Yea, 3.0.5

Announcements and news by us. Post comments about them here.
1, 2, 3, 4, 5, 6
posted on March 10th, 2009, 5:00 pm
Just got back from a Cyber Defense Competition to find this great consultation prize. Thanks guys, I look forward to trying it out today.
posted on March 10th, 2009, 6:51 pm
DOCa Cola wrote:there shouldn't be any issues with AA anymore, the error should be gone since 3.0.2. maybe there are still some issues with the map editor and AA, but thats about it.

:lol: i guess i should pay more attention. 
posted on March 10th, 2009, 8:34 pm
good work guys....  :thumbsup:
posted on March 10th, 2009, 11:04 pm
i installed the game and it is awesome!!! The new Klingon Torpedo turret is emaculate!( 3 torps at once). the only problem i seem to be having is that i start a game and it starts to lag a few mins into the game. It lags so bad that i just let it sit for a while and it starts up agian, but once i move the mouse it goes back to lagging. It may only be my comp, but i was just wondering if anyone else was having these kind of problems too?!

Excellent work though, keep it up.  :borg:
posted on March 10th, 2009, 11:15 pm
i had this problem on my previous comp.
due primarily to the old config.

ull need to have the recommended requirements as posted on the site (maybe a little better), not just the minimum.
posted on March 10th, 2009, 11:22 pm
Okay, I just rape this thread for a little question / bug report. Can't remember if it was mentioned before, ever.

Let's imagine I got a Galaxy-class ship via warp in and I am fighting two groups of hostile ships (each group has 3 ships). When I activate the special ability of the Galaxy-class it fires its torpedos _not_ at the group I selected to attack. I saw that happen more than once.

The Galaxy faces the group I ordered it to attack. The second group is bow side (or port side...). I don't know why my ship fires the torpedos at the wrong group. But it is quite useless. It is hard enough to fight 3 ships. But doing so without torpedos, it's nearly impossible to win or at least destroy one ship. And the torps do not cause enough damage to the other group to have significant effect, at all. The ships do have enough time to recharge their shields.

Is this a bug? A feature? Random?
posted on March 10th, 2009, 11:40 pm
Braunbaer wrote:Okay, I just rape this thread for a little question / bug report. Can't remember if it was mentioned before, ever.

Let's imagine I got a Galaxy-class ship via warp in and I am fighting two groups of hostile ships (each group has 3 ships). When I activate the special ability of the Galaxy-class it fires its torpedos _not_ at the group I selected to attack. I saw that happen more than once.

The Galaxy faces the group I ordered it to attack. The second group is bow side (or port side...). I don't know why my ship fires the torpedos at the wrong group. But it is quite useless. It is hard enough to fight 3 ships. But doing so without torpedos, it's nearly impossible to win or at least destroy one ship. And the torps do not cause enough damage to the other group to have significant effect, at all. The ships do have enough time to recharge their shields.

Is this a bug? A feature? Random?


its a side effect of the areacannon classlabel used, it just goes for the nearest three ships i believe. Not much can be done about it, if you want to micromanage torps on a ship i suggest you play bridge commander...
posted on March 10th, 2009, 11:41 pm
fo team didnt answer me why they removed supply :(   


i used to toggle it as a skirmish rule to how many tavana'* ppl n stuff can build
posted on March 10th, 2009, 11:46 pm
they didnt remove supply they removed credits now they have a build limit
posted on March 11th, 2009, 1:44 am
To answer your question Adam, I believe it allows the game to be balanced. Previously, by toggling the credits, you could make it impossible for anyone to get Tavaras, or any Borg upgrades etc... removing the credits means that all the races are now permanently balanced with their specials (at least that's the way I see it as)  :thumbsup:
posted on March 11th, 2009, 2:23 am
yeah credits mybad

pitty
posted on March 11th, 2009, 2:35 am
Last edited by Braunbaer on March 11th, 2009, 2:40 am, edited 1 time in total.
redmanmark86 wrote:its a side effect of the areacannon classlabel used, it just goes for the nearest three ships i believe. Not much can be done about it, if you want to micromanage torps on a ship i suggest you play bridge commander...


It's not about micromanaging torpedos. It would be more usefull if the Galaxy would fire its torpedos at the selected target. If there are one or two more ships near the target, the torpedos split.


Don't know why you come up with micromanaging torpedos and bridge commander, dude, I was just asking questions. oO  :wheelchair:

And I honestly believe I am correct when I say that the special ability of the Galaxy-class is not very useful in many different scenarios, because the torps hit the wrong vessels. So it is useless to....use....
posted on March 11th, 2009, 9:26 am
I will take a look at the Type-3 Torpedoes, there might probably be a solution for it.

Credits were removed as they were only a placeholder solution for us anyway. As we started Fleet Operations we had no real way to limit different ships, so we had to make a global build limit (aka credits). Now we can have multiple limitation groups per race, thats what we wanted in the beginning
posted on March 11th, 2009, 3:19 pm
Defiant74205 wrote:i installed the game and it is awesome!!! The new Klingon Torpedo turret is emaculate!( 3 torps at once). the only problem i seem to be having is that i start a game and it starts to lag a few mins into the game. It lags so bad that i just let it sit for a while and it starts up agian, but once i move the mouse it goes back to lagging. It may only be my comp, but i was just wondering if anyone else was having these kind of problems too?!

Excellent work though, keep it up.  :borg:


I'm having the same issue. I have 4 gigs of ram and a Geforce 9400 1 gig pci-e card and decent processor. I doubt it's my system because I can run COD4 and BF2 and L4D all on max with no lag.
posted on March 11th, 2009, 5:19 pm
Optec wrote:Credits were removed as they were only a placeholder solution for us anyway. As we started Fleet Operations we had no real way to limit different ships, so we had to make a global build limit (aka credits). Now we can have multiple limitation groups per race, thats what we wanted in the beginning


dont you believe in given the gamer the choice?  of the type of game he/she wants to play?   

Im not a dev but If i was i would try and make a game with as much choice to play it as possible.


I still luv u guys though
1, 2, 3, 4, 5, 6
Reply

Who is online

Users browsing this forum: No registered users and 15 guests

cron