3.1.5 known bugs (table on page 1)

Program aborts? Network configuration? Graphic errors? Bugs? Post your question here.
1 ... 9, 10, 11, 12, 13
posted on March 20th, 2011, 7:10 pm
To clarify just a bit more: the shields are restored while still cloaked (you can see them being restored in the yard if you hover over the unit) :D , but as soon as it exits the yard you can't see the shields (as it is still cloaked0. :)
posted on March 20th, 2011, 7:30 pm
i added the one in the replay to the table

now lets try get me a good description of the other bug that is being mentioned:

ships getting stuck in repair. i presume this happens regardless and independently of cloak stuff. i have heard stuff about ships getting stuck there and there is no way to get them out, so one has to force fire and destroy the ship, putting enough dps on it to overpower the repair.
posted on March 20th, 2011, 7:38 pm
Yeah, I can't replicate that one yet, so I don't know if it actually can be removed (I've had them pop out before though after telling it to stop, and giving another order... so not sure).
posted on March 20th, 2011, 9:05 pm
Telling it to stop? I always give a move order to get ships out of repair. Perhaps it only disables the stop command?
posted on March 27th, 2011, 5:01 am
Something I noticed today playing as fed, transferring tritanium to an ally player played "dilithium transferred" audio.
posted on March 27th, 2011, 6:18 am
Njm1983 wrote:Something I noticed today playing as fed, transferring tritanium to an ally player played "dilithium transferred" audio.


This is just how the game does it, since 3.1.3 or earlier. Probably because having a different voice actor to do "tritanium/supply transferred" would sound odd.
posted on April 6th, 2011, 2:42 pm
in a game recently i noticed that if u are firing on a hsa, and they fire its gun, and while its doing the countdown you kill the hsa, it still shoots. this is really annoying since it takes a rather massive fleet to destroy the hsa before the owner can trigger its special. and it means that even if u kill the hsa, you could still die too. it fires from beyond the grave.

has anyone else seen this?
posted on April 6th, 2011, 7:34 pm
Last edited by Nebula_Class_Ftw on April 6th, 2011, 7:44 pm, edited 1 time in total.
Never seen it becuz I was too busy hurriedly trying to save my ships, but I'm pretty sure that it will happen considering the way weapons in FO work (whether they hit decided when they begin firing, so anything after that except position vs. splash damage is set.)
Also, I'm fairly certain HSA can move out of its weapon range once the countdown starts.
posted on April 9th, 2011, 1:53 am
Is there any plan to fix the movement autonomy options for ships ?

Because they do not work properly in flops.

Should be green means the ship only moves if you give an order
Yellow, it only moves in formation
Red, it goes anywere.

Thats how its worked in vanilla A2 for me as well as any dozens of mods Ive played over the years.

In flops, ships always wander at will.
posted on April 9th, 2011, 3:15 am
Last edited by Dominus_Noctis on April 9th, 2011, 3:17 am, edited 1 time in total.
The movement system will be replaced soon[sup]tm[/sup].

EDIT: forgot that it was trademarked.
posted on April 9th, 2011, 4:01 am
glad to hear it's being worked on.

I'll take "soon" over your denying its an issue at all like you used to any day.
posted on April 9th, 2011, 11:19 am
Tok`ra wrote:I'll take "soon" over your denying its an issue at all like you used to any day.


who denied its an issue, i remember this argument, dom was saying that the issue appeared in vanilla too, while you claim it doesnt. i havnt played vanilla in a long time so i cant say whether it happened or not.
posted on April 9th, 2011, 2:08 pm
Indeed Myles - the reason the system is being replaced is because how crappy it is. A1 had some sort of limited movement autonomy as well, however AII introduced a heck of a lot of problems with its 'new and improved' system. A large part of FO development consists of improving/replacing Stock Armada issues.
posted on April 9th, 2011, 3:25 pm
This classlabel is broken.
posted on April 9th, 2011, 7:31 pm
any more detials?
1 ... 9, 10, 11, 12, 13
Locked

Who is online

Users browsing this forum: No registered users and 10 guests