Search found 692 matches

by Spocks-cuddly-tribble
Wed Apr 25, 2018 9:56 am
Forum: General Chat
Topic: Thank you for ten incredible years
Replies: 5
Views: 306

Thank you for ten incredible years

I feel after ten years it's time for a big thanks to this amazing community, especially thunderchero, for taking over the matters as main admin after the demise of the old forums on Apr 25, 2008. When logging in, from time to time one can see many of the long time members still popping in(albeit mos...
by Spocks-cuddly-tribble
Mon Apr 16, 2018 9:36 am
Forum: Commands in tactical combat
Topic: Commands in Tactical Combat
Replies: 18
Views: 6217

Re: Commands in Tactical Combat

I have been looking for the location for commands for each combat group. I know I am just missing it or blind Problem is there are different switch modes in different processing depths. Special cases: - vs. monster, station, minor ships, 3+ way battles (with allies?) - non-combat group - special ch...
by Spocks-cuddly-tribble
Thu Apr 12, 2018 8:48 am
Forum: Commands in tactical combat
Topic: Commands in Tactical Combat
Replies: 18
Views: 6217

Forcing AI to ram instead of retreat?

Let's go deeper. In sub_478370 we find some nice retreat orders: AUTO:00478482 mov dword ptr [ecx+1FCh], 0Ah // non-combat unarmed AUTO:00478563 mov dword ptr [ecx+1FCh], 0Ah // non-combat armed AUTO:004785C8 mov dword ptr [ecx+1FCh], 0Ah // warships Fun fact is that the codes here can only switch b...
by Spocks-cuddly-tribble
Wed Apr 11, 2018 3:35 pm
Forum: Commands in tactical combat
Topic: Commands in Tactical Combat
Replies: 18
Views: 6217

Combat: Groups, Commands & AI

Ahead of the 10 years anniversary of the restored AFC-page, at 2018-04-25, some funny facts about tactical combat. :smile: Datafield ds: 5905A0 sets the combat groups, ships belong to, with the ship function (0 scout, 1 destroyer...) used as index value. Group IDs are: 0 - fast attack 1 - long range...
by Spocks-cuddly-tribble
Sat Feb 10, 2018 9:11 pm
Forum: Colonies : population, farms, factories
Topic: Colonies: population, farms, factories
Replies: 23
Views: 7776

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: 38
Views: 2351

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: 38
Views: 2351

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: 38
Views: 2351

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: 417

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: 1019

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: 1019

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: 8683

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: 1019

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: 1068

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: 7629

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/...

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