This patch for the latest edition of FleetOps fixes many reported bugs & crashes and changes the balance, check the readme for details. It also adds a completely reworked AI and a new module for the Scout Cube. The save function stays disabled though.
Fleet Operations - Armada II Total Conversion Patch Copyright (C) 2003-2008 Fleet Operations Development Team http://www.fleetops.net/ Changelog: -------------------------------------------------------- Version 3.0.1 31th December, 2008 -------------------------------------------------------- Fixes: ------ - 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 Features: --------- - 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
There are no comments yet. Be the first!