3.2.2 Known Bugs (Table on Page 1)
Program aborts? Network configuration? Graphic errors? Bugs? Post your question here.
posted on April 26th, 2011, 7:25 pm
Optec wrote:btw, the Remote Beacon is not considered a bug. Any special weapon, if used at a wrong location, consumes energy without yielding you any benefit
dont remember adding it, must have been one of the mods. i did read it though, so i was aware it was there. zebh removed it for me. thanks for the clarification.
gonna update the table now, not much work left to do since a lot was fixed with 3.2.2
i guess thats one way to update a table, wait til they fix the bugs so i dont have to add them
![Tongue :P](/forum/images/smilies/tongue.png)
posted on April 27th, 2011, 1:28 am
I'll add one nonetheless oserved in 3.2.2. Federation ships get stuck in repairyard (observed with Federation and Klingon yards.
Also during repair the shields are restored to 100+%. I have seen ships stuck in shipyards or during repair from newton with 103/107% shield strength.
Perhaps the repair bug and the shield bug are related.
Also during repair the shields are restored to 100+%. I have seen ships stuck in shipyards or during repair from newton with 103/107% shield strength.
Perhaps the repair bug and the shield bug are related.
posted on April 27th, 2011, 9:55 am
There's a bug with the Teutoburg at veteran.
Once it reaches veteran, the button for tricobalt carpet disappears (would say it's intended 'cause it gets a "normal" tricobalt launcher), but if you group two Teutos together (only one of them at vet), you can still use the tricobalt carpet special at both Teutos.
So the vet Teuto fires quite a bunch of tricobalts. :guns:
Once it reaches veteran, the button for tricobalt carpet disappears (would say it's intended 'cause it gets a "normal" tricobalt launcher), but if you group two Teutos together (only one of them at vet), you can still use the tricobalt carpet special at both Teutos.
So the vet Teuto fires quite a bunch of tricobalts. :guns:
posted on April 27th, 2011, 10:14 am
Doesn't the Vet combine both abilities?
posted on April 27th, 2011, 10:49 am
This is not a bug. The vet teutoburg combines both specials into one special.
When you select a vet and a non-vet teutoburg, the vet will fire its special, which is a special tricobolt, and the non-vet will fire its tricobolt special![ThumbsUp :thumbsup:](/forum/images/smilies/thumbsup.png)
When you select the vet first, his special will be shown in the first slot.
When you select the non-vet first, his special will be shown in the first slot.
Both will use their own special.
I saw this in 3.2.1 too. So it's no bug![Wink ;)](/forum/images/smilies/wink.png)
Unless the devs correct me on this.
When you select a vet and a non-vet teutoburg, the vet will fire its special, which is a special tricobolt, and the non-vet will fire its tricobolt special
![ThumbsUp :thumbsup:](/forum/images/smilies/thumbsup.png)
When you select the vet first, his special will be shown in the first slot.
When you select the non-vet first, his special will be shown in the first slot.
Both will use their own special.
I saw this in 3.2.1 too. So it's no bug
![Wink ;)](/forum/images/smilies/wink.png)
Unless the devs correct me on this.
posted on April 28th, 2011, 3:24 pm
Andre27 wrote:I'll add one nonetheless oserved in 3.2.2. Federation ships get stuck in repairyard (observed with Federation and Klingon yards.
Also during repair the shields are restored to 100+%. I have seen ships stuck in shipyards or during repair from newton with 103/107% shield strength.
Perhaps the repair bug and the shield bug are related.
Hi, i have observed rhien's getting stuck on the repair yards causing long lines/waits.. This used to happen a lot in the old A2.. I also noted mixed tech/Talon would not repair rhiens, but everything else would be repaired by them.. So far am having a lot of fun aside from the occasional out of memory error/crash but I attribute that to a weak system,... core duo..
posted on April 28th, 2011, 3:38 pm
core duo is not week man. Out of memory would only occur if you had really low amounts of RAM
posted on April 28th, 2011, 4:40 pm
CPU has nothing to do with how much memory you have. Also, RAM is supplemented by the page file (in Windows, it's called swap space in Linux I think), so a horrendous amount of memory would have to be consumed to actually run out of memory. More likely the program is exceeding limits the OS places on memory usage per program (32 bit OSs limit a single process to 4GB.)
Also, shouldn't this thread be retitled now that 3.2.2 is out?
Also, shouldn't this thread be retitled now that 3.2.2 is out?
posted on April 28th, 2011, 7:04 pm
thanks, i forgot that.
posted on April 28th, 2011, 7:27 pm
the fed sonsor station still pings while being decomissioned
posted on April 28th, 2011, 7:27 pm
I found a few bugs related to map height (now that it can be configured back into the game).
- When selecting a location for a station, the green/red bars do not appear. They did appear in A2 and were very helpful.
- The grid never shows the height of each unit reguardless of the grid settings. On one of the settings, the height of every unit is supposed to be visible via green or red bars.
- You cannot select height on special weapons. In A2, artillery ships could select a location and a height to attack. This does not appear to be available in FO or at the very least, the green/red line is invisible.
posted on April 28th, 2011, 7:30 pm
TChapman500 wrote:I found a few bugs related to map height (now that it can be configured back into the game).
- When selecting a location for a station, the green/red bars do not appear. They did appear in A2 and were very helpful.
- The grid never shows the height of each unit reguardless of the grid settings. On one of the settings, the height of every unit is supposed to be visible via green or red bars.
- You cannot select height on special weapons. In A2, artillery ships could select a location and a height to attack. This does not appear to be available in FO or at the very least, the green/red line is invisible.
those all belong in the modding section as stock fleetops gameplay doesnt involve height.
posted on April 28th, 2011, 7:50 pm
The Secondary Buffer System of the Cho'naQ Class seems to be defective. It's supposed to give a +8 to defense while Energy Buffer is active, but neither the tooltip or the actual stats change.
posted on April 28th, 2011, 7:57 pm
My big T does not use less warp-in slots after reaching officer rank ![Cry :crybaby:](/forum/images/smilies/crybaby.gif)
i want 3 of this ships![Cry :crybaby:](/forum/images/smilies/crybaby.gif)
![Cry :crybaby:](/forum/images/smilies/crybaby.gif)
i want 3 of this ships
![Cry :crybaby:](/forum/images/smilies/crybaby.gif)
posted on April 28th, 2011, 8:06 pm
Last edited by Anonymous on April 28th, 2011, 8:10 pm, edited 1 time in total.
Myles wrote:those all belong in the modding section as stock fleetops gameplay doesnt involve height.
It is a Fleet Ops bug. Therefore, it belongs in the bug thread.
EDIT:
Just to satisfy you, I'll create a new thread specific to modding related bugs. But I really don't see the point in that.
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