Call 3.1.1 Emergency
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posted on January 20th, 2010, 8:37 am
Actually yeah I have a habit now of using the Disruptor only in small-scale engagements as I feel that it kills things the fastest one by one.
In larger battles that are likely to drag on though I think an opening phasic disruptor followed by Reeling is the best idea
.
In larger battles that are likely to drag on though I think an opening phasic disruptor followed by Reeling is the best idea

posted on January 20th, 2010, 9:14 am
thx a lot, installing right now.
posted on January 20th, 2010, 9:27 am
Way to go guys!!! Just downloaded this and I will play this baby tomorrow!
posted on January 20th, 2010, 9:37 am
Last edited by TParis on January 20th, 2010, 10:05 am, edited 1 time in total.
Downloading now...
EDIT: And here's the download on FileFront:
Star Trek Armada II: Fleet Operations Patch 3.11 Mod Download, Star Trek: Armada 2 Mods
EDIT: And here's the download on FileFront:
Star Trek Armada II: Fleet Operations Patch 3.11 Mod Download, Star Trek: Armada 2 Mods
posted on January 20th, 2010, 10:12 am
Dominus_Noctis wrote:Yeah, as of this most recent patch, I think the balance has crept more to this:
Mayson Feds
(yes, the gap is there for a reason...)
TaQ'roja
Optimize, Martok
Puretech, Helev, Risner, Mijural
Assimilate
Obviously I want to play more though before saying "this is IT"
You missed out Breen

posted on January 20th, 2010, 10:41 am
ray320 wrote:Guys i have been playing online, and i know the norway before was pretty powefull,
however since ive played since 3.10 i felt a balance with the feds, i felt like the support ships wernt so killer death ships, and were actually support,
im just not sure about the cost increases
But surely you hadn't played many 3.1.1 games when you made that post, so you wouldn't know whether the cost increases were balanced effectively. I have a feeling the Devs do know what they are doing when it comes to this stuff

posted on January 20th, 2010, 11:17 am
Unleash Mayhem wrote:I have a feeling the Devs do know what they are doing when it comes to this stuff
If it weren't that way, FO would have to be considered a true miracle given to us by some guys who had visions from the great gaming and programming gods telling them what they had to do in order to develop that great stuff

Will install and play 3.1.1 in the next hours and call back in the evening (in the case I get access violations again or a Venture outguns a Negh'Var or something I will not; because in this case I'll destroy my computer).
posted on January 20th, 2010, 11:59 am
great i and new maps too :-)
posted on January 20th, 2010, 12:00 pm
Does this fix the install error?
I downloaded this (3.1.0) first from here and then from A2Files and both crash when I attempt to start the game. I have tried using a fresh install through the installer and a existing installation again through the installer. I have also attempted to install it in a custom directory and then in the default directory, all with no luck.
- Majestic
I downloaded this (3.1.0) first from here and then from A2Files and both crash when I attempt to start the game. I have tried using a fresh install through the installer and a existing installation again through the installer. I have also attempted to install it in a custom directory and then in the default directory, all with no luck.
- Majestic
posted on January 20th, 2010, 2:23 pm
Appreciate the hard and quick work guys!
Now all I need is a plan to get every one to play this at my lan this weekend......
Now all I need is a plan to get every one to play this at my lan this weekend......
posted on January 20th, 2010, 2:26 pm
Nice
Was browsing the net on my phone while halfway through a match when I saw this lol 


posted on January 20th, 2010, 3:48 pm
Boggz wrote: I disagree about the placement of Risner and Martok (unless you tech directly to Negh'Vars). I think Risner is maybe below Opti at the moment but above Martok. At the very least on the same Level.
Mayson is still head and shoulders above the rest and I'm going to be honest: I think at this point the ONLY reason is because of the decreased build time. I think that's really the last piece of the puzzel that has kept Mayson better than everyone else this whole time. It makes his start better, his expansions faster, and his turret-building almost unstoppable (even with the new time increase as his is still only 63 seconds).
I don't think teching to Negh'vars has anything to do with it. After Martok researches the shield breaking torpedo, the early counter to the K'vort (Intrepid) will fall without killing the K'vort. This is with the two Antares yard build up. With the Warp-In rush Risner falls faster.
I'm also not convinced that it is just the build boon that makes Mayson stronger. An early AoE damage weapon, combined with relatively early heavy battlcruiser Excel II's that have guided quantum torps, and torpedo turrets if your offensive is screwed tend to unbalance things more than just a quicker build time (although the build time definitely does allow warp in to be used very nicely early on, and the torpedo turrets to be built that much faster). Honestly, I bet if the Norway's position in the tech tree were changed, it could force him to build some early game units other than the Norway (and potentially Saber). Right now, the nuke and its carrier is a jack of all trades ability - fast, durable, able to be upgraded to a mini Akira, and destroys many units at the same time. Oh, and it supports Steamrunners's

blazing_gig wrote:You missed out Breen
I haven't actually been able to place Breen yet I think, but they fall below Martok as far as I can tell.
posted on January 20th, 2010, 4:57 pm
-=B!G=-The Black Baron wrote:And I think I found the first problem with the new patch....
With dominion, when you have selected a group of bugs (for instance group 1) and u select 1 bug to go to emergency repair, the other bugs do not move untill that bug repairs itself -.-
i may have experienced something simmilar in 3.1.0 for few times
but instead of not moving an entire group turn around for repairs and not respond to orders for few sec...
posted on January 20th, 2010, 5:34 pm
Wasn't that with Priority Repair Mort? You hit priority repair for one unit, and the entire group left and could not be told to stop 

posted on January 20th, 2010, 7:01 pm
DOCa Cola wrote:Changes
- Build queue delays don't abort the currently constructed ship anymore and get pushed on position 2 of the queue instead
Why was this changed? To me this seems to defeat the purpose of using the delays, or at least, how I used mine.
Generally what I used the delays for was in situations where I was trying to get a higher-cost item built, like a research station, and had to delay build production of ships to ensure my resources did not get consumed.
Usually I would be trying to build the building, and a ship would start building at the exact time I tried to place it, causing the build order to fail.
I would go to the shipyard then and using only 3 mouse clicks (shipyard, build button, 30 second delay), would halt the construction and return my resources so my constructor could finish its task.
Now I'll have to add an extra click to this process - shipyard, build button, 30 second delay, cancel current ship.
That seems rather silly to me. I can live with it but I don't understand what was wrong with the current system.
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