Search found 1875 matches
- Fri Mar 29, 2024 11:23 am
- Forum: Supremacy
- Topic: salvage operations
- Replies: 2
- Views: 32
Re: salvage operations
Nice idea, but requires damage/destruction levels aka wreck status. I remember 'Dominion Wars' patched some variations of ship destruction in combat (some wrecks remained, blocked weapon fire and caused collision damage).
- Fri Mar 29, 2024 11:12 am
- Forum: Showcase Ships/Stations/3D-FX
- Topic: Galaxy class and variants
- Replies: 11
- Views: 156
Re: Galaxy class and variants
I still need to add phasers and convert The extra 'bridge-wings' pulse phasers or the extra phaser coves on top of the nacelles? Also the ugly extra wings on the bottom of the pylons are missing - perhaps for the better. I REALLY love it. The design details and variations of the 'turbo' phaser look...
- Thu Mar 28, 2024 10:53 am
- Forum: Showcase Ships/Stations/3D-FX
- Topic: Galaxy class and variants
- Replies: 11
- Views: 156
Re: Galaxy class and variants
What happened to ECM palettes? :shock: Yeah, in your pic it looks like a glitch. But, same as thunderchero, in my ECM install (2.0.3b 800x600) Galaxy, Galaxy-X, Nebula and Sovereign look good (like your vanilla -> you used the cosmetic texture patch for vanilla -> original is BOP/FMPM). I like the ...
- Wed Mar 27, 2024 2:42 pm
- Forum: General Modding Information/Questions
- Topic: some weird stuff....
- Replies: 0
- Views: 61
some weird stuff....
1.) I found just loading a saved game (started via command-line -n) re-triggers the -n behavior for new games: https://www.armadafleetcommand.com/onscreen/botf/viewtopic.php?p=30244#p30244 The starting seed was edited in stbof.ini and saved games of the same galaxy for all 5 player empires generated...
- Wed Mar 27, 2024 1:46 pm
- Forum: General Chat
- Topic: Star Trek: Infinite - BOTF successor? Possible
- Replies: 46
- Views: 4928
- Wed Mar 27, 2024 1:37 pm
- Forum: BOTF Strategy Guide
- Topic: Dilithium
- Replies: 4
- Views: 112
Re: Dilithium
So it's used for ship BUILDING only? Sadly an unfinished feature supposed for ship specific dilithium costs, global and local dilithium pools, a starting pool value & income and diplomatic trading options. But this would be way too much work. There's no limit to the size of my fleet (based on D...
- Mon Mar 25, 2024 1:24 pm
- Forum: General Chat
- Topic: New installer Beta available 11-20-23
- Replies: 76
- Views: 7069
Re: New installer Beta available 11-20-23
No reason to not show them all in UE. (...) Then ofc I need icons... Keep it simple, for now only the used asteroid & asteroid belt dilithium icons (stbof.res d.tga & id.tga): https://www.armadafleetcommand.com/onscreen/botf/viewtopic.php?p=57639#p57639 The suggestion by thunderchero is sti...
- Sun Mar 24, 2024 8:06 pm
- Forum: General Chat
- Topic: New installer Beta available 11-20-23
- Replies: 76
- Views: 7069
Re: New installer Beta available 11-20-23
Point is, right now in UE there barily is enough space to display two of these. Current exploit code doesn't change the map icons (still only food, energy and dilithium, but no asteroid icon). There is a vanilla bug with missing dilithium icons for minor races (Resource Level check, not bitmask): h...
- Sun Mar 24, 2024 5:24 pm
- Forum: General Chat
- Topic: New installer Beta available 11-20-23
- Replies: 76
- Views: 7069
Re: New installer Beta available 11-20-23
When you talk of bitmask, it can have all at the same time I guess. How many icons would that be? :shock: I don't need to tell an expert programmer dword bitmasks support up to 32 items (albeit there can be only one sun type). But icons are only for non-obvious items (e.g. not for planets, animated...
- Sun Mar 24, 2024 3:50 pm
- Forum: Extending the shiplist
- Topic: Extending the shiplist
- Replies: 44
- Views: 30721
Re: Extending the shiplist
and set controlling race in shiplist.sst for monsters accordingly i.e. 0x24 +0-9. This however is not checked and not supported by UE yet, and it is not set in shiplist.sst for any of the mods. The race ID of the ship types is always 0x24 = BORG. Therefore I fear the event checks will also work for...
- Sun Mar 24, 2024 3:15 pm
- Forum: Shipname Appendix Fix & Adding new name groups
- Topic: Shipname Appendix Fix & Adding new name groups
- Replies: 46
- Views: 45344
Re: Shipname Appendix Fix & Adding new name groups
SCT might correct me.... Note; this patch conflicts with Shipname Appendix Fix? Sorry I missed that post. Yes, the "adding new name groups" patch conflicts with the plain appendix fix, but it includes it by default: :wink: It includes the above appendix fix & modding options for non-a...
- Sun Mar 24, 2024 3:10 pm
- Forum: General Chat
- Topic: New installer Beta available 11-20-23
- Replies: 76
- Views: 7069
Re: New installer Beta available 11-20-23
one other thing I noticed, but not a priority in saved game editing. In Systems it currently has check box for system bonus "Dilithium" maybe add a dropdown box for new bonus types? Any map editing requires updating the bitmask (planets, sun, atmospheres, adjacent anomalies), albeit the B...
- Sat Mar 23, 2024 11:30 am
- Forum: Ultimate Mod
- Topic: Game crashes after accepting membership offers
- Replies: 6
- Views: 173
Re: Game crashes after accepting membership offers
Hi Martok, I hope you are doing well. Glad to hear thunderchero fixed the issue in UM5.5, but note there is still an unknown, rare condition for the problem in vanilla. Next time I encounter it, I'll run some code tests. :wink: Plus there is still a sporadic fault with failed first contact, when ent...
- Thu Mar 21, 2024 5:30 pm
- Forum: General Modding Information/Questions
- Topic: Any easy way to adjust ground combat level of TT's?
- Replies: 1
- Views: 92
Re: Any easy way to adjust ground combat level of TT's?
Default function of TT production value is: - industry output per turn for station construction (+ vanilla bug terraforming * 100 https://www.armadafleetcommand.com/onscreen/botf/viewtopic.php?p=13750#p13750 see update) - production value / 10 as base for ground combat + 10% per weapon tech: https:/...
- Tue Mar 19, 2024 1:03 pm
- Forum: Ultimate Editor
- Topic: UE Map Editor
- Replies: 151
- Views: 42115
Re: UE Map Editor
Not sure what issues I'll face and whether it is worth to upgrade, but will have to give it a try I guess... Just copy/paste the plain text via editing in your old savegame topic posts and ignore formatting (might require splitting due to max limit per post)? Then we can jump/search sub-files via F...