Search found 128 matches
- Fri Dec 30, 2022 11:27 am
- Forum: Ultimate Mod
- Topic: Ultimate Mod 5 v5.5 Redux (New)
- Replies: 112
- Views: 9596
Re: Ultimate Mod 5 v5.5 Redux (New)
Nice one, Son! :up: a few erroneous ones (causing bugs, e.g. this one https://www.armadafleetcommand.com/onscreen/botf/viewtopic.php?p=33859#p33859 ) have been removed. Note the main patch should be OK, the issue is just with two options for minor race special structures! Many thanks SCT, I did ind...
- Thu Dec 29, 2022 3:10 pm
- Forum: Ultimate Mod
- Topic: Ultimate Mod 5 v5.5 Redux (New)
- Replies: 112
- Views: 9596
Ultimate Mod 5 v5.5 Redux (New)
Greetings fellow BoTFers. UM5 is being updated and is coming soon. A great deal of balance work and enhancements have been performed, worthy of a new release. Several new error correction patches have been applied, and a few erroneous ones (causing bugs, e.g. this one https://www.armadafleetcommand....
- Wed Dec 07, 2022 6:28 pm
- Forum: Intel (mechanisms and bugfixes)
- Topic: Intel
- Replies: 15
- Views: 17404
Re: Intel
Thanks SCT for the quick response! I don't have the skills/tools to do anything with the above, but can do hex and maybe write a patch. Is there anything I can look at/change in trek.exe or Intel.bin?
- Wed Dec 07, 2022 5:08 pm
- Forum: Intel (mechanisms and bugfixes)
- Topic: Intel
- Replies: 15
- Views: 17404
Re: Intel
Any tips on what to do if you want to change the success chance of the AI blaming you for its sabotage attacks against another empire? (Who me? I protest my innocence!) The Roms didn't fall for Sisko's ploy. Remember Vreenak crying out "It's a fake!" ? I don't think the success rate of thi...
- Sun Aug 23, 2020 11:20 am
- Forum: Ultimate Mod
- Topic: Ultimate Mod 5 v2.5 1024 (Updated 15/2/16)
- Replies: 343
- Views: 209448
Re: Ultimate Mod 5 v2.5 1024 (Updated 15/2/16)
Adjusting ship weapons bombing damage vs. SH, population & buildings: https://www.armadafleetcommand.com/onscreen/botf/viewtopic.php?f=155&t=56#p17963 467479 0FAF8424A8010000 IMUL EAX, [ESP+1A8] -> shr eax, x = ship bombing damage /2^x 0x66879 (0FAF8424A8010000) -> C1 E8 0X 90 90 90 90 90 Y...
- Mon Aug 03, 2020 12:24 pm
- Forum: Ultimate Mod
- Topic: Ultimate Mod 5 v2.5 1024 (Updated 15/2/16)
- Replies: 343
- Views: 209448
Re: Ultimate Mod 5 v2.5 1024 (Updated 15/2/16)
Thanks Thunder. Got time on my hands at the moment - haven't we all - and playing some test games. There are a few patches I've added which have come up from recent developments, for instance forcing the AI to terraform all planets (https://www.armadafleetcommand.com/onscreen/botf/viewtopic.php?f=22...
- Sun Aug 02, 2020 11:31 am
- Forum: Ultimate Mod
- Topic: Ultimate Mod 5 v2.5 1024 (Updated 15/2/16)
- Replies: 343
- Views: 209448
Re: Ultimate Mod 5 v2.5 1024 (Updated 15/2/16)
Hi, I downloaded the save game and played the turn. I crashed too, but that wasn't a surprise. The number of ships engaged in the battle was I think ~630. The game took one look at that and said nah. Unfortunately it can't handle that number of ships, and a crash was expected. I played the turn on a...
- Sat Jul 11, 2015 1:31 pm
- Forum: Adding a New Planet-Type (workaround)
- Topic: Adding a New Planet-Type (workaround)
- Replies: 5
- Views: 6229
Adding a New Planet-Type (workaround)
This might be considered just a small enhancement to game-play, but it's worth sharing here. The current planet-types are, as we know: 0 - Arctic 1 - Barren 2 - Desert 3 - Gas Giant 4 - Jungle 5 - Oceanic 6 - Terran 7 - Volcanic Beforehand, the only way to add a new-class was to replace one of these...
- Sat Jun 13, 2015 6:29 pm
- Forum: Ultimate Mod
- Topic: Ultimate Mod 5 v2.5 1024 (Updated 15/2/16)
- Replies: 343
- Views: 209448
Re: Ultimate Mod 5 v2.4 (Updated 23/5/15)
Thanks to a nudge in the back by thunder, work has begun on adapting UM5 to 1024x768. It's a work in progress, but it's on its way...
- Sat Jun 13, 2015 6:17 pm
- Forum: Showcase Ships/Stations/3D-FX
- Topic: Pre-approved use of models by creators
- Replies: 7
- Views: 23774
Re: Pre-approved use of models by creators
Me also, for any ships I have made for my mods - feel free to use/distribute etc, credit much appreciated tho.
- Wed May 27, 2015 11:57 am
- Forum: Ultimate Mod
- Topic: Ultimate Mod 5 v2.5 1024 (Updated 15/2/16)
- Replies: 343
- Views: 209448
Re: Ultimate Mod 5 v2.4 (Updated 23/5/15)
Tangentially-related: Why is it that some large M-class planets have such oddly low growth rates? I've seen a few Earth-like worlds with population caps of 300-330, but with growth rates of only 0.4-0.5 percent. :?: (Not that I'm complaining, I'm just honestly curious as to the reason for it.) Unfo...
- Tue May 26, 2015 12:11 pm
- Forum: Ultimate Mod
- Topic: Ultimate Mod 5 v2.5 1024 (Updated 15/2/16)
- Replies: 343
- Views: 209448
Re: Ultimate Mod 5 v2.4 (Updated 23/5/15)
925 is pretty mental. That's the biggest I've ever seen to be honest. It really is just pure luck for that system to have three Large M-class planets like that - you might play a hundred games and not see it again. Although I have seen a good number of Minor race worlds ~700, and a handful of 800s. ...
- Sat May 23, 2015 3:57 pm
- Forum: Ultimate Mod
- Topic: Ultimate Mod 5 v2.5 1024 (Updated 15/2/16)
- Replies: 343
- Views: 209448
Re: Ultimate Mod 5 v2.1 (New Release 5/5/14)
I reckon I've taken enough time, its was only really testing, particularly ship v ship testing, that was taking all this time. Many thanks to thunder for making the installer! Click link to download. Ultimate mod 5 v2.4 Note: backup your existing folder before installing. Also, you may have to unins...
- Fri May 22, 2015 5:28 pm
- Forum: Ultimate Mod
- Topic: Ultimate Mod 5 v2.5 1024 (Updated 15/2/16)
- Replies: 343
- Views: 209448
Re: Ultimate Mod 5 v2.1 (New Release 5/5/14)
You're welcome Dafedz . And thanks for the explanation! :) So do you have an ETA yet on when the v2.4 patch will be "ready for primetime"? (Hey, you knew I was gonna ask sooner or later! :P ) Just wondering when I can get my grubby little hands on it... :mrgreen: If you're that keen mate,...
- Fri May 22, 2015 1:14 pm
- Forum: Ultimate Editor
- Topic: Ultimate Editor
- Replies: 1073
- Views: 380159
Re: Ultimate Editor
Yes I have often wondered about shield level/penetration, as well beam/torp multipliers, but always chose to leave them at the default 0/1 levels, having no idea how they work or what they do.