(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
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 » Wed Oct 21, 2015 4:15 pm

I wish random encounters could just be space born events. Or greatly decrease their event rate. Last time I tried random events, on easy, it seemed like every 10 to 20 turns a system would be devastated by an earthquake. (Never thought I would say this) I do miss the borg and species 8246 (?) but do without them for sanities sake.
"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 » Wed Oct 21, 2015 4:16 pm

Has anyone else found the "fight with a starbase and the enemy wont shoot at your ships" trick?

Unrelated question: If you subjugate a minor race do you no longer get to build their ships???
"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 Nov 13, 2015 5:31 pm

Does 3.0.1ddb give you a notice when one of your system is bombed?
"Understanding is a three-edged sword."
Kosh from Babylon 5

User avatar
Peelster1
Ensign
Ensign
Posts: 28
Joined: Sat Sep 06, 2014 8:00 pm

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

Post by Peelster1 » Wed Nov 18, 2015 4:28 am

Whenever I click on a sector that has a red star the game crashes. I presume that the game is missing a file for red star. I checked it in UE, and it seems to be there. Does anybody know of a fix for this? I am using version 3.0.1d so that I can play the Dominion Wars save files.

Also, how can I extract the files from the end of game movies for use in other mods? I know where the audio files are located, and have already been able to copy those over, however I don't know where the visual files are located nor how to extract and copy them over. Basically, what I want to do is take the end of game files for the Dominion, (Nice job on those by the way.) and copy them over for use in other mods that I have that are using the Dominion.

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 » Tue Dec 15, 2015 7:37 pm

I notice long distance taskforce pathing is having a lot more problems. Ships get stuck with a constant ETA or lose their eta and destination all together.
"Understanding is a three-edged sword."
Kosh from Babylon 5

User avatar
cele
Cadet 3rd Year
Cadet 3rd Year
Posts: 12
Joined: Mon Sep 29, 2008 2:00 am

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

Post by cele » Tue Feb 16, 2016 8:34 am

Hey,
after playing this mod for quit some time, i must say its pretty well done! The balance between the races is just right and also the building aspect -as you need more time to get your systems ready for shipbuilding- is something i like, since it takes more time to get big. But a little letdown is, that the AI is to weak. They keep building their escort class ships, while all you -as a player- have to do, is, get as fast as possible as many commandos as you can.
The problem here is, that after a short while you will find yourself as the main target, and all the AI´s will declare war on you. Even alliance partners will do so, since after max the 150-200 turn you will become to strong for them (i start from tech 3). This turns out to be a big problem, since a longer game with partners seems not to be possible.
Are here any solutions for this. I mean, i.e. when the AI wont start building their strong ships, bring their fleet to zero, and after that they will build only the strongest ones (i.e. stop building destroyer and start with the heavy ones). Maby there is a way to get them to like you more, expect for giving credits, since this wont work. Have tried it by cheating, so that i can give them all the max amout for few turns, but it didnt help.

Greets, and thank you for the effort you put into this game. It really is awesome, except the war-thing.

cele

User avatar
Martok
Rear-Admiral
Rear-Admiral
Posts: 1114
Joined: Thu May 01, 2008 2:00 am

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

Post by Martok » Wed Feb 17, 2016 1:49 pm

Unfortunately, your complaint about weak AI is a problem with BOTF in general, not the mod specifically.

In fact, most mods try to address AI shortcomings to at least some degree. Ergo, the AI -- if anything -- tends to be better in mods than in the vanilla game. :???:
"Evil is easy, and has infinite forms." -- Pascal

User avatar
cele
Cadet 3rd Year
Cadet 3rd Year
Posts: 12
Joined: Mon Sep 29, 2008 2:00 am

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

Post by cele » Thu Feb 18, 2016 4:10 am

Yeah, since like forever. But my complain focuses more on the declearing-war thing. It seems to be connected to the ship stength. So, few fleets of like adv. explores are very strong. In comparison to the scout/escote building by the AI. And scouts are like flies to the commandos.
But still, this complain needs to be seen right. The mod is awesome, and by holding your tech down you can overcome -sort of- this problem ;D (weapon-tech holding on 6, till u need it higher ^^: fun fact, u can buildup your planets faster when they stay on this lvl for intel and research !)

User avatar
thunderchero
Site Administrator aka Fleet Admiral
Site  Administrator aka Fleet Admiral
Posts: 5922
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 Feb 18, 2016 2:17 pm

cele wrote:The problem here is, that after a short while you will find yourself as the main target, and all the AI´s will declare war on you.
this is the "dominion" mod, while on the show the war was ended by a peace treaty, I felt it was more important for the AI to start the "Dominion war" so I did edit what I could to make AI declare war more.

as for the ship types the AI builds, that is very tricky if you set to build mainly command ships the AI really suffers at low tech. plus AI must build cs and tt's to expand and scout/destroyers to explore. This is why I gave large map version increased ship speed to help AI explore.

User avatar
adi
Commander
Commander
Posts: 442
Joined: Sun Aug 12, 2012 6:53 pm
Location: US East Coast

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

Post by adi » Fri Feb 19, 2016 4:47 pm

thunderchero wrote: as for the ship types the AI builds, that is very tricky if you set to build mainly command ships the AI really suffers at low tech. plus AI must build cs and tt's to expand and scout/destroyers to explore.
You can always edit ship stats to meet your wishes.
In this mod i made the destroyers more powerful vs the command ships. While my command ships still have almost 2x the shields and hull of the destroyers, their firepower is just a little more. And destroyers cost less than half. All in all i would not count on my CCs to take out the AI's destroyers fleets. At least not until the very late tech :twisted:

User avatar
Quarnz
Cadet 1st Year
Cadet 1st Year
Posts: 1
Joined: Mon May 16, 2016 9:15 pm

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

Post by Quarnz » Mon May 16, 2016 9:32 pm

Hi All,
might be a bit of a n00b-ish question, but what is the best way to expand your range?
I'm playing on a huge map and building outposts every 2 sectors seems a slow way of expanding.
I thought building shipyards extended it in the original, but is that something UDM changed?
Thanks
- Quarnz

User avatar
thunderchero
Site Administrator aka Fleet Admiral
Site  Administrator aka Fleet Admiral
Posts: 5922
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 » Tue May 17, 2016 8:03 am

Quarnz wrote:I thought building shipyards extended it in the original
nothing was changed to shipyard extending range, It sounds like you are doing a low tech start, it just sounds like you got a bad starting area that was not very populated with systems. plus once you raise a few tech levels it should get better.

User avatar
matthewrecord
Cadet 1st Year
Cadet 1st Year
Posts: 4
Joined: Mon Oct 26, 2015 5:14 pm

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

Post by matthewrecord » Mon Jun 06, 2016 6:28 pm

Just wondering how AI ship building works with this game. I just played a game as the Romulans and while most societies had only a few dozen ships, the Klingons declared war on me turn 246 and then bumrushed me with 366 warships plus another 50 or so transports. Looking at the populations of their systems, the only had maybe a handful of systems with more than 200 pop. Most were underdeveloped with only a single system terraformed.

I am playing another game now as the Klingons. I just won a big battle against the Federation turn 190 destroying around 30 ships and a starbase, I was down to about 16 command ships. Over the last 15 or so turns I've built that back up to about 25 command and 5 or so fast attack. I started moving into Federation territory to be greeted by a fleet of 45 ships, 30 fast attack, 20 troop transports and a starbase. Good Lord, what kind of production buffs are the AI getting in this game on impossible?

User avatar
thunderchero
Site Administrator aka Fleet Admiral
Site  Administrator aka Fleet Admiral
Posts: 5922
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 » Mon Jun 06, 2016 7:27 pm

matthewrecord wrote:Good Lord, what kind of production buffs are the AI getting in this game on impossible?
they ignore credits, maintenance, dilithium and shipyards at all difficulties levels. but on impossible they tend to build even more aggressively when they feel threatened. But your first example sounds like they had been attacking other AI majors for a while.

But it does make things interesting :grin:

User avatar
Dewbacca
Lieutenant-Commander
Lieutenant-Commander
Posts: 137
Joined: Sat Nov 14, 2009 3:00 am

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

Post by Dewbacca » Thu Jun 16, 2016 7:30 am

Just checking in to report a couple of anomalies I found playing recently.

long range ship pathing that was noted above... ships never arrive at destination, just wind up 4 turns away or so and sitting there. This has happened twice in current game.

Feds Medium Cruiser doesn't upgrade when you discover the tech for Heavy Cruiser. This could be intentional as the Excelsior is nothing like the Akira... but seems like it WOULD be dropped from the build options after discovering the Heavy. Every other ship type seems to upgrade upon discovery and drop the older ship from the build options.

One last note from this current game. I subjegated Flaxia and they have an "Informant Network" special built... but I am allowed to build multiples. Currently 2 at this time with a third under production. I suspect this is bugged because I conquered them with one built, but I post it here so greater minds than mine can review it and see it if is a bigger issue.

As always, Kudos to the Dev team and of course Thunderchero for their outstanding work on this mod.

Post Reply

Return to “Ultimate Dominion Mod”

Who is online

Users browsing this forum: No registered users