3.2.7 Known Bugs (Table on Page 1)

Program aborts? Network configuration? Graphic errors? Bugs? Post your question here.
1 ... 19, 20, 21, 22, 23, 24, 25
posted on July 27th, 2012, 4:10 am
I don't know if this has been addressed but there is a severe lag issue with cloaked units and turrets which can make playing the Klingons/Romulans rather unfun because of the disadvantage micromanaging cloaked vessels is.

It's not practical but I enjoy stacking massive amounts of turrets and I've noticed SIGNIFICANT lag issues with double digit numbers of the Romulan turrets when cloaked by the Cloaking generator.
posted on July 27th, 2012, 4:15 am
Yes, this is a known issue and affects each system setup differently. We have a solution in the works for some time now :) . Some people find that high graphics levels and having AA to the max tend to exacerbate this issue.
posted on August 27th, 2012, 3:36 pm
borg cube near wormhole (was selected to go through it) on "nirvana 2" becomes invisible and unselectable but still fires its weapons at the enemy

(can reappear when members of the same control group return through the wormhole, or other reasons im unsure)

only noticed this with my cubes not any other ships, not enemy either
(tho once i coulndt find an enemy on that map(so had to quit) perhaps this hapened to the A.I. also)

Attachments

FOScreenShot_120825_233728.png
FOScreenShot_120825_233728.png (959.5 KiB) Viewed 872 times
posted on August 31st, 2012, 5:36 pm
Thats an old issue dude i've even seen it happen in A1.
posted on September 24th, 2012, 10:35 pm
interesting texture colour changes when ships or stations are destroyed ,
happened to one ship and 2 stations that i noticed
ship red but both stations blue
Image
Image

Attachments

FOScreenShot_120924_223045.png
FOScreenShot_120924_223045.png (1.72 MiB) Viewed 823 times
FOScreenShot_120924_215940.png
FOScreenShot_120924_215940.png (1020 KiB) Viewed 823 times
posted on September 24th, 2012, 10:43 pm
I think I've seen that a couple of times before, though they were usually green for me.
posted on September 24th, 2012, 10:48 pm
this was another interesting one, it was at the end of the range of a sensor platform, and each time the sensor ring went off only this ship went weird. (then returned back to normal each time)

Image

Attachments

odd texture_120828_223058.jpg
odd texture_120828_223058.jpg (801.76 KiB) Viewed 816 times
posted on October 17th, 2012, 9:51 pm
A couple of things I've noticed recently in my AI bash games:

1) If I queue up a Supply buy, sometimes it is silently removed from the starbase's build queue. This can happen whether I've interacted with the base or not, and regardless of whether or not it has been in combat.

2) Sometimes a weapon will appear to do no damage to a ship's hull. Best observed when a lone enemy vessel is attacking a Fed phaser turret. Occasionally the phaser will fire, connect with the target vessel, but the ships hull hit points doesn't tick down. Would a single point of shield regeneration block the entire damage from an attack?
posted on October 22nd, 2012, 11:49 pm
MadHatter wrote:Would a single point of shield regeneration block the entire damage from an attack?


Yep, thats just the way it works.
posted on February 13th, 2013, 11:32 am
I don't know if it counts as a bug or not, but when I play as the Borg, if I assimilate a construction ship from any other race (or am allied with another race), I can build the Mixed-Tech station. However, I can't give my Adaptors any Adaptation Modules (the button doesn't exist).
I'm not very good with looking through files or anything; does anyone have any ideas what could be wrong? I don't have any mods installed currently, and it's version 3.2.6.

I wanna adapt :(
posted on February 13th, 2013, 2:37 pm
Yes, Borg have no mixed-tech modules for the Adaptor in these versions - the only thing the Mixed Tech facility does is grant a repair yard for your allies and captured units :)

086gf wrote:
MadHatter wrote:Would a single point of shield regeneration block the entire damage from an attack?


Yep, thats just the way it works.

Nope, that's not how it works :).
posted on February 13th, 2013, 4:48 pm
Last edited by MadHatter on February 13th, 2013, 5:29 pm, edited 1 time in total.
Dominus_Noctis wrote:Nope, that's not how it works :).

Fair enough. So actual bug then?
posted on February 13th, 2013, 5:14 pm
Quite unlikely. Damage is dealt to shields and hull, or subsystems. If a subsystem takes a hit, there is no damage bleed off into the shield or hull hitpoints :)
posted on February 13th, 2013, 6:57 pm
Hmm. Next time I see it I'll see if there was subsystem damage inflicted.
posted on February 15th, 2013, 4:52 pm
Dominus_Noctis wrote:
086gf wrote:
MadHatter wrote:Would a single point of shield regeneration block the entire damage from an attack?


Yep, thats just the way it works.

Nope, that's not how it works :).


Then how come i've been seeing otherwise than this in A1, A2 and the versions of FO that i've played? A ship with 5% shields gets hit by a weapon that does 10% damage to shields only loses its shields. No hull or subsystem damage unless ofcourse if its a hull or subsystem only weapon.
1 ... 19, 20, 21, 22, 23, 24, 25
Reply

Who is online

Users browsing this forum: No registered users and 2 guests

cron