Search found 1944 matches

by Spocks-cuddly-tribble
Tue Apr 02, 2024 2:11 pm
Forum: Flagship Mod
Topic: Flagship/heroship code changes
Replies: 30
Views: 583

Re: Flagship/heroship code changes

Flocke will not be, it throws exception Then he can advice where to free up 7 bytes for the new Hero ship switch (near the outpost/starbase checks) to avoid UE conflicts. I optimized loading shiplist.sst entry and cmp switches for this. I had the same thought, but Cardassian were pinned between rom...
by Spocks-cuddly-tribble
Tue Apr 02, 2024 12:44 pm
Forum: Flagship Mod
Topic: Flagship/heroship code changes
Replies: 30
Views: 583

Re: Flagship/heroship code changes

Glad to hear it works without issues. Sadly I can't say the same for my new building bonuses multi-patch, have to re-start from scratch. :mad: Code might show conflicts with patches for starting-ships/systems/structures + 'build minor ships' needs an extra variant, but all should be quite easy. :win...
by Spocks-cuddly-tribble
Mon Apr 01, 2024 11:44 pm
Forum: Flagship Mod
Topic: Flagship/heroship code changes
Replies: 30
Views: 583

Re: Flagship/heroship code changes

does code above in any way prevent AI from building hero ships? Of course, AI and starting ships use the same code (sub_455340 get_ship_ID_for_type) to determine ship ID to build via function (that's why we need the extra code with ID table - they are now blocked in the shared code). :wink: Researc...
by Spocks-cuddly-tribble
Mon Apr 01, 2024 7:18 pm
Forum: Flagship Mod
Topic: Flagship/heroship code changes
Replies: 30
Views: 583

Re: Flagship/heroship code changes

Flagship mod is a dinosaur... might not even be deserving of being in all in one installer :sad: I wouldn't say that. As you say guys like Studmaster are still interested in this special function. And to this day it's the only available workaround. :up: How many upgrades i.e. shiplist.sst slots use...
by Spocks-cuddly-tribble
Mon Apr 01, 2024 1:58 pm
Forum: Flagship Mod
Topic: Flagship/heroship code changes
Replies: 30
Views: 583

Re: Flagship/heroship code 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? They already have same combat orders, the broken command function is a fleet and...
by Spocks-cuddly-tribble
Sun Mar 31, 2024 4:54 pm
Forum: Flagship Mod
Topic: Flagship/heroship code changes
Replies: 30
Views: 583

Re: Flagship/heroship code changes

I'd write an extra code for adding an extra starting ship to home system: https://www.armadafleetcommand.com/onscreen/botf/viewtopic.php?p=10103#p10103 Sub_446240 add_ShipID_edx__systemID_eax -> write a table with the shiplist.sst ship IDs for each empire race ID AX ( & starting level ? ). You c...
by Spocks-cuddly-tribble
Sun Mar 31, 2024 10:38 am
Forum: Showcase Ships/Stations/3D-FX
Topic: Galaxy class and variants
Replies: 21
Views: 538

Re: Galaxy class and variants

better with ever adjustment Thank you for fixing the confusing/strange anomalies. Approved. :cool: :up: I thought the ECM Galaxy was a simple glitch (area mirrored or left/right side texture areas interchanged). Before your last update of ECM textures I never noticed the area that dark and/or facin...
by Spocks-cuddly-tribble
Sat Mar 30, 2024 9:56 pm
Forum: Showcase Ships/Stations/3D-FX
Topic: Galaxy class and variants
Replies: 21
Views: 538

Re: Galaxy class and variants

here is texture adjustment (hh1_a.gif and palette) There is a misunderstanding. It's about the slightly darker forward neck area (with torpedo launcher and lateral docking locks). Here is original, ECM Galaxy-X and ECM Galaxy: GalaxyTorpedoLauncher.jpg It don't has to be canon, but Galaxy-X is way ...
by Spocks-cuddly-tribble
Sat Mar 30, 2024 12:53 pm
Forum: Showcase Ships/Stations/3D-FX
Topic: Galaxy class and variants
Replies: 21
Views: 538

Re: Galaxy class and variants

here is texture adjustment (hh1_a.gif and palette) Will check it out very soon, thanks! could you add some "tags" to the ECM patches? possible tags are; TAG: fix TAG: enhancement TAG: other (default displays when "other" selected with no tag) I don't want to spam your great Gala...
by Spocks-cuddly-tribble
Fri Mar 29, 2024 11:23 am
Forum: Supremacy
Topic: salvage operations
Replies: 4
Views: 109

Re: salvage operations

Nice idea, but requires damage/destruction levels aka wreck status. I remember 'Dominion Wars' patched some variations of ship destruction in combat (some wrecks remained, blocked weapon fire and caused collision damage).
by Spocks-cuddly-tribble
Fri Mar 29, 2024 11:12 am
Forum: Showcase Ships/Stations/3D-FX
Topic: Galaxy class and variants
Replies: 21
Views: 538

Re: Galaxy class and variants

I still need to add phasers and convert The extra 'bridge-wings' pulse phasers or the extra phaser coves on top of the nacelles? Also the ugly extra wings on the bottom of the pylons are missing - perhaps for the better. I REALLY love it. The design details and variations of the 'turbo' phaser look...
by Spocks-cuddly-tribble
Thu Mar 28, 2024 10:53 am
Forum: Showcase Ships/Stations/3D-FX
Topic: Galaxy class and variants
Replies: 21
Views: 538

Re: Galaxy class and variants

What happened to ECM palettes? :shock: Yeah, in your pic it looks like a glitch. But, same as thunderchero, in my ECM install (2.0.3b 800x600) Galaxy, Galaxy-X, Nebula and Sovereign look good (like your vanilla -> you used the cosmetic texture patch for vanilla -> original is BOP/FMPM). I like the ...
by Spocks-cuddly-tribble
Wed Mar 27, 2024 2:42 pm
Forum: General Modding Information/Questions
Topic: some weird stuff....
Replies: 0
Views: 91

some weird stuff....

1.) I found just loading a saved game (started via command-line -n) re-triggers the -n behavior for new games: https://www.armadafleetcommand.com/onscreen/botf/viewtopic.php?p=30244#p30244 The starting seed was edited in stbof.ini and saved games of the same galaxy for all 5 player empires generated...
by Spocks-cuddly-tribble
Wed Mar 27, 2024 1:46 pm
Forum: General Chat
Topic: Star Trek: Infinite - BOTF successor? Possible
Replies: 47
Views: 5247

Re: Star Trek: Infinite - BOTF successor? Possible

PTRACER wrote: Wed Mar 27, 2024 9:09 amI encounter bugs very rarely even though I'm playing vanilla
Yeah, thunderchero fixed the vanilla ships with the hob/LOD fix, so stability should be better than most mods (about max one crash per 300 turns played).
by Spocks-cuddly-tribble
Wed Mar 27, 2024 1:37 pm
Forum: BOTF Strategy Guide
Topic: Dilithium
Replies: 7
Views: 534

Re: Dilithium

So it's used for ship BUILDING only? Sadly an unfinished feature supposed for ship specific dilithium costs, global and local dilithium pools, a starting pool value & income and diplomatic trading options. But this would be way too much work. There's no limit to the size of my fleet (based on D...

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