Search found 303 matches

by Gowron
Tue Dec 15, 2009 1:40 pm
Forum: Balance of Power Mod
Topic: \\\-- Balance of Power (v1.2c released)--///
Replies: 538
Views: 249858

Yeah, the Ferengi and the Romulans still seem to have some sort of problem. It's odd that they're the only empires to show such a behaviour :?
ruthlessferengi wrote:lets not "fix" dilithium in this mod...
Why not? What's the drawback?
by Gowron
Sat Dec 12, 2009 1:42 pm
Forum: Balance of Power Mod
Topic: \\\-- Balance of Power (v1.2c released)--///
Replies: 538
Views: 249858

Spocks-cuddly-tribble wrote:It's good to see you back Gowron :)
And it's good you're still here :)

Thanks for your list. I've already looked through the recent threads and findings, but it's easy to miss something ^^

I'll see what I can include, there's a lot of options ;)
by Gowron
Sat Dec 12, 2009 12:50 pm
Forum: Modding Information Archive
Topic: Question for Codemasters
Replies: 10
Views: 4395

Re: Question for Codemasters

I was wondering if it has been found out how to allow only 1 planet for a minor race to generate upon galaxy generation? That depends on how much time you're willing to invest into this modification ;) Planet generation for minor races is done by subroutine 4B49C0, and the current race ID is stored...
by Gowron
Sat Dec 05, 2009 9:27 am
Forum: Starbase Combat Distance and ship to ship initial distance
Topic: Starbase Combat Distance
Replies: 6
Views: 8624

Re: Starbase Combat Distance

3.) cloak approach 520286 fld ds: 584E0C // 0x 182C0C (8 bytes) default: 300.0 NOTE: multiplied by 1.5 (shared value) Just one note: This is actually the value which will be subtracted from the standard combat distance, so if this value is increased, cloaked fleets will be set closer to the target....
by Gowron
Sat Dec 05, 2009 8:32 am
Forum: minor race hidden (from diplomacy) bug (fix)
Topic: minor race hidden (from diplomacy) - bug fix
Replies: 13
Views: 14519

Congratulations, S.C. Tribble, this has really been one of the most sought-after bugfixes. And also looking at your other recent research, like the phantom dilithium fix and the Ferengi free trade route code, I think your new rank is really hard-earned, and I'm happy to see that we have a third code...
by Gowron
Sat Dec 05, 2009 8:14 am
Forum: Dynamic Key Variables
Topic: Dynamic Key Variables
Replies: 29
Views: 17879

Spocks-cuddly-tribble wrote: 592BF8: address of loaded race.rst / 5CB2F8: a corresponding count

5A36CC: address of stellInfo (see savegames)
5A36D8: address of sector.lst (see savegames)
5A36E0: address of treaty (see savegames) /5A3748: a corresponding count
Included now, thank you :)
by Gowron
Mon Sep 07, 2009 10:59 am
Forum: General Chat Archive
Topic: Bug on the main page, please fix
Replies: 1
Views: 2315

Bug on the main page, please fix

There's a closing </marquee> tag missing on the AFC main page.
This makes half of the page keep scrolling in Opera 10.
(other browsers might ignore the tag or even auto-fix the bug)

Please insert the missing tag, thank you :)
by Gowron
Sat Sep 05, 2009 11:49 am
Forum: Dynamic Key Variables
Topic: Dynamic Key Variables
Replies: 29
Views: 17879

Spocks-cuddly-tribble wrote:58AE7C: address of AIAgtIdCtr (see savegames)
58AE84: address of AITaskIdCtr (see savegames)
58AE88: address of AISysUnt (see savegames)
58AE8C: address of AIShpUnt (see savegames)

5A36C8: address of systInfo (see savegames)
All included, thanks :)
by Gowron
Sat Aug 22, 2009 11:48 am
Forum: Dynamic Key Variables
Topic: Dynamic Key Variables
Replies: 29
Views: 17879

Spocks-cuddly-tribble wrote:592C28: address of loaded meplanet.bin


Wrong or overlooked? :
58C0B0: address of loaded aibldreq.bin


Also my abbreviation was here in the wrong language:
5B1A90: Mudd cheat (0=OFF, 1=ON) (0x38B27=F9-RPs /0x38B63=F10-credits)
All included/clarified now :)
by Gowron
Fri Aug 07, 2009 7:40 pm
Forum: Dynamic Key Variables
Topic: Dynamic Key Variables
Replies: 29
Views: 17879

All included now :)
..............................
by Gowron
Thu Jul 30, 2009 11:52 am
Forum: Trade Routes, Ship Regeneration, Neutron Stars, Black Holes
Topic: Trade Routes, Ship Regeneration, Neutron Stars, Black Holes
Replies: 17
Views: 18251

Very good solution :)

Since edx and ebx are used for the same value, we could even skip the
"mov edx, ebx"
instruction and replace edx by ebx in the statement at position 46B6F9. This would free up another 2 bytes :)
by Gowron
Mon Jul 27, 2009 2:51 pm
Forum: Trade Routes, Ship Regeneration, Neutron Stars, Black Holes
Topic: Trade Routes, Ship Regeneration, Neutron Stars, Black Holes
Replies: 17
Views: 18251

Re: Trade Routes, Ship Regeneration, Neutron Stars, Black Ho

NOTE : BotF mistakenly multiplies the current hull points instead of nominal hull! (Star systems are irrelevant here) thus every damage below 20 HPs is for eternity (unmodded). This should resolve the problem, in theory... it didn't work. :( loc_46B6C8: fild dword ptr [ebx] // ebx=nominal hull fmul...
by Gowron
Sat Jul 25, 2009 8:09 am
Forum: Map Range
Topic: Map Range
Replies: 14
Views: 13586

Re: Map Range

The map range for each tech level is displayed in the tech field database (F4 screen)... BUT the range is always off by one tech level. Well, then let's correct the bug. :wink: Sub_ 47C1B0 is used for this purpose (exclusively). And, since BotF pigheaded refuses our joining as minor race or as mons...
by Gowron
Sun Jul 12, 2009 11:13 am
Forum: Multiplayer Games
Topic: Tournament 3 2009 Balance of power winner ruthlessferengi
Replies: 130
Views: 56464

I think the BoP tournament was one of the best yet, but then it's the one I got furthest in. So Gowron, thanks for taking the time to create this Mod. If you look back through the posts, you will see comments from various on how we think it could be better for next time around, but I think it's cer...
by Gowron
Sun Jul 12, 2009 7:16 am
Forum: Balance of Power Mod
Topic: \\\-- Balance of Power (v1.2c released)--///
Replies: 538
Views: 249858

It's probably a bug native to vanilla BOTF and not BOP, but I figured I'd mention it anyway to be on the safe side: While playing a Romulan game (yay!), I had ordered two troop transports to construct a starbase at one of my colonies. The next turn, they were just sitting there on "Avoid"...

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