Fleet Operations: Tactical Maneuvers

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posted on November 19th, 2024, 12:25 pm
Hm, found a new bug.

Starbase at penultimate level, 200 offence:

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The final level promises +200 offence, but after the upgrade it is only 320 offence. Either the description is wrong or the values are not correctly adjusted by the upgrade:

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posted on November 21st, 2024, 2:55 am
Ah, the refit tooltip is correct: it's the mid-tier Starbase which shows too much Offense. The real Offense value is 120, plus the 80 Fighter Offense.

Fixed in the next version, thanks!
posted on November 21st, 2024, 10:09 am
Phew, okay - but then I have to criticise the massively higher costs for the Starbase and its upgrades, as they currently cost far too many resources, including upgrades.

I also have the impression that the BORG are extremely strong with the new version - too strong.
posted on January 5th, 2025, 2:06 pm
New crash, error report attached.

Attachments

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posted on February 3rd, 2025, 3:29 pm
I have now tested the new version and there was a crash when upgrading the streamrunner class to Veteran. Apart from that, things have looked pretty good so far.

General: Will updates no longer be posted here? I only discovered the new version by chance.
posted on February 4th, 2025, 5:10 am
Sorry about that, I'm planning to continue updating here but I did miss this version. Here's the changelog:

Version 5.0.7 was a long time coming, and contains a large amount of polish. Much of the back-end code was modified to make things run more smoothly. Ship and AI behavior has been improved, and a number of ships receive bonuses against small or large enemies. Mixed-tech ships in particular are being balanced against each other.

5.0.7 changelog

Engine updates (by Jan_B)
-fixed AI behavior causing them to build the same ship over and over sometimes
-fightercraft can now follow their mothership through wormholes
-cloaked ships given an attack command on enemies out of range will decloak when in range
--Affects AI behavior, causing them to leave cloaked fleets left often
-player-controlled ships no longer autocast Holding Beam, Auto-Assimilator, or Transporter Assault
--Dominion Veterans (which are troopships) gain Transporter Assault ability

Passives reworked
-AAP now provides defense boost vs Short range and low Offense
-Tactical Plates provide greater defense boost vs low Offense
-HDSG now provides defense boost vs Long range and high Offense
-Bastion Shields now provide greater defense boost vs high Offense
-FTC now provides damage boost vs Short range and low Defense
-Black-Ops configuration provides greater damage boost vs low Defense (Not yet implemented)
-TWA now provides damage boost vs Long range and high Defense
-AP Weapons provides greater damage boosts vs high Defense

(NOTE: Bastion Shields previously resisted low Offense like Tactical plates)

Bugfixes
-fixed crash when promoting Excelsior to Veteran
-fixed crash when Vutpa with Borg tech reaches Rank 2
-fixed Ambassador unable to become Veteran
-fixed Galaxy not getting its damage bonus vs Long range
-fixed Kahless Station with Heavy Weaponry not dealing full damage
-fixed Sang with Dominion tech damage way too high
-fixed Singularity Transmitter not giving full power to Mogai/Fakairu built with Supply Depot
-fixed Norexan weapon tooltips being switched
-fixed Multi-Purpose Weapons having no cooldown
-fixed various bugs with Tavara not refitting properly

Balance
-All Starbases' northern footprint reduced by 1 square
-Service Contract research no longer required for allies to use repair yards
-Reduced cost of all Ultimate starbase upgrades
-Reduced Di cost, increased Tri cost of many Mixed-Tech variants, especially early-game ships
-greatly reduced cost of A-26 Bomber with Borg tech and removed firing arc restriction
-increased speed of Avalon 70>90
-reduced cost of Field Yard Center Extension (Kbeajq) 150/150 > 100/100
-reduced cost of Field Yard Special Forces Extension 200/200 > 150/150
-Taqroja's 20% cost reduction now applies to Shuvak
-Taqroja's +2 Offense bonus now applies to Chargh
-Chargh's Veteran Passive changed from War Impulse Engines to Condensed Proton Warhead
-Reduced damage bonus of Armor Penetrating Warheads passive from 25%/50% to 15%/30%
-Condensed Proton Warhead (Susa, Sang, Chargh, Veqlaragh Veteran passive) changed:
--area reduced, damage reduced 60>40
--no longer deals direct hull damage
--no longer limited to 8 targets
-Multi-Targeting Disruptor Energy Cost increased 100>120, Cooldown reduced 10>7s
-increased cost of Warbird Yard 1000/500 > 1200/600
-reduced cost of Talshiar Academy 800/800 > 600/600

Progress
-large number of Mixed-tech variant changes
posted on February 6th, 2025, 12:52 pm
Dragi wrote:I have now tested the new version and there was a crash when upgrading the streamrunner class to Veteran. .


Same problem with the Teutoburg.
posted on February 7th, 2025, 7:19 am
Version 4.0.8 is now live. I fixed the crash bug when warp-ins became Veterans!

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

5.0.8 Changelog

Turret Stats Redo
Dodecahedron Relay
-old: 50/100/60
-new: 80/80/60
Dominion Phaser Sentry
-old: 34/40/20, cost 247/97
-new: 40/40/20, cost 300/60, multitargeting 2 (1.4x DPS)
Perimeter
-old: 80/100/50, cost 786/312
-new: 80/80/50, cost 600/200
Heavy Perimeter
-old: 100/130/60, cost 1386/712, disable immune
-new: 120/120/50, cost 1200/600, disable immune
Pulse Platform
-old: 36/46/20, cost 341/144, AAP (+Def vs Short)
-new: 45/35/20, cost 300/50, AAP
-Mayson: +3 Off, volley fire
Phaser Platform
-old: 42/69/30, cost 523/208
-new: 50/50/30, cost 500/150, SSEC (+Off vs Medium)
-Mayson: +5 Off, volley fire
Torpedo Platform
-old: 56/92/40, cost 911/334, SSEC, AAP
-new: 75/80/40, cost 600/300, TWA (+Off vs Long), multitargeting 2 (1.4x DPS)
-Mayson: +8 Off, spread fire (1.6x DPS)
Heavy Weapon Platform
-old: 70/80/36, cost 848/333, SSEC, Photon (1.5x DPS), damage cannot be reduced
-new: 90/70/35, cost 600/200, Photon (1.5x DPS)
Disruptor Turret (Pulse mode)
-old: 38/36/33, cost 200/50, ADAI (+Def vs Medium), 1/3 Off when unpowered
-new: 45/35/25, cost 200/50, ADAI, 1/3 Off when unpowered
Disruptor Turret (Torp mode)
-old: 48/36/33, ADAI, spread fire (1.6x DPS), 1/4 Off when unpowered
-new: 60/35/25, ADAI, spread fire (1.6x DPS), 1/4 Off when unpowered
-Mijurial: +5 Def
Singularity Transmitter
-no change: 0/60/30, cost 400/300, powers turrets
-Mijurial: +10 Def

Bugfixes
-fixed crash when any Federation warp-in becomes Veteran
-fixed Tactical Weapon Arrays not giving bonus damage vs Long range
-fixed Fast Tracking Computers not giving bonus damage vs Cube
-fixed Mayson Torpedo Platform not getting Quantum stats (bonus vs Battleship, penalty vs Destroyer)
-fixed Excelsior II with Klingon tech not getting Armor Piercing bonus during Guided Quantums
-fixed Officer-rank Neghvar torpedo firing too slowly

Balance
-changed Armor Piercing Torpedoes to Armor Piercing Weapons, affects all weapon types (affects Excelsior II with Klingon tech)
-Federation Platform now requires both Antares Yard and Starfleet Engineering (previously Antares Yard)
-increased Martok's yard cost reduction from 10% to 20% again
-reduced cost of Imperial yard 1000/500>800/400
-reduced build strength of Imperial yard 11>9
-reduced build cost of Negh'var

Progress
-Negh'var with Romulan tech gains Refractive Burst (Accelerates for 6 seconds, then fires an AoE engine disable)

Map Editor
-Organized and labeled ships/stations

5.0.7 changelog

Engine updates (by Jan_B)
-fixed AI behavior causing them to build the same ship over and over sometimes
-fightercraft can now follow their mothership through wormholes
-cloaked ships given an attack command on enemies out of range will decloak when in range
--Affects AI behavior, causing them to leave cloaked fleets left often
-player-controlled ships no longer autocast Holding Beam, Auto-Assimilator, or Transporter Assault
--Dominion Veterans (which are troopships) gain Transporter Assault ability

Passives reworked
-AAP now provides defense boost vs Short range and low Offense
-Tactical Plates provide greater defense boost vs low Offense
-HDSG now provides defense boost vs Long range and high Offense
-Bastion Shields now provide greater defense boost vs high Offense
-FTC now provides damage boost vs Short range and low Defense
-Black-Ops configuration provides greater damage boost vs low Defense (Not yet implemented)
-TWA now provides damage boost vs Long range and high Defense
-AP Weapons provides greater damage boosts vs high Defense

(NOTE: Bastion Shields previously resisted low Offense like Tactical plates)

Bugfixes
-fixed crash when promoting Excelsior to Veteran
-fixed crash when Vutpa with Borg tech reaches Rank 2
-fixed Ambassador unable to become Veteran
-fixed Galaxy not getting its damage bonus vs Long range
-fixed Kahless Station with Heavy Weaponry not dealing full damage
-fixed Sang with Dominion tech damage way too high
-fixed Singularity Transmitter not giving full power to Mogai/Fakairu built with Supply Depot
-fixed Norexan weapon tooltips being switched
-fixed Multi-Purpose Weapons having no cooldown
-fixed various bugs with Tavara not refitting properly

Balance
-All Starbases' northern footprint reduced by 1 square
-Service Contract research no longer required for allies to use repair yards
-Reduced cost of all Ultimate starbase upgrades
-Reduced Di cost, increased Tri cost of many Mixed-Tech variants, especially early-game ships
-greatly reduced cost of A-26 Bomber with Borg tech and removed firing arc restriction
-increased speed of Avalon 70>90
-reduced cost of Field Yard Center Extension (Kbeajq) 150/150 > 100/100
-reduced cost of Field Yard Special Forces Extension 200/200 > 150/150
-Taqroja's 20% cost reduction now applies to Shuvak
-Taqroja's +2 Offense bonus now applies to Chargh
-Chargh's Veteran Passive changed from War Impulse Engines to Condensed Proton Warhead
-Reduced damage bonus of Armor Penetrating Warheads passive from 25%/50% to 15%/30%
-Condensed Proton Warhead (Susa, Sang, Chargh, Veqlaragh Veteran passive) changed:
--area reduced, damage reduced 60>40
--no longer deals direct hull damage
--no longer limited to 8 targets
-Multi-Targeting Disruptor Energy Cost increased 100>120, Cooldown reduced 10>7s
-increased cost of Warbird Yard 1000/500 > 1200/600
-reduced cost of Talshiar Academy 800/800 > 600/600

Progress
-large number of Mixed-tech variant changes
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