Ultimate Editor

Ultimate Editor; support/discussion/questions

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klingonfunfunfun
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Re: Ultimate Editor

Post by klingonfunfunfun »

BOTF_1.0.2_English_German_e
Is that Vanilla?

I'm able to edit ship stats without trouble, so install path must be correct.

I'm goinf to try and edit building stats with UE 0.7.0k.

Any other tips?
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thunderchero
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Re: Ultimate Editor

Post by thunderchero »

klingonfunfunfun wrote:BOTF_1.0.2_English_German_e
Is that Vanilla?
yes

and just be sure you are adjusting bonus for correct race.

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klingonfunfunfun
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Re: Ultimate Editor

Post by klingonfunfunfun »

hmmm
I'm not quite sure what's happened here.

I edit trek.exe, and changes are refelected in game.
But i modify stbotf.res, and nothing happens - even on the copy of the botf folder / game i was able to successfully change last night.
I close game, reopen stbotf.res and changes are there / saved.

1. Automatically change trek stbof path - both ticked
2. Load secondary files - ticked
3. Everything ese unticked

hmmm
Any ideas buddy?
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klingonfunfunfun
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Re: Ultimate Editor

Post by klingonfunfunfun »

Reinstalled BOTF, BOP, 1024, but didn't work.
...
However I got it now!

I made a copy of the [BOTF] folder, called it [BOTF Test], and edited [stbof.res] within [Test].
[trek.exe] appears to work fine from [Test], but it looks like [stbof.res] is read from the installation / original directory.

hmmm interesting.
This means i have to work on the orginal folder [BOTF], but will back it up first - rather than making a copy and working from that copy.

Thanks for your time buddy.

Take Care
:)
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thunderchero
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Re: Ultimate Editor

Post by thunderchero »

This statement here;
klingonfunfunfun wrote:But i modify stbotf.res, and nothing happens - even on the copy of the botf folder / game i was able to successfully change last night.
makes me think you have not installed BOTF properly.

So I must ask,

1. did you install from cd first? (this may cause install path problems)
2. why did you create a copy of the BOTF folder?

I know UE will correctly make the changes you are attempting, I suggest uninstalling mods then main multi and reinstalling after deleting the BOTF folder. (you will lose all changes) then delete the "Settings.ini" in your UE folder a new one will be created on next usage. You may need to check you registry to make sure it has no conflicting paths "HKEY_LOCAL_MACHINE\SOFTWARE\Microprose" and "HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\DirectPlay\Applications" for any BOTF or mod entries and remove them before reinstalling.

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klingonfunfunfun
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Re: Ultimate Editor

Post by klingonfunfunfun »

1. did you install from cd first? (this may cause install path problems)
2. why did you create a copy of the BOTF folder?

1. Yes, I installed from my botf CD first, then the botf patch.
I didn't intend to use any mods, but when i did, i just installed the multi-installer beside the existing botf.

2. Create a copy of BOTF to work from / with - modify the copy and not touch the original
Back up, in case of mistakes

But it's all good now.
I've uninstalled everything, reinstalled only the mod stuff, and it works fine.
Managed to create a new building for Ferengis to train their troops, and increased stats of starbases.

Only replying now becaue it's good manners.
Can't ignore your questions coz it's working now.

Thanks again buddy
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brianmcfa
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Re: Ultimate Editor

Post by brianmcfa »

I was just curious if anyone has tried to make an Angosian Prisoner transport work as a troop transport. I switched its type and it says it is starting to build outposts but stays at 0% complete. I tried invading with it and it wouldn't allow it. I tried assigning it with a regular troop transport with no effect. I haven't had a chance to really try much more with it but I was wondering if doing something like this would make it so a minor race can invade others they might be at war with or have any other effects. I can't seem to get it to work like a regular transport.
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Re: Ultimate Editor

Post by thunderchero »

brianmcfa wrote: but I was wondering if doing something like this would make it so a minor race can invade others they might be at war with or have any other effects. I can't seem to get it to work like a regular transport.
Yes it has been attempted, and no it will not work. There is no code for such minor activities.

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brianmcfa
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Re: Ultimate Editor

Post by brianmcfa »

So even after it's part of your fleet it still will never work that way?
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Re: Ultimate Editor

Post by thunderchero »

brianmcfa wrote:So even after it's part of your fleet it still will never work that way?
correct, if you have one of yours ship you might be able to use that command but that ship would not be active in invasion/ building of outpost or colonazation. Like I said before there is no code for minors ships to do that type of activity.

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Re: Ultimate Editor

Post by JeanLucPicard1 »

Hmmmm , I think that would be game breaker if you could have Pakleds overrunning the Federation at level 1 so they, "could be strong!"
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Re: Ultimate Editor

Post by Storko »

First of all, thanks for this wonderful tool that allows modding with ease. It’s great to have gems like this.

Now, onto my question. I am trying to create larger maps for some older mods (Flagship, UM4, vanilla) using UE and the “Large Map Generation” tutorial. I am using the map sizes in the tutorial (30x22, 40x30, & 52x39) and am most interested in irregular galaxies. My goal is to have a denser population of systems than those produced by following the maximums in tutorial, without causing other issues (like the placement or number of minor races, etc). I was wondering if the statement of “NOTE: on avg number of space objects if value is higher than used in chart above other changes would be needed” is still applicable or if the “other changes” are easily implemented? (I have noticed that in the large map versions of BOP and UDM3 the AVG NUM of SPACE OBJECTS values are quite larger that the limits specified in the tutorial.)
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thunderchero
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Re: Ultimate Editor

Post by thunderchero »

The value in tutorial are only a % value of vanilla.

to get what you are looking for read this post

viewtopic.php?f=9&t=587&p=17052&sid=c07 ... 4d2#p17052

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Storko
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Re: Ultimate Editor

Post by Storko »

Thanks for the help.
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adi
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Re: Ultimate Editor

Post by adi »

I tried to edit the Reman Warbird (romulan Scimitar) to the canon 52 beams and 27 torpedoes; and i wanted to balance that with a high build cost; but the editor will not take a cost higher than 65535. Is this the limit? 2 bytes for the cost? Can it be more?
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