Search found 100 matches

by DOT
Fri Jul 10, 2009 5:57 am
Forum: General Chat Archive
Topic: How conquer an enemy empire?
Replies: 22
Views: 9873

In single player I like to raid the enemy home system to let them pay the Commando ships which will destroy them in the end... :twisted: In early game play I bomb the home system as second last system of the enemy to dead and colonize it dircetly afterwards, because these are "huge" system...
by DOT
Fri Jul 10, 2009 5:42 am
Forum: General Chat Archive
Topic: Crafty cheating AI!
Replies: 26
Views: 11420

I often run into the situiation at level 4 or 5 in early gameplay (round 50 or so), where I eleminate other AI majors by bombing the new colonized planets to dead and take the starting systems by "soft conquering" with lots of troopers. And what did I get? On every planet a dilithium raffi...
by DOT
Tue Jun 30, 2009 11:19 am
Forum: Terraforming Capacity of Task Forces (Instant-Terraforming fix)
Topic: Terraforming Capacity of Task Forces
Replies: 7
Views: 8737

Great work, Spock 8) What about the following code? Is this the untracable factor of 100, for which I am looking for weeks? If so, it seem to me to be a diviation, not a multiplication!?! :? BTW: What about setting the trooper values as a multiple of 512 (512 - 1024 - 1536 for example) and instead o...
by DOT
Mon Jun 15, 2009 11:11 am
Forum: Modding Information Archive
Topic: Influence of unemployed pop on AI?
Replies: 4
Views: 2823

Back again to this topic - I had a lot of bug hunting going on and only so little free time to play BotF. From my tests lately it seems that the low spreading of the majors may be related to the terraforming costs of not terraformed planets and/or the grow rate of planets. Even with higher number of...
by DOT
Sat Jun 06, 2009 10:31 am
Forum: Modding Information Archive
Topic: funny crashlogs...
Replies: 1
Views: 2134

funny crashlogs...

From time to time I got crashs while modding some values. This is my last and funniest text I have encountered so far: ------------------------------------- ST:BOF Sat Jun 6 13:52:31 2009 Version Under Test: 72 File: ..\..\source\game\solarapi.c, Line: 5231, What the hell are you calculating the buy...
by DOT
Fri May 29, 2009 5:51 am
Forum: General Chat Archive
Topic: Anti-Ship defense?
Replies: 10
Views: 5190

Hi Karstedt, after reading your post, I asked myself, what will happen if OBs could be build like ships, as an extra defence. To be honest, I like the idea of battling an extra orbital anti ship defence system (eoasds) Guess I will give it a try, even if that means, I guess I will use the outpost ho...
by DOT
Fri May 29, 2009 4:52 am
Forum: General Chat Archive
Topic: Not AS good as BOTF, but not bad either.
Replies: 26
Views: 18787

When I heard of this game and that a trek-mod for it exists, I run and bought it as sooon as I could find it in a shop. It's different to BotF, and until now I could not adept to the game. It's realtime, but one can get used to this. Gameview's like you've taken seat in a space ship and look out to ...
by DOT
Thu May 28, 2009 4:39 am
Forum: Modding Information Archive
Topic: Attacking a System
Replies: 18
Views: 13335

Does anybody know, where the code is located for the numbers of orbital batteries?
- minors got 1-4 ob per level jump (as far as I remember postings)
- major systems get limited max number of ob (1/10 of population) on startup.

>>>> edited on 28.05.2009, 16:38 <<<<
by DOT
Tue May 26, 2009 8:51 am
Forum: General Chat Archive
Topic: Anti-Ship defense?
Replies: 10
Views: 5190

I'm wondering if the max range for torpedos in orbital battery entry has any meaning at all. Guess the programmers just take damage/weapon level into calculation and don't use the between round battles subroutines at all...
by DOT
Mon May 25, 2009 12:38 pm
Forum: Modding Information Archive
Topic: Influence of unemployed pop on AI?
Replies: 4
Views: 2823

DOT wrote: AI won't build more main buildings to use up pop Did you prove this by conquering tons of AI-systems (careful without heavy bombing) and there were no additional buildings? If no â€" then don’t ask â€" test. No, I took a saved game, edited player race to any of the...
by DOT
Mon May 25, 2009 8:46 am
Forum: Modding Information Archive
Topic: Influence of unemployed pop on AI?
Replies: 4
Views: 2823

Influence of unemployed pop on AI?

Hello, I am wondering if the number of unemployed pop on major systems has any influence on AI behavoir? What I observed: While max pop for planets is increased, but number of main building stays the same (leads to nearly 20 pop unemployed), AI won't build more main buildings to use up pop and fight...
by DOT
Mon May 25, 2009 4:03 am
Forum: General Chat Archive
Topic: Anti-Ship defense?
Replies: 10
Views: 5190

This topic remembers me that in shiplist there is an orboital batterie listed with values for weapons and min/max range. Does we know if the min/max range in shiplist for orbitals actually has any influence at all or is this an entry without any meaning?
by DOT
Wed May 20, 2009 10:51 am
Forum: Modding Information Archive
Topic: some questions
Replies: 12
Views: 5993

@GulKelan:
Sorry, I should have thought twice about it before answering.
by DOT
Wed May 20, 2009 7:59 am
Forum: Modding Information Archive
Topic: some questions
Replies: 12
Views: 5993

Hi GulKelan, if you want to add planets to any system, take a look at https://www.armadafleetcommand.com/onscreen/botf/viewtopic.php?name=Forums&file=viewtopic&t=76 to add planets to home system of majors, you have to make changes on three different submenus in UE. First you have to rename d...
by DOT
Tue May 19, 2009 10:00 am
Forum: Modding Information Archive
Topic: Large maps, the AI and a lot of blah blah blah from me...
Replies: 1
Views: 2013

Hi scatter, When playing with bigger galaxy, I normally - increase the number of stars up to value 240 for 40x30 map. - increase sectors for short, medium and far ship range to values like: level short medium far 1 2 4 6 2 2 4 7 3 2 5 7 4 3 5 7 5 3 5 8 6 3 6 8 7 4 6 8 8 4 6 9 9 4 7 9 10 5 8 10 11 6 ...

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