3.1.3 Bug Report (With lots of Love)

Program aborts? Network configuration? Graphic errors? Bugs? Post your question here.
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posted on July 17th, 2010, 6:40 pm
I am not sure if anyone else noticed this but the Dodes energy regen increaser seems not to work properly. I had a Pyramid, used the ability and the regen of energy did not change at all...
posted on July 17th, 2010, 6:46 pm
It approximately doubles for around 4 seconds, it's hard to notice if you aren't paying too close attention as I recall :)
posted on July 17th, 2010, 8:58 pm
Indeed.  It's VERY difficult to notice it.  The best way to test is to use a probe or intercept scube.  Basically something that has a low regeneration rate, so it's easier to spot the increase.
posted on July 17th, 2010, 11:59 pm
it restores 300 "area energy", which means that the 300 energy is devided among all valid targets within range
posted on July 18th, 2010, 12:04 am
Hm, it's definitely not doing that though in game  :sweatdrop: . If that were the case, wouldn't you expect a lone unit to be instantly replenished? :D
posted on July 18th, 2010, 12:37 am
Found a new one! Risner's Sabers of every level have a special weapon icon in place of the Phaser and Quantum Pulse icons. Pic posted below shows what I mean

Attachments

FOScreenShot_100716_190523.png
posted on July 18th, 2010, 10:18 am
Dominus_Noctis wrote:Hm, it's definitely not doing that though in game  :sweatdrop: . If that were the case, wouldn't you expect a lone unit to be instantly replenished? :D


yep and that works for me
posted on July 18th, 2010, 10:28 am
Hello everyone. I got a huge Bug since 3.1.3:
At my Win 7 32-Bit OS Fleet Operations keeps crashing when I finish a game (and normaly the statistics should be shown.) and when I press "Escape" while a game is running.

Also I am not able to change the options of my second screen, cause there is no second row of drop down menus for it. (While I am in the main menu without any match running.)

I hope that will help you, best regards,
Marc. ;)
posted on July 18th, 2010, 5:50 pm
Optec wrote:yep and that works for me


Oh I see, it's not an "instant replenish", but rather it replenishes 300 energy over a short amount of time - very interesting  :blush: . Before that looked a lot like a simple energy regen rate boost since it wasn't instantaneous like the C-11 or Norway  :sweatdrop:
posted on July 18th, 2010, 11:20 pm
Okay so one more question about the cloaked ship boarding...does the boarding animation continue to show on a cloaked ship?  Because if not, a human player would be unable to follow the travel of a cloaked ship, while from my past experience the AI remains aware of them and will follow them around no matter what direction they go.

So perhaps it isn't a bug...but as a balance change I suggest that the cehlaer's disruptor bombardment should halt boarding.
posted on July 18th, 2010, 11:30 pm
You won't see the animation on the cloaked ship unless it's your own I think (doesn't matter much if you actually do see transporter anim as without the ship being visible you can't attack it). But you can follow it around indefinitely if your ships decide to follow (or with guard command, but that would be exploiting it), that's a bug that will be fixed eventually. Cehlaer's ability already is powerful enuff, just kill the boarding ships with something.
posted on July 19th, 2010, 4:14 am
im getting an out of memory error  and ive checked for memory leaks spyware maleware and viruses with multiple programs and im clean.  now i did modify the Miranda II odf's so that may be why but i really cant think of why a error in a ship odf would cause  the game to crash and show a out of memory box
posted on July 19th, 2010, 4:19 am
Check the edited odfs for a " that's out of place. If you're getting the Out of Memory error, that's a good place to start.
posted on July 19th, 2010, 4:22 am
ok thnks will do now  all 20 of em .......
posted on July 19th, 2010, 1:11 pm
NuclearDude wrote:Lol.
Looks like Silent Resolve does no damage.  :crybaby:


I'd like to second that observation.    :'(  Guess this waits to be fixed again until 3.1.4
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