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Single Player Mission Issues - SPOILERS

  1. Technical Help Senior Member Modding Senior Member Homeworld Senior Member  #1
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    Single Player Mission Issues - SPOILERS

    This is a list with issues in the SP portion of the game. If you have an issue that's not reported here, please post about it in the HW2 Bug Report forum.


    Mission 1:

    1. If you skip through the opening movie and opening cut scenes by rapidly hitting escape, you will leave the door on the mothership open. To workaround, don't immediately skip through the opening NIS (non interactive sequence), instead, wait until you see the collectors start moving the core. - Fixed in 1.1

    2. If you build a second collector at the end of the mission, and queue up a third (and leave both docked), then they will not show up in Mission 2, and you will have lost the RU. Workaround, build the collectors in M02. - Not Fixed in 1.1

    3. The Research module appears and disapears from the motheship as the opening intro NIS plays. - Not Fixed in 1.1
    Last edited by ÜberJumper; 24th Dec 03 at 8:36 AM.

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    Mission 2:

    1. If you are fast enough in defeating the carrier, and have already saved 4 transports, you may not get the bonus corvettes or bombers that you get when you save transports 5 and 6. To work around this, let captain Soban's fleet destroy the carrier. Also, you can move your carrier forward. - Fixed in 1.1

    2. If you move the mothership too close to the asteroids, the transports may not be able to dock. Workaround this by not moving the mothership so close to the asteroids.

    3. If you select the transports and hit Shift+P, they will move into parade formation with the mothership and will likely not ever dock. Workaround, don't try to put the transports in parade formation. - Fixed in 1.1
    Last edited by ÜberJumper; 24th Dec 03 at 8:36 AM.

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    Mission 3:

    None observed at this time.

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    Mission 4:

    1. Mothership does a tactical hyperspace bug when your fleet is in tatters. This is caused by knocking out all the hyperspace inhibitors and having no enemy around. To Work around this and avoid an un-controlled jump, save one inhibitor subsystem for destruction while you rebuild your fleet. When you're ready, knock it out, and carry on.

    2. If you destroy the enemy command station BEFORE destroying the inhibitors, the game may lock up. - Fixed in 1.1

    3. The Station AI is sending forward its frigates if you linger too long around the inhibitors. As Far As I Know, it's not supposed to do this. If you encounter a massed frigate fleet at the inhibitors, that's the stations defenders. If you don't encounter one at the inhibitors, and don't encounter a massive fleet at the station, the frigate fleet may be somewhere behind your mothership. Send a probe to try and locate it. Update: This was the biggest problem in M04 - Fixed in 1.1

    4. If you destroy all the gates and don't capture one, it might not let the mission finish. (Unconfirmed)

    5. In rare circumstances, if the tactical hyperspace jump begins, and an enemy ship comes into visible range, the jump will not complete until it is destroyed or moves out of range. In this situation, it may seem like your ships are taking a long time to get back to the mothership. Waiting it out is the best solution to get around this.
    Last edited by ÜberJumper; 24th Dec 03 at 8:38 AM.

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    Mission 5:

    None observed at this time.

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    Mission 6:

    1. The Derelict Mover is targettable by your ships. Use F2 to make sure they don't target it, or move a carrier right up close to it and salvage the derelict mover then. - Fixed in 1.1

    2. *unconfirmed* If you save during a point where the game is about to make an autosave, you may break the script and (for example) cause the mothership to stop moving after it gets to the third tactical hyperjump position.
    Last edited by ÜberJumper; 24th Dec 03 at 8:39 AM.

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    Mission 7:

    1. Ships on F3 or F4 will wander into radiation clouds and be destroyed. To work around this, set your ships to passive (F2) and watch them closely.

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    Mission 8:

    1. In certain situations, the keeper *may* get pinned by it's berth by weapons fire from your ships, and therefore prevent the rest of the mission triggers from firing. To work around this, cease fire on the keeper for a moment and allow it to phase out.

    2. In certain situations, if you move your mothership into a debris field, you may find that the dreadnaught has trouble docking. To avoid this, keep the mothership's right side clear of debris.

    3. NORMAL probes are required to find the power modules, you can't use proxy probes or distortion probes (or other ships apparently).

    4. If the dreadnaught is destroyed by scuttling it, the game continues, and you'll have a dreadnaught in M09. - Fixed in 1.1
    Last edited by ÜberJumper; 24th Dec 03 at 8:39 AM.

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    Mission 9:

    1. If the shipyard is destroyed, you may have to "build" a new one.

    2. If you somehow manage to dock the dreadnaught with something other than the shipyard, open the launch manager, find the ship you docked the dreadnaught with, and Launch it.

    3. You may experience trouble tracking down an eliminating the last vaygr ships on this level. Some appear to go inactive at the end of the mission. Use Hiigaran scouts to Ping the area, and then probes to fix the location of the forces so your ships can target them.

    4. If the shipyard is destroyed, you build a new one, and the new one is destroyed, the game will halt.
    Last edited by ÜberJumper; 12th Oct 03 at 9:07 AM.

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    Mission 10:

    1. It's reported that if you lay a minefield with a full complment of mine layers, and the keeper hypers into it, it will be destroyed by mines and fire from all nearby ships. This causes the mission to be unfinishable.

    2. It's been reported that if the dreadnaught is destroyed during an in game cutscene, then the game will go to a blackscreen and hang.
    Last edited by ÜberJumper; 4th Oct 03 at 9:32 AM.

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    Mission 11:

    1. A caution to watch for the Vaygr trying to steal the core fragments and not recieving notification.

    2. It's been reported that if you eliminate all Vaygr on the map before proceeding to the first objective, that the script will be broken. Make sure the first objective (scout the core fragment locations) is completed before you wipe out the Vaygr.
    Last edited by ÜberJumper; 6th Oct 03 at 8:18 AM.

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    Mission 12:

    1. There is one issue in development which involves the Comms station being captured, but the rest of the triggers not firing. This may be a result of finishing off later objectives before rescuing soban.

    Update: It appears this may be a problem with user created saves that occur during a point where the game is about to make a save game. Try to avoid saving on this level during or after any cut scenes.

    Update 2: This may also be caused by having too many frigates/marine frigates.

    2. There is a report that if Makaan's flagship enters hyperspace at the same moment that soban's frigate is destroyed, that the game will hang.
    Last edited by ÜberJumper; 15th Jan 04 at 6:47 PM.

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    Mission 13:

    None observed at this time.

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    Mission 14:

    None observed at this time.

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    Mission 15:

    1. If you send interceptors to chase a missle, they may end up getting drawn off the map. - Fixed in 1.1

    2. Sajuuk is hyperspace capable. - By Design

    3. If you let Sajuuk be destroyed (how?), then you will fail the mission, but it may fail to exit properly. - Fixed in 1.1
    Last edited by ÜberJumper; 24th Dec 03 at 8:43 AM.

  16. Technical Help Senior Member Modding Senior Member Homeworld Senior Member  #16
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    Credits:

    1. Bentusi is spelled wrong (Bentsui). - Fixed in 1.1
    Last edited by ÜberJumper; 24th Dec 03 at 8:44 AM.

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