3.1.1 Bugs

Program aborts? Network configuration? Graphic errors? Bugs? Post your question here.
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posted on January 21st, 2010, 6:16 pm
Last edited by Quatre on January 21st, 2010, 6:18 pm, edited 1 time in total.
Please resheck the weaponrange of the Borg Assimilator. Neither my long range ships nor my long range defensestations will fire at him while he is spamming his torps on them.
I have to send them closer before the ships will fire.

It seems like his range is between long and artillery. Just federation torptowers and starbases and all artilleryvessels are able to return fire.

It is nerving if 4 of them are killing all my risner phasertowers without beeing in danger.
posted on January 21st, 2010, 7:39 pm
I was playing with the Borg in the map Rain and later I saved the game to continue later, but when I try to load the saved game it crash... later I'll post the report!
posted on January 21st, 2010, 8:03 pm
DarkDragon452 wrote:Can anyone confirm this bug is fixed or not in this version? I haven't had time to test it.

In 3.1.0 I noticed that with the new fighter carriers if you assigned them to a fleet and they had 5-10 fighters out, and those fighters filled up your fleet  to the 16 mark, you couldn't Ctrl+Shift+# add any more ships to that fleet, as the fighters seemed to be technically "in" the fleet, though they weren't listed in the GUI as they aren't "clickable" ships.

Is the issue still present now, with the new hard cap being at 30?

It's quite annoying to have to assign the fighter carriers to seperate fleets because of this. Especially the federation Avalon, as it can function just fine along other support vessels in the same fleet (such as canaverals for ex)


It seems he nailed the ctrl-shift-# problem. I was having that issue only when playing as Risner and having Avalons out now that I went back and tested it. Apparently the fighter craft take up space in your task groups.
posted on January 22nd, 2010, 11:20 am
Makarn wrote:I was playing with the Borg in the map Rain and later I saved the game to continue later, but when I try to load the saved game it crash... later I'll post the report!

do you still have the savegame at hand? could you please email it to me? thanks
You can find the savegames under XP
C:Documents and SettingsApplication DataStar Trek Armada II Fleet OperationsSavegames
or Vista/7
C:UsersAppDataRoamingStar Trek Armada II Fleet OperationsSavegames

note that these folders may be hidden in the default configuration of Windows.

The Undying Nephalim wrote:It seems he nailed the ctrl-shift-# problem. I was having that issue only when playing as Risner and having Avalons out now that I went back and tested it. Apparently the fighter craft take up space in your task groups.

yes, exactly, has been fixed in the dev version
posted on January 22nd, 2010, 11:46 am
The cloak follow bug is in 3.1.1.  I forget if this is fixable or not (I'm drawing a blank on all the old posts about it), but I figured I'd mention it anyway.
posted on January 22nd, 2010, 11:51 am
Some of you might remember the targeting problem with turrets & stations (from the closed beta of V3)... somebody check this save game, my turrets do not return fire at attackers and keep shooting the collector and the mining station.

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posted on January 22nd, 2010, 3:35 pm
A potential bug that I've noticed - if you have your ship AI set to something other than the default - say you have your Steamrunners set to not move of their own initiative - getting hit with nanites will reset this, and return your ships to their default settings, while leaving the GUI settings intact. This means that if you check your ships it still looks like they're set to whatever - toggling between your desired setting, another setting and back is enough to get it going again.
posted on January 22nd, 2010, 6:22 pm
in a game i played recently, i was the dominion vs the fed.

late game / near the end / for fun, i got close to the fed starbase, just out of weapons range, built a perimiter.  figuring, i could snipe the starbase and just wait forever for it to die.

next to the starbase, was a mining facility, upon completion, mt perimiter opened fire on the mining station, and the starbase opened fire on my perimiter.

i ordered the perimiter to fire on the starbase, but it "didn't feel like it" and just kept firing on the mining station.

WTH?

Complaint A )  Perimiter not obeying orders
concern    B )  Fed Starbase range not right?
posted on January 22nd, 2010, 6:26 pm
This is more of a gameplay issue.  I really feel this aspect should be brought under the control of the player again, as we know better than the computer what is important to target. ^-^
posted on January 22nd, 2010, 7:03 pm
Turrets attacking what they want, not what you want was intentional I think. Much better that way, you can't focus all your turrets on the same ship for a cheap victory.
posted on January 22nd, 2010, 7:58 pm
I get that it was intentional, but turrets are not mobile, ships are.  So if you're turtling up, your opponent just makes a few artillery ships and blows them out of the water.  They're easy things to kill for every faction.  Or you attack where the turrets aren't.  Or you zip in with your hyper fast short ranged units, and zip out before you take any loses.  Or you disable the turrets with plasma bolt or critical shot or polaron torpedo and wipe them out unopposed. ^-^
posted on January 22nd, 2010, 8:14 pm
turrets are automated and AI controlled, so its okay to have them AI controlled :D
posted on January 22nd, 2010, 9:14 pm
Mal wrote:This is more of a gameplay issue.  I really feel this aspect should be brought under the control of the player again, as we know better than the computer what is important to target. ^-^


Not necessarily.... Do the turrets now prioritize targets in a similar fashion as the opponent AI? Which currently targets the lowest 'defense' targets first in order to thin the enemy's numbers in the quickest fashion possible?

I think this is probably most effective if it is indeed the same  :sweatdrop:
posted on January 23rd, 2010, 5:06 am
Well, the main issue is that weaker turrets that you are supposed to stack like the dom and rom turrets become much less effective as they attack different targets, making them useless.  Also, all turrets now attack somewhat randomly.  So it might strike a ship a couple times, but before it finishes it off it goes to another target, which is completely ineffective.  I've got more to say on this, but I've already gotten us off topic, so I'll try to make a new post tomorrow if I have time.
posted on January 23rd, 2010, 7:22 am
Another bug, if i host a game over multiplayer (on wippien, in TCP/IP menu) and then i leave the hosted game, Fleet ops crashes...
ive done it a few times and every time i "unhost" a game, fleet ops dies and my visual studio comes up with a debug message... has Anyone else had this happen?
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