(Updated 9-26-16) Ultimate Dominion mod III 3.0.1ddb

Ultimate Dominion Mod; showcase and support/discussion/questions/suggestions/reviews

Moderator: thunderchero

User avatar
thunderchero
Site Administrator aka Fleet Admiral
Site  Administrator aka Fleet Admiral
Posts: 6401
Joined: Fri Apr 25, 2008 2:00 am
Location: On a three month training mission, in command of the USS Valiant.
Contact:

Re: (Updated 4-26-15) Ultimate Dominion mod III 3.0.1ddb

Post by thunderchero » Fri Aug 21, 2015 9:13 pm

Dewbacca wrote:Starting a Dominion game ... and the GUI is difficult on my eyes. ... Also, the "Industrial Centers" are suffering from a slight typo as "Indurstrial Centers".
many have said the same about fed interface, and the spelling has been reported before, I just keep forgetting to correct it. :mad:

hope you are still enjoying the game.

thunderchero

User avatar
Dewbacca
Lieutenant-Commander
Lieutenant-Commander
Posts: 167
Joined: Sat Nov 14, 2009 3:00 am

Re: (Updated 4-26-15) Ultimate Dominion mod III 3.0.1ddb

Post by Dewbacca » Sat Aug 22, 2015 1:37 pm

Feds views fine for me... I just can't play them for the morale penalties.

User avatar
ruthlessferengi
Multiple Tournament Champion
Multiple Tournament Champion
Posts: 880
Joined: Sat Apr 26, 2008 2:00 am
Location: GMT- 5

Re: (Updated 4-26-15) Ultimate Dominion mod III 3.0.1ddb

Post by ruthlessferengi » Sun Aug 23, 2015 2:25 pm

Dewbacca wrote:Feds views fine for me... I just can't play them for the morale penalties.
if you look at morale chart, if feds subjugate, they lose -2 morale... for major battle +7, for sig battle +4, for small +1... liberate a minor, get membership to two minors, win a couple of major battles, you have 57 morale points... sugjugate all you want:) also, colonization gets your +3, so colonize/subjugate still come out ahead... sry... if you play in true federation spirit, substitute subjugate for "liberate"...:)
Relevance is a post hoc phenomenon

На безптичье и жопа воробей...
Ancient Klingon Battlecry

User avatar
thunderchero
Site Administrator aka Fleet Admiral
Site  Administrator aka Fleet Admiral
Posts: 6401
Joined: Fri Apr 25, 2008 2:00 am
Location: On a three month training mission, in command of the USS Valiant.
Contact:

Re: (Updated 4-26-15) Ultimate Dominion mod III 3.0.1ddb

Post by thunderchero » Sun Aug 23, 2015 3:17 pm

correct, the morale chart was edited to consider mod was during dominion war time frame.
udm.jpg
udm.jpg (174.8 KiB) Viewed 3834 times
thunderchero

trevtones
Commander
Commander
Posts: 347
Joined: Sat Apr 26, 2008 2:00 am
Location: The Canadian Union
Contact:

Re: (Updated 4-2-14) Ultimate Dominion mod III 3.0.1dda

Post by trevtones » Thu Sep 10, 2015 6:40 pm

robertbc73 wrote:It would be nice to be able to have random events on but the rate of climate changes and natural disasters turned down. I miss the Borg but playing on a large map I can't play with random events on. It soon becomes, easily, every 10 turns a planet's climate gets changed (not that bad) or a natural disaster happens (cool if occasionally but not every 10ish turns) that seems to always target all the factories first. I don't know if you can do anything about it but just something that seemed skewed to me.
Has this been addressed or do the same annoying, game quitting random events occur?

I would really like to see species 8472 or have a Borg engagement but due to so many fun games being ruined in the past I can't bring myself to play with events turned on!
Don't let your reach exceed your grasp! :mad:

User avatar
thunderchero
Site Administrator aka Fleet Admiral
Site  Administrator aka Fleet Admiral
Posts: 6401
Joined: Fri Apr 25, 2008 2:00 am
Location: On a three month training mission, in command of the USS Valiant.
Contact:

Re: (Updated 4-26-15) Ultimate Dominion mod III 3.0.1ddb

Post by thunderchero » Thu Sep 10, 2015 7:32 pm

trevtones wrote:Has this been addressed or do the same annoying, game quitting random events occur?
nope, I have never edited random events frequency from vanilla.

I feel the same way that is why they are turned off by default.

but if you edit the stbof.ini to borg on and leave random off in game setting you might still get borg?

thunderchero

trevtones
Commander
Commander
Posts: 347
Joined: Sat Apr 26, 2008 2:00 am
Location: The Canadian Union
Contact:

Re: (Updated 4-26-15) Ultimate Dominion mod III 3.0.1ddb

Post by trevtones » Thu Sep 10, 2015 7:39 pm

thunderchero wrote:but if you edit the stbof.ini to borg on and leave random off in game setting you might still get borg?
Is this true??? It can't be that simple??? Lol

Having the Borg show up in a game is such a cool random event that really adds a different element to the game but having your home system meltdown and become completely useless is just way too much to sacrifice for this. I've always wished (and I know I'm not alone) for just having random monsters occur and take the annoying events out of the game!
Don't let your reach exceed your grasp! :mad:

User avatar
thunderchero
Site Administrator aka Fleet Admiral
Site  Administrator aka Fleet Admiral
Posts: 6401
Joined: Fri Apr 25, 2008 2:00 am
Location: On a three month training mission, in command of the USS Valiant.
Contact:

Re: (Updated 4-26-15) Ultimate Dominion mod III 3.0.1ddb

Post by thunderchero » Thu Sep 10, 2015 7:45 pm

you did see the "might" in that sentence. and no other monsters only borg. Borg spawning is a different sub routine.

but I have never tested this myself

thunderchero

trevtones
Commander
Commander
Posts: 347
Joined: Sat Apr 26, 2008 2:00 am
Location: The Canadian Union
Contact:

Re: (Updated 4-26-15) Ultimate Dominion mod III 3.0.1ddb

Post by trevtones » Thu Sep 10, 2015 7:59 pm

thunderchero wrote:you did see the "might" in that sentence.
Haha I got excited but I'm sure I've had BORG=ON over the years with random events turned off and there was never an encounter! :(

It would be soooo awesome if someone knew of a way to get rid of the bad random events and allowed the good ones to happen as it would be a significant improvement to the game in my opinion. I don't even know if it's possible but it has been something I have hoped for since the early days!!! Ahhhh c'est la vie I suppose!!! Lol
Don't let your reach exceed your grasp! :mad:

User avatar
thunderchero
Site Administrator aka Fleet Admiral
Site  Administrator aka Fleet Admiral
Posts: 6401
Joined: Fri Apr 25, 2008 2:00 am
Location: On a three month training mission, in command of the USS Valiant.
Contact:

Re: (Updated 4-26-15) Ultimate Dominion mod III 3.0.1ddb

Post by thunderchero » Thu Sep 10, 2015 8:12 pm

trevtones wrote:It would be soooo awesome if someone knew of a way to get rid of the bad random events and allowed the good ones to happen
it is possible, I just don't understand bitmasking. the easier way would be to increase the intervals, current on impossible is 10 turns as he posted. so if it was raised to 50 turns it would have less impact.

thunderchero

trevtones
Commander
Commander
Posts: 347
Joined: Sat Apr 26, 2008 2:00 am
Location: The Canadian Union
Contact:

Re: (Updated 4-26-15) Ultimate Dominion mod III 3.0.1ddb

Post by trevtones » Thu Sep 10, 2015 8:44 pm

I just realized I called a Borg incursion a good event! :shock:

I'm curious if you extended events from say 10 turns to 50 turns does it effect monsters with the same frequency as system events? If so then you're just as likely to have your home system obliterated as you are to encounter the Borg and you really have the same problem it's just less frequent...

Man what I wouldn't give to have random events fixed I wish I had the capability to fix it myself! Lol
Don't let your reach exceed your grasp! :mad:

User avatar
robertbc73
Lieutenant-Commander
Lieutenant-Commander
Posts: 119
Joined: Sun Mar 09, 2014 4:25 pm
Location: Virginia

Re: (Updated 4-26-15) Ultimate Dominion mod III 3.0.1ddb

Post by robertbc73 » Fri Oct 16, 2015 8:21 pm

Is the approximate 200 ship, per side, limit still in effect for battles?
"Understanding is a three-edged sword."
Kosh from Babylon 5

User avatar
robertbc73
Lieutenant-Commander
Lieutenant-Commander
Posts: 119
Joined: Sun Mar 09, 2014 4:25 pm
Location: Virginia

Re: (Updated 4-26-15) Ultimate Dominion mod III 3.0.1ddb

Post by robertbc73 » Fri Oct 16, 2015 8:23 pm

I wouldnt mind random events if they didnt happen at such a rapid fire pace and, when planetary events, ALWAYS target the factories.

Is it just me or can noone else use torpedoes against species 8246 (or something like that)?
"Understanding is a three-edged sword."
Kosh from Babylon 5

User avatar
robertbc73
Lieutenant-Commander
Lieutenant-Commander
Posts: 119
Joined: Sun Mar 09, 2014 4:25 pm
Location: Virginia

Re: (Updated 4-26-15) Ultimate Dominion mod III 3.0.1ddb

Post by robertbc73 » Sun Oct 18, 2015 7:30 pm

thunderchero wrote:
Dewbacca wrote:Starting a Dominion game ... and the GUI is difficult on my eyes. ... Also, the "Industrial Centers" are suffering from a slight typo as "Indurstrial Centers".
many have said the same about fed interface, and the spelling has been reported before, I just keep forgetting to correct it. :mad:

hope you are still enjoying the game.

thunderchero
I would love to try the dominion but the color scheme always brings my migraines on. Feds arent too bad I just with their territory color was darker...
"Understanding is a three-edged sword."
Kosh from Babylon 5

User avatar
Flocke
BORG Trouble Maker
BORG Trouble Maker
Posts: 2581
Joined: Sun Apr 27, 2008 2:00 am
Location: Hamburg, Germany
Contact:

Re: (Updated 4-26-15) Ultimate Dominion mod III 3.0.1ddb

Post by Flocke » Wed Oct 21, 2015 12:32 am

thunderchero wrote:
trevtones wrote:It would be soooo awesome if someone knew of a way to get rid of the bad random events and allowed the good ones to happen
it is possible, I just don't understand bitmasking. the easier way would be to increase the intervals, current on impossible is 10 turns as he posted. so if it was raised to 50 turns it would have less impact.

thunderchero
see viewtopic.php?f=229&t=1493
doesn't this topic tell it all?

bitmasks are simply bits in an integer switched on or off for status indication, so there can be 32 of these flags in a 32bit integer,
it's called a mask cause it is often used to compare a combination of flags with a stored value
e.g. value & 0x00001111 != 0 in c code tells if any of the lower flags is set
but not sure how it's used here without reading more on the code & topic

Post Reply

Return to “Ultimate Dominion Mod”

Who is online

Users browsing this forum: No registered users