3.1.5 known bugs (table on page 1)
Program aborts? Network configuration? Graphic errors? Bugs? Post your question here.
posted on February 23rd, 2011, 10:33 pm
I keep reinstalling 3.1.4 in order to play. It seems that every time I exit it I can't reopen. The borg torpedoes are green blocks in 3.1.5 so I play 3.1.4.
posted on February 23rd, 2011, 10:36 pm
Prototype C-11's and undeployed Relay Dodes aren't classed as valid targets by the Unstable Plasma Torpedo weapon. Star Trek Armada II: Fleet Operations - Shrike's Special Weapon
The 'green blocks' are only temporary for some graphics cards till 3.1.6 . 3.1.4 and older versions are no longer supported, so you won't find a fix
The 'green blocks' are only temporary for some graphics cards till 3.1.6 . 3.1.4 and older versions are no longer supported, so you won't find a fix
posted on February 24th, 2011, 9:31 am
Dominus_Noctis wrote:Prototype C-11's and undeployed Relay Dodes aren't classed as valid targets by the Unstable Plasma Torpedo weapon. Star Trek Armada II: Fleet Operations - Shrike's Special Weapon
noted. i was wondering about that one. at least most people wont be using shrikes against dodeca anyway lol.
and i think they should leave proto c-11 untargetable as it would be annoying to constantly lose the shields on your proto. a shrike or two could use the torp while cloaked to knock out shields, then decloak with fast pulse fire and finish the job before you could get to a yard. then you lost a proto lol.
the proto doesnt have all 3 specials so maybe it could not count for whatever technobabbly thing allows the torp to hit supports.
i want the green boxes to stay, they are awesome too, in their own way. anyone remember the crate monster from elite force 2? boxes are always abused in video games, now its time they got some love lol.
posted on February 24th, 2011, 3:26 pm
I think it takes about 3 Unstable Plasma Torps to eliminate the shields on a C-11, and then there's that 40% miss rate...
posted on February 24th, 2011, 5:23 pm
Dominus_Noctis wrote:I think it takes about 3 Unstable Plasma Torps to eliminate the shields on a C-11, and then there's that 40% miss rate...
meh, its still pretty strong, makes it even easier to take out something that doesnt really last long anyway.
i always think leaving protos laying around your base was confusing, so im gonna make a general idea thread about it.
posted on February 24th, 2011, 5:25 pm
Considering how fragile a C-11 seems to be, you could probably kill one quicker without wasting time on the Unstable Torp.
posted on February 24th, 2011, 5:39 pm
Tyler wrote:Considering how fragile a C-11 seems to be, you could probably kill one quicker without wasting time on the Unstable Torp.
not really, any dps before decloaking is awesome lol. you would require a shrike less with the special. could do it earlier.
posted on February 24th, 2011, 5:46 pm
Only if you hit; miss and you just gave away your presence before attacking, forget it and just decloak and you hit them faster.
A little extra damage is usually good, but not always worth it if you're likely to not actually hit anything.
A little extra damage is usually good, but not always worth it if you're likely to not actually hit anything.
posted on February 24th, 2011, 5:49 pm
Tyler wrote:Only if you hit; miss and you just gave away your presence before attacking, forget it and just decloak and you hit them faster.
A little extra damage is usually good, but not always worth it if you're likely to not actually hit anything.
giving away your presence isnt so bad, if u miss, you are still cloaked and can just run. i dont know if their minimap will beep for under attack if u dont hit them lol.
also its only 40% miss chance, which makes you more likely to get the hit
posted on February 24th, 2011, 6:30 pm
The C-11 is so fucking fragile that the torp is a waste of special energy. Not a waste of time like Tyler said, but rarely do you need to protect your Shrikes so badly they can't come up next to a C-11 for a few seconds.
posted on March 1st, 2011, 3:01 am
Last edited by yochenhsieh on March 1st, 2011, 3:04 am, edited 1 time in total.
Dave Denton wrote:I go in the game menu, where you change graphic settings, sound settings, etc., uncheck "Hardware Vertex Processing" and "Bump Mapping" options, do nothing else but exit the game menu and the Fleet Operations game. I enter again the game Fleet Operations and it's game menu, and when I go to the option boxes of "Hardware Vertex Processing" and "Bump Mapping" that I just unchecked, I find out that they are still checked, and that unckecking them earlier had no effect.
Apparently, both Hardware Vertex Processing and Bump Mapping settings are not saved in any configuration files. I checked FOdata.ini and shell.set and they are not changed after unchecked these settings and exit fleetops. As a result, Hardware Vertex Processing and Bump Mapping are always checked when you start a new Fleetops session. Not very friendly for low spec players since uncheck these settings can improve performance a lot.
Workaround: Manually uncheck Hardware Vertex Processing and Bump Mapping every time you started a new Fleetops game.
Applied to: Windows XP SP3 and Windows 7 SP1. I think Windows Vista should be the same.
posted on March 3rd, 2011, 5:00 pm
Is the freezing bug listed the one where you have to press a number to get controls back? I've had the control-locking bug a few times in recent matches and I'm pretty certain I wasn't making any buildings at the time...
posted on March 3rd, 2011, 6:21 pm
Nebula_Class_Ftw wrote:Is the freezing bug listed the one where you have to press a number to get controls back? I've had the control-locking bug a few times in recent matches and I'm pretty certain I wasn't making any buildings at the time...
No, that's a bug related to the render if I recall correctly
posted on March 3rd, 2011, 10:16 pm
2 gold Bar BortaS loses the simbol of the industrial replicator.
Vet gets it back.
Vet gets it back.
posted on March 3rd, 2011, 10:21 pm
Last edited by Tyler on March 3rd, 2011, 10:27 pm, edited 1 time in total.
To add to that last one, the Ion Absorbers passive has the interface location that the Replicators should have during rank 5.
It also seems to be a TaQ'roja thing; Martok's is fine.
It also seems to be a TaQ'roja thing; Martok's is fine.
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