STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

Empire at War Remake 3.5 Revisited
 This topic has been pinned, so it's probably important
BigCheese256  [developer] Apr 18, 2023 @ 12:28pm
Known issues and bug reporting
KNOWN ISSUES

- Sometimes random areas on the map cause projectiles to lose their guidance, and will cause ships to fire their weapons at nothing. Not sure what is causing this currently, though it usually happens in the centre of the map. Maybe something invisible is spawning there.
- EAW freezes when loading new assets, so expect some freezes at the start of battles with battlegroups or Golans while the ships are loaded in. Also when starting a new campaign the game will freeze for a bit while it randomly generates the map. This is normal. Having a processor with powerful single cores (4.5GHz+), an SSD and fast RAM can solve these issues and can greatly reduce time spent on the boot and loading screens. Remember EAW can only use 2 CPU cores.
- Faction list display is set up to display all 7 factions at 1920x1080 resolution. If you're not on this resolution and can't see all the factions, hold left mouse in the box and scroll the mouse wheel.
- Reaper and Final Order invasions don't work and have been disabled - it seems the spawn script for them isn't playing nice with the starting forces spawn script.

- Death Star is un-buildable due to many strange bugs.
Please stop asking about this, if it is fixed and returned in Remake 5.0, it'll be fixed and returned here too.


- Gas Depots and Battlegroup Commands built on Rakata instantly disappear.
- Destroyed neutral fighters and corvettes don't appear in the battle results list.
- Pirate faction does not tech up on the freetech campaigns, so their fighter garrisons do not auto-upgrade.
- Player faction built Golan 1's are invisible in GC.
- AI will retreat when their starbase is damaged, due to the game de-levelling system considering it to be level 0.
- Repair drones are not working correctly (this happens in the main mod as well).
- Cross-buildable Nebulon Hammerhead appears twice on the commandbar.

Anything else you find please let me know.
Last edited by BigCheese256; Jan 29 @ 7:20pm
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Showing 1-15 of 118 comments
WataMate313 May 3, 2023 @ 3:45pm 
Speaking of the Sith starting with Rakata Prime, is this why any Battle Group Command Centres and Mining Facilities built there immediately disappear, wasting credits, or is that a bug?
BigCheese256  [developer] May 4, 2023 @ 3:37am 
Most likely because Rakata Prime's space map wasn't meant for this and the markers are simply missing. Which would suggest this bug exists in Remake 4.0 as well and was carried over, and built space structures there would also disappear.

EDIT: I thought you meant in battle but this is happening in GC. It also seems to happen to the player only, not the AI. I'll look into this but more likely Gas Depots and Battlegroup Commands will just be made un-buildable on Rakata, since I also don't except they'll appear in combat due to lack of markers.
Last edited by BigCheese256; May 4, 2023 @ 3:46am
hunter_falcon May 7, 2023 @ 1:37am 
Rebel skipping tech4 bug hasn't been fixed yet. or is it just me?
BigCheese256  [developer] May 7, 2023 @ 6:40am 
That's not been fixed yet, I'll add it to the list above since it should be there. I've not found what is causing this yet, just that it happens for the player and not the AI.
HudoraX May 8, 2023 @ 8:22am 
the path finding have definitely some issues
the mandalorian ships to be exact
when i click to attack enemy it automatically goes for a full circle rotation for some reason
Aurofication May 14, 2023 @ 7:24am 
The Ancient Hammerhead Cruisers spawned by the Sith Cultist's Tremendous Battle Group have a tendency to spawn inside each other when coming out of hyperspace. This unfortunately renders them unable to move or turn.
randomjunkie May 16, 2023 @ 5:56pm 
When i'm observing the AI outside of battles, it doesn't move any units to planets controlled by other factions to attack and sits there for the entire time doing nothing but constructing more units if it can. This also happens to the AI in the official 4.0.
BigCheese256  [developer] May 16, 2023 @ 6:26pm 
@HudoraX

That's... just how pathfinding is in Remake unfortunately, not much I can do. It can be caused by heroes that provide a fire range increase/decrease but I removed all of those in Revisited. Hopefully it is improved in 5.0 and if it is, it'll be applied here as well.

@Aurofication

Not sure what's causing that, I may have to give the Ancient Hammerheads a hanger and move them from LUA scripts to garrisons. Thanks, I added this to the list.

@randomjunkie

Yeah sometimes you'll need give the AI a "kick" in observer mode when it stops doing anything. Send the AI's fleets to conquer a planet or two and it'll wake up again. This happens a lot especially when the observed AI hits the pop cap limit.
TaRm PiRkAr May 22, 2023 @ 9:38am 
Have experinaced a iritating Problem when playing as the Empire, after tec lvl 2 all ISD classes and Venator ship types dissapear from the build options, same goes for Fleets is there an fix to this?
Last edited by TaRm PiRkAr; May 22, 2023 @ 9:40am
BigCheese256  [developer] May 22, 2023 @ 1:37pm 
Hit the unit filter buttons to the right of the minimap, it sounds like you turned on the frigate or starfighter filter and left it on. These filters work as intended, so there's no bug and nothing to fix.
When I'm selecting the full campaign experience, it says that under certain circumstances the Reapers or the Final Order will appear. It says after 1000 planets are taken they will appear but the map holds 143 planets. Is that a misprint? Is that meant to be if I take 100 planets?
BigCheese256  [developer] May 26, 2023 @ 7:34pm 
No it's correct, "planets conquered" is a counter that works in the background, that increases by 1 every time a planet changes ownership. It's a not a count of how many planets are held by any one player. The number increases when AI conquer each other as well which is why the number set is so high (1000).

That said though you can ignore this line, as in the list in the OP the Reaper and Final Order invasions are non-functional at the moment. The text has remained on the hope I can find a way to get this to work in the future.
Originally posted by BigCheese256:
No it's correct, "planets conquered" is a counter that works in the background, that increases by 1 every time a planet changes ownership. It's a not a count of how many planets are held by any one player. The number increases when AI conquer each other as well which is why the number set is so high (1000).

That said though you can ignore this line, as in the list in the OP the Reaper and Final Order invasions are non-functional at the moment. The text has remained on the hope I can find a way to get this to work in the future.
Bummer, but hey that's a neat thing. Thanks for the heads up, and hope it can work soon.
WataMate313 Jun 5, 2023 @ 3:21am 
I think the "Core Map" campaign is missing a win condition, have a look. [drive.google.com]
BigCheese256  [developer] Jun 5, 2023 @ 3:49am 
Originally posted by WataMate313:
I think the "Core Map" campaign is missing a win condition, have a look. [drive.google.com]

Confirmed, I know why that is too. The win condition is set to "conquer all planets", which includes the dummy planets in the top left corner. I'll need to replace that with a list of every planet in the campaign in order to exclude those.
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