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 June 1st, 2012, 2:05 am
Incase anyone's wondering, the files says 1.0 Stardates pass per real world second by default.

float cfgSTARDATE_PER_SECOND = 1.0; // for every "game second (more or less real time second), this many stardate intervals pass
posted on June 24th, 2012, 9:31 am
Against the Borg AI a fleet of 8 ships was assimilated at the same time wich attacked a Incubation Center.
I know that the AI use the assimilation feature of thise Station, but the most of the ships have more then 150 Crew left a second befor i lose them. In my opinion the only possibility is, that the Matrix teleport wich was use by the AI and only shoud recrew Friendly Vessels affect my ship and reduce Crew.
posted on June 24th, 2012, 9:57 am
As far as I know, it is friendly-only. The AI uses it on me all the time, with no effect.
posted on June 24th, 2012, 5:02 pm
There is a bug with the Incubation Center that can result in unusually high crew losses. This is fixed for our next release :).
posted on June 24th, 2012, 9:00 pm
not sure if this belongs in here or not but iv noticed that after a certain amount of time placed ships with no crew on them will self-destruct at the same time.
(on an 7 player map, team 8 left for spare ships to be captured) stations/yards were ok, fed constructors were ok. 8 avalons all blow up at the same time (noticed this on other maps with 4 player with different ships)
posted on June 24th, 2012, 10:18 pm
hellodean wrote:not sure if this belongs in here or not but iv noticed that after a certain amount of time placed ships with no crew on them will self-destruct at the same time.
(on an 7 player map, team 8 left for spare ships to be captured) stations/yards were ok, fed constructors were ok. 8 avalons all blow up at the same time (noticed this on other maps with 4 player with different ships)


yeah that's known, it probably belongs in the map editing section of the guide.
posted on July 8th, 2012, 3:39 pm
just seen something strange..

im borg, and fed enemy A.I. had an akira damaged and lost engines after attacking my star base. it drifted off but still in sensor range. it used its regen special (despite not using its special energy) then 30 seconds/1min later it just exploded

it wasnt in a nebula, it didnt have anything fire on it..
posted on July 8th, 2012, 11:23 pm
hellodean wrote:just seen something strange..

im borg, and fed enemy A.I. had an akira damaged and lost engines after attacking my star base. it drifted off but still in sensor range. it used its regen special (despite not using its special energy) then 30 seconds/1min later it just exploded

it wasnt in a nebula, it didnt have anything fire on it..

did it lose crew? after a while without crew ships explode, although that would usually be after a lot longer than a minute.

what else other than your starbase hurt it? turrets/ships/etc, grasping at straws a little here.
posted on July 9th, 2012, 5:55 pm
it was just 2 borg star bases. think they were fully upgraded. only the engines system was on red. dont think the crew were all gone. most likely most of the crew were still there.
posted on July 10th, 2012, 10:50 pm
Hi there!
First of all great work with the new site and the work in progress; I was amazed how much the site changed! :D

Second, I had stated a few months ago, there was no warning for a Borg player about not enough collective connections to build a specific ship. Seems to me this has not yet been remedied. I hope this is the right place to renew my question, if there will be a warning again! :)
I do not remember who said that, but someone from the staff told me there was a warning message with sound and it would be inserted again...

Of course I realize this is no top priority issue...

Thanks, have fun and be safe!#

EDIT: I found the old topic: //www.fleetops.net/forums/viewtopic.php?t=7816 . Darn it, that was over two years ago, how time passes.
But as Douglas Adams teaches us: "Time is an illusion, lunchtime doubly so..." :lol:
posted on July 18th, 2012, 7:16 pm
i seem to keep coming across a problem with transporting over to enemy ships.

if i have a fleet beaming over to an enemy ship, some keep transporting butt others cut out after a few seconds despite having thousands of crew still on board (like a borg sphere beaming over to a borg collector so no shields to be a problem)

but happens to any ship beaming to any ship.

in or out of combat situations
posted on July 18th, 2012, 8:17 pm
Any ship that moves during transport and stops will also stop transporting - an old A2 bug that is fixed for the next major release :)
posted on July 18th, 2012, 11:50 pm
great to know :thumbsup:
posted on July 21st, 2012, 11:16 am
CTD when loading savegame. I've found a reproduce-able CTD and even know WHY. Its the Warp-ins!

If an AI is calling for a Warp-In and you save your game while the warp in is at warp- your savegame will be corrupt and fleetops will crash to desktop.

I've tested it several times and I tried time frames short before and while in different save games. Loading saves without Warp-in in progress is fine, loading saves while Warp-Ins flying through the map will cause a crash.
posted on July 21st, 2012, 3:45 pm
Yup, I can verify that. Thanks for your report :)
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