3.1.4 Known Bugs

Program aborts? Network configuration? Graphic errors? Bugs? Post your question here.
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posted on December 3rd, 2010, 2:28 pm
In my own installation I have identified the culprit of the "you cannot change map - bug". It was a custom map I created. I'd be more than willing to send that, as well as the rest of my working directory (of which I have about 140 maps). :)
posted on December 4th, 2010, 12:55 am
  The Newton Class that is produced from the Federation Klingon mixed tech yard, becomes invisible after full upgrades are done.
Once they become invisible, the cap limit goes out the window, allowing you to build more of them, eventually filling the entire map with Newton class starships.

Only seen while playing under Jane Risner.
posted on December 4th, 2010, 4:33 am
Dominus_Noctis wrote:Have you checked that your antivirus isn't blocking it? :)


I tried that once before because I saw it was suggested for other problems and didn't have any luck. So after you personally told me to do it, I thought, "what the hell?"

Wouldn't you know, it starts up, installs and runs just fine :pinch: . I guess you have the magic touch! Thanks!
posted on December 4th, 2010, 5:04 am
Glad that it works. :) Just don't forget to send in a report on it so that they whitelist it for the rest of the people!  :thumbsup:
posted on December 4th, 2010, 5:29 am
Not sure that this is a bug but the Borg resource nodes place really retarded now that ships do not block them...
posted on December 4th, 2010, 4:53 pm
Trying to play multiplayer with lan or internet but:

fleetops keeps getting stuck at checking the version of your game assets.

OR

It really really takes a long time to enter.
posted on December 4th, 2010, 4:57 pm
it usually takes a while to check version of game assets. it can take up to 5 minutes.

some ways to speed it up:

[list type=decimal]
[*]defrag your hard drive
[*]move the files in the odf directory near each other on your hard disk
[*]stop your antivirus from scanning anything in the fleetops directory.
[/list]
posted on December 4th, 2010, 6:06 pm
Oke thx so the answer is just wait.

Another problem OUT of Sync during LAN games. With the 3.1.4 patch
posted on December 4th, 2010, 11:23 pm
minimog34 wrote:Oke thx so the answer is just wait.


well there is a limit, if you are waiting 15 mins then its probably malfunctioning.

minimog34 wrote:Another problem OUT of Sync during LAN games. With the 3.1.4 patch


did this happen when u used wormholes? it seems wormholes cause oos. the only solution for now is to not use wormholes.
posted on December 5th, 2010, 12:22 am
In my opinion, the repairship got the wrong AI.

It don't have any weapons but to use it repairbeam automaticly you have to set it to full movment, full special weapons autonomie and on red alert.
But then it won't stay and just close in if a ship needs repair but it will close in to dogfightdistance (the range of the repairbeam I think) to the enemy ships like it wants to attack them.
An miner AI (sitting while being shoot) would be better.

And yes, it is a bug in my opinion, that the repairship is trying to attack enemy ships.
posted on December 5th, 2010, 12:30 am
Last edited by Tyler on December 5th, 2010, 12:32 am, edited 1 time in total.
The repair beam's technically a weapon, so going to the enemy and finding it cannot fight is a natural issue. Not that that makes it any less annoying...

Red alert makes sense since the beam is a weapon, though only relying on special autonomy would be better since it's a special ability.
posted on December 5th, 2010, 12:39 am
Last edited by Quatre on December 5th, 2010, 12:41 am, edited 1 time in total.
I know it is some kind of weapon. But is is annoying when my 3 maxed out repairships are the only ships closing in to the enemy and being the first ships the enemy shoots at.

Thats not like a repairship should react.

But the klingon buildingship has a weapon to but is not closing in. Why not use the AI of that one.
Repairships won't even switch the target if a ship with serious damage is near. No, they will still try to attack the Negvar...

And yes, just special weapon autonomy would work better. On green alert they won't try to attack everything in their way.
posted on December 5th, 2010, 7:43 pm
Hi everyone,

This is my first post, so I apologize 1) if I somehow messed up and posted this somewhere it doesn't belong and 2) if I missed the thread if it's already out there somewhere. 

Has anyone had a problem with the Fed repair ships?  I cannot assign them to a fleet under either avatar, and there's no sound associated with their actions anymore.  Can anyone tell me what I can/ should do? 

Thanks!
posted on December 5th, 2010, 7:46 pm
the new sound set indeed is missing. will be fixed in the next patch :)
posted on December 5th, 2010, 8:06 pm
FedInk wrote: I cannot assign them to a fleet



Of course you can. The Newton now is a civil vessel that isn't affected by frame-selection when warships are in there. So you have to add it to your selection by clicking it while holding the shift-key.

After that you can assign it to your selected fleet.
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