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by thunderchero
Tue Apr 02, 2024 6:26 pm
Forum: Flagship Mod
Topic: Flagship/heroship code changes
Replies: 30
Views: 508

Re: Flagship/heroship code changes

'build minor ships' needs an extra variant, but all should be quite easy. :wink: I had a look and I'm not excited. Already now this patch is a mess! :lol: with the code conflict between "buildable minor ships (major code modification)" it will need extra variant for "buildable minor ...
by thunderchero
Tue Apr 02, 2024 5:22 pm
Forum: General Chat
Topic: "Generations" BOTF development mod
Replies: 105
Views: 2167

Re: "Generations" BOTF development mod

Studmaster wrote: Tue Apr 02, 2024 4:46 pm Big testing will be happening tonight
you might also want to add this patch; "Ships survive / Strike Cruiser defensive bonus & Orbital Battery fixes"
patch is in ECM patch folder
ob_fixes.patch
(1.87 KiB) Downloaded 3 times
by thunderchero
Tue Apr 02, 2024 1:39 pm
Forum: Flagship Mod
Topic: Flagship/heroship code changes
Replies: 30
Views: 508

Re: Flagship/heroship code changes

Glad to hear it works without issues. Flocke will not be, it throws exception special.jpg at least there is no exception throw for new hero marker at 64h of shiplist One might expect the other way round... This should protect Hero ships from destruction and theft via intel attacks: I had the same t...
by thunderchero
Tue Apr 02, 2024 12:35 pm
Forum: General Chat
Topic: "Generations" BOTF development mod
Replies: 105
Views: 2167

Re: "Generations" BOTF development mod

After testing...the ships barely do damage or cannot take over planets unless they have dozens of troop transports. Having dozens of these teansports are very high maintenance in my mod build as well as the ships produce very little damage unless there is also a lot of them too. Have you tested ass...
by thunderchero
Tue Apr 02, 2024 11:59 am
Forum: Flagship Mod
Topic: Flagship/heroship code changes
Replies: 30
Views: 508

Re: Flagship/heroship code changes

I did get code added and tested, first game test went very well. vanilla t1 start as feds and hid on edge from AI for 215 turns federation, Ferengi, klingons, romulans still had hero ship. cardassians hero ship was stolen by ferengi and no other hero ships were built by AI and not on human build lis...
by thunderchero
Mon Apr 01, 2024 10:48 pm
Forum: Flagship Mod
Topic: Flagship/heroship code changes
Replies: 30
Views: 508

Re: Flagship/heroship code changes

Too late tonight, one question. does code above in any way prevent AI from building hero ships?

if it does I am not seeing it

starting to wonder how hard would it be to add a new ship "type" 0A = hero ship?
by thunderchero
Mon Apr 01, 2024 2:40 pm
Forum: Flagship Mod
Topic: Flagship/heroship code changes
Replies: 30
Views: 508

Re: Flagship/heroship code changes

Spocks-cuddly-tribble wrote: Mon Apr 01, 2024 1:58 pm Best approach (still needs more research):
Ok Flagship mod is a dinosaur... might not even be deserving of being in all in one installer :sad:
by thunderchero
Mon Apr 01, 2024 2:34 pm
Forum: Ultimate Editor
Topic: Branch/Commits testing of latest UE code
Replies: 26
Views: 635

Re: Branch/Commits testing of latest UE code

I did noticed the in ship stats the "Function" is no longer using lexicons
ultra.jpg
ultra.jpg (158.97 KiB) Viewed 415 times
here is older version using lexicons
old2.jpg
old2.jpg (161.09 KiB) Viewed 415 times
by thunderchero
Mon Apr 01, 2024 8:46 am
Forum: Ultimate Editor
Topic: Branch/Commits testing of latest UE code
Replies: 26
Views: 635

Re: Branch/Commits testing of latest UE code

When you reference commits, best name the commit SHA number: 6481f35d87f520664621bdf890bb9ce900c904b2 Or write the complete perma link: https://gitlab.com/stbotf/ultimate-editor/-/commit/6481f35d87f520664621bdf890bb9ce900c904b2 :up: The message is a bit confusing, agreed. When I implemented it, UE ...
by thunderchero
Sun Mar 31, 2024 9:09 pm
Forum: General Chat
Topic: "Generations" BOTF development mod
Replies: 105
Views: 2167

Re: "Generations" BOTF development mod

also it was noted in flagship mod topic, it would be possible to steal your hero ship using intel. :shock: but the chance of this should be able to be decreased if not eliminated using intel multipliers. by changing base multiplier espionage to 0 for all races, but this will greatly effect intel or ...
by thunderchero
Sun Mar 31, 2024 8:35 pm
Forum: Flagship Mod
Topic: Flagship/heroship code changes
Replies: 30
Views: 508

Re: Flagship/heroship code changes

Now that I know how I did changes... with most "command" ships grouped in with cruisers would it be possible to give same combat commands and solo targeting as command cruisers type 04 to ship type 02 (cruiser) so both would have same abilities? https://www.armadafleetcommand.com/onscreen/...
by thunderchero
Sun Mar 31, 2024 6:18 pm
Forum: Flagship Mod
Topic: Flagship/heroship code changes
Replies: 30
Views: 508

Re: Flagship/heroship code changes

I did find changes I made... I edited the code changes made by UE for "buildable minor ships (major code modification) at 0x00f31f3 change 07 -> 04 (starbase -> command cruiser) Note; vanilla code would change at 0xf31c9 07 -> 04 next make all starbase I an upgrade of outpost II all starbase ch...
by thunderchero
Sun Mar 31, 2024 3:13 pm
Forum: Flagship Mod
Topic: Flagship/heroship code changes
Replies: 30
Views: 508

Flagship/heroship code changes

Hi Everyone, Studmaster is looking to use code changes used in flagship mod to add Hero ships to his mod. here is what I have found/remember so far hero/flag ships need to be available at tech 1 any command cruiser types need to be changed to cruiser type? (might have other options at tech starts/up...
by thunderchero
Sun Mar 31, 2024 9:33 am
Forum: General Chat
Topic: "Generations" BOTF development mod
Replies: 105
Views: 2167

Re: "Generations" BOTF development mod

Looking into the flagship mod, there are good things that it did. I need to figure out a way so that only one flagship can be built and once gone....its gone. However I want to have all the generations in there without going through a upgrade from nx to whatever my end would be. If the player keeps...
by thunderchero
Sat Mar 30, 2024 10:36 pm
Forum: Showcase Ships/Stations/3D-FX
Topic: Galaxy class and variants
Replies: 21
Views: 496

Re: Galaxy class and variants

It don't has to be canon, but Galaxy-X is way too dark and back extended. Galaxy looks as if dark area is facing backwards? it never will be cannon, just better with ever adjustment hh1v2.zip galaxy edited lighter.jpg galaxy x edited xlight.jpg edit; just on a side note as soon as ship pack was rel...

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