Call 3.1.1 Emergency
Announcements and news by us. Post comments about them here.
posted on January 27th, 2010, 7:27 pm
Lovin it fleet ops keep up the great work
posted on January 30th, 2010, 10:44 am
Majestic wrote:Hi, I am the Administrator, as there are no other accounts on windows. Is there any other solutions that could fix this?
Thanks
it may be even enough if you just run it one time in "administrator mode". i have had the same issue with another software where windows had to register some dlls or something for the first time. after that i could use the software without full administrator privileges.
posted on January 31st, 2010, 1:31 am
thank you so much for the fix. love this mod and the new interface is great. i especially like the extra info included like the descriptions for various weapon systems. i actually lost a game cause i was reading the descriptions on my ship and didnt realize the my shipyards were being wiped out. 

posted on February 1st, 2010, 10:00 pm
I love it.
And now: But. It seems like the Borg gained a lot of power compared to the romulan stations. A normal station is no longer up to a borg sphere... thats awkward. Or willingly?
And now: But. It seems like the Borg gained a lot of power compared to the romulan stations. A normal station is no longer up to a borg sphere... thats awkward. Or willingly?
posted on February 5th, 2010, 2:03 pm
I'm getting nervous... every time I save a game it is not reloadable when played a time ago. I do 6 to 7 saves, all short behind each others and with small time interference between them, but it doesnt help :-(
Also a suggestion to the Serkas:
Is it intended that also own units get damaged by it? It is somewhat frustrating defending your base with those artillery ships and you blew up your own ships... on the other hand, it is hard to make them use in order to "follow" enemy ships. They are away in the second, you shoot the torpedo. Can we make something like an aiming point, and if friendly units are inside the blast radius, this vessel would simply not shoot and search for another one? This would outbalance the very weak defense of this vessel.
Also a suggestion to the Serkas:
Is it intended that also own units get damaged by it? It is somewhat frustrating defending your base with those artillery ships and you blew up your own ships... on the other hand, it is hard to make them use in order to "follow" enemy ships. They are away in the second, you shoot the torpedo. Can we make something like an aiming point, and if friendly units are inside the blast radius, this vessel would simply not shoot and search for another one? This would outbalance the very weak defense of this vessel.
posted on February 5th, 2010, 10:53 pm
Sheva wrote:I'm getting nervous... every time I save a game it is not reloadable when played a time ago. I do 6 to 7 saves, all short behind each others and with small time interference between them, but it doesnt help :-(
Also a suggestion to the Serkas:
Is it intended that also own units get damaged by it? It is somewhat frustrating defending your base with those artillery ships and you blew up your own ships... on the other hand, it is hard to make them use in order to "follow" enemy ships. They are away in the second, you shoot the torpedo. Can we make something like an aiming point, and if friendly units are inside the blast radius, this vessel would simply not shoot and search for another one? This would outbalance the very weak defense of this vessel.
Sorry to hear about the first problem - hopefully you've sent error reports to Doca and he's able to figure out the issue

With the second, that is, I think, the aim (no pun intended) - simply use manual targeting to "lead" on your opponent's ships

posted on February 8th, 2010, 9:19 pm
maybe someone (or even someones) already posted: Repair Ships shouldn't try to become heroes in combar, but should do repair business, WITHOUT an extra invitation every time you need them.
posted on February 8th, 2010, 9:25 pm
Well, they have weapons - so if you don't want them to enter combat, stick 'em on green alert 

posted on February 8th, 2010, 9:27 pm
......... Or just keep them in your base (movement auto set to green or 0), because usually that is where repair ships seem to be most effective (occasionally with a very large fleet one of them wouldn't hurt).
posted on February 8th, 2010, 9:27 pm
Indeed. As Dom suggested... my settings for repair ships is the following:
Alert: Green
Movement: high
Special Weapons: High.
This way I hardly ever need to micro or lose repair ships because they will not engage enemy vessels but they will move to the nearest friendly in need of repairs and repair them automatically.
Alert: Green
Movement: high
Special Weapons: High.
This way I hardly ever need to micro or lose repair ships because they will not engage enemy vessels but they will move to the nearest friendly in need of repairs and repair them automatically.
posted on February 8th, 2010, 10:56 pm
Cool idea. Totally forgot about the alarm possibillities. Thx a lot!
posted on February 10th, 2010, 6:35 pm
hello opp team you have a horny mod done but developed what is still missing from the collection modes you the Cardassians were indeed in the Dominion war here so I would be delighted if I did not last for this
is only a suggestion
sorry for my bad english
is only a suggestion
sorry for my bad english
posted on February 10th, 2010, 6:39 pm
The Carddies aren't in yet because they were massacred during the War and aren't strong enough to be a major faction. They will be around as NPC's in the future, though.
They're also not in the Dominion anymore and hate them like Klingons hate Romulans.
They're also not in the Dominion anymore and hate them like Klingons hate Romulans.
posted on February 10th, 2010, 6:42 pm
@anti: welcome to the forums, i wouldnt quite describe fleet ops as horny, but it is certainly a great mod.
the cardassians will be added soon, but not with the dominion. as tyler said
the cardassians will be added soon, but not with the dominion. as tyler said
posted on February 10th, 2010, 7:53 pm
quaddmgtech wrote:Indeed. As Dom suggested... my settings for repair ships is the following:
Alert: Green
Movement: high
Special Weapons: High.
This way I hardly ever need to micro or lose repair ships because they will not engage enemy vessels but they will move to the nearest friendly in need of repairs and repair them automatically.
that works? i always set them to red red red on fleet 0 (and sometimes wonder where they went) i dont think they would work set to Green alert.
Who is online
Users browsing this forum: No registered users and 10 guests