Thank you, Gowron
Now the game ends when it should end
Search found 31 matches
- Wed Jul 28, 2010 9:27 pm
- Forum: Domination victory conditions & Borg invasion
- Topic: Domination victory conditions
- Replies: 5
- Views: 10504
- Sun Jul 25, 2010 4:30 pm
- Forum: Modding Information Archive
- Topic: Military points problem
- Replies: 8
- Views: 4296
I think the first step to solve this bug is to investigate how exactly the military score is calculated. I've made some tests and I think I've got it. Military score = Value of the ships (without colony ships) + (Value of all stations * 0,3) + Value of all orbital batteries and shield generators It ...
- Sat Jul 24, 2010 7:03 pm
- Forum: Modding Information Archive
- Topic: Military points problem
- Replies: 8
- Views: 4296
Military points problem
Botf seems to have a problem with the correct calculation of the military score from an empire, if the cumulative value of all ships from these empire exceeds a specific threshold. If this happens, the calculation of the military score begins again with zero. So you have to build nearly the whole fl...
- Fri Jul 09, 2010 6:29 pm
- Forum: Sound & Voice list Editing (converse.bin)
- Topic: Converse.bin
- Replies: 12
- Views: 8588
Great Work DCER 8) I did'nt expect to get a solution so fast. Now the Dominion War feels a little bit more realistic in BOTF, after spending a hour for extracting and adjusting a polaron beam sound from DS9 :) The minors/alien id is set at 0x91479 so you can try changing it from 5 to an id of one of...
- Wed Jul 07, 2010 10:39 pm
- Forum: Sound & Voice list Editing (converse.bin)
- Topic: Converse.bin
- Replies: 12
- Views: 8588
A little breakthrough
Equipped with these informations I've tried to solve the annoying problem, that the Ferengi/Dominion phaser sound is identical to the federation sound. In the research process I've found out, that converse.bin seems to be only be responsible for voices. Music and Sfx are directly linked from trek.ex...
- Sat Jun 26, 2010 1:50 pm
- Forum: Modding Information Archive
- Topic: AI colony value in ue
- Replies: 5
- Views: 3786
Thank you for your posts. Its interesing that there are public mods, which use modded colony values. Did you make any observations that the AI uses this values even for conquering (ie conquering enemy system with dilithium, even if there was another system, which was closer to the front lines)? Espe...
- Sat Jun 26, 2010 10:29 am
- Forum: Modding Information Archive
- Topic: AI colony value in ue
- Replies: 5
- Views: 3786
- Tue Jun 22, 2010 9:23 pm
- Forum: Modding Information Archive
- Topic: AI colony value in ue
- Replies: 5
- Views: 3786
AI colony value in ue
The AI is still a major weakness of this game, so I am interested in every possibility to improve it. I am still asking me how exactly the "AI Colony value" mechanism works and I would be greatful for any help to explore this feature. In UE you could find these attributes with values betwe...
- Tue Jun 22, 2010 8:55 pm
- Forum: Domination victory conditions & Borg invasion
- Topic: Domination victory conditions
- Replies: 5
- Views: 10504
Re: Domination victory conditions
Multiplier for single domination: ds:579044 (default: 0.6) // i.e. at 0x 176E44 (8 bytes) Applied at 44E238 for the population check and at 44E47A for the systems count. Note: Possible inconsistencies of the system count (ds: 5A36BC ) regarding additional starting/adjacent systems or destruction of...
- Thu May 27, 2010 3:13 pm
- Forum: using damage textures with new ship models -> trek.exe basics
- Topic: Damage textures
- Replies: 25
- Views: 13988
Indeed I have to correct myself. It is the number of damage spots botf uses from the model subtracted by one (if it is not equal with zero). It seems to be, that I have to correct myself for a second time :roll: The value defines the exact number of used damage spots (no subtraction). The last dama...
- Thu May 27, 2010 11:58 am
- Forum: using damage textures with new ship models -> trek.exe basics
- Topic: Damage textures
- Replies: 25
- Views: 13988
- Wed May 26, 2010 2:09 pm
- Forum: using damage textures with new ship models -> trek.exe basics
- Topic: Damage textures
- Replies: 25
- Views: 13988
Unfortunately I think there is nothing more I can do at this time, because I think we already must consider the damage aspect in the time of model developing. I just hope the fund of models, which don't let the game crash immediatly, gives the 3d-modellers here a little hint to find a way to improve...
- Wed May 26, 2010 1:51 pm
- Forum: using damage textures with new ship models -> trek.exe basics
- Topic: Damage textures
- Replies: 25
- Views: 13988
Damage textures
One of the things I miss at most in boft-mods are the missing little explosions and damage textures during the battles with new added ships. As a first little step to bring them back into the game, I've found a small code segment in trek.exe, which controls the maximum number of damage textures per ...
- Mon May 17, 2010 1:07 pm
- Forum: Ramming possiblities -> (ramming ship always destroyed)
- Topic: Ramming possiblities
- Replies: 8
- Views: 8681
This is a nice implementation from Spocks-cuddly-tribble, but there still is a too low risk for the ramming ship in my opinion (if this ship has more hps). We should remember that not only metal is crashing on metal. There are also the torpedos, deuterium, plasma and last but not least the warp core...
- Thu Nov 20, 2008 7:23 pm
- Forum: Modding Information Archive
- Topic: Attacking a System
- Replies: 18
- Views: 13432
@The_Nighthawk: Nice tests with interesting results you've got. I ever thought, that unpowered orbitals were invulnerable in this game, because i've never destroyed one on those things. There is still the question, whether the hitpoints of the orbitals depends on their firepower (and the weapontech ...