Fleet Operations 3.1.3 released!

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posted on July 14th, 2010, 8:03 pm
OoS problem?
posted on July 14th, 2010, 8:12 pm
the wormhole problem still exists. i recommend using maps without wormholes. we are still hunting that one
posted on July 14th, 2010, 8:17 pm
:thumbsup:
Great
posted on July 14th, 2010, 8:20 pm
Last edited by Anonymous on July 14th, 2010, 8:22 pm, edited 1 time in total.
shall we report bugs here or in individual threads?

i played puretech today, and cant rely on bug spam cos built time reduction is for protos only.

so i did less bugs then made b8 proto. the blue proto button went away, but the normal button was darkened, when i hovered over it it said i needed the proto, even though i had built the proto. so puretech cant even built b8  :crybaby:

luckily i cancelled the research in progress for is bomb and had saved enough money to tech to large yard. so i put the b8 proto in my fleet and that was that.

also silent resolve does absolutely no damage against anything, tested on ship and building, both did 0 damage.
posted on July 14th, 2010, 8:22 pm
Nebula_Class_Ftw wrote:Another bug (found in same match as the B8 bug): Silent Resolve quadcobalts do abolsutely no damage (3v3 and Alternate-end got huge amount of Serkas to kill a Fed base, but when he did silent resolve it didnt damage anything.) Regular quadcobalt does damage fine tho.


beat u to it :D
posted on July 14th, 2010, 8:26 pm
How's about I hunt down those bugs for ya devs? Sit back a while and I'll try to attempt fixing those.

The B8 thing is probably a tech tree bug. I'll look into that. The Silent Resolve bug must be a lot of miswrites. I'll attempt doing that too.

Once those bugs are fixed. It'll be 3.1.3a. ;)
posted on July 14th, 2010, 8:33 pm
thanks, "[EXC] 1337_64M3R", but we will do that ourselves :P
posted on July 14th, 2010, 8:43 pm
Hey just received the mail with the news of a new version.

Great Going Fleetops team!

Salutations ;)
posted on July 14th, 2010, 8:44 pm
Optec wrote:thanks, "[EXC] 1337_64M3R", but we will do that ourselves :P


Well, maybe you can take the attachment in the bug thread, replace the one in the installation, and have one less problem to be bugged. I already found the techtree problem and it was rather simple. But I feel good that I actually helped a little. :)
posted on July 14th, 2010, 9:29 pm
Congrats mates, looks wonderful as usual  :thumbsup:
posted on July 14th, 2010, 10:34 pm
So, why was multi-monitor support removed?  I assume it was because the game is now locked in window mode, but then my question leads to that.  More curious then anything else, but I did enjoy the feature.
posted on July 14th, 2010, 10:35 pm
Nicely done dev's :)

Downloading now. I'll try this out tomorrow, after work! :woot:

Good to see TC1.3 featuring in this release as well as Solar Storm :). Didn't think there was much interest in Solar Storm as it had custom files with it. Does this mean the smaller blocking trigger is now included? :woot:
posted on July 14th, 2010, 10:37 pm
Phoenix wrote:Does this mean the smaller blocking trigger is now included? :woot:


is that part of your map making extension? if so then yes its included, they added your map making extension.
posted on July 14th, 2010, 10:44 pm
Yes, the required files are in the Map Making Extension :). Coincidentally, for modders, that now means that the pitch black background is also available as stock!

Today is a good day indeed!
posted on July 14th, 2010, 10:44 pm
yep :) its in
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