3.2.7 Known Bugs (Table on Page 1)
Program aborts? Network configuration? Graphic errors? Bugs? Post your question here.
posted on February 18th, 2012, 11:59 am
sounds good. you already updated the table, so i guess i can say 'sorted' again.
posted on April 6th, 2012, 5:43 pm
Last edited by flopo on April 6th, 2012, 5:44 pm, edited 1 time in total.
I've made a short list with bugs that i found in the last time
-a ship with no (red) shields that goes to a green nebula regain shilds, but loose them when cloaks, should not regain shields or loose them not by cloaking, whatever makes more sense
-rhienns have a 30 phaseplate cooldown after building them in the yard, should not have this
-when selected a group of cloaked and uncloaked ships, hitting the cloak button the cloaked ships will decloak, to cloak the uncloaked ships would make more sense, otherwise it would be nearly impossible to cloak all ships simply away when their was a few microdd out before and are cloaked too
-scary: The revealing how the klingon decloak works:
It's very random when you will get your shield back as klingon, no it isn't!
Hit cloak button (0s) ... 6s - 7s 8s 9s 10s 11s 12s-13s 14s 15s ...
Time for decloak: ... 0s 4s 3s 2s 1s 0s 4s 3s ...
if you wan't back your shields instantly just decloak after 6*x seconds
romulans use a similar version, but with 3s instead of 6
-after hit the decloak button a ship fire, after hitting the kill button, the ship will not fire, switch this would make more sense
-a ship with no (red) shields that goes to a green nebula regain shilds, but loose them when cloaks, should not regain shields or loose them not by cloaking, whatever makes more sense
-rhienns have a 30 phaseplate cooldown after building them in the yard, should not have this
-when selected a group of cloaked and uncloaked ships, hitting the cloak button the cloaked ships will decloak, to cloak the uncloaked ships would make more sense, otherwise it would be nearly impossible to cloak all ships simply away when their was a few microdd out before and are cloaked too
-scary: The revealing how the klingon decloak works:
It's very random when you will get your shield back as klingon, no it isn't!
Hit cloak button (0s) ... 6s - 7s 8s 9s 10s 11s 12s-13s 14s 15s ...
Time for decloak: ... 0s 4s 3s 2s 1s 0s 4s 3s ...
if you wan't back your shields instantly just decloak after 6*x seconds
romulans use a similar version, but with 3s instead of 6
-after hit the decloak button a ship fire, after hitting the kill button, the ship will not fire, switch this would make more sense
posted on April 6th, 2012, 8:24 pm
i'm loving the work rate you're putting in here.
I'm not understanding your meaning here, could you please elaborate.
I'm not sure if this is intentional or not, there could be a balance consideration that newly built ships have to prepare their ability for use, hence cooldowns applying to newly built ships.
The flip side to this is that if 2 of your ships are uncloaked and get attacked, you would want to quickly decloak the others to help, rather than cloak the 2 and have them be vapourised without shields. when selecting ships when some are cloaked and some uncloaked the cloak button has to either count as cloak all or count as decloak all, either way it's not perfect, hence you have to select ships better.
a different solution would be to have 2 buttons appear when you select ships that are mixed cloaked/uncloaked, one button to cloak all and one button to decloak all. probably a fair bit of work that.
Just tested that with a noqduj, shields always returned after the 4 second decloak was complete. i've never seen a klingon ship get shields back differently. and by your distribution of times roughly 75% of decloaks should result in shields returning quicker than 4 seconds. it's not random, it should be 4 seconds for klink cloak/decloak. has anybody else seen anything like this? should be easy to test.
my first thoughts would be that there was a visual glitch that caused the green shield indicator to return early.
i think you are trying to talk about the fact that ships fire immediately when you decloak them by pushing decloak, but wait for decloaking to finish when you give an attack order/kill order.
that's a known limitation, i think it was like that in stock. just remember do always decloak rather than attack, you get a free volley, even if it's on the wrong target. this is in the guide under strategy i believe.
flopo wrote:-a ship with no (red) shields that goes to a green nebula regain shilds, but loose them when cloaks, should not regain shields or loose them not by cloaking, whatever makes more sense
I'm not understanding your meaning here, could you please elaborate.
flopo wrote:-rhienns have a 30 phaseplate cooldown after building them in the yard, should not have this
I'm not sure if this is intentional or not, there could be a balance consideration that newly built ships have to prepare their ability for use, hence cooldowns applying to newly built ships.
flopo wrote:-when selected a group of cloaked and uncloaked ships, hitting the cloak button the cloaked ships will decloak, to cloak the uncloaked ships would make more sense, otherwise it would be nearly impossible to cloak all ships simply away when their was a few microdd out before and are cloaked too
The flip side to this is that if 2 of your ships are uncloaked and get attacked, you would want to quickly decloak the others to help, rather than cloak the 2 and have them be vapourised without shields. when selecting ships when some are cloaked and some uncloaked the cloak button has to either count as cloak all or count as decloak all, either way it's not perfect, hence you have to select ships better.
a different solution would be to have 2 buttons appear when you select ships that are mixed cloaked/uncloaked, one button to cloak all and one button to decloak all. probably a fair bit of work that.
flopo wrote:-scary: The revealing how the klingon decloak works:
It's very random when you will get your shield back as klingon, no it isn't!
Hit cloak button (0s) ... 6s - 7s 8s 9s 10s 11s 12s-13s 14s 15s ...
Time for decloak: ... 0s 4s 3s 2s 1s 0s 4s 3s ...
if you wan't back your shields instantly just decloak after 6*x seconds
romulans use a similar version, but with 3s instead of 6
Just tested that with a noqduj, shields always returned after the 4 second decloak was complete. i've never seen a klingon ship get shields back differently. and by your distribution of times roughly 75% of decloaks should result in shields returning quicker than 4 seconds. it's not random, it should be 4 seconds for klink cloak/decloak. has anybody else seen anything like this? should be easy to test.
my first thoughts would be that there was a visual glitch that caused the green shield indicator to return early.
flopo wrote:-after hit the decloak button a ship fire, after hitting the kill button, the ship will not fire, switch this would make more sense
i think you are trying to talk about the fact that ships fire immediately when you decloak them by pushing decloak, but wait for decloaking to finish when you give an attack order/kill order.
that's a known limitation, i think it was like that in stock. just remember do always decloak rather than attack, you get a free volley, even if it's on the wrong target. this is in the guide under strategy i believe.
posted on April 6th, 2012, 10:30 pm
Last edited by flopo on April 6th, 2012, 10:37 pm, edited 1 time in total.
a heavy damaged ship, wich shields are destroyed (red icon) and are under repair, can get them back in a green nebula, unless it cloaks
if the phase plate was intentional the tooltip should be changed, because never used before, it could be no cooldown
i checked the noqduj, shields come back at different times, by building a several ships and cloaking them one after an other, and decloaking at the same time, shields come back different, because my ships attack the shield 1s after decloak, i dont think its only a visual bug
and a leahval whose energy reeling wore off disrupts the borg holding beam, thats a bug too, i think
if the phase plate was intentional the tooltip should be changed, because never used before, it could be no cooldown
i checked the noqduj, shields come back at different times, by building a several ships and cloaking them one after an other, and decloaking at the same time, shields come back different, because my ships attack the shield 1s after decloak, i dont think its only a visual bug
and a leahval whose energy reeling wore off disrupts the borg holding beam, thats a bug too, i think
posted on April 6th, 2012, 10:34 pm
Last edited by Tyler on April 6th, 2012, 10:35 pm, edited 1 time in total.
flopo wrote:and a leahval whose energy reeling wore off disrupts the borg holding beam, thats a bug too, i think
It's not limited to the Leahval, it's a replacementweapon-thing. Switching odfs makes the game think it's destroyed and cancels the weapon.
posted on April 7th, 2012, 2:10 am
For ease I'm just going to name them in order of presentation
1. Yup, just an old "feature" of A1/A2, as the engine does not distinguish between broken/disabled subsystems, and is just reset whenever the ship uses the subsystem (aka, transporting or cloaking, or going through a shield removing nebula).
2. More or less intended - it's fresh out of the yard, so consider such special weapons as needing time to adjust.
3. That's just a functional choice . We prefer a two button solution (many weapons will switch to such a function in the future), but that's not yet possible for cloak.
4+5(covered by Myles). It's not actually random, but there are a few bugs associated with cloak that are on todo for awhile. When moving the vessel, shield delay is normal (full time, 2 for rom or 4 seconds for kling) when decloaking, However, when not moving (the vessel is stopped), shield delay is instant (takes no time to restore the shields).
6. Holding Beam being disrupted: Tyler covered this - on long term todo to be fixed.
1. Yup, just an old "feature" of A1/A2, as the engine does not distinguish between broken/disabled subsystems, and is just reset whenever the ship uses the subsystem (aka, transporting or cloaking, or going through a shield removing nebula).
2. More or less intended - it's fresh out of the yard, so consider such special weapons as needing time to adjust.
3. That's just a functional choice . We prefer a two button solution (many weapons will switch to such a function in the future), but that's not yet possible for cloak.
4+5(covered by Myles). It's not actually random, but there are a few bugs associated with cloak that are on todo for awhile. When moving the vessel, shield delay is normal (full time, 2 for rom or 4 seconds for kling) when decloaking, However, when not moving (the vessel is stopped), shield delay is instant (takes no time to restore the shields).
6. Holding Beam being disrupted: Tyler covered this - on long term todo to be fixed.
posted on April 7th, 2012, 9:57 am
which of 1, 4, 5 and 6 do you want in the table vs on the guide?
on 5: I testted the noqduj with it stopped, and it still took 4 seconds for the indicator to say shields were restored. is this bug intermittent?
on 5: I testted the noqduj with it stopped, and it still took 4 seconds for the indicator to say shields were restored. is this bug intermittent?
posted on April 7th, 2012, 2:07 pm
Last edited by flopo on April 7th, 2012, 2:10 pm, edited 1 time in total.
I made a "replay" about the cloak problem:
http://www.youtube.com/watch?v=A0Lj0_pyRF8
not best quality but shows the shield problem
I'm a little bit confused about the vutpa, and its offensive value, on the tooltip you read 34, but adding the single values (14*2/2 + 9*2/4 + 9*2/4) * 1.2 = 28
http://www.youtube.com/watch?v=A0Lj0_pyRF8
not best quality but shows the shield problem
I'm a little bit confused about the vutpa, and its offensive value, on the tooltip you read 34, but adding the single values (14*2/2 + 9*2/4 + 9*2/4) * 1.2 = 28
posted on April 7th, 2012, 4:30 pm
@Myles: Don't really care - these particular type of bug tabulations aren't the most useful, because as we explore them we add information to their todo items etc . That cloak bug may have some other stuff associated with it - like I said, not the best to document them, especially as the documentation will be incomplete or misleading as more complex bugs may cause unusual effects .
@ Flopo: don't know what you mean by Offensive Values here
@ Flopo: don't know what you mean by Offensive Values here
posted on April 7th, 2012, 4:38 pm
sorted then.
posted on April 7th, 2012, 5:43 pm
Vutpa:
34 Offensive Value
25 Defensive Value
11 System Value
That i mean with Offensive Value
34 Offensive Value
25 Defensive Value
11 System Value
That i mean with Offensive Value
posted on April 7th, 2012, 5:50 pm
Yes... but you've written a bunch of numbers [(14*2/2 + 9*2/4 + 9*2/4) * 1.2 = 28] of which no origin is described .
posted on April 7th, 2012, 5:52 pm
I have noticed some problems with wormholes:
1)If the exit of a wormhole is inside a nebula, any ship that travels through it, when exits, will fly directly outside the nebula before stopping, regardless of any object along the way. (including blocking triggers)
2)The wormhole compatibile team determines only which team can see the wormhole icon when the mouse pointer is over it; the other teams can anyway travel through it.
3)(not really a bug) When the partner of a wormhole is changed, the partner of the old (or new) partner wormhole will be automatically changed.
For example: if we have 2 wormholes: A and B, with A linked to B and vice versa, if B gets linked to itself, A will be automatically unliked from B. (thus preventing to make the one-way wormholes described in the guide)
1)If the exit of a wormhole is inside a nebula, any ship that travels through it, when exits, will fly directly outside the nebula before stopping, regardless of any object along the way. (including blocking triggers)
2)The wormhole compatibile team determines only which team can see the wormhole icon when the mouse pointer is over it; the other teams can anyway travel through it.
3)(not really a bug) When the partner of a wormhole is changed, the partner of the old (or new) partner wormhole will be automatically changed.
For example: if we have 2 wormholes: A and B, with A linked to B and vice versa, if B gets linked to itself, A will be automatically unliked from B. (thus preventing to make the one-way wormholes described in the guide)
posted on April 7th, 2012, 6:01 pm
14 phaser (2s cooldown)
9 photon rack (4s cooldown)
9 photon rack (4s cooldown)
this formula works with all other ships, for phasers and anything else without damage reduction *1.2
9 photon rack (4s cooldown)
9 photon rack (4s cooldown)
this formula works with all other ships, for phasers and anything else without damage reduction *1.2
posted on April 8th, 2012, 12:07 am
Interesting about wormhole compatible team. Didn't know that, and seems to be present in Armada II as well
@flopo: I'm now just assuming you're getting those values from the tooltips, which are not the values used to calculate stuff (14.865 and 9.503 respectively). Furthermore, Photon Rack weapons are multi-targetting and have some additional components for calculation of damage
@flopo: I'm now just assuming you're getting those values from the tooltips, which are not the values used to calculate stuff (14.865 and 9.503 respectively). Furthermore, Photon Rack weapons are multi-targetting and have some additional components for calculation of damage
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