Search found 14 matches

by Raider Echo3
Wed Oct 28, 2015 2:13 am
Forum: Game Installation, Technical Support, & Tutorials
Topic: Linux problems/solutions please post them here
Replies: 28
Views: 9964

Re: BotF on Linux

Hi to All, I am running BotF with Wine on Ubuntu for years. It's great, with a screen bigger than the resolution of BotF (most likely 800x600) everythings okay. Now I am running two Majors in Multiplayer. I've tried it with Wine, but stopped early with network setup. Two different sessions of Wine a...
by Raider Echo3
Sun Jul 26, 2015 5:25 am
Forum: General Modding Information/Questions
Topic: Ship scan range issue (mod related)
Replies: 3
Views: 1487

Re: Ship scan range issue (mod related)

Took a few days more before I made the check. The good thing: taking into account the little time I had for the checks the issue seems to be (save)game-related, not mod-related or botf-related. I could not repeat the issue with different versions or find an explanation for the two games where this h...
by Raider Echo3
Sat Jul 18, 2015 4:20 am
Forum: General Modding Information/Questions
Topic: Ship scan range issue (mod related)
Replies: 3
Views: 1487

Re: Ship scan range issue (mod related)

Hi Thunderchero,

what a shame. Should have doublechecked before posting.
Thanks for responce and checking. Next week I will check myself. I'm afraid that my mod had some issues (more).
I will report on monday or thuesday.
by Raider Echo3
Fri Jul 17, 2015 8:16 am
Forum: General Modding Information/Questions
Topic: Ship scan range issue (mod related)
Replies: 3
Views: 1487

Ship scan range issue (mod related)

Hello, don't know if someone reported the following issue before (couldn't find a posting): If a scout (eg. scan range 3) has lower scan range than a cruiser (eg. scan range 4) and these ships were grouped together, the group gets the scout scan range (eg. 3 , which results in an effective reduction...
by Raider Echo3
Fri Jul 17, 2015 5:09 am
Forum: Adding a New Planet-Type (workaround)
Topic: Adding a New Planet-Type (workaround)
Replies: 5
Views: 3628

Re: Adding a New Planet-Type (workaround)

This is great and I am pretty sure it will find its way into mans mods. ;)
by Raider Echo3
Fri Jul 17, 2015 4:51 am
Forum: General Modding Information/Questions
Topic: Intel
Replies: 3
Views: 1514

Re: Intel

Hello again, thanks for the replay. @thunderchero: thank you for information. It was like switching on the lights ;) Wondering how I could not find out myself. I had some days off from BoTF, but the last two nights I did some testing. First, I was unable to restore the old mod state with inner sec b...
by Raider Echo3
Sat Jul 11, 2015 5:42 am
Forum: General Modding Information/Questions
Topic: Intel
Replies: 3
Views: 1514

Intel

Hello, I am wondering about the Intel mechanism. For me it seems that there are some things now working as I had expected. What I had observed lately: - a modded building gave 10% security (once per system building, and I had 3 to 4 times more systems than any other empire). I run into Card and - oh...
by Raider Echo3
Thu Jun 25, 2015 3:25 am
Forum: General Chat
Topic: turn changes in botf
Replies: 5
Views: 1573

Re: turn changes in botf

This community has tried to grt the code many years ago. You can search the forum history for an admin/user named Jenny or similar from armadafleetcommand - as far as I remembered. They tried it real hard! In the end the coders were wandered away to unknown destinies (after all they had to earn mone...
by Raider Echo3
Sat Jun 13, 2015 4:55 am
Forum: General Modding Information/Questions
Topic: Ideas for Borg planetary assault effects
Replies: 2
Views: 1413

Re: early AI development

Hallo Flocke, I agree with you (and all other players) about the weak AI. Borgs attacking AI is only for "testing the overall effects", not really a serious game option. BTW: there is a peace of code around, which makes all starting systems fully terraformed. My impression is that this option has gr...
by Raider Echo3
Thu Jun 11, 2015 1:07 pm
Forum: General Modding Information/Questions
Topic: Ideas for Borg planetary assault effects
Replies: 2
Views: 1413

Ideas for Borg planetary assault effects

Hi to all, I played BotF for many years and either the Borgs were disabled or when they attack a system, this was turned to a barren world at all. Lately I've read the related topics and ask myself, what about de-terraforming? When the Borgs had killed all the population, the planet type and animati...
by Raider Echo3
Wed Jun 03, 2015 12:46 am
Forum: General Modding Information/Questions
Topic: shiplist.sst info needed
Replies: 5
Views: 2386

Re: shiplist.sst info needed

Since the min plasma range is missing maybe +0xC8 is min range for plasma weapon? ;)
by Raider Echo3
Tue Jun 02, 2015 12:49 am
Forum: General Modding Information/Questions
Topic: modding transporter ship id
Replies: 2
Views: 1335

Re: modding transporter ship id

Hi thunderchero, thanks for the quick response. I am using with colony ships some code changes already (Sct's tech related terraforming rate and fixed numbers of buildings), so production value is meaningless with colony ships. What I have in mind is to eliminate the ship class #9, which is related ...
by Raider Echo3
Mon Jun 01, 2015 2:37 pm
Forum: General Modding Information/Questions
Topic: Terraforming
Replies: 4
Views: 1461

Re: Terraforming

Hi,

at hex address 0x17D3C8 you can mod the terraforming factor.
With vanilla default value is 0.1 (hex code CDCC CC3D), by changing to 0000 003F you need 5 times to terraform any planet.

Newman
by Raider Echo3
Mon Jun 01, 2015 2:32 pm
Forum: General Modding Information/Questions
Topic: modding transporter ship id
Replies: 2
Views: 1335

modding transporter ship id

Hello to everyone around, lately I had the idea to eliminate the transporter id and give the abilities to either colony ships or cruisers. That would mean to do a lot of id replacing and I asked myself, if anybody had already a table of addresses for such an task. Or are the subroutines known where ...

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