Fleet Operations: Tactical Maneuvers

I want my 15 rapid-fire quantum torpedo launchers Uber-Defiant now! - Get help from modders. Share your work. Discuss modifications.
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posted on June 7th, 2024, 6:05 am
Ha, you have to come up with that idea first - and it worked. I started 5.0.0 in full screen mode with my native resolution and then closed the game as normal. Then restarted and everything is as it should be (even in windowed mode).

Crazy! I've never had this before with any programme / game.
posted on June 8th, 2024, 5:48 am
That's great! Just in time for the next version lol.

https://www.moddb.com/mods/fleet-operat ... -maneuvers

5.0.1 Changelog

Bugfixes
-fixed crash when firing Dominion Hyperspace Artillery
-fixed crash when Klinon Luspet fires its weapons
-fixed minor typos in many tooltips
-fixed Dominion Cloning Facility with 3 upgrades not firing pulse weapon
-fixed Dominion EM Blast not lowering station rate of fire
-fixed Federation AI platforms showing Error model
-fixed Federation Akira with Dominion tech unable to use Defense Patterns

Progress
-Borg tech Bomber gains Devastating Tetrion Photon Torpedo
-Klingon tech S-2 Escort gains Manual Targeting
-Klingon tech S-2 Escort EM Blast deals direct hull damage
-Romulan tech Intercept Destroyer gains Singularity Transmitter
-Romulan tech Heavy Cruiser gains Cloaking
-Klingon tech B-5 Battlecruiser loses Biowarhead
-Borg tech V-13 Battleship gains Regeneration
-Borg tech Intrepid gains Sensor Relay
-Dominion tech Akira gains Troopship
-Dominion tech Galaxy gains Troopship

Balance
-reduced footprint of Dominion Ketracel Synthesizer
-reduced footprint of Dominion Experimental Yard
-reduced build cost of C-17 Siege Cruiser with Fed tech
-Federation Newton gains Tractor Beam

Known issues
-Federation platform has larger footprint before refitting vs after
posted on June 8th, 2024, 9:53 am
Quick question: Is it really necessary to delete the existing TM directory or can a new version simply be installed over the existing TM version?

(The installer says that the folder must be empty).
posted on June 8th, 2024, 10:48 am
I've got a crash with 5.0.1 when fighting. Don't know what's the reason.

Attachments

Screenshot 2024-06-08 124459.jpg
Screenshot with crash window
Screenshot 2024-06-08 124459.jpg (702.9 KiB) Viewed 643 times
posted on June 9th, 2024, 6:10 pm
The location of the error suggests something went wrong when a ship was exploding, or was about to explode, maybe a ship odf file has an invalid value for "fireball".
posted on June 9th, 2024, 8:51 pm
I'll look into that crash and see what I can find.

As for the different versions, they are whole new versions so I wouldn't recommend copying them over the old version, but I guess technically it would work. You could also just clear out the old version. I need to check but I believe each version uses the same user data folder so it should keep your settings.
posted on June 10th, 2024, 6:17 pm
Hi,

I would like to report a bug which occured when using the map "tic tac toe" which I got from here ( http://armadafiles.com/files/armada-2/m ... oe/details ). another Armada 2 map from this site isnt working as well.

It would be much appreciated if you can look into it. This original Armada 1 map was the greatest deal for massive FFA battles.

About the bug report: I'm using Win 11.

Lastly a feature request: Can you integrate a pre-set of the latest map, settings, enemies etc? AFAIK the original game had this feature. Thanks!

Edit: this one (https://www.fleetops.net/forums/mapexch ... yers-14008) crashs on start as well. maybe because of a similar reason.

Attachments

bug.jpg
bug.jpg (315.23 KiB) Viewed 490 times
posted on June 11th, 2024, 2:41 pm
You can't use maps from the original Armada games. Fleet Operations and its derivatives use completely different map objects, for example there are no latinum nebulas or mineable planets. The game will crash because it doesn't recognise the map objects. If you install the Armada 2 Classic mod as a mod inside of TM you should be able to use classic maps and play with the classic ships while using the new game engine, but no one has scaled the menus for that from 800x600 to 1200x900, so be prepared for mismatched shell menus.

A lot of the classic maps were recreated for Fleet Ops though (but TM is still a work in progress so it doesn't have many of those maps), you can also create new maps using the map editor.
posted on July 10th, 2024, 3:13 pm
I have tested 5.0.2 a little bit and I have noticed some problems with the feds:

- Turrets: The problem with the different sized building areas is now gone, BUT the building area of 5x5 is simply too large for many maps. I understand that 2x2 is too small, but 3x3 would be better.

- Space Station: The small combat shuttles are often not displayed correctly, they are then displayed in purple / pink / green. Looks strange.

- If a warp-in ship receives two golden rank badges, the available warp-in account is not replenished. This is particularly unfortunate for ships like the Steamrunner.
posted on July 14th, 2024, 9:29 am
Tested it today and noticed a few problems too (with Feds) - maybe bugs:

- i requested warp-in support once, but after the cooldown is finished, it automatically sends warp-in ships again to the spot i selcted first. It continued for the rest of the game

- special weapons special ability autonomy is often not shown if a ship is selected and can not be set
posted on July 14th, 2024, 10:34 pm
Dragi wrote:I have tested 5.0.2 a little bit and I have noticed some problems with the feds:

- Turrets: The problem with the different sized building areas is now gone, BUT the building area of 5x5 is simply too large for many maps. I understand that 2x2 is too small, but 3x3 would be better.

- Space Station: The small combat shuttles are often not displayed correctly, they are then displayed in purple / pink / green. Looks strange.

- If a warp-in ship receives two golden rank badges, the available warp-in account is not replenished. This is particularly unfortunate for ships like the Steamrunner.


I've fixed the missing textures for fighter craft in the next version. The Federation platform also drops down to 4x4, we'll see if that's sufficient. Warp-in ships in TM don't get a slot reduction for reaching rank 5 the way they do in Fleet Ops, so this behavior is intended: you can increase the cap by building Command ships (Norway, Galaxy, Sovereign).

DMC1701 wrote:Tested it today and noticed a few problems too (with Feds) - maybe bugs:

- i requested warp-in support once, but after the cooldown is finished, it automatically sends warp-in ships again to the spot i selcted first. It continued for the rest of the game

- special weapons special ability autonomy is often not shown if a ship is selected and can not be set


I haven't heard of that warp-in bug before, I'll be sure to take a look and fix it. Special Weapons Autonomy is hidden for ships and stations that have no special weapons they can use automatically, so it should be fine, but if you see one that you think CAN be automated and is still missing, let me know. I'll double check all of the ships sometime soon as well.
posted on Yesterday, 11:38 am
Thanks for the new version 5.0.3. Two things until now:

- Romulan Warbird looks really tiny? :ermm:
- Instant-Crash when starting with the map "The Da'ka Corridior"

And the option "Veterans unlimited" doesn't work really "unlimited". 8)
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