3.2.2 Known Bugs (Table on Page 1)

Program aborts? Network configuration? Graphic errors? Bugs? Post your question here.
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posted on April 25th, 2011, 12:17 pm
Last edited by Anonymous on June 1st, 2011, 8:47 am, edited 1 time in total.
This thread is now out of date, please see the new one here: Star Trek Armada II: Fleet Operations - 3.2.4 Known Bugs (Table on Page 1)



[align=center]Federation[/align]



Bug Description[align=right]Fixed in 3.2.3?[/align]

Newton "attacks" enemies                                                                  |[align=right]Cannot be fixed currently[/align]








[align=center]Klingon[/align]



Bug Description[align=right]Fixed in 3.2.3?[/align]

Field yard starting block doesn't have the ability to set a rally point[align=right]Cannot be fixed currently[/align]

Cho'naq officer passive (secondary buffer system) doesn't actually give the advertised bonus[align=right]Fixed[/align]








[align=center]Romulan[/align]



Bug Description[align=right]Fixed in 3.2.3?[/align]

Intel centre can use saboteur special without spy having been used[align=right]Optec says no way to fix currently[/align]

Defence Batteries don't have blue footprints when in range of transmitter[align=right]Fixed[/align]








[align=center]Dominion[/align]



Bug Description[align=right]Fixed in 3.2.3?[/align]

Weapon Focus (C-11 third special) has no effect because of a broken ODF command[align=right]Unknown[/align]

Romulan mixed tech C11 is missing single unit overview icon for shield recharge[align=right]Will be fixed when mixed tech gets redone[/align]








[align=center]Borg[/align]



Bug Description[align=right]Fixed in 3.2.3?[/align]

[align=right][/align]


Unassimilated bugs have not been detected.  :borg:






[align=center]Misc[/align]



Bug Description[align=right]Fixed in 3.2.3?[/align]

Specials that disable subsystems will sometimes "disable" (make it flash yellow) non existant subsystems (grey ones, such as engines on a station), the action is intended, the yellow flashing isn't[align=right]Will be changed when system replaced[/align]

Saved games sometimes generate ships with shields above 100%, leading to repair mishaps[align=right]Unknown[/align]

Certain units have special energy (starbases, veq, noqduj) but nothing to spend it on[align=right]Unknown[/align]







All devs/mods, feel free to add to the table or amend when new bugs are found/fixed.



Currently up to date: 24/5/11 12:41 (GMT+1 - Britain)
posted on April 25th, 2011, 3:55 pm
getting OOS on normal maps with no wormwholes...

races... Fed, Borg, Dominion and Klingon
posted on April 25th, 2011, 4:00 pm
Does the new generix class not rank up - or am I missing something?
posted on April 25th, 2011, 4:39 pm
Androsynth wrote:Does the new generix class not rank up - or am I missing something?


i can rank up gens fine using levelup

there is a bug in the helev (is he the one with Y at the end of his odfs?) generix spec

the 1 silver bar genspec is rom_generix_spcYr2.odf
but it has the line:
nextrankclass = "rom_generix_spcYr2"
meaning that helev's genspec will not rank up past 1 silver bar as it keeps replacing to itself.

can someone confirm this one?
posted on April 25th, 2011, 4:49 pm
Last edited by Tyler on April 25th, 2011, 4:51 pm, edited 1 time in total.
My Spectre odf has the same line mistake, just tested and it won't rank-up in-game as expected. It also adds the duplicate name extension to the end for some reason.

Edit: Rank 3 & 4 also direct it down to rank 2.
posted on April 25th, 2011, 4:59 pm
confirmed, will be fixed with the upcoming patch
posted on April 25th, 2011, 6:35 pm
I don't know if this is a bug but my ships are repeatedly uncloaking when I don't want them to.

I cloak several selection groups at once, including rhienns, specters, and warbirds while taking heavy fire from the enemy.  Then for some reason, they will sometimes decloak en masse as if trying to protect each other.  Obviously more testing is required,  but keep an eye out.

Also the fancy fed warpin, I forget what it's called but the ship that fires pulses over long range, is bugged to fire unendingly I believe.  I can't say for sure it's a bug, but a handful of small ships and one of those took out 3 Big D's in about 15 seconds.
posted on April 25th, 2011, 6:40 pm
the teutoburg, it fires photon torps over strategic range. instead of firing all its torps at once, it will fire its large number (more if at medium range) in a stream 1 at a time. that looks unending sometimes.

these teutos would naturally work great against big D as they cant dodge any of them. smaller ships will get hit a lot less.
posted on April 25th, 2011, 6:43 pm
if you get into medium range of a Teutoburg, she fires an additional torpedo per volleylauncher (2 additional torpedoes). This increases by 1/2 at officer rank, which can lead to quite a torpedo stream :) get close to them to kill them, but not tooo close! ^-^
posted on April 25th, 2011, 8:24 pm
Vet Centaur

Both "upgrades" (the one for singe gold bar and the vet) are named tiny ECM suit while one of them adds the hyper impulse drive.

And sometimes the game seems to lag when looking at big groups of ships or stations. Like when it is loading some textures that where not shown yet. But there where loaded allready because they are my ships.
posted on April 25th, 2011, 8:30 pm
How's the Tiny ECM Suite one a bug?
posted on April 25th, 2011, 8:36 pm
I think one is named wrong.
At gold bar 1 the ship gets an tiny ECM suite.
At Vet the ship gets an "Tiny ECM Suite" with the symbol of the hyper impulse drive wich will add the hyper impulse drive to the vessel without loosing attack power (thats what the tooltip says).
I just think the 2. Tiny ECM Suite is named wrong and it is intendet that it is called hyper impulse drive.

And how high is the torp avoidence of the Centaur then? 24% with the Tiny ECM an how much with the Hyper Impulse? o_Ô
posted on April 25th, 2011, 8:38 pm
Im not sure if this is a bug or intentional, but i thought the music wasnt supposed to start until your in game?
posted on April 25th, 2011, 8:39 pm
You mean the Hyper-Impulse passive? I didn't notice that passive, I thought you were talking about the upgraded ECM...
posted on April 25th, 2011, 8:45 pm
tiny ecm gives 24% additional dodge for pulses and torps
the vet tiny ecm gives 34% additional dodge for pulses and torps.

the music was supposed to start at main menu, a bug in previous patch meant it didnt.

i think it should start when u get into game.
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