Search found 812 matches

by Spocks-cuddly-tribble
Tue Aug 18, 2020 9:27 am
Forum: General Modding Information/Questions
Topic: Is it possible to reduce the speed of monsters?
Replies: 3
Views: 220

Re: Is it possible to reduce the speed of monsters?

Of course you can lower the random divisor of monster map programs 2-4 (default 10) to 3. But this will only work the way you want, for tightly star-packed galaxies with no separate areas e.g. very clear spiral galaxies.
by Spocks-cuddly-tribble
Tue Aug 18, 2020 9:26 am
Forum: BOTF Strategy Guide
Topic: Clear explanation of ground combat please.
Replies: 4
Views: 612

Re: Clear explanation of ground combat please.

The first link in Gowron's post is broken due to a forum update. These topics used to be one but somehow got separated and some links got messed up: https://www.armadafleetcommand.com/onscreen/botf/viewforum.php?f=155 The right post with the missing data you need is this: https://www.armadafleetcomm...
by Spocks-cuddly-tribble
Fri Aug 14, 2020 4:41 pm
Forum: General Modding Information/Questions
Topic: system location in build screen?
Replies: 3
Views: 209

Re: system location in build screen?

Unfortunately, I can't see any prepared functions you could use for this. You have to write your own code with the help of a GUI/string guy like QD/DCER. Subs you can use for reference or call: sub_446CB0 CoordinatesStarIdEaxToAdrEsi sub_4B6B00 Literal_mod 2 by DCER (the first from your link is just...
by Spocks-cuddly-tribble
Fri Aug 14, 2020 8:22 am
Forum: General Modding Information/Questions
Topic: Is it possible to reduce the speed of monsters?
Replies: 3
Views: 220

Re: Is it possible to reduce the speed of monsters?

There is no simple way of achieving this because monsters don't have map speeds and map range: https://www.armadafleetcommand.com/onscreen/botf/viewtopic.php?f=231&t=319#p34119 Using monster map-program 1 will force a max speed of 1 (AFAIK) and random movement, but I presume that's not what you are ...
by Spocks-cuddly-tribble
Fri Aug 14, 2020 8:20 am
Forum: BOTF Strategy Guide
Topic: Clear explanation of ground combat please.
Replies: 4
Views: 612

Re: Clear explanation of ground combat please.

It's a quite intricate RNG implementation elaborated here: https://www.armadafleetcommand.com/onscreen/botf/viewtopic.php?f=156&t=1632#p22232 Based on this you have to calculate your success chance each time (e.g. final result 2:1 = 80%). One problem being to poor RNG engine in BotF. If you get a ba...
by Spocks-cuddly-tribble
Mon Aug 03, 2020 2:09 pm
Forum: Ultimate Mod
Topic: Ultimate Mod 5 v2.5 1024 (Updated 15/2/16)
Replies: 336
Views: 121715

Re: Ultimate Mod 5 v2.5 1024 (Updated 15/2/16)

Adjusting ship weapons bombing damage vs. SH, population & buildings: https://www.armadafleetcommand.com/onscreen/botf/viewtopic.php?f=155&t=56#p17963 467479 0FAF8424A8010000 IMUL EAX, [ESP+1A8] -> shr eax, x = ship bombing damage /2^x 0x66879 (0FAF8424A8010000) -> C1 E8 0X 90 90 90 90 90 You also m...
by Spocks-cuddly-tribble
Fri Jul 17, 2020 6:32 pm
Forum: BOTF Strategy Guide
Topic: Info About Stellar Objects
Replies: 4
Views: 646

Re: Info About Stellar Objects

No need of coding skills but simple deductive logic and basic maths. All your above assumpions are right. Just look a bit closer -> center letter is the pulsar sector. More elaborations on map objects: http://flocke.bplaced.net/botfwiki/index.php?title=Category:Map_Objects To explore some of the que...
by Spocks-cuddly-tribble
Fri Jul 17, 2020 11:49 am
Forum: BOTF Strategy Guide
Topic: Info About Stellar Objects
Replies: 4
Views: 646

Re: Info About Stellar Objects

Galaxy generation default star/anomaly ratio is 5/6: https://www.armadafleetcommand.com/onscreen/botf/viewtopic.php?f=109&t=11#p12 Probabilities for each anomaly and of wormhole connection ratio not yet analysed (afask). Note that during game development each sector could contain more than one stell...
by Spocks-cuddly-tribble
Sat Jun 13, 2020 2:15 pm
Forum: Minor Race Advancement
Topic: Minor Race Advancement
Replies: 29
Views: 23840

Re: Minor Race Advancement

I recall nothing from this project. From reading my quoted notes, this code still reads the minor races tech levels same way as vanilla and expects vanilla upgrades in edifice.bst. And it's just first part of a discontinued project. I strongly advise against using this code (the post should be delet...
by Spocks-cuddly-tribble
Sat Jun 13, 2020 3:47 am
Forum: Stealth and Cloak
Topic: Stealth and Cloak
Replies: 16
Views: 10919

Re: Stealth and Cloak

I anticipated the 'free cloak' issue when creating the patch (post updated with missing notes form my ida-notepad). Another option for cloaked ships using 'Cloak' instead of 'Evade' has been added (same movements as Evade but they should stay cloaked same as with 'Hold'). And it should be possible t...
by Spocks-cuddly-tribble
Wed Jun 10, 2020 7:28 pm
Forum: AI Task Modifiers
Topic: AI Project
Replies: 12
Views: 7426

AI Commands in Tactical Combat

Be warned, this topic is a bit confusing due to the order of processing (priority). Keep in mind the first met condition sets the command. Hail Retreat Retreat Hail Retreat Ram Retreat Main Commands Entire-Fleet Commands AI allies (affiliation/alliance) are forced to join Hail or Retreat of players ...
by Spocks-cuddly-tribble
Tue Jun 02, 2020 4:23 pm
Forum: General Modding Information/Questions
Topic: how can we get 30 minors every time "many" is selected?
Replies: 2
Views: 307

Re: how can we get 30 minors every time "many" is selected?

Sorry mate, lately I hardly read the forums due to running out of time before summer break. So I have to focus on posting & finishing some breakthroughs with AI commands. I will come back to MUM after this. Your problem here is a tough one due to the strange, and still partly unkown, mechanics of mi...
by Spocks-cuddly-tribble
Sun May 31, 2020 4:17 pm
Forum: General Modding Information/Questions
Topic: shiplist.sst info needed
Replies: 5
Views: 2487

shiplist.sst Beam Minimum 'Range?' Firing Arc in Degrees & Trek.exe Phaser Slots

During combat, a ship is designated as "unarmed" if its minimum beam range is equal to zero. https://www.armadafleetcommand.com/onscreen/botf/viewtopic.php?f=208&t=79#p596 Apart from this are we sure the 'beam minimum range?' at shiplist.sst +0xDC is actually used? Same question arises for shield p...
by Spocks-cuddly-tribble
Mon May 25, 2020 8:17 pm
Forum: Stealth and Cloak
Topic: Stealth and Cloak
Replies: 16
Views: 10919

Emergency evade during surprise attack

Here is how to change the enforced 'hold' into 'evade' when surprise-attacked by a fully cloaked fleet: 4721E1 mov dword ptr [ebx+1FCh], 0Dh ; set ship hold // 0x715E7 -> 07 'evade' 4721F0 mov dword ptr [ecx+54h], 0Dh ; set group Hold // 0x715F3 -> 07 'evade' 472213 or byte ptr [ebx+20Ch], 10h ; loc...
by Spocks-cuddly-tribble
Mon May 25, 2020 4:47 pm
Forum: General Chat
Topic: All in One full release available 7-10-2020
Replies: 12
Views: 1632

Re: All in One 2.0.0 beta 3 available for testing

I'd be interested in the fixed klingon buttons for ECM: :grin:

viewtopic.php?f=4&p=52413#p52316

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