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Bug reports for XWA-CAB 2

 
 GN Dunta Polo
    02/14/2010
 In addition to the bugs Dempsey reported - TIE Guardian: Since the XWA patches don't have a spot on the database yet, I'm reporting this patch bug here - it lacks laser charge indicators in the HUD. Also this requirement should really be visible on the compendium. Mission 1: Primary goal is blank. FRT/Ks do nothing. Friendly forces ignore the M-CRV which doesn't leave despite what the debriefing says. FRS Savannah is set to invincible. No failed mission hints. Mission 2: FRT Jingara fly through each other. ATR Grappler is set to invincible (although this is apparently a plot compromise). FRS Savannah is set to invincible. No failed mission hints. Mission 3: No failed mission hints. Mission 4: Badly labelled friendly structures add to the confusion when trying to complete the initial primary goals. Mission 5: Primary goal doesn't show up after the LT3000 leaves. SSD Avenger has no targets at the Zann base. A/FRG Darkblood has no orders. Wraith Flight 2 sit there and do nothing for about 3 minutes, then leave, and the other friendly starfighters could use some global unit numbering. Mission 6: Primary goal shows as complete before you've "gotten past these mooks". No more goals appear after that. Failed mission hint is a bad joke - "don't get killed". Having to use Q and space to quit in a hostile area (no hypering back to the SSD Avenger is possible). Invulnerable friendly craft. Trying to equip the MUTR with torpedoes doesn't work in XWA, they fire like a laser turret unguided instead. Hostile asteroid laser batteries and cargo facility have no names. Mission 7: SSD Avenger enters the battle with no shields (this is totally inconsistent with the plot and common sense). Enemies all have the same global unit set. Friendly Missile Boats only arrive to attack the enemy SSD when its shields are down (again, lacks any sense whatsoever) and some of them leave before all enemy capital ships are destroyed. Golan platform Black Rancor needs a starship order but doesn't have one (in the first slot). Hostile asteroid laser batteries and cargo facility still have no names. Friendly starfighters don't arrive due to bad configuration (they need an entry point, either hyperspace or from the Avenger). FALC Xunrunner, MUTR Raven's Claw and T/D Queen's Ransom are invincible. Wing 19 starfighters all have the same global unit set so they cannot be differentiated. The LAS BATs move around like powered ships (this is because they have starfighter orders). MUTR Raven's Claw and T/D Queen's Ransome have no initial waypoints and sit dead in space until the enemy fighters hyper in.
 
 HA Anahorn Dempsey
    08/22/2009
 M1: Problem with the primary goal (none displayed), the bonus goals are mandatory to complete the primary and I expect there's a way the M-CRV can actually escape without having to be invulnerable... Aside from that there's so few enemy fighters and you're so slow by the time you reach them they're gone already. And if the liner is supposed to escape, why ain't it moving... M4: Vague goals suck - completely at a loss for what to do. And apparantly "ID all the invaders" means only ID one of them. M5: More vague goals. Well, no goal at all actually, seeing how you're apparantly supposed to kill off a lot of fighters, but there's not even a vague say-nothing goal. Of cousre that's not mentioning the crud of flying a TIE Guardian - since when are you the FC? M6: Here's the T/G again. Way too many enemies with adv. missiles, needing friendlies to be invulnerable. Having to use Q-space in a hostile area to exit the mission M7: Same problem with the goals, and having an enemy SSD there was retarded, especially when calling in 42 missileboats with rockets who can't finish it off