FCOL Bugs/Issues
Posted: Wed Feb 16, 2011 7:36 pm
Here are some issues I am aware of in the FCOL client that might affect the tournament currently in play, and some work arounds for them. I encourage others to submit any major issues they encounter so we can all be aware of them. To submit issues to Paul Franz, go to: http://www.sfbonline.com/contact.jsp select Contact Support, and please try to be as specific about the issue as possible.
* Stingers only go speed 8 (they should go speed 16).
Work-around: Simply move the Stingers at speed 16 (sub-pulse 2) and ignore the warning that the Stinger isn't scheduled to move that sub-pulse.
* Some Hydran ships cannot launch Stingers. This is a problem with the specific ship definition in question. The ship's fighter boxes are incorrectly marked as Shuttle (not Fighter).
Work-around: Manually add the Stinger to the board (right click on the board, select Add Piece Here --> Other --> Hydran Fighter).
* Hydran Stingers can only be launched facing in direction D (assuming the above bug doesn't occur with your specific ship).
Work-around: After launching the Stinger, right-click on it and select Move --> Change Facing --> <desired new facing>.
* Tractoring a drone/shuttle doesn't cost 1 point of energy.
Work-around: Manually adjust your ship's energy after tractoring the drone/shuttle
* After tractoring a ship, then releasing the tractor, the ships will go back to their original speed, then revert to their (reduced) tractor-linked speed on the next impulse.
Work-around: Simply remember to move the ships at their correct speed, ignoring the warning that they were moved when they weren't scheduled to.
* Tractor auctions are not handled by the client.
Work-around: Manually conduct the tractor auction with your opponent before attaching the tractor beam, then manually adjust your energy. Note that when attaching the tractor beam, the client *will* automatically subtract 1 energy point for the cost of the tractor beam.
* Overload power cannot be added to Photons at the end of the pre-load turn (and possibly the end of other turns).
Work-around: At the start of the next turn during EA, simply mark the Photons to the overload status they should be, then (after EA) manually adjust your ship's energy back up.
* Performing Marine Raids (aka Hit & Run) does not cost transporter energy.
Work-around: Manually adjust the ship's power after performing the raids to account for the transporter usage (equal to the cost of 1 movement point).
* Several of the Marine Raid (aka Hit & Run) rolls are not correct. Rolls 1 and 2 (the important rolls where the targeted system is destroyed) are correct. The issue is a few of the other rolls where the Marines either die or return safely. I'll have to post later since I don't have the details handy with me at the moment for which specific rolls are wrong.
Work-around: Verify the Marine Raid results in the client against the official chart and manually track the Marines you have on your ship.
* Cannot launch Plasma-D torpedoes.
Work-around: Manually add the Plasma-D torpedo to the board (right click on the board and select Add Piece Here --> Other --> <empire specific> Plasma). This will also require you to manually adjust your ship's energy for the activation cost of each torpedo launched and also to track the amount of torpedo ammo on each rack.
* Tholian DD has too much power (one of my ships in the tournament). This is a problem with the specific ship definition.
Work-around: Manually adjust the power at the start of each turn. I have sent in a corrected ship definition to Paul Franz.
* All bases produce zero power. This is due to a new bug where the Base Reactor box doesn't get counted for power during EA (this appears to be newly broken).
Work-around: Manually adjust the base's power at the start of every turn.
I have reported all of the above to Paul Franz (although I do not know when they will be fixed). I will add more as I discover them or remember them.
Please feel free to post additional issue as they are discovered. Thanks,
Garrett
* Stingers only go speed 8 (they should go speed 16).
Work-around: Simply move the Stingers at speed 16 (sub-pulse 2) and ignore the warning that the Stinger isn't scheduled to move that sub-pulse.
* Some Hydran ships cannot launch Stingers. This is a problem with the specific ship definition in question. The ship's fighter boxes are incorrectly marked as Shuttle (not Fighter).
Work-around: Manually add the Stinger to the board (right click on the board, select Add Piece Here --> Other --> Hydran Fighter).
* Hydran Stingers can only be launched facing in direction D (assuming the above bug doesn't occur with your specific ship).
Work-around: After launching the Stinger, right-click on it and select Move --> Change Facing --> <desired new facing>.
* Tractoring a drone/shuttle doesn't cost 1 point of energy.
Work-around: Manually adjust your ship's energy after tractoring the drone/shuttle
* After tractoring a ship, then releasing the tractor, the ships will go back to their original speed, then revert to their (reduced) tractor-linked speed on the next impulse.
Work-around: Simply remember to move the ships at their correct speed, ignoring the warning that they were moved when they weren't scheduled to.
* Tractor auctions are not handled by the client.
Work-around: Manually conduct the tractor auction with your opponent before attaching the tractor beam, then manually adjust your energy. Note that when attaching the tractor beam, the client *will* automatically subtract 1 energy point for the cost of the tractor beam.
* Overload power cannot be added to Photons at the end of the pre-load turn (and possibly the end of other turns).
Work-around: At the start of the next turn during EA, simply mark the Photons to the overload status they should be, then (after EA) manually adjust your ship's energy back up.
* Performing Marine Raids (aka Hit & Run) does not cost transporter energy.
Work-around: Manually adjust the ship's power after performing the raids to account for the transporter usage (equal to the cost of 1 movement point).
* Several of the Marine Raid (aka Hit & Run) rolls are not correct. Rolls 1 and 2 (the important rolls where the targeted system is destroyed) are correct. The issue is a few of the other rolls where the Marines either die or return safely. I'll have to post later since I don't have the details handy with me at the moment for which specific rolls are wrong.
Work-around: Verify the Marine Raid results in the client against the official chart and manually track the Marines you have on your ship.
* Cannot launch Plasma-D torpedoes.
Work-around: Manually add the Plasma-D torpedo to the board (right click on the board and select Add Piece Here --> Other --> <empire specific> Plasma). This will also require you to manually adjust your ship's energy for the activation cost of each torpedo launched and also to track the amount of torpedo ammo on each rack.
* Tholian DD has too much power (one of my ships in the tournament). This is a problem with the specific ship definition.
Work-around: Manually adjust the power at the start of each turn. I have sent in a corrected ship definition to Paul Franz.
* All bases produce zero power. This is due to a new bug where the Base Reactor box doesn't get counted for power during EA (this appears to be newly broken).
Work-around: Manually adjust the base's power at the start of every turn.
I have reported all of the above to Paul Franz (although I do not know when they will be fixed). I will add more as I discover them or remember them.
Please feel free to post additional issue as they are discovered. Thanks,
Garrett