STAR WARS™ Empire at War: Gold Pack

STAR WARS™ Empire at War: Gold Pack

Ultimate Galactic Conquest Custom Edition (UGC CE) - No Consortium and More !
 This topic has been pinned, so it's probably important
MiniGui98  [developer] 24 Mar, 2018 @ 3:32am
REPORT BUGS HERE
I think it's time we open a bug report section, even though the mod is pretty much stable, there're some issue that still need to be fixed.

How to report bugs :
Please include :
  • Type of game (GC / Multiplayer skirmish / SP skirmish / ...).
  • Where did it crash ? Ground map / Space map / GC overview map / Menu.
  • Faction.
  • GC sets (please include "UGC CE" or "LAGFEST" or "ORIGINAL" if possible).
  • Galactic day if possible.
  • What were you doing ? (Because, obviously, if it crashes, that's your fault not mine :p)
  • Can you reproduce it ?
  • Other (Steam version / other versions ? / misc details ?)
  • You may be asked to include a copy of your faulty save file (Don't do it until asked)

Bugs we already are aware of :
That doesn't mean I'm trying to fix them...
  • Screen goes black when launching a corruption mission. Fix applied.
  • Palpatine and his imperial guards sometimes all spawn as Palpatine.
  • Palpatine's team sometimes disappear after combat and never respawns.
  • Crash on Kamino's space map when the Long Range Scanner is revealed. Should be fixed.
  • You can't retreat when you play as the Black Sun. Fixed.
  • C3P0 and Han Solo make the game crash in Multiplayer. Fixed.
  • Rather Random CTD when playing whatever GC set. Fixed.
  • Surely forgot some.

Bugs we cannot fix :
  • Game doesn't launch (unless you did something wrong in the launch command).
  • Computer doesn't boot anymore.
  • User-side modifications that lead to bugs.
  • Most bugs on pirated copies of the game.

https://i.imgur.com/HBmWGzJ.jpg
Last edited by MiniGui98; 16 Jun, 2018 @ 11:53am
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Showing 211-225 of 286 comments
MiniGui98  [developer] 1 Dec, 2019 @ 6:51am 
Originally posted by Schydox:
Hmmm. It is set at 140.0 for me. I'll still change it to what you put in just in case.

One thing I forgot to mention was that I was also playing with the Unit Cap mod; the one listed here:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1276917581

Mods are not compatible with one another. You simply just cannot merge them that simply.
Nice to know you found the issue.
Have fun playing!
Kethevin 6 Dec, 2019 @ 12:34am 
DO NOT ask why I know, but if you lose C3PO in a space battle, the game crashes to desktop.
MiniGui98  [developer] 7 Dec, 2019 @ 2:39pm 
Originally posted by Zygon:
DO NOT ask why I know, but if you lose C3PO in a space battle, the game crashes to desktop.
Why do you know?
I am unable to save a game in galactic conquest. after choosing a save name and clicking save, I get the "saving" message and nothing else. I've let it sit for upwarrds of 20 minutes with no luck. Vanilla saves just fine without the mod
augarit1 31 Dec, 2019 @ 5:32am 
Im also having save game issues in galactic conquest except in my case after i choose the save the entire game crashes
Muirdin 17 May, 2020 @ 12:12pm 
Not sure if anyone else has noticed this bug, but the Mon Calamari troops you can train as the Rebellion on Mon Cala don't count against population. this allows you to keep training them once you hit a pop cap and land as many as you want in a ground assault. i did not see this for Wookies and have not checked Gungans yet
Vee_ 19 Jun, 2020 @ 5:30am 
I can't load a previous save. This is my first time ever using a mod so I dont know if I'm doing something wrong. I ran out of ideas after restarting my computer. I was on day 20 of my UGC playthrough. I had just started a space battle with a scout correllian gunship and I saved it to pick back up later. Now I cant load the save.
Last edited by Vee_; 19 Jun, 2020 @ 5:30am
MiniGui98  [developer] 19 Jun, 2020 @ 11:45am 
Originally posted by wasupitsme:
I can't load a previous save. This is my first time ever using a mod so I dont know if I'm doing something wrong. I ran out of ideas after restarting my computer. I was on day 20 of my UGC playthrough. I had just started a space battle with a scout correllian gunship and I saved it to pick back up later. Now I cant load the save.

So you saved while in battle? That often leads to save corruption.
The only safe way to save is on the GC map.
Vee_ 19 Jun, 2020 @ 1:12pm 
Originally posted by MiniGui98:
Originally posted by wasupitsme:
I can't load a previous save. This is my first time ever using a mod so I dont know if I'm doing something wrong. I ran out of ideas after restarting my computer. I was on day 20 of my UGC playthrough. I had just started a space battle with a scout correllian gunship and I saved it to pick back up later. Now I cant load the save.

So you saved while in battle? That often leads to save corruption.
The only safe way to save is on the GC map.
Thank you, that's a habit I will have to break. I love your mod btw. Its helping me realize my dreams of being a fleet admiral for the Rebellion
Vee_ 22 Jun, 2020 @ 1:57pm 
I'm on day 28 playing on hard. I took Tyferra's orbit and when I went to land ground troops the audio "battle imminent" played but the game did not pause nor did it give me the option to start the battle. No matter how many times I do it my troops disappear. The only other info I have is that I saw Tarkin's picture on the ground. I also have a save file that demonstrates it
MiniGui98  [developer] 22 Jun, 2020 @ 4:47pm 
Originally posted by ;2518023667603807258:
I'm on day 28 playing on hard. I took Tyferra's orbit and when I went to land ground troops the audio "battle imminent" played but the game did not pause nor did it give me the option to start the battle. No matter how many times I do it my troops disappear. The only other info I have is that I saw Tarkin's picture on the ground. I also have a save file that demonstrates it

Hi,
Thyferra has already been reported to have some issue with invading troops disapearing. Tarkin picture is a new info though, that might be helpful...
Thank you for reporting!
Wernher Voss 28 Jul, 2020 @ 10:55pm 
I don't know if this is a bug or not, but I don't know where else to bring it up, since it may be my fault anyway.

So I've only played Empire GC so far (twice - the first time I took too long to do anything useful so I restarted). I'm aware that in the base game the Rebels can send rading parties (maximum of 3 land units specially sent to raid planets) past the "front lines" as it were, as part of their gimmick. However, I'm being constantly harrassed like every 2 or 3 in game weeks by massive Rebel battlegroups with 50 ships on the lower end - not at the front lines, but 4 or 5 planets deep into my territory.

I get no special "enemy fleet approaching" notification unless they target a planet on the front line, almost as if these battle fleets are just materialising out of thin air (thin space?). So far I've been very good at repelling these attacks, since at least as early as I am into the campaign they're only bringing Nebulon-B frigates as their largest warship and bring in like 40 X- and Y-wings. I'm worried that at some point they'll tech up enough to start bringing in things that eat Acclamators and Victories for breakfast, because most of my heavy fleets are on the front line, defeating the multiple Level 3+ space stations they build in rapid succession.

Thanks in advance,

Lt. Voss
MiniGui98  [developer] 29 Jul, 2020 @ 1:55am 
Originally posted by Wernher Voss:
I don't know if this is a bug or not, but I don't know where else to bring it up, since it may be my fault anyway.

So I've only played Empire GC so far (twice - the first time I took too long to do anything useful so I restarted). I'm aware that in the base game the Rebels can send rading parties (maximum of 3 land units specially sent to raid planets) past the "front lines" as it were, as part of their gimmick. However, I'm being constantly harrassed like every 2 or 3 in game weeks by massive Rebel battlegroups with 50 ships on the lower end - not at the front lines, but 4 or 5 planets deep into my territory.

I get no special "enemy fleet approaching" notification unless they target a planet on the front line, almost as if these battle fleets are just materialising out of thin air (thin space?). So far I've been very good at repelling these attacks, since at least as early as I am into the campaign they're only bringing Nebulon-B frigates as their largest warship and bring in like 40 X- and Y-wings. I'm worried that at some point they'll tech up enough to start bringing in things that eat Acclamators and Victories for breakfast, because most of my heavy fleets are on the front line, defeating the multiple Level 3+ space stations they build in rapid succession.

Thanks in advance,

Lt. Voss

Hi, there are multiple elements to take into account for the thing you are experiencing :

  1. I know that the voice line "enemy fleet aproaching" doesn't play all the time. Not sure if this is a bug or related to the fact that you probably don't have a long range scanner detecting the fleet incoming, or something else (like maybe the distance the attacking fleet travels or whatever it could be).
  2. The enemy able to attack behind your front line is not a bug. I will try to explain it as quick and clearly as possible : The game has a value for the hyperspace range that we can tweak. Currently, that value is relatively low, but when you have several planets close to each other, a fleet can go to all planets in range. For the longer trips, the fleet has to go through the hyperspace trade routes (the lines between planets). This was set this way for several reasons:
    • That allows the player to create defensive bottlenecks at some places in the map, where the only way for the enemy to attack the area is via a traderoute.
    • Once the enemy is in the area, all your planets are potential targets, so that leaves a bit more strategical thinking than just "defend just the closest planet to the enemy because that's the only way he can get through".
    • Technically, we could set the travel distance to zero and just do traderoutes everwhere, but then it would ruin the "fun" of having to think of where the enemy could go, since all routes would be visible on the map, and it would honestly be a pain to code and to adapt to all maps. The reduced travel distance already required heavy changes to all maps and it wasn't even a division by two of the former travel distance.
  3. The enemy AI spamming certain type(s) of unit(s) is related to the difficulty you're playing in. UGC CE is tested and balanced for hard difficulty (I assume you're playing on a lower difficulty). If you play on easy or medium, you will encounter spammy compositions. Hard is not that hard by the way, it's closer to an "enhanced" normal difficulty than vanilla hard I'd say, especially if you're playing the Empire. Beware though, as the hard AI will start to stack MC80 cruisers at some point (or ISDs if Empire). It will first attack with one or two cruisers when it unlocks them, then will come with stronger and stronger fleets (I've seen up to 15 ISDs in one fleet, don't know about the rebels). One little tip : The AI usually prefers to attack a planet linked to a traderoute if all planets are equally defended.

Hope this helps! If I wasn't clear enough, do not hesitate to ask anything else. You can also join the Discord server[discord.gg] if you want to have a more direct link with me and the community!

Thank you for playing :-)
Last edited by MiniGui98; 29 Jul, 2020 @ 2:01am
Wernher Voss 30 Jul, 2020 @ 9:26am 
Originally posted by MiniGui98:

Hi, there are multiple elements to take into account for the thing you are experiencing :

  1. I know that the voice line "enemy fleet aproaching" doesn't play all the time. Not sure if this is a bug or related to the fact that you probably don't have a long range scanner detecting the fleet incoming, or something else (like maybe the distance the attacking fleet travels or whatever it could be).
  2. The enemy able to attack behind your front line is not a bug. I will try to explain it as quick and clearly as possible : The game has a value for the hyperspace range that we can tweak. Currently, that value is relatively low, but when you have several planets close to each other, a fleet can go to all planets in range. For the longer trips, the fleet has to go through the hyperspace trade routes (the lines between planets). This was set this way for several reasons:
    • That allows the player to create defensive bottlenecks at some places in the map, where the only way for the enemy to attack the area is via a traderoute.
    • Once the enemy is in the area, all your planets are potential targets, so that leaves a bit more strategical thinking than just "defend just the closest planet to the enemy because that's the only way he can get through".
    • Technically, we could set the travel distance to zero and just do traderoutes everwhere, but then it would ruin the "fun" of having to think of where the enemy could go, since all routes would be visible on the map, and it would honestly be a pain to code and to adapt to all maps. The reduced travel distance already required heavy changes to all maps and it wasn't even a division by two of the former travel distance.
  3. The enemy AI spamming certain type(s) of unit(s) is related to the difficulty you're playing in. UGC CE is tested and balanced for hard difficulty (I assume you're playing on a lower difficulty). If you play on easy or medium, you will encounter spammy compositions. Hard is not that hard by the way, it's closer to an "enhanced" normal difficulty than vanilla hard I'd say, especially if you're playing the Empire. Beware though, as the hard AI will start to stack MC80 cruisers at some point (or ISDs if Empire). It will first attack with one or two cruisers when it unlocks them, then will come with stronger and stronger fleets (I've seen up to 15 ISDs in one fleet, don't know about the rebels). One little tip : The AI usually prefers to attack a planet linked to a traderoute if all planets are equally defended.

Hope this helps! If I wasn't clear enough, do not hesitate to ask anything else. You can also join the Discord server[discord.gg] if you want to have a more direct link with me and the community!

Thank you for playing :-)

Okay, so this helps quite a bit, actually. I wasn't aware of the cool stuff you were doing under the hood. That's genuinely pretty interesting. I would never have though there was a value for that kind of thing. I'd always assumed planets were more or less hard-coded for adjacent planets in terms of travel.

However, this raises one other question, I think, at least: when you were talking about areas and access through hyperspace routes, do hyperspace routes increase the distance you can travel unmolested to other planets? I ask because it seems like when I try to plot a course from the afflicted planets to known enemy planets the routes they would take all show up as roundabout and going through several others rather than a direct line. In addition, the planets that are currently hotbeds for the surprise attacks are surrounded by friendly planets 3, sometimes 4 deep. So I was wondering if, since they all happen to be ones connected with hyperspace routes, would that play a part in how often they get jumped?

And I would play on higher difficulties if I were both more confident in my skill and also not as likely to rage quit when a bunch of MC80s showed up at my doorstep. I had to scramble to Kuat just to get a planet capable of producing capital ships, so being incapable of mass producing them to match the cheating computer would be disheartening. I guess I could of course go with playing Zann, since they are so ridiculously overpowered (unless you tweaked their units too) to the point where by mid game in vanilla FOC I never lost a ship even with auto-resolve.

Also I would like to say thanks for the quick response! I quite like this mod for giving me more options and more planets to eventually turn to space dust (probably shouldn't have said that out loud). I initially thought this would be less fun than, say, Thrawn's Revenge, but then I saw an ISD with like 80 hardpoints that all needed to be destroyed to take down the ship and thought "nope, let's go play that other mod" and it turned out to be a great choice! So, thanks again!
MiniGui98  [developer] 30 Jul, 2020 @ 9:54am 
Originally posted by Wernher Voss:
Okay, so this helps quite a bit, actually. I wasn't aware of the cool stuff you were doing under the hood. That's genuinely pretty interesting. I would never have though there was a value for that kind of thing. I'd always assumed planets were more or less hard-coded for adjacent planets in terms of travel.

However, this raises one other question, I think, at least: when you were talking about areas and access through hyperspace routes, do hyperspace routes increase the distance you can travel unmolested to other planets? I ask because it seems like when I try to plot a course from the afflicted planets to known enemy planets the routes they would take all show up as roundabout and going through several others rather than a direct line. In addition, the planets that are currently hotbeds for the surprise attacks are surrounded by friendly planets 3, sometimes 4 deep. So I was wondering if, since they all happen to be ones connected with hyperspace routes, would that play a part in how often they get jumped?

And I would play on higher difficulties if I were both more confident in my skill and also not as likely to rage quit when a bunch of MC80s showed up at my doorstep. I had to scramble to Kuat just to get a planet capable of producing capital ships, so being incapable of mass producing them to match the cheating computer would be disheartening. I guess I could of course go with playing Zann, since they are so ridiculously overpowered (unless you tweaked their units too) to the point where by mid game in vanilla FOC I never lost a ship even with auto-resolve.

Also I would like to say thanks for the quick response! I quite like this mod for giving me more options and more planets to eventually turn to space dust (probably shouldn't have said that out loud). I initially thought this would be less fun than, say, Thrawn's Revenge, but then I saw an ISD with like 80 hardpoints that all needed to be destroyed to take down the ship and thought "nope, let's go play that other mod" and it turned out to be a great choice! So, thanks again!

Not sure I understand your first question correctly, but as long as a traderoute connects two planets, you can travel between them. Between planets with a traderoute and planets with no traderoutes, the set value for hyperspace travel range applies. If to go to planet A to planet B without any traderoutes in between them and the game makes you go via planet C, it means A and B and too far to be linked by one jump. If planet C is hostile while you pass through you will have a battle starting.
The traderoute makes the planet having that traderoute a little bit more valuable for the AI to attack (because if you have both planets of a route, you get a credit bonus), so they are technically more likely to be attacked, though other criterias apply so the AI might attack somewhere else if it can.

As for the difficulty, as I said, the Hard AI in UGC is not really hard, it's closer to normal. It does not cheat, so you won't see any ♥♥♥♥♥♥♥♥ happening. It will build MC80s only if it can and based on the starting layout, you have the advantage as the Empire to build cruisers before them, you just have to spot where you can build them quickly.
The hard AI in UGC CE has the following advantage :
  • 1.2x money income (20% bonus compared to the player)
  • 0.5x build time (50% faster than the player, I think, if not the opposite lol)
  • 1.3x damage multiplier (30% more than the player)
  • 0.9x health (10% less than the player)
  • 0.85x shield (15% less than the player)
  • The AI has no sleep time between its cycle, meaning it's always active and won't ever have an idle states where it doesn't take any decisions.
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