OK, but I think I'll stick with the pictures in this case, since they're already very small, nowhere near as space-consuming as the sound filesthunderchero wrote:Thanks this will help. also if you edit *_tford.wdf files (all 5 of them) you do not need to edit and add *m_bop0.tga and *m_bop1.tga. so they display build starbase.Gowron wrote:Well, here's some good news: I was able to change the sound ID pointers in converse.bin, so the next version of BoP will not include modified versions of english.snd resp. german.snd, because they're not needed anymorethunderchero wrote:I spend 20 min adding files to "multi mod installer creator" 30 sec to create each one, And an hour uploading (only 40kb up speed)
I just searched for the respective sound IDs in converse.bin. It turned out to be quite simple: locate current sound ID, overwrite with new sound ID, savethunderchero wrote:I could also use more info on how to edit sound ID pointers in converse.bin, I could use this for UCW 2.0 I would need to edit about 400 id pointers
Thanks for reporting this, I guess wormhole connections do not work well with altered map dimensions.Flocke wrote:Edit: Turn 80, experienced a little bug when flying through a wormhole in 25.16. My ship appeared in 49.36 next turn, right bottom corner, a sector without of wormhole. Actually it's a starsystem down in the corner. Ship should be renamed Voyager, it'll take ages to get it back home!
More planets - yes.jaruler wrote:ar ethere more planets and minors?
As for minors, there should be 29 or so (set to "many"), as in the "normal" version of BoP v1.1c.
Glad to hear thatKrazeeXXL wrote:to the stability:
I will try one of my endless games to see hows it running further.
I'm at turn 100 now and the speed is as usual. Game runs proper without any crashes as yet.
I'll also consider your other coments, but remember that the settings have to work for *all* map sizes.
I'll see if there's a workaround, but the reason why the AI sometimes refuses to add more farms has yet to be foundOllyG wrote: Hmmm... In which case, I think the Romulan AI colonies are still struggling to grow with only 2 farms.
Thanks for reporting, I'll fix that in the next version.The_Nighthawk wrote:A little 'undocumented feature' I found; the Caldonians in the game I'm currently playing came with Level 6 energy structures. How they managed this I haven't a clue. They ae the only Minor I've membered so far that have an energy structure with a level still associated.
It affects minor races which use Cardassian food/energy buildings.