Search found 1917 matches

by Spocks-cuddly-tribble
Wed Apr 10, 2024 4:43 pm
Forum: General Modding Information/Questions
Topic: new/fixed building bonus types patches/files - dev discussion
Replies: 0
Views: 128

new/fixed building bonus types patches/files - dev discussion

This topis is about input for the: - concise/understandable phrasing of the new, fixed, optional and confusing vanilla descriptions in edifbnft.bst - best/easiest patch setup for new/fixed building bonus types (multi base patch + extra options) 1.) Last provided edifbnft.bst improves vanilla descrip...
by Spocks-cuddly-tribble
Tue Apr 09, 2024 11:52 am
Forum: Building mod
Topic: launcher GUI with J-shipedit
Replies: 20
Views: 1268

Re: launcher GUI with J-shipedit

thunderchero wrote: Tue Apr 09, 2024 11:13 amJ-shipedit only reads first 125 lines of database.txt all other line are ignored.
That's a pity. I suppose this limitation is not easy to change? I'll have a look into the code using IDA-pro. Your download link is broken:
thunderchero wrote: Wed Nov 23, 2022 1:24 pmdifficulty
by Spocks-cuddly-tribble
Mon Apr 08, 2024 4:18 pm
Forum: General Modding Information/Questions
Topic: disabling random events in code
Replies: 11
Views: 220

Re: disabling random events in code

the database is a tab seperated CSV file that doesn't require any coding skills. And the .sst files should be editable with UE. Therefore it should not be a problem to adapt the tool for any ship list. It's just about the B-Mod database for J-ShipEdit. Shiplist, shiptech and other needed res files ...
by Spocks-cuddly-tribble
Mon Apr 08, 2024 1:06 pm
Forum: Ultimate Editor
Topic: Ultimate Editor
Replies: 1083
Views: 381517

Re: Ultimate Editor

Good news, I finished my new bonus types project. :cool: There was just a simple error in my code, negative esp pointers was not the issue :!: Even when not used, the values still look very much like unrest bonus. There is no question the default values where meant to be related to the negative extr...
by Spocks-cuddly-tribble
Mon Apr 08, 2024 12:43 pm
Forum: Flagship Mod
Topic: Flagship/heroship code changes
Replies: 30
Views: 501

Re: Flagship/heroship code changes

I see, so other players, editing unrelated settings in any mod using this patch, don't get confusing UE warnings?
by Spocks-cuddly-tribble
Mon Apr 08, 2024 12:28 pm
Forum: General Modding Information/Questions
Topic: disabling random events in code
Replies: 11
Views: 220

Re: disabling random events in code

Flocke is correct. Joker struggled with asm code for ship IDs and left the mod unfinished with the extra note for random events in the install popup. To complete the mod you need the re-add the missing monsters (using monster shipstats from the previous bmod version?) and fix trek.exe ship codes. BU...
by Spocks-cuddly-tribble
Sat Apr 06, 2024 5:03 am
Forum: Ultimate Editor
Topic: Ultimate Editor
Replies: 1083
Views: 381517

Re: Ultimate Editor

see whether colonies might rebel. I analysed all three code locations of rebellions and patched them often (e.g. to separate the main case from random events). One of my new output types (+X virtual pop for ground defense -> garrisons) decreases chance of rebellions as side effect. :wink: I check a...
by Spocks-cuddly-tribble
Fri Apr 05, 2024 7:00 pm
Forum: Ultimate Editor
Topic: Ultimate Editor
Replies: 1083
Views: 381517

Re: Ultimate Editor

a project that was split years back and now they try to merge it again. Given the huge development gap, that idea soon was dropped and now it is worked on in parallel to fulfill urgent customer needs... :lol: Yeah, I know that kind of stuff. A few years back I had a glance at the software the germa...
by Spocks-cuddly-tribble
Fri Apr 05, 2024 12:32 pm
Forum: Ultimate Editor
Topic: Ultimate Editor
Replies: 1083
Views: 381517

Re: Ultimate Editor

Best look at latest version in improve_shipgfx_export branch. I thought it automatically displays the newest code you are working on if I start from the main page: https://gitlab.com/stbotf/ultimate-editor So how do I know whether the latest version is a dev or branch? And thanks for the other hint...
by Spocks-cuddly-tribble
Thu Apr 04, 2024 7:26 pm
Forum: Ultimate Editor
Topic: Ultimate Editor
Replies: 1083
Views: 381517

Re: Ultimate Editor

Hi Flocke, I have a hard time understanding UE edifice.bst code: https://gitlab.com/stbotf/ultimate-editor/-/blob/7c1a64561e73d42e514056dba80e27f47a411662/source/ue/edit/res/stbof/bst/Edifice.java But I love the gitlab 'Blame' button. I blamed the rain on you and got one hour sunshine, enough for a ...
by Spocks-cuddly-tribble
Thu Apr 04, 2024 6:57 pm
Forum: Flagship Mod
Topic: Flagship/heroship code changes
Replies: 30
Views: 501

Re: Flagship/heroship code changes

Great, but I think you work way too hard. Be aware this will disable the UE warning messages, but can in fact worsen UE usability: UE now might display wrong/unused code and allow editing disabled special ship code/IDs and/or show 'minor ships patch' installed if Hero Ship patch enforces the other v...
by Spocks-cuddly-tribble
Wed Apr 03, 2024 2:24 pm
Forum: General Modding Information/Questions
Topic: What does Ship Agility do exactly?
Replies: 14
Views: 961

Re: What does Ship Agility do exactly?

during re-cloak (...) disabling weapons would be a good trade-away, while not being too OP (but who knows). order -> Cloak 0056A2B5 call tcinfo_ship_plus_1B4_ship_48order 0056A2BA or byte ptr [eax+58h], 10h ; lock weapons 0056A2BE mov eax, edx 0056A2C0 call ship_add_328h_monster_2D0h_10h_hull 0056A...
by Spocks-cuddly-tribble
Wed Apr 03, 2024 1:00 pm
Forum: Ultimate Editor
Topic: Branch/Commits testing of latest UE code
Replies: 26
Views: 633

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 Spocks-cuddly-tribble
Wed Apr 03, 2024 12:55 pm
Forum: Flagship Mod
Topic: Flagship/heroship code changes
Replies: 30
Views: 501

Re: Flagship/heroship code changes

a better patch would be to restore code location so the patches become independent. Was intended, but I tried to avoid additional calculations and redundant extra file loading (important for the countless iterating AI part of the patch). Since this part is player UI only code it wouldn't matter, co...
by Spocks-cuddly-tribble
Tue Apr 02, 2024 8:24 pm
Forum: Flagship Mod
Topic: Flagship/heroship code changes
Replies: 30
Views: 501

Re: Flagship/heroship code changes

I expect so, but here is patch created of current changes "buildable minor ships (major code modification)" In this case we need to replace this part of "buildable minor ships (major code modification)": AUTO:004F3DD7 mov bx, [ecx+4] AUTO:004F3DDB xor eax, eax AUTO:004F3DDD mov ...

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