Mod - general testing and feedback ...mostly
Mar 10 2010 Anchor

"Long Range and Cluster Missile ability to reacquire new targets after their original targets have been destroyed"

For the original statement "...a new target when original target has been destroyed"

Engine sounds are notorious for having that problem in mods. It isn't exclusive to one partucular unit. It may be a problem with HW2 itself, but I've only ever noticed it in mods.

Mar 10 2010 Anchor

There are much more errors and incorrect statements like this.
But the file is open for people to see in the "locale" folder. Anyone can look at it and report the wrong text. But there will have to be a major text revision some day, someone will have to properly check every single line, but I'm not sure when. Anyway as I said, you can see the files.

Mar 11 2010 Anchor

Sound Bug - ah, I see. I can only state, for the purposes of elimination, that I only EVER had it happen after installing the version with the Modular & Pulse Destys, and around the same time I installed Mikails Map Pack. Not saying that either is causing the issue, (maybe together? I just don't know), just that it never happened before that.

You are correct there is a missing verb, and Hell_Diguner got it, but the word 'reacquire' implies all of that.
Every English speaker should get this; 'Allows Long Range & Cluster Missiles to reacquire new targets.' no sweat.
Go with the (middle) longer one if you want it more explicit than implicit and to cater to ESL folks (like yourself.)

I like how you've set out the Format for the 'Tactics and Strategies' thread so everyone keeps the same text formatting, maybe you could do that with Bug Reporting too? (Not telling you what to do, please don't think that, just aware that if you get in first and set the standard then it won't degenerate into an unholy mess as anything on the net tends to do.)

-The 'locale' folder.
I'll admit I have enough 'techno-fear' that I'd rather not mess with what's in there, ignorant of what I could do to my install.
However I would like to help out in some tiny way by doing something I am good at; grammar and spelling, so I would be very willing to help with that major text revision, as long as you were willing to tell me how to do it 'safely'. (probably just copy & paste the folder elsewhere, correct it, and c&p it back? I just don't know).

Mar 14 2010 Anchor

Hrm, Personally, I cannot play the game as of yet... It seems that when I go to start a Player vs. CPU game, it crashes as soon as loading finishes. Also, I noticed a bug in the game creation screen... the menu seems a bit... FUBAR. There are blank drop-down menus, and some of the options go off the little block... making it so I can't change the starting resource units, for example.

Mar 14 2010 Anchor

Pretty sure the Blank drop-downs are placeholders for wip stuff.
Hope you get it going, is your shortcut all correct etc?

Mar 15 2010 Anchor

yes, yes. My shortcut is indeed correct. Spent some time going through error logs etc, couldn't figure it out, so I just rolled back to the 0.0.3a... Maybe the 3b isn't quite stable yet??? I don't know.

Anyways, 3a works like a dream... spent the past 6 hours playing (DAY OFF! WOOHOO!)
Noticed a pre-mod balance problem with the hiigaran defense field frigate... other than that... no complaints from me! :)
Although, I could only use cluster missles with the vagyr artillery frigates... tried retiring the clusters, and it still wouldn't let me change missle sets...

And back to that pre-existing higgy dff (my term for Defense frigates... because I very much dislike em...)
This bug, to me, is really more of a balance issue, but I call it a game-breaking bug because... well... I'll explain.
In the unpatched version of homeworld 2, there was this "LITTLE" problem with the defense field frigate being practically invulnerable. Within that little blue bubble, all damage of all types from all range was blocked. On top of that, the field would linger long after it was disabled.... So what does this mean? Well, that means that if you just keep spamming the defense field button, your defense field frigate and everything inside its wonderful bubble of doom are completely and utterly invincible.... Forever... Mines? Does nothing. Bombers? Does nothing. I had completely forgotten about this bug, until I had a game tonight (it was 3v1, to give you an idea of how horrible of a bug this is, me and 2 easy comps against 1 standard comp...) where I litterally had 1 dff and a battlecruiser rip through both of my friendly fleets, and was in the process of tearing apart my wall of bombers, mines, assault frigates, triple laser corvettes, destroyers, and battlecruisers that I had built to destroy these 2 ****ing ships... and the dff and battlecruiser simply drifted through the wreckage unscathed. Needless to say, this bug ruins a game in every sense of the word... its a cheat, to put it simply.

So please, please, please, please! I beg you to fix the hiigaran defense field frigate so it can actually be destroyed, so I can get at that ****ing battlecruiser raping 3 fleets.

Hell_Diguner
Hell_Diguner Rearm Mod - general testing and feedback ...mostly
Mar 16 2010 Anchor

You mentioned the unpatched version of HW2? Practically all mods don't work right unless you've got 1.1 of HW2... plus according to you (implied, anyway), getting 1.1 would fix the dff bug. But I get the feeling that you didn't mean to say and imply that you don't have 1.1, and that this bug exists none-the-less. If so, I've never had or heard of the bug before, sounds annoying though.

Mar 16 2010 Anchor

No, I have un-patched. My copy of homeworld is on different side of the country... so I'm running a pirated copy until I can get my pops to ship all my stuff to me... :( Have all of my inks (I design tattoos) and books and pooo in virginia... makes me sad...

Mar 17 2010 Anchor

Never heard of this DFF bug either, I've only ever played with v1.1 (every install gets patched immediately), though so perhaps it gets fixed by 1.1?

Mar 24 2010 Anchor

a little bugreport ^^

i played rearm with the "-locale german" command and reconized a translation-mistake: the HIG drone frigate has the same discription like capturefrigate

HIG:
>Drone Frigate - the textures of the modell are damaged/messed up
>Drone Frigate, Drones, Stealthfighter/bombers - after zoom out, the model changed to differnt ships (Drone Frigate -> Ioncannonfrig, Stealthinteceptors -> normal Inteceptors, Stealthbomber -> normal bombers, drones -> inteceptors). later i will try this zoombug with different grafic settings, maybe some trouble with some settings
>One Question about the Stealthfighters: it was my first time trying these new ships. I cloaked them but after fireng, they didnt recloaked. is this a bug or a gamefeature? Like "to much energy for weapons -> no cloak"

VGR:
>Artillery Frigate - can't build the minetraps, it says that i need a special research "special rocket mounting for small ships" or something like this. But there is no research option for this.

i hope this will help, goodnight ^^

Mar 25 2010 Anchor

the text is the same for the drone and capture frigates in the english version as well. I just figured that pouk hadn't gotten around to fixing some of the text for this release.

Mar 27 2010 Anchor

well me again ^^"
i tested some different garfic settings ... it seems the "other-model-bug" during zooming has nothing to do with the grafic settings... strange

VGR:
the support frigate - a nice ship, but the one with the pulsecanons can't fire. it trys to attack the enemy, but this ends mostly in some ... "close range" movements like nearly ramming the other ships.

Mar 27 2010 Anchor

Darth_Lazarus:
Drone frigate is in game by mistake, I was making it but then I've stopped and forget to remove it from building list. I don't know when it will be ready.
Drones are unfinished as well.

The minetrap research is under the utilities research from the moment you build the artillery frigate.

The support frigate not firing bug was reported, but I'm not really sure why is it doing what it's doing. It works very well on my version, but I haven't a time for proper testing yet.

MeanderingBeing:
The text is fine with everything what's ready. You're talking about the drone frigate and additional shielding. I don't know yet what this thing are exactly going to do, how could I write the description for them then.

Mar 28 2010 Anchor

I figured as much, considering that the drone frigate's texture isn't finished and it doesn't do anything other than make a really good paper-weight (space-weight).

Good to know though! :)

Mar 28 2010 Anchor

The ion canon beam on the modular destroyer is bugged, the beam itself does not come straight out of the barrel of the turret, they come out a little bit out to the right

Mar 28 2010 Anchor

Only when it moves, the beam doesn't follow the ship movement properly. It's a general HW2 engine problem and there's nothing I or anyone can do about it. Check the default Hiigaran BC for example and you'll see,

Mar 28 2010 Anchor

Oh, i didnt know that.. :)

Ive noticed that fighters and corvettes have a hard time docking with the supercarrier... The ships will line up to dock, but never actually dock with the carrier..

Can the A.I build weapons on the modular destroyers?

Edited by: Varangian

Hell_Diguner
Hell_Diguner Rearm Mod - general testing and feedback ...mostly
May 31 2010 Anchor

I was playing a factions match as the Hiigarans, and I noticed a few bugs:

-The Supercarrier didn't follow the rules of the factions... it could build all units like normal.
-The Hiig kinetic faction AI doesn't know what to do with its kinetic modular destroyers... it always builds one artillery turret on the top weapons slot, and then builds nothing else
-The Vaygr laser AI ended up building a rediculous amount of command frigates, and infiltrator frigates, but only one or two of any other kind of frigate
-I would expect that the Kinetic modular destroyer would automatically be built with a nose flak module, the Ion faction would have the pulsar modular nose automatically, and the Hi-Tech faction would automatically have the missile launcher built on the nose. As it is though, all three automatically have the missile module built, and (not sure) I think that no faction can recycle the missile launcher and build anything else on the nose.
-I noticed general inconsistancies with the kinds of turrets that the Hiigaran Kinetic and Hi-Tech factions could build. It seemed often that either faction could build missile launchers, artillery, HE artillery, and ion cannons(!) on one or two turret slots, but not be able to build them on other slots.
-Faction gameplay is amazingly hectic. And fun. Trying to capture other factions production ships while trying to prevent yours from being captured, and vieing for resources, and trying to eliminate enemies, yet avoid being eliminated yourself if nothing short of exhausting... and too much fun! This was a great idea Pouk, and I certainly look foreward to the new color additions to the faction game setting.

Edited by: Hell_Diguner

May 31 2010 Anchor

-the basic message of the article -I know. It will get better once I'll make AI to properly build the subsystem, but I'll probably need a help with that from someone more experienced in this matter.
Also:
-right now I have the modular DDs exactly as you've described it -ion=pulsars, kinetic=flaks and Hi-tech=torpedos. I believe it's something I did after the release, but I don't remember when.
-I'll doublecheck the supercarriers, but it just might be the same case, bug in release and already repaired here.
-I'm really glad you like the factions.

Hell_Diguner
Hell_Diguner Rearm Mod - general testing and feedback ...mostly
May 31 2010 Anchor

I was playing around with the three faction carriers game mode, and I noticed some more things:

-The Vaygr Laser Mothership cannot build armed support frigates, while the Laser Carrier can. I did not have the chance to test the Laser Shipyard.
-I kind of sucks that the Kinetic Vaygr cannot build any destroyers at all.
-I wasn't able to build any Vaygr battlecruisers playing with the three faction setting when I had both the Kinetic Shipyard, and the Missile Shipyard. This can either mean that the battlecruiser cannot be built in the three faction carrier setting, or it could just be that the only faction that can build a battlecruiser is the laser faction, which I think is messed up, as the battlecruisers missiles are equal in power to the trinity pulse cannon in the front.
-The kinetic Hiigarans have almost no weapons against corvettes. The kinetic Vaygr are fine though, since they have the assault corvette
-Could you update more of the unit icons with the 0.0.4 release? I would expect it for the finished units, like the new platforms.
-At least change the in-game names for the unfinished units (for example, the Hiig drone frigate is called ion_cannon_frigate (in the faction gametype anyway))
-I think a better system for advanced refineries would be: Kinetic- armed refinery, Ion/Laser- double refinery, Hi-Tech/Missile- both
-The Vaygr missile Carrier can build missile platforms, but the missile Shipyard cannot. I wasn't able to check the missile MS
-While playing as the Vaygr with the 3 faction carrier game setting, the research to unlock mine traps was never unlocked (I did build a platform module, and a drone production module)
-The bottom and the nose sensors module slots for the Vaygr artillery frigate are moot points. There is only one thing that can be built in these slots anyway, so why force the player to spend time waiting for these extra slots to be built? Unless this is going to change in the future?
-I think it would be good if in faction gameplay, and 3 carrier faction gameplay, you let both carriers and supercarriers hyperspace in more carriers and supercarriers. It is a bit too annoying to have to build a shipyard just to build more of either carrier type. Especially in 3 faction carriers gametype with the Vaygr, I just want another dam carrier of the same faction to build corvettes and frigates at the same time. I don't want to have to spend an extra 4000 RU's to build a shipyard first.

Jun 1 2010 Anchor

-Another one, I'll look at it.
-the same as the BCs.
-BC is the way you describing it, they'll get another one. And it's not messed up, I've already told you the numbers in the comments to the video, look there. Trinity is superior to missiles, if you count the damage * number of weapons / time, you'll get the the trinity is much stronger. Also, I have three faction. Missile Vaygr will obviously get the Missile BC, and the standard BC can't in any reality be described as kinetic, so even if the main weapon of BC wouldn't be the Trinity cannon, that's the way it'll be.
-not yet, they don't. But they will.
-All icons will be fine in 0.0.4.
-the drone frigate shouldn't appear in the release, mistake isn't her name, but the fact it's even there.
-Kinetics can't get the armed refineries, the main weapons of them are missiles and ions, while both double refineries have mostly kinetic weapons. I'll look at the Hi-tech faction though.
-I'll check and tell you if it's still wrong or it was fixed someday after the release.
-I'm pretty sure this one is already fine here on the new version
-I think you're right about the nose sensor slot. The bottom no, it's an extra weapon you normally shouldn't have. Also there might be something else to be build there (ok, most likely not, but still, I don't want the fully armed artillery frigates right from the start).
-I'll think about it, I know this can be pretty annoying.

So thanks for the bug report.
About the factions in general: Your point of view is that it's broken and doesn't work the way it should, because in some faction you don't have some ships and counters, etc.
It's not broken, it's prepared to be filled with ships. You know, every production ship file have to be changed in order to make it build certain ships. I could change the build families after I make the new ships to be build, but the number of production ships is rising as well. If I change it now, before, it will save me a lot of trouble and possibly some mistakes. The system is prepared to work later, it will be also balanced later. Right now I'm just sorting the existing and new ships into factions. It's in an alpha stage and until you'll have all the ship, it just can't be balanced yet. That's why there are no DDs and BCs for Kinetics.

Aug 1 2010 Anchor

Hi may not be a bug but mostly an issue im having with uploading the mod is once i get it all instaled and what not alot of the options and all the new ships display as 4 digit numbers, i looked around to try and solve the problem but not much helped. If you guys have any pointers it would be great.

Aug 1 2010 Anchor

Mod is localized, you need to have locale folder in your Data folder and " -locale english" (without quotes) in your shortcut. For further information read the readme file.

Reply to thread
click to sign in and post

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.