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by Tethys
Wed Nov 05, 2014 12:00 pm
Forum: Support Archive
Topic: Windows 7 problems/solutions please post them here
Replies: 419
Views: 92685

Re: Windows 7 problems/solutions please post them here

It does, however sound like you still have 3D= set to something other than SOFTWARE (caps DO matter, if all lowercase it will revert back to 3D=DIRECT3D or 3D=3DFX).. I did encounter this problem as well with Vanilla and modded versions of BotF. Good luck. Edit: Also if you are using any mod, the st...
by Tethys
Wed Nov 05, 2014 11:58 am
Forum: Support Archive
Topic: Windows 7 problems/solutions please post them here
Replies: 419
Views: 92685

Re: Windows 7 problems/solutions please post them here

I dont think morphological filtering is going to bring back that cursor. Try compatibility mode with Windows 98 through XP, but I also doubt that is going to work either. Personally I think the issue will go away on its own because BotF is weird. You can also give MPR++ a try, alot of people's issue...
by Tethys
Thu Oct 23, 2014 9:17 am
Forum: General Modding Information/Questions
Topic: Multiple shipyards
Replies: 6
Views: 1718

Re: Multiple shipyards

No, my idea is to have a base level shipyard for Cardassians, to be buildable only in Dilithium systems... then, around the time of the Dominion war, I need a 2nd shipyard for the Cardassians (Dominion Shipyard) which will also build ships (maybe an upgrade for Shipyard 1?), but I would set this shi...
by Tethys
Thu Oct 23, 2014 6:54 am
Forum: General Modding Information/Questions
Topic: Multiple shipyards
Replies: 6
Views: 1718

Re: Multiple shipyards

Ok, so what I am trying to do now is to have the Cardassian empire read off of 2 different ship ID's (my previous attempts failed). What I did is: at 0x39a6c (the following code is 78 bytes long in dec) B4 A6 43 00 (new) Minor shipyard ID offset (Replaces 00 00 00 00) 96 A6 43 00 Cardassian ID offse...
by Tethys
Thu Oct 23, 2014 2:30 am
Forum: General Modding Information/Questions
Topic: Multiple shipyards
Replies: 6
Views: 1718

Re: Multiple shipyards

From my limited knowledge, I somehow have to write mov ax (16 bit value) retn mov ax (16 bit value) retn or mov ax (16 bit buildlist value) mov ax (16 bit buildlist value) retn Edit: It appears 16 bit registers are not going to work here, I may have to use 8 bit registers. Assuming the drawback to b...
by Tethys
Thu Oct 23, 2014 12:55 am
Forum: General Modding Information/Questions
Topic: Multiple shipyards
Replies: 6
Views: 1718

Re: Multiple shipyards

I found the shipyard ID's at ASM 43A696, but not sure if I can change them manually, or make the code handle multiple values. I see there is a little room after the shipyard value, but not real sure on what to use to read 2 values. Maybe if I look at the scanner code it could give me some idea..
by Tethys
Wed Oct 22, 2014 11:49 pm
Forum: General Modding Information/Questions
Topic: Multiple shipyards
Replies: 6
Views: 1718

Multiple shipyards

Hi, I have been thinking about this for a while, and I was just wondering if there may be a way to allow multiple shipyard types buildable by races? For example, for an early tech game, to add strategy, early shipyards would only be buildable in systems with Dilithium, or with an M class planet... t...
by Tethys
Wed Oct 22, 2014 7:22 pm
Forum: maximum speed for ships
Topic: (Solved) Is 5 the maximum speed for ships?
Replies: 19
Views: 4578

Re: (Solved) Is 5 the maximum speed for ships?

Hmm, it appears that indeed 48 is changed to 90, not sure why this is the case, but I will change it back.. I do know that with it changed to 90, the values on the tech screen for ship ranges show properly. I will test after i change it back to 48. Edit: Works fine with 48. Not sure why it was 90, I...
by Tethys
Wed Oct 22, 2014 6:01 pm
Forum: maximum speed for ships
Topic: (Solved) Is 5 the maximum speed for ships?
Replies: 19
Views: 4578

Re: (Solved) Is 5 the maximum speed for ships?

No, they are still using independent values. I used Option A , reason being I need them to be empire specific ranges. Im changing the Romulans and Klingons because they cloak and therefore should have a shorter range overall, and the Federation being the explorers they are, get a longer overall range.
by Tethys
Wed Oct 22, 2014 1:08 am
Forum: maximum speed for ships
Topic: (Solved) Is 5 the maximum speed for ships?
Replies: 19
Views: 4578

Re: (Solved) Is 5 the maximum speed for ships?

I had a chance to test the 00 00 00 00 00 00 24 40 value, I changed it to 2E 40 (15) and no effect on bonus level ranges. Im going to look elsewhere and see if I can turn up something... If I had to guess I'd say its related to taskforce range, possibly 10 being the maximum number of map range (I di...
by Tethys
Mon Oct 20, 2014 2:42 am
Forum: General Modding Information/Questions
Topic: Disable cloak within Nebula
Replies: 5
Views: 2635

Re: Disable cloak within Nebula

Ive been wondering about this, if anyone has any information as to where the cloaking checks would be I could give it a go. Very unfair advantage being able to cloak in a nebula, shields being down. I will take a look into some code tomorrow see if I can dig something up, if nobody post by then. I d...
by Tethys
Mon Oct 20, 2014 2:32 am
Forum: General Modding Information/Questions
Topic: will there ever ba a slow turns fix
Replies: 19
Views: 4786

Re: will there ever ba a slow turns fix

Does it have to be Vanilla? Can it be a GALM save? If so, I may have one... let me know if you need one still
by Tethys
Wed Oct 15, 2014 5:25 pm
Forum: Larger Taskforces Patch
Topic: Larger Taskforces Patch
Replies: 29
Views: 7703

Re: Larger Taskforces Patch

Also, adi, I believe this patch also PREVENTS the AI from forming fleets. So there would not be AI fleets, but only single ships flying around... I could see this having some effect on lag unfortunately... but I will still give it a try and test that theory.
by Tethys
Wed Oct 15, 2014 11:18 am
Forum: Larger Taskforces Patch
Topic: Larger Taskforces Patch
Replies: 29
Views: 7703

Re: Larger Taskforces Patch

Its a good thing we all know how to count by 9's, makes counting by 18's so much easier

18, 36, 54, 72, 90.. :D Thanks so much QD you are amazing :mrgreen:

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