Search found 46 matches

by TheDragon
Wed May 24, 2017 6:58 pm
Forum: General Modding Information/Questions
Topic: Game Crashing
Replies: 3
Views: 1108

Re: Game Crashing

I bet there is a thread somewhere that tells me how to add a 170.tga. I'll go search for it in a bit.

For now, I should be able to fix the problem by using a different image, correct?

Are there particular images to be avoided?
by TheDragon
Wed May 24, 2017 2:04 pm
Forum: General Modding Information/Questions
Topic: Game Crashing
Replies: 3
Views: 1108

Game Crashing

I am running into a problem with my modded stbotf crashing. Here is the error message: ST:BOF Tue May 23 20:41:42 2017 Version Under Test: 72 File: guifile.c, Line: 131, bio170.tga Initialize State: 31 Player Empire: 1 Starting Seed: 1495246779 Galaxy shape: 0 Galaxy Size: 0 ------------------------...
by TheDragon
Sun Mar 19, 2017 6:15 pm
Forum: Multiplayer Games
Topic: Which Mods Support MP?
Replies: 75
Views: 11069

Re: Which Mods Support MP?

It shows green with both loaded. I installed a couple things. One of them was the Planet Killer mod. It shows green in the list now, but I dont find the Planet Killer when I open stbof.res with UE. Did I do something wrong? I clicked on the patch I wanted. Clicked "Install". Once I had all the patch...
by TheDragon
Sun Mar 19, 2017 5:47 pm
Forum: Multiplayer Games
Topic: Which Mods Support MP?
Replies: 75
Views: 11069

Re: Which Mods Support MP?

Hmmm....so I have "Upgrading buildings bug (fix)" installed, but it is not the right version of "Upgrading buildings bug (fix)"? How do I fix this problem? It shows green in the list. Can I just uninstall it and then install the ECM4.0 version? Will this mess up the numerics I already have in place?...
by TheDragon
Sun Mar 19, 2017 1:11 pm
Forum: Multiplayer Games
Topic: Which Mods Support MP?
Replies: 75
Views: 11069

Re: Which Mods Support MP?

I have 4 subfolders in QD's folder: ecm4.0_patches patches ucw_patches udm_patches Which patches is QD's patcher picking up? I am guessing that just the patches folder is getting picked up and I have to either rename folders for different patch options or move patch files into the patches folder. Tr...
by TheDragon
Fri Mar 17, 2017 8:29 am
Forum: Multiplayer Games
Topic: Which Mods Support MP?
Replies: 75
Views: 11069

Re: Which Mods Support MP?

I also found a patch for "Economic and Military Score Overflow bug (workaround)"

Any reason I shouldnt pop this patch on?
by TheDragon
Fri Mar 17, 2017 8:07 am
Forum: Multiplayer Games
Topic: Which Mods Support MP?
Replies: 75
Views: 11069

Re: Which Mods Support MP?

It has been a long time since I looked at that code, this code/patch change did 3 things. 1. changed main structure upgrades limit to at least 2,147,483,647 (old limit 65635) 2. changed standard structure cost to 65635 (old limit 32767) 3. changed ship cost to 65635 (old limit 32767) sorry for misl...
by TheDragon
Thu Mar 16, 2017 7:20 pm
Forum: Multiplayer Games
Topic: Which Mods Support MP?
Replies: 75
Views: 11069

Re: Which Mods Support MP?

Oh my....so many patches. I dont even know where to begin...

Upgrading buildings bug (fix) is green. But it doesn't let me go above 65000 for building costs or ship costs. I am confused! 8)

I have found several patches that look appealing. Is there any reason not to just apply the ones I want?
by TheDragon
Thu Mar 16, 2017 5:18 pm
Forum: Multiplayer Games
Topic: Which Mods Support MP?
Replies: 75
Views: 11069

Re: Which Mods Support MP?

Open with which QD patcher? In my folder I have bof_patcher, cmd_patcher, and edifice_patcher.
by TheDragon
Wed Mar 15, 2017 2:03 pm
Forum: Multiplayer Games
Topic: Which Mods Support MP?
Replies: 75
Views: 11069

Re: Which Mods Support MP?

Is there a separate value for each map size? Or just one number for all three? one value for all 3 Ok, I guess I shoot for the Medium. The Small will be a little light on Minors. The Large might be slightly leftward leaning. It should be an improvement over what I have now. Is there a cap on resear...
by TheDragon
Tue Mar 14, 2017 6:11 pm
Forum: Multiplayer Games
Topic: Which Mods Support MP?
Replies: 75
Views: 11069

Re: Which Mods Support MP?

My Medium map is set to 52 x 39. My Large is 60 x 45. Is there a separate value for each map size? Or just one number for all three? Ideally what I would like is: Small: 40 x 30 (0.14) ?? ?? ?? ?? ?? ?? ?? ?? Medium: 52 x 39 (0.088) BA 49 0C 02 2B 87 B6 3F Large: 60 x 45 (0.066) ?? ?? ?? ?? ?? ?? ??...
by TheDragon
Sat Mar 11, 2017 1:18 am
Forum: Multiplayer Games
Topic: Which Mods Support MP?
Replies: 75
Views: 11069

Re: Which Mods Support MP?

One player found 11 neutral races including one with a 550 pop system with a neutral race with Tech 8 and there were plenty more nice ones. let me guess this player was on left side of map? edited larger maps minors will mainly be placed on left. this can be edited, here is post with code changes h...
by TheDragon
Wed Jan 04, 2017 4:30 pm
Forum: Multiplayer Games
Topic: Which Mods Support MP?
Replies: 75
Views: 11069

Re: Which Mods Support MP?

Is there a post that deals with the systems adjacent to homeworlds? I have requests to work on the starting setup. I think BoP has some stuff in there for them, but I have no idea how they did it.
by TheDragon
Tue Jan 03, 2017 5:17 pm
Forum: Multiplayer Games
Topic: Which Mods Support MP?
Replies: 75
Views: 11069

Re: Which Mods Support MP?

Balance of power, fluidS, ultimate Dom these three work well in mp. Well balanced. Just curious, what do these mods do to balance things? I am fairly familiar with fluidS and I have looked at BoP briefly. BoP seems like it requires a high tech start, since costs for ships are outrageous when you ar...
by TheDragon
Sat Dec 31, 2016 6:13 pm
Forum: Multiplayer Games
Topic: Which Mods Support MP?
Replies: 75
Views: 11069

Re: Which Mods Support MP?

I ran into a new problem. While I can add buildings past 318, the game does not seem to use the buildings after 318...319-383 (which are the L10-14 upgrades) are not accessible in the game. Interestingly, I moved one of the new buildings up to slot 318...and it worked! But the building that got move...

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