3.2.2 Known Bugs (Table on Page 1)
Program aborts? Network configuration? Graphic errors? Bugs? Post your question here.
posted on May 9th, 2011, 10:11 pm
Yes, that's the special that's active in the shot. It can use special shields if it needs to.
posted on May 9th, 2011, 10:21 pm
just to elaborate on this, if u give an adaptor 2 em modules, then on command you can spend energy to give your adaptor shields for a time (assuming the enemy doesnt shoot the shields down first lol). not only do you get shields for this time, but you render cloaked vessels visible on command too. which is awesome. you lose passive decloaking though.
posted on May 10th, 2011, 6:42 pm
Range-Based Bug - Please add to list under category "Misc"
Description:
Under certain conditions, a vessel can attack a turret or station that has the same range that it has without worrying about being fired upon. This happens when weapons and movement autonomy are at minimal and the vessel "parks" just outside of the targets weapons range. The vessel can be ordered to attack the station, but because the station cannot be ordered to attack, and because technically, the enemy vessel is out of range, the station will not return fire. Technically the attacking ship shouldn't be able to fire either because the turret is just barely out of range.
Suggestion:
Because the weapons ranges are in 200-unit (1-grid) increments, if the station weapons range is increased to +50, you will theoretically fix the problem with the turret/station not being able to return fire. That's the quick-fix idea. I'm sure that a long-term fix would be to make a stricter AI function that forbids a vessel from firing upon a target if it's even a micron out of range.
PS: Sorry if this has already been reported.
Description:
Under certain conditions, a vessel can attack a turret or station that has the same range that it has without worrying about being fired upon. This happens when weapons and movement autonomy are at minimal and the vessel "parks" just outside of the targets weapons range. The vessel can be ordered to attack the station, but because the station cannot be ordered to attack, and because technically, the enemy vessel is out of range, the station will not return fire. Technically the attacking ship shouldn't be able to fire either because the turret is just barely out of range.
Suggestion:
Because the weapons ranges are in 200-unit (1-grid) increments, if the station weapons range is increased to +50, you will theoretically fix the problem with the turret/station not being able to return fire. That's the quick-fix idea. I'm sure that a long-term fix would be to make a stricter AI function that forbids a vessel from firing upon a target if it's even a micron out of range.
PS: Sorry if this has already been reported.
posted on May 10th, 2011, 6:48 pm
You can in fact order the station to attack ships that appear to be out of range of the attacker ![ThumbsUp :thumbsup:](/forum/images/smilies/thumbsup.png)
![ThumbsUp :thumbsup:](/forum/images/smilies/thumbsup.png)
posted on May 10th, 2011, 6:49 pm
I thought that you couldn't order stations to attack due to balancing purposes.
posted on May 10th, 2011, 6:51 pm
You cannot order stations to pick a new target, you can order them to fire on a target that is 'out of range (but not really)' if they have not yet fired.
posted on May 10th, 2011, 6:53 pm
When I tested this bug, I looked at the range ring on the ship that was attacking and the station was clearly out of range by about 50 units (1/4 grid square).
posted on May 10th, 2011, 6:55 pm
The 'range rings' do not completely match up with actual ranges. Part of this is due, I believe, to hardpoint to hardpoint differences.
posted on May 10th, 2011, 6:56 pm
They already know about the not accurate displayed ranges vs. actual ranges TCR. They've already said its on the to-do.![Wink ;)](/forum/images/smilies/wink.png)
![Wink ;)](/forum/images/smilies/wink.png)
posted on May 10th, 2011, 8:04 pm
Well, the displayed range has impeccable accuracy with the defined weapons range. It just seems that the AI functions allow the ship to fire even when the ship is 850 units away from the target and the range of the weapons is only 800. Which does give me an idea.
posted on May 10th, 2011, 8:57 pm
I just remembered, I had a slight problem with romulan turrets yesterday: The energy supply station was within range, but the turrets were with no energy. I played mijural avatar (is she the one, who can build two tavaras?). Can anyone confirm this? I think turrets very near to the station were recharged, the others (although within range) were not.
posted on May 10th, 2011, 9:37 pm
Yes the exessive strike gets a white background sometimes.
posted on May 11th, 2011, 11:19 am
xtlc wrote:I just remembered, I had a slight problem with romulan turrets yesterday: The energy supply station was within range, but the turrets were with no energy. I played mijural avatar (is she the one, who can build two tavaras?). Can anyone confirm this? I think turrets very near to the station were recharged, the others (although within range) were not.
If you mean by the circle drawn when you build the station, then no, that is for the special weapon of the station which you can research.
The animation (waves) gives a pretty accurate indication of how near a turret/vessel needs to be to get resupplied with energy.
posted on May 11th, 2011, 3:44 pm
I noticed the bug with the repair yard (fed ships get stuck in fed and klingon shipyards) has not been listed yet.
posted on May 11th, 2011, 3:49 pm
Andre27 wrote:I noticed the bug with the repair yard (fed ships get stuck in fed and klingon shipyards) has not been listed yet.
had to go looking for that report. hasnt been confirmed yet, has anyone else seen this bug? could this be related to a save game bug? ive heard about ships getting stuck in yards having something to do with save games.
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