Search found 2927 matches
- Wed Apr 24, 2024 12:38 pm
- Forum: General Modding Information/Questions
- Topic: Vanilla Evade/Retreat Crash fix
- Replies: 62
- Views: 5114
Re: Vanilla Evade/Retreat Crash fix
Sounds like a great improvement! But for a first release I think a partial update of some of the mods will suffice. If noone complains, add more mods with next release. I am sure there are more multi-installer versions to follow.
- Tue Apr 23, 2024 1:03 pm
- Forum: BOTF Strategy Guide
- Topic: What strategy would you go for here to beat the Klingons?
- Replies: 13
- Views: 280
Re: What strategy would you go for here to beat the Klingons?
Congratz! So the Klingon fleet mostly consisted of weak untrained battle cruisers II I guess?
Lame Klingons! If it was Heavy Cruisers, you had no chance!
Lame Klingons! If it was Heavy Cruisers, you had no chance!
- Mon Apr 22, 2024 2:08 am
- Forum: BOTF Strategy Guide
- Topic: What strategy would you go for here to beat the Klingons?
- Replies: 13
- Views: 280
Re: What strategy would you go for here to beat the Klingons?
It is much more fun to battle an overpowered AI and win by better tactics, really!
Just improve scan range or send out some scouts to keep an eye on it's fleet movement. And never jump into the dark where you might get trapped.
Just improve scan range or send out some scouts to keep an eye on it's fleet movement. And never jump into the dark where you might get trapped.
- Sun Apr 21, 2024 11:07 am
- Forum: Ultimate Editor
- Topic: Ultimate Editor
- Replies: 1084
- Views: 382924
Re: Ultimate Editor
addedSpocks-cuddly-tribble wrote: ↑Thu Apr 04, 2024 7:26 pm - There is many trek.exe codes for +7A 'SystemPopCap requirement (cumulative)' & +7E 'Support cost in credits per turn'.
I can't see them referenced (editing them might become useful)? viewtopic.php?p=30656#p30656
- Sun Apr 21, 2024 7:40 am
- Forum: BOTF Strategy Guide
- Topic: Dilithium
- Replies: 7
- Views: 535
Re: Dilithium
Scrap some built ships to get money.
And like justanick already posted, not the ship number under construction is what matters, but the number of ships that complete next turn. If you run out of dilithium for them, the ship production gets stalled.
- Sun Apr 21, 2024 7:20 am
- Forum: BOTF Strategy Guide
- Topic: What strategy would you go for here to beat the Klingons?
- Replies: 13
- Views: 280
Re: What strategy would you go for here to beat the Klingons?
At Vanilla turn 500 they most likely already have Heavy Cruisers II, so it will be really tough to defeat them in combat, specially given the limited credits you have. First, it looks like you can establish a few more trade routes and at least colonize or member 3 more systems. In addition your scan...
- Sun Apr 21, 2024 5:08 am
- Forum: Ultimate Editor
- Topic: Branch/Commits testing of latest UE code
- Replies: 35
- Views: 840
Re: Branch/Commits testing of latest UE code
could hero marker be added to ship stats? maybe under special ship check box? Problem is the average Joe user might be overwhelmed by special settings for countless special patch features he don't knows or even cares about? And since ID table has to be edited manually in that patch anyway, hex-edit...
- Sun Apr 21, 2024 3:11 am
- Forum: Ultimate Editor
- Topic: Branch/Commits testing of latest UE code
- Replies: 35
- Views: 840
Re: Branch/Commits testing of latest UE code
sorry I have not posted, but all issues with B194 mod I fixed by resetting and adding missing monsters and increased ship list size (when B194 was made increasing ship list code was still unknown) per your suggestion Washing hands for the J-shiplist editor already made me confident you'd get it sol...
- Sat Apr 20, 2024 10:39 pm
- Forum: Ultimate Editor
- Topic: Branch/Commits testing of latest UE code
- Replies: 35
- Views: 840
Re: Branch/Commits testing of latest UE code
while doing some integrity checks I saw this one from Building mod 1.9.4 not sure what can or should be done, Joker removed those monsters from ship list. :shock: I improved the integrity checks some little. Still the following errors remain: b194-monster-checks.jpg With updated checks, for UDM and...
- Sat Apr 20, 2024 12:30 pm
- Forum: Ultimate Editor
- Topic: Branch/Commits testing of latest UE code
- Replies: 35
- Views: 840
Re: Branch/Commits testing of latest UE code
sub_4F968C is for build screen ORDER ECONOMY (typeID) 1=build building, 2=upgrade building(s), 3=build ship, 5=tradegoods, 7=unrest order -> from ordInfo or systInfo mode 0/1 area -> typeID dec -1 for switch I knew I have seen these values before. :lol: The 60.tga for OBs is for the energy screen: ...
- Sat Apr 20, 2024 12:13 pm
- Forum: General Chat
- Topic: "Generations" BOTF development mod
- Replies: 111
- Views: 2559
Re: "Generations" BOTF development mod
1. any time you edit buildings you need to edit/starting conditions/starting technology "autoset all" 2. run integrity check Same like the bldset*.bin files, racetech.tec is updated for changed building IDs by the Building GUI. Therefore it should not be necessary to perform any extra ste...
- Sat Apr 20, 2024 9:55 am
- Forum: Ultimate Editor
- Topic: Branch/Commits testing of latest UE code
- Replies: 35
- Views: 840
Re: Branch/Commits testing of latest UE code
Warning: in edifice.bst: Image size 60x50 of gspdf_60.tga doesn't match hsenergy.wdf placeholder 2464 with 120x100 pixels. placeholder 2464 is set to 120x100 image used in game is 120x100 gspdf.tga not gspdf_50.tga (with border) With fixed integrity check, same issue now is reported for Vanilla 136...
- Wed Apr 17, 2024 4:40 pm
- Forum: General Chat
- Topic: "Generations" BOTF development mod
- Replies: 111
- Views: 2559
Re: "Generations" BOTF development mod
1. No error on crash log or event viewer This would be the very first crash neither logged by event viewer or a crash.log. I havn't ever encountered it before, so forgive when I question you on it. :mrgreen: The only reason I can think of is some clean error exit routine that by modding was shorten...
- Wed Apr 17, 2024 3:30 pm
- Forum: General Chat
- Topic: "Generations" BOTF development mod
- Replies: 111
- Views: 2559
Re: "Generations" BOTF development mod
I have decided to start again. I will have the old gen mod and new gen mod side by side and reapply all ships first(shouldn't take too long with the "better editor" and other things such as patches and stuff I applied and see where it cracks. 1. You still didn't report the error you encou...
- Wed Apr 17, 2024 11:55 am
- Forum: Ultimate Editor
- Topic: Branch/Commits testing of latest UE code
- Replies: 35
- Views: 840
Re: Branch/Commits testing of latest UE code
fixedthunderchero wrote: ↑Wed Apr 10, 2024 7:48 pm building/building starts
in minor race special structure majors are listed (last 5 minors missing)