Search found 14 matches
- Wed Oct 28, 2015 2:13 am
- Forum: Game Installation, Technical Support, & Tutorials
- Topic: Linux problems/solutions please post them here
- Replies: 42
- Views: 25393
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...
- Sun Jul 26, 2015 5:25 am
- Forum: General Modding Information/Questions
- Topic: Ship scan range issue (mod related)
- Replies: 3
- Views: 2667
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...
- Sat Jul 18, 2015 4:20 am
- Forum: General Modding Information/Questions
- Topic: Ship scan range issue (mod related)
- Replies: 3
- Views: 2667
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.
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.
- Fri Jul 17, 2015 8:16 am
- Forum: General Modding Information/Questions
- Topic: Ship scan range issue (mod related)
- Replies: 3
- Views: 2667
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...
- Fri Jul 17, 2015 5:09 am
- Forum: Adding a New Planet-Type (workaround)
- Topic: Adding a New Planet-Type (workaround)
- Replies: 5
- Views: 6248
Re: Adding a New Planet-Type (workaround)
This is great and I am pretty sure it will find its way into mans mods.
- Fri Jul 17, 2015 4:51 am
- Forum: General Modding Information/Questions
- Topic: Intel
- Replies: 3
- Views: 2763
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...
- Sat Jul 11, 2015 5:42 am
- Forum: General Modding Information/Questions
- Topic: Intel
- Replies: 3
- Views: 2763
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...
- Thu Jun 25, 2015 3:25 am
- Forum: General Chat
- Topic: turn changes in botf
- Replies: 5
- Views: 3094
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...
- Sat Jun 13, 2015 4:55 am
- Forum: General Modding Information/Questions
- Topic: Ideas for Borg planetary assault effects
- Replies: 2
- Views: 2427
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 opt...
- Thu Jun 11, 2015 1:07 pm
- Forum: General Modding Information/Questions
- Topic: Ideas for Borg planetary assault effects
- Replies: 2
- Views: 2427
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...
- Wed Jun 03, 2015 12:46 am
- Forum: General Modding Information/Questions
- Topic: shiplist.sst info needed
- Replies: 44
- Views: 9618
Re: shiplist.sst info needed
Since the min plasma range is missing maybe +0xC8 is min range for plasma weapon?
- Tue Jun 02, 2015 12:49 am
- Forum: General Modding Information/Questions
- Topic: modding transporter ship id
- Replies: 2
- Views: 2309
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 ...
- Mon Jun 01, 2015 2:37 pm
- Forum: General Modding Information/Questions
- Topic: Terraforming
- Replies: 4
- Views: 2902
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
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
- Mon Jun 01, 2015 2:32 pm
- Forum: General Modding Information/Questions
- Topic: modding transporter ship id
- Replies: 2
- Views: 2309
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 ...