Observations On Fo 3 Patch 1

Program aborts? Network configuration? Graphic errors? Bugs? Post your question here.
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posted on August 31st, 2006, 1:55 pm
Last edited by midas on August 31st, 2006, 1:55 pm, edited 1 time in total.
- when a venture blows up, there is a remaining sound that sounds like a beam weapon hitting the hull (at least i think it was the venture, may have been the saber or another basic fed ship)
- can't build hyperspace lab (vorta commander)
- when you build a second dominion science center, it does not recognize already researched technologies and displays everything as still needing research
- short rage fighters(dominion) are not launched when ai is set to "full special weapon authority"
(besides they are rather weak and hard to handle micromanagement wise, i suggest dumping them)
- galaxy class seems pointless as it is now, i rather put an akira in the goup

wishes:
- can you enable research queing?
- make plasmacoil (norway) have a larger radius, off topic: my ships have a tendency to run into their own coil
- dominion prototypes should have all secial tecs without research (or maybe not)
- constructors/harvesters are sooo sllloooooowwwwww moooowiiiinnnnggggg

i'll get back with more
posted on August 31st, 2006, 2:16 pm
Greetings young one and welcome to this digital halls of wisdom.

@ research queing: I don't think that this is possible; as far as i understand modding for the armada2 engine; your limitated to alter ship related stuff like stats and textures and models and so on and i think implementing a research queue, is hmm a coding related task IMHO.

@plasmacoil: Does the plasma coil hurt your ships to? Really?

@Galaxy: You know that the galaxy is almost free (just credits)
posted on September 1st, 2006, 5:38 am
A: Research is done by actuly physicaly building a module on the research station, if you play A2, you would see actual aditions made to the research stations being made. This was a cheap by the developers by A2, that with less effort than building research more deeply into the engine, they could make research posible, have researchs be made as requirements for things, since they are essentialy stations, and it allowed them to have techs disapear when a research station was destroyed. But it is not without its flaws do to lazyness on there part. But for modding it does beat having the techs all hard coded in to the engine.
posted on September 2nd, 2006, 10:38 am
Mh I don't notice anything of that :huh: but it's good that you tell :thumbsup:
posted on September 2nd, 2006, 12:01 pm
hmm because in FO the "pods" are built inside the actual station (you can se this in the old version2 of FO. In v3 they made the invisible or so
posted on September 2nd, 2006, 3:52 pm
That's a neat idea. I never liked the whole 'pods' thing much, anyway.
posted on September 2nd, 2006, 7:29 pm
- constructors/harvesters are sooo sllloooooowwwwww moooowiiiinnnnggggg

i dont see how u can notice this that much, i ALWAYS have something else going on when im moving construction ships, its well balanced in that the start of the game is very often well timed.

construction ship builds - build mining station
send scout to nxt resource
construction ship builds - build shipyard
mining ship builds - mine
etc...

maybe u need to improve your build order :P
posted on September 2nd, 2006, 7:45 pm
Mabye there could be a speed upgrade?
posted on September 4th, 2006, 1:45 pm
Last edited by midas on September 4th, 2006, 1:52 pm, edited 1 time in total.
i have found a fix for the slow movement: increased game speed :lol:
bugs found:
- bortas class (Klingon) special ability attack drone causes game to crash
- combat tractor beam (klingon) does not trigger on full special weapon authority


about that sound: it happens on feds when a venture is destroyed and there is a saber close to it, but not always, it is hard to reproduce, i'll try saving a game with that

plasma coil does not damage your own ships :) (didnt know that)
imho you have to micromanage quite a lot


thoughts about the borg:
* no general, they choose directives instead (this is just cosmetic, you just put no person in the picture), maybe make them changable in mid game
* as an adopting species EVERY vessel could get one of the following refit possibilities (refits like the romulan Renin):
- tachyon sensors, detects cloaked ships, adaption mainly to klingons and romulans, passive
- hard shields, take less damage from pulse and torpedo weapons, adaption to everybody, passive
- high frquency shields, take less damage from beam weapons and special effects (i am not shure if the last thing is possible, but hey, i can still suggest it), mainly adaption to feds and dominion, passive
- impulse boosters, higher movement rate, passive
all upgrades show no outside effects (easier to create + allows for sneakier tactics)
* one caster special ability could be a shield piercing transport that transports a small sized boarding team (well, borg u know...), downside: casting ship looses shields for a brief moment
* decomissioning a non-borg vessel yelds extra resource points (maybe on a special building only)
* another caster special ability could be the "abduction", it takes away personel from the target and adds resources (maybe put it in the list of generally available refits), active

now the props:
i would like to thank you for your time and effort spent in making this mod, i really love it.
posted on September 4th, 2006, 11:14 pm
To add to that: How about captureing extra crew with assimalation beam increases supply?
posted on September 5th, 2006, 12:36 am
Amazing Ideas, Midas.
posted on September 5th, 2006, 1:04 am
- make plasmacoil (norway) have a larger radius, off topic: my ships have a tendency to run into their own coil



plasmacoil is strong as hell as it is, its radius shouldnt be increased :)
posted on September 5th, 2006, 8:25 am
Maybe its just me, but my Dominion Guard-cruiser (Vorta-tech) is very bad when it comes to aim with its special weapon. You know, that engine-break down thing.

When I shoot on a moving vessel he nearly never hits. ....And hitting a standing ship makes no sense.
The ship costs enough and the abillity isnt overpowered as well, but could you change that ?

An idea: Make a beam, like his main weapon, just with another color and the same big range.
posted on September 5th, 2006, 11:07 am
You mean the defender right?
I thought that weapon always hit the target :S As I doubt Armada engine even supports that.
posted on September 7th, 2006, 8:30 am
A question...

How can Breen BB be so much better than the Descent?!

I was playing Feds and tryed these 2 ships against each other (i had a captured Breen BB) just for curiousity. (Descent was even with special weapon, Breen without, they were fighting at small range)

As i said, the Descent lost... :cry:

A real waste of potential :D
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