Search found 712 matches

by Spocks-cuddly-tribble
Wed Aug 28, 2019 3:09 pm
Forum: General Modding Information/Questions
Topic: Ability to intercept
Replies: 2
Views: 222

Re: Ability to intercept

1. Is it possible to edit the intercept order so the ship will intercept ships even out of the territory? Not sure it will work, but you might try: sub_46A160 calculate_Intercept 0046A1B4 jz short no_sector_claim_ -> nop 0x695B4 -> 74 D1 -> 90 90 Is it possible to edit the intercept order so comman...
by Spocks-cuddly-tribble
Sun Aug 18, 2019 12:17 pm
Forum: General Chat
Topic: BotF All in One Question?
Replies: 8
Views: 508

Re: BotF All in One Question?

Hi guys, its the same crash log as mentioned in Morale overflow over 32767 bug (fix): https://www.armadafleetcommand.com/onscreen/botf/viewtopic.php?f=247&t=1287 twice issued: https://www.armadafleetcommand.com/onscreen/botf/viewtopic.php?f=172&t=3131 But I'm too long out of business to assist any f...
by Spocks-cuddly-tribble
Fri Mar 15, 2019 9:28 am
Forum: Trade Routes, Ship Regeneration, Neutron Stars, Black Holes
Topic: Trade Routes, Ship Regeneration, Neutron Stars, Black Holes
Replies: 17
Views: 7742

Re: Trade Routes, Ship Regeneration, Neutron Stars, Black Holes

Yeah, they implemented maybe half of the planed features, in the end only patching desperate workarounds for the worst messes. Here, it means the 'repair' order for task forces was not even implemented and AI repair handling is flawed to the point they had to strip all special features from repair c...
by Spocks-cuddly-tribble
Thu Mar 14, 2019 11:47 am
Forum: Trade Routes, Ship Regeneration, Neutron Stars, Black Holes
Topic: Trade Routes, Ship Regeneration, Neutron Stars, Black Holes
Replies: 17
Views: 7742

Re: Trade Routes, Ship Regeneration, Neutron Stars, Black Holes

First, station self-repair has nothing to do with ship repair. :idea: Second why not just setting the stations ship repair value equal to standard ship repair value? :wink: EDIT: Inserting additional code for starbase only check might be possible but is most likely unsupported by any volunteers at t...
by Spocks-cuddly-tribble
Tue Feb 26, 2019 9:01 am
Forum: Supremacy
Topic: Supremacy new release
Replies: 700
Views: 121034

Re: Supremacy new release

Your own systems rebelling and becoming independent, that's not going to be easy - I don't think the game supports systems having no owner. They do nothing in BotF (no pop-growth or building agenda) just the techlevels of the source empire get read for system defenses (even if gone). @ 2. each turn...
by Spocks-cuddly-tribble
Mon Feb 25, 2019 11:37 am
Forum: Supremacy
Topic: Supremacy new release
Replies: 700
Views: 121034

Re: Supremacy new release

What was the morale threashold for revolts in BotF? Are you sure you want to know? Rebellions are one of the worst mess ups in the logical game design of BotF with the main code being mistakenly part of the random events instead of the penalties for low morale. There is three codes with entirely di...
by Spocks-cuddly-tribble
Sun Feb 24, 2019 6:09 am
Forum: Monster planet attacks & Borg spawning
Topic: Monster planet attacks & Borg spawning
Replies: 9
Views: 5790

Re: Monster planet attacks & Borg spawning

Monsters getting stuck on the map(or even disappear) is a mod independent problem. 'Monster editing info' should hold a post on monster map movements, but options are very limited. You can change the crystal value (second on the switch table if by monster race ID i.e. crystal 25h). But this might re...
by Spocks-cuddly-tribble
Sun Jan 20, 2019 8:34 am
Forum: General Modding Information/Questions
Topic: Edit technology thresholds?
Replies: 2
Views: 257

Re: Edit technology thresholds?

I hate it to disagree with the master of the BotF-Universe but the minor races tech levels get simply read from racetech.tec (IIRC) for each evolution level. For advancement speed see 'Minor Race Advancement'.

Major race AI research also can be infuenced via a cheat, see 'AI & Difficulty Level'.
by Spocks-cuddly-tribble
Sun Jan 20, 2019 8:33 am
Forum: General Modding Information/Questions
Topic: Increase damage when ships attack a system?
Replies: 6
Views: 1261

Re: Increase damage when ships attack a system?

See: https://www.armadafleetcommand.com/onscreen/botf/viewtopic.php?f=214&p=40658#p40658 Pop Support, Ground Combat, Orbital Batteries, Credit Output -> Adjusting ship weapons bombing damage (SH, population & buildings) 467479 0FAF8424A8010000 IMUL EAX, [ESP+1A8] -> imul eax, x should work, with x (...
by Spocks-cuddly-tribble
Tue Jan 01, 2019 2:02 pm
Forum: Shipname Appendix Fix & Adding new name groups
Topic: Shipname Appendix Fix & Adding new name groups
Replies: 38
Views: 5982

Re: Shipname Appendix Fix & Adding new name groups

This UE file handling is far worse than expected. So I kindly recommend: 1.) Cleaning up this topic via deleting all post after my fix codes one page 1 i.e. beginning here: https://www.armadafleetcommand.com/onscreen/botf/viewtopic.php?f=212&t=1622#p47330 2.) Adding a warning that the corresponding ...
by Spocks-cuddly-tribble
Sun Dec 30, 2018 5:41 pm
Forum: Shipname Appendix Fix & Adding new name groups
Topic: Shipname Appendix Fix & Adding new name groups
Replies: 38
Views: 5982

Re: Shipname Appendix Fix & Adding new name groups

1.) If UE doesn't support adding more name groups, even apart of the 'one byte glitch', the whole thing seems kinda pointless. 2.) If you solve #1 via altering UEs java code then better revert the 'one byte glitch' as well than messing with the asm code. 3.) Possibility of asm-fixing depends on the ...
by Spocks-cuddly-tribble
Sat Dec 29, 2018 3:48 pm
Forum: Shipname Appendix Fix & Adding new name groups
Topic: Shipname Appendix Fix & Adding new name groups
Replies: 38
Views: 5982

Re: Shipname Appendix Fix & Adding new name groups

In theory the following two changes of the patch 'Adding new shipname groups - extending shipname.bin & shipname.dat' might work with the 'one byte per group in shipname.bin' change by DCER. at 0x74910 change 8B 16 83 C6 04 -> 0F B6 16 46 90 at 0x749C6 reset 0x13 bytes to 8B B3 F8 00 00 00 C1 E7 02 ...
by Spocks-cuddly-tribble
Thu Dec 27, 2018 11:07 am
Forum: Shipname Appendix Fix & Adding new name groups
Topic: Shipname Appendix Fix & Adding new name groups
Replies: 38
Views: 5982

Re: Shipname Appendix Fix & Adding new name groups

I'm afraid I can't provide much help on the subject. The code was tested with manually edited shipname.bin [edit: and shiplist.sst] (manually added via winrar resp. older winzip). https://www.armadafleetcommand.com/onscreen/botf/viewtopic.php?f=286&t=1001&start=30#p31799 Problem is that manually edi...
by Spocks-cuddly-tribble
Mon Dec 24, 2018 2:53 pm
Forum: Fixes Compilation (GalaxyII 640points beam, enraged antedeans, german taskforce/inhabitant descriptions)
Topic: Summary / Systems -> "X Turn(s)" fix (+1 if exact amount)
Replies: 0
Views: 301

Summary / Systems -> "X Turn(s)" fix (+1 if exact amount)

Here comes a small bug-fix for christmas. Not worth mentioning, but i thought a small contribution is better than no contribution at all. :smile: Summary / Systems -> "X Turn(s)" fix (+1 if exact amount) at 0x40D72 8D 78 01 83 FF 01 76 25 -> 85 D2 74 01 40 89 C7 90 at 0x40E59 8D 78 01 83 FF 01 0F 86...
by Spocks-cuddly-tribble
Sun Sep 30, 2018 11:26 am
Forum: Intel (mechanisms and bugfixes)
Topic: Intel
Replies: 11
Views: 6948

Re: Intel

1.) Departments cannot be chosen directly, but just by random choice. The buttons just affect the odds i.e. the currently selected button doesn't affect the bonus, only the selected random result matters i.e. the department. 2.) Attack threshold is based on intel.bin (stbof.res) see links, espionage...

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