3.1.3 Bug Report (With lots of Love)

Program aborts? Network configuration? Graphic errors? Bugs? Post your question here.
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posted on July 29th, 2010, 2:31 am
Last edited by drKabal on July 29th, 2010, 2:34 am, edited 1 time in total.
some reason im gettin a uxTheme.dll access violation when tryin to start fleet ops 3.1.3 tryed reinstalling fleet ops with a clean install didnt work and i did send the bug report to DOCa Cola (added bug to post so it might help)

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posted on July 29th, 2010, 10:50 am
have u patched uxtheme.dll?

try running fleetops with visual themes disabled or running your computer without themes running, or remove any modifications to uxtheme.dll that you have.
posted on July 29th, 2010, 4:34 pm
iv tryed all that but none of it worked it still gave me the violation
ketchup_chips
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posted on August 1st, 2010, 10:24 pm
Not sure if this is really a bug, but if I highlight a fleet of Klingon ships, only some of which are cloaked, and hit Cloak, nothing happens. Kind of annoying to have to go through and cloak each one that's not cloaked...

imo when highlighting such a fleet, the Cloak button should cloak all the ships, not decloak them.
posted on August 1st, 2010, 10:31 pm
Cloaking is done with one button, so hitting it when already cloaked ships are selected, it does decloaks them before swapping to cloak. It's the downside to both functions using the same button.
posted on August 2nd, 2010, 1:48 pm
It's like if you have some of that Federation ship with the super heavy phasers with its special weapon active and some not. Clicking the button doesn't seem to do anything. But it should swap which ships have it active and which ships don't. At least that's the behavior it should have. Stock A2 did that sort of thing that way with the corbomite reflector and a couple other special weaps, including the cloak. But I'm not sure if FO replicates that behavior correctly, actually...
posted on August 2nd, 2010, 1:54 pm
Last edited by Anonymous on August 2nd, 2010, 2:32 pm, edited 1 time in total.
hyperspace arty has a cooldown instead of special energy now.

but the tooltip for the weapon itself still says it costs 300 energy.

EDIT: the avatar description for puretech mentions the boost for s-7, but s-7 is only for puretech, so the boosted s-7 is the only s-7, so its not really a boost.
posted on August 2nd, 2010, 2:38 pm
Several avatar and mixed-tech ships do that, they have for a while. No-one seems to see anything odd about it, though.
posted on August 2nd, 2010, 4:02 pm
Occasionally when telling a bunch of cloaked Klingon ships to repair, I come back to find the ships still waiting because one ship is on the yard being repaired but is still cloaked so it won't repair. This has happened with a Vutpa repairing on the field yard and a K'Vort repairing on the battle yard (both Martok.)

Also, I'm not sure that this is something new, but the Field Yard lacks a rally point on the main part, while having a rally point button on the expansions so ships repaired in the center can only go the automatically set rally point.
posted on August 2nd, 2010, 4:26 pm
Nebula_Class_Ftw wrote:Occasionally when telling a bunch of cloaked Klingon ships to repair, I come back to find the ships still waiting because one ship is on the yard being repaired but is still cloaked so it won't repair. This has happened with a Vutpa repairing on the field yard and a K'Vort repairing on the battle yard (both Martok.)


Something similar happened to me, except I was trying to repair a Nebula at an Antares yard, and it just sat there for quite a while not being repaired. I then told it to leave the yard, which it did, then attempted to repair it again, which was successful this time.
posted on August 4th, 2010, 11:35 am
field of fire now does 0 damage, kinda like silent resolve.
posted on August 4th, 2010, 11:48 am
I'm not sure if this has been reported yet and I guess it's not even a real bug. But it's annoying so I'll post it anyway  :sweatdrop:
It happened to me several times that when I sent some ships back to the yard using the priority repair command they don't even cloak.
I know that they are not supposed to take orders which is why I use priority repair in the first place because I don't want them to turn around and enter the battle again. But not accepting even the cloak command can be pretty.... destructive from time to time.
So maybe there's some support for a change here :)
posted on August 4th, 2010, 11:57 am
Move them away and cloak before sending them back.
posted on August 4th, 2010, 2:20 pm
I usually cloak and then use priority repair but i wouldnt mind the change if it can be done.
posted on August 4th, 2010, 10:10 pm
Tyler wrote:Move them away and cloak before sending them back.


I know and I do so. But it's a waste of time if you could still cloak your ships out when they are already heading back to the yard.
That's why I wouldn't call it a bug, it's more a question of comfort ;) Maybe I should have posted this in the feature request thread anyway.
But my point is:
To use priority repair and to cloak some of your ships takes a shortcut and a click. To send some of your ships away from the battlefield is at least one click, to cloak them another one and to send them to the yards is another shortcut. While doing all this you can't even be sure that one of them decides to go right back into the battle... See? ;)
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