3.2.7 Known Bugs (Table on Page 1)

Program aborts? Network configuration? Graphic errors? Bugs? Post your question here.
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posted on August 5th, 2011, 8:09 am
xtlc wrote:Unfortunatly the crash report sending process fails all the time I try it, so I will add it here.

do you get any error messages?
posted on August 5th, 2011, 11:50 am
I have an issue that while playing Borg on "assimliatel"  against ai players the assimilater ship will use its holding beam to remove the enemy ships crew and make the ship mine but wont put any of my crew to relpace them so any other enemys instantly target and destroy the unmanned ship.
posted on August 5th, 2011, 3:53 pm
^ Thats not a bug. The Assimilate beam only strips crew off. You need to manually beam crew over after all the crew is gone.
posted on August 8th, 2011, 7:48 pm
The bigger problem is, the assimilator does not stop firing on empty ships sometimes and usually empty ships are destroyed, not boarded :(
posted on August 8th, 2011, 11:54 pm
xtlc wrote:The bigger problem is, the assimilator does not stop firing on empty ships sometimes and usually empty ships are destroyed, not boarded :(


chonaq suffers that too. with the assim though, usually the beam will be targeted at something that the ships arent firing at. with the chonaq its different as the chonaq is only there to get kills, and that several seconds of wasted energy/fire really hurts the chonaq, making it a lot of work to make the extra dps pay.
posted on August 9th, 2011, 1:02 am
The Chonaq does not waste energy on dead ships  ^-^

The Assimilator should always stop firing on ships it is assimilating, like the Holding Beam. I can test to see if this isn't the case, but I haven't heard of this issue before (just that ships will be ordered to fire on newly captured ships.
posted on August 9th, 2011, 11:21 am
Dominus_Noctis wrote:The Chonaq does not waste energy on dead ships   ^-^


was that fixed? i honestly didnt notice. random rarely gives me klinks, and on the occasion it does i usually play taqqy and dont get chonaqs very often.

if that is fixed then the chonaq will be seeing use in my fleets :D
posted on August 9th, 2011, 4:18 pm
Hm, hasn't done that for at least a year - I'm not sure if I ever properly tested that to begin with, so might never have been a 'feature' to begin with :)
posted on August 9th, 2011, 4:45 pm
Dominus_Noctis wrote:Hm, hasn't done that for at least a year - I'm not sure if I ever properly tested that to begin with, so might never have been a 'feature' to begin with :)


i seem to remember the chonaq firing on already dead but drifting vessels. taking energy as it did so, and wasting time that would be better spent shooting ships that arent dead.

either way, im glad it doesnt do it now.
posted on August 12th, 2011, 1:52 am
The KlingonCommandoTeam special weapon does not seem to work on warp ins or any vessel created via a replaceweapon. Additionally it does not seem to work on any starting units, it only functions against units built from a yard or constructor.
posted on August 12th, 2011, 4:52 am
This are not all bugs that are listed bellow.

- When Federation turret chassis are upgraded to a sensor-, pulse-, phaser- , or torpedo- turrent they are more vulnerable and a easy target to be destroyed. I think that is not quite fair, given the long build time of a turrent where the construction ship is vulnerable all the time until the chassis is build.

- The small klingon shipyard does not allow you to set where repaired ships are to be located to. Only ships that leave the construction yards as brand new can be pointed to a location.

- The Game crashes every time when I click on exit, unless the folder Data/sounds/effects is empty.

- The romulan AI is far to strong, not even the klingons build that fast and heavy ships. Especially that ship that throws these splash damage torpedos are very devestating that early. If you want to play against ai with the same settings and try all the factions you will find out that you can't beat the Romulans but all the others, and the borg become very easy when you make it fit for the Romulans.

- It would be nice to select a even faster game speed. One or two steps.

- It would help if there where stripes in the advanced menu indicating one big stripe for standard settings and smaller stripes to indicate +/-1 offset, so the player can evaluate the settings bar.

- Some ships like the Big Romulan Warship (You can build 2) do not quite follow the movement orders and move sometimes like they where on yellow instead on green. Also the Group attack does not work poperly, probably because these ships are to big.

- The special Excelsior torpedos do not match the range of the regular torpedos once the ship does upgrade its rank a few times. As result when you activate the weapon from a perfect distance of the senior ship it won't fire but immobilize the ship and use up all special energy.

- The sound effects can be heard from a far to great distance, that can get annoying very quickly if you are sensitive to sounds like many advanced ego-shooter gamers are.

- It would be nice if you could disable the station selection sounds in the menu, as they can disrupt the game-flow, especially when they are so long and/or loud.

- What is the Option >Give uinits on< for ?

- Also some ships (like the Defaint Class) do not turn towards the target and attack it if they are set on green movement, they just sit there and wait for their destruction. Maybe it has to do with the short weapons range when attacking with a fleet where many ships have a higher weapons range.

- I also wonder why the Defaint class has such a short weapons range. Once the ship ranks up it can also fire torpedos, why not just let it have torpedos on rank up and start with the medium weapons range?
posted on August 12th, 2011, 10:04 am
Chrissstrahl wrote:- When Federation turret chassis are upgraded to a sensor-, pulse-, phaser- , or torpedo- turrent they are more vulnerable and a easy target to be destroyed. I think that is not quite fair, given the long build time of a turrent where the construction ship is vulnerable all the time until the chassis is build.


this is actually quite necessary and not a bug. these turrets are tough when not being upgraded, and tough once upgraded. during building an attentive opponent should be able to hurt you while upgrading.

this is balanced for multiplayer, where fed players can easily get turrets up before the enemy can stop them. their constructors arent even weak.

Chrissstrahl wrote:- The small klingon shipyard does not allow you to set where repaired ships are to be located to. Only ships that leave the construction yards as brand new can be pointed to a location.


this in in the table and cannot be fixed at present.

Chrissstrahl wrote:- The Game crashes every time when I click on exit, unless the folder Data/sounds/effects is empty.


i've heard a couple people say similar thinks. uberman/megaman i think has a similar bug. definitely worth investigating.

Chrissstrahl wrote:- The romulan AI is far to strong, not even the klingons build that fast and heavy ships. Especially that ship that throws these splash damage torpedos are very devestating that early. If you want to play against ai with the same settings and try all the factions you will find out that you can't beat the Romulans but all the others, and the borg become very easy when you make it fit for the Romulans.


play against dominion, they'll be worse usually. the ai needs a lot of work, dont expect much soon though as the focus is mostly multiplayer.

Chrissstrahl wrote:- It would be nice to select a even faster game speed. One or two steps.

- It would help if there where stripes in the advanced menu indicating one big stripe for standard settings and smaller stripes to indicate +/-1 offset, so the player can evaluate the settings bar.


Those sound like feature requests not bugs :)

Chrissstrahl wrote:- Some ships like the Big Romulan Warship (You can build 2) do not quite follow the movement orders and move sometimes like they where on yellow instead on green. Also the Group attack does not work poperly, probably because these ships are to big.


thats the tavara. ive seen these movement issues not just on the tavara but on other ships too. it appears that if your ship is on red alert weapons, and green movement and the enemy attacks a nearby ship, then the green movement ship will still move away to defend.

Chrissstrahl wrote:- The special Excelsior torpedos do not match the range of the regular torpedos once the ship does upgrade its rank a few times. As result when you activate the weapon from a perfect distance of the senior ship it won't fire but immobilize the ship and use up all special energy.


do you mean excelsior II special guided quantums? im not sure if they are meant to become artillery range when the excel 2 ranks up.

Chrissstrahl wrote:- It would be nice if you could disable the station selection sounds in the menu, as they can disrupt the game-flow, especially when they are so long and/or loud.


Also sounds like a feature request. turning off unit speech will stop ships speaking, it will also stop selection sounds.

Chrissstrahl wrote:- What is the Option >Give uinits on< for ?


does what it says on the tin, if u have a player on the same team as you, you can give them units. you cant give them any unit, some are prevented, like ships with caps. so you cant build 2 tavaras, then give them to ally and build 2 more. anything capped cannot be given. i think constructors cant be given either. this is most useful when playing as borg and you steal a scout, you cant repair it, so give it to an ally with a yard.

Chrissstrahl wrote:- Also some ships (like the Defaint Class) do not turn towards the target and attack it if they are set on green movement, they just sit there and wait for their destruction. Maybe it has to do with the short weapons range when attacking with a fleet where many ships have a higher weapons range.


any ship with restricted firing arc will not turn to shoot when on green autonomy. put them on yellow to get them to turn by themselves.

Chrissstrahl wrote:- I also wonder why the Defaint class has such a short weapons range. Once the ship ranks up it can also fire torpedos, why not just let it have torpedos on rank up and start with the medium weapons range?


the defiant fits well as a short range ship, it always does so in the shows. its fast and manoeuvrable. a perfect example is where sisko waited until he was at point blank range to fire phasers and destroy a jemhadar ship. they then stayed at range trying to kite him. also when the mirror defiant fought the regent worf's neggie, they stayed in close. also when normal defiant fought the lakota, they stayed in close.

if the defiant were medium range it would be even stronger, and the defiant is definitely strong enough.
posted on August 13th, 2011, 2:19 am
The Undying Nephalim wrote:The KlingonCommandoTeam special weapon does not seem to work on warp ins or any vessel created via a replaceweapon. Additionally it does not seem to work on any starting units, it only functions against units built from a yard or constructor.


I can't seem to confirm at least the not working on starting units. I haven't tested the others yet as didn't create the ODFs... unless you can provide them  :sweatdrop:
posted on August 13th, 2011, 4:28 am
Dominus_Noctis wrote:I can't seem to confirm at least the not working on starting units. I haven't tested the others yet as didn't create the ODFs... unless you can provide them  :sweatdrop:


For the quickest test I'd recommend having Sigma installed and then setting it so you start out with Vairuhn's ship (zev_vairuhn1.odf). You'll notice none of the ships that enemies start with will let you target them with Vairuhn's special weapon (the commando team), and every Sov ship that is warped in will not be targetable either.
posted on August 13th, 2011, 9:53 am
Last edited by Chrissstrahl on August 13th, 2011, 9:56 am, edited 1 time in total.
- The Game crashes every time when I click on exit, unless the folder Data/sounds/effects is empty.

I would be willing to provide a cut down bug report of the error, how ever I do not intend to expose all my programs like firewall, Virusscanner and other Programs which I consider to be private.

play against dominion, they'll be worse usually. the ai needs a lot of work, dont expect much soon though as the focus is mostly multiplayer.

I believe if the AI is instructed to build different ships, especially less artillery it would make it more balanced. I've never had any issues with the Dominion, just klingons and Romulans, but I find Romulans defently to strong as an AI.

Those sound like feature requests not bugs

Quite true, as precaution I announce in my post the following:
This are not all bugs that are listed bellow.

do you mean excelsior II special guided quantums? im not sure if they are meant to become artillery range when the excel 2 ranks up.

Yes, but it a frustrating inconvenience when you try to use your special ability and you end up doing being more ineffective instead of being more effective (on small ships).

turning off unit speech will stop ships speaking, it will also stop selection sounds.

I was hoping that disabling the selection sounds will stop the game from freezing sometimes, getting you stuck on the selected station, which happens often while upgradeing a starbase, then you need to press any unbound group number to get the station off focus again.

does what it says on the tin, if u have a player on the same team as you, you can give them units. you cant give them any unit

Oh, I was under the impression that it will give you crew, but that isn't nessary in FO.
I dono how but I think I've been confusing two things here.

any ship with restricted firing arc will not turn to shoot when on green autonomy. put them on yellow to get them to turn by themselves.

I believe I have observed otherwise, ships with phaser/beam weapons do turn most of the time.
I get the impression that it has to do with the weapons range or any related range declaration.
But then again it is over 7 years ago that I was modding on Aramada II, and I never to that deep into it to figure out all the engine/game bugs.
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