Compliments and Questions
Which race do you like most? What do you like - what you don't like? Discuss it here.
posted on January 15th, 2010, 10:25 pm
Last edited by The Undying Nephalim on January 15th, 2010, 11:20 pm, edited 1 time in total.
First off, as many have said before me, thank you so much Fleet Ops development team. This is by far the best patch to date and I simply feel I owe you massive thanks for several things.
1. The Cinematic window
Thank you so much for removing that awful useless feature from stock A2. Ever since installing this patch lag has dropped significantly. I can finally enjoy smooth gameplay for longer then 15 minutes since that little window no longer has to render extra models.
2. Fighter craft
This new fighter craft system is amazing. I thank you so much for developing the code for such a thing to be possible. This will be of tremendous use for my mod which relies heavily on fighter craft.
3. Graphics
I don't know if any work was done but the resolution on all the textures seems to have improved massively since installing this patch. I always played on the highest settings before, but whatever was done has blown all previous FO patches out of the water. Everything looks so well detailed in the game and could easily stand up with most modern RTS games. I think it's safe to say I'll be calling this Star Trek: Armada III from now on.
Just a few quick questions though...
1. With the fighter craft weapon, I have successfully been able to get to work in my mod on ships, however when I give the weapon to a station it spawns the fightercraft at its root hp and they fail to move. Is there any way to get around this and have the fighter craft move as soon as they spawn?
2. I really love being able to select 32 ships at a time, however after 8-10 ships are in a group I can no longer use ctrl-shift-# to add an additional ship to the group and thus I have to resort to dragging the box around every ship to add more. I've gotten used to this now, though I am curious if you'll fix that little glitch?
Anyways, thank you Doca, Optec, and everyone else for everything. You guys are my heroes.
1. The Cinematic window
Thank you so much for removing that awful useless feature from stock A2. Ever since installing this patch lag has dropped significantly. I can finally enjoy smooth gameplay for longer then 15 minutes since that little window no longer has to render extra models.
2. Fighter craft
This new fighter craft system is amazing. I thank you so much for developing the code for such a thing to be possible. This will be of tremendous use for my mod which relies heavily on fighter craft.
3. Graphics
I don't know if any work was done but the resolution on all the textures seems to have improved massively since installing this patch. I always played on the highest settings before, but whatever was done has blown all previous FO patches out of the water. Everything looks so well detailed in the game and could easily stand up with most modern RTS games. I think it's safe to say I'll be calling this Star Trek: Armada III from now on.
Just a few quick questions though...
1. With the fighter craft weapon, I have successfully been able to get to work in my mod on ships, however when I give the weapon to a station it spawns the fightercraft at its root hp and they fail to move. Is there any way to get around this and have the fighter craft move as soon as they spawn?
2. I really love being able to select 32 ships at a time, however after 8-10 ships are in a group I can no longer use ctrl-shift-# to add an additional ship to the group and thus I have to resort to dragging the box around every ship to add more. I've gotten used to this now, though I am curious if you'll fix that little glitch?
Anyways, thank you Doca, Optec, and everyone else for everything. You guys are my heroes.

posted on January 15th, 2010, 11:49 pm
heyho
thanks for the flowers 
the ctrl-shift bug has been fixed, we will release a patch shortly that will fix these issues
the fighters will try to follow the root of the carrier, thats why you should set a small offset, so that they have to travel, its like an initial "push" to get them moving, cause they wont start their movement, if they already are at the root of a carrier (the same would happen if used on a stopped vessel). check the avalon fighter launcher for an example for the offset


the ctrl-shift bug has been fixed, we will release a patch shortly that will fix these issues

the fighters will try to follow the root of the carrier, thats why you should set a small offset, so that they have to travel, its like an initial "push" to get them moving, cause they wont start their movement, if they already are at the root of a carrier (the same would happen if used on a stopped vessel). check the avalon fighter launcher for an example for the offset
posted on January 16th, 2010, 12:02 am
The Undying Nephalim wrote:1. With the fighter craft weapon, I have successfully been able to get to work in my mod on ships, however when I give the weapon to a station it spawns the fightercraft at its root hp and they fail to move. Is there any way to get around this and have the fighter craft move as soon as they spawn?
i find when i go through wormholes with a fighter carrier, that if the fighters go through first they stand still forever, but if they follow the carrier they continue as usual.
The Undying Nephalim wrote:2. I really love being able to select 32 ships at a time, however after 8-10 ships are in a group I can no longer use ctrl-shift-# to add an additional ship to the group and thus I have to resort to dragging the box around every ship to add more. I've gotten used to this now, though I am curious if you'll fix that little glitch?
they know about this problem and i think it will be fixed in the next patch.
a way around the problem that requires less effort:
lets make a hypothetical scenario:
all your ships are near eachother after repairing.
in fleet 1: 30 akiras (just for fun

in fleet 2: 29 sabres (only one more to go )
your yard has just created the 30th sabre and you want to add it to fleet 2.
you can't do the control+shift+2 combo to add it.
but you do this:
deselect all everything.
push 2, to select the 29 ships in fleet 2.
hold shift and click the 30th sabre.
push ctrl+2
it takes longer but has the exact same effect. so there's no need to move the ships away from other ships to drag a selection box over them.
hope this helps
EDIT: ninja-ed by optec
posted on January 16th, 2010, 12:07 am
When you put the Promithius on the map (man I dont kno how to spell it lol) and when you seperate it the game crashes...
posted on January 16th, 2010, 12:19 am
its prometheus. i didn't know it could separate. when i placed it with map editor it had no option for MVAM.
posted on January 16th, 2010, 3:39 am
Optec wrote:
the fighters will try to follow the root of the carrier, thats why you should set a small offset, so that they have to travel, its like an initial "push" to get them moving, cause they wont start their movement, if they already are at the root of a carrier (the same would happen if used on a stopped vessel). check the avalon fighter launcher for an example for the offset
I've changed all three values for the spawning position of fighters but for some reason they always spawn on the root hp. Is there any reason this keeps happening? Here's the lines in the odf for the hangar:
wpnname = "Hangar"
tooltip = "Hangar"
verbosetooltip = "AUTOTOOLTIP-vra_hangarhqZ.odf"
buttonslot = 0
replacementaction = 9
replacementkeepowner = 1
replacementresetspecialenergy = 1
selectmode = 2
replacementinstantai = 1
replacementinstantplayer = 1
replacementinstantcycle = 30
transferstats = 0
replacement0class0 = "vra_mosquito"
replacement1class0position = 380,380,380
classlabel = "replaceweapon"
special = 1
replacementmaintainorders = 0
speakonattack = 0
attackspeech = 0
posted on January 16th, 2010, 4:28 am
Optec wrote:we will release a patch shortly that will fix these issues
oh, so now it's 'shortly' and not 'soon', I would have to say that your ablity to describe time has not improved

myleswolfers wrote:i find when i go through wormholes with a fighter carrier, that if the fighters go through first they stand still forever, but if they follow the carrier they continue as usual.
I have also had this problem, however the carrier just spawns more i think and the old ones sit there forever!
posted on January 16th, 2010, 5:17 pm
The Undying Nephalim wrote:replacement0class0 = "vra_mosquito"
replacement1class0position = 380,380,380
I think you missed something small but important here

posted on January 16th, 2010, 5:27 pm
Very good game, love the new interface, one thing the Galaxy Class , Nebula, seem so plain compared to 3.0 ? i know ill get at least 30 pepole here who will jump my S*** other than that love all the new specs.
posted on January 16th, 2010, 6:10 pm
Last edited by RedEyedRaven on January 16th, 2010, 6:17 pm, edited 1 time in total.
I disagree, the Nebula and the Galaxy look very much like the originals now.
Edit: Okay, they did before, but now the models are better rounded and detailed (especially nebulas saucer and deflector and galaxies now have much better looking nacelles).
Everything about them is fine to me
Edit: Okay, they did before, but now the models are better rounded and detailed (especially nebulas saucer and deflector and galaxies now have much better looking nacelles).
Everything about them is fine to me

posted on January 16th, 2010, 8:17 pm
Optec wrote:I think you missed something small but important here
Yup that worked. Thanks a bunch for the help.


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