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by Flocke
Mon Apr 22, 2024 2:08 am
Forum: BOTF Strategy Guide
Topic: What strategy would you go for here to beat the Klingons?
Replies: 8
Views: 120

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! :twisted:
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.
by Flocke
Sun Apr 21, 2024 11:07 am
Forum: Ultimate Editor
Topic: Ultimate Editor
Replies: 1084
Views: 381642

Re: Ultimate Editor

Spocks-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
added
by Flocke
Sun Apr 21, 2024 7:40 am
Forum: BOTF Strategy Guide
Topic: Dilithium
Replies: 7
Views: 504

Re: Dilithium

PTRACER wrote: Sun Apr 21, 2024 5:10 am I don't have enough money to run them all.
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.
by Flocke
Sun Apr 21, 2024 7:20 am
Forum: BOTF Strategy Guide
Topic: What strategy would you go for here to beat the Klingons?
Replies: 8
Views: 120

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...
by Flocke
Sun Apr 21, 2024 5:08 am
Forum: Ultimate Editor
Topic: Branch/Commits testing of latest UE code
Replies: 34
Views: 766

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...
by Flocke
Sun Apr 21, 2024 3:11 am
Forum: Ultimate Editor
Topic: Branch/Commits testing of latest UE code
Replies: 34
Views: 766

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...
by Flocke
Sat Apr 20, 2024 10:39 pm
Forum: Ultimate Editor
Topic: Branch/Commits testing of latest UE code
Replies: 34
Views: 766

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...
by Flocke
Sat Apr 20, 2024 12:30 pm
Forum: Ultimate Editor
Topic: Branch/Commits testing of latest UE code
Replies: 34
Views: 766

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: ...
by Flocke
Sat Apr 20, 2024 12:13 pm
Forum: General Chat
Topic: "Generations" BOTF development mod
Replies: 109
Views: 2300

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...
by Flocke
Sat Apr 20, 2024 9:55 am
Forum: Ultimate Editor
Topic: Branch/Commits testing of latest UE code
Replies: 34
Views: 766

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...
by Flocke
Wed Apr 17, 2024 4:40 pm
Forum: General Chat
Topic: "Generations" BOTF development mod
Replies: 109
Views: 2300

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...
by Flocke
Wed Apr 17, 2024 3:30 pm
Forum: General Chat
Topic: "Generations" BOTF development mod
Replies: 109
Views: 2300

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...
by Flocke
Wed Apr 17, 2024 11:55 am
Forum: Ultimate Editor
Topic: Branch/Commits testing of latest UE code
Replies: 34
Views: 766

Re: Branch/Commits testing of latest UE code

thunderchero wrote: Wed Apr 10, 2024 7:48 pm building/building starts
in minor race special structure majors are listed (last 5 minors missing)
fixed
by Flocke
Wed Apr 17, 2024 11:30 am
Forum: General Chat
Topic: "Generations" BOTF development mod
Replies: 109
Views: 2300

Re: "Generations" BOTF development mod

Was using UE 0.7.1b before Gosh, the last official version by DCER was UE 0.7.2dev5b, released 12 years back. :shock: https://www.armadafleetcommand.com/onscreen/botf/viewtopic.php?p=34128#p34128 It's however been a development version. By my logs Version 0.7.1b was the last official released relea...
by Flocke
Wed Apr 17, 2024 11:09 am
Forum: General Chat
Topic: "Generations" BOTF development mod
Replies: 109
Views: 2300

Re: "Generations" BOTF development mod

Oh shoot I got confused on the BOTF installer and ue installer. Will double check with updated ue installer OMG I was using the wrong version of the editor for awhile 😔 No chance, there still is no new UE release ready yet. :lol: But when on https://gitlab.com/stbotf/ultimate-editor you scroll down...

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