Search found 130 matches
- Sat Dec 03, 2016 3:41 pm
- Forum: Auto-Upgrading Ships (options)
- Topic: Auto-Upgrading Ships (options)
- Replies: 9
- Views: 10853
Re: Auto-Upgrading Ships (options)
SCT wrote: 2.3 For one turn, the displayed cost & total credits preview is wrong (old price) for auto-upgraded ships under construction. It's just cosmetics, but in the worst case this can lead to a "credit deficit". Some clarification: you won't go to credit deficit if you buy the sh...
- Sat Dec 03, 2016 3:05 pm
- Forum: Modding Information Archive
- Topic: When a battle is just too big...
- Replies: 16
- Views: 10232
Re: When a battle is just too big...
this don't seems so. tested it and the order of the ships (if predecessor is before or behind the upgrade) don't seems to have any effect if a ship will be upgraded or not.DCER wrote:
IIRC this makes upgrades stop working all together. The upgrade of a ship needs to always follow it's predecessor.
- Mon Nov 28, 2016 1:35 pm
- Forum: Crew Experience
- Topic: Crew Experience
- Replies: 23
- Views: 27863
Re: Crew Experience
Gowron wrote: 1. Amount of Exp. Points gained during battle To get Exp. Points from a battle, you must enter the tactical combat screen. "Auto" and "Hail" (before the battle) will result in zero points. that's not correct. you also gain crew exp. points from auto battle. (tested...
- Sun Nov 27, 2016 7:00 am
- Forum: Intel (mechanisms and bugfixes)
- Topic: Intel
- Replies: 15
- Views: 17449
Re: Intel
Spocks-cuddly-tribble wrote: @ 2.3 Intel department bonuses fix (Economic-, Scientific- & Military Intel) Code description: 0047D3DA DC0D 64AC5700 FMUL QWORD [57AC64] // * 0.0005 (share system attack multiplier at 0x17A864 ) the wrong address is stated. the correct address for the multiplier is...
- Sat Nov 26, 2016 11:35 am
- Forum: Gifts to Minor Races: Amounts and Effects + major race gifts, offers & demands !
- Topic: Gifts to Minor Races: Amounts and Effects
- Replies: 19
- Views: 19636
Re: Gifts to Minor Races: Amounts and Effects
Spocks-cuddly-tribble wrote: Amounts of (player)gifts/ offers to Majors Code: Select all sub_4106C0(empire_gift_offer_calculation) 41070F fild dword ptr [esp+10h] (for player from sub_4C7E48) 410713 fmul ds:576F4C (0.25) 410719 fld qword ptr [esp] (Income [EmpsInfo+9Ch] min 50) 41071C fmul ds:576F5...
- Sat Oct 15, 2016 1:36 pm
- Forum: Tech Level Bonus Factors (+2%)
- Topic: Tech Level Bonus Factors
- Replies: 27
- Views: 28719
Re: Tech Level Bonus Factors
what do you mean?
has SCT no more interest in code changes anymore?
has SCT no more interest in code changes anymore?
- Sat Oct 15, 2016 10:59 am
- Forum: Tech Level Bonus Factors (+2%)
- Topic: Tech Level Bonus Factors
- Replies: 27
- Views: 28719
Re: Tech Level Bonus Factors
thanks for the link. but i think that won't help much. most probably the techid isn't implemented yet in vanilla botf. so it's useless to search for. would it be possible to ask SCT to write also a code for industry like he already did for research and intel? that way it seems the only way to me to ...
- Fri Oct 14, 2016 5:29 pm
- Forum: Tech Level Bonus Factors (+2%)
- Topic: Tech Level Bonus Factors
- Replies: 27
- Views: 28719
Re: Tech Level Bonus Factors
trek.exe at 0x40A78-0x40AD2 new code 0x5B bytes: 8B 43 4C B2 06 E8 FE 89 FF FF 6B C0 02 6B D6 58 8D 8C 1A 40 02 00 00 90 90 90 90 8D 14 B5 00 00 00 00 29 F2 81 C3 C0 00 00 00 C1 E2 06 01 D3 83 79 50 01 75 0F C7 41 30 00 00 00 00 83 C4 0C 5D 5E 59 5B C3 0F B7 71 44 03 73 1C 8D 44 30 9C 89 04 24 DD 0...
- Fri Oct 14, 2016 10:56 am
- Forum: Tech Level Bonus Factors (+2%)
- Topic: Tech Level Bonus Factors
- Replies: 27
- Views: 28719
Re: Tech Level Bonus Factors
yes, but this seems only to determine the required tech for the next building level but not the tech requirement for the next bonus level. need the value where i can set the tech field requirement for industry. for research and intel i can use the above mentioned code changes by SCT. but for industr...
- Fri Oct 14, 2016 10:10 am
- Forum: Tech Level Bonus Factors (+2%)
- Topic: Tech Level Bonus Factors
- Replies: 27
- Views: 28719
Re: Tech Level Bonus Factors
Code: Select all
The tech IDs for modding research & intel tech bonuses:
0 - Biotech
1 - Computer
2 - Construction
3 - Energy
4 - Propulsion
5 - Weapon
6 - Lowest Tech level (for all tech req.)
- Fri Oct 14, 2016 7:14 am
- Forum: Unrest Orders (turn delay & limitations)
- Topic: Unrest threshold values/feature are broken?
- Replies: 0
- Views: 3261
Unrest threshold values/feature are broken?
hi guys, i've played around a little bit with the unrest threshold values (building outputs and race specific values). and it seems that this values have absolutly no effect. if i understand this feature correct, than the values should lower or increase the threshold for a possible rebellion in a sy...
- Thu Oct 13, 2016 5:05 pm
- Forum: System bonuses for high morale & add wrong main buildings fix
- Topic: System bonuses for high morale
- Replies: 6
- Views: 7515
Re: System bonuses for high morale
Dcer wrote: The code that checks whether to invoke these bonuses in each system is at 0x3E919. It starts by loading the system's morale descriptor (value between -4 and 3) then it test if morale is 2 (loyal) or 3 (fanatic) to see if it should call the function at 0x3EA6C which seem to decide what b...
- Mon Oct 10, 2016 12:36 pm
- Forum: how Morale works
- Topic: Morale
- Replies: 9
- Views: 10158
Re: Morale
anybody an idea where to find the moral level threshold values in the trek.exe??
for example: if i want to change the threshold for the moral level loyal from 160 moral points to 150 moral points.
for example: if i want to change the threshold for the moral level loyal from 160 moral points to 150 moral points.
- Tue Oct 04, 2016 7:19 am
- Forum: General Chat
- Topic: *.tac files in BotF main folder
- Replies: 1
- Views: 1585
*.tac files in BotF main folder
hey guys, after or during 3d Combat crashes botf creates sometimes a *.tac file. for example named: K0000002.tac (if i played with klingon) somebody already mentioned that in https://www.armadafleetcommand.com/onscreen/botf/viewtopic.php?p=46863#p46863: By the way, when I get a crash at the end of c...
- Sun Sep 25, 2016 9:50 am
- Forum: edifbnft.bst (building bonus types)
- Topic: Extending Edifbnft.bst (new building types/bonuses)
- Replies: 15
- Views: 13458
Re: Extending Edifbnft.bst (new building types/bonuses)
yes, this should work
one concept i didn't understand is the effect of the 'bonus to unrest threshold' for buidlings. what effect has a positive or negative value?
one concept i didn't understand is the effect of the 'bonus to unrest threshold' for buidlings. what effect has a positive or negative value?