Fleet Operations 3.1.0

Announcements and news by us. Post comments about them here.
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posted on January 15th, 2010, 10:03 pm
Dircome wrote:lol id like to see a 34 bit system.

Also this patch is truely amazing i have played a lot of strategy games and never seen such a creative interface. And too however created the 187 system icons i applaud you for your patience

:lol:

my mistake. 32 bit lol
posted on January 16th, 2010, 1:36 am
owlde greg wrote:Alright, I like the visual effects and such but the AI is out of hand now, a normal AI is equivalent to the hard AI in the last one. I like the fact that the AI expands and builds additional basses but come on, I would like to not be looking at a enemy fleet of over 20 ships in the first 3 minutes of the game.

I also think allowing the AI access to all avatar upgrades was a poor choice, it greatly over powers them. My suggested fix is simple, if anyone has played CNC 3 you are able to chose what play style the AI uses such as rusher, turtle, etc. why not make it so the player can chose the avatar they want to fight in instant action.

Don't get me wrong, I like a challenge, but this is just ridiculous. The AI not only spams enough ships to cover one quarter of a map, but adjusting the AI cost and build handicaps do nothing. I know most people are about the multiplayer but I can't, my computer sucks and it's not mine to upgrade. So I'm left with skirmish and that isn't any fun when I get one warp in group and a few sabers out before I get rushed.


Sadly the options for AI are very hard coded and you cannot choose more than three options, nor make them switch avatar - however, I've felt the AI is now easier to be honest... and plus, merciless is supposed to be hard :P
posted on January 16th, 2010, 8:05 am
Last edited by zolartan on January 16th, 2010, 8:12 am, edited 1 time in total.
First of all the new patch is great! Its really amazing what you have accomplished with fleetops!

One small thing annoys me though since 3.1. I read in the changelog that you now cant decide on which target stations (turrets) are firing on. I dont like that. I like to be in command of my turrets and the starbase, too!
Yesterday I played a game 1vs1 me (Romulan) against Dominion. We were fighting about a set of moons. We both had stations build there. Now when I built a turret in the middle of the moons it started firing on the freighters and mining stations of the enemey while enemy ships were firing on the turret. I couldnt do anyting and the turret was destroyed :-(
Hope you can fix this

Otherwise as said really amazing mod ehm game i mean. I especially like the new transparent ui  :thumbsup:
posted on January 17th, 2010, 12:11 am
Last edited by Registered55 on January 17th, 2010, 12:17 am, edited 1 time in total.
i thought the new turret system was great, for the 1st time ever all turrets now operate correctly,. no more turrets sitting idle not firing when the enemy were right on top of them,

in fact i hope this would be something hat makes it into the PP project,
i hate the fact that the user always has to babysit the defence system in the stock (or PP Project) game because the stupid turrets would stop firing at the worst possible time,

because micromanagement was always a necessity in  the past many of us have gotten use to babysitting the defence system, even our strategies have become accustomed to that fact,

may take time for some to get use to the turrets always working now, I'm so pleased that this problem which has always been a thorn in the game has finally been rectified,

some ships however seem to have the same problem,

a fleet of 9 Akira some time some will not auto target, other times some do nothing even though there being fired upon,

Defiant fleet of 9 seems to behave better, the defiant seem to auto target much more frequently then other ships,

because of this fact, i use the defiant class quite a lot, knowing that i can leave them alone for longer periods of time then i can with other ships, i am quite sure that 90% of the time the 9 x defiant fleet will shoot back, as with the 9 x Akira fleet which will only rate at 40% of the time.

i did a test and left a fleet of 9 x Akira being shot at by one vessel, 7 of them were destroyed before suddenly the last 2 started to fire at the opposing vessel LOL, and yes all my ships stay on RED ALERT,
hehehe, this has never happened with a defiant fleet,
posted on January 17th, 2010, 12:26 am
i noticed some of my ships sitting still and not fighting back. thats what starfleet gets for crewing its ship with lemmings.
posted on January 17th, 2010, 7:17 pm
First of all, GREAT WORK, I love the game!!!

Just one thing:
I know another user already mentioned it in this thread, but i dont want it to go under. The font size is too small, please make it bigger as it was in the last version. I have to touch the screen with my nose. And dont tell me I am blind, I had an eyesight test yestrday...

The new user interface is, well... user interfaces are always a matter of taste i guess. But make the buttons a bit darker and it will be better already.

Please keep working on this game, ITS GREAT!!! Thank you for developing it :)
posted on January 17th, 2010, 11:58 pm
Registered55 wrote:i thought the new turret system was great, for the 1st time ever all turrets now operate correctly,. no more turrets sitting idle not firing when the enemy were right on top of them,

in fact i hope this would be something hat makes it into the PP project,
i hate the fact that the user always has to babysit the defence system in the stock (or PP Project) game because the stupid turrets would stop firing at the worst possible time,

because micromanagement was always a necessity in  the past many of us have gotten use to babysitting the defence system, even our strategies have become accustomed to that fact,

may take time for some to get use to the turrets always working now, I'm so pleased that this problem which has always been a thorn in the game has finally been rectified,

some ships however seem to have the same problem,

a fleet of 9 Akira some time some will not auto target, other times some do nothing even though there being fired upon,

Defiant fleet of 9 seems to behave better, the defiant seem to auto target much more frequently then other ships,

because of this fact, i use the defiant class quite a lot, knowing that i can leave them alone for longer periods of time then i can with other ships, i am quite sure that 90% of the time the 9 x defiant fleet will shoot back, as with the 9 x Akira fleet which will only rate at 40% of the time.

i did a test and left a fleet of 9 x Akira being shot at by one vessel, 7 of them were destroyed before suddenly the last 2 started to fire at the opposing vessel LOL, and yes all my ships stay on RED ALERT,
hehehe, this has never happened with a defiant fleet,




....actually thats supposed to be how it is.  dont you watch the shows.  the captains of the federation ships are clearly trying to hail the enemy vessel so that they can share their feelings and maybe get a big hug.  :)
posted on January 19th, 2010, 10:30 pm
First, nice job as always. Now a couple questions.
1) When might we see the damage effects return (i.e. venting plasma and atmosphere, hull damage, etc.)?
2) Would it be possible to get each successive major version to use its own registry key and user profile folder for saves, settings, etc. that way we can have real parallel installs?
posted on January 19th, 2010, 11:11 pm
Atlantisbase wrote:First, nice job as always. Now a couple questions.
1) When might we see the damage effects return (i.e. venting plasma and atmosphere, hull damage, etc.)?
2) Would it be possible to get each successive major version to use its own registry key and user profile folder for saves, settings, etc. that way we can have real parallel installs?


First is planned, but like all good things, it comes to those who wait :P . Seriously though, probably content like this will come within the next few patches :)
posted on January 19th, 2010, 11:45 pm
Last edited by Atlantisbase on January 19th, 2010, 11:46 pm, edited 1 time in total.
Any thoughts on the second, since until either I figure out how to make the few extra ships I have (or the releasers do it for me) work for 3.1 I'm keeping 3.0.7 installed (I actually had to reinstall 3.1 when I did something to screw it up which stripped the settings from 3.0.7) but I would prefer that they exist in seperate worlds.
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