3.2.2 Known Bugs (Table on Page 1)
Program aborts? Network configuration? Graphic errors? Bugs? Post your question here.
posted on May 11th, 2011, 9:52 pm
Myles, I dunno from what i've read SSDs shine at random reads. Which is how FO works. Pretty much all programs should get some nice bump from having an SSD, the exceptions being processes like transcoding a video file i guess. Anyone have any experience in the matter?
posted on May 12th, 2011, 1:20 am
Myles wrote: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.
For reference:
Star Trek Armada II: Fleet Operations - 3.2.2 Known Bugs (Table on Page 1)
Dircome stated he has had the same problem:
Star Trek Armada II: Fleet Operations - 3.2.2 Known Bugs (Table on Page 1)
2nd report for 3.2.2
Star Trek Armada II: Fleet Operations - 3.2.2 Known Bugs (Table on Page 1)
Confirmed by Decker
Star Trek Armada II: Fleet Operations - 3.2.2 Known Bugs (Table on Page 1)
Shipyard bug is also mentioned here;
Star Trek Armada II: Fleet Operations - 3.2.2 Known Bugs (Table on Page 1)
and confirmed:
Star Trek Armada II: Fleet Operations - 3.2.2 Known Bugs (Table on Page 1)
Tyler reported it as well:
Star Trek Armada II: Fleet Operations - 3.2.2 Known Bugs (Table on Page 1)
The only thing which i am not sure of is if a savegame of this bug has been sent as confirmation.
Not nagging, but it is an annoying bug and it surprised me it was not yet listed after several people reported it.
posted on May 12th, 2011, 1:27 am
Tyler sent me a saved game with this bug, but if you have another one on a stock map I'd be more than happy to pass it on
. My address is visible in my forum profile.
![Smiley :)](/forum/images/smilies/smile.png)
posted on May 12th, 2011, 10:11 am
so does this describe it:
Loading a saved game causes ships with repair orders to ignore any further orders and when they get to the yard they get stuck.
so does it only apply to ships that have been given a repair order and the save was done while they were on the way to yard.
or is it that you save, then any further repair orders cause the glitch?
Loading a saved game causes ships with repair orders to ignore any further orders and when they get to the yard they get stuck.
so does it only apply to ships that have been given a repair order and the save was done while they were on the way to yard.
or is it that you save, then any further repair orders cause the glitch?
posted on May 12th, 2011, 1:48 pm
Saved games sometimes generate ships with above 100% shields. That's the bug, but the effect of the bug is, I believe, that those affected ships get stuck int he repair queue ![Smiley :)](/forum/images/smilies/smile.png)
![Smiley :)](/forum/images/smilies/smile.png)
posted on May 12th, 2011, 1:50 pm
Stations can have their non-existent engines disabled by random subsystem disabling weapons, and unmanned stations can have life support affected as well. I would like to have this changed, because it can mean wasted specials like polaron torpedo.
posted on May 12th, 2011, 1:57 pm
Dominus_Noctis wrote:Saved games sometimes generate ships with above 100% shields. That's the bug, but the effect of the bug is, I believe, that those affected ships get stuck int he repair queue
added to the table.
posted on May 12th, 2011, 2:02 pm
Also you can't set the rally point of repaired ships in the Field Yard itself, only with the third expansion. Which is a big disadvantage for micro repairing, since you can't really choose which repair dock the ships will go to.
posted on May 12th, 2011, 2:13 pm
More info on the saved games bugs...
On ships undamaged before the save, get involved in combat, then get a Repair/Recrew order, still hang in the shipyards.
Undamaged ships with full crew do the same thing if given a Repair/Recrew order. Same with a decommission order.![Blink :blink:](/forum/images/smilies/blink.png)
Tried decommissioning the shipyard and replacing it with a new built one. Same problem.![Pinch :pinch:](/forum/images/smilies/pinch.png)
Hope this info helps ...
On ships undamaged before the save, get involved in combat, then get a Repair/Recrew order, still hang in the shipyards.
Undamaged ships with full crew do the same thing if given a Repair/Recrew order. Same with a decommission order.
![Blink :blink:](/forum/images/smilies/blink.png)
Tried decommissioning the shipyard and replacing it with a new built one. Same problem.
![Pinch :pinch:](/forum/images/smilies/pinch.png)
Hope this info helps ...
posted on May 12th, 2011, 2:15 pm
Unleash Mayhem wrote:Stations can have their non-existent engines disabled by random subsystem disabling weapons, and unmanned stations can have life support affected as well. I would like to have this changed, because it can mean wasted specials like polaron torpedo.
i get this too.
Unleash Mayhem wrote:Also you can't set the rally point of repaired ships in the Field Yard itself, only with the third expansion. Which is a big disadvantage for micro repairing, since you can't really choose which repair dock the ships will go to.
i get this as well.
will add those to the table. thanks
![Smiley :)](/forum/images/smilies/smile.png)
posted on May 12th, 2011, 2:18 pm
Unleash Mayhem wrote:Stations can have their non-existent engines disabled by random subsystem disabling weapons, and unmanned stations can have life support affected as well. I would like to have this changed, because it can mean wasted specials like polaron torpedo.
That is desired behavior, as it increases the effectiveness of those sorts of weapons if they are not set up like that.
Unleash Mayhem wrote:Also you can't set the rally point of repaired ships in the Field Yard itself, only with the third expansion. Which is a big disadvantage for micro repairing, since you can't really choose which repair dock the ships will go to.
This is not possible to fix as the repair hardpoint is accomplished differently than those of other factions in order to do the '2 basic yard choice, but one repair' system.
posted on May 12th, 2011, 2:21 pm
Dominus_Noctis wrote:That is desired behavior, as it increases the effectiveness of those sorts of weapons if they are not set up like that.
really? but a station has no engine system, so its impossible for that system to flash yellow to indicate disabled.
i dont mind a chance for the subsystem disabler to fail, but it should cause no effect, rather than cause engines to flash yellow on a station.
Dominus_Noctis wrote:This is not possible to fix as the repair hardpoint is accomplished differently than those of other factions in order to do the '2 basic yard choice, but one repair' system.
will make a note of that.
posted on May 12th, 2011, 2:34 pm
Well, I'm not sure
Could think of it as small thrusters or something, or that it is letting you know that the ability has worked and you aren't going crazy. The current system is only temporary
.
![Smiley :)](/forum/images/smilies/smile.png)
![Smiley :)](/forum/images/smilies/smile.png)
posted on May 12th, 2011, 2:40 pm
Myles wrote:i get this too.
i get this as well.
will add those to the table. thanks
Np.
I'll try and remember known bugs that we have forgotten about over the years that aren't listed if it will help, like multiplayer saves not being function at the moment.
posted on May 12th, 2011, 2:43 pm
Dominus_Noctis wrote:Well, I'm not sureCould think of it as small thrusters or something, or that it is letting you know that the ability has worked and you aren't going crazy. The current system is only temporary
.
lol thats grasping at straws. what about life support on a scout station that clearly has no space for a person inside?
i'll leave it in the table as the yellow blinking thing is the technical bug.
Who is online
Users browsing this forum: No registered users and 6 guests