Fleet Operations: Tactical Maneuvers
I want my 15 rapid-fire quantum torpedo launchers Uber-Defiant now! - Get help from modders. Share your work. Discuss modifications.
posted on April 17th, 2025, 6:00 am
Hey, thanks! I try to walk the line between releasing too slowly, and releasing with too many bugs.
posted on Yesterday, 7:07 am
Version 5.0.10 is now uploaded, available here: https://www.moddb.com/mods/fleet-operat ... nloadsform
I wasn't posting here for the 5.0.9 versions because they were very buggy and things kept changing. In general I've been working on two changes:
Avatar code update
I've reworked a ton of techtree code. Before, for example, a Mayson Fed player built Mayson yards while a Risner Fed player built Risner yards. After this change, they both build the same yard (except for the tooltip) and that yard builds the right ships depending on your Avatar.
This code is very difficult to get right, but it's necessary to make a campaign that works without everything breaking. So far, I've gotten through the Borg, Dominion, and Federation and then stopped to fix bugs. Next I'll finish the Klingons and Romulans, going more slowly to make sure nothing breaks.
Mixed Tech expansion
I made a decision regarding mixed-tech. Instead of having 2 ships for every combination, I am going to go ahead and create a mixed tech variant for every buildable combat ship. This includes Avatar unique ships, like the Breen Cruiser and the Phalanx.
Later on, Mixed Tech will become MUCH more expensive to research; I'm keeping it cheap for now so it's easy to try out the new variants. The idea is to build two whole layers into the game:
Layer 1 is "normal" ships and is meant to be more competitive. Early game ships are weaker, since they are meant for raiding the enemy's economy and punishing them if they don't build defenses. Early ships also cost very little Tritanium, while late game ships cost lots of Tri.
Layer 2 is Mixed-Tech ships, and is balanced for the late game. Every ship is meant to be at roughly the same power level, and every ship costs around the same amount of Tritanium. This means that Mixed Tech refits of early ships (like the A-20 Destroyer or the Saber) will see large power increases and much higher Tri costs, while refits of late game ships get more modest improvements and around the same cost as the regular version.
5.0.9 Changelog
Avatar mechanics change
When capturing or being given a constructor or shipyard from the same faction but a different avatar, it will now build things from your chosen avatar instead of its original avatar.
While owning a constructor from the same faction but a different avatar, players can build that avatar's unique ship(s) from shipyards and uplinks
Bugfixes
-fixed a crash when promoting Klingon-tech Canaveral to Veteran
-fixed a crash when a non-refitted Tavara reaches rank 5
-fixed Scoutcube/Adaptor with EM Module not showing Remodulate button when available
-fixed Tactical Cube costing too much for Assimilate Borg
Balance
-A-20 Destroyer Alpha refit bonus reduced from +5/2/1 to +4/2/0
-A-20 can have both Alpha and Klingon tech refit (new) at the same time
-T-15 Heavy Cruiser Alpha refit bonus reduced from +6/3/2 to +6/3/0
-T-15 can now have both Alpha and Romulan tech refit at the same time
-V-15 Dreadnought Speed increased 70>80 (80>90 for Klingon version)
-Klingon Verteron Particles engine disable chance reduced 20%>10% (from ~65% each volley to 36%)
-Verteron Particles now applies to Torpedo weapons on Taqroja's Brel/Kvort
-Brel Officer passive changed from 20% Pulse/Torpedo dodge to Verteron Particle Loader
-Romulan Supply Depot reworked: now gives Warbirds -25% Supply cost and generates 20 Supply/minute
Progress
-Added 5 new Dominion mixed-tech variants
-Added 6 new Federation Mixed-tech variants
5.0.10 Changelog
Bugfixes
-fixed several crashes and bugs related to the Canaveral
-fixed a crash when refitting Cehlaer with Dominion tech
-fixed a crash when Helev Cehlaer reaches rank 5
-fixed Borg Uplink build hotkey not working
-fixed Borg starting Assembler not being free
-fixed Dominion yards losing Allied Repair while upgrading
-fixed Breen avatar's Strike Force warp-in B-5s and C-17s leaving immediately
-fixed Canaveral with Klingon tech unable to promote to Veteran
UI
-added Large Vinculum count to Large Uplink tooltip
-added icon to veteran Intrepid, Akira, Remore, and Excelsior explaining their Modified Torpedoes (Torps bypass shields, deal 2x to Borg)
Balance
-reduced Adaption gain from Diamond rank-up 50>35
-reduced Adaption gain from Cube rank-up 100>50
-increased Offense of Serkas 33>50
-reduced Quadcobalt damage bonus vs Stations 3x>2x
Progress
-Captured Starbases from other factions will have the correct Supply Routes options
-added correct build icons to all new Mixed Tech ships (courtesy of Adm Nat)
-S-7 Defender with Romulan tech gains Ambush cloaking device
-Breen Cruiser with Borg tech gains Borg engines
-Breen Battleship with Fed tech gains Flagship Command
-Avalon with Romulan tech gains cloaked fighters
-Mayson can now call in the Descent in addition to the Teutoburg
Maps
-fixed a bad start location on [4] Helix
I wasn't posting here for the 5.0.9 versions because they were very buggy and things kept changing. In general I've been working on two changes:
Avatar code update
I've reworked a ton of techtree code. Before, for example, a Mayson Fed player built Mayson yards while a Risner Fed player built Risner yards. After this change, they both build the same yard (except for the tooltip) and that yard builds the right ships depending on your Avatar.
This code is very difficult to get right, but it's necessary to make a campaign that works without everything breaking. So far, I've gotten through the Borg, Dominion, and Federation and then stopped to fix bugs. Next I'll finish the Klingons and Romulans, going more slowly to make sure nothing breaks.
Mixed Tech expansion
I made a decision regarding mixed-tech. Instead of having 2 ships for every combination, I am going to go ahead and create a mixed tech variant for every buildable combat ship. This includes Avatar unique ships, like the Breen Cruiser and the Phalanx.
Later on, Mixed Tech will become MUCH more expensive to research; I'm keeping it cheap for now so it's easy to try out the new variants. The idea is to build two whole layers into the game:
Layer 1 is "normal" ships and is meant to be more competitive. Early game ships are weaker, since they are meant for raiding the enemy's economy and punishing them if they don't build defenses. Early ships also cost very little Tritanium, while late game ships cost lots of Tri.
Layer 2 is Mixed-Tech ships, and is balanced for the late game. Every ship is meant to be at roughly the same power level, and every ship costs around the same amount of Tritanium. This means that Mixed Tech refits of early ships (like the A-20 Destroyer or the Saber) will see large power increases and much higher Tri costs, while refits of late game ships get more modest improvements and around the same cost as the regular version.
5.0.9 Changelog
Avatar mechanics change
When capturing or being given a constructor or shipyard from the same faction but a different avatar, it will now build things from your chosen avatar instead of its original avatar.
While owning a constructor from the same faction but a different avatar, players can build that avatar's unique ship(s) from shipyards and uplinks
Bugfixes
-fixed a crash when promoting Klingon-tech Canaveral to Veteran
-fixed a crash when a non-refitted Tavara reaches rank 5
-fixed Scoutcube/Adaptor with EM Module not showing Remodulate button when available
-fixed Tactical Cube costing too much for Assimilate Borg
Balance
-A-20 Destroyer Alpha refit bonus reduced from +5/2/1 to +4/2/0
-A-20 can have both Alpha and Klingon tech refit (new) at the same time
-T-15 Heavy Cruiser Alpha refit bonus reduced from +6/3/2 to +6/3/0
-T-15 can now have both Alpha and Romulan tech refit at the same time
-V-15 Dreadnought Speed increased 70>80 (80>90 for Klingon version)
-Klingon Verteron Particles engine disable chance reduced 20%>10% (from ~65% each volley to 36%)
-Verteron Particles now applies to Torpedo weapons on Taqroja's Brel/Kvort
-Brel Officer passive changed from 20% Pulse/Torpedo dodge to Verteron Particle Loader
-Romulan Supply Depot reworked: now gives Warbirds -25% Supply cost and generates 20 Supply/minute
Progress
-Added 5 new Dominion mixed-tech variants
-Added 6 new Federation Mixed-tech variants
5.0.10 Changelog
Bugfixes
-fixed several crashes and bugs related to the Canaveral
-fixed a crash when refitting Cehlaer with Dominion tech
-fixed a crash when Helev Cehlaer reaches rank 5
-fixed Borg Uplink build hotkey not working
-fixed Borg starting Assembler not being free
-fixed Dominion yards losing Allied Repair while upgrading
-fixed Breen avatar's Strike Force warp-in B-5s and C-17s leaving immediately
-fixed Canaveral with Klingon tech unable to promote to Veteran
UI
-added Large Vinculum count to Large Uplink tooltip
-added icon to veteran Intrepid, Akira, Remore, and Excelsior explaining their Modified Torpedoes (Torps bypass shields, deal 2x to Borg)
Balance
-reduced Adaption gain from Diamond rank-up 50>35
-reduced Adaption gain from Cube rank-up 100>50
-increased Offense of Serkas 33>50
-reduced Quadcobalt damage bonus vs Stations 3x>2x
Progress
-Captured Starbases from other factions will have the correct Supply Routes options
-added correct build icons to all new Mixed Tech ships (courtesy of Adm Nat)
-S-7 Defender with Romulan tech gains Ambush cloaking device
-Breen Cruiser with Borg tech gains Borg engines
-Breen Battleship with Fed tech gains Flagship Command
-Avalon with Romulan tech gains cloaked fighters
-Mayson can now call in the Descent in addition to the Teutoburg
Maps
-fixed a bad start location on [4] Helix
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