3.1.2 Bugs and Issues

Program aborts? Network configuration? Graphic errors? Bugs? Post your question here.
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posted on May 30th, 2010, 11:53 am
i like the idea really, if a subsystem is disabled it should be vulnerable lol.
posted on May 30th, 2010, 1:46 pm
myleswolfers wrote:i like the idea really, if a subsystem is disabled it should be vulnerable lol.


It causes some very nasty stuff for Klingons though, as they have rather weak shields and lets not discuss their repair time ;) :D
posted on May 30th, 2010, 1:50 pm
haha true, i think in this case realism is not as useful as gameplay.
posted on May 30th, 2010, 6:04 pm
It's always been this way, we just haven't seen it much.  Best example is probably: Vorcha Polaron torps.

  If you fire multiple, one that impacts on a subsystem already disabled by another polaron disables that system permanently.  I would frequently use this against large vessels like Cubes/Stations and such.

  However, now that it tends to affect more ships because of stronger hulls that can continue fighting ... it's a bit less "forgivable".
posted on May 30th, 2010, 8:14 pm
Dominus_Noctis wrote:It causes some very nasty stuff for Klingons though, as they have rather weak shields and lets not discuss their repair time ;) :D


  How about if the Klingons get an immunity against this kind of weapon effects ?
posted on May 30th, 2010, 9:09 pm
Well since it's a problem, seems to me a better idea to just fix it :).
posted on June 1st, 2010, 2:38 pm
Another problem with the Green/Yellow/Red Alert: I set SFC to Green Alert (got fed up with all my Warp-ins going on suicide missions vs. Dode spam), I warped in an Ambassador-class (too many warp-in slots used, other ships left), and it was at Red Alert.
posted on June 1st, 2010, 9:59 pm
That may have something to do with the other bugs associated with setting a "mother craft/station" to green alert - it used to be that fighters that spawned inherited the green alert setting of their fighter carrier... which meant you could never make them attack  :sweatdrop:
posted on June 3rd, 2010, 6:33 pm
This bug has been in FO very long (perhaps even from 3.0): Sorting by map size in map editor screen doesn't work. The order isn't by the size at least.
posted on June 3rd, 2010, 6:39 pm
hm, noone else managed to bug warbirds through a asteroid field so far?
posted on June 3rd, 2010, 8:56 pm
Today I had a Tactical Cube with x2 Armor, x1 Regen, and x3 Torp mods, and it did no hull damage through the shields as it claims it does.

  I confess that I only noticed this while attacking a starbase as it's more obvious that way.  It was a fully upgraded federation starbase and it took no hull damage while the Cube 1 v 1'd it ;).
posted on June 3rd, 2010, 9:02 pm
the hull damage dealt is actually a chance, so you could just have been very unlucky, but i will check that and confirm it ^-^ i'm just about to redo some weapon scripts either way, so i will check that stuff again
posted on June 3rd, 2010, 9:04 pm
The odf says it has a 20% chance (base hitchance 0.2), while the tooltip calls it unavoidable.
posted on June 3rd, 2010, 9:08 pm
the venture and talon have mobile technobabbly technobabble ping which gives a circle based on the area pinged.

but if these ships are flying at an angle the circle is also at an angle. so do these ships detect less area when at an angle? because if u tilt a circle it projects onto the xy plane as an ellipse which has less area than the circle. im wondering if the actual ping covers less space or if its just the graphic that does.
posted on June 3rd, 2010, 10:34 pm
Since it's a field of sorts it should really be a sphere. Did the devs make it just a circle?
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