Tvrelnec wrote:which value is the "X"
that is the alignment multiplier and is calculated automatically by UE
thunderchero
Moderator: thunderchero
Tvrelnec wrote:which value is the "X"
oh my... i just searched forattributes or so.... but the most ohvious i didnt searched for -.- thxthunderchero wrote:for searching for detailed info,
best to search user posts
example to find topic easier I searched Spocks-cuddly-tribble (one of our major coders) for shield level and found this;
viewtopic.php?f=205&t=2932
thunderchero
please post/PM me topics with bad links I will try to fix them.LocutusvonBorg wrote:sadly nearly all of the links given in posts i found are dead within this forum
yes, in combat once shields reach 0% they no longer can use "shield recharge" value to repair them, so all damage from that point is to hull.LocutusvonBorg wrote:spock gave an example for the shield level, but in this example he he extra wrote that the shields are still alive, so does that mean that the shield level value is only active while shields are online ?
you are not alone, if you notice almost all mods leave these 2 values set to 0. same for beam/torpedeo multiplier but set to 1.LocutusvonBorg wrote:the other one i dont completly understand is the shield penetration value.
why would you need one that old? I do not even have that one.EnPhreg wrote:need 0.6.1c
to allow UE to edit structures you can fool it to see correct code.Gowron wrote:If you start a new BotF game, your home system will always have a shipyard and a dilithium refinery (with fixed IDs), even if these buildings are not present in the respective bldset file.
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As an example, this is the altered code I'm using for the next BoP update. It allows empires to start without a mandatory dilithium refinery:Code: Select all
:004511D1 668B842460010000 mov ax, word[esp+00000160] // load empire ID :004511D9 E8A694FEFF call 0043A684 // write corresponding shipyard ID to eax :004511DE 89C2 mov edx, eax // shipyard ID :004511E0 90 nop :004511E1 8B842462010000 mov eax, dword[esp+00000162] :004511E8 9090909090 nop
yes, just copy below to text doc and save as "Allow_UE_of_BOP.patch" and add file to patch folderEnPhreg wrote:can i write a patch with that codes and install/remove it via QD's patcher? would be easier for me.
Code: Select all
NAME: Allow UE of BOP
AUTHOR: thunderchero
URL: N/A
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