3.2.2 Known Bugs (Table on Page 1)
Program aborts? Network configuration? Graphic errors? Bugs? Post your question here.
posted on May 12th, 2011, 3:35 pm
The life support systems on the space suits that the station keeps on hand for repairs failed 
Ok it always did seem a little odd that the stations without engines could be have them disabled

Ok it always did seem a little odd that the stations without engines could be have them disabled
posted on May 13th, 2011, 3:39 pm
The problems with the Teutoburg sound a lot like what I was experiencing any time I tried using a shotdelay under .03 - instead of the short delay you'd expect, you just get a rapid firing weapon. It was also intermitten - one game it would work right, then it would go back to rapid firing the next game. Maybe different computers could cause this issue at different points - a shot delay of .1 (Teutoburg) might cause the issue for some people and not others.
If it is the same thing, it was something in the relationship between the shotdelays and the shotCycleResetTime. The only way I've been able to use the low value shotdelays reliably is not to use the shotCycleResetTime on that weapon. If this is the problem, it would be cool to see it fixed.
If it is the same thing, it was something in the relationship between the shotdelays and the shotCycleResetTime. The only way I've been able to use the low value shotdelays reliably is not to use the shotCycleResetTime on that weapon. If this is the problem, it would be cool to see it fixed.
posted on May 13th, 2011, 3:43 pm
The issues with the Teutoburg were fixed a hotfix ago
. They dealt not with a non-ideal ODF command setup, but with the coding itself with high latency games 


posted on May 13th, 2011, 5:52 pm
But I've done so many cool things with that non-ideal setup 
Glad the Teutoburg is good - I really like the way the torpedo volleys look.

Glad the Teutoburg is good - I really like the way the torpedo volleys look.
posted on May 15th, 2011, 9:36 pm
While playing the Federation I recognized a bug with the ship and station repairs.
It seems that the repair process of a ship or station never ends.
Certain ships enter the yards for repair and get stuck there, they leave the yard if ordered individually.
A Newton repair ship never finishes the repair of such a ship nor does it finish the repair of a station.
If a station or turret get hit the Newton starts repairs never stops and ignores other units.
If ordered to repair the other unit it does so but returns immediately to the former and tries finish this never ending “repair”.
This bug does occur randomly. The only way to stop it is to scrap the building or ship and replace it with a new one.
With a building it does not bother me much, but a veteran ship is something else.
It seems that the repair process of a ship or station never ends.
Certain ships enter the yards for repair and get stuck there, they leave the yard if ordered individually.
A Newton repair ship never finishes the repair of such a ship nor does it finish the repair of a station.
If a station or turret get hit the Newton starts repairs never stops and ignores other units.
If ordered to repair the other unit it does so but returns immediately to the former and tries finish this never ending “repair”.
This bug does occur randomly. The only way to stop it is to scrap the building or ship and replace it with a new one.
With a building it does not bother me much, but a veteran ship is something else.
posted on May 15th, 2011, 10:35 pm
shadow_from_afc wrote:While playing the Federation I recognized a bug with the ship and station repairs.
It seems that the repair process of a ship or station never ends.
Certain ships enter the yards for repair and get stuck there, they leave the yard if ordered individually.
A Newton repair ship never finishes the repair of such a ship nor does it finish the repair of a station.
If a station or turret get hit the Newton starts repairs never stops and ignores other units.
If ordered to repair the other unit it does so but returns immediately to the former and tries finish this never ending “repair”.
This bug does occur randomly. The only way to stop it is to scrap the building or ship and replace it with a new one.
With a building it does not bother me much, but a veteran ship is something else.
thats in the table as the save game bug in misc. it appears after you load the game, the repair stuff happens.
posted on May 23rd, 2011, 11:42 pm
Veq'agh has special energy but no way of using it 

posted on May 24th, 2011, 4:50 am
A decloaking ship can be beamed onto, and shields kept down until it is taken over or out of range. I understand a player trying to do this needs to have perfect timing, but it can be a game-changer if done successfully, and sweet baby Jesus can it make raiding a serious liability.
posted on May 24th, 2011, 9:34 am
Unleash Mayhem wrote:Veq'agh has special energy but no way of using it
im not sure thats a bug. just a place where fleetops lacks a feature. probably a special will come later.
maybe if when under the special (with engine killing torps) the veq could fire additional torps for energy. a quick way to get it using that energy.
posted on May 24th, 2011, 10:30 am
I think it is a bug, because it is one of the only Klingon ships without a special that uses energy. Previously this would have been used for the cloak, but since energy usage for the cloak has been removed, they probably forgot to remove the special energy. Easy enough mistake to make.
posted on May 24th, 2011, 10:40 am
Or they just give it a special which consumes the energy.
Either way, the energy is useless now.
We'll see what the devs will make of this.
Kinda hoping for a special.
Either way, the energy is useless now.
We'll see what the devs will make of this.
Kinda hoping for a special.
posted on May 24th, 2011, 10:55 am
the thing is, having special energy doesnt always imply having a special. starbases have energy that they cant use as well, noqduj too.
i'd love a special for the noqduj that lets it have an advanced cloak for 30 seconds.
i'd love a special for the noqduj that lets it have an advanced cloak for 30 seconds.
posted on May 24th, 2011, 11:01 am
Then I also believe Noqduj is a bug, and starbases because they used to have tachyon pings.
posted on May 24th, 2011, 11:11 am
Unleash Mayhem wrote:Then I also believe Noqduj is a bug, and starbases because they used to have tachyon pings.
thats a lot of exceptions, its possible they are bugs, i think its best to ask a dev on this one. maybe they intended to leave all of them with energy for some reason. they are sneaky, introducing new units/features without any of us knowing

posted on May 24th, 2011, 11:18 am
Can't deny that all of the exceptions used to have a way of using special energy 
But yeah you are right it could be for something in the future.

But yeah you are right it could be for something in the future.
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