Search found 680 matches

by DCER
Wed Sep 21, 2011 6:10 pm
Forum: Ultimate Editor
Topic: Ultimate Editor
Replies: 824
Views: 188701

Re: Ultimate Editor

Hi Peter, sorry, I've been busy and I won't have time to look at this until after monday. I'll have a look at it then. My guess is another wdf and tga file is involved. AFAIK the hd_bkwar.tga original was deleted by UE and then replaced when I added the new file? Yes. Because of this another tga mus...
by DCER
Tue Sep 06, 2011 6:08 pm
Forum: Ultimate Editor
Topic: Ultimate Editor
Replies: 824
Views: 188701

Re: Ultimate Editor

Nice find, TC.

I've used a trial version of some commercial software way back when. I can't remember what it was called anymore though... :(

Edit: uploaded a small fix (version dev3a) for two bugs reported by TC
by DCER
Tue Sep 06, 2011 8:03 am
Forum: Ultimate Editor
Topic: Ultimate Editor
Replies: 824
Views: 188701

Re: Ultimate Editor

Sorry, I was testing the changes but it seems I was opening the wrong trek.exe, I've fixed the rest of the errors in the file. It was nothing critical just some values not being as expected by UE. It loads now without problems. No need to apologize btw - you're not a bother, this is my fault and the...
by DCER
Mon Sep 05, 2011 12:21 pm
Forum: Ultimate Editor
Topic: Ultimate Editor
Replies: 824
Views: 188701

Re: Ultimate Editor

Don't use the dev version for now to do this as the galaxy generation screen is broken because of the bug. The stable shouldn't have a problem, but it won't set the scan range for the AI.
by DCER
Mon Sep 05, 2011 9:28 am
Forum: Modding Information Archive
Topic: Lack of ships
Replies: 7
Views: 2038

Re: Lack of ships

The outlying colonies and new colonies as well. From what I remember the AI doesn't queue things, it leaves the queue empty and rush buys the building if it has enough credits to do so otherwise it does nothing. Ships on the other hand are free for the AI except for the maintenance cost, although th...
by DCER
Mon Sep 05, 2011 9:23 am
Forum: Ultimate Editor
Topic: Ultimate Editor
Replies: 824
Views: 188701

Re: Ultimate Editor

Ok, I think I managed to fix the file: http://www.4shared.com/file/zmT2PNaV/trek.html I've also found a bug responsible -> one of the addresses UE uses was off by a byte. I'll have the fixed version up tomorrow probably. I've added the manual setting to building stats screen, but still need to work ...
by DCER
Sun Sep 04, 2011 6:09 pm
Forum: Ultimate Editor
Topic: Ultimate Editor
Replies: 824
Views: 188701

Re: Ultimate Editor

Thanks, I'll look through them tomorrow - it's past midnight here and I need sleep :) Hopefully, I'll be able to fix the file as well as find the problem.
by DCER
Sun Sep 04, 2011 10:17 am
Forum: General Chat Archive
Topic: Request for modding infomation regarding music.snd
Replies: 2
Views: 1214

Re: Request for moddinf infomation regarding music.snd

I'm afraid this info hasn't been figured out yet. I can tell you that voices are controlled by the converse.bin file in stbof.res. music.tbl seems like it would control the music.snd usage, but it hasn't been explained/analyzed by anyone yet.
by DCER
Sun Sep 04, 2011 10:12 am
Forum: Modding Information Archive
Topic: Lack of ships
Replies: 7
Views: 2038

Re: Lack of ships

lordtarl wrote: larger planet sizes
This is probably what's causing the low number of ships. With larger systems the AI spends a lot of time developing it's colonies. If you wait long enough it should start building ships. My advice: lower the pop sizes :)
by DCER
Sun Sep 04, 2011 10:09 am
Forum: Ultimate Editor
Topic: Ultimate Editor
Replies: 824
Views: 188701

Re: Ultimate Editor

Hi Peter,

can you send me the error.log by pm, please?

EDIT: and if you could upload the botched trek.exe somewhere that would be great as well.
by DCER
Sat Sep 03, 2011 3:31 am
Forum: Ultimate Editor
Topic: Ultimate Editor
Replies: 824
Views: 188701

Re: Ultimate Editor

Hi, TC has also pointed out this bug to me a few days ago along with a couple of others. It would have been a simple fix if I hadn't started on replacing the feature with the option of user setting these manually instead of UE detecting them. Then I got sidetracked with RL... Anyway, I hope to have ...
by DCER
Tue Aug 30, 2011 7:54 am
Forum: Ultimate Dominion Mod
Topic: (Updated 9-26-16) Ultimate Dominion mod III 3.0.1ddb
Replies: 760
Views: 208474

Re: Ultimate Dominion mod III 3.0.1a

I haven't seen this mentioned yet, but one of the factors to AI expansion speed can also be the AI ship building sets. These can for instance hamper the AI at starting era level 1 where the AI only has one colony ship a time and builds endless numbers of scouts when it can't build a destroyer. As it...
by DCER
Sun Aug 28, 2011 5:40 pm
Forum: Ultimate Editor
Topic: Ultimate Editor
Replies: 824
Views: 188701

Re: Ultimate Editor

Hi SCT, that's really weird I would have sworn it did have an effect. At least the diplomatic (audience) setting. But aiempire.wtf isn't even listed in trek.exe. Thanks for pointing it out. I'll remove it from the next version. The colony values screen edits the colval.wtf files. The file postfix is...
by DCER
Sat Aug 27, 2011 7:11 am
Forum: BOTF Strategy Guide
Topic: Random questions from a (relative) newbie
Replies: 40
Views: 20185

Re: Random questions from a (relative) newbie

Spychotic wrote:going through the Minor Race issue, I've found this topic regarding changing the number of minors directly, but it appears that the table is wrong;
If you edited the values using UE the locations might change a bit as UE does some minor code modifications to do away with values being shared.
by DCER
Wed Aug 24, 2011 5:31 pm
Forum: Ultimate Editor
Topic: Ultimate Editor
Replies: 824
Views: 188701

Re: Ultimate Editor

Hi xDx, sorry, the new version is trying to set known building ids in trek.exe, one of those is the id of the bunker network. I don't have UDM installed atm so I can't check, but my guess is UDM doesn't have a ground defense building all empires can build. UE doesn't know how to modify trek.exe in s...

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