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Title: Observations On Fo 3 Patch 1 Post by: midas on August 31, 2006, 02:55:04 PM - when a venture blows up, there is a remaining sound that sounds like a beam weapon hitting the hull (at least i think it was the venture, may have been the saber or another basic fed ship)
- can't build hyperspace lab (vorta commander) - when you build a second dominion science center, it does not recognize already researched technologies and displays everything as still needing research - short rage fighters(dominion) are not launched when ai is set to "full special weapon authority" (besides they are rather weak and hard to handle micromanagement wise, i suggest dumping them) - galaxy class seems pointless as it is now, i rather put an akira in the goup wishes: - can you enable research queing? - make plasmacoil (norway) have a larger radius, off topic: my ships have a tendency to run into their own coil - dominion prototypes should have all secial tecs without research (or maybe not) - constructors/harvesters are sooo sllloooooowwwwww moooowiiiinnnnggggg i'll get back with more Title: Observations On Fo 3 Patch 1 Post by: Smoerebroed on August 31, 2006, 03:16:58 PM Greetings young one and welcome to this digital halls of wisdom.
@ research queing: I don't think that this is possible; as far as i understand modding for the armada2 engine; your limitated to alter ship related stuff like stats and textures and models and so on and i think implementing a research queue, is hmm a coding related task IMHO. @plasmacoil: Does the plasma coil hurt your ships to? Really? @Galaxy: You know that the galaxy is almost free (just credits) Title: Observations On Fo 3 Patch 1 Post by: cts006 on September 01, 2006, 06:38:40 AM A: Research is done by actuly physicaly building a module on the research station, if you play A2, you would see actual aditions made to the research stations being made. This was a cheap by the developers by A2, that with less effort than building research more deeply into the engine, they could make research posible, have researchs be made as requirements for things, since they are essentialy stations, and it allowed them to have techs disapear when a research station was destroyed. But it is not without its flaws do to lazyness on there part. But for modding it does beat having the techs all hard coded in to the engine.
Title: Observations On Fo 3 Patch 1 Post by: Scarface on September 02, 2006, 11:38:52 AM Mh I don't notice anything of that :huh: but it's good that you tell :thumbsup:
Title: Observations On Fo 3 Patch 1 Post by: Smoerebroed on September 02, 2006, 01:01:47 PM hmm because in FO the "pods" are built inside the actual station (you can se this in the old version2 of FO. In v3 they made the invisible or so
Title: Observations On Fo 3 Patch 1 Post by: RedShirt on September 02, 2006, 04:52:56 PM That's a neat idea. I never liked the whole 'pods' thing much, anyway.
Title: Observations On Fo 3 Patch 1 Post by: Skitzeh on September 02, 2006, 08:29:26 PM Quote - constructors/harvesters are sooo sllloooooowwwwww moooowiiiinnnnggggg i dont see how u can notice this that much, i ALWAYS have something else going on when im moving construction ships, its well balanced in that the start of the game is very often well timed.construction ship builds - build mining station send scout to nxt resource construction ship builds - build shipyard mining ship builds - mine etc... maybe u need to improve your build order :P Title: Observations On Fo 3 Patch 1 Post by: RedShirt on September 02, 2006, 08:45:11 PM Mabye there could be a speed upgrade?
Title: Observations On Fo 3 Patch 1 Post by: midas on September 04, 2006, 02:45:30 PM i have found a fix for the slow movement: increased game speed :lol:
bugs found: - bortas class (Klingon) special ability attack drone causes game to crash - combat tractor beam (klingon) does not trigger on full special weapon authority about that sound: it happens on feds when a venture is destroyed and there is a saber close to it, but not always, it is hard to reproduce, i'll try saving a game with that plasma coil does not damage your own ships :) (didnt know that) imho you have to micromanage quite a lot thoughts about the borg: * no general, they choose directives instead (this is just cosmetic, you just put no person in the picture), maybe make them changable in mid game * as an adopting species EVERY vessel could get one of the following refit possibilities (refits like the romulan Renin): - tachyon sensors, detects cloaked ships, adaption mainly to klingons and romulans, passive - hard shields, take less damage from pulse and torpedo weapons, adaption to everybody, passive - high frquency shields, take less damage from beam weapons and special effects (i am not shure if the last thing is possible, but hey, i can still suggest it), mainly adaption to feds and dominion, passive - impulse boosters, higher movement rate, passive all upgrades show no outside effects (easier to create + allows for sneakier tactics) * one caster special ability could be a shield piercing transport that transports a small sized boarding team (well, borg u know...), downside: casting ship looses shields for a brief moment * decomissioning a non-borg vessel yelds extra resource points (maybe on a special building only) * another caster special ability could be the "abduction", it takes away personel from the target and adds resources (maybe put it in the list of generally available refits), active now the props: i would like to thank you for your time and effort spent in making this mod, i really love it. Title: Observations On Fo 3 Patch 1 Post by: RedShirt on September 05, 2006, 12:14:30 AM To add to that: How about captureing extra crew with assimalation beam increases supply?
Title: Observations On Fo 3 Patch 1 Post by: Rhaz on September 05, 2006, 01:36:29 AM Amazing Ideas, Midas.
Title: Observations On Fo 3 Patch 1 Post by: -=B!G=-The Black Baron on September 05, 2006, 02:04:24 AM Quote - make plasmacoil (norway) have a larger radius, off topic: my ships have a tendency to run into their own coil plasmacoil is strong as hell as it is, its radius shouldnt be increased :) Title: Observations On Fo 3 Patch 1 Post by: Jem Hadar on September 05, 2006, 09:25:34 AM Maybe its just me, but my Dominion Guard-cruiser (Vorta-tech) is very bad when it comes to aim with its special weapon. You know, that engine-break down thing.
When I shoot on a moving vessel he nearly never hits. ....And hitting a standing ship makes no sense. The ship costs enough and the abillity isnt overpowered as well, but could you change that ? An idea: Make a beam, like his main weapon, just with another color and the same big range. Title: Observations On Fo 3 Patch 1 Post by: -=B!G=-The Black Baron on September 05, 2006, 12:07:25 PM You mean the defender right?
I thought that weapon always hit the target :S As I doubt Armada engine even supports that. Title: Observations On Fo 3 Patch 1 Post by: Jarod on September 07, 2006, 09:30:37 AM A question...
How can Breen BB be so much better than the Descent?! I was playing Feds and tryed these 2 ships against each other (i had a captured Breen BB) just for curiousity. (Descent was even with special weapon, Breen without, they were fighting at small range) As i said, the Descent lost... :cry: A real waste of potential :D Title: Observations On Fo 3 Patch 1 Post by: -=B!G=-The Black Baron on September 07, 2006, 10:55:36 AM Quote A question... How can Breen BB be so much better than the Descent?! I was playing Feds and tryed these 2 ships against each other (i had a captured Breen BB) just for curiousity. (Descent was even with special weapon, Breen without, they were fighting at small range) As i said, the Descent lost... cry.gif A real waste of potential biggrin.gif KHmmmm I doubt that lol, cause descent with the spec means that breen battleship cant fire for 21 sec and Im pretty sure descent wouldnt loose that badly :huh: We actually did a tavara vs descent and it was pretty damn close, Tavara only had like 50 hull remaning when descent was destroyed. While Breen battleship is around the strenght of Sovie or Neghvar :) Title: Observations On Fo 3 Patch 1 Post by: midas on September 14, 2006, 04:09:48 PM hmm...
what is the purpose of the galaxy once again? i know we had this before, but still, even if it is sooo cheap, what do yo do with it? what purpose does it serve? midgame cannon fodder? those credits are better spent later on buying a decent or a phallanx Title: Observations On Fo 3 Patch 1 Post by: Skitzeh on September 14, 2006, 04:54:02 PM i tend to go for nebulas with my credits, i guess its just preferance...
as for phalanx's... lets be realistic, if you have the time and resources to get these you are spending TOO much time playing vs the AI... in a multiplayer game ive only ever got them out once. Title: Re: Observations On Fo 3 Patch 1 Post by: The Old Man on June 07, 2007, 11:09:49 AM I'm not sure if we had this one already.
In case we didn't, here it is: If you group an Akira and a Sovereign the defense patterns are replaced in the list of special abilities by the Distortion Field-button which triggers the defense patterns. (http://img524.imageshack.us/img524/5540/bugdb7.jpg) If we already had this one, I'm sorry for double-posting it. Thanks for reading anyway ;) edit: Btw. these are my fleet's stats right after I erased a complete Klingon base with it. Cute, hm? :lol: Okay... I played against the medium AI :rolleyes: Title: Re: Observations On Fo 3 Patch 1 Post by: Smoerebroed on June 08, 2007, 12:59:28 AM I'm not sure if we had this one already. In case we didn't, here it is: If you group an Akira and a Sovereign the defense patterns are replaced in the list of special abilities by the Distortion Field-button which triggers the defense patterns. yep we had that already. Title: Re: Observations On Fo 3 Patch 1 Post by: The Old Man on June 24, 2007, 07:31:53 AM Okay, a new one I haven't noticed before though I often play Federation vs. Dominion:
After I've destroyed my enemy's cloning facility something very weird is happening and I already reproduced it three times: The nearest construction ship heads to the position of the destroyed cloning facility and starts building a new one - which appears right after two or three seconds which is not more than the time period the workbees need to get to work. So after a few seconds there's a new cloning facility which was build without build time. I can't explain why and how. As the AI seems to play Pure Tech I can't tell if the other avatar is also affected. Though I modded my FO a bit I haven't done anything to the construction ships or to the cloning facilities themselves and I haven't changed anything related to one of them in the techtree neither. So how is it possible, that a new cloning facility appears nearly right out of nowhere? Maybe a bug? Title: Re: Observations On Fo 3 Patch 1 Post by: Optec on June 24, 2007, 08:33:18 AM that could be a bug in the general ai behaivor. They are not forced to the normal game mechanics in some cases.
We are working on the button handling for v3 :) Title: Re: Observations On Fo 3 Patch 1 Post by: The Old Man on June 24, 2007, 10:58:15 AM that could be a bug in the general ai behaivor. They are not forced to the normal game mechanics in some cases. Uhm... okay... :borg: Meaning, every attempt to reproduce that bug while playing Dominion Pure Tech will fail. So you saved me a lot of time (..to wait for the AI to destroy my facility.. :sweatdrop: ) :thumbsup: We are working on the button handling for v3 :) :thumbsup: Fine! Since everyone complained about bug-spamming what would happen if the AI started base-spamming? ;) Title: Re: Observations On Fo 3 Patch 1 Post by: Fullphaser on June 25, 2007, 06:49:38 AM that could be a bug in the general ai behaivor. They are not forced to the normal game mechanics in some cases. some of those like their cloak tracking are quite understandable and quite unfixable. We are working on the button handling for v3 :)
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