(Download) ST:BotF Galaxies MOD v0.4.0
Moderator: thunderchero
- thunderchero
- Site Administrator aka Fleet Admiral
- Posts: 7856
- Joined: Fri Apr 25, 2008 2:00 am
- Location: On a three month training mission, in command of the USS Valiant.
Re: ST:BotF Galaxies MOD v0.3.0a
I hope you find it Tethys, so I will not have to
If they have made no changes and runs fine in single player I would bet it is a code change that is not compatible with multi player games like "Disabling the chasing ships away / morale-boosting exploit" that was a tough one to track down.
you might need to start removing each code change since last version until sync error goes away.
thunderchero
If they have made no changes and runs fine in single player I would bet it is a code change that is not compatible with multi player games like "Disabling the chasing ships away / morale-boosting exploit" that was a tough one to track down.
you might need to start removing each code change since last version until sync error goes away.
thunderchero
Re: ST:BotF Galaxies MOD v0.3.0a
we dont mod it in any way.
just played your original 0.3.0a version.
allway got sync errors after a few turns.
just played your original 0.3.0a version.
allway got sync errors after a few turns.
- Tethys
- Past Administrator
- Posts: 2396
- Joined: Fri Jul 18, 2008 2:00 am
- Location: Your mom's bed ;)
- Contact:
Re: ST:BotF Galaxies MOD v0.3.0a
Well I really wont be able to do anything anytime soon, real life issues have come up.
- Spocks-cuddly-tribble
- Code Master
- Posts: 1886
- Joined: Sun Apr 27, 2008 2:00 am
Re: ST:BotF Galaxies MOD v0.3.0a
After a glance at the updates with this release: viewtopic.php?p=33291&sid=11bfd33f66829 ... 533#p33291
- Economic and Military Score Overflow Fix -> still experimental (see the warning - remove and/or try the workaround posted with my ECM3 suggestion)
- experimental changes to system + global rescources and ship construction + support (multiplayer-proof?)
- at least one code error wrt diplomacy (player to player alliance broken)
Hope it's not too hard to sort out.
- Economic and Military Score Overflow Fix -> still experimental (see the warning - remove and/or try the workaround posted with my ECM3 suggestion)
- experimental changes to system + global rescources and ship construction + support (multiplayer-proof?)
- at least one code error wrt diplomacy (player to player alliance broken)
Hope it's not too hard to sort out.
I don't know how many bugs is too many but that point is reached somewhere before however many in BotF is.
Re: ST:BotF Galaxies MOD v0.3.0a
Will you do a 1024 version?
- Praetorian
- Cadet 3rd Year
- Posts: 13
- Joined: Sat Apr 17, 2010 2:00 am
Re: ST:BotF Galaxies MOD v0.3.0a
Hey I love what you're done with the mod, seems great but I have popped into one decidedly weird bug...
I have checked it in two different games, both v0.3.0a, happened in first few turns.
Basically I try and pay for a deuterium mine in, erm, "cash", but the next turn it had only advanced production of the building slightly and now my "cash" income has gone from around +1000 to about -800 and I can't really find what happened or a way to arrest it.
I assume it's to do with buying the deuterium mine as thats the only thing in common between the two saves.
I have checked it in two different games, both v0.3.0a, happened in first few turns.
Basically I try and pay for a deuterium mine in, erm, "cash", but the next turn it had only advanced production of the building slightly and now my "cash" income has gone from around +1000 to about -800 and I can't really find what happened or a way to arrest it.
I assume it's to do with buying the deuterium mine as thats the only thing in common between the two saves.
- Praetorian
- Cadet 3rd Year
- Posts: 13
- Joined: Sat Apr 17, 2010 2:00 am
Re: ST:BotF Galaxies MOD v0.3.0a
And by "deuterium mine" I do of course mean "alloy refinery".
- Tethys
- Past Administrator
- Posts: 2396
- Joined: Fri Jul 18, 2008 2:00 am
- Location: Your mom's bed ;)
- Contact:
Re: ST:BotF Galaxies MOD v0.3.0a
That is a weird one. There may have been an experimental feature added I forgot about. For the moment the GALM project is on hold, possibly resuming as early as mid June. We will have to wait and see how things go. If you can try to get more information on it, check the building stats using UE (see the member DCER's signature for link to download) I recommend using latest version. There also should be some older versions of GALM in my signature.
- Praetorian
- Cadet 3rd Year
- Posts: 13
- Joined: Sat Apr 17, 2010 2:00 am
Re: ST:BotF Galaxies MOD v0.3.0a
Turn's out I was actually just being VERY dumb. Hadn't realised the Dt upkeep of outposts had gone through the roof! Probably the cause behind the massive drop in creds. (however the lack of an insta-built refinery is an odd one).
I'll have a gander at the files with UE after I'm done enjoying your spiffy mod. Loving it so far.
I assume the focus is taken off using outposts for expansion by charging high upkeeps for them so having to expand by the shipyard method? Oh and what actually does alloy currently do (other than the normal requisite 1 per new ship)?
Either way thanks for the mod (and the shiny other stuff, plus the site). Hope the real life stuff keeping you from modding is of the good stuff variety!
I'll have a gander at the files with UE after I'm done enjoying your spiffy mod. Loving it so far.
I assume the focus is taken off using outposts for expansion by charging high upkeeps for them so having to expand by the shipyard method? Oh and what actually does alloy currently do (other than the normal requisite 1 per new ship)?
Either way thanks for the mod (and the shiny other stuff, plus the site). Hope the real life stuff keeping you from modding is of the good stuff variety!
- Tethys
- Past Administrator
- Posts: 2396
- Joined: Fri Jul 18, 2008 2:00 am
- Location: Your mom's bed ;)
- Contact:
Re: ST:BotF Galaxies MOD v0.3.0a
Bases are more powerful and they cover more territory, so I made them more costly to maintain, which in reality would make sense. Large bases, supply points, defensive orbital structure, advanced sensor suites... list goes on. Also, the focus is now on building a strong economy to expand. Shipyards also may only be built in systems containing dilithium (now alloy), this is deliberate to stall expansion and bring tactical advantages for the game. Dilithium is in the process of being modded into a new resource like credits (now deuterium), where you might need 2 dilithium to build one ship, or more, so the focus would then be on also finding asteroid belts that allow for the mining of "extra" dilithium. Alloy will be labeled as MT which stands for megatons, and research will be done to get the most canon as possible the ship weight in megatons. Glad you like it.
- Tachyonfang
- Lieutenant-Junior Grade
- Posts: 53
- Joined: Wed Jun 09, 2010 2:00 am
- Location: Cleveland Heights, Ohio, USA
Re: ST:BotF Galaxies MOD v0.3.0a
Hello again all!
I finally got back from my trip and DL the GAL mod 0.3.0a; Something weird happened though-I opened my save file with UE and got a message when I tried to take a look at the Sol system: "Invalid Index 318"
That msg was followed by the message "Unknown building ID encountered"
I also noticed a lot of buildings in the Sol system that I'm not sure belong there-I mean, I'm not sure they are part of the Federation's tech tree
Is anyone else having this wierdness or is it just me?
I finally got back from my trip and DL the GAL mod 0.3.0a; Something weird happened though-I opened my save file with UE and got a message when I tried to take a look at the Sol system: "Invalid Index 318"
That msg was followed by the message "Unknown building ID encountered"
I also noticed a lot of buildings in the Sol system that I'm not sure belong there-I mean, I'm not sure they are part of the Federation's tech tree
Is anyone else having this wierdness or is it just me?
--Tachyonfang
- Tachyonfang
- Lieutenant-Junior Grade
- Posts: 53
- Joined: Wed Jun 09, 2010 2:00 am
- Location: Cleveland Heights, Ohio, USA
Re: ST:BotF Galaxies MOD v0.3.0a
I have a possible bug to report; Here's the crash log. I tried it a couple times and it consistently crashes when I try to move on to the next turn:
ST:BOF Tue Oct 30 07:24:59 2012
Version Under Test: 72
File: ..\..\source\game\solarapi.c, Line: 2792, System is not dest or source of trade route
Initialize State: 31
Player Empire: 1 Starting Seed: 1351582068
Galaxy shape: 0 Galaxy Size: 2
Turn State: 20
Turn Number: 26
Is there a known fix for this issue? I tried to look up anything similar here on the site but couldn't find anything.
I'll check in again later! Love this mod!
ST:BOF Tue Oct 30 07:24:59 2012
Version Under Test: 72
File: ..\..\source\game\solarapi.c, Line: 2792, System is not dest or source of trade route
Initialize State: 31
Player Empire: 1 Starting Seed: 1351582068
Galaxy shape: 0 Galaxy Size: 2
Turn State: 20
Turn Number: 26
Is there a known fix for this issue? I tried to look up anything similar here on the site but couldn't find anything.
I'll check in again later! Love this mod!
--Tachyonfang
- Tethys
- Past Administrator
- Posts: 2396
- Joined: Fri Jul 18, 2008 2:00 am
- Location: Your mom's bed ;)
- Contact:
Re: ST:BotF Galaxies MOD v0.3.0a
Are you sure its the same version? Save games would not work with other versions.
- Tethys
- Past Administrator
- Posts: 2396
- Joined: Fri Jul 18, 2008 2:00 am
- Location: Your mom's bed ;)
- Contact:
Re: ST:BotF Galaxies MOD v0.3.0a
Hello
Here are some screenshots of GALM 1024, update to come soon I hope
Extended the techs further for more epic games? Working to get 20 in game.
Here are some screenshots of GALM 1024, update to come soon I hope
Extended the techs further for more epic games? Working to get 20 in game.
- Flocke
- BORG Trouble Maker
- Posts: 3199
- Joined: Sun Apr 27, 2008 2:00 am
- Location: Hamburg, Germany
- Contact:
Re: ST:BotF Galaxies MOD v0.3.0a
I'm a bit depressed today not having solved the bug I was hunting, but this is very good news, thumbs up on it Tethys!