Star Trek Armada II: Fleet Operations

Star Trek: Armada II Patch 1.2 Project => PP General => Topic started by: Blade on May 02, 2008, 10:19:13 PM



Title: unlimited starting units
Post by: Blade on May 02, 2008, 10:19:13 PM
i think i've asked this before but i cnt find the topic

is there away to either remove the limit of 9 starting units to either unlimited or to make ith the same limit as shipyards


Title: Re: unlimited starting units
Post by: Meredith on May 03, 2008, 05:48:50 AM
umm that would be interesting


Title: Re: unlimited starting units
Post by: DOCa Cola on May 03, 2008, 10:47:16 AM
yea, that should be possible. actually i can guarantee you will be able to do that with the next version of the patch project. we had the matter with automated replaceweapons...so, i have designed the replaceweapons with some conditions under which it 'fires'. you just need to create a placeholder vessel as start units that fires instantly and you can have as many starting units as you like, even randomly choosen ones. (that all will work quite well in multiplayer too)


Title: Re: unlimited starting units
Post by: Blade on May 05, 2008, 01:28:46 PM
thats good to hear
is there an eta on the release of the next patch or a list of wot is planned to b in it


Title: Re: unlimited starting units
Post by: redmanmark86 on May 05, 2008, 02:10:54 PM
i wish they would just focus on completling their current mod...

they only have a few tasks left and about 9/10 of them can be bashed out easy enough...


Title: Re: unlimited starting units
Post by: DOCa Cola on May 06, 2008, 09:58:53 AM
yes, thats what we do. we concentrate on fleet operations development. that doesn't mean that development on the patch project is stopped as all improvements and bug fixes derive from the fleet operations "postloader" anyway but means that the next release presumably won't be public before fleetops v3 final.