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Title: Call 3.1.1 Emergency Post by: DOCa Cola on January 19, 2010, 08:29:55 PM First of all, thanks for all your feedback for the 3.1.0 release. Thanks to everyone who gave us their thoughts on this version and also to those who reported all the little bugs. I guess the biggest flaw in 3.1.0 were for some the non working save game function. This and other bugs should all be covered by the 3.1.1 patch we are releasing today. Despite 3.1.1 is more of a maintenance release to 3.1.0 we have also a few new features integrated notably the new phase armor plate upgrade for the Romulan Rhienn class. Four maps from our community maps forums have been added with this patch. Thanks Boggz, Chris and funnystuffpictures!
Patch 3.1.1 is only compatible with a previous 3.1.0 installation. Patching an earlier version (3.0.7 and below) results in a corrupt installation. Download Fleet Operations Patch 3.1.1 (http://www.fleetops.net/download/Download/FleetOperations3.0/) (http://www.fleetops.net/images/Gallery/FleetOps3Federation/thumbs/FOScreenShot_100120_100231.png) (http://www.fleetops.net/images/Gallery/FleetOps3Federation/FOScreenShot_100120_100231.png) (http://www.fleetops.net/images/Gallery/FleetOps3Romulan/thumbs/FOScreenShot_100120_095658.png) (http://www.fleetops.net/images/Gallery/FleetOps3Romulan/FOScreenShot_100120_095658.png) (http://www.fleetops.net/images/Gallery/FleetOps3Borg/thumbs/FOScreenShot_100120_100648.png) (http://www.fleetops.net/images/Gallery/FleetOps3Borg/FOScreenShot_100120_100648.png) Changelog: Features
Changes
Fixes
Title: Re: Call 3.1.1 Emergency Post by: [EXC] 1337_64M3R on January 19, 2010, 08:31:37 PM YES!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! FINALLY! :lol: I love the promptness of FO even more!
Title: Re: Call 3.1.1 Emergency Post by: Dominus_Noctis on January 19, 2010, 08:36:23 PM Thanks guys :thumbsup:
Title: Re: Call 3.1.1 Emergency Post by: Mort on January 19, 2010, 08:38:57 PM awesome... :thumbsup: can't wait to test it ^-^
Title: Re: Call 3.1.1 Emergency Post by: SourceG3 on January 19, 2010, 08:43:19 PM Instaloing right now =)
Title: Re: Call 3.1.1 Emergency Post by: Dircome on January 19, 2010, 08:49:02 PM Wow relased in the middle of a game :lol:
Title: Re: Call 3.1.1 Emergency Post by: DOCa Cola on January 19, 2010, 08:55:41 PM Wow relased in the middle of a game :lol: you have time to surf the net during a match? :DTitle: Re: Call 3.1.1 Emergency Post by: Konsumat on January 19, 2010, 08:58:01 PM There are disturbing reports about Romulans experimenting with phase armor plates on Rhienn Class vessels. Check the Research Institute for details excellent :shifty: Title: Re: Call 3.1.1 Emergency Post by: Dircome on January 19, 2010, 09:03:00 PM What can i say i have a short attention span. Actually dom told when i got done
Title: Re: Call 3.1.1 Emergency Post by: Boggz on January 19, 2010, 09:09:39 PM I'm so tickled by the inclusion of my maps!
Thank you so much! ^-^ Title: Re: Call 3.1.1 Emergency Post by: Ascended_Daniel on January 19, 2010, 09:24:02 PM Wow, that was fast ... (compared to 3.1.0) :D
Nevertheless great work! Keep it that way :thumbsup: ohh and of course: THANKS! Title: Re: Call 3.1.1 Emergency Post by: eraldo on January 19, 2010, 09:52:55 PM thanks for the hard work. :thumbsup:
Title: Re: Call 3.1.1 Emergency Post by: -=B!G=-The Black Baron on January 19, 2010, 10:00:41 PM And I think I found the first problem with the new patch....
With dominion, when you have selected a group of bugs (for instance group 1) and u select 1 bug to go to emergency repair, the other bugs do not move untill that bug repairs itself -.- Title: Re: Call 3.1.1 Emergency Post by: Boggz on January 19, 2010, 10:08:34 PM And I think I found the first problem with the new patch.... With dominion, when you have selected a group of bugs (for instance group 1) and u select 1 bug to go to emergency repair, the other bugs do not move untill that bug repairs itself -.- Whoa, really? Do all the bugs ignore other commands until the first repairs itself? If you hit Stop while having them all selected does it change? Title: Re: Call 3.1.1 Emergency Post by: mimesot on January 19, 2010, 11:29:30 PM What prompt reaction. I am amazed. I believe i can get back my beloved :cloak:
Title: Re: Call 3.1.1 Emergency Post by: -=B!G=-The Black Baron on January 19, 2010, 11:30:00 PM Well they just sit there....
I didnt try pressing Stop though :) Title: Re: Call 3.1.1 Emergency Post by: ARES IV on January 19, 2010, 11:42:22 PM Excellent! :thumbsup:
You guys are great! :D B) Title: Re: Call 3.1.1 Emergency Post by: auxilio ab alto on January 20, 2010, 12:04:27 AM :crybaby: :crybaby: :crybaby: :crybaby:
So...I'm not playing computer games for about 5 more months...you guys are making it SOOO hard...lol. That aside, this is the only game that has my anticipation to the same level as Mass Effect 2. And believe me, I'm REALLY excited for ME2. I'm so glad that you guys are who you are :D Title: Re: Call 3.1.1 Emergency Post by: S'klar on January 20, 2010, 12:20:17 AM yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay yay!
Title: Re: Call 3.1.1 Emergency Post by: shadow651 on January 20, 2010, 12:29:18 AM :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot: :woot:
-sorry if i went overbord, I'm exited (if you coulden't tell!) Title: Re: Call 3.1.1 Emergency Post by: ray320 on January 20, 2010, 01:39:01 AM im kinda worried about what you guys did to the fed, i dont think the increase for the support ships were needed at all, i think you had them just right, (personally i still like old norway plasma coil) but everything seemed to be good with the support ships not to powerful, and all that good stuff, i just dont think a cost increase is the way to go, and whats up with the turret increase? how long does it take for other turrets to build?
thanks for continueing to make this game better, always appreciated, now to reinstall wippien and star trek! long story...... Title: Re: Call 3.1.1 Emergency Post by: Unleash Mayhem on January 20, 2010, 01:42:09 AM Ray, you can't make these wild assumptions about how balance works without vigorous online play against other humans. That's why we always encourage people like you to play online :) I still suck but I've played enough to understand.
Feds, where once again one of the top races, now they are a bit closer to the middle :) Title: Re: Call 3.1.1 Emergency Post by: Boggz on January 20, 2010, 03:23:10 AM and whats up with the turret increase? how long does it take for other turrets to build? Fed Platform: Risner: (was) 70, (now) 84 Mayson: (was) 53, (now) 63 Klingon: Torpedo Turret: 142 Dominion: Phaser Sentry: 78 Perimeter: 159 Romulan: Turret: 77 Turret: (after prefine) 52 So please ... Mayson could build a Torpedo turret in 53 seconds ... Nearly three could be built in the time it takes to build a Klingon turret and exactly three in the time it took to make a perimeter. People would say that "Oh well the Torpedo turret was expensive and so you wouldn't be able to make ships while you made those" but since Mayson can get his SFC up so fast he's got free Warp-ins while he makes a couple phaser turrets, his Eraudi yard and then begins to spam Torpedo turrets. On a map any bigger than Openfields this is NOT hard and because Mayson can build so fast it happens alot. The kind of firepower you need to have in order to either destroy the early turrets or to kill things quickly and run is pretty hard to have before those turrets are done. Title: Re: Call 3.1.1 Emergency Post by: Mal on January 20, 2010, 03:31:21 AM If ray's worried about these changes, I wonder what he'd say to the changes I've been thinking of. :sweatdrop:
"WHAT?!! Mayson feds actually need to purchase chassis upgrades?! Perposterous! RAWR! :badgrin: :badgrin: :badgrin: Oh, and very nice title, Doca! :lol: :thumbsup: Title: Re: Call 3.1.1 Emergency Post by: Dominus_Noctis on January 20, 2010, 05:25:00 AM Yeah, as of this most recent patch, I think the balance has crept more to this:
Mayson Feds (yes, the gap is there for a reason...) TaQ'roja Optimize, Martok Puretech, Helev, Risner, Mijural Assimilate Obviously I want to play more though before saying "this is IT" Title: Re: Call 3.1.1 Emergency Post by: Boggz on January 20, 2010, 06:07:41 AM Yeah, as of this most recent patch, I think the balance has crept more to this: Mayson Feds (yes, the gap is there for a reason...) TaQ'roja Optimize, Martok Puretech, Helev, Risner, Mijural Assimilate Obviously I want to play more though before saying "this is IT" I disagree about the placement of Risner and Martok (unless you tech directly to Negh'Vars). I think Risner is maybe below Opti at the moment but above Martok. At the very least on the same Level. Mayson is still head and shoulders above the rest and I'm going to be honest: I think at this point the ONLY reason is because of the decreased build time. I think that's really the last piece of the puzzel that has kept Mayson better than everyone else this whole time. It makes his start better, his expansions faster, and his turret-building almost unstoppable (even with the new time increase as his is still only 63 seconds). Title: Re: Call 3.1.1 Emergency Post by: ray320 on January 20, 2010, 06:29:26 AM Guys i have been playing online, and i know the norway before was pretty powefull,
however since ive played since 3.10 i felt a balance with the feds, i felt like the support ships wernt so killer death ships, and were actually support, im just not sure about the cost increases Title: Re: Call 3.1.1 Emergency Post by: Jamess14 on January 20, 2010, 08:28:54 AM Yeah, as of this most recent patch, I think the balance has crept more to this: Mayson Feds (yes, the gap is there for a reason...) TaQ'roja Optimize, Martok Puretech, Helev, Risner, Mijural Assimilate Obviously I want to play more though before saying "this is IT" I know you're far more xperienced than me, but I see this as just a nerf to the Rommies and they're already underwhelming. The Leahval lost 20 offense in reeling mode, don't think he'll get to actually live to use that repair. I always felt that only really bigger ships could profit from active repair abilities as they get to actually use it. Small ships need more daka:) Title: Re: Call 3.1.1 Emergency Post by: Boggz on January 20, 2010, 08:32:53 AM I know you're far more xperienced than me, but I see this as just a nerf to the Rommies and they're already underwhelming. The Leahval lost 20 offense in reeling mode, don't think he'll get to actually live to use that repair. I always felt that only really bigger ships could profit from active repair abilities as they get to actually use it. Small ships need more daka:) I disagree. I just played a team game as Romulans and felt a lot more firepower at my fingertips. The Leahvals didn't need to keep that +20 offense nonsense as most of their damage now seems to come from groups of them blasting away with the variable disruptor. It's very little energy to use and can be used quite quickly. Most small vessels die instantly to 5 or more and they are FAST. They can run off quickly when one starts to lose shields and cloak, saving it for another day. I have indeed used the repair ability and it's astonishing. No more will you ever lose a vessel to broken life support. Title: Re: Call 3.1.1 Emergency Post by: Jamess14 on January 20, 2010, 09:01:41 AM Disruptor is great, do you stop using reeling now and save the energy for disruptor?
Well we might have different xperiences but in my last fifteen games I don't think I lost more than 5-10 ships due to some sort of permanent systems failures. Title: Re: Call 3.1.1 Emergency Post by: Boggz on January 20, 2010, 09:37:37 AM Actually yeah I have a habit now of using the Disruptor only in small-scale engagements as I feel that it kills things the fastest one by one.
In larger battles that are likely to drag on though I think an opening phasic disruptor followed by Reeling is the best idea :). Title: Re: Call 3.1.1 Emergency Post by: midas on January 20, 2010, 10:14:37 AM thx a lot, installing right now.
Title: Re: Call 3.1.1 Emergency Post by: Jhook on January 20, 2010, 10:27:34 AM Way to go guys!!! Just downloaded this and I will play this baby tomorrow!
Title: Re: Call 3.1.1 Emergency Post by: TParis on January 20, 2010, 10:37:33 AM Downloading now...
EDIT: And here's the download on FileFront: Star Trek Armada II: Fleet Operations Patch 3.11 Mod Download, Star Trek: Armada 2 Mods (http://armada2.filefront.com/file/Star_Trek_Armada_II_Fleet_Operations_Patch;109265) Title: Re: Call 3.1.1 Emergency Post by: blazing_gig on January 20, 2010, 11:12:39 AM Yeah, as of this most recent patch, I think the balance has crept more to this: Mayson Feds (yes, the gap is there for a reason...) TaQ'roja Optimize, Martok Puretech, Helev, Risner, Mijural Assimilate Obviously I want to play more though before saying "this is IT" You missed out Breen :P Title: Re: Call 3.1.1 Emergency Post by: Unleash Mayhem on January 20, 2010, 11:41:48 AM Guys i have been playing online, and i know the norway before was pretty powefull, however since ive played since 3.10 i felt a balance with the feds, i felt like the support ships wernt so killer death ships, and were actually support, im just not sure about the cost increases But surely you hadn't played many 3.1.1 games when you made that post, so you wouldn't know whether the cost increases were balanced effectively. I have a feeling the Devs do know what they are doing when it comes to this stuff :) Title: Re: Call 3.1.1 Emergency Post by: RedEyedRaven on January 20, 2010, 12:17:21 PM I have a feeling the Devs do know what they are doing when it comes to this stuff :) If it weren't that way, FO would have to be considered a true miracle given to us by some guys who had visions from the great gaming and programming gods telling them what they had to do in order to develop that great stuff :lol: Will install and play 3.1.1 in the next hours and call back in the evening (in the case I get access violations again or a Venture outguns a Negh'Var or something I will not; because in this case I'll destroy my computer). Title: Re: Call 3.1.1 Emergency Post by: shostak on January 20, 2010, 12:59:33 PM great i and new maps too :-)
Title: Re: Call 3.1.1 Emergency Post by: Majestic on January 20, 2010, 01:00:07 PM Does this fix the install error?
I downloaded this (3.1.0) first from here and then from A2Files and both crash when I attempt to start the game. I have tried using a fresh install through the installer and a existing installation again through the installer. I have also attempted to install it in a custom directory and then in the default directory, all with no luck. - Majestic Title: Re: Call 3.1.1 Emergency Post by: Kayden on January 20, 2010, 03:23:49 PM Appreciate the hard and quick work guys!
Now all I need is a plan to get every one to play this at my lan this weekend...... Title: Re: Call 3.1.1 Emergency Post by: blazing_gig on January 20, 2010, 03:26:37 PM Nice :) Was browsing the net on my phone while halfway through a match when I saw this lol B)
Title: Re: Call 3.1.1 Emergency Post by: Dominus_Noctis on January 20, 2010, 04:48:17 PM I disagree about the placement of Risner and Martok (unless you tech directly to Negh'Vars). I think Risner is maybe below Opti at the moment but above Martok. At the very least on the same Level. Mayson is still head and shoulders above the rest and I'm going to be honest: I think at this point the ONLY reason is because of the decreased build time. I think that's really the last piece of the puzzel that has kept Mayson better than everyone else this whole time. It makes his start better, his expansions faster, and his turret-building almost unstoppable (even with the new time increase as his is still only 63 seconds). I don't think teching to Negh'vars has anything to do with it. After Martok researches the shield breaking torpedo, the early counter to the K'vort (Intrepid) will fall without killing the K'vort. This is with the two Antares yard build up. With the Warp-In rush Risner falls faster. I'm also not convinced that it is just the build boon that makes Mayson stronger. An early AoE damage weapon, combined with relatively early heavy battlcruiser Excel II's that have guided quantum torps, and torpedo turrets if your offensive is screwed tend to unbalance things more than just a quicker build time (although the build time definitely does allow warp in to be used very nicely early on, and the torpedo turrets to be built that much faster). Honestly, I bet if the Norway's position in the tech tree were changed, it could force him to build some early game units other than the Norway (and potentially Saber). Right now, the nuke and its carrier is a jack of all trades ability - fast, durable, able to be upgraded to a mini Akira, and destroys many units at the same time. Oh, and it supports Steamrunners's :D You missed out Breen :P I haven't actually been able to place Breen yet I think, but they fall below Martok as far as I can tell.Title: Re: Call 3.1.1 Emergency Post by: Mort on January 20, 2010, 05:57:08 PM And I think I found the first problem with the new patch.... With dominion, when you have selected a group of bugs (for instance group 1) and u select 1 bug to go to emergency repair, the other bugs do not move untill that bug repairs itself -.- i may have experienced something simmilar in 3.1.0 for few times but instead of not moving an entire group turn around for repairs and not respond to orders for few sec... Title: Re: Call 3.1.1 Emergency Post by: Dominus_Noctis on January 20, 2010, 06:34:52 PM Wasn't that with Priority Repair Mort? You hit priority repair for one unit, and the entire group left and could not be told to stop :(
Title: Re: Call 3.1.1 Emergency Post by: DarkDragon452 on January 20, 2010, 08:01:18 PM Changes
Why was this changed? To me this seems to defeat the purpose of using the delays, or at least, how I used mine. Generally what I used the delays for was in situations where I was trying to get a higher-cost item built, like a research station, and had to delay build production of ships to ensure my resources did not get consumed. Usually I would be trying to build the building, and a ship would start building at the exact time I tried to place it, causing the build order to fail. I would go to the shipyard then and using only 3 mouse clicks (shipyard, build button, 30 second delay), would halt the construction and return my resources so my constructor could finish its task. Now I'll have to add an extra click to this process - shipyard, build button, 30 second delay, cancel current ship. That seems rather silly to me. I can live with it but I don't understand what was wrong with the current system. Title: Re: Call 3.1.1 Emergency Post by: Tyler on January 20, 2010, 08:03:15 PM It was considered flawed by people who didn't want to lose a ship already started.
Title: Re: Call 3.1.1 Emergency Post by: Optec on January 20, 2010, 08:04:45 PM the idea was mentioned in the forums, cause its illogical to cancel construction you already paid for. I think it would be a good idea to still push it on the first build slot, if the build item has not yet began construction (cause of to low resources for example). I will note that down :)
Title: Re: Call 3.1.1 Emergency Post by: DarkDragon452 on January 20, 2010, 08:09:04 PM It was considered flawed by people who didn't want to lose a ship already started. Then don't install the delay? I dunno, it seems like a simple enough system to utilize. The current way simply adds more micro-management, which, in my opinion, is a bad thing. It's annoying enough micro-managing your resources while micro-managing your fleets as it is, more mouse clicks aren't really welcome, but as I said, I'll put up with it. Title: Re: Call 3.1.1 Emergency Post by: Mal on January 20, 2010, 08:16:01 PM I love the new addition, as it allows you to plan ahead if you know you're going to run short on resources. And it is just only one button. Perhaps a new button called "cancel current construction" can be added right next to the delay buttons, that way it's very close to your cursor and you don't have to go down to where the ship is to click on it to cancel. Or if there is a way to have both functionalities on the delay buttons by pressing the shift key or something. ^-^
Title: Re: Call 3.1.1 Emergency Post by: DarkDragon452 on January 20, 2010, 08:41:54 PM Holding shift to have the old functionality would work for me.
Title: Re: Call 3.1.1 Emergency Post by: Phoenix on January 20, 2010, 08:51:43 PM Well, if it were me, I'd possibly have a crack at doing a custom job to mount a pc screen to the side of a traditional Desktop. Obviously screen and case choice would be pretty important.
However, not everyone has the ability to do a decent DIY job and I have never heard of All-in-One cases being available to buy so I dunno. Kinda pointless me posting really :) Title: Re: Call 3.1.1 Emergency Post by: Mal on January 20, 2010, 08:56:14 PM Wrong thread, phoenix! :blush: But that idea sounds really cool. :D
Dark Dragon, I think this new function would work better for what you described, wouldn't it? You're going to build a Dominion tech lab and you have the funds at that moment, but a ship gets done and now you don't have enough resources. This new feature allows you to not only build your ship that is probably 95% done, but ensures that you will have enough money for the tech lab even after the ship is built. ^-^ Title: Re: Call 3.1.1 Emergency Post by: SPARTAN078 on January 20, 2010, 10:23:46 PM I need to report a bug. I have the new 3.1.1 version and I saved a game. When I went to load it, it loaded about halfway through then crashed again.
Title: Re: Call 3.1.1 Emergency Post by: Majestic on January 21, 2010, 12:47:50 AM Does this fix the install error? I downloaded this (3.1.0) first from here and then from A2Files and both crash when I attempt to start the game. I have tried using a fresh install through the installer and a existing installation again through the installer. I have also attempted to install it in a custom directory and then in the default directory, all with no luck. - Majestic Just a follow up, I installed the patch and I still get the error. I have included a screenshot of the error message as well. - Majestic Title: Re: Call 3.1.1 Emergency Post by: Omni on January 21, 2010, 08:17:24 AM I just installed the update, and I have a bug report. The game loads a quarter of the way, and the tips don't show, then crashes.
Title: Re: Call 3.1.1 Emergency Post by: DarkDragon452 on January 21, 2010, 09:41:40 AM Wrong thread, phoenix! :blush: But that idea sounds really cool. :D Dark Dragon, I think this new function would work better for what you described, wouldn't it? You're going to build a Dominion tech lab and you have the funds at that moment, but a ship gets done and now you don't have enough resources. This new feature allows you to not only build your ship that is probably 95% done, but ensures that you will have enough money for the tech lab even after the ship is built. ^-^ The problem is I have to pre-emptively que up the delay, and then wait for all my current ques to finish, and then hope I have the resources at that time that the delay is qued to build the station/research/whatever. In the old way if I needed resources I could just pseudo-cancel my production (usually anything under 50% done I would be willing to cancel) and get some resources back that I could throw into a critical station or ship or whatever. Now to do that it takes 1 extra click, which is annoying. Title: Re: Call 3.1.1 Emergency Post by: DOCa Cola on January 21, 2010, 09:50:59 AM i know, overall there is a problem with the way armada 'allocates' the resources, actually i find it quite annoying. especially when i want to place a building and the money gets 'taken' by a beginning construction elsewhere.
@majest: someone reported a similar error not long ago. i think it had something to do with uac and registration of dlls. it may help to start fleet operations one time as administrator Title: Re: Call 3.1.1 Emergency Post by: Tyler on January 21, 2010, 03:51:58 PM I love the new addition, as it allows you to plan ahead if you know you're going to run short on resources. And it is just only one button. Perhaps a new button called "cancel current construction" can be added right next to the delay buttons, that way it's very close to your cursor and you don't have to go down to where the ship is to click on it to cancel. Or if there is a way to have both functionalities on the delay buttons by pressing the shift key or something. ^-^ Isn't there already a 'Cancel Current Construction' button? I'm sure there was one all the way back as far as stock.Title: Re: Call 3.1.1 Emergency Post by: Dominus_Noctis on January 21, 2010, 04:12:01 PM To be honest, I have yet to get used to the current method, which has on more than one occasion very badly screwed up my build. However, given time, I think I can get used to it. Before the change however, I'd just let that 90% completed unit finish, then stick a delay button in, and that would be it. Now I have to stick a delay button in, and remember to remove the first unit, which adds up to QUITE a few extra clicks when I have a Starbase and a few shipyards building things. I still prefer the old method, because the only thing that had to be done was to watch the shipyard, whereas now I have to watch and click. Hopefully I'll get used to it again though :)
Title: Re: Call 3.1.1 Emergency Post by: Tyler on January 21, 2010, 04:16:38 PM I never liked that I had to wait for a ship to build before putting a delay in, I usually forgot and had to wait for resources or go back to the yard and set the delay and get the station built location set up again (which takes longer than simply cancelling a ship). Especially annoying for ones with long build times.
Title: Re: Call 3.1.1 Emergency Post by: [EXC] 1337_64M3R on January 21, 2010, 04:23:44 PM Fleet Operations 3,11 ist die beste Version hochgeladen. :thumbsup:
Title: Re: Call 3.1.1 Emergency Post by: Phoenix on January 21, 2010, 06:54:53 PM Wrong thread, phoenix! :blush: But that idea sounds really cool. :D Dark Dragon, I think this new function would work better for what you described, wouldn't it? You're going to build a Dominion tech lab and you have the funds at that moment, but a ship gets done and now you don't have enough resources. This new feature allows you to not only build your ship that is probably 95% done, but ensures that you will have enough money for the tech lab even after the ship is built. ^-^ Intriguing :blink: *Copy* ... *Pasted somewhere else* :D To contribute a little to this topic; 3.1.1 has been a welcome addition. All is working fine and the changes seem to been working good. Title: Re: Call 3.1.1 Emergency Post by: quaddmgtech on January 21, 2010, 06:56:19 PM Indeed, 3.1.1 FTW. Looking forward to future release but this one will keep me busy for a while :woot:
Title: Re: Call 3.1.1 Emergency Post by: Xanto on January 21, 2010, 08:30:41 PM Great job, and with a quick response. Awesome... :thumbsup:
Title: Re: Call 3.1.1 Emergency Post by: Majestic on January 21, 2010, 11:03:18 PM i know, overall there is a problem with the way armada 'allocates' the resources, actually i find it quite annoying. especially when i want to place a building and the money gets 'taken' by a beginning construction elsewhere. @majest: someone reported a similar error not long ago. i think it had something to do with uac and registration of dlls. it may help to start fleet operations one time as administrator Hi, I am the Administrator, as there are no other accounts on windows. Is there any other solutions that could fix this? Thanks Title: Re: Call 3.1.1 Emergency Post by: Xanto on January 21, 2010, 11:11:00 PM Hi, I am the Administrator, as there are no other accounts on windows. Is there any other solutions that could fix this? Thanks Did you try right clicking and selecting run as administrator. Title: Re: Call 3.1.1 Emergency Post by: DarkDragon452 on January 22, 2010, 12:40:37 AM Hi, I am the Administrator, as there are no other accounts on windows. Is there any other solutions that could fix this? Thanks If you're running Windows 7 or Windows Vista, your default user is NOT an administrator account by default. Try right clicking -> Run as Administrator, you never know, it might fix the issue. If it's XP, then it's probably something else. Title: Re: Call 3.1.1 Emergency Post by: RYDERSTORM on January 22, 2010, 01:04:21 AM I always install as admin then run as admin and make sure I have run as admin checked in the properties dialog.
I do remember getting an error similar to majestics once but that was after I turned UAC off then back on again for something that I cant remember at the moment. But that was awhile ago, long before 3.1.0 came out. Title: Re: Call 3.1.1 Emergency Post by: Myles on January 22, 2010, 01:07:01 AM i turned uac off completely, it never bothers me any more :P
Title: Re: Call 3.1.1 Emergency Post by: DarkDragon452 on January 22, 2010, 01:45:47 PM i turned uac off completely, it never bothers me any more :P This is a bad idea tbh. Probably over half of the infections and bad things you can get from webpages are able to run and work because Windows previously (XP and lower) started people off on a default Administrator account. If you don't run EVERYTHING (unless given permission) as an administrator, like you would do with Linux and the root account, you are much less likely to get hit with a driveby attack on some random website or advertisement. That said, I have UAC turned off too, been considering turning it back on though, as my computer security class I'm taking has taught me a lot about the myths surrounding that area of computing. Title: Re: Call 3.1.1 Emergency Post by: RLL on January 23, 2010, 06:04:54 AM Please now make it single player missions pleaseeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Title: Re: Call 3.1.1 Emergency Post by: Myles on January 24, 2010, 01:13:59 AM UAC in vista is clumsy, it's annoying and counter-intuitive. i've never been infected with anything, i use caution when browsing and have latest database for my antivirus. driveby attacks are the only serious concern for me. although using no-script can help.
Title: Re: Call 3.1.1 Emergency Post by: RedEyedRaven on January 24, 2010, 01:47:40 AM Please now make it single player missions pleaseeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! Don't be a heretic. Have faith in the devs ^-^ Title: Re: Call 3.1.1 Emergency Post by: Majestic on January 24, 2010, 03:06:46 AM Thank you all, "Run as Admin" was the solution. I have been a XP Boy for years until these last couple of months where I have gone to Win7 and I am still learning it.
Thank again, had a fun game against the Klingon and Romulans. I love the new interface guys, it's beautiful and very functional. :) Title: Re: Call 3.1.1 Emergency Post by: RYDERSTORM on January 24, 2010, 03:11:20 AM Glad you got it working :D :thumbsup:
Title: Re: Call 3.1.1 Emergency Post by: REM_Jupiter on January 27, 2010, 08:27:36 PM Lovin it fleet ops keep up the great work
Title: Re: Call 3.1.1 Emergency Post by: DOCa Cola on January 30, 2010, 11:44:32 AM Hi, I am the Administrator, as there are no other accounts on windows. Is there any other solutions that could fix this? it may be even enough if you just run it one time in "administrator mode". i have had the same issue with another software where windows had to register some dlls or something for the first time. after that i could use the software without full administrator privileges. Thanks Title: Re: Call 3.1.1 Emergency Post by: nathanj on January 31, 2010, 02:31:55 AM thank you so much for the fix. love this mod and the new interface is great. i especially like the extra info included like the descriptions for various weapon systems. i actually lost a game cause i was reading the descriptions on my ship and didnt realize the my shipyards were being wiped out. :lol:
Title: Re: Call 3.1.1 Emergency Post by: xtlc on February 01, 2010, 11:00:44 PM I love it.
And now: But. It seems like the Borg gained a lot of power compared to the romulan stations. A normal station is no longer up to a borg sphere... thats awkward. Or willingly? Title: Re: Call 3.1.1 Emergency Post by: Sheva on February 05, 2010, 03:03:53 PM I'm getting nervous... every time I save a game it is not reloadable when played a time ago. I do 6 to 7 saves, all short behind each others and with small time interference between them, but it doesnt help :-(
Also a suggestion to the Serkas: Is it intended that also own units get damaged by it? It is somewhat frustrating defending your base with those artillery ships and you blew up your own ships... on the other hand, it is hard to make them use in order to "follow" enemy ships. They are away in the second, you shoot the torpedo. Can we make something like an aiming point, and if friendly units are inside the blast radius, this vessel would simply not shoot and search for another one? This would outbalance the very weak defense of this vessel. Title: Re: Call 3.1.1 Emergency Post by: Dominus_Noctis on February 05, 2010, 11:53:48 PM I'm getting nervous... every time I save a game it is not reloadable when played a time ago. I do 6 to 7 saves, all short behind each others and with small time interference between them, but it doesnt help :-( Also a suggestion to the Serkas: Is it intended that also own units get damaged by it? It is somewhat frustrating defending your base with those artillery ships and you blew up your own ships... on the other hand, it is hard to make them use in order to "follow" enemy ships. They are away in the second, you shoot the torpedo. Can we make something like an aiming point, and if friendly units are inside the blast radius, this vessel would simply not shoot and search for another one? This would outbalance the very weak defense of this vessel. Sorry to hear about the first problem - hopefully you've sent error reports to Doca and he's able to figure out the issue :) With the second, that is, I think, the aim (no pun intended) - simply use manual targeting to "lead" on your opponent's ships :) Title: Re: Call 3.1.1 Emergency Post by: xtlc on February 08, 2010, 10:19:34 PM maybe someone (or even someones) already posted: Repair Ships shouldn't try to become heroes in combar, but should do repair business, WITHOUT an extra invitation every time you need them.
Title: Re: Call 3.1.1 Emergency Post by: Dominus_Noctis on February 08, 2010, 10:25:13 PM Well, they have weapons - so if you don't want them to enter combat, stick 'em on green alert :)
Title: Re: Call 3.1.1 Emergency Post by: [EXC] 1337_64M3R on February 08, 2010, 10:27:32 PM ......... Or just keep them in your base (movement auto set to green or 0), because usually that is where repair ships seem to be most effective (occasionally with a very large fleet one of them wouldn't hurt).
Title: Re: Call 3.1.1 Emergency Post by: quaddmgtech on February 08, 2010, 10:27:44 PM Indeed. As Dom suggested... my settings for repair ships is the following:
Alert: Green Movement: high Special Weapons: High. This way I hardly ever need to micro or lose repair ships because they will not engage enemy vessels but they will move to the nearest friendly in need of repairs and repair them automatically. Title: Re: Call 3.1.1 Emergency Post by: xtlc on February 08, 2010, 11:56:50 PM Cool idea. Totally forgot about the alarm possibillities. Thx a lot!
Title: Re: Call 3.1.1 Emergency Post by: Anti on February 10, 2010, 07:35:04 PM hello opp team you have a horny mod done but developed what is still missing from the collection modes you the Cardassians were indeed in the Dominion war here so I would be delighted if I did not last for this
is only a suggestion sorry for my bad english Title: Re: Call 3.1.1 Emergency Post by: Tyler on February 10, 2010, 07:39:42 PM The Carddies aren't in yet because they were massacred during the War and aren't strong enough to be a major faction. They will be around as NPC's in the future, though.
They're also not in the Dominion anymore and hate them like Klingons hate Romulans. Title: Re: Call 3.1.1 Emergency Post by: Myles on February 10, 2010, 07:42:13 PM @anti: welcome to the forums, i wouldnt quite describe fleet ops as horny, but it is certainly a great mod.
the cardassians will be added soon, but not with the dominion. as tyler said Title: Re: Call 3.1.1 Emergency Post by: Baleful on February 10, 2010, 08:53:04 PM Indeed. As Dom suggested... my settings for repair ships is the following: Alert: Green Movement: high Special Weapons: High. This way I hardly ever need to micro or lose repair ships because they will not engage enemy vessels but they will move to the nearest friendly in need of repairs and repair them automatically. that works? i always set them to red red red on fleet 0 (and sometimes wonder where they went) i dont think they would work set to Green alert. Title: Re: Call 3.1.1 Emergency Post by: Dominus_Noctis on February 10, 2010, 10:31:00 PM They do indeed work on Green Alert Bale (advised in the guide too) :) .
hello opp team you have a horny mod done but developed what is still missing from the collection modes you the Cardassians were indeed in the Dominion war here so I would be delighted if I did not last for this Check out the guide to FO if you want more info on the Cardies and Dominion :)is only a suggestion sorry for my bad english Title: Re: Call 3.1.1 Emergency Post by: Anti on February 14, 2010, 01:44:07 PM aha ok I've been there myself trying to fashion the Cardassians, but without the ladder to success, I have other boats purely gemodet have missed but still ships jetz new textures and looks even better from my point stands
Title: Re: Call 3.1.1 Emergency Post by: Johnny Archer on April 09, 2010, 12:41:19 PM Hi to all the other FleetOPs-Addicts out there!
I realize that FO 3.1.1 has been out for a while, but to tell the truth i haven't been aware of this excellent piece of work. (yeah, shame on me, i know) Just wanted to say to all the devs and staff, massive kudos :thumbsup: :thumbsup: :thumbsup:, i haven't had so much fun playing any of the two original armada releases. They made fun of course, but they lacked those cool explosions and impact effects you have created. One question though: is there anything i can do to stop graphics performance from dropping to nearly zero when playing the borg? With this mod/ST Armada 3 :woot: the borg make real fun for the first time! :borg: :borg: :borg: I am using a genuine install of Win 7 Pro X64 on a system with Intel Core 2 Duo T 7200, 4GB Ram (3 effective anyway), an onboard graphics adapter ATI Radeon X1400 (128MB dedicated and at all 1407MB video memory). Yeah, that notebook is now three years old. For resolution i use 1280x1024 because if i max it out to 1680x1050, the borg are not playable. With the other races i have no similar problem, except eventually when there is a massive attack with whole fleets going after each other. I may try to reduce details and increase resolution bit by bit. But i would like to avoid decreased details. I like them too much! :D And nope, i cannot upgrade the graphics adapter (it is onboard). :crybaby: :crybaby: Title: Re: Call 3.1.1 Emergency Post by: Dircome on April 09, 2010, 03:27:04 PM Sadly no the problem is mostly due to the inefficient way that armada 2 handles explosions but its a known issue and being worked on.
Title: Re: Call 3.1.1 Emergency Post by: [EXC] 1337_64M3R on April 09, 2010, 04:56:55 PM Well, one quick fix (that loses MP capability) is replace the explosion SODs with the empty.sod file. Thought the rumble may also be the problem. B4 replacing sods, go into all explosion files and set rumble strength to 0.
Title: Re: Call 3.1.1 Emergency Post by: Johnny Archer on April 09, 2010, 05:22:50 PM Sadly no the problem is mostly due to the inefficient way that armada 2 handles explosions but its a known issue and being worked on. Thx for the quick answers! I kinda suspected something like this... >:( :crybaby: Good to hear, that this is being worked on! :woot: :D And i don't want to replace the SODs or tinker with the files. But thx anyway! And keep up this excellent work! Title: Re: Call 3.1.1 Emergency Post by: Optec on April 09, 2010, 05:41:45 PM that wouldn't help either way :) the problem is the algorithms for creating the fractions of models, not the basic explosion effects. those are quite fast
Welcome to the community :thumbsup: Title: Re: Call 3.1.1 Emergency Post by: USS Constellation on April 18, 2010, 05:26:17 AM I can't download the latest patch. I keep getting an error message in German :crybaby:
Title: Re: Call 3.1.1 Emergency Post by: Tyler on April 18, 2010, 06:49:35 AM Try A2Files.
Title: Re: Call 3.1.1 Emergency Post by: Myles on April 18, 2010, 11:28:19 AM the downloads are currently down, im sure they will fix it as soon as possible
Title: Re: Call 3.1.1 Emergency Post by: Andre27 on April 18, 2010, 01:39:40 PM the downloads are currently down, im sure they will fix it as soon as possible Maybe the Dl is unavailable because the 3.1.1+ (3.1.2 or something) is being uploaded :woot: Title: Re: Call 3.1.1 Emergency Post by: Tyler on April 18, 2010, 01:43:51 PM There's a pleasent thought...
Title: Re: Call 3.1.1 Emergency Post by: Tyrus on April 18, 2010, 01:51:55 PM Nice thought, but it has been down for two days or so now - rather unlikely that it takes so long to upload the new patch. :ermm:
Title: Re: Call 3.1.1 Emergency Post by: Myles on April 18, 2010, 02:59:27 PM unless the new patch is several hundred gb in size :P
kidding. but i wonder if the downloads stay down, how will the new patch be released :S Title: Re: Call 3.1.1 Emergency Post by: Tyler on April 18, 2010, 03:17:22 PM With Armada2Files, which also has V3 & 3.1.
Title: Re: Call 3.1.1 Emergency Post by: Dircome on April 20, 2010, 10:05:17 PM there is mod db as well.
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