Major [expletive deleted] Psychotic Hatreds!

Which race do you like most? What do you like - what you don't like? Discuss it here.
posted on June 3rd, 2016, 11:01 pm
well, okay .. maybe not MAJOR, but certainly in the vicinity.

1 - Pathfinding. Sometimes ships go the wrong way, or don't move at all - guard commands sometimes don't seem to always get obeyed (perhaps it's a patience thing)

2 - a fleet of 30 ships guarding another ship (captured enemy constructor, for example) - often, the guarding fleet will just sit around screwin the proverbial pooch if they encounter enemy structures (when the guarding fleets' weapons are at red alert and they or the escort have not actually been attacked). it's like the captain said - "hey, cool a** enemy buildings - let's stop and admire them awhile".

3 - Movement at yellow alert: ships ought to return to where I initially placed them and should only be allowed to move a short distance away from their starting point

4 - movement while assigned to a fleet. one ship should not be able to go blaring off into a giant fight. either the whole fleet ought to react, or the one ship should not.

4 - Races: There are currently three races which can cloak and two which cannot. wouldn't it be nice if that were balanced more? perhaps add in (or more accurately return) cardassins to the mix. Andorean?

5 - Newton class vessels shouldn't have a weapon! It's NOT a combat vessel, since you can only build three

6 - Warpin ships should inherit the fleet number and alert status' the SFC is currently assigned

7 - klingons are warriors - 100%. thus, most stations ought to have weapons - and that includes mining stations - those would / should be tough - they're KLINGONS!

Sincerely,

JamRoll and his son(s)
posted on June 4th, 2016, 4:58 am
JamRoll wrote:it's like the captain said - "hey, cool a** enemy buildings - let's stop and admire them awhile".

To be fair, the models are quite nice.

JamRoll wrote:4 - Races: There are currently three races which can cloak and two which cannot. wouldn't it be nice if that were balanced more? perhaps add in (or more accurately return) cardassins to the mix. Andorean?

They do plan to add some more races, last I checked. I think they're original, though, and the Cardassians are explicitly not returning as a playable faction. They won't be showing up until some time after the engine switch, though. New races are also a crap-ton of work, particularly in the Armada engine.

JamRoll wrote:6 - Warpin ships should inherit the fleet number and alert status' the SFC is currently assigned

It's been a while since I've really played (mostly been modding), but I thought they did this already. Am I remembering wrong?

JamRoll wrote:7 - klingons are warriors - 100%. thus, most stations ought to have weapons - and that includes mining stations - those would / should be tough - they're KLINGONS!

I do agree that this matches Klingon philosophy. There might be engine or AI issues preventing at least some of this but I'm not sure.

Most of the other things (pathfinding, guard behavior, alert behavior, fleet behavior) are engine bugs and virtually un-fixable. They are working on moving to a newer and more flexible engine, but since the new engine is still under construction, it will be a while (possibly a few years, even) until the move is done.
posted on June 4th, 2016, 5:52 am
i dunno how you quoted my words like you did...but, you asked about the units inheriting the fleet # and alert status of their building. yes, but not the warpins.

so sad bout the cardi's. i woulda liked to have beat on them. and why not the cardi's - i mean, if we got dom? ??? if no cardi's, then perhaps no dom? replace dom with andorians? that's a pretty classic race (which got expanded on in ST:Enterprise). or oh vulcans! ya! :woot:

re: new engine/core coding. i digress on those unfixable bug issues. and anticipate the engine changes greatly! oh um... does this mean there will be no more updates to FO3 (i bet that's answered somewhere already)?
posted on June 4th, 2016, 1:47 pm
The Fleet Ops team have moved on to the new engine and are basically creating a brand new game. Since it won't be a mod of Armada II, there are a lot less technical restraints and people won't need to own a 15-year-old game. However, that means a completely new development cycle, and they've been working on it for several years.

In their absence, I've continued modding this version of Fleet Ops, available here:
//www.fleetops.net/forums/modifica ... on-2-12674

My work is slightly less refined since I'm only one guy, but it adds some fun things to the game and fixes some bugs/balance issues that were left in version 3.2.7. Check it out if you're interested :thumbsup:
posted on June 4th, 2016, 3:53 pm
JamRoll wrote:i dunno how you quoted my words like you did...

When you start making a new post, if you scroll down past the file attachment section you can see previous posts with a quote button. After you click the button there will be visible quote tags that look like this:
Code: Select all
[quote="JamRoll"]i dunno how you quoted my words like you did...[/quote]

You can edit what's between them, copy and paste the tags, and so on.

JamRoll wrote:but, you asked about the units inheriting the fleet # and alert status of their building. yes, but not the warpins.

I remember now. They used to, but they also inherited the damage done to the station. What they inherit is all or nothing due to the way the warp-in weapon works.

JamRoll wrote:so sad bout the cardi's. i woulda liked to have beat on them. and why not the cardi's - i mean, if we got dom? ??? if no cardi's, then perhaps no dom? replace dom with andorians? that's a pretty classic race (which got expanded on in ST:Enterprise). or oh vulcans! ya! :woot:

It's supposed to be not too long after the Dominion War, so the Cardassians are still rebuilding and are in no shape to fight the major powers. The Vulcans and Andorians are already part of the Federation so including them as separate factions wouldn't make much sense. They also only have the one guy on graphics, unfortunately, so creating enough models and textures to introduce a new faction would take a very long time.

JamRoll wrote:re: new engine/core coding. i digress on those unfixable bug issues. and anticipate the engine changes greatly! oh um... does this mean there will be no more updates to FO3 (i bet that's answered somewhere already)?

Yeah, the devs aren't working on FO3 anymore. You could try Tryptic's mod. There are also some other goodies around here, like Sigma.
posted on June 10th, 2016, 5:35 pm
alright! I will check out Tryptic's stuff! :D

i see what yer sayin bout the cardi's. ok. i'll concede that. same with vulcans, and so on.

sad there's only one gfx guy, too. I'd offer help, but i can't barely draw a stick man.
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