Ultimate Editor
Moderator: thunderchero
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- Ensign
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Re: Ultimate Editor
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?
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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- Site Administrator aka Fleet Admiral
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- Location: On a three month training mission, in command of the USS Valiant.
Re: Ultimate Editor
yesklingonfunfunfun wrote:BOTF_1.0.2_English_German_e
Is that Vanilla?
and just be sure you are adjusting bonus for correct race.
thunderchero
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- Ensign
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Re: Ultimate Editor
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?
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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- Ensign
- Posts: 42
- Joined: Fri Aug 03, 2012 12:32 pm
Re: Ultimate Editor
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
...
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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- Site Administrator aka Fleet Admiral
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Re: Ultimate Editor
This statement here;
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.
thunderchero
makes me think you have not installed BOTF properly.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.
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.
thunderchero
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- Ensign
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- Joined: Fri Aug 03, 2012 12:32 pm
Re: Ultimate Editor
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
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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- Lieutenant-Commander
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Re: Ultimate Editor
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
Yes it has been attempted, and no it will not work. There is no code for such minor activities.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.
thunderchero
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- Lieutenant-Commander
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Re: Ultimate Editor
So even after it's part of your fleet it still will never work that way?
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Re: Ultimate Editor
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.brianmcfa wrote:So even after it's part of your fleet it still will never work that way?
thunderchero
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- Commander
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Re: Ultimate Editor
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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- Cadet 3rd Year
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Re: Ultimate Editor
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.)
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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- Site Administrator aka Fleet Admiral
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Re: Ultimate Editor
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
thunderchero
to get what you are looking for read this post
viewtopic.php?f=9&t=587&p=17052&sid=c07 ... 4d2#p17052
thunderchero
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- Cadet 3rd Year
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Re: Ultimate Editor
Thanks for the help.
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- Commander
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Re: Ultimate Editor
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?