Patch Project Status
Talk about anything related to old versions of Armada.
posted on August 24th, 2010, 9:25 pm
What is the current status of the patch project?
posted on August 24th, 2010, 10:20 pm
After all the race redoes are done, after NPCs are done, after all the other Fleet Ops features are done work will resume, possibly. Fleet Ops takes priority over the PP and so no additional progress is being done on the PP as I understand it. 

posted on August 25th, 2010, 5:25 am
What will the new Patch Project have and with it feature things from the others too? Also is it true that I'm hearing the new patch will be out later in the week or next week?
posted on August 25th, 2010, 6:17 am
LOL... or the week after that, or the week after that.... 

posted on August 25th, 2010, 12:33 pm
Its hard to say like Dominus said the patch project is on indefinite hold.
posted on August 25th, 2010, 1:35 pm
Why is it on indefinite hold?
posted on August 25th, 2010, 1:36 pm
TCR_500 wrote:Why is it on indefinite hold?
i think the focus is on making fleetops, as fleetops has a wider audience, and is in general a better game.
posted on August 25th, 2010, 1:38 pm
Myles wrote:i think the focus is on making fleetops, as fleetops has a wider audience, and is in general a better game.
It may have a wider audience, but in my opinion, STA2 is the better game.
posted on August 25th, 2010, 1:58 pm
The team puts FO as the higher priority, therefore they focus on that. Is any more reason needed?
posted on August 25th, 2010, 6:12 pm
Fleet Ops is a higher priority because it is their baby
. They'd like to continue working on the PP some day, but it just is not feasible anytime soon. Making everything backwards compatible takes time and a lot of energy, and for many of the features in FO it is not even sure that they can be made for the PP. For that reason it was decided to work on FO solely for the time being, while improving the modability of Fleet Ops and user friendliness
.


posted on August 26th, 2010, 1:37 am
Dominus_Noctis wrote:Fleet Ops is a higher priority because it is their baby. They'd like to continue working on the PP some day, but it just is not feasible anytime soon. Making everything backwards compatible takes time and a lot of energy, and for many of the features in FO it is not even sure that they can be made for the PP. For that reason it was decided to work on FO solely for the time being, while improving the modability of Fleet Ops and user friendliness
.
That is understandable. At least we have (and I have downloaded/saved) the Patch Project 1.2.5 Patch and am really getting ready to install it to my mod and praying/hoping that it works with Vanilla Ultimate and I'm not going to be added to the users that did have problems with them being compatable because in the end, I want to use the MVAM with my Promethius-class ships (minus a special surprise with them...) and also the ability to apply and retract armor on my Intrepid-class and also to the USS Voyager.
posted on August 26th, 2010, 1:47 am
Just "overlapping" mods and patches and such is, in my opinion, a very risky idea. The game can crash from even a single comma out of place and patches/mods make sweeping changes to many layers of gameplay. I would be SHOCKED if things worked when overlapped.
posted on August 26th, 2010, 5:22 am
Boggz wrote:Just "overlapping" mods and patches and such is, in my opinion, a very risky idea. The game can crash from even a single comma out of place and patches/mods make sweeping changes to many layers of gameplay. I would be SHOCKED if things worked when overlapped.
That's why I only install mods that have an auto-installer to a new folder and move the mod over manually editing my own construction ships and stations along the techtrees and sprites.
I've also checked my files after installing any patch to the game because I don't want to risk any issues with those what so ever either.
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