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Armada 2 Downloads > Mods > Total Conversions:
Star Trek Armada II: Fleet Operations Patch (3.01)
Filename: fleetopspatch301.exe


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4.31 MB
3.01
FleetOps Team
http://www.fleetops.net/
992
01-01-2009
FleetOps 3.0
Mods > Total Conversions


Average User Rating: 9.7
Number of Votes: 13
Related Files:
Latest 5 Mods > Total Conversions:
- Star Trek The Void (1.0.0)
- Sigma (Beta 2.0)
- Star Trek Armada II: Fleet Operations Patch (3.1.5)
- Star Trek Armada II: Fleet Operations (3.14)
- Sigma (Beta 1)

5 Other Files by FleetOps Team:
- Star Trek Armada II: Fleet Operations Patch (3.1.5)
- Star Trek Armada II: Fleet Operations (3.14)
- Star Trek Armada II: Fleet Operations Patch (3.12)
- Star Trek Armada II: Fleet Operations Patch (3.11)
- Star Trek Armada II: Fleet Operations (3.10)

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Star Trek Armada II: Fleet Operations Patch (3.01) - File Description  

  NOTE: This file has become outdated and there's a newer / better version available.
  You can still get this file but we suggest you have a look at the NEW / UPDATED VERSION first!





Description:
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.

- TParis




  NOTE: This file has become outdated and there's a newer / better version available.
  You can still get this file but we suggest you have a look at the NEW / UPDATED VERSION first!




Star Trek Armada II: Fleet Operations Patch (3.01) - Screenshots  
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Star Trek Armada II: Fleet Operations Patch (3.01) - File Download Options  

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Star Trek Armada II: Fleet Operations Patch (3.01) - Readme  
Readme File:
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


Star Trek Armada II: Fleet Operations Patch (3.01) - User Comments  
The following comments are owned by the user that posted them. Armada 2 Files is not responsible for their content.

Total comments: 6 | Last comment: 01-05-2009 at 05:12

 #1 - Awesome! - 01-01-2009 at 21:41
ADM_Elijah
From: (El Paso Texas, USA)
Joined: March 26th, 2007
Posts: 46
WooT new AI!!! to bad the save is not fixed yet tho : /

 #2 - 01-02-2009 at 00:10
Loskene
From: (Dublin)
Joined: August 23rd, 2008
Posts: 105
Lovely, can't wait to try this out

 #3 - Nice, but still no Save? - 01-02-2009 at 03:19
Transmission
From:
Joined: June 17th, 2004
Posts: 1454
The Patch is great, but I will continue not to play FleetOps until the save feature becomes avaliable. Large games go on, and when playing them, often I find myself having ran out of time, and I cannot save, therefore, I don't currently play.

 #4 - 01-02-2009 at 03:59
_dEjavU_
From: (California)
Joined: July 12th, 2008
Posts: 366
....indeed, the save function is one of the main reason why I started modding my a2 game. To not have it is like drinking a refreshing can of soda on a very hot day but not being able to stop gulping and once you stop drinking it, you can't drink it no more.

 #5 - 01-03-2009 at 11:24
exodus_499
From:
Joined: February 24th, 2006
Posts: 338
I've gotten around the problem by just minimizing FleetOps in the middle of a (paused) lengthy game and leaving it running - then if I have to leave I set the computer to "hibernate" rather than "shut down".

I'm running Vista 32-bit and I've had no problems so far, and it'll have to stay that way - as I understand it the save function is set to return in "another future version" along with exactly 100 other tasks...

 #6 - WARP SPEED - 01-05-2009 at 05:12
djcoolio
Joined: April 29th, 2005
Posts: 2
Why does the Warp not ask for help
or is the intention
thank you in advance



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