Tactical Maneuvers is based on the Fleet Operations mod, developed 2003 - 2013, with the following additions:

Economy Rebalance
Resource income is faster, resource costs are more balanced between the two resources, and factions have access to unique economic upgrades.

Balance Reworks
Factional tech trees have been reorganized. The Borg and Dominion in particular have been simplified and streamlined to be easier to play while maintaining their unique strengths and weaknesses.

Gameplay Expansion
Command ships provide area buffs to allied craft. Starbases have access to unique economic upgrades. Each faction gains a unique station with powerful support abilities, as well as a number of other powerful new options.

Expanded Mixed-Tech
Once another faction's technology has been obtained, regular ships can be refitted into their Mixed-Tech variants, with unique abilities and modifiers.

AI Upgrades
AI players choose randomly between several different strategies at the start of each game, resulting in far more variety in their behavior.

Quality of Life Improvements
Greatly expanded hotkeys for all ships, stations, and special abilities. Build queues for research stations. More comprehensive tooltips for all ships, weapons, and passive abilities.

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There are many different aspects of making a game mod, and different skill sets needed. One major downside of being a solo developer is that some things just aren't possible because I don't know how to do them.

The original Fleet Operation dev team had a variety of members and skill sets, which they used to great effect creating brand new visual assets, from menus and buttons to ship models, textures, and animations. Tactical Maneuvers, on the other hand, did not have a graphical dev at first, and could only reuse their visual assets with new game mechanics and stats.

This is how I always imagined it though

In the almost 10 years since I started, I've gotten to know a group of excellent modders who've gradually filled those roles. We each enjoy developing our own personal mods without officially teaming up, but the assets and code we've shared with each other over the years has elevated all of our projects to new heights.

Tactical Maneuvers Version 5 is a big step forward in this regard. The engine itself has been modified with a ton of small improvements by the modder Jan_B, who develops Fleet Ops: Roots. Many of the ships and weapons are now using textures created by Drayzon for his Fleet Ops Remastered. And I've added new buttons and icons to the huge list of assets provided by Adm Nat who created a mod called Admiral's Edition. In the future I'm hoping to add a campaign using Megadroid's tools for LUA scripting single player missions.

It took a very long time to incorporate the engine changes, and I had to rewrite large chunks of the mod. But now I'm finally proud to announce the release of Tactical Maneuvers V5.0.0. It was so much work that I sometimes wondered if the benefits were worth it, but now I'm excited to get back to working on the balance of the game again.

It was clearly worth the wait

Moving forward, I should be able to release much faster, smaller updates that add balance and detail to the game's special mechanics: mixed-technology ships that require certain allies (or enemies) and special warp-in reinforcements for the various factions. Eventually the Romulans will get a total overhaul to their spies and saboteurs, creating a system where they can gain intelligence and shift the tide of battle through hidden means.

Starting from Version 5, the mod will use an installer instead of being copy/paste; it now works as a stand-alone game instead of a sub-mod of Fleet Operations. The installer checks for an Armada 2 CD or GOG version, and then put the mod in the folder of your choice, ready to go.

All images are screenshots taken ingame

Re: Your Biological and Technological Distinctiveness

Re: Your Biological and Technological Distinctiveness

Feature

The Borg show up in many video games, although not usually under a player's control. Creating a gameplay style for them presents some unique challenges.

RSS Files
Tactical Maneuvers 5.0.1

Tactical Maneuvers 5.0.1

Full Version

Some bugfixes and further progress on Dominion and Federation Mixed-tech ships.

Tactical Maneuvers 5.0.0

Tactical Maneuvers 5.0.0

Full Version

Major install changes along with engine updates make Version 5 a big step forward

Tactical Maneuvers 4.3.7

Tactical Maneuvers 4.3.7

Full Version 2 comments

The Federation rebalance continues, with a new special ability and many small adjustments to balance.

Tactical Maneuvers 4.3.6

Tactical Maneuvers 4.3.6

Full Version

This version adds the New Orleans class, Dominion-tech Galaxy, and a series of changes to Federation warp-in.

Tactical Maneuvers 4.3.5

Tactical Maneuvers 4.3.5

Full Version

Version 4.3.5 of Tactical maneuvers brings a large number of bugfixes and balance tweaks, along with several new Mixed Tech variants for the Federation...

Tactical Maneuvers 4.3.4

Tactical Maneuvers 4.3.4

Full Version 1 comment

Version 4.3.4 adds modules to the Tactical Cube, and balance changes to the Borg faction in general. It also adds build times to the tooltips, and some...

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USSJasmine
USSJasmine - - 1 comments

I see you’re using the illegally hacked GOG Star Trek Armada II file modded by Jan B. You don’t believe me well GOG already called out Jan B on this months ago when Jan B included the unpacked GOG Star Trek Armada II executable in the Roots Mod and also renamed the hacked version at that time from Armada2.exe to Armada2.ldl to work with FleetOps so that the hacked additional coding added to the executable could be used in the Roots Mod. To get around this after being told by GOG to remove it (for I submitted a report to GOG with in-depth evidence proving the Jan B illegally hacked GOG paid software and re-released it as well as a clean copy via the Roots Mod. I also showed GOG how anyone could re-release the Roots Mod to their friends bypassing the installer and re-release their paid software as well as their “clean” unhacked Star Trek Armada II Executable File. GOG collaborated and confirmed the evidence and ModDB was ordered to take down the Roots Mod and Jan B ordered to remove the GOG executable file. Jan B ignored this and instead got around this. Jan B removed ONLY the Clean unhacked Armada2.exe executable and then proceeded to rename the hacked GOG Armada2.exe to helper.dll.
Don’t believe me? Do the digging and evidence finding yourself!
1. Take helper.dll and copy it and then restore it renaming it: Armada2.exe. It returns to the GOG Star Trek Armada II Executable File
2. Compare the two files. The one from GOG proper is 45MB in size well the Roots one Jan B hacked is 50MB!
3. Take the hacked file you just renamed and rename it back to Armada2.ldl and add it to a FleetOps install that normally requires a disc to play… and be enlightened…. The game runs of the hacked file for its GOG software, on top of that if you have the clean Armada2.exe from the first Roots 4.0 Mod repeat the same procedure with FleetOps and further be enlightened, it’s the GOG Star Trek Armada II Executable File.
Thus using Jan B’s Mod as a base and Jan B’s illegal hacking of a paid software executable file you are in fact condoning the illegal hacking of executable files and re-releasing of paid software owned by GOG.
This isn’t like the FleetOps Developmental Team using Hooks to tap into the executable file, thus is actual executable file hacking done by Jan B. By using it you’re condoning criminal activity.

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Guest
Guest - - 695,463 comments

Well done!

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rezzy_g
rezzy_g - - 1 comments

How exactly do I install this mod? Do I copy everything and paste it into the Fleet Ops folder?

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Guest
Guest - - 695,463 comments

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