Search found 128 matches

by Dafedz
Mon May 08, 2023 2:20 pm
Forum: Ultimate Mod
Topic: Ultimate Mod 5 v5.5 Redux (New)
Replies: 112
Views: 9596

Re: Ultimate Mod 5 v5.5 Redux (New)

That makes sense, even though I expected each aspect of a ship to always improve. Is the difference in shields between Cruiser IV (880 (95)/290) and V (137(68)/370) also intended? Thanks, Ken The first one you quote is for the Light Cruiser VI (Nova class), not Cruiser IV. And those stats are corre...
by Dafedz
Mon May 01, 2023 12:27 pm
Forum: Ultimate Mod
Topic: Ultimate Mod 5 v5.5 Redux (New)
Replies: 112
Views: 9596

Re: Ultimate Mod 5 v5.5 Redux (New)

Hi, I just installed this from the top 10 installers app, and suspect there are various typos in ship costs. Although I could be missing something. For example, is the Fed Tactical Cruiser IV really supposed to have inferior torps (15 x 109) compared to III (18 x 100)? Is the Fed Heavy Explorer sup...
by Dafedz
Tue Jan 24, 2023 10:22 am
Forum: General Modding Information/Questions
Topic: One per empire bug with more than 1 minor structure
Replies: 10
Views: 1127

One per empire bug with more than 1 minor structure

NAME: AI multiple One-per-Empire buildings fix DESC: Skips also output types trade goods & emergency morale program, in case they are mistakenly in aibldreq.bin. AUTHOR: Spocks-cuddly-tribble URL: https://www.armadafleetcommand.com/onscreen/botf/viewtopic.php?p=54784#p54784 >> 0xB2BF 24 66 8B 4...
by Dafedz
Sat Jan 14, 2023 8:52 am
Forum: Ultimate Mod
Topic: Ultimate Mod 5 v5.5 Redux (New)
Replies: 112
Views: 9596

Re: Ultimate Mod 5 v5.5 Redux (New)

I think I follow. Have updated ship stats as above and uploaded here: I'd also suggest the UE auto set feature for ship specific weapon animations (we can do for you). yesterday I started collecting files and adding to installer. I currently have a working installer at 1024, 1366, 1920 using files ...
by Dafedz
Fri Jan 13, 2023 8:13 am
Forum: Ultimate Mod
Topic: Ultimate Mod 5 v5.5 Redux (New)
Replies: 112
Views: 9596

Re: Ultimate Mod 5 v5.5 Redux (New)

Remember we need the updated shiplist.sst: :!: Estimate about 30 minutes (conception + editing all shiplist.sst 'beam min range' values). Hard coded default is a torpedo firing arc of 60 degree forward for all ships, stations and monster. With patch new aft torpedo arc = (360 -'beam min range') so ...
by Dafedz
Wed Jan 11, 2023 9:24 am
Forum: Ultimate Mod
Topic: Ultimate Mod 5 v5.5 Redux (New)
Replies: 112
Views: 9596

Re: Ultimate Mod 5 v5.5 Redux (New)

The caution however is indeed errors for ring and spiral galaxies. That might be the problem. It's not only the readrace-crashes with ring/spiral, worse is galaxy hang-ups (endless loop, in full screen mode might require a system shutdown). For this reason I removed 'Faire starting positions for de...
by Dafedz
Mon Jan 09, 2023 10:00 am
Forum: Ultimate Mod
Topic: Ultimate Mod 5 v5.5 Redux (New)
Replies: 112
Views: 9596

Re: Ultimate Mod 5 v5.5 Redux (New)

One thing that really bugs me which I can't find a workaround for. I've had the issue where AI empires - when set to invade a minor - will in a single turn totally wipe out that minor. You then lose that minor from the game, and the special structures they bring. Two patch versions for "at som...
by Dafedz
Mon Jan 09, 2023 9:46 am
Forum: Ultimate Mod
Topic: Ultimate Mod 5 v5.5 Redux (New)
Replies: 112
Views: 9596

Re: Ultimate Mod 5 v5.5 Redux (New)

map generation I had a lot of issues with ring and spiral (readrace error) Possible reason for that might be a late edition I made with this patch: https://www.armadafleetcommand.com/onscreen/botf/viewtopic.php?f=4&p=52712#p52712 The caution however is indeed errors for ring and spiral galaxies...
by Dafedz
Sat Jan 07, 2023 9:11 am
Forum: Ultimate Mod
Topic: Ultimate Mod 5 v5.5 Redux (New)
Replies: 112
Views: 9596

Re: Ultimate Mod 5 v5.5 Redux (New)

test version is 1366 x 768 do you want to release 1024 x 768 and/or 1920 x 1080 versions? (most files I already have or will edit size of your current images for ships and structure) Note; most of my mods I have dropped 800 x 600 version Supporting multiple formats is a bit of a headache (aren't th...
by Dafedz
Sat Jan 07, 2023 8:54 am
Forum: Ultimate Mod
Topic: Ultimate Mod 5 v5.5 Redux (New)
Replies: 112
Views: 9596

Re: Ultimate Mod 5 v5.5 Redux (New)

This is weird, I didn't think the exe was that bad. It's not so different to pre-update. All I've done is add a few extra patches, most being fixes I've been alerted to and were not around circa 2015 when UM5 was last updated. There remain a few custom patches of my own (not all I remember it was 7+...
by Dafedz
Fri Jan 06, 2023 9:55 am
Forum: Ultimate Mod
Topic: Ultimate Mod 5 v5.5 Redux (New)
Replies: 112
Views: 9596

Re: Ultimate Mod 5 v5.5 Redux (New)

Anyway, I checked the old UM 52.5 trek.exe -> thunderchero fixed the missing AI tech bonus factor codes for you! food/energy +30% -> extra codes fixed industry +80% -> extra code fixed research +50% (all tech) -> no extra codes intel +100% (computer) -> no extra codes I hope this fixes your tech bo...
by Dafedz
Thu Jan 05, 2023 9:53 am
Forum: Ultimate Mod
Topic: Ultimate Mod 5 v5.5 Redux (New)
Replies: 112
Views: 9596

Re: Ultimate Mod 5 v5.5 Redux (New)

This shouldn't happen with this extra patch, it's for AI features (and only for food, industry & energy), not for real system outputs, intel or research. Upload your trek.exe and I'll look into it, so I can also hint other outdated/missing & useful patch combos and/or provide a fixed exe. W...
by Dafedz
Sun Jan 01, 2023 11:08 am
Forum: Ultimate Mod
Topic: Ultimate Mod 5 v5.5 Redux (New)
Replies: 112
Views: 9596

Re: Ultimate Mod 5 v5.5 Redux (New)

The above extra tech bonus codes are important, increasing tech bonus factor percentages without adapting them pretty much cripples the AI. So make sure the two industry bonus percentages and the three for food/energy will match their counterparts each: https://www.armadafleetcommand.com/onscreen/b...
by Dafedz
Sun Jan 01, 2023 10:11 am
Forum: Ultimate Mod
Topic: Ultimate Mod 5 v5.5 Redux (New)
Replies: 112
Views: 9596

Re: Ultimate Mod 5 v5.5 Redux (New)

Thanks, all these latest patches are present, updated and correct. And yes I play widescreen ratio, 1366x768, but each to their own. UM5 is chiefly configured to this format, and it's the one I recommend. I hardly find time to test my pending ECM fixes. On short notice you won't get much beta-testin...
by Dafedz
Sat Dec 31, 2022 12:23 pm
Forum: Ultimate Mod
Topic: Ultimate Mod 5 v5.5 Redux (New)
Replies: 112
Views: 9596

Re: Ultimate Mod 5 v5.5 Redux (New)

Thanks SCT. I've updated several patches, including many of the AI fixes. AI empires seem now to expand smoothly and quite aggressively. Here's a test game, small map [30x15] at turn 150, turn time at this point ~12 seconds. https://i.vgy.me/a1qcgs.jpg Could use some help with further beta testing. ...

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