Hi guys, i wanted to change the short/medium/long range associated with the propulsion tech; i could not find it in UE? Is it somewhere hidden, or does anyone know the values for a patch?
Since now we are talking about 12, 15 even 24 tech levels in UCW it wouldn't be nice to be stuck at the prop tech 10 range values.
EDIT: I found it; you have to load trek.exe in UE; however it has edit boxes only up to tech 11; so the patch addresses and values still stands; if anyone knows the values or writes a patch, please post it.
Also i want to increase the chance of a system having dilithium; i found this:
position: 0x17D9F4
length: 8 bytes
default value: 0.1
description:
The probability that a star system contains dilithium. Negative values are treated as zero, values larger than 1.0 are treated as 1.0 .
Home systems of major races and space-faring minor races will get dilithium anyway.
I assume 0.1 means 10% chance of dilithium in the system; how do i convert my choice value, say 0.2, using UE convertor? double and little endian?
Can the propulsion tech range bonus be modified?
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- thunderchero
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Re: Can the propulsion tech range bonus be modified?
you would need to make a code change to trek.exe so all races would use a single map range list, but UE is not setup for this change.adi wrote:EDIT: I found it; you have to load trek.exe in UE; however it has edit boxes only up to tech 11; so the patch addresses and values still stands; if anyone knows the values or writes a patch, please post it.
here is the topic
viewtopic.php?f=192&t=95&p=24888#p24888
correct, double (8 bytes) little endianadi wrote:position: 0x17D9F4
length: 8 bytes
default value: 0.1
description:The probability that a star system contains dilithium. Negative values are treated as zero, values larger than 1.0 are treated as 1.0 .
Home systems of major races and space-faring minor races will get dilithium anyway.
I assume 0.1 means 10% chance of dilithium in the system; how do i convert my choice value, say 0.2, using UE convertor? double and little endian?
thunderchero
Re: Can the propulsion tech range bonus be modified?
first thanks for moving my topic; this is the proper place;
I want to try to have shipyards only in systems with dilithium; i want less ships in the game (for faster turns) but i was worried about hindering the AI expansion; so i planned to extend the ranges a bit (maybe +1) and to increase dilithium probability for more shipyards chances.
on range values, i see we only have space in trek.exe for 55 values; 11*5 races; i can live with that; actually what i needed was extending range for tech 1 to 11; higher levels using lvl 11 values is fine; and i can do that from UE.
i'll let you guys know how it works out.
I want to try to have shipyards only in systems with dilithium; i want less ships in the game (for faster turns) but i was worried about hindering the AI expansion; so i planned to extend the ranges a bit (maybe +1) and to increase dilithium probability for more shipyards chances.
on range values, i see we only have space in trek.exe for 55 values; 11*5 races; i can live with that; actually what i needed was extending range for tech 1 to 11; higher levels using lvl 11 values is fine; and i can do that from UE.
i'll let you guys know how it works out.
Re: Can the propulsion tech range bonus be modified?
It did not work.
I did the changes and played a bit; the changes were not working as i intended; i met the first major at turn 40 or so; the fleet i could see had about 20 destroyers and scouts and some TTs; it started with 6 scouts and one destroyer; so limiting shipyards only on dilithium systems does not prevent the AI from cheat-spamming ships; and my systems without the shipyard are just standing around; not being able to build ships; i put intel in them but still ...
In short not the effect i was looking for.
I did the changes and played a bit; the changes were not working as i intended; i met the first major at turn 40 or so; the fleet i could see had about 20 destroyers and scouts and some TTs; it started with 6 scouts and one destroyer; so limiting shipyards only on dilithium systems does not prevent the AI from cheat-spamming ships; and my systems without the shipyard are just standing around; not being able to build ships; i put intel in them but still ...
In short not the effect i was looking for.
Re: Can the propulsion tech range bonus be modified?
My propulsion tech 10 was set to give 7/9/11 range; once i reached that the ranges on the map were messed up; stable, but messed up; some sort of overflow in the calculations i think; some short range available areas were set past the long range;
Anyway, i changed the long range from 11 to 10 and everything looks fine again; this change does not mess up the saved games, so was able to continue with my game.
So i guess range 10 is the maximum allowable.
Anyway, i changed the long range from 11 to 10 and everything looks fine again; this change does not mess up the saved games, so was able to continue with my game.
So i guess range 10 is the maximum allowable.
- thunderchero
- Site Administrator aka Fleet Admiral
- Posts: 7849
- Joined: Fri Apr 25, 2008 2:00 am
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Re: Can the propulsion tech range bonus be modified?
never tried so it might be but no idea why it would be limitedadi wrote:So i guess range 10 is the maximum allowable.
but tbh, even UCW with 25 techs map range of 9 was max I used.
some time I think you just want to make things too easy
thunderchero
Re: Can the propulsion tech range bonus be modified?
Leftover from when i wanted shipyards only on dilithium systems; removing the dilithium request for the shipyards was easy but the range is a 5*11*3 table; anyway 10 fixed my issue.
you should see my ship listthunderchero wrote: some time I think you just want to make things too easy
thunderchero