p1365 sp mission stopping errors
Posted: Tue Feb 03, 2015 1:54 am
I've played through the SP camp with the 1.3.6.5 patch, and really enjoyed it.
The AI was MUCH more challenging. I actually had to turn down the difficulty level on a mission for the first time ever.
I also LOVE the mixed unit groupings. It's cool to see three or more types of units all attack the same target, and not have to have multiple groups set up for them.
Still haven't gotten a handle on the weapons linking, but maybe it doesn't work in SP?
I did find a couple of PLAY STOPPING ERRORS in the campaign though: (and maybe these are just me, but I thought I'd post them)
Mission 5 - Darkplanet - Shabayev tank will not transfer to the Constructor. Cutscene shows, and the tank bumps into the constructor a couple of times, but never transfers. This also prevents the mission from being able to finish. Fortunately I had an old save and could go through the archive to go on to the next mission.
Mission 12 - Counterattack - UPDATE - Looks like this one was fixed a while back http://matesfamily.org/bz2/BZ2_1.3.6.5_isdf12fixes.zip . Thanks to BlackDragon for pointing that out.
Mission 10 - I'm not sure if this is an error, but once the Scion Matriarch delpoys, it also deploys scavengers, but never builds any sort of base and launches attacks - making it way too easy to take down. I was thinking that in early versions of the game it at least built a factory and some defensive units.
Also there were some miscellaneous text/writing errors. Stasis truck is misspelled Stassis - one too many s's in the middle. There are references to Bane in the mission fail debrief for missions that took place on other planets, such as Rend. The term universe is used, when really at most it should just be galaxy. : ) Though that's more of a pet-peeve for the sci-fi geek in me.
Still, the patch has been great. Many thanks to GSH and those of you involved in it!
The AI was MUCH more challenging. I actually had to turn down the difficulty level on a mission for the first time ever.
I also LOVE the mixed unit groupings. It's cool to see three or more types of units all attack the same target, and not have to have multiple groups set up for them.
Still haven't gotten a handle on the weapons linking, but maybe it doesn't work in SP?
I did find a couple of PLAY STOPPING ERRORS in the campaign though: (and maybe these are just me, but I thought I'd post them)
Mission 5 - Darkplanet - Shabayev tank will not transfer to the Constructor. Cutscene shows, and the tank bumps into the constructor a couple of times, but never transfers. This also prevents the mission from being able to finish. Fortunately I had an old save and could go through the archive to go on to the next mission.
Mission 12 - Counterattack - UPDATE - Looks like this one was fixed a while back http://matesfamily.org/bz2/BZ2_1.3.6.5_isdf12fixes.zip . Thanks to BlackDragon for pointing that out.
Mission 10 - I'm not sure if this is an error, but once the Scion Matriarch delpoys, it also deploys scavengers, but never builds any sort of base and launches attacks - making it way too easy to take down. I was thinking that in early versions of the game it at least built a factory and some defensive units.
Also there were some miscellaneous text/writing errors. Stasis truck is misspelled Stassis - one too many s's in the middle. There are references to Bane in the mission fail debrief for missions that took place on other planets, such as Rend. The term universe is used, when really at most it should just be galaxy. : ) Though that's more of a pet-peeve for the sci-fi geek in me.
Still, the patch has been great. Many thanks to GSH and those of you involved in it!