Search found 447 matches

by adi
Tue Oct 28, 2014 3:52 pm
Forum: MPR++
Topic: MPR++ v0.2.6c open for alpha testing
Replies: 1859
Views: 639773

Re: MPR++ v0.2.6c open for alpha testing

Wow, very nice! Working very good, no mouse lag. Could get it to work with UDM3, but not UDM5 though. Did I install it wrong, or is it not designed for UDM5? Cheers! I don't think they did MPR++ for UDM5; but there's another fix for win8 mouse lag that works with any mod: https://www.armadafleetcom...
by adi
Thu Oct 23, 2014 10:01 am
Forum: Ultimate Dominion Mod
Topic: (Updated 9-26-16) Ultimate Dominion mod III 3.0.1ddb
Replies: 770
Views: 363869

Re: (Updated 4-2-14) Ultimate Dominion mod III 3.0.1dda

robertbc73 wrote:When it says Cardasians work well in numbers, about what number are we talking? A full stack (9) of ships or multiple stacks (of 9) of ships?
it's just star trek bla, bla, bla; but you got the jest; there is some truth in it; more ships always work better than less. :up:
by adi
Thu Oct 23, 2014 9:32 am
Forum: General Modding Information/Questions
Topic: Multiple shipyards
Replies: 6
Views: 3932

Re: Multiple shipyards

I don't have experience with the Galaxy mod, but i tried having shipyards only in dilithium system in UDMdc; it did not work well for the human player; the AI still had lots of ships while many of my systems were idle not being able to build ships. Even increasing the dilithium chance from 10 to 20%...
by adi
Wed Oct 22, 2014 11:25 am
Forum: maximum speed for ships
Topic: (Solved) Is 5 the maximum speed for ships?
Replies: 19
Views: 12140

Re: (Solved) Is 5 the maximum speed for ships?

i got something similar to your picture, when i set the long range to 11; since then i backed up to 10 and all it's fine again; i was even able to use the save game.
by adi
Mon Oct 20, 2014 1:05 pm
Forum: Ultimate Editor
Topic: Ultimate Editor
Replies: 1083
Views: 381534

Re: Ultimate Editor

Stupid question... Noob here. How does one edit ships so they can be available at certain tech levels without replacing other ships? Also how does one fix ships so they will display in the shipbuilding tab at final tech level? It doesn't seem to be editable in UE. Or is the Ships Overview table imp...
by adi
Mon Oct 20, 2014 12:14 pm
Forum: Larger Taskforces Patch
Topic: Larger Taskforces Patch
Replies: 30
Views: 19950

Re: Larger Taskforces Patch

Used it over the weekend in the 4+8=12 version on 800X640; no issues; awesome addition!
:up: :up: :up:
by adi
Mon Oct 20, 2014 8:58 am
Forum: General Modding Information/Questions
Topic: Disable cloak within Nebula
Replies: 5
Views: 5769

Re: Disable cloak within Nebula

If I could, i would make the nebulae give a -500 or so to scanning strength; every nebula i've seen on tv is a hiding place. You could even bump into each other and start a battle without seeing the opposing force. Maybe use one of Flocke's initial sky-boxes to make it difficult to spot ships :).
by adi
Thu Oct 16, 2014 9:30 am
Forum: Larger Taskforces Patch
Topic: Larger Taskforces Patch
Replies: 30
Views: 19950

Re: Larger Taskforces Patch

Also, adi, I believe this patch also PREVENTS the AI from forming fleets. So there would not be AI fleets, but only single ships flying around... Correct, so i am keeping my eyes out for longer than usual turns; although it would be a wild guess since we can not compare apples to apples. @TC; i don...
by adi
Wed Oct 15, 2014 3:54 pm
Forum: Larger Taskforces Patch
Topic: Larger Taskforces Patch
Replies: 30
Views: 19950

Re: Larger Taskforces Patch

Thanks guys for this patch; and thank you QD! i'll give it a try for sure. Just in case it does not work for me, since it does not uninstall, all i need is to backup my trek.exe, right? I have a suspicion that part of the turn time, is due to large AI fleets, the not grouped ones; i'm thinking the A...
by adi
Fri Oct 10, 2014 8:10 pm
Forum: Ultimate Dominion Mod
Topic: (Updated 9-26-16) Ultimate Dominion mod III 3.0.1ddb
Replies: 770
Views: 363869

Re: (Updated 4-2-14) Ultimate Dominion mod III 3.0.1dda

I have no proof nor have I tested any, but I wonder if the longer you have them powered the more effective them become? SCT posted about intel if unused will store intel point (until needed) and is more effective when used. thunderchero Yeah, i read about the intel buffer build-up; could be the sam...
by adi
Mon Oct 06, 2014 10:41 am
Forum: Ultimate Dominion Mod
Topic: (Updated 9-26-16) Ultimate Dominion mod III 3.0.1ddb
Replies: 770
Views: 363869

Re: (Updated 4-2-14) Ultimate Dominion mod III 3.0.1dda

this all depends on attacking fleet 1 orbital may be enough. but if you are being attacked by 100's of ships you would need 100's of orbitals thunderchero you would think so but it is way more funky, or fuzzy, or something else... I had the Orions membered; Klingons attacked with maybe 25-30 ships;...
by adi
Thu Oct 02, 2014 9:46 am
Forum: General Chat
Topic: slow turn processing testing
Replies: 17
Views: 8569

Re: slow turn processing testing

I think most of the turn time is related to the ship size; it has to decide where to move them; and if they are grouped as 9, a group might take as along to process as one ship.
by adi
Tue Sep 30, 2014 1:45 pm
Forum: General Chat
Topic: USS Ares
Replies: 6
Views: 3771

Re: USS Ares

thanks for the link guys; a real treat :razz:
by adi
Thu Sep 25, 2014 4:12 pm
Forum: BOTF Strategy Guide
Topic: Some questions
Replies: 2
Views: 3492

Re: Some questions

you pretty much summed it up. people on the forum would recommend PvP; but against the AI you would need to edit stats with UE. Some ideas i had over the years: - for fleet recovery, since the AI needs to recover, i'd suggest high maintenance cost and low build cost for the ships; that way your flee...
by adi
Mon Sep 08, 2014 12:49 pm
Forum: General Chat
Topic: A question. Since before your sun burned hot in space and b
Replies: 3
Views: 2101

Re: A question. Since before your sun burned hot in space an

man, never thought of scraping a star base; one can exploit this to easy money; one TT and build time for a big payoff; the mod i'm playing i think gives 50% production cost back when scraping.

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