Technology Lab bug

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posted on September 2nd, 2009, 8:59 pm
I was playing Klingon on a 8 player game when I captured a Dominion Technology Lab. I could research two techs: The Breen Cruiser Cloak and the Dampening Missile.

I'm not sure if it's intended (I doubt it) or a bug, but I think I'd report it.

Here's a screenshot:

Attachments

FOScreenShot_090902_160628.png
posted on September 2nd, 2009, 9:00 pm
yep thats a small bug, fixed with the next patch :thumbsup: thanks for reporting
posted on September 2nd, 2009, 9:54 pm
Well, if it was intended, I thought that it was fair that everyone knew about it. And if it was a bug, prevent people from exploiting it.

After all, it would allow a non-Dominion player to use the special ability of any captured ships of those classes.
posted on September 3rd, 2009, 8:24 am
sure. i think the cloaking reserach problem has been reported already, i don't know about the dampening missile though. both of them shouldn't be too exploitable.
posted on September 3rd, 2009, 2:02 pm
Last edited by Baleful on September 21st, 2009, 5:33 pm, edited 1 time in total.
humm,  well...

i was of the humble opinion, that if you do have some captued ships, and you DO manage to capture a enemy tech yard, then you SHOULD be able to know whatever they knew, (the files should be in the captured station database, right?)  and or, one would think YOU COULD take the time and resources to research whatever they could.  i mean, your IN THEIR STATION, everything they needed to reasearch it is now at your fingertips.

my vote would be to BE ABLE to learn the tree  if not just get it on capture,  or have a "learn / decode captured tech"  kinda like researching a mixed tech shipyard.

that might be fair.  5 or 10 minutes to decode it all.

just my thoughts
posted on September 3rd, 2009, 2:05 pm
I remember suggesting about a chance of individual pods being destroyed automaticaly when a station is taken (collateral damage or last resort sabotage), with the victor getting weapons whose pods were not destroyed.
posted on September 3rd, 2009, 2:38 pm
that is another thing i noticed about FO.
In A1 and A2 you could target and destroy individual pods from the tech station.  were in FO, it is just a station, and destroying the station no longer stops ships from being able to use the special abilities.
nor does capturing said station make the special weapons work of any captured enemy ships.

i dont know if i'm for or against this "latest" development,  simply something i've noticed

kinda like borg uplinks.  when it is the AI playing as the borg, the uplink functions as a shipyard making ships, when i play as the borg, the uplink BECOMES the ship.  is it just me noticing this?  or am i doing it wrong?
posted on September 3rd, 2009, 2:47 pm
Last edited by Tyler on September 3rd, 2009, 2:50 pm, edited 1 time in total.
Baleful wrote:kinda like borg uplinks.  when it is the AI playing as the borg, the uplink functions as a shipyard making ships, when i play as the borg, the uplink BECOMES the ship.  is it just me noticing this?  or am i doing it wrong?

Very well known bug...
posted on September 3rd, 2009, 3:35 pm
yep, its intended that research and upgrades can neither be captured and are not lost, after all not all your crew members are affected by an amnesia wave  :innocent:
posted on September 3rd, 2009, 4:42 pm
Optec wrote:yep, its intended that research and upgrades can neither be captured and are not lost, after all not all your crew members are affected by an amnesia wave  :innocent:


yes, that makes total sense.  it was a more Realistic change in FO  :thumbsup:

taking that amnesia concept a step further...

once you build a ship, (i.e. Saber)  and then you research a weapon (i.e. hyper impulse) 
I WOULD THINK, that you would have to send the ship back to the shipyard to be retrofitted to APPLY the new technology, not just instantly get it wherever it happens to be on the map.

also

taking out the research facility should work againt the borg.  there connection with the technology has been severed.  they have lost entire ships to being severed, why not tech
posted on September 3rd, 2009, 4:47 pm
Baleful wrote:taking that amnesia concept a step further...

once you build a ship, (i.e. Saber)  and then you research a weapon (i.e. hyper impulse) 
I WOULD THINK, that you would have to send the ship back to the shipyard to be retrofitted to APPLY the new technology, not just instantly get it wherever it happens to be on the map.

Ships are often launched unfinished, they likely just have to send the Engineer instructions on hour to create the device. Come to think of it, that should only happen on Federation and Borg ships...
posted on September 3rd, 2009, 6:02 pm
so, it is a race bonus then,  send in the instructions via sub-space?  hi tech classified technology ripe for intersecption.

don't get me wrong, i understand Reed being able to "plug in" the phase canons that were put in the cargo bay but never installed, but when it comes to MAJOR system upgrades,  you tend to have to take said system offline.  cant work on a live system (not in real life anways, you'd electricute youself)

how about this...

the ships, given enough time, could self upgrade.  it would just take a while.  5 minutes or so.  where as, if they go back to a shipyard, they are in and out in 5 seconds.
posted on September 3rd, 2009, 6:05 pm
The time that is required by the vessels to apply the new technology is probably included in the research time.
posted on September 5th, 2009, 9:23 am
Baleful wrote:kinda like borg uplinks.  when it is the AI playing as the borg, the uplink functions as a shipyard making ships, when i play as the borg, the uplink BECOMES the ship.  is it just me noticing this?  or am i doing it wrong?

less a bug than a necessity. the ai currently wouldn't understand how to correctly handle it another way
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