Star Trek Armada II: Fleet Operations Patch 3.1.5 Star Trek Armada II: Fleet Operations Patch 3.1.5

(14 votes)
FleetOps Team, 2010-12-25

IMPORTANT: This patch is ONLY compatible to the full FO version 3.14 or higher, installing it over any other prior version might result in a corrupt installation.

The FleetOps Team has released the first patch for their latest full release 3.1.4, which can be found HERE.

Please visit the official FleetOps forums to report bugs & balancing issues and to obtain technical support. Modders should also check the official FleetOps Modifications Board as quite some ODF commands and variables have been changed.

Quote:
Merry Christmas from the Fleet Operations Team!

Looks like Santa went all the way to Romulus and Qo'noS to collect you a small patch. This update fixes several bugs and adds a new ability for the Starfleet Remore class.
Modders should also take a look at the changes and additions. (...) [-Optec}


- TParis


Changelog:
Additions

* Additional weapon effects have been added or redone, including more perceptible effects for Cover Fire and similar effects
* Ingame Multiplayer chat sound notifications
* Modding
o The GUI files (data/misc) now contain prefab settings for three avatar buttons. Check the aspect-ratio-specific GUI files for reference (gui_4x3.cfg, gui_5x4.cfg, ..)


Changes

* Increased the time a carrier requires to replace lost fighters to 18 seconds (bf.: 10)
* For the purpose of damage calculation, fighters are now treated as having the weapon range of their carrier. This does not affect their actual weapon range
* Replaced shell menu button hover and click sounds
* Fluidic Nebulas no longer hide vessels inside
* Dominion
o Slightly reduced the movement speed of Workerships
* Federation
o A new level 3 ability for the Remore replacing ECM: Point Defense
o Vessels with modified Photon Torpedoes are now also affected by Fleet Supply, the Nova Class special
* Klingon
o General Martok's Kahless Station is now armed with a Micro Photon Torpedo instead of a Torpedo Drone
* Modding
o Renamed Stock A2 ODF commands have been reverted


Fixes

* Stopped some incorrect Borg Uplink spawning in Borg bases
* The Nova build button is now always visible as intended
* Fixed several tooltip typos
* Fixed a rare crash when selecting a vessel
* Fixed a rare crash when using a special weapon
* Fixed a crash when using custom maps with empty map descriptions
* Fixed a crash when trying to sort the map list with very large custom maps present
* Game Mechanics
o Mixed Tech caps are working again
o The Carriers, Troopships and Repair Ships caps may no longer be exploited by transferring them to an ally
o Fixed some messed up weapons on Taq'rojas Bird of Preys
o The accuracy of Quantum Pulses is now correctly reduced while Blockade Breaker is active
o Transwarp now shows a range indicator
o Dominion and Romulan Adaption Modules are now correctly displayed
o Veteran S-2 Escort Cruisers no longer disable the subsystems on units without a torpedo launcher

Version    Author  FleetOps Team  Website  Website external 
Downloads  1,604  Size  5.62 MB  Created  2010-12-25 

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Comments  

#1 TParis 2010-12-25 10:13
If anyone else is wondering: main music is gone in this version with the multimedia pack installed, bug has been confirmed by DOCa and shozld be fixed in the next version.
#2 Wolfis_52 2010-12-31 10:39
Does anyone play this on multiplayer? Will it have a single-player campaign at some point?
#3 afcZman 2010-12-31 10:48
The priority right now for the dev team is multiplayer so yes most that play it do(and there are dozens)but yes it will have a campaign down the road.
#4 Dominus_Noctis 2011-01-01 10:08
You can find our online community on the Star Trek Armada II: Fleet Operations network on Tunngle :-) . More information can be found here: guide.fleetops.net/guide/getting-online/tunngle . There are between 5-35 active players at any one time, with about 100 different players. Scant information on a campaign can also be found here: guide.fleetops.net/guide/apocrypha/campaign . This will come quite far from now however, as there are still 3 factions to introduce, not to mention quite a few other necessary features for the existing factions :-)
#5 entryman 2011-01-10 11:11
very sweet mod! keep up the good work.

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