Search found 18 matches

by redhat1968
Wed Mar 07, 2018 9:50 pm
Forum: Supremacy
Topic: Upgrade Stations
Replies: 6
Views: 634

Re: Upgrade Stations

Thanks Iceman for all your hard work. You too Martok. I would vote for option #2
by redhat1968
Fri Mar 02, 2018 12:48 am
Forum: Supremacy
Topic: SupremacyTest_20180205
Replies: 6
Views: 747

SupremacyTest_20180205

Server stack trace: at Supremacy.Game.GameEngine.DoProduction(GameContext game) in C:\Projects\Supremacy VS2017\Mainline\SupremacyCore\Game\GameEngine.cs:line 1849 at Supremacy.Game.GameEngine.DoTurn(GameContext game) in C:\Projects\Supremacy VS2017\Mainline\SupremacyCore\Game\GameEngine.cs:line 272...
by redhat1968
Thu Mar 01, 2018 11:05 pm
Forum: Supremacy
Topic: Upgrade Ships
Replies: 7
Views: 603

Re: Upgrade Ships

Thanks for the quick reply, Iceman. I definetly think it should be option number 2. Think of TOS NCC 1701 going to a dock right before The Motion Picture. I think if you could implement a reduced ship building resource cost to upgrade, say 50% of the energy, duranium, dilithium, and time would seem ...
by redhat1968
Wed Feb 28, 2018 10:10 pm
Forum: Supremacy
Topic: Upgrade Ships
Replies: 7
Views: 603

Upgrade Ships

Thanks for all your hard work on Supremacy. I was a frustrated old BOTF player back in 2000 and the second version plays so much better not to mention all the new additions. I searched the forum but could not find anything about upgrading ships once the research prerequesites roll through. Is this s...
by redhat1968
Tue Jul 28, 2015 11:10 pm
Forum: MPR++
Topic: MPR++ v0.2.6c open for alpha testing
Replies: 1725
Views: 139883

Re: MPR++ v0.2.6c open for alpha testing

May I have the links please? Thanks.
by redhat1968
Thu Aug 02, 2012 6:57 pm
Forum: AI Fleet Buildup (basics)
Topic: AI Fleet Buildup
Replies: 5
Views: 4401

Re: AI Fleet Buildup

Is there a way to make the AI build less ships? While playing as the Feds, I was on level 3 and had maxed out ship production from my 4 dilithium mines and put up 3 cruisers along with several scouts and detroyers each up against 18 Galor class cruisers. The result is not even close. That was just o...
by redhat1968
Fri Aug 20, 2010 10:38 am
Forum: Modding Information Archive
Topic: AI Technology
Replies: 6
Views: 1995

Fastest way would probably be to increase the advancement delay factor at position 0x177338 in trek.exe. (position 579538 in assembler) https://www.armadafleetcommand.com/onscreen/botf/viewtopic.php?name=Forums&file=viewtopic&p=12145#12145 The default value is 55 55 55 55 55 55 D5 3F (that's 1/3) C...
by redhat1968
Sat Jul 24, 2010 12:17 pm
Forum: Minor Race Advancement
Topic: Minor Race Advancement Project (old)
Replies: 35
Views: 3610

Minor Orbital Batteries

I have been doing some testing based on Flocke's Orbital Battery sub routine analysis from a year or so back. If you place nops at both the regular sub routine call and the loop call, AI minors still build OBs up to the population requirements. Instead of 84 OBs on turn 22, it has 2 and on turn 222,...
by redhat1968
Wed Jul 21, 2010 1:58 pm
Forum: Modding Information Archive
Topic: HELP! -- anyone know how planets are selected at start up???
Replies: 17
Views: 2910

Mercury

I would like change Mercury to a Class D Barren (Old Class J) because it definitely fits the description of a Class D planet in Memory Alpha. But when I do this in UE under >Galaxy>Planets, it moves Mercury to the second planet after Venus following a restart of the game. Is there anyway to override...
by redhat1968
Wed Jul 21, 2010 1:32 pm
Forum: Modding Information Archive
Topic: HELP! -- anyone know how planets are selected at start up???
Replies: 17
Views: 2910

Planet Names

I Found the Planetary Classification descriptions at the following locations: x17d790 x17dac8 The code contains descriptions in the following order: Arctic, Barren, Desert, Gas Giant, Jungle, Oceanic, Terran, Volcanic I also found code without capitals at these other locations: x17dbd8 x17dcac It do...
by redhat1968
Wed Jul 21, 2010 10:40 am
Forum: Modding Information Archive
Topic: HELP! -- anyone know how planets are selected at start up???
Replies: 17
Views: 2910

Thanks Peter and Tethys

I appreciate your help!
by redhat1968
Tue Jul 20, 2010 12:39 pm
Forum: Modding Information Archive
Topic: HELP! -- anyone know how planets are selected at start up???
Replies: 17
Views: 2910

Planet Clasifications

If I am correct, besides the Gas Giants, the other changes necessary are: According to Star Trek Memory Alpha http://memory-alpha.org/wiki/Planetary_classification Class J Barren to Class D, "a small, rock-based body, such as an asteroid, moon or other barren, cratered planetoid with little or no at...
by redhat1968
Wed Jun 23, 2010 11:31 am
Forum: Modding Information Archive
Topic: AI Technology
Replies: 6
Views: 1995

Thanks for the help, but still need help with Oribital Bats

Based on Gowron's link and DCER and Flocke's posts, I was able to Hex Edit some of the values to successfully limit the AI's Growth. However, Orbital Batteries are still a problem. I did some testing by giving my Tech 1 Scout and Transport ships Long Range and 3 Speed and a cost of 1. I then built 9...
by redhat1968
Sat Jun 19, 2010 11:21 am
Forum: Modding Information Archive
Topic: AI Technology
Replies: 6
Views: 1995

AI Technology

I understand that the AI advances in leaps and bounds, but what I came across is a little ridiculous. In my personal Mod, I have adjusted the effects of research down dramtically to better appreciate each ship starting with the NX class, then the Daedalus, then the Constitution, etc... However, as t...
by redhat1968
Wed Aug 20, 2008 8:36 am
Forum: Modding Information Archive
Topic: Attack System
Replies: 1
Views: 259

Attack System

My Klingon Battle Cruiser IIs will not perform an Attack System mission. It is not even offered as an option. The ship type is listed as a Cruiser. My Bird of Prey II and even my Battle Cruiser I will Attack Systems. What can I do in UE to fix this?

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