Star Frequency

Star Frequency; support/discussion/questions

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thunderchero
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Re: Star Frequency

Post by thunderchero » Sat Sep 27, 2014 8:21 pm

sometime you just need to try to see if it will work.

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Wilhelmina
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Re: Star Frequency

Post by Wilhelmina » Sun Sep 28, 2014 12:18 am

thunderchero wrote:sometime you just need to try to see if it will work.

thunderchero

I thought as much.

One last question, and I have covered all my questions I ever wanted to know an answer for in modding botf.

Where are the Posts, which describe how to disable System Random Events ( like Climat Change and Comets) since I dont understand this posts I found

viewtopic.php?f=229&t=1493&p=31146&hilit=climate#p31146
Peter1981 wrote:the key to this KrazzeeXXL is in trek.exe all you need to do is replace switches 2 and 5 with a bitmask (like switch 0, 8, 9 or C) in the EDIT: 44C014 [opps typo 44C830] switch/jump table: (case / 4byte address of code sequence)
in trek.exe at 0x4B414

1b c2 44 00 2d c2 44 00 c5 c2 44 00 e7 c2 44 00
8f c3 44 00 ae c3 44 00 d0 c3 44 00 29 c4 44 00
72 c4 44 00 84 c4 44 00 96 c4 44 00 01 c5 44 00
8b c5 44 00 9d c5 44 00
so replacing the two pieces of 4-byte code highlighted above in green with the code for a bitmask, say, 1b c2 44 00 should work.

Hope this helps.

EDIT: Fixed jump table location - Tethys
I mean ??? what does this mean, also everytime I thought I understand something new occurs, I am able to understand hex a bit, but assembler is way mor complicated for me, I dont even understand phrases like :

asm-address /hex-code /instruction -> replacement

-> no system events:
44BF30 53 push ebx -> C3 (retn) Edit: I just replaced the 53 wit C3 , if I understood right but not sure O.o

this language sounds too confusing for me O.o
And trying to learn more is almost impossible, since most links posted in this forum (used search as well as gone through modding index and even the archives) are not found anymore , so I need to bug you here with questions and steal your time ... :(

I guess some hints for Hxing and which codes are needed to be edited to accomplish my desired goals (no system events/earth quakes/comets) are really helpful

I apreciate your help though :)

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Re: Star Frequency

Post by thunderchero » Sun Sep 28, 2014 6:23 pm

asm-address
use UE to convert to hex address

as for bitmask I never really understood/attempted myself (I just turn off random events)

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Wilhelmina
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Re: Star Frequency

Post by Wilhelmina » Sun Sep 28, 2014 8:46 pm

thunderchero wrote:asm-address
use UE to convert to hex address

as for bitmask I never really understood/attempted myself (I just turn off random events)

thunderchero

replacing the 53 with c3 seems to do the trick, in my tests, no system events like climate change, comets hapened but galaxy wide phenomenons subspace anomaly for example.


Hmm, my AI Enemies sometimes spread largely and sometimes stick with 2-3 Systems , now they conquer lots of minors since I reduced their starting Population.

I guess it will be a riddle to the end :D

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Re: Star Frequency

Post by thunderchero » Sun Sep 28, 2014 9:00 pm

Wilhelmina wrote:my AI Enemies sometimes spread largely and sometimes stick with 2-3 Systems
you should always read entire topic, this from AI Map Scan Matrix Reloaded
thunderchero wrote:that part was added but check if 2nd part of it was.
Spocks-cuddly-tribble wrote:set the *colvar.wtf "distance" values to 0.0 for larger maps.
this can be done with UE edit/AI/colony value

change the line for "distance" to 0.0 for each race
I also suggest increasing ship range and ship speed
to edit ship range, trek.exe ue/edit/game/ship map range

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Wilhelmina
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Re: Star Frequency

Post by Wilhelmina » Mon Sep 29, 2014 6:02 pm

thunderchero wrote:
Wilhelmina wrote:my AI Enemies sometimes spread largely and sometimes stick with 2-3 Systems
you should always read entire topic, this from AI Map Scan Matrix Reloaded
thunderchero wrote:that part was added but check if 2nd part of it was.
Spocks-cuddly-tribble wrote:set the *colvar.wtf "distance" values to 0.0 for larger maps.
this can be done with UE edit/AI/colony value

change the line for "distance" to 0.0 for each race
I also suggest increasing ship range and ship speed
to edit ship range, trek.exe ue/edit/game/ship map range

thunderchero
The Distance part, does it need to be hexed or is it the colony value tab in UE ? Since this is already on 0.0

Ship range on tech level one is maximum 9 , most ships are able to fly in long distances, like colony ships, scouts , troop transports and so on. I also increased the dilithium a bit.

Hmm , guess its something I cant influence at all, no Minors and theyre stuck with 2 Systems.Sometimes even with them. Stupid AI, I thought I got a breakthrough, in one game they started to be with 10-15 Systems after 120 Turns. Maybe I need to test games longer .

Thanks fo your continued help :)

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Re: Star Frequency

Post by Thimon86 » Mon Nov 10, 2014 2:43 pm

Hi there,

recently I rediscovered Botf and i wanted to make some changes to it once again.
I managed to get Systems size and pop limits where I want them to be. Also the galaxy size is fine.

Now when I start an irregular galaxy the map is full of stars but I'd like to play a galaxy with some shape at least.

So i tried with an spiral shaped one...and everytime i do this I end up with only a few systems in the middle and vast emptiness all around...
WWghPDh.png
WWghPDh.png (142.48 KiB) Viewed 1365 times
While an irregular one would look like this:
weOR1IW.png
weOR1IW.png (169.65 KiB) Viewed 1365 times
I don't know why this happens. Anyone got an idea?

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thunderchero
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Re: Star Frequency

Post by thunderchero » Mon Nov 10, 2014 4:29 pm

irregular is always better, your image of spiral is a little empty.

what size was that? did you use UE to edit galaxy? if so did you change all values on all pages?

here is a chart for suggested values
large map chart

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Thimon86
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Re: Star Frequency

Post by Thimon86 » Tue Nov 11, 2014 10:32 am

Ah right!

I didn't remember that there are multiple pages on some options in UE reachable by the arrows at the bottom :lol:

That should make it solvable, thanks :up:

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Re: Star Frequency

Post by EnPhreg » Sun Jul 24, 2016 12:05 pm

is there also a value in the trek.exe to control how many stars appears near/next by the major home systems?

if i try to convert this asm address via UE converter the outcome is out of range. whats wrong?

Code: Select all

asm address: 5CB334
applies to: irregular galaxies
effect: another galactic density factor
default value(s): 0.6 (small), 0.75 (medium, large) 

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Re: Star Frequency

Post by thunderchero » Sun Jul 24, 2016 1:58 pm

EnPhreg wrote:is there also a value in the trek.exe to control how many stars appears near/next by the major home systems?
only the code change for Additional Starting Systems on any Starting Level.
EnPhreg wrote:if i try to convert this asm address via UE converter the outcome is out of range. whats wrong?
not sure why, but think I asked same before so Gowron created post with exact locations
viewtopic.php?f=108&t=872&p=12428#p12428

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