Fleet Operations is a popular skirmish and multiplayer orientated total conversion modification for Activision's real-time strategy game Star Trek Armada II. The project's goal was not only to create a simple "modification" but as total conversion to make Armada II a worth successor to the second best selling Star Trek game Star Trek: Armada (behind Interplay's Star Trek: 25th Anniversary by a small, but fair margin). Version 3.0 includes advanced graphics, a whole new user interface, completly replaced ship models, 5 balanced races with totally new gameplay and tons of new possibilities making Armada II a real real-time strategy multiplayer game.

Report RSS First Patch for Star Trek Armada II: Fleet Operations 3.0 released

Hello again! It's been two weeks since our 3.0 release, a lot time with a lot of feedback in the forums and via email. Thanks for all your bug reports and ideas! The first patch clears up several crashing problems that occurred on some systems, fixes some bugs notably the out of sync issues and as well an Improved AI and some balancing changes. In case you always found the build delays for the yards useless - we have changed their behavior so that now the delays are pushed at the beginning.

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It's been two weeks since our 3.0 release, a lot time with a lot of feedback in the forums and via email. Thanks for all your bug reports and ideas! The first patch clears up several crashing problems that occurred on some systems, fixes some bugs notably the out of sync issues and as well an Improved AI and some balancing changes. In case you always found the build delays for the yards useless - we have changed their behaviour so that now the delays are pushed at the beginning of your build queue.

Fleet Operations Fleet Operations
Fleet Operations Fleet Operations


Changelog:

Bugfixes

  • Fixed black screen when trying to enter escape menu from game when using AA modes on some systems
  • Using Fraps shouldn't crash Fleet Operations anymore
  • Fixed a crash with the RamWeapon when the target vessel has already been destroyed before the weapon could activate
  • Fixed a crash that occoured under some circumstances while using defensive or offensive upgrades on stations
  • Fixed a crash while loading the map editor
  • Fixed a bug causing Out of Sync issues in multiplayer games
  • Fixed shell interface for systems using non default Windows UI DPI resolutions
  • Fixed an issue causing Fleet Operations to hang on systems with DEP enabled
  • Fixed a bug that could cause game crashes in certain situations while using Federation Warp-In
  • Borg Graviton Relays are now named correctly
  • Klingon K't'inga Class vessels may now use their cloaking device correctly
  • Fixed
    a bug causing the Borg Optimize Avatar bonus (cost reduction on the
    first module) to yield a too small bonus on several modules
  • Station footprints will no longer be removed incorrectly when a Klingon Field Yard extension is destroyed

Changes

  • General

    • Supply costs will now increase the more supply you order until reaching a maximum. The starting price of Supply has been reduced
    • Construction Delays will now be placed at the beginning of the build queue
    • Increased the activation costs of Intelligence Report to 250 Dilithium, 250 Tritanium and 50 Supplies (bf: 50/50/10)
  • Federation
    • The Shield Matrix Reset special ability (Descent Class) is now cooldown-based instead of special-energy-based
    • Increased the cool-down of Warp-In to 180 seconds (bf: 100)
    • Precise
      Volley (Remore Class) duration reduced to 5 seconds (bf: 6), special
      energy costs increased to 540 (bf: 156) and cooldown increased to 40
      seconds (bf: 25)
  • Dominion
    • Prototype construction buttons do now appear at the same positions as their normal ship buttons
    • Very slightly increased all Supply costs
    • Research costs now a few Supplies
    • Excessive
      Strike (V-14 Battleship) duration reduced to 2 seconds (bf: 3), special
      energy costs increased to 270 (bf: 181) and damage increased by about
      200 percent
    • Defender Prototypes no longer cost credits (as intended)
  • Borg
    • AI players will try to build Pyramids and Cubes earlier
    • Reduced all module and chassis costs slightly
    • Reduced
      the costs of the Incubation Complex to 450 dilithium and tritanium (bf:
      800) and reduced the costs of the maximization upgrade to 180 dilithium
      and tritanium (bf: 250)
    • Decreased the area of effect of the
      Nanites special ability and increased its energy costs based on chassis
      size (500 for the Cube, 600 for the Diamond) (bf: 250 Cube, 300 Diamond)
    • Devestating Attack duration reduced on all chassis and special energy costs increased to 250 (bf: 150)
    • Damage reduction from adaption modules increased to 25 percent per module (bf: 20)
  • Romulan
    • Decreased the damage dealt by Quadcobalt torpedoes by 19 percent

Additions

  • General

    • A completely reworked AI
  • Romulan
    • Staryards
      and Warbird Yards may now be used to prefine shield generators and
      weapon systems, speeding up defense-turret construction
  • Borg
    • A new Interception Module is available for the Scout Cube granting anti-destroyer weaponry
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