Some of you may heard it already: one focus we've developed Fleet Operations on is multiplayer. When Armada 2 was released in 2001, its online playing capabilities were nothing too extraordinary for its time. However, it is remarkable that even now after nearly 10 years its online channels over at GameSpy still weren't just turned off like it happend quite a lot with much newer game titles.
Still, the age of this service creates a few problems, usually resulting in various connection problems where players can't join or host games, despite all firewall and router settings were set up correctly. This deteres a lot of people from playing Fleet Operations online. Our online community began looking for alternative ways of playing with others over the internet and found not too long ago Tunngle. Tunngle is a quite new peer to peer VPN client, that allows people to meet in a lobby based chat and start games over the internet. Through some dedicated people from our online gaming community, Fleet Operations got its very own lobby in their network. We have been working with the Tunngle developers for 3.1.3 to bring you a one-click solution to play Fleet Operations online through Tunngle. All you need is their client installed and a account set up. You can get it at Tunngle.net . After that you just have to go to the Fleet Operations multiplayer screen and click the Tunngle button there.
Of course that is not everything that 3.1.3 features. We've got some interesting new special weapons, an enhanced AI, a lot of improvements to overall balancing and included many new community created maps. I'd recommend you read the changelog below. Special thanks to Beat2k10, Boggz, funnystuffpictures, Njm1983, Phoenix and Stardust for their well made maps! Thanks to everyone for input regarding the balancing and bug reports through the forum and email. Have fun with 3.1.3 everyone!
Patch 3.1.3 is only compatible with a previous 3.1.x installation. Patching an earlier version (3.0.7 and below) will result in a corrupt installation.
Download Fleet Operations Patch 3.1.3
 
Changelog:
Features- Tunngle peer-to-peer VPN client auto login support (www.tunngle.net)
- Vutpa' Class vessels may now be equipped with the Concussion Missile Launchers special ability
- Troopship Vutpa' Class refits may now be equipped with the Mass Seeking Missiles special ability to reveal cloaked ships
- A new special weapon for the B'rel Class Bird of Prey has been added: Weapon Fatigue
- Starfleet reinforced Warp-In with new vessels
- AI now uses cloak more offensively if appropriate
- AI ship and special weapon handling improved
- The Shrike Class may now be equipped with Unstable Plasma Torpedoes
- More weapon and special ability effects have been added
- Weapon range circles are now also shown when hovering a weapon system of a vessel
- New maps
- Solar Outposts by Beat2k10
- Champagne Supernova by Boggz
- Early Bird by Boggz
- Star Traffic by Boggz
- Andromeda v2 by funnystuffpictures
- Booby Trap by Njm1983
- Passages by Njm1983
- Solar Storm by Phoenix
- Tau Ceti by Phoenix
- Battlefield by Stardust
- Nebula Stream by Stardust
- (Phoenix's Map Making Extension is now integrated)
Changes- Game Shell locked at window mode
- Multiplayer: The button for the connection dialog of the antiquated IPX/SPX network protocol has been removed. IPX/SPX is still accessible by right clicking the 'Local Area Network' connect button.
- Multiplayer: The button for Internet connections over GameSpy has been removed. GameSpy is still accessible by right clicking the 'Tunngle' connect button.
- Multi-monitor action window mode has been removed
- Cloaking hotkeys have been disabled due to technical problems. They will return soon
- System Value has now a greater effect on weapon disabling weaponry. Starships with high System Values are more resistant to losing their weapon control
- Borg
- Stacking Interception Modules on the Dodecahedron will no longer affect stations and will be less effective against vessels designed to counter the Dodecahedron
- Adjusted the damage coefficients of Adapted Photon Torpedoes
- Increased the rate at which Assimilation Incubation Centers board attackers
- Nanites damage and area of effect reduced. It is now much more effective in affecting hostile engines to slow fleets down. Cloaked vessels will also suffer from nanites. It is now on a 12 second cooldown
- Dominion
- Mixed-Tech C-11 Interception Destroyers (Romulan) are now capped like Generix Class Support Refits
- Phaser Sentry attributes increased to 34 Offensive Value, 38 Defensive Value and 20 System Value (bf.: 25 / 29 / 15). Costs increased
- Puretech now reduces the construction costs of all Construction Yard prototypes by 50 percent (bf.: reduced the construction time of most construction yard vessels by 25 percent)
- Reduced the construction costs of Breen Battleships significantly
- Breen Energy Torpedoes on Breen Cruisers now have a limited attack arc. The construction costs were adjusted to reflect this change. Slightly adjusted the damage coefficients of all Energy Torpedoes
- The Hyperspace Artillery is now time-based on a fast cooldown (bf.: energy-based)
- Tetryon Singularity is now considered a torpedo weapon
- The T-15 Heavy Cruiser Implosion Field Device is now capped at a maximum effect
- Federation
- Increased the damage per second of Admiral Mayson’s Torpedo Platform
- Ablative Armor has been moved from the Phaser Platform to the Pulse Platform
- Increased the construction time and costs for Akira Class vessels
- Hyper Impulse Drive offensive value reduction reduced to -2 (bf.: -3)
- Admiral Risner now increases the Offensive Value of Saber Class vessels by 1 and by an additional point for every two ranks
- Damage bonuses granted from Admiral Mayson’s altered armaments have been converted into Offensive Value increases for better comparability. Gameplay characteristics remain unchanged
- Klingon
- Some minor cost adjustments on most Klingon units
- Polaron Field disables less systems per second
- The cloak detection of Manual Targeting now lasts 7 seconds (bf.: 6)
- Heavy Disruptor and Torpedo Drone are now on a 1 minute cooldown
- The Vutpa' Class and the Heavy Weapons Platform are now armed with a new Photon Rack weapon
- The Vutpa' Class gains higher Defensive Values on rankup
- The veteran ability Battle-tried Energy Circuits now also adds Manual Targeting to the Vor'cha, LuSpet and Cho'naQ Classes
- Increased TaQ'roja's B'rel Class disruptor damage
- The Kahless Stations may now build the Qaw'Duj Class instead of K'beajQ warships for an increased construction time
- Manual Targeting now also reduces the drawbacks of offensive or defensive passive abilities by about 50 percent
- Adjusted the amount of supplies granted on unit rank-up. You should see an overall increase. Also reduced the costs to buy more supplies in early game stages
- Field Yard extensions are now specialized in producing certain vessel subsets. Costs and technology requirements adjusted. The Field Yard is built with an installed own-vessels-only repair dock and one of the extensions offers a normal repair dock with allied repair capabilities
- SuS'a' Class damage reduced while Last Ditch Assault is active (the damage per second is still higher compared to normal operation mode). Increased the 'drawback phase' of Last Ditch Assault to 20 seconds (bf.: 10)
- Reduced the construction time of most early game units
- TaQ'roja's B'rels yield additional supplies during combat
- Reduced the number of subsystems disabled by the Scrambling Probe
- K'Vort officer and veteran ranks no longer deal direct hull damage because of Verteron Particle Loader
- Romulan
- Slightly increased the relative damage per second of Defense Batteries while in alternate fire mode
- Prefine Defense Components renamed to Prefab Defense Components
- The Generix Support Refit gains higher Defensive Values on rankup
- Defense Battery attributes increased to 28 Offensive Value, 36 Defensive Value and 25 System Value (bf.: 21 / 27 / 19). Costs increased
- Sleeper Agent energy costs and supply costs reduced
- Saboteur Agent supply costs reduced and energy costs increased, but no longer yields experience and has a reduced duration, use Sleeper Agent to gain higher levels. The Saboteur no longer destroys large units like Borg Cubes, but may now also damage stations
- Multi Targeting Disruptor hits one target less and deals slightly less damage
- Slightly reduced the Generix Class Spectre Refit torpedo damage reduction
- Quadcobalt Torpedoes are now considered torpedo weapons
- Shield Recharge is now short ranged (bf.: medium)
- Generix Class Support Refit costs increased
- Increased the supply costs for the Rhienn Disruptor Refit
- Defense Batteries may stay online for a longer period of time if disconnected of a Singularity Transmitter
- Rhienn Class Phase Plates now also add a resistance against Adapted Photon Torpedoes
- Radiation Device no longer hits cloaked targets
Fixes- Fixed a crash with research stations having more than 14 buildable upgrades (Admiral Mayson's Starfleet Science)
- Fixed an old Armada bug that caused shipyards to loop their repair sound despite being idle
- Added alternate fullscreen mode when using the Map Editor to prevent dialog boxes from being invisible
- The Romulan Singularity Implosion special ability shows the correct area of effect if hovered over
- Fixed some tooltip typos
- Map Editor: Maps can now be correctly sorted by their size
- Game mechanic
- Derelict vessels could end up with activated cloak under certain conditions
- Federation warp-in vessels aren't transferred to an already eliminated player anymore
- Fixed a problem with "growing" repair facility queue entry points
- Romulan defense batteries won't decloak themselves anymore when their operation mode is changed
- Officer rank Novas can no longer be promoted to Veteran if the veteran cap is full
- The Serkas Class' Silent Resolve special ability will no longer cause it to decloak in certain situations
- Nova Class vessels are no longer double-click-selected with Saber Class vessels
- Support Generix refits are now capped correctly
- Ships built at the McKinley yard now correctly count towards the veteran limit
- AI derelicts shouldn't switch their operation mode anymore as if still commanded
- The Borg EM-Field may no longer be exploited by firing on allied vessels
- Fixed some slightly incorrect supply costs for "direct build" Romulan Generix Class refits
- The Dominion Perimeter has artillery range weapons as intended
- Solved some issues with Klingon SuS'a' Class Veterans using their special abilities
- The cooldowns of time-based special ships (like the Descent Class) could be shortened by exploiting energy-restoring weaponry
- General Helev's supply cost reduction is now correctly taken into account for Rhienn Class refits directly built at the Staryard
- Fixed several bugs triggering a hidden cooldown on veteran promotion
- The SuS'a' may now be promoted into the ranks of a veteran if Last Ditch Assault is active
- Fixed a bug related to the Hyperspace Artillery dealing too little damage on some rare occasions
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Initially we planned the 3.1.2 release to focus on fine tuning the new balancing system introduced with 3.1.0 and only have few new features with this version. However due to some technical issues we were facing with the previously announced new weapon effects we had to push the release date back till now, which left us a lot more time to integrate some more new stuff in this version than we had originally in mind. Besides the new weapon effects, Admiral Mayson now is able to build the Federation Nova class, the Borg Collective have been given a new vessel, the Dodecahedron (good i don't have to say that out loud) and the Romulans got their defensive concept revised along with two new stations. Several smaller tweaks to increase overall game speed have been integrated and two more maps made by Boggz have been added. There is more - read the changelog below. Thanks everyone for their contributions in the forums!
Patch 3.1.2 is only compatible with a previous 3.1.0 or 3.1.1 installation. Patching an earlier version (3.0.7 and below) will result in a corrupt installation.
Download Fleet Operations Patch 3.1.2

Changelog:
Features- New weapon and impact effects
- Armada Game Engine fixes to improve overall game performance and memory consumption
- Federation Venture Class scouts have been refitted with special sensor beacons, allowing them to engage progressive scan patterns
- Dominion A-4 Scouts may now drop special Passive Probes
- Romulan Defense Batteries are now powered by a Singularity Transmitter that will also regenerate energy on nearby friendly Romulan vessels. There are also rumors about particle weapons being deployed in the Romulan defense grids
- Admiral Mayson is now deploying a squadron of Nova Class vessels to assist the Fleets
- A new Borg Dodecahedron has been spotted assisting the assimilation capabilities of Borg fleets. The collective also adapted the Scout Cube by adding a new module
- Dominion Sensor Stations may now activate the Remote Tachyon Beacons of friendly vessels
- Hovering special weapons when having a group of ships selected now shows the appropriate subsystem icon in the ship group display
- Station construction placeholders can now also be seen by allied players
- Model or texture redos
- Romulan Defense Battery (formerly known as Disruptor Turret)
- New maps
- Duel by Boggz
- The Final Frontier II by Boggz
Changes- Adjusted some parameters in the balancing formulas, which caused incorrect calculation of movement speeds and some other attributes. That causes adjustments of most unit speeds and some slight cost changes
- More special weapons will now show their area of effect when hovered
- Constructors have tractor beams now to rescue damaged ships from the frontlines
- Reduces research time and costs for Analyze Alien Technology
- Certain temporary crafts like fighters will no longer be repairable by repair ships
- Borg vessels are far to complex now for repair ships to repair
- Replaced the construction delays with a "halt construction" button that will stop the queue permanently until canceled
- Reordered icons in the menu palette to consume less space
- Adjusted the effectiviness of some passive abilities, Single Stage Energy Conduits do now also increase the resource costs. Passive abilities that include a damage vulnerability are more effective compared to their counterparts. High Density Shield Generators and Ablative Armor Plates do now also include a small damage reduction against short / long range targets. The Autonomous Defense AI will now also reduce the combat effectiveness against support ships
- Changed the targeting priorities for several vessels, including fighters
- Reduced the Defensive and System Values of fighters
- The "Normal AI" is now less difficult to beat to be more beginner friendly
- Troopships no longer need to lower their shields to transport. Troopship cap reduced to 6 (bf.: 10)
- Reduced the construction costs of experimental yards to 600 dilithium and 150 tritanium (bf.: 800 / 200)
- Tachyon Scan has been removed on all sensor stations. All factions got other methods to track cloaked vessels in the field. Stationary Tachyon Pings are still available and the respective structures are cheaper to produce
- Area weapons that do not have an efficient effect on temporary crafts will no longer count them as valid targets and try to find other, more valuable victims (like Distortion Field on fighters for example)
- Added some additional info to the tooltips of burst-volley and multi-target weapons
- Adjusted the construction time of mixed-tech vessels
- Most aim-to-fire special weapons to no longer have limited attack arcs to ease their manual usage
- Reduced the Offensive Value of all scouts, but increased their Defensive Value
- A new hotkey is available for cloak
- Borg
- Assimilation will now cause Incubation Centers to slowly assimilate hostiles (bf.: granted Matrix Teleport)
- Borg vessels may no longer be recrewed like stations. Allied vessels are now automatically recrewed if close to an Incubation Complex
- Matrix Teleport is now available to all avatars on incubation centers and restores a large amount of drones to all friendly ships at the target location
- Borg Adaption Matrixes do now have proper Borg-like designations
- Increased the damage reduction granted by stacking Beam Modules
- Perfect Logistics generates resources much faster now
- Dilithium and Tritanium Synthesis generates resources much faster now and the supply-resource transmutation rate has been improved
- Adaption resistances granted from mixed-tech modules have been increased
- Scout Cube System Value and construction costs reduced
- Adaptor System Value and construction costs reduced
- Establish Energy Nodes research costs adjusted
- Slightly increased the Holding Beam boarding rates
- Bring order to chaos damage boost reduced to 70 percent (bf.: 100)
- Sensor Relays no longer emit Tachyon Pings
- Graviton Relay has been removed. The Dodecahedron may transform into a defense station if a Relay Module is installed
- Dominion
- Puretech: Now increases all attributes by 3 (bf.: 6), but also affects the S-7 Defender. The construction-time-reduction is more effective now due to formula changes, but no longer affects the war frigate
- B-8 Warfrigate construction costs and construction time reduced
- B-5 Battle Cruiser fighter carriers now support one less fighter. Prototypes only support half the fighters of regular carriers
- Added a better display for the Worker Ship modes to keep track on cooldowns and the current state
- Perimeter ping range increased to medium. Construction costs adjusted
- The Sensor Station is now equipped with Graviton-Tachyon Pings
- The Phaser Sentry is now equipped with a new passive ability called EPS Control Nodes, increasing shield damage
- Phaser Sentry and Perimeter construction time reduced
- T-15 Heavy Cruiser gains Ablative Armor. Construction costs adjusted
- Cascade Feedback damage increased, special energy drain chance reduced
- Breen Torpedoes will now deal increased damage to battleships and reduced damage to small ships
- Federation
- Admiral Mayson: ACS Torpedoes have been converted into a passive ability and therefore no longer requires research. The construction time reduction has been removed, but all defense Plattforms are now equipped with altered weaponry
- The Eraudi Yard no longer requires Star Fleet Science to be built. All Eraudi Yard vessels got their resource costs and construction times slightly adjusted accordingly
- Plasma Coil area of effect reduced to match the visual effect
- Officer rank Defiant Class vessels deal now more damage with their Quantum Torpedoes, but slightly reduced damage with their Pulse Phasers
- Probe (Canaveral Class level 1 ability) has been replaced by Sensor Synergy
- Tachyon Scan (Canaveral Class level 2 ability) has been replaced by EC3M
- Sensor Research has been moved to Starfleet Engineering and special weapon research is located at Starfleet Science again
- Excelsior II Class construction costs reduced, but Quantum Torpedoes are now on a limited attack arc
- Guided Quantum Torpedoes converted into an active ability
- Hyper Impulse Drive now also reduces the combat effectiveness of short range attackers, but now reduces Offensive Value by 3 (bf.: 2)
- Avalon Class fighter carriers now support one less fighter
- Dual Pulse Phasers replaced with normal pulse phasers. Gameplay characteristics remain unchanged
- Starfleet Command now requires Starfleet Engineering and Starfleet Science to be built (bf.: just Starfleet Science)
- The Torpedo Platform is now a baseline turret and available to all avatars. It is now armed if Photon Torpedoes per default
- Sensor Platform ping range increased to medium. Construction costs increased
- Assault Mode is now on a 30 second cooldown
- Klingon
- General Martok Defensive Value bonuses reduced to 4 / 3 / 2 (bf.: 8 / 6 / 4) but now reduces the supply costs of yard extensions by half
- Shield strength reduced, hull strength increased
- B'rel Class and the Vutpa' Class are now equipped with manual targeting, tracking down cloaked targets. Construction time and construction costs adjusted
- K'beajQ construction time adjusted
- K'Vort construction time adjusted
- SuS'a' construction time adjusted
- Veqlaragh construction time adjusted
- Taqrojas Bird of Preys deals now more damage with its torpedoes and reduced damage with disruptors
- Ion Torpedoes reload times and damage adjusted. They do now deal variable damage with a chance to deal high extra damage on a successful hit
- Micro Photon Torpedoes replaced by normal Photon Torpedoes, but they will now fire faster
- The Negh'var Class is now armed with Photon Torpedoes and gains Ion Torpedoes on officer rank
- The Chor Class is now equipped with a special civil disruptor defense weapon, which is more effective against early destroyer attacks
- The NoQ'Duj Class does now also deal increased damage to fighters. Sensor range reduced
- Reduced the research costs and research time of Large Scale Cloaking Devices
- Compound Torpedoes damage increased
- Cho'naQ Class damage increased
- Polaron Field now only affects up to 5 targets
- Scout Station ping range increased to medium
- Adjusted the construction time of Field Yard extensions
- Romulan
- General Mijural: Now increases the Defensive Value of Defense Batteries by 5 and increases the Defensive Value of Singularity Transmitters by 10. Defense Batteries remain active for a longer time span if disconnected from a Singularity Transmitter (bf.: Extra Plasma Torpedo and bonus to all attributes)
- Reduced all Dilithium and Tritanium costs
- Shrike Class construction costs and construction time reduced
- Shield strength reduced, hull strength increased
- The Rei'karansu Covert-Ops Team no longer substracts marines from the Tavara's crew. The Tavara may no longer be field recrewed. The Covert-Ops Team is now in a 20 second cooldown and consumes 400 energy (bf.: 250)
- If you researched a refit for Generix or Rhienn Class vessels, they will now also be directly available at the yards
- Metaphasic Disruptor damage reduced and special energy costs adjusted slightly. Is now a target-ability
- The Talon Class is now equipped with an advanced cloaking device. Sensor range reduced
- The Spy Satellite has been removed. The Singularity Transmitter will now function as a long-range sensor station. Use refitted Talon Class vessels for Tachyon pings. Intelligence Report has been moved to the Talon Class refit and it is now equipped with Graviton-Tachyon Pings
- Disruptor Turret renamed to Defense Battery. The Defense Battery no longer requires a Staryard to be built. Stationary Cloaking on Defense Batteries no longer consumes energy. Singularity Transmitters may not cloak
- Radiation Device energy costs and area of effect increased
- Eresis Class movement speed and construction costs increased
- Suppressive Shielding effectiveness reduced
- Spy now reveals a sensor radius around all hostile stations. The radius and the duration is random
- The Generix Class Support Refit is now capped to 6 vessels. Attribute bonuses changed to reduce Offensive Value by 3 and increase the Defensive Value by 17 (bf.: 2 Defensive Value). Costs adjusted.
- The Talon Refit no longer requires research
- Prefine Defense Components construction time shortend, but no longer reduces dilithium and tritanium costs. Now reduces construction time slightly and reduces the supply costs to a minimum
- Misc and Non-Playables
- The Federation McKinley Yard may now produce all Warp-In vessels uncapped
- Unity One may now use Intelligence Report and Tachyon Scan and is equipped with a medium range Graviton-Tachyon Ping
Fixes- Fixed a crash when loading a savegame when vessels on the map were affected by special object effects like disabled shields or objects revealed by cloak detection
- Admiral's Log: Ships destroyed by some special abilities were not accounted correctly to the attacker
- Fixed a memory leak
- Solved several tooltip issues
- Breen Prototypes now also show their correct passive subsystem icons
- Fighters where invisibly counted against a fighter carrier's group number, making the Ctrl+Shift+(groupnumber) hotkeys ineffective in some cases
- Construction delays (or the new halt construction option) replaced a build item instead of moving it to the next queue slot in some cases
- Romulan Combat Cloak showed a 'stuck' cooldown delay on it's system icon
- Game mechanic
- Romulan Cloak no longer consumes energy if the Leahval Class' Advanced Energy Reeling special is active
- Dominion Cascade Feedback drains the intended amounts of special energy now
- Klingon K'Vort Mixed-Tech (Federation) now has a correct weapon range
- Fighters do not block construction anymore
- Removed a station constructor exploit
- Extra Energy Stores work as intended now
- Klingon Scout Stations got their shield generators back
- The chance that Graviton Torpedoes will deal hull damage now correctly improves with more modules installed
- Many vessels which are refits had incorrectly high supply costs, like Rhienn Refits for example
- Starfleet Warp-In reinforcements will no longer inherit the shield/hull damage ratio of the Starfleet Command structure
- Fixed several cloak-detect issues with neutral targets
- Fixed some bugs with the Federation Tricobalt Triloader
- Romulan Vmax Projectile Weapons do now correctly increase damage against targets with higher Defensive Values
- Some special weapons were no longer usable on veterans once the veteran cap was full
- Klingon ranked up Call-to-Arms-Vutpa' Class troopships are now correctly double-click-selected along with unranked crafts
- You should now get the correct amount of resources back from recycling
- Cloaked stations will now decloak when the Romulan Cloaking Generator is destroyed
- Romulan Stationary Cloak can no longer be exploited. There is now a cooldown on all cloaking devices
- If a vessel gains a new rank while a temporary special ability is active, those effects will no longer be canceled
- Vessels sent to a repair facitlity shouldn't 'forget' their given command anymore when they were previously part of a ship formation
- Fixed the docking positions for many shipyards and repair facilities
- Corrected some incorrectly calculated prices for Borg Adaptor modules
- Dominion Tetryon-Photon Torpedo is now artillery range as intended
- Klingon K'Vort Class Bird of Preys should no longer decloak when using their special ability
- You may now refit Romulan Talon Class scouts during cease fire
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In the recent 3.1 patch we redid the whole user interface, as it was one of the elements in Fleet Operations, that was years old. But hey, there are other parts of the game, which are beyond their golden age, too. Some of them are definitely the weapon effects and damage visualization. If you read the forums closely, you will probably have heard about engine improvements in the past month. The first phase of these improvements will get its major impact in the upcoming 3.1.2 patch. Impact quite literally! We are talking about the weapons, explosions and impact effects.
Armada was far away from good show-like special effects and it lacked impact effects at all, except some generic sparkling on the hull, which looked neither Trek-like, nor did it get you any feeling of big badass guns!
We therefore completely redid the weapon effects and explosions in general. You will now have detonations, fireballs and pulse blast flashes once a weapon hits. But let's finish the talking, here are some screenshots of the new Federation weaponry. Visit the forums in the next days for more screenshots of alien races.. and their tools of destruction!
 A Federation battlegroup engaging a Dominion battleship
 Strike back at the collective!
 Full spread!
 Quantums, Quantums and.. more Quantums!
 Toasting a Warbird
 Klingon Bird of Preys in action
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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

Changelog:
Features- There are disturbing reports about Romulans experimenting with phase armor plates on Rhienn Class vessels. Check the Research Institute for details
- AI Borg ship handling improved
- Subsystem icons of active-over-time special weapons will now flash to show their changed status
- New maps
- Rain by Boggz
- Malta II by Boggz
- Hazard by Chris Bacchi
- Allies by funnystuffpictures
Changes- Build queue delays don't abort the currently constructed ship anymore and get pushed on position 2 of the queue instead
- Default "instant trading" values changed to more commonly used amounts
- Multiplayer AI takeover now uses the Merciless AI
- Federation
- Assault Mode energy costs reduced to 159 (bf.: 249)
- Canaveral Class costs increased to 308 dilithium, 343 tritanium and 14 supplies (bf.: 300, 285, 13) and construction time increased to 86 seconds (bf.: 80)
- Norway Class (Admiral Mayson) costs increased to 329 dilithium, 304 tritanium and 14 supplies (bf.: 300, 285, 13)
- Hyper Impulse Drive evasion boost is now more effective against small attackers
- Platform construction time increased to 84 seconds (bf.: 70 seconds)
- Dominion
- Phase Shield energy costs reduced to 332 (bf.: 346)
- T-15 Heavy Cruiser movement speed increased and costs increased to 382 dilithium, 107 tritanium and 40 supply (bf.: 330, 88, 34) and construction time increased to 80 seconds (bf.: 71)
- A-26 Bomber movement speed increased and costs increased to 313 dilithium, 96 tritanium and 33 supply (bf.: 286, 86, 30) and construction time increased to 71 seconds (bf.: 66)
- A-20 Attack Destroyer movement speed increased and costs increased to 220 dilithium, 70 tritanium and 28 supply (bf.: 201, 63, 24) and construction time increased to 61 seconds (bf.: 57)
- S-2 Escort Cruiser movement speed increased and costs increased to 327 dilithium, 111 tritanium and 35 supply (bf.: 313, 105, 33) and construction time increased to 70 seconds (bf.: 67)
- The Hyperspace Sensor System is now equipped with a long range Graviton-Tachyon Ping (bf.: short)
- Klingon
- Scout Station attributes increased to 20 Defensive Value and 9 System Value (bf.: 15 / 7) which allows the Scout Station to use all abilities as intended. Costs slightly increased
- Imperial Stance energy costs reduced to 186 (bf.: 290)
- SuS'a' Class movement speed decreased and costs reduced to 380 dilithium, 131 tritanium and 15 supply (bf.: 415, 145, 16) and construction time reduced to 67 seconds (bf.: 73)
- Romulan
- Slightly reduced all Romulan research costs
- Auto Repair System energy costs reduced to 60 per second (bf.: 150). It is now the level 2 Leahval Class ability. It switched places with Advanced Energy Reeling
- Advanced Energy Reeling redone: Now grants 10 Offensive Value and 10 Defensive Value. Reduces special energy regeneration, but improves all special abilities with additional effects. Lasts 20 seconds and costs less energy
- Metaphasic Disruptor energy costs reduced to 125 (bf.: 139)
Fixes- Fixed a crash when saving or loading a game
- Some passive ability icons were not shown correctly on Dominion prototypes
- Fixed a subsystem display issue on leveled up Federation Excelsior II Class vessels
- Federation Veteran Galaxy Class vessels with Type 3 Torpedoes enabled now still show the correct Modified Photon Torpedoes icon
- Fixed a crash loading a custom map with yard-objects
- Solved several tooltip issues
- Only up to 16 Ships could be added to a ship group by using ctrl+shift+(group number) instead of 30
- Fixed crash with the map "Nebula Gate"
- Fixed a minor sound file loading problem
- Game mechanic
- Breen research now remains unlocked if a Breen vessel ranks up
- Some weapon effects were blocking station construction while firing
- Maysons Eraudi Yards got their 30 second delays back
- Fixed a bug causing special abilities to sometimes consume one point more energy as intended
- Several location-bound area weapons dealt too much damage
- The initial Dominion Worker Ships are now free as intended
- Veteran Dominion Tetryon Spread now works as intended
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I guess some of you have been waiting some time for this - the patch with the longest development span since the release of Fleet Operations 3.0 is now available for download. You thought this would be 3.0.8? You are wrong. We have decided to make it 3.1.0 instead. This major sub-release of version 3.0 does includes a number of important features and gives us the foundation for some exiting future content we have in development for you. Despite the changelog speaks mostly for itself i'd like to highlight some of the additions with this patch. The good old ingame interface, which has been largely untouched since Fleet Operations 1.0 was released in 2003 now finally got it's deserved update. The new interface is not just a new "skin" but also has gotten some technical updates. It is now possible to select up to 30 vessels at a time instead of the previous 16 limit. We have also taken on the inflexible cloaking system that Armada 2 provided us. Instead of having just one level of cloak that is always detectable by any sensor station, we now have different stages of cloak. That is quite comparable what you find in the shows where some races have cloaking devices which can be detected far more easily than for example the ones being used by the Romulans. 3.1.0 features also some important balancing changes. We have dug through a lot of input regarding balancing that you have made in our forums and combined some of the best of your ideas in this patch. Thanks for all your input, enjoy 3.1.0.
Map Makers: Please note that there have been changes to the bzn file format. That means, previously made maps do work, but have to be patched. Read more here: How to convert maps to FO 3.1.0 from earlier versions.
3.1.0 is a full install. A previous installation of Fleet Operations or Armada II is NOT required. An incremental patch from version 3.0.7 is not available.
Download Fleet Operations 3.1.0 Full


Changelog:
Features- Game in-game interface complete overhaul
- Brand new interface graphics
- Detailed weapon and system information in single ship display
- Up to 30 selectable vessels (bf: 16)
- New Font
- Be warned, AI players may now build special units of all avatars
- Further improved AI weapon usage
- A new Klingon research option is available: Large Scale Cloaking Devices. Take a look at the Imperial Research for details
- As honor and experience plays an important role for the Klingons, their supply system has been changed: Klingon vessels will now refund a fraction of their supply costs with each level up. Normal supply routes upgrades are more costy for them. Qapla'!
- A complete new cloak and cloak detection! Detectors will now send out a tachyon ping, that reveals cloaked vessels. But stay alert! There are reports of some Romulan vessels using advanced cloaking, that is not detectable by normal pings
- Many passive abilities have been changed or renamed and a lot of new passive abilities have been added to vessels.
- AI now uses allied repair contracts
- Cease fire option now also available in Skirmish mode
- Improved 'physics' for the Dominion Attack Destroyer Collision ability
- Map Editor: Added 'simple mode' to the gameobject inspector
- Integrated online update check
- Reimplemented support for some special characters in chat mode
- Updated models/textures or complete remakes
- Federation Galaxy Class
- Federation Norway Class
- Federation Nebula Class
- Federation Fighters
- Klingon B'rel Class
- Klingon K'Vort Class
- Klingon Attack Probe
Changes- Graphic settings are now set to 'high' by default. Default resolution is determined by chosen desktop setting.
- General
- Stations (including turrets) will now chose their targets automatically and ignore given attack orders. Special Weapons will still require interaction of the player, of course. This change also fixes several issues where stations or turrets stopped to fire
- Intelligence Report and Tachyon scan have been moved from the main starbases to the sensor stations (or the Borg Probe)
- Vessels cannot be traded anymore when they are affected by a Romulan Spy or Klingon Graviton Mine
- Slight changes in global construction costs and movement speeds, especially on short-range vessels, in order to give those units a better stand against long-range-kiting. Many short range vessels are much faster now, in order to give each faction certain anti-kite vessels. Scouts move faster now too
- Fighters are now launched automatically and will guard their carrier. You do no longer need to manually launch fighters and they don't cost resources anymore
- Most special weapons that cause the unit to enter a different mode do now have a 10 second cooldown
- Refits may now be purchased while the unit is cloaked
- Troopships are now capped at a maximum of 10
- When a shipyard has been successfully boarded, it now loses it's allied repair contact upgrade
- Analyze Alien Technology in Mixed-Tech Yards now costs more resources and takes longer to research
- Recycling starships or stations now yields the correct amounts of resources (calculated with uniform formulas), including tritanium
- Main base weapon upgrades bonus increased to 30 (bf.: 20) and defense upgrade bonus increased to 90 (bf.: 60)
- Avatars
- Borg Assimilate Collective: Connections costs reduction for Assimilators decreased to 20 percent (bf.: 50 percent)
- Federation Admiral Risner: System Value bonus for Eraudi-Yard vessels reduced to 4, but now also grants a small Offensive Value bonus epending on the military status of a vessel (bf.: only plus 5 System Value)
- Borg
- Probe's Devestating Attack damage and energy costs reduced
- "Resistance is futile" costs increased to 500 dilithium and 700 tritanium (bf.: 400 / 400), but may now be purchased repeatedly
- Beam Modules now only add the ability to strike at two targets. The individual beams deal more damage. Additional Beam Modules do now also add damage reduction from beam weapons (13% per module). Costs increased
- Direct hull damage caused by Torpedo Modules is now affected by damage reduction effects. Additional Torpedo Modules do now also add damage reduction from torpedo weapons (9% per module). Costs increased
- Holding Beam Modules do now also add damage reduction from special weapons (20% per module). Costs increased
- Tactical Armor Modules now decrease damage received based on the Offensive Value of attackers. the weaker the the attack is, the less damage is received. Costs increased (bf.: beam damage reduction)
- Nanites no longer disturb the interface, but have a chance for subsystem failure. Special energy costs increased to 600 for the Cube and 700 for the Diamond (bf.: 400 / 500)
- Order to Chaos energy costs increased to 770 (bf.: 717)
- Dominion
- Collision base damage reduced. The damage will now increase with each rank of the Attack Destroyer. Deals half damage to civil targets and stations. There is now also a chance of collision to fail
- B-5 Battle Cruiser officer ability Extended Hangars changed to increase the maximum number of fighters by 1 / 2
- Fighter Energy Core Upgrades now increase all attributes by 5 and increases damage to stations by 50 percent (bf.: 2 and 20 percent). Costs increased
- Active Tachyon Defense has been converted into a passive advanced tachyon ping
- B-5 Battle Cruiser Prototypes no longer count to the fightercarrier cap
- Energy Beacon no longer affects targets that may use Energy Beacon on their own. Cooldown removed
- Cascade Feedback will now only affect up to 5 individual targets
- IS Bomb will now only affect up to 5 individual targets
- Alpha Ketracel White shotdelay boost reduced to 30 percent (bf.: 45). Energy costs increased to 114 (bf.: 96)
- EM Blast will now only affect up to 3 individual targets. Shotdelay malus reduced to 50 percent (bf.: 100). Energy costs decreased to 260 (bf.: 340)
- Federation
- The Mixed-Tech Monsoon (Borg) passive ability Tactical Armor has been adjusted acording to the Tactical Armor changes for the Borg. See above
- Avalon Class carriers (Admiral Risner) only require level 2 chassis to be built (bf.: level 3)
- Hyperimpulse Drive speed bonus increased, but has a 30 second cooldown now
- Avalon Class officer ability Elite Squadrons will now increase the damage dealt by fighters to small units by 30 / 60 percent (bf.: fighter deployment time reduction)
- Beam and Pulse Platform have switched positions in the techtree and in their strategic lineup
- Sensor Blackout will now only affect up to 5 individual targets. Shotdelay malus reduced to 35 percent (bf.: 75). Energy costs increased to 429 (bf.: 256)
- Increased the movement speed reduction of Energy Rerouting
- Increased the movement speed reduction of Tricobalt Triloader. Energy costs reduced, duration reduced to 5 seconds (bf.: 6) and costs 3 supplies to be activated
- Organize Defense has been removed, but additional passive abilities have been added to the Torpedo Platform to compensate
- Emergency Power no longer affects targets that may use Emergency Power on their own
- Distortion Field will now only affect up to 5 individual targets. Damage per target increased slightly
- Vector Calculation energy costs increased to 425 (bf.: 73)
- Barrage will now only affect up to 4 individual targets
- Klingon
- The Qaw'Duj class has a new replacement for Sword of Kahless - Imperial Stance: Gains +3 to all attributes and becomes immune to most special effects
- Bortas' Class Attack Probes cost supplies to be deployed now, but are permanent and may be targetted and destroyed. As the probe no longer has a duration, the officer abilities have been adjusted
- Scrambling Probe duration reduced to 60 seconds (bf.: 80) and system-failure durations reduced to 4 seconds (bf.: 5). Supply costs increased to 4 (bf.: 3) and energy costs reduced to 114 (bf.: 129)
- Cho'naQ Class damage per second increased slightly
- Field of Fire will now only affect up to 5 individual targets. Energy costs have been adjusted
- Scrambling Probe will now only affect up to 5 individual targets
- Battle Plan energy costs increased to 50 per second (bf.: 25)
- Condensed Proton Warheads will now only affect up to 4 individual targets
- Romulan
- The Saeihr's Concave Plasma Coils special ability damage bonus on particle weapons has been converted into a pure Offensive Value bonus for better comperability. This leads to a total +25 Offensive Value bonus. Special Energy costs slightly adjusted to 183 (bf.: 187). May now be used while cloaked and no longer disables cloaking
- Plasma Bolt minimum shot delay increased to 15 seconds (bf.: 10)
- Multi Purpose Weapons may now be toggeled while cloaked
- Rhienn Class Refits have been moved to the Upgrade Facility along with their special ability research. Rhienn Refits grant much higher attribute bonuses now. Costs increased. Both refits will now also increase the crew of the Rhienn
- Refined Pulse Disruptors (Rhienn Class, officer rank) will now increase the reload time of pulse disruptors, but the damage got increased
- The Talon Class Refit now increases defensive value by 5, emits a mobile Tachyon Ping, but has no longer cloaking ability
- Research Institute construction costs increased to 600 Dilithium and 300 Tritanium (bf.: 400 / 200). Techtree contribution increased
- Tal'Shiar Academy construction costs increased to 600 Dilithium and 300 Tritanium (bf.: 400 / 200). Techtree contribution increased. Does now require the Staryard to be built
- D'deridex type Warbird shield regeneration rate increased by 5 percent
- Sensor Jammer will now only affect up to 8 individual targets. Damage per target increased. Energy costs have been adjusted
- Stealth Field will now only affect up to 10 individual targets. Shotdelay malus reduced to 10 percent (bf.: 25) and duration reduced to 10 seconds (bf.: 15). Energy costs increased to 345 (bf.: 326)
Fixes- Either the 1280x960 or 1280x1024 resolution wasn't available on some systems where both resolutions are supported by the hardware
- Cloaking animation doesn't 'jump' anymore when a cloaked vessel levels up
- Fixed some more "double-click selection" issues
- Fixed a minor display issue of the map's name in the game setup screen with game settings on default
- The game lock checkbox in the advanced options dialog in multiplayer now correctly states "Game closed" instead of "Game open"
- Fixed some invalid rank display on several ships
- Fixed Avatar icon being missing after loading a savegame
- When focused on a vessel in tactical mode, the focus would be lost when the vessel was being upgraded or gained a new rank
- In tactical view rank icons or healthbars of distant vessels could be seen that were not in render radius
- Disabled Armada 2's gameobject mouse over delay to solve the issue of giving move or attack commands unintentionally
- Fixed several tooltip issues and typos. Thanks for reporting!
- Added the range overlay to many special weapons that didn't had one yet
- Klingon Scrambling Probe subsystem failure is now in sync with the optical effect
- Fixed some minimap issues on low graphic settings
- Fixed the gameobject inspector in map editor mode not taking the full window height
- Fixed a rare game startup crash
- Map Editor: It was not possible to set a Wormhole's name
- Game mechanic
- Fixed some formulas causing inconsistant damage to be dealt to certain ship classes
- Changed the formulas for calculation rate of fire reductions. A 100% reduction of fire rates results in a doubled reload time between shots
- Fixed a bug causing Dominion Cascade Feedback to deal too much damage and to consume too much special weapon energy
- Effects which are based on the weapons of a unit (for example on the number of special abilities) do now work properly and are capped at a maximum effect
- Under some circumstances, vessels lost their previously given command when leveling up
- A vessel doesn't lose it's guard target anymore when the guarded vessel levels up or is being upgraded
- Vessels don't get stuck in repair queue anymore when their current shields value exceed the intended maximum
- Klingon mixed-tech K'Vorts (Federation) will now have a correct evasive chance to be missed on all ranks
- Klingon Attack Probe deals correct damage now
- Dominion Fighters have the correct - reduced - attribtues now
- Federation Warp-In vessels sometimes were delayed or never transferred to a player
- Federation Warp-In vessels sometimes were sent to a wrong location
- Federation Warp-In vessels were created with the same damage ratio as Starfleet Command
- Federation Warp-In is now usable during the "cease fire" phase
- Federation Saber Class vessels have the correct dodge chances now
- The Romulan Talon Repair Refit cannot repair anymore when its cloaking device is active
- Some attack modes were unintentionally deactivated when a vessel lost its weapon control system
- Dominion Collision special weapon shouldn't be able to "track" cloaked targets anymore
- Romulan Mixed-Tech Generix Class Frigates (Federation) will keep its Critical Shot ability on higher ranks
- Romulan Mixed-Tech Serkas Class (Dominion) vessels will now keep their Mixed-Tech bonuses when leveling up
- It is no longer possible to research Breen technologies on a captured Dominion Technology Lab
- Officer rank Federation Remore Class vessels no longer reduce damage of non-special weapons that consume special weapon energy to be fired
- Romulan Multi Purpose Weapons consume the correct amounts of special energy on all ranks
- A Borg Diamond's Nanites consume the correct amount of special energy now
- The Superiority Fighter and Superiority Destroyer passive abilities work as intended now
- All Avalon class ranks do now count to the unit limit
- Fixed an exploit allowing players to remove the footprint of stations in certain situations
- Klingon Cho'naQ Class vessels may now deactive their Energy Buffers on Veteran rank
- Federation Excelsior Class vessels no longer suddenly lose all their special weapon energy
- Romulan veteran Experimental Pulse Disruptors work correctly against cruisers now
- Romulan Mixed-Tech Leahval Class (Federation) vessels no longer gain invalid weaponry if Advanced Energy Reeling is activated
- Norexan Class vessels deal now correct damage on all ranks for all avatars
- D'deridex Class vessels deal now correct damage on veteran rank for all avatars
- Romulan Shrike Class vessels now actually have medium weapon range as intended
- Klingon Vor'cha Class ships deal consistent damage
- Romulan Mixed-Tech Rhienn Class (Klingon) is now medium range as intended
- Romulan Spectre-Generix Veterans do now fire their weapons at correct weapon ranges and deal correct damage
- Dominion Battlecruisers may now correctly upgraded if reaching veteran rank
- Timed shield disabling effects were not correctly applied to a vessel while being upgraded or gaining a new rank
- Vessels were able to use a destroyed weapon system after gaining a new rank
- Fixed several maps
- Destiny Board
- No Way Out
- Clear Sky
Modding- Backward compatibility for most 3rd party Armada 2 SOD model files improved to allow usage without further file modifications
- Added switch to enable Single Player campaign screen button. Note: Requires some bitmap and bink files from stock Armada 2 (otherwise it will crash)
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