Minor Race Advancement

Minor Race Advancement; support/discussion/questions

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Minor Race Advancement

Post by thunderchero » Sat Apr 26, 2008 12:27 am

Credit for this post topic; Gowron


Every minor race has 10 evolution levels (you can set the tech levels for each evolution level by using the Ultimate Editor). At the start of each turn, a minor race can either stay at its current EL (evolution level) or advance to the next EL.

There are 3 values in race.rst that influence minor race advancement:

[growth rate]
relative offset (in relation to the start of the minor race's entry): 0x44
type: floating-point
length: 4 bytes

The [growth rate] is also used for the planets' growth values. (use the search function for details)

[speed 1]
relative offset: 0x58
type: integer
signed: yes
length: 2 bytes

[speed 2]
relative offset: 0x5A
type: integer
signed: unknown
length: 2 bytes


1. Orbitals

At the start of a game, every minor race home system has 1 orbital battery per 50 population points (rounded down). So the Ullians with their starting pop of 100 have 2 orbitals. If their starting pop was 99, then they'd only have 1 orbital.
=> Initial Number of Orbitals for Minor Races

Every time a minor race advances, it gets a random number of additional orbitals (min. 1, max. 6, if anyone has seen greater increases, please tell me).


2. Ships (spacefaring races)

If the starting EL is high enough to fulfil the tech requirements for the ship(s) that this race can build, then the race starts with a random number of ships (min. 1, max. 4).

Every time the minor race advances, it gets a random number of additional ships (min. 1, max. 4), but only if both of the following conditions are fulfilled:
a) The new EL is high enough to fulfil the tech requirements for the ship(s).
b) The new population is 61 or more.


3. Population

Each minor race has an internal population number (IPN). At the start of a game, this is identical to the real population number.
At the beginning of every new turn, starting at turn 3, the IPN is updated as follows:

[new IPN] = [old IPN] * ( 1 + 0.1 * [growth rate] )

The result is then cut at the decimal point.


Every time the minor race advances, its real population number is set to its IPN or to the system's max. population space, whichever value is lower. Sometimes they fail to terraform enough planets, but most of the time they will make it.

The IPN is unaffected by bombardments, and the population update takes place after the losses by bombardment are applied. So if a minor race is bombarded during the turn that it advances, its population will be set to its IPN and not be reduced (except if it's completely wiped out, then it won't advance).


4. Advancement Speed

The advancement speed is controlled by the values [speed 1], [speed 2] and by the starting seed. The influence of the starting seed is so strong and erratic that I can't give an exact formula, but I can give you this rule of thumb that will be very accurate in the long-term average:

[turns needed to advance to next EL] ~= 0.306 * ( [number of next EL] + 2 ) * ( 18 - [speed 1] ) / [speed 2]
=> modding hints wrt the EL related delay factor 1/3

The value [speed 1] is between -70 and -15 by default, and it should be kept between -1000 and -15 if you want to use the above rule of thumb. Any further increase (positive values are possible) will result in rapid and very erratic growth.

The value [speed 2] is between 1 and 3 by dafault. Setting it to zero will completely stop this minor race from advancing.
I recommend setting this value to something between 0 (stagnation) and 1000 (instant advancement).
If you increase [speed 2], you should also decrease [speed 1] a bit (i.e. increase its absolute, since it's negative). This makes the advancement somewhat smoother (less erratic).

[speed 2] shows strange behaviour if further increased. At around 40.000, advancement starts to slow down again slowly but steadily as [speed 2] increases, and if it reaches 65535 (FFFF), then there's no advancement, just like if it was set to 0.


One thing that you should keep in mind is that a race that advances very fast will end up with a relatively low population because the IPN does not increase any faster just because the race advances faster.
If you want fast advancement AND high population, you must increase [growth rate] as well.

To get a better overview:
1. Make a backup of race.rst
2. Open race.rst with your Hex Editor and set the "bytes per row" to 108.
3. Delete the first 2 bytes in race.rst (don't just set them to zero, *delete* them).

Then race.rst will just look like a table, and you can use the offset row to quickly navigate to the positions 0x44, 0x58 and 0x5A

Once you see race.rst this way, it'll be much easier to find the values even under the default settings (i.e. 16 or 24 bytes per row and w/out deleting the first 2 bytes).


Starting Level of Minor Races

The starting EL depends on the difficulty level.
The difficulty level is a number between 1 and 5, with 1 being "simple" difficulty and 5 being "impossible" difficulty.

At difficulty level 1, for each minor race there's a 67% chance to start at EL 1 and a 33% chance to start at EL 2.

At the other difficulty levels, there's
a 33% chance to start at EL = [difficulty level] - 1

a 33% chance to start at EL = [difficulty level]

a 33% chance to start at EL = [difficulty level] + 1


Silent Advancement

A minor race that joins an empire will still have its own advancement level. It will also advance further "silently", i.e. its EL will increase normally, but its population and its ground combat value will be determined by the controlling empire.
If the minor race leaves the empire later, then it will continue to advance normally, as if it had never been a member of an empire.


Getting stuck

During the advancement tests, a minor race sometimes got stuck at EL 8 on "simple" difficulty. Maybe it was a bug, maybe purpose (to prevent them from getting too advanced with respect to the major empires). On the other hand, I've also seen minor races advance all the way to EL 10 on "simple" difficulty, and this seemed to be the normal case.

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auto upgrade bug

Post by Flocke » Sat Sep 13, 2008 5:16 am

stardust wrote:On a different note, i can confirm the fact that minor races can auto upgrade on their own, regardless of what the empire tech is.

Get the minor to build something, anything, it doesn't matter what, but make sure you have them set to automatic in the build queue screen. After they've build what you've told them to (basically to nudge them into action) you should start seeing them auto upgrading things periodically.
That's working for conquered major race systems as well. The ai decides to upgrade industry or other buildings after some conditions are met. And if so, it'll upgrade the type of building that's already there and doesn't replace it by your own race specific ones. Didn't make any research on it, but ai normally seemed to build a few buildings of every type and a few more if it's completely in use, before it's beginning upgrading present ones.

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Post by Spocks-cuddly-tribble » Wed May 13, 2009 3:54 pm

Gowron wrote:Starting Level of Minor Races

The starting EL depends on the difficulty level.
The difficulty level is a number between 1 and 5, with 1 being "simple" difficulty and 5 being "impossible" difficulty.
Apparently, the makers of BotF decided in thier infinite wisdom that starting EL dependance on difficulty level isn't annoying enough...

Influence of galaxy size:

Small: +1
Medium: +0
Large: -1

[galaxy size value] + [difficulty level] = predictor for starting EL of minor races

Limitations:
- values below zero will be stored as 0
- values larger nine will be stored as 9

0 -> predicted starting EL=1
1 -> predicted starting EL=2
(predicted starting EL = predictor value +1)


For the random implementive just replace [difficulty level] with [predicted starting EL] :
Gowron wrote:At difficulty level 1, for each minor race there's a 67% chance to start at EL 1 and a 33% chance to start at EL 2.

At the other difficulty levels, there's
a 33% chance to start at EL = [difficulty level] - 1

a 33% chance to start at EL = [difficulty level]

a 33% chance to start at EL = [difficulty level] + 1
The predictor for starting EL of minor races (ds: 5A2B2B) is set by sub_451970 and read in sub_453000.

I'd recomend a dependance of something more useful e.g. starting techlevel of player/host or arithmetic average of ds:5A2B2C (starting levels for each empire).:wink:
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Post by DCER » Thu May 14, 2009 5:37 am

Nice find. I like the arithmetic option better, but it would be harder to do because it would need more code.

Reading this topic again made me wonder. If IPN is set on every turn it would likely be possible to instead just increase the actual population. I'd much rather have minor race population grow normally then suddenly in the middle of bombardment they jump from 10 to 200.

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Post by DCER » Thu May 14, 2009 4:29 pm

I took a look at the subroutine. I expected less code. The same could be accomplished without the if else jumps.

I can easily add the starting eras together and divide by 5, but that would mean that if all empires start at era 4, the predictor would be 4, while actual empire levels would be 8 (at least in vanilla). To make minors have the same tech levels would need reading of the racetech.tec file to get actual empire level. That would be more difficult to do.

For the predictor to be from 0-4 depending on empire starting era paste this code at 0x50D70:

52 53 31 C0 31 D2 31 DB 8A 93 2C 2B 5A 00 01 D0 43 83 FB 05 7C F2 F6 F3 A2 2B 2B 5A 00 5B 5A C3

And optionally fill the bytes following with 00 until you get to the block of zeros.

Code: Select all

push    edx 
push    ebx 
xor     eax, eax 
xor     edx, edx 
xor     ebx, ebx 

loc_451978: 
mov     dl, ds:byte_5A2B2C[ebx] 
add     eax, edx 
inc     ebx 
cmp     ebx, 5 
jl      short loc_451978 

div     bl 
mov     ds:byte_5A2B2B, al 
pop     ebx 
pop     edx 
retn

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Post by DCER » Thu May 14, 2009 5:46 pm

Just realised the EL levels are levels from racetech.tec. Since empires have 5 of them and minor races have ten we can just multiply the predictor by 2 to get a comparable tech level.

Spocks-cuddly-tribble wrote:
DCER wrote:I can easily add the starting eras together and divide by 5, but that would mean that if all empires start at era 4, the predictor would be 4
Thank you very much
That's exactly the way it should be. :)

IMHO a depending on the actual racetech.tec starting tech levels isn't recommended, since there're too little remaining advancement steps left for shipbuilding and increase in population.

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Minor Race Advancement

Post by Spocks-cuddly-tribble » Sun Dec 05, 2010 7:48 am

This topic yield many promising approaches. It's long overdue, that we complete the job and rebalance minor races in BotF to a whole new level. :)


The last piece of the jigsaw: (broken/biased feature)
Gowron wrote:Getting stuck

During the advancement tests, a minor race sometimes got stuck at EL 8 on "simple" difficulty. Maybe it was a bug, maybe purpose (to prevent them from getting too advanced with respect to the major empires).
The minor EL cannot exceed [EmpsMaxTech + difficulty level +2] -> (excepting start EL)

EmpsMaxTech = highest major techlevel in game (e.g. [energy tech] 7) - Side note: Could be very useful for the Borg delay issue. :wink:

i.e. on "simple" there is a need of a major tech level 6 for EL9 (hexcode 08 )

+2 due to minor EL / major tech -range deviation & a check error:

Code: Select all

452901                 mov     eax, ds: 5B184C Minor_EL/speed_data_8bytes
452906                 shl     ecx, 3
452909                 add     ecx, eax
45290B                 mov     dx, [ecx]  // current EL
45290E                 cmp     dx, 9  // max EL
452912                 jge     short 4528C5 //  exit
452914                 mov     ax, ds: 5A2B44 difficulty_level
45291A                 add     ax, ds: 5B4330 EmpsMaxTech
452921                 movsx   edx, dx
452924                 cwde
452925                 cmp     edx, eax  // EL vs. EmpsMaxTech+difficulty level
452927                 jg      short 4528C5  //  exit
Removing the jump at 452927 can turn off this limit (not recommended). But, much better than that, now, finally, we can correct the infamous minor race bias in BotF.

As Gowron pointed out, the minor start EL depends on difficulty level(& galaxy size). The problem is, this implementation of difficulty level would only make sense if applied to AI empires. In fact quite the reverse is true. Disastrous consequence of this is that (playing with minors) the effect of the difficulty level is reversed i.e. the higher the level the easier the game for players resp. harder for AI empires.



:arrow: 1. Correcting the Bias of the Minor Start EL (above code by DCER)

Code: Select all

Trek.exe at 0x50D70
replace:
52 A1 3C 2B 5A 00 83 F8 01 73 20 85 C0 75 1E B8 01 00 00 00 66 8B 15 44 2B 5A 00 0F BF D2 01 D0
with:
52 53 31 C0 31 D2 31 DB 8A 93 2C 2B 5A 00 01 D0 43 83 FB 05 7C F2 F6 F3 A2 2B 2B 5A 00 5B 5A C3
Now, the Minor start EL depends on the arithmetic average of the empires starting eras (thanks again to DCER).



:arrow: 2. Remove difficulty level bias from Minor EL limit and compensate code error

Code: Select all

at 0x51D14 change 66 A1 44 2B 5A 00 66 03 05
to -> 80 C2 02 90 90 90 90 66 A1

at asm-452914
add     dl, 2
nop...
mov     ax, ds: EmpsMaxTech
Now the EL cannot exceed EmpsMaxTech (excepting start EL)

This means more realism & balance for epic games (no more waiting for minor jumps without adequately developped majors). :)



:arrow: 3. Minor Starting Pop Bonus via Start EL (+ Terraform Option)

This is meant to keep balance on higher tech games, particularly when using the normal minor pop growth option (see section 4).

Code: Select all

Trek.exe at 0x5093B
replace: (51 bytes)
89 C8 31 D2 E8 6C 42 FF FF F7 B4 24 38 01 00 00 89 C2 31 C0 66 8B 84 24 F2 00 00 00 39 C2 73 10 89 C8 31 D2 B9 0A 00 00 00 E8 47 42 FF FF F7 F1 89 46 40
with:
0F B6 46 44 E8 DC 11 00 00 8B 15 4C 18 5B 00 0F B7 04 C2 6B C0 0A 0F B7 94 24 F2 00 00 00 03 D0 89 56 40 8B C1 E8 8B 03 00 00 90 90 90 90 90 90 90 90 90


45153B     0FB646 44           MOVZX EAX, BYTE [ESI+44] // race ID
45153F     E8 DC110000         CALL 452720 // GetMinorResearchIndex
451544     8B15 4C185B00       MOV EDX, DS:[5B184C] // minor EL data 8bytes
45154A     0FB704C2            MOVZX EAX, WORD [EDX+EAX*8] // load minor EL
45154E     6BC0 0A             IMUL EAX, EAX, 0A // multiply EL by 10
451551     0FB79424 F2000000   MOVZX EDX, WORD [ESP+F2] // start pop from race.rst
451559     03D0                ADD EDX, EAX // pop + EL *10
45155B     8956 40             MOV DWORD [ESI+40], EDX // update systInfo pop
45155E     8BC1                MOV EAX, ECX  // star ID
451560     E8 8B030000         CALL 4518F0 // see terraform fix by Gowron
451565-45156D  90              NOP
Pop bonus (X*Start EL), addet to race.rst start pop, is in trek.exe at 0x50950 (default 10)

Note, even when using 0, in unmodded BotF, there is now a chance that e.g. vulcans start with an additional planet terraformed, to support their race.rst starting pop.

=> Terraforming Fix for Additional Starting Systems and Minors (sub 4518F0)

Under default setting, this fix exacerbates the minor race imbalance issue in BotF, but see below. :wink:



:arrow: 4. Normal Minor Race Pop Growth
DCER wrote:I'd much rather have minor race population grow normally then suddenly in the middle of bombardment they jump from 10 to 200.
And here it comes: (minor evolution jump speed & mechanics untouched yet)

Minor race population grows normally up to the current system pop limit, terraform option still only via EL jump (external aid does still work).

The minor pop growth rate can be adjusted via:
  • race.rst Growth value (see first post)
  • a static bonus (see below)
Note this zero growth rate minor planets fix by Gowron is highly recommended:
Gowron wrote:The check within step 2 (which can lead to all further calculations being skipped) is located in trek.exe at position 0xB7476.
Assembler code:

Code: Select all

85FF           // test edi, edi
0F843C010000   // je 004B81BA
To disable the test, just overwrite those 8 bytes with "90"s :)
=> Planet GrowthValues ; habit.bin


Code for a normal minor race pop growth:

Code: Select all

trek.exe at 0x5133C (196 bytes)

Replace:
66 3D 20 00 0F 83 CE 01 00 00 89 C1 B8 01 00 00 00 D3 E0 8B 35 50 2B 5A 00 89 C1 21 F1 0F 85 70 04 00 00 31 C0 66 8B 84 24 C0 01 00 00 66 8B 3C 45 60 23 5B 00 0F BF CF 69 D9 28 03 00 00 8B 15 C8 36 5A 00 01 DA 89 94 24 B0 01 00 00 80 7A 4C 05 0F 82 3C 04 00 00 E8 B8 16 00 00 89 C5 A1 C8 36 5A 00 01 C3 31 C0 8D B4 24 1C 01 00 00 66 8B 43 44 E8 9D CD 05 00 D9 84 24 60 01 00 00 DC 0D B8 94 57 00 BA FF 00 00 00 66 89 BC 24 C4 01 00 00 89 C8 DD 9C 24 A8 01 00 00 E8 65 15 FF FF DC 9C 24 A8 01 00 00 DF E0 9E 0F 86 47 01 00 00 D9 84 24 60 01 00 00 DC 0D B8 94 57 00 DD 9C 24 A0 01 00 00 8B

With:
89 94 24 B4 01 00 00 89 94 24 B8 01 00 00 66 8B 3C 45 60 23 5B 00 0F BF CF 69 D9 28 03 00 00 8B 15 C8 36 5A 00 03 D3 89 94 24 B0 01 00 00 80 7A 4C 05 0F 82 5B 04 00 00 E8 D7 16 00 00 8B E8 FF 42 40 0F BF C7 E8 6A F9 FF FF FF 4A 40 E9 02 01 00 00 00 00 53 51 55 83 EC 04 0F BF 14 5D 60 23 5B 00 69 CA 28 03 00 00 A1 C8 36 5A 00 03 C8 80 79 4C 05 72 46 8B C2 E8 B8 1A FF FF 8B F8 3B 41 40 74 38 8B C2 E8 7A 15 FF FF DB 41 40 DE C9 DC 0D DC 88 57 00 E8 FE B6 0C 00 DB 1C 24 BA 59 03 00 00 E8 0D 60 0B 00 83 E0 01 83 C0 01 03 04 24 01 41 40 39 79 40 7E 03 89 79 40 83 C4 04 5D 59 5B C3 00 00

at 0x51CC4   replace:  2D  with:  24

AND at 0x51CE7
Change: 74 09 83 C4 0C 5F 5E 5A 59 5B C3 -> To: 75 DC E8 A2 F6 FF FF 90 90 90 90



modified part of MinorJump (i.e. new EL) for terraforming option, buildings & ships 

451F3C     899424 B4010000      MOV [ESP+1B4], EDX
451F43     899424 B8010000      MOV [ESP+1B8], EDX
451F4A     66:8B3C45 60235B00   MOV DI, [EAX*2+5B2360] //starID from RToSInfo
451F52     0FBFCF               MOVSX ECX, DI
451F55     69D9 28030000        IMUL EBX, ECX, 328
451F5B     8B15 C8365A00        MOV EDX, [5A36C8] // systInfo
451F61     03D3                 ADD EDX, EBX
451F63     899424 B0010000      MOV [ESP+1B0], EDX // current systInfo entry
451F6A     807A 4C 05           CMP BYTE [EDX+4C], 5
451F6E     0F82 5B040000        JB 4523CF (exit if part of empire)
451F74     E8 D7160000          CALL 453650 // load minor tech levels
451F79     8BE8                 MOV EBP, EAX
451F7B     FF42 40              INC [EDX+40] // virtual pop increase for terraform check
451F7E     0FBFC7               MOVSX EAX, DI
451F81     E8 6AF9FFFF          CALL 4518F0 (see terraform fix by Gowron)
451F86     FF4A 40              DEC [EDX+40]
451F89     E9 02010000          JMP 452090 // goto minor buildings & ships
451F8E      00 00

=> sub_451F90 (NewMinorPopGrowth)

451F90      53                  PUSH EBX
451F91      51                  PUSH ECX
451F92      55                  PUSH EBP
451F93      83EC 04             SUB ESP, 4
451F96      0FBF145D 60235B00   MOVSX EDX, WORD [EBX*2+5B2360] //starID from RToSInfo
451F9E      69CA 28030000       IMUL ECX, EDX, 328
451FA4      A1 C8365A00         MOV EAX, [5A36C8] // systInfo
451FA9      03C8                ADD ECX, EAX         // current systInfo entry
451FAB      8079 4C 05          CMP BYTE [ECX+4C], 5
451FAF      72 46               JB SHORT 451FF7 (exit if part of empire)
451FB1      8BC2                MOV EAX, EDX
451FB3      E8 B81AFFFF         CALL 443A70  (GetSytemPopCap)
451FB8      8BF8                MOV EDI, EAX
451FBA      3B41 40             CMP EAX, [ECX+40]
451FBD      74 38               JE SHORT 451FF7 (exit if no pop space)
451FBF      8BC2                MOV EAX, EDX
451FC1      E8 7A15FFFF         CALL 443540  (SytemGrowthPercentage to ST(0))
451FC6      DB41 40             FILD [ECX+40]  // current pop
451FC9      DEC9                FMULP ST(1), ST  // GrowthPercentage * pop
451FCB      DC0D DC885700       FMUL QWORD [5788DC]  // * 0.01
451FD1      E8 FEB60C00         CALL 51D6D4  (round float)
451FD6      DB1C24              FISTP [ESP]
451FD9      BA 59030000         MOV EDX, 359h  // random seed
451FDE      E8 0D600B00         CALL 507FF0 (RandomInteger)
451FE3      83E0 01             AND EAX, 1          // range 0-1
451FE6      83C0 01             ADD EAX, 1          // range 1-2  -> bonus pop/turn = 1
451FE9      030424              ADD EAX, [ESP]    // + growth result
451FEC      0141 40             ADD [ECX+40], EAX  // update system pop
451FEF      3979 40             CMP [ECX+40], EDI   // check system limit
451FF2      7E 03               JLE SHORT 451FF7
451FF4      8979 40             MOV [ECX+40], EDI  // prevent pop overflow
451FF7      83C4 04             ADD ESP, 4
451FFA      5D                  POP EBP
451FFB      59                  POP ECX
451FFC      5B                  POP EBX
451FFD      C3                  RETN
451FFE-45208F      00          ( 146 bytes free )


global loop:

4528C3     74 24           JE SHORT 4528E9  // race alive, goto evolution

4528E7     75 DC           JNZ SHORT 4528C5 // exit - race dead /not in game  
4528E9     E8 A2F6FFFF     CALL 451F90 (NewMinorPopGrowth)
4528EE-4528F1 90           NOP
Minor pop/turn bonus is in trek.exe at 0x513E8 default: +1

New Minor Growth Calculation (close to the majors) - pop increase/turn:

current pop + [system growth rate]% + [static bonus (default 1 pop/turn)]


By the way of comparison, pop growth / turn:

=> Minors: (unmodded)
Gowron wrote:[new IPN] = [old IPN] * ( 1 + 0.1 * [growth rate] )
i.e. current pop + ( 10 + [growth rate])%

=> Majors:
Gowron wrote:[population increase] = 0.5 * [growth rate] * ( [current population] + [effective food output] )
i.e. current pop + (pop * effective food /2) * [growth rate]%

->Pop Growth, Terraforming Costs, Trade Goods, Pulsar Patterns
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Advancement Mechanism & Minor Race Building Behavior

Post by Spocks-cuddly-tribble » Mon Dec 19, 2011 2:27 pm

Topic cleaned up, the split posts can be found here: Minor Race Advancement Project (old)

This post completes the information on minor races. :)



1. The Advancement Speed Mechanism

techInfo holds the relevant data for minor race evolution. 8 bytes per minor, 4 two byte entries:
  • current evolution level (range 0-9 i.e. level 1 is code 0)
  • advancement chance value (vs. random value)
  • base delay multiplier (aka [speed1] from race.rst entry+0x58), default between -70 and -15
  • bonus per turn (aka [speed2] from race.rst entry+0x5A), default 1-3
At the start of a game and every time a minor race advances the advancement chance value is calculated as follows:

( 1+ [current EL * 1/3] ) * base delay multiplier (rounded down)

The advancement-chance (by default negative) is increased by the [speed2] value every turn. Once it becomes 0 or greater, there is an advancement chance vs. following random value:

Code: Select all

00452948                 mov     edi, 64h  // random divisor 100

no advancement if random remainder (0-99) greater than chance value:
0045295C                 jg      loc_4528C5 // exit_no_evolution
The EL related delay factor 1/3 is stored twice (8 byte float each) at asm-5794D0 (start of a game) and at asm-579538 (after evolution).




2. Minor Race Building Behavior

Note that:
  • minors ignore tech & energy requirements of special buildings (e.g. tech 0, no energy but powered OBs)
  • % ground defense building bonuses don't work for minors and orbital batteries use wrong tech levels (both bug-fixes)
2.1 Initial Buildings, Ships and Morale

Unlike when (pseudo-) upgrading, the major race source type of the main minor starting buildings is not determined by random, but by tech level (i.e. tech databases) and group IDs.
DCER wrote:edifice.bst offset 0x74 = group

Groups are:

- main food (bonus id 0): group ids 0-4 (cards - roms)
- main industry (bonus id D): 6-A
- main energy (bonus id 2): C-10
- main intel (bonus id A): 12-16h
- main research (bonus id 7): 18-1C
- scanners (bonus id 29h): 1E
- others: 22h
Minor race main building groups are: (virtual group IDs - not in edifice.bst)
  • 0x05 - Food
  • 0x0B - Industry
  • 0x11 - Energy
  • 0x17 - Intel
  • 0x1D - Research
Used main building group defaults are: (IDs for sub_4501D0)

Code: Select all

00450AC6                 mov     eax, 5  // main Food
00450B14                 mov     eax, 0Bh  // main Industry
00450B3D                 mov     eax, 11h  // main Energy
Number of initial main buildings: (given the tech requirements)

Code: Select all

- Food -> number of pop units, min 4:
004515A5                 cmp     eax, 4
004515AE                 mov     dword ptr [esp+140h], 4

- Industry -> 1-3
004515D8                 mov     ecx, 3   // random divisor
004515E2                 lea     esi, [edx+1]  // remainder (0-2) +1 = 1-3

- Energy -> 2-3
004515F6                 mov     ecx, 2   // random divisor
00451607                 lea     ebx, [edx+ecx]  // remainder (0-1) +2 = 2-3
Number of Initial OBs: (info by Gowron)

Code: Select all

004516E5                 mov     ecx, 32h  // pop divisor 50 for initial OBs
For spacefaring minors sub_4517D0 (shared for advancement, cf. # 2.2) checks and/or adds the minor shipyard (building ID 0xF), a refinery (building ID 0x6), the dilithium flag for building requirements (not the dilithium recource level, so sometimes the dilithium icon is missing on the F1 map) and ships:

Number of ships: (1-4 ; given the tech requirements)

Code: Select all

004517FC                 mov     ecx, 3  // random divisor
00451806                 test    edx, edx  // if remainder not 0 (i.e. chance 2:3)
00451808                 jnz     loc_45189C // add 1 ship
Else (new random value)
0045181F                 mov     ecx, 4   // random divisor
00451829                 lea     esi, [edx+1]  // add remainder +1 ships (i.e. 0-3 +1)
Base morale: (later overwritten?)

Code: Select all

0045152B                 mov     word ptr [esi+2F0h], 6Eh  // = 110

2.2 Buildings and Ships via Advancement

Main Buildings (pseudo-upgrades)

The major race source type of the minor main buildings changes for each evolution level and for each building group via a random generator. At asm-58FFAC is a table with the first resp. lowest IDs of minor main buildings and at asm-58FFD4 the corresponding last IDs: 2 byte building IDs * 4 groups (Industry, Food, Energy & Research) * 5 major race types * 2 first/last ID = 80 bytes, 40 building IDs in total

Number of Upgraded Main Buildings (current pop /15 + area bonus)

Code: Select all

00452504                 mov     ecx, 0Fh  // shared pop divisor 15

Type bonuses:

- Food +1-3
004521E1                 mov     ecx, 3  // random divisor
004521EB                 lea     ecx, [edx+1] // remainder +1

- Industry +1-3
0045229E                 mov     ecx, 3  // random divisor
004522A8                 lea     ecx, [edx+1] // remainder +1

- Energy +1-2
00452220                 mov     ecx, 2  // random divisor
0045222A                 lea     ecx, [edx+1] // remainder +1

- Research +1 (if not extra OBs)
0045225D                 mov     ecx, 2  // random divisor
00452267                 test    edx, edx // 50% reseach buildings or extra OBs
00452269                 jz      short loc_4522BF add_1-5 OBs
0045226B                 mov     ecx, 1 // +1 research building
Number of Extra OBs (1-5 ; instead of main research buildings)

Code: Select all

004522D0                 mov     ecx, 5  // random divisor
004522DA                 lea     ebx, [edx+1]  // remainder +1
004522E7                 mov     edx, 5  // OB bld ID
+1 OB (always)

Code: Select all

0045215D                 mov     edx, 5  // OB bld ID
0045216C                 call    sub_445DF0  // add_building_ID_edx
:arrow: Add Fed T1 Main Food Bug Fix (cf. Production Bonus Adding Wrong Main Building IDs Fix)

Code: Select all

Fix: at 0x51573 change 0F 85 -> 90 E9
00452173                 jnz     452306 // jnz -> nop, jmp 452306
Bug code:
00452179                 mov     ebx, 2 // minimum 2 food buildings
0045217E                 mov     esi, 90h // fed T1 main food bld ID
00452183                 mov     ebp, 0Fh // pop divisor 15
00452198                 cmp     eax, 2  // minimum 2 food buildings
Ships, Shipyard & Refinery (for spacefaring minors)

Pop / Ships Limits for sub_4517D0 (cf. #2.1):

Code: Select all

00452360                 cmp     ecx, 78h  // if pop greater 120
00452369                 cmp     eax, 0Ch // skip if 12+ ships

0045240C                 cmp     ecx, 5Ah  // if pop greater 90
00452411                 cmp     eax, 6  // skip if 6+ ships

00452419                 cmp     ecx, 3Ch  // if pop greater 60
00452422                 cmp     eax, 4   // skip if 4+ ships

if pop 60 or lower skip always
The code is broken due to mistakenly counting of task forces i.e. fleets instead of the actual number of ships. So the minors could build up to 11(max limit 12-1) * 9(max fleet size) + 4(max ships added by sub_4517D0) ships by default. For original BotF it's not that of an issue since ship building is coupled with evolution levels i.e. max ships = 10(levels) *4(sub_4517D0), but upcoming features require intact limits. Below an independent fix-code for reference:

:arrow: Minor Race Ships Limit Fix

Code: Select all

trek.exe at 0x51729 new code 0x34 bytes:

33 F6 C1 E2 06 8B AA 2C 20 5A 00 8B 6D 00 85 ED 74 0F 8B 45 08 33 D2 E8 DB 74 FF FF 03 70 04 EB EA 8B 94 24 B0 01 00 00 8B C6 90 90 90 90 90 90 90 90 90 90

asm code:
00452329   33F6              XOR ESI, ESI   // prepare ship count
0045232B   C1E2 06           SHL EDX, 6   // race ID for address of...
0045232E   8BAA 2C205A00     MOV EBP, [EDX+5A202C]  // alienTFInfo
00452334   8B6D 00           MOV EBP, [EBP]  // load next entry
00452337   85ED              TEST EBP, EBP
00452339   74 0F             JE SHORT 45234A   // exit if not given
0045233B   8B45 08           MOV EAX, [EBP+8]  // taskforce ID
0045233E   33D2              XOR EDX, EDX
00452340   E8 DB74FFFF       CALL 449820       // load taskforce entry
00452345   0370 04           ADD ESI, [EAX+4]  // ships in taskforce
00452348  ^EB EA             JMP SHORT 452334  // loop next entry
0045234A   8B9424 B0010000   MOV EDX, [ESP+1B0]// systInfo entry
00452351   8BC6              MOV EAX, ESI      // number of ships
00452353-45235C   90         NOP

004523DC-0045240B -> unused
Bunker Network (pop limit 71+)

Code: Select all

00452387                 cmp     dword ptr [eax+40h], 46h  // if pop greater 70
add bunker blg ID:
00452390                 mov     edx, 2
004523A0                 mov     edx, 2
004523AC                 mov     edx, 2
Shield Generator (pop limit 201+)

Code: Select all

004523C6                 cmp     dword ptr [eax+40h], 0C8h // if pop greater 200
add SH blg ID:
0045242D                 mov     edx, 14h
0045243D                 mov     edx, 14h
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Primitive Farms Not Upgradeable Bug Fix

Post by Spocks-cuddly-tribble » Tue Jan 31, 2012 7:38 am

The group ID in edifice.bst+0x74 (cf. #2.1 Initial Buildings above) must be changed to 05 for all five primitive farms (make sure the Ultimate Editor doesn't revert the fix).

In combination with the two fixes for the add wrong main food bug, this issue should be never seen again: :)

- Add Fed T1 Main Food Bug Fix (see above #2.2 Buildings and Ships via Advancement)
- Production Bonus Adding Wrong Main Building IDs Fix
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Minors without Main Buildings Bug Fix

Post by Spocks-cuddly-tribble » Wed Feb 01, 2012 6:08 pm

Good news, this vexatious affair is now a relict of the past. :)

In fact, it's a system takeover bug, more precisely the check for present 'one per empire' buildings mistakenly tries to read from the empsInfo entry of the old system owner i.e. for minor races always ID 0x23.

Keep in mind that no main buildings are still possible due to losses by bombing, scrapping by ex-owners or missing tech requirements of minor races on tech 0 (side note: maybe tech area 7 in racetech.tec is the all tech requirement and not sociology).

Code: Select all

trek.exe at 0x407C3 fixed system takeover code 0x99 bytes:

D3 E0 84 44 24 67 75 37 EB 0D 31 C0 81 C4 B0 00 00 00 5F 5E 59 5B C3 31 D2 31 C0 66 8B 56 02 80 7C 24 73 02 75 0D 8A C1 E8 90 A6 FF FF 85 C0 74 D9 EB 1B 83 FA 06 75 D2 F6 47 71 08 75 CC 90 8A 64 24 72 84 E4 75 28 80 7C 24 72 0A 75 BC 0F BF 07 31 D2 31 DB 66 8B 54 24 50 66 8B 1E E8 1B 44 00 00 31 C0 81 C4 B0 00 00 00 5F 5E 59 5B C3 80 FC 02 74 D3 80 FC 07 74 CE 80 FC 0D 74 C9 80 FC 0A 74 C4 EB C9 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00

-code changes:
004413C3   D3E0         SHL EAX, CL    // new owner ID
004413C5   844424 67    TEST [ESP+67], AL   // excluded empires mask
004413C9   75 37        JNZ 441402  // excluded -> remove foreign special & main intel
004413CB   EB 0D        JMP 4413DA // remove present one per empire & AI bonus refineries

004413E2   807C24 73 02     CMP BYTE [ESP+73], 2  // if not 'one per empire'
004413E7   75 0D            JNZ 4413F6  // goto check AI bonus refinery
004413E9   8AC1             MOV AL, CL  // new owner ID
004413EB   E8 90A6FFFF      CALL 43BA80  // check present one per empire buildings
004413F0   85C0             TEST EAX, EAX  // if not present
004413F2  ^74 D9            JE 4413CD  // keep building
004413F4   EB 1B            JMP 441411  // else remove building
004413F6   83FA 06          CMP EDX, 6  // if not a refinery
004413F9  ^75 D2            JNZ 4413CD  // keep building
004413FB   F647 71 08       TEST BYTE [EDI+71], 8  // if dilithium present
004413FF  ^75 CC            JNZ 4413CD // keep refinery
00441401   90               NOP

00441446  ^EB C9        JMP 441411 // remove building
00441448-44145B   00
Options: (to apply after the main fix)
  • keep all foreign main intel buildings: 0x4080F -> EB
  • keep all excluded foreign buildings: 0x407C9 -> 90 90 (not recommended)
  • keep given minor special building: 0x4009F -> 90 E9 (recommended)
Some notes:

The code is performed every time when already inhabited systems become part of an empire, thus shared for conquered major systems.

By default minors don't build main intel or their special structure, consequently the corresponding code affects only minors that were part of an empire.

Adding main intel to minors (soon) results in a 20% chance for existing main intel (1:5 random for the not excluded own empire type) whilst the removed foreign intel types are still buildable. Considering its shared effect on conquered major systems 'keep all foreign main intel' is not necessarily a recommendation.

Needless to say the 'keep all excluded' option is poison for game balance. It's just added for reference since a few players want the foreign special buildings on conquered enemy home systems.

EDIT:
  • keep foreign main intel of acceded minors = membership only (recommended)

Code: Select all

trek.exe at 0x40844 new code 0x18 bytes:

75 CB 80 7F 30 02 75 C5 80 7F 4C 23 75 BF EB D1 00 00 00 00 00 00 00 00

-asm-
00441444    ^75 CB         JNZ 441411  // remove foreign special
00441446     807F 30 02    CMP BYTE [EDI+30], 2
0044144A    ^75 C5         JNZ 441411  // remove foreign main intel
0044144C     807F 4C 23    CMP BYTE [EDI+4C], 23
00441450    ^75 BF         JNZ 441411  // remove foreign main intel
00441452    ^EB D1         JMP 441425  // keep foreign main intel
00441454-44145B     00


Local minor system morale bonus for membership (turn of joining):

Code: Select all

0045DF7A                 add     eax, 0Fh  // current morale +15
Limit of minor fleets to transfer when acquiring a minor race:

Code: Select all

0045DF94                 cmp     eax, 6  // if more than 6 task forces (fleets)

0045DFAD                 sar     eax, 1  // remove [number of fleets]/2^1 fleets
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Re: Minor Race Advancement

Post by thunderchero » Wed Feb 01, 2012 6:58 pm

very nice, Great job as normal. :D

Could I ask for a list of what fixes would work the best together. Or are all needed from this post.

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Re: Minors without Main Buildings Bug Fix

Post by Flocke » Thu Feb 02, 2012 6:25 am

Spocks-cuddly-tribble wrote:Good news, this vexatious affair is now a relict of the past. :)
Wonderful! :D
Great work you do all the time!

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Re: Minor Race Advancement

Post by xDx » Thu Feb 02, 2012 8:28 am

Indeed... another piece of the 10 million piece puzzle solved :) Great work and thanks!
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Re: Minor Race Advancement

Post by Spocks-cuddly-tribble » Fri Feb 03, 2012 1:07 pm

thunderchero wrote:Could I ask for a list of what fixes would work the best together.
I'd suggest main fix + keep minor special building option (post edited with hints to the options).

If there is a demand for, we could also try a code for tech 0 industry, energy, intel & research buildings for minors in order to prevent no buildings due to missing tech requirements on low evolution levels (i.e. turn one of the the primitive farms each into another main tech 0). No idea how much work adapting the res-files e.g. tech databases would be.
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Re: Minor Race Advancement

Post by Spocks-cuddly-tribble » Sun Feb 05, 2012 8:10 am

Let's keep the ball rolling.

Here is an optimised code for minor initial buildings (random selection of source types card-rom, some extra buildings for higher starting levels and support of main intel & research).

Number of initial buildings is loaded from default code (# 2.1 Number of initial main buildings) but with some bonuses added:

main food (default; unchanged)
main industry (1-3) + minor start EL predictor
main energy (2-3) + pop/128
main intel = 1 + pop units/8
main research = 1 + EL predictor/2

NOTE: Upgrade code doesn't add new buildings anymore (# 2.2 Number of Upgraded Main Buildings -> obsolete), exception: 1 building gets added if number of buildings is zero. Also main intel won't upgrade. A simple script for a turn based minor building behavior has to be written yet. Expect 3-4 weeks at least.

Code: Select all

1.) trek.exe at 0x4FE8F new code 0xE5 bytes:

89 84 24 64 01 00 00 89 94 24 60 01 00 00 8D B4 24 B0 00 00 00 50 8B C2 E8 A4 E2 05 00 58 83 FA 05 0F 82 BE 00 00 00 E8 05 00 00 00 E9 46 0A 00 00 53 51 56 57 55 81 EC B4 00 00 00 C7 04 24 20 4E 44 00 BE 05 00 00 00 8B FA 8B E8 BA 88 00 00 00 E8 0B 75 0B 00 8B D0 C1 FA 1F F7 FE 8A C2 8D 54 24 04 FF 14 24 0F B6 54 24 69 8B C7 E8 7F 2B 00 00 0F B6 54 24 76 85 C0 75 07 85 D2 75 1B 48 EB 0A 48 90 90 90 3C 08 7E 02 B0 08 0F B7 5C 24 54 03 D8 8B C5 E8 37 19 00 00 80 7C 24 01 51 74 09 81 04 24 C0 00 00 00 EB A2 81 C4 B4 00 00 00 5D 5F 5E 59 5B C3 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90

2.) at 0x509E3 change 72 to -> 7A

3.) at 0x50A0A new code 0x7E bytes:

89 04 24 8B 4E 40 C1 E9 07 03 D9 89 5C 24 04 8A 15 2B 2B 5A 00 03 FA 89 7C 24 08 C1 E8 03 40 89 44 24 0C D1 EA 42 89 54 24 10 90 90 90 90 90 90 90 90 8B 2E 33 FF 8B 9C 7E F8 02 00 00 F6 C7 40 75 14 8B 0C BC 83 E9 01 7E 0C 8B C5 8B D3 E8 93 47 FF FF 49 75 F4 47 83 FF 05 7C DA 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90

4.) at 0x518E9 new code 0x33 bytes:

0F B7 3B C1 F8 10 33 F6 66 8B 73 02 8B DF 8B D6 E8 42 33 FF FF EB 09 85 C9 75 B4 BF 01 00 00 00 31 DB 5E 90 90 90 90 90 90 90 90 90 90 90 90 90 90 3B DF


-asm changes-

-> sub_450A84:

00450A8F   898424 64010000       MOV [ESP+164], EAX  // system ID
00450A96   899424 60010000       MOV [ESP+160], EDX  // race ID
00450A9D   8DB424 B0000000       LEA ESI, [ESP+B0] // address for race.rst
00450AA4   50                    PUSH EAX
00450AA5   8BC2                  MOV EAX, EDX     // race ID
00450AA7   E8 A4E20500           CALL 4AED50  // load race.rst
00450AAC   58                    POP EAX
00450AAD   83FA 05            CMP EDX, 5
00450AB0   0F82 BE000000      JB 450B74  goto empire
00450AB6   E8 05000000        CALL 450AC0  // update minor main building IDs
00450ABB   E9 460A0000        JMP 451506 goto minor
-> new sub_450AC0 (update minor main building IDs)
00450AC0   53                 PUSH EBX
00450AC1   51                 PUSH ECX
00450AC2   56                 PUSH ESI
00450AC3   57                 PUSH EDI
00450AC4   55                 PUSH EBP
00450AC5   81EC B4000000      SUB ESP,0B4
00450ACB   C70424 204E4400    MOV DWORD [ESP], 00444E20  // base offset main T1
00450AD2   BE 05000000        MOV ESI, 5   // random divisor
00450AD7   8BFA               MOV EDI, EDX  // race ID
00450AD9   8BE8               MOV EBP, EAX  // system ID
00450ADB   BA 88000000        MOV EDX, 88
00450AE0   E8 0B750B00        CALL 507FF0  // random integer
00450AE5   8BD0               MOV EDX, EAX
00450AE7   C1FA 1F            SAR EDX, 1F
00450AEA   F7FE               IDIV ESI
00450AEC   8AC2               MOV AL, DL   // random race 0-4
00450AEE   8D5424 04          LEA EDX, [ESP+4]  // address for edifice.bst T1 entry
00450AF2   FF1424             CALL [ESP]  // load main T1 entry
00450AF5   0FB65424 69        MOVZX EDX, BYTE [ESP+69]  // Tech req. type
00450AFA   8BC7               MOV EAX, EDI  // race ID
00450AFC   E8 7F2B0000        CALL 453680  // get race tech level
00450B01   0FB65424 76        MOVZX EDX, BYTE [ESP+76]  // bonus output type
00450B06   85C0               TEST EAX, EAX
00450B08   75 07              JNZ 450B11
00450B0A   85D2               TEST EDX, EDX
00450B0C   75 1B              JNZ 450B29  // not given goto next area
00450B0E   48                 DEC EAX
00450B0F   EB 0A              JMP 450B1B // add food T0 (primitive farm)
00450B11   48                 DEC EAX
00450B12   909090             NOP
00450B15   3C 08              CMP AL, 8
00450B17   7E 02              JLE 450B1B
00450B19   B0 08              MOV AL, 8
00450B1B   0FB75C24 54        MOVZX EBX, WORD [ESP+54] // building ID
00450B20   03D8               ADD EBX, EAX  // ID +/- tech factor
00450B22   8BC5               MOV EAX, EBP  // system ID
00450B24   E8 37190000        CALL 452460 // update main buildings add 1 if not given
00450B29   807C24 01 51       CMP BYTE [ESP+1], 51
00450B2E   74 09              JE 450B39
00450B30   810424 C0000000    ADD DWORD [ESP], 0C0  // offset for next main group
00450B37  ^EB A2              JMP 450ADB // next area random race 
00450B39   81C4 B4000000      ADD ESP, 0B4
00450B3F   5D                 POP EBP
00450B40   5F                 POP EDI
00450B41   5E                 POP ESI
00450B42   59                 POP ECX
00450B43   5B                 POP EBX
00450B44   C3                 RETN
00450B45-450B73   90          NOP

004515E2   8D7A 01           LEA EDI, [EDX+1] // industry random 1-3 (keep esi systInfo)

0045160A   890424            MOV [ESP], EAX  // main food = pop units
0045160D   8B4E 40           MOV ECX, [ESI+40] // start pop
00451610   C1E9 07           SHR ECX, 7
00451613   03D9              ADD EBX, ECX
00451615   895C24 04         MOV [ESP+4], EBX   // main energy = 2-3 + pop/128
00451619   8A15 2B2B5A00     MOV DL, [5A2B2B]   // minor start EL predictor
0045161F   03FA              ADD EDI, EDX
00451621   897C24 08         MOV [ESP+8], EDI  // main industry = 1-3 + EL predictor
00451625   C1E8 03           SHR EAX, 3
00451628   40                INC EAX
00451629   894424 0C         MOV [ESP+C], EAX  // main intel = 1 + pop units/8
0045162D   D1EA              SHR EDX, 1
0045162F   42                INC EDX
00451630   895424 10         MOV [ESP+10], EDX  // main research = 1 + EL predictor/2
00451634-45163B   90         NOP
0045163C   8B2E              MOV EBP, [ESI]  // system ID
0045163E   33FF              XOR EDI, EDI
00451640   8B9C7E F8020000   MOV EBX, [ESI+EDI*2+2F8] // systInfo main building IDs
00451647   F6C7 40           TEST BH, 40  // if not given
0045164A   75 14             JNZ 451660  goto next area
0045164C   8B0CBC            MOV ECX, [ESP+EDI*4]  // number to add
0045164F   83E9 01           SUB ECX, 1
00451652   7E 0C             JLE 451660  no more to add goto next area
00451654   8BC5              MOV EAX, EBP  // system ID
00451656   8BD3              MOV EDX, EBX // building ID

0045165D   49                DEC ECX
0045165E  ^75 F4             JNZ 451654  // loop add next building
00451660   47                INC EDI  // area count
00451661   83FF 05           CMP EDI, 5
00451664  ^7C DA             JL 451640  goto next area
00451666-451687   90         NOP


-> sub_452460:

004524E9     0FB73B        MOVZX EDI, WORD [EBX]  // number of buildings
004524EC     C1F8 10       SAR EAX, 10  // system ID
004524EF     33F6          XOR ESI, ESI
004524F1     66:8B73 02    MOV SI, WORD [EBX+2]  // building ID
004524F5     8BDF          MOV EBX, EDI         // number of buildings
004524F7     8BD6          MOV EDX, ESI         // building ID
004524F9     E8 4233FFFF   CALL 445840      // remove building(s)
004524FE     EB 09         JMP SHORT 452509  goto add new number of removed

00452504     BF 01000000   MOV EDI, 1  // add 1 if no old

0045250C-452519     90            NOP
0045251A     3BDF          CMP EBX, EDI
Upgrades and initial buildings are based on the vanilla default number of upgrade levels i.e. tech 1-9 (+food 0). An example how to adapt this: (here asm 450B11-450B1A)
viewtopic.php?p=33179&sid=6a77dec9c85b7 ... dee#p33179
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