Online! The Hitchhiker's Guide to Fleet Operations (Patch 3.
guide.fleetops.net
posted on August 14th, 2009, 2:29 pm
Would be good. Maybe put them in the map editing section? That is where the cheats are most useful, like leveling up ships etc.
Hmm maybe I'll wait for your 3.0.8 version, for now i might just print out the strategies sections of each race, iv read the more generalized bit of the guide, but something physical to read is easier on the eyes.
Hmm maybe I'll wait for your 3.0.8 version, for now i might just print out the strategies sections of each race, iv read the more generalized bit of the guide, but something physical to read is easier on the eyes.
posted on August 14th, 2009, 2:36 pm
Soooooooooo, how do I level up ships in the editor? I try to increase xp but nothin happens.
posted on August 14th, 2009, 2:42 pm
Last edited by Dominus_Noctis on August 14th, 2009, 2:53 pm, edited 1 time in total.
Yeah, I could put those cheats in as a subsection there
. The version that will be released this weekend will be pre 3.0.8 still, so might be a good idea to wait till then... although the majority of the guide will not change (and since the layout is held steady, even though the page numbers may change, it is still possible to print I think) 
To level up units simply type "levelup"
EDIT: of course you must have the unit selected though


To level up units simply type "levelup"

EDIT: of course you must have the unit selected though

posted on August 14th, 2009, 11:51 pm
Last edited by Anonymous on August 15th, 2009, 12:07 am, edited 1 time in total.
Page 99 "As Mayson gets a higher defense for his Akiras, it is probably wise to only build these vessels when playing as Risner."
Epic typo or am I just not getting it?
Page 100: "(and no, it does not stack with the normal Norways to allow you six repair vessels)."
And another one
*whispers*"Newton(!)"
One more thing, can you always have an even number of pages for those of us who want to print it out and make it into a booklet? A cool backpage would be nice
And of course, a personal guarantee to never change the page numbers...EVER would be nice, but we can'thave everything 
Epic typo or am I just not getting it?

Page 100: "(and no, it does not stack with the normal Norways to allow you six repair vessels)."
And another one

One more thing, can you always have an even number of pages for those of us who want to print it out and make it into a booklet? A cool backpage would be nice


posted on August 15th, 2009, 2:02 am
Hmm, I reworded it slightly, hopefully that will make it clearer
. ("As Mayson’s normal Akiras get a slightly greater defensive boost, it is probably wise to only build these mixed-tech vessels when playing as Risner. ") What I meant to convey was the fact that Mayson's base Akira is basically better than the mixed-tech version... whereas for Risner, her Akira is slightly worse. Is this the epic typo you were thinking of, or did I miss something absolutely ridiculous
?
I knew that was bound to happen eventually! I mean, back when I just started playing as Starfleet I kept mixing up the names of the Newton and Norway
Fixed! 
Ah, even number of pages: do you mean as in never 221, 223, 225 pages, but always 220, 222, 224?
Hehe, I wish I never had to change the page numbers... sadly I just keep finding more things to add in
. The one thing I can pretty much guarantee is that every major separate section of the guide (as in unit previews, strategy, map making... that sort of thing) will always begin on a full page. Even though strategies may lengthen, the starting points for each section should stay constant (unless I make a mistake with formatting!)





Ah, even number of pages: do you mean as in never 221, 223, 225 pages, but always 220, 222, 224?
Hehe, I wish I never had to change the page numbers... sadly I just keep finding more things to add in

posted on August 17th, 2009, 12:06 am
Ok, here's the newest version: 3.1
Some changes were in order sooo...
Additions to the Ciadan storyline (and some other small tidbits for Klingon and Borg), more info in the tech trees and reworking of the unit profiles for all factions to include the crew resource. Corrections to the “class and size” information in the unit profiles as well as hit chance corrections and additions. A few additions to the Basics section such as describing decommissioning and the prelaunch game setttings window. Dev cheats now described in the basics section.
New section--getting online--added
Federation Section: third strategy for Mayson described.
Klingon Section: outline of strategy listed for mainly TaQ’roja, but also a bit for Martok.
Cooperative Multiplayer Section: some basic hints added. Still largely incomplete
Hopefully I'll have the coop section completed within the next week or two... not exactly sure about that
Share and enjoy
The Hitchhicker's Guide to Fleet Operations V3.1.pdf
Some changes were in order sooo...
Additions to the Ciadan storyline (and some other small tidbits for Klingon and Borg), more info in the tech trees and reworking of the unit profiles for all factions to include the crew resource. Corrections to the “class and size” information in the unit profiles as well as hit chance corrections and additions. A few additions to the Basics section such as describing decommissioning and the prelaunch game setttings window. Dev cheats now described in the basics section.
New section--getting online--added
Federation Section: third strategy for Mayson described.
Klingon Section: outline of strategy listed for mainly TaQ’roja, but also a bit for Martok.
Cooperative Multiplayer Section: some basic hints added. Still largely incomplete
Hopefully I'll have the coop section completed within the next week or two... not exactly sure about that

Share and enjoy

The Hitchhicker's Guide to Fleet Operations V3.1.pdf
posted on August 17th, 2009, 7:35 am
now also available from the d/l section 

posted on August 17th, 2009, 1:11 pm
Thank you Doca 
Forgot to mention, sorry Unleash Mayhem, there are an odd number of pages this time... next time I won't forget

Forgot to mention, sorry Unleash Mayhem, there are an odd number of pages this time... next time I won't forget

posted on August 17th, 2009, 1:23 pm
Lol, np. It has a good front cover, you just need a back cover now 

posted on August 18th, 2009, 6:44 pm
Hey, I am new here so be patient, I looked through your guide, and I was disappointed to find little strategy concerning Martok. I would really like any hints, comments, or feelings you have for the Martok avatar, in particular, how to beat feds with him, thanks-in-advance.
posted on August 18th, 2009, 7:46 pm
Last edited by Dominus_Noctis on August 18th, 2009, 7:50 pm, edited 1 time in total.
No problemo MondayJoe: welcome to the forums! 
Well, in regards to Klingons in general, the advice described in the guide is unfortunately complete... which is why I was unsure in the first place whether I should have included it.
As far as hints go, that I can do: I'm just not sure if my Martok strategy is as rigorous as it ought to be, as he definitely feels too weak at the moment
Against the quick warp-in Feds as Martok AND as TaQ'roja I really recommend teching up to Sang's as soon as possible. Understandably this works better with Martok as his cost decreases can help. I would start off by building a dilithium mine and a Field Yard. Construct a tritanium mine and then a Battle Yard. Begin building Sang' and K'beajQ. Probably you won't be able to expand early with this strategy if the Fed player warps in at your expansion point.
A second strategy that works ok against a quick warp-in player is to go for Sus'a' destroyers early on. Instead of the Battle Yard, build Field Research and expand the Field Yard once. Start constructing Sus'a' and research the Last Ditch Assault as soon as possible (If you wish, you can manage to build 1-2 K'beajQ before the Field Research is up... sometimes a good idea because of that ranged weaponry and greatly increased subsystem durability). You should have about 4-5 Sus'a' by the time the first warp-in comes. You must absolutely stay at point blank range with the Sus'a' for them to be effective After building these and harassing with them (maybe about 10) you should go with the more practical K'beajQ for fleet engagements (beam is a must) and eventually the Sang' when resources permit. You will definitely be able to expand initially if you use this strategy.
Hope that helps some, and please give me some feedback
. If you wish, you can join us on Wippien and we can test various things too. 

Well, in regards to Klingons in general, the advice described in the guide is unfortunately complete... which is why I was unsure in the first place whether I should have included it.

As far as hints go, that I can do: I'm just not sure if my Martok strategy is as rigorous as it ought to be, as he definitely feels too weak at the moment

Against the quick warp-in Feds as Martok AND as TaQ'roja I really recommend teching up to Sang's as soon as possible. Understandably this works better with Martok as his cost decreases can help. I would start off by building a dilithium mine and a Field Yard. Construct a tritanium mine and then a Battle Yard. Begin building Sang' and K'beajQ. Probably you won't be able to expand early with this strategy if the Fed player warps in at your expansion point.
A second strategy that works ok against a quick warp-in player is to go for Sus'a' destroyers early on. Instead of the Battle Yard, build Field Research and expand the Field Yard once. Start constructing Sus'a' and research the Last Ditch Assault as soon as possible (If you wish, you can manage to build 1-2 K'beajQ before the Field Research is up... sometimes a good idea because of that ranged weaponry and greatly increased subsystem durability). You should have about 4-5 Sus'a' by the time the first warp-in comes. You must absolutely stay at point blank range with the Sus'a' for them to be effective After building these and harassing with them (maybe about 10) you should go with the more practical K'beajQ for fleet engagements (beam is a must) and eventually the Sang' when resources permit. You will definitely be able to expand initially if you use this strategy.
Hope that helps some, and please give me some feedback


posted on August 18th, 2009, 9:32 pm
Thanks alot Dominus, i finally beat my brother, I hope you find something more concrete for your guide, but I would have to say that that strat has worked the best for me.
Thanks alot, can't wait for 3.08
Thanks alot, can't wait for 3.08
posted on August 19th, 2009, 6:44 pm
Hehe, thank you: glad I could help 
In all honesty, those two strategies *should work* more often against the Federation--the problem really lies in the strength of the Canaveral's Blackout capability in my opinion... as Klingon you have to close in with most units... which the Sensor Blackout makes very difficult to pull off. According to Optec changes have been made to movement speeds, special weapons and I believe costs for the Klingons... so I think 3.0.8 will be a bright dawn
May I ask which of the two tactics you had sucess with (early Sang' or early Sus'a')?

In all honesty, those two strategies *should work* more often against the Federation--the problem really lies in the strength of the Canaveral's Blackout capability in my opinion... as Klingon you have to close in with most units... which the Sensor Blackout makes very difficult to pull off. According to Optec changes have been made to movement speeds, special weapons and I believe costs for the Klingons... so I think 3.0.8 will be a bright dawn

May I ask which of the two tactics you had sucess with (early Sang' or early Sus'a')?
posted on August 21st, 2009, 3:52 pm
Early Sang, the SuS'a got owned pretty badly, they were too slow to get away. Like for example, I would engage a lone Galaxy with 4 of them, then he would warp in three more ships on the spot, I would get slaughtered, while the SuS'a would get away before he had a chance to kill them. And they were better at raiding.
But in general, your advice put me on the right track with the Klingons, I beat him once with that strat, but then he started utilizing fleets of Canaveral's. I have now switched to Romulan rushing according to your strategy.
I hope your right about 3.08!
But in general, your advice put me on the right track with the Klingons, I beat him once with that strat, but then he started utilizing fleets of Canaveral's. I have now switched to Romulan rushing according to your strategy.
I hope your right about 3.08!
posted on August 23rd, 2009, 11:57 am
I'm not sure anyone has noticed... but I think this is an important strategy for N00B Players like me.
Quick Game Strategy for N00BS:
Step 1: Quickly take 3 moon pairs to get a fast startup.
Step 2: Have at least 2 shipyards building your fastest building ship (destroyers often at times)
Step 3: Continuously attack enemy mining posts before large defenses can be erected.
Step 4: Have the your cruiser with highest defensive value guarding your base allowing some lasting defense.
Step 5: As soon as all levels or research (for support vessels) are complete, have a shipyard start building support cruisers.
Quick Game Strategy for N00BS:
Step 1: Quickly take 3 moon pairs to get a fast startup.
Step 2: Have at least 2 shipyards building your fastest building ship (destroyers often at times)
Step 3: Continuously attack enemy mining posts before large defenses can be erected.
Step 4: Have the your cruiser with highest defensive value guarding your base allowing some lasting defense.
Step 5: As soon as all levels or research (for support vessels) are complete, have a shipyard start building support cruisers.
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