Search found 100 matches

by DOT
Thu Sep 02, 2010 2:08 pm
Forum: Modding Information Archive
Topic: using 2 training facilities
Replies: 5
Views: 1793

@SCT: Normally I shy away from such things, but I guess, I can speak as the voice of all the users from this forum when I say: Welcome back & it's wonderful to see you around again!! @peter1981: Yes, I extended the building list a little. But as I wrote before the honor of discovering this strange b...
by DOT
Wed Sep 01, 2010 11:35 am
Forum: Modding Information Archive
Topic: using 2 training facilities
Replies: 5
Views: 1793

using 2 training facilities

Hello, when using more than one training facility there are some strange things going on (which imho counts as proof that the related subroutine was not programmed by a vulcan). - if only the first building is powered, training don't work (Gowron reported this with his BoP) - if the second building ...
by DOT
Wed Jul 21, 2010 4:05 am
Forum: Adding Buildings to edifice.bst
Topic: How to add buildings
Replies: 30
Views: 8318

@Peter1981: Yes, it did.
Guess that I messed up trek.exe in the process of adding more buildings after I had successfully added two buildings. Even bughunting with a hex editor by comparing working old and nonworking new files couldn't solve the problem.
by DOT
Tue Jul 20, 2010 6:17 am
Forum: Adding Buildings to edifice.bst
Topic: How to add buildings
Replies: 30
Views: 8318

Uh, I run at least once in the situation, where I didn't follow the letters with adding buildings and then I could do what I want it was not possible to get the files working correct again.
Had to use the backup files and start adding/editing from the beginning.
by DOT
Fri Jul 16, 2010 9:41 am
Forum: Adding Buildings to edifice.bst
Topic: How to add buildings
Replies: 30
Views: 8318

Uh, since I have only the german version on pc at the moment I have to translate the building names... science: - elite university - elite learning hall - elite laboratory - elite center for science - elite research laboratory (=> all once per system) energy - biogasconverter (jungle planet) - geoth...
by DOT
Fri Jul 16, 2010 8:12 am
Forum: Adding Buildings to edifice.bst
Topic: How to add buildings
Replies: 30
Views: 8318

Helllo Peter1981,

I added two new buildings and checked at round 209, if AI had build the new buildings, when criteria were meet.

It works wonderful! Thank you for your great work! :D
by DOT
Tue May 18, 2010 9:34 am
Forum: Base Morale on "Impossible"
Topic: Base Morale on "Impossible"
Replies: 10
Views: 5449

Some month ago, when mikar was thinking about a morale boost of 60 points for AI, I thought "Uh, this is way to much" but since I run some tests on big galaxy with 52 x 38? squares I am convinced that a +64 morale bonus on impossible is more suitable than "only +32". >>Edit: It was Thetis who had th...
by DOT
Tue May 18, 2010 4:19 am
Forum: Modding Information Archive
Topic: ASM-learning group - can't get my code to work right
Replies: 2
Views: 1130

The following are only interesting for DOT Indeed it is... :wink: Thank you very much! B.) Race specific starting EPs for empires (replaces klingon bonus) Code: trek.exe at 0x45768 replace: 80 7D 4C 03 75 10 90 90 90 90 90 C7 84 24 C0 02 00 00 5E 01 with: 0F B6 45 4C 3C 04 7F 0E 8D 34 85 XX XX XX X...
by DOT
Tue May 18, 2010 4:02 am
Forum: Base Morale on "Impossible"
Topic: Base Morale on "Impossible"
Replies: 10
Views: 5449

BTW: Morale bonus for AI seems to be applied only on home and the additional starting systems. New colonized AI systems are not affected by the morale bonus. :evil: That means that AI gains the morale boost only for starting systems (e.g. science). Since on very big maps first contact most likely oc...
by DOT
Mon Mar 08, 2010 5:39 am
Forum: Modding Information Archive
Topic: Upgrades - some ideas, your own Flagship in SP
Replies: 5
Views: 2477

I had tried to create different upgrades for same ship but it didn't work because the upgrade must be the ship above the "base ship". The second choise upgrade will not be threaded as an upgrade option.
Nethertheless I like this idea.

Flagship I will test in the near future... :-)
by DOT
Wed Mar 03, 2010 6:14 am
Forum: Colonies : population, farms, factories
Topic: extended production values for colony ships
Replies: 1
Views: 1993

extended production values for colony ships

last edited on 04.03.10 22:00 - added forgotten hex code This code extends the production value range of colony ships for terraforming and colonising. This mod is based on the instant terraforming bug fix postet by Spocks-cuddle-tribbles. The main goal is to increase the range of production value so...
by DOT
Tue Feb 23, 2010 5:23 am
Forum: General Chat Archive
Topic: Who do you play as and why?
Replies: 25
Views: 6194

I LOVE the romulans and I like to play the Klingons, and sometimes I choose the Cardassians BTW: as long as not otherwise noted, I refer to vanilla values Why I love the romulan empire: They are so wonderfull weak - especially their ships. Strip them off the cloaking ability and you have the weakest...
by DOT
Sat Feb 20, 2010 4:31 pm
Forum: BOTF Strategy Guide
Topic: Hijacked Starships
Replies: 12
Views: 7904

that depends on the advantage of the hijacked ship. for example the cardassian battle ships survive normally orbital fire better than romulan ships do, in such a case I keep the ship. on the other hand a cardassian destroyer don't really fit to the romulan cloakec destroyer fleets so I scrap them. C...
by DOT
Sat Feb 20, 2010 4:25 pm
Forum: General Chat Archive
Topic: XP error help. Pleeeeaaase
Replies: 4
Views: 1310

hello, to me it seems that you either use some other mouse settings which messes up BotF (like autmatic jump to default button) or you maybe had installed a special mouse driver shipped with your mouse? If you have the setup cd from XP maybe it is an option to install the mouse driver again, if noth...
by DOT
Thu Feb 18, 2010 4:56 am
Forum: BOTF Strategy Guide
Topic: Trade Help!
Replies: 5
Views: 2960

You need credits to maintenance your fleet. If you build too much ships, maintenance costs are getting higher than your empire income. If you run out of credits you cannot build anything until you are out of negative credits again. You can see on left upper empire info your aviable credits and turn ...

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