DEPRECATED: download version 2.0 here.
Fleet Operations: Roots is a total conversion of the Fleet Operations project,
itself a mod of the popular space-based RTS game Star Trek Armada II, which
in turn was the successor to Star Trek Armada.
Roots aims to keep most of what made Fleet Operations and Star Trek Armada II
great while also returning a bit of the atmosphere of Star Trek Armada where
the number of ship classes was limited to those that were actually useful and
ships were less expendable.
Enjoy,
JanB
here
Fleet Operations: Roots v1.1
Stand Alone Total Conversion mod of Fleet Operations 3.2.7 and
Star Trek Armada II (credits for both can be found in the Credits folder)
Created by JanB (2019)
Contents:
1. Introduction
2. Installation Instructions
3. Global Features
4. Detailed Features
5. Credits
1. Introduction
Fleet Operations: Roots is a total conversion of the Fleet Operations project,
itself a mod of the popular space-based RTS game Star Trek Armada II, which
in turn was the successor to Star Trek Armada.
Roots aims to keep most of what made Fleet Operations and Star Trek Armada II
great while also returning a bit of the atmosphere of Star Trek Armada where
the number of ship classes was limited to those that were actually useful and
ships were less expendable.
Enjoy,
JanB
2. Installation Instructions
- Run the install exe.
- If you receive an error message similar to "ShellExecuteEx error 299" just
click on "Ok", this happens with some antivirus programs running in the
background but the installation will run just fine.
- Choose an installation folder.
- Run the game and set graphical, sound and gameplay settings under the Options
menu.
- Play the game and enjoy!
3. Global Features
- New rock-paper-scissors balance system between ship types and armed
stations, based on ship types rather than weapon range.
- A combat system where even small, early-game, ships stay relevant.
- Cuts the number of ship and station classes per faction down to improve
oversight and eliminate units that serve no real purpose.
- Much improved AI opponents that you'll struggle to survive against on
the highest difficulty setting.
- Most combat ships and stations have secondary weapon systems that
target additional enemies so battles look less like entire fleets ganging up
on individual ships.
- A fully functional Cardassian faction.
- A special ability cycle system to allow more control over support ships with
multiple special abilities.
- Fewer ships classes and stations per faction for increased battlefield
control and oversight.
- Graphical updates to some ships and stations.
- Interface improvements to allow more (efficient) control.
- Polished to the end: no mountain of missing buttons/wireframes/
voice commands/tooltips, textures, etc...
- Completely stand alone product: no other installations required and easy
installation.
- Full HD and Windows 10 support.
- Avatars and ship ranks have been removed to improve oversight, because the
AI could not handle them properly anyway (such as with build limits) and
because they had little impact on gameplay in any case.
- A blueish visual ring effect now surrounds sensor platforms (but not scouts)
so players with cloaked ships can see the edge of the detection effect
(replacing the effect_progscan.tga texture with the effect_progscan_2.tga
texture adds this same visual effect to scouts and this replacement has no
effect on multiplayer compatibility, so it's a purely personal choice).
4. Detailed Features
- Each faction has 8 combat ship classes (except for the Dominion who lack a
Destroyer), namely a Scout, Destroyer, Cruiser, Artillery ship, Berserker,
Support ship, Battleship and Dreadnought.
- Battleships and Dreadnoughts are subject to build limits: 9 for Battleships,
and 1, 2, or 3 for Dreadnoughts, depending on the faction.
- Dreadnoughts have a special weapon that boosts the damage output of all
nearby allied ships and stations by 20%. Support ships, in addition to their
own unique special weapons have a special weapon that causes enemy weapons fire
directed at nearby allied ships and stations to miss their targets 20% of the
time (except for the Federation and Cardassian versions where it's 30%).
- Scouts and sensor platforms can now continously detect nearby cloaked ships.
- All conventional weapons have a 100% hitchance unless affected by defensive
special weapons.
- The maximum zoom out level has been increased by 25%.
- Large stations now have smaller footprints (but shipbuilding stations still
have enough room to function) so they can be placed closer together.
- An example of the rock-paper-scissors system is the following: the Defiant
class is the Federation's Berserker type ship, which does 50% more damage to,
and take 50% less damage from, large targets such as Battleship type ships and
Stations, but do 50% less damage to, and take 50% more damage from, Destroyer
type ships, which in turn are weak against Battleships and Stations.
- The shields of all ships and stations have 3 times as many hitpoints as their
hulls. For example, a Starbase has 9600 hitpoints of which 7200 are shield
hitpoints and 2400 are hull hitpoints.
- All ships and stations need 360 seconds to fully repair their hulls and 240
seconds to fully recharge their shields. Going back to the Starbase example:
it recharges 30 shield hipoints per second. For comparison, a typical Scout
only does 11 damage per second (combined DPS of all its weapons) so it can
never deplete the Starbase's shields on its own, but a typical Battleship, with
a DPS of 58, could.
- Reworks the original factions while preserving some of the core ideas:
the Federation is a generalist faction, though slightly prone to defense, they
can warp in reserve starships but otherwise rely on numbers for offensive power,
they can build 3 Dreadnoughts,
the Klingons are an offensive faction that is also good at raiding, their ships
are 10% faster and feature 10% more firepower but also 10% fewer hitpoints and
their cloaking devices are not as good as those of the Romulans, they can build
3 Dreadnoughts,
the Romulans rely on surprise, positioning and special weaponry, they have more
special weapons, efficient cloaking devices and their weapons begin every
engagement firing more rapidly before slowing down (cycle of 30 seconds),
but also have limited firing arcs, and their ships are 10% slower, they can build
2 Dreadnoughts,
The Cardassians are survivalists and a flexible faction that can quickly switch
between offense and defense and use several classes of unmanned ships which are
immune to capture or assimilation, they can build 3 Dreadnoughts,
the Dominion dominates the early game with Attackships that can
ram larger targets and can be mass-produced very quickly, even at their
advanced shipyard, and can also be warped in, they can build 2 Dreadnoughts,
the Borg are a defensive faction that can turtle its way towards late game
domination with their Spheres, universal shipyards and, of course, the feared
Cube: their Dreadnought that they can build only 1 of but that is the most
powerful ship in the game and can take out a Starbase on its own.
5. Credits
Credits for Fleet Operations and Star Trek Armada II can be found in the Credits
folder.
YOU WILL NOT ATTEMPT TO SELL ANY PART OF THIS MOD. You have my (JanB) permission
to use this mod for your own mods as you see fit, all I ask for is to be
included in the credits, but other modders mentioned in the credits may want you
to contact them before using their work.
Anything that is not credited either below or in the Credits folder may be
assumed to have been made by me (JanB) and can be reused in mods without asking
for my permission, so long as I am credited.
Credits for the direct creation of this mod are below:
Special thanks to rifraf who helped me with the AI modding.
Credits for the models I added that were not already in Fleet Operations or
Star Trek Armada 2:
Saber Class: Aad Moerman
Norway Class: Included model and textures originally designed by Rick "P81" Knox.
Reduced Mesh by Major A Payne for BI:VR. Partial rework (futher mesh reduction),
and edit of textures by Aerilon - formerly known as SupaStarAsh, Tycoon,
Transmission etc...
Steamrunner Class: Aad Moerman
Akira Class: Pneumonic81 (P81/Rick Knox), k_merse, Scotchy
Ambassador Class: Pneumonic81 (P81/Rick Knox), K7A
Nebula Class: Pneumonic81 (P81/Rick Knox), Erazoren, K7A,
Scotchy for SNS Galaxy textures
Defiant Class: Nine of Nine
New Orleans Class: Aad Moerman, LC Amaral
Galaxy Class: Pneumonic81 (P81/Rick Knox), edits by C2X and Captain Elgy on BC
Textures, Scotchy for SNS Galaxy textures
Sovereign Class: Howedar, Redragon, Pepperman
Topmey Class: Aad Moerman
Vor'cha Class: Aad Moerman
Negh'var Class: Aad Moerman
Kahless Station (retexture): Wrath of Achilles
Breen Warship: Howedar, Shadowbuilder, Chrisluskey, Redragon
D'deridex Class: Aad Moerman
Scimitar Class: Bryan, original Starfleet Command 3 model
Spacedock: Aad Moerman
Deep Space Nine: Totally Games, Major A Payne
Zirandam Class: Aad Moerman
Irinares Class: Aad Moerman
Hideki Class: Aad Moerman
Galor Class: Nine of Nine, Tycoon
Keldon Class: Nine of Nine, Tycoon
Vasad Class: Aad Moerman
Sartan Class: Aad Moerman
Kulinor Class: Aad Moerman, Yacuzza
Hutet Class: Aad Moerman
Pinpoint Missile: Dan1025, full Credit for the original model used
(Dreadnought Missile), and textures goes to Zorg, rebuild
by MaP from BI:VR
Cardassian Mining Center: Aad Moerman
Cardassian Operations Center: Aad Moerman
Cardassian Science Center (retexture): Aad Moerman
Cardassian Construction Center (retexture): Aad Moerman
Cardassian Assembly Center: Aad Moerman
Cardassian Engineering Center (retexture): Aad Moerman
Cardassian (Mobile) Defense Platform: Michael Raab
Cardassian Surveillance Platform: Michael Raab
Cardassian Missile Beacon (retexture): Aad Moerman
Cardassian Advanced Shipyard: Aad Moerman
mind blown :o
I was blown away too!
Thanks! It's always nice to see people enjoying my mods!
As of 26 July 2019 the mod has been updated to version 1.1. The main download has been updated but a separate Patch, for those of you who already had version 1.0, can also be found here: Moddb.com
wow!! this looks really good!
When I click on the Game EXE, I get a virus warning, and my anti virus removes it ?
It's not a virus, but it does contain an executable (.exe) file so some overzealous anti-virus program could always flag it. Most anti-virus programs do have a way to add exceptions or override a flag.
Sorry for that late reply, but i am trying to run Fleet Ops on my Laptop, but its not working (The problem is when i double click on the exe, game is not starting, nothing happens), i hoped that this mod could fix that and it was my last hope to run Fleet Ops, but its still not working, so i am asking, if there is any help.
My System specifications: HP Pavillion Gaming Laptop, intel core i 5 and nvidia gtx 1650 graphic card) if someone could help, would be nice:) Thanks!
This file is DEPRECATED, download version 2.0 here: Moddb.com