Search found 303 matches

by Gowron
Mon Sep 20, 2010 6:01 am
Forum: Balance of Power Mod
Topic: \\\-- Balance of Power (v1.2c released)--///
Replies: 538
Views: 249849

Something else I've been meaning to mention for a long time now (I don't know why I keep forgetting): While the morale penalty from Forced Labor Farms works as it should, the same does not appear to be the case with the morale bonus from Private Farms. There's one (partial) exception to this rule -...
by Gowron
Sun Sep 12, 2010 8:53 am
Forum: Balance of Power Mod
Topic: \\\-- Balance of Power (v1.2c released)--///
Replies: 538
Views: 249849

Version 1.2c is now available for download :) This time, there are two major changes: new late-game ships and a new ship support model. Every empire can now build a special high-end ship easily identifiable by being the only ship to require a level 10 in Computers technology (which is the most expen...
by Gowron
Mon Aug 02, 2010 1:28 pm
Forum: Map Range
Topic: Map Range
Replies: 14
Views: 13586

gets its range information from Tech 11 positions. Subquestion: Is this the same for the other tech categories as well (weapons etc)? No, the respective subroutine only applies to propulsion tech levels and their effect on map range values. I am trying to find out if there is a way to change which ...
by Gowron
Sun Aug 01, 2010 12:02 pm
Forum: Ground Combat Calculation (success chance of invasion)
Topic: Ground Combat Calculation (success chance of invasion)
Replies: 6
Views: 10564

Ground Combat Calculation (success chance of invasion)

Here's how the game determines the success chance for invasion attempts: (1) Calculate the combined ground combat strengths of the attacking task force and multiply by the race-specific ground combat factor. Square the result. (2) Multiply the result of (1) by the empire-wide bonus factor of the att...
by Gowron
Sun Aug 01, 2010 10:50 am
Forum: Pop Growth, Terraforming Costs, Trade Goods, Pulsar Patterns
Topic: Pop Growth, Terraforming Costs, Trade Goods, Pulsar Patterns
Replies: 10
Views: 17258

Population growth (resp. starvation) is controlled by subroutine 443610. Here's the assembler code with comments from me. (note that pop growth uses the same formula as I proposed in section 1, but it's implemented in a VERY intricate way) AUTO:00443610 push ebx AUTO:00443611 push ecx AUTO:00443612 ...
by Gowron
Sun Aug 01, 2010 10:42 am
Forum: editing Savegames files
Topic: all about editing savegames
Replies: 58
Views: 37306

Some variables that crossed my way: [empsInfo] 0x010E to 0x010F empire-wide ground combat bonus in percent (from buildings like the Hall of Warriors) [systInfo] 0x006E resource level (0, 1, 2, 3, 4, 5, or 10) A value that is set by subroutine 4B7A50 using a random value and comparing it to several c...
by Gowron
Sun Aug 01, 2010 10:24 am
Forum: The Ground Combat Tech Level Multiplier
Topic: The Ground Combat Tech Level Multiplier
Replies: 7
Views: 8521

A small but important update.
(see the first posting)
by Gowron
Sat Jul 31, 2010 12:56 pm
Forum: Disabling Dilithium for Spacefaring Races
Topic: Disabling Dilithium for Spacefaring Races
Replies: 1
Views: 5458

Disabling Dilithium for Spacefaring Races

Although it's possible to control the Dilithium probability directly by the percentage value at position 0x17D9F4 in trek.exe, the home systems of major empires and spacefaring minors will always get Dilithium. In case you want to change that, here's the how-to: Major Empires Dilithium is automatica...
by Gowron
Sat Jul 31, 2010 12:37 pm
Forum: Initial Number of Orbitals for Minor Races
Topic: Initial Number of Orbitals for Minor Races
Replies: 0
Views: 4492

Initial Number of Orbitals for Minor Races

By default, minor races start off with one orbital battery per 50 population (rounded down). The divisor (i.e. the "50") is stored in trek.exe at position 0x50AE6 and can be modified to make minors start with more (or less) orbitals :) Assembler Code: :004516CD 8B842462010000 mov eax, dwor...
by Gowron
Fri Jul 30, 2010 1:08 pm
Forum: Planet Bonus Types
Topic: Planet Bonus Types
Replies: 4
Views: 6397

I found the corresponding subroutine (asm address 4FBB60) for the lexicon entries now, and it only checks for "0" or "1" and loads the lexicon entries for "Food" resp. "Energy". In any other case it displays "Unknown Bonus" (which is not a lexicon en...
by Gowron
Fri Jul 30, 2010 4:46 am
Forum: Planet Bonus Types
Topic: Planet Bonus Types
Replies: 4
Views: 6397

"E9" and "F6" are not exactly values, but parts of memory addresses. That's why changing them would most probably just crash the game. Actually the code at the two addresses makes the surrounding subroutine store a "0" (energy) or "1" (food) at a certain memor...
by Gowron
Tue Jul 27, 2010 5:13 pm
Forum: Order of Planets
Topic: Order of Planets
Replies: 1
Views: 4365

Order of Planets

The game always places volcanic planets next to the star and arctic planets/gas giants outwards. This behaviour is governed by subroutine 4B4380. Each planet type corresponts to a certain number: arctic = 0, barren = 1, desert = 2, gas giant = 3, jungle = 4, oceanic = 5, terran = 6, volcanic = 7. Th...
by Gowron
Tue Jul 27, 2010 4:46 pm
Forum: Galaxy Control Values
Topic: System Size Boundaries
Replies: 23
Views: 18800

I've just played a game with the change to min 3 systems as discribed above and it only had two plamets large Terran and large Jungle Maybe the system already exceeded the upper population limit? In this case the game would stop adding more planets, and the system might end up without its "spe...
by Gowron
Tue Jul 27, 2010 3:37 pm
Forum: Domination victory conditions & Borg invasion
Topic: Domination victory conditions
Replies: 5
Views: 10416

Re: Domination victory conditions

Multiplier for single domination: ds:579044 (default: 0.6) // i.e. at 0x 176E44 (8 bytes) Applied at 44E238 for the population check and at 44E47A for the systems count. Note: Possible inconsistencies of the system count (ds: 5A36BC ) regarding additional starting/adjacent systems or destruction of...
by Gowron
Sun Jul 18, 2010 4:39 pm
Forum: Scrapping Buildings (for money)
Topic: Scrapping Buildings
Replies: 9
Views: 8138

Yep, that's exactly the way to do it :) For 50% revenue, you could also use "D1 E8" instead of "C1 E8 01" (then you wouldn't have to worry about the function call), but I'd still prefer "C1 E8 01" because maybe you want to change it to, say, 25% later, and then it's eas...

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