Good news!!

A new patch to help with Turn processing is available you can find patch and more info in this topic
testers needed for Turn processing patch

Search found 688 matches

by Spocks-cuddly-tribble
Sat Feb 10, 2018 9:11 pm
Forum: Colonies : population, farms, factories
Topic: Colonies: population, farms, factories
Replies: 23
Views: 7241

Re: Colonies: population, farms, factories

I don't have BotF installed for hex-code, but this should work for Ollydbg: 00469AD4 8A42 28 MOV AL,BYTE PTR DS:[EDX+28] 00469AD7 BA 06000000 MOV EDX,6 // tech ID = all tech aka lowest 00469ADC E8 9F9BFEFF CALL 00453680 00469AE1 48 DEC EAX 00469AE2 D1E8 SHR EAX,1 // tech level /2 rounded down 00469A...
by Spocks-cuddly-tribble
Thu Feb 01, 2018 9:24 pm
Forum: General Chat
Topic: New Mirror Universe mod?
Replies: 30
Views: 794

Re: New Mirror Universe mod?

In a nut shell what I was hoping for is, when it checks for any main structure upgrade, if available to change current structure id to upgrade structure id. I have been looking at these sub-sections 488B2C and 43E950 but I have not really found much myself This would allow me to adjust main structu...
by Spocks-cuddly-tribble
Tue Jan 30, 2018 12:13 pm
Forum: General Chat
Topic: New Mirror Universe mod?
Replies: 30
Views: 794

Re: New Mirror Universe mod?

More examples for buildings (focus on the by default unused bonuses): - Magma Converter [volcanic planet] +% Industry (local) or +Industry (local static bonus), since volcanic already has default bonus +%energy - Magnetosphere Dynamo [Gas Giant] +% energy (local) - Denunciation Agency (Agony Booths)...
by Spocks-cuddly-tribble
Sat Jan 27, 2018 10:48 am
Forum: General Chat
Topic: New Mirror Universe mod?
Replies: 30
Views: 794

Re: New Mirror Universe mod?

Here is the Federation AI special code for not attacking & liberating Minor Races. So you could switch the feature to empire ID 2 ferengi or disable via ID 5+. federation prefer to attack subjugated systems? 40E958 cmp cx, 1 // 0xDD6E federation don't invade free minors 40EA8E cmp word ptr [ebx+8], ...
by Spocks-cuddly-tribble
Fri Nov 17, 2017 6:41 pm
Forum: Upgrading buildings bug (fix) above 65535 credits
Topic: Energy output bugs
Replies: 8
Views: 270

Re: Energy output bugs

First game bug ... Newly-built structures are unpowered if the exact amount of needed Energy is available. You might try this: :wink: 445EE0 jge -> jg // at 0x452E0 change 7D to 7F 4460AE jge -> jg // at 0x454AF change 8D to 8F (for multiple buildings i.e. OBs) Fixing your second bug is too intrica...
by Spocks-cuddly-tribble
Sun Jul 03, 2016 10:07 am
Forum: General Chat
Topic: "Automatic" Build function test
Replies: 4
Views: 827

Re: "Automatic" Build function test

It's even more intricate. After the upper numbers are reached, and there are no more upgrades available, the below multipliers apply: - Industry - 0.7 (shipyard) AUTO:0042E5F8 mov edi, 66666666h AUTO:0042E5FD mov ebp, 3FE66666h 0.3 (no shipyard) AUTO:0042E6D8 mov ecx, 33333333h AUTO:0042E6DD mov esi...
by Spocks-cuddly-tribble
Mon Jun 27, 2016 10:49 am
Forum: General Chat
Topic: "Automatic" Build function test
Replies: 4
Views: 827

Re: "Automatic" Build function test

Note that - sub_42EE40 is shared with the AI, so all changes might affect AI system building behavior - the whole code is implemented in a VERY intricate way e.g. energy and especially food code is loaded at least five times (i.e. skipping energy for player systems has to be done at least five times...
by Spocks-cuddly-tribble
Sun Jun 26, 2016 3:45 pm
Forum: Monster Editing Info
Topic: Monster Editing Info
Replies: 18
Views: 7968

Re: Monster Editing Info

Warning -> Tactical Combat - Option to switch Crystal Entity & Planet Killer from 'Hold' to 'Charge' -> will cause a crash vs. cloaked fleets!
by Spocks-cuddly-tribble
Sun Jun 26, 2016 3:37 pm
Forum: General Chat
Topic: "Automatic" Build function test
Replies: 4
Views: 827

Re: "Automatic" Build function test

My question is how it decides how many of each type to build? it looks to be based on max pop Food & Energy just check the system's consumption, other are based on population and shipyards. Trek.exe multipliers: - Food - ensure the system's current Food consumption * 1.25 DGROUP:0057896C dq 1.25 - ...
by Spocks-cuddly-tribble
Mon May 30, 2016 10:50 am
Forum: General Chat
Topic: Credit payment increase
Replies: 5
Views: 874

Re: Credit payment increase

by Spocks-cuddly-tribble
Mon May 30, 2016 10:47 am
Forum: Stealth and Cloak
Topic: Stealth and Cloak
Replies: 13
Views: 7206

Re: Stealth and Cloak

I was not aware of agility loss in black holes :grin: Well, it's about black hole sectors, 'in' the black hole you might lose even more agility... :wink: Btw, here is the table of likelihood for ship destruction by black hole when map speed lower than 2: https://www.armadafleetcommand.com/onscreen/...
by Spocks-cuddly-tribble
Mon May 30, 2016 10:38 am
Forum: Error Correction Mod
Topic: Error Correction Mod 4.0 released 5-20-16
Replies: 18
Views: 3287

Re: Error Correction Mod 4.0 released 5-20-16

are there any attempts to "fix" the auto-build feature in BOTF? cause, on the big star maps, it's a pain to look for all the little colonies. so, this would also a nice "fix" or feature. at the time, the auto-build feature in BOTF is nearly useless, and that's very bad. Coding-wise, there is no rea...
by Spocks-cuddly-tribble
Sat May 28, 2016 11:17 am
Forum: Stealth and Cloak
Topic: Stealth and Cloak
Replies: 13
Views: 7206

Disable Cloak within Nebula (Fix?)

A belated solution to a reasonable request by Tethis: https://www.armadafleetcommand.com/onscreen/botf/viewtopic.php?t=2775 trek.exe at 0x73CC7 change 0x21 bytes to D8 E8 D3 42 0B 00 85 C0 74 13 33 D2 89 50 04 89 53 38 80 A3 0C 02 00 00 FE 80 60 68 FD 8B C3 EB 11 -asm-- 004748C6 8BD8 MOV EBX, EAX 00...
by Spocks-cuddly-tribble
Mon May 16, 2016 8:23 am
Forum: Random Events
Topic: Random Events
Replies: 30
Views: 8741

"Artifacts" Display fix for Special Systems

Drone and special systems were supposed to have "Artifacts" (loc_4FD30F). Should be displayed when moving mouse to terraformed planet instead of "terraform done/required" 0xFC732 change E4 -> B6 4FD331 ^E9 B6FDFFFF JMP 4FD0EC So determining special systems becomes a bit easier when using 'New System...
by Spocks-cuddly-tribble
Sun May 08, 2016 3:03 pm
Forum: Monster planet attacks & Borg spawning
Topic: Monster planet attacks & Borg spawning
Replies: 6
Views: 4435

Borg Attack Message fix for Uninhabited Systems

Code: Select all

trek.exe at 0x4E897 change 0xA bytes to 83 7D 40 00 0F 8E B5 00 00 00

-asm--
0044F497   837D 40 00      CMP DWORD [EBP+40],0
0044F49B   0F8E B5000000   JLE 44F556

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