New Resource & Building-Output Types Discussion

New Resources & Star System Features; support/discussion/questions

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New Resource & Building-Output Types Discussion

Post by thunderchero »

With all the recent chat on BOP about this, I had an idea I know code at this point would not allow this. :wink:

But what if dilthium systems had a random limit of dilth so source could run out or be collected or even stolen by intel? Say each empire starts with 50 in surplus and 1 per turn from current mine at home system and mine of home system has limit of 100 (total 150 ships). Other free systems say get a random limit so could run out in as little as 50 turns (50 new ships).

edit; it would also be nice if a colony ship was used to colonize a system you get a dilth back in surplus same if a TT was used to create or upgrade starbase or if a ship was scrapped :wink: . But if any ship is destroyed in battle dilth would be lost.

It is just an idea, If game was able to be edited in this way.

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Post by Martok »

Sorry tc, but to be honest, I don't think that'd be a very good idea. I hate -- HATE -- finite resources in strategy games, as do the majority of strategy gamers I know.

It's one thing if you can only extract a certain amount of resources per turn (or per minute if it's an RTS), but it's another thing entirely to have resources that can actually run out. It may be realistic, but it's not at all fun -- and this is one area where I think gameplay would definitely trump realism.



Personally, it's my longstanding wish that that *all* star systems in BOTF could produce dilithium -- but of varying amounts (i.e., home systems produce 5 dilithium per turn, with other systems producing anywhere from 1 to 8 dilithium per turn, etc.). I know that's almost certainly an impossible dream (at least barring the extremely unlikely possibility of the game's code being released some day), but I still think it would be the best solution if it could ever be pulled off.
Last edited by Martok on Thu Dec 17, 2009 11:03 pm, edited 1 time in total.
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Post by KrazeeXXL »

thunderchero wrote:But what if dilthium systems had a random limit of dilth so source could run out or be collected or even stolen by intel? Say each empire starts with 50 in surplus and 1 per turn from current mine at home system and mine of home system has limit of 100 (total 150 ships). Other free systems say get a random limit so could run out in as little as 50 turns (50 new ships).

interesting idea. somehow I like it because it brings some more strategy and planning into the game. But perhaps it would be a change too deep in gameplay of a ten year old game.

Could end even worse then cs with range low ;)

but I still like the freighter idea and both of them combined could be used for trading or something in this direction. but I doubt that the implementation is somehow possible. :/
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Re:

Post by Spocks-cuddly-tribble »

thunderchero wrote:Say each empire starts with 50 in surplus and 1 per turn from current mine at home system and mine of home system has limit of 100 (total 150 ships). Other free systems say get a random limit so could run out in as little as 50 turns (50 new ships).
I just re-read this topic and most of this still would be too much work, but we can turn dilithium into a resource like credits i.e. income & total pool with custom dilithium build costs for ships. A bit tricky to adjust all codes and calulations, but not too much work

However, adjusting UI could be a problem e.g. build screen & object database need a display like "Industry Build Cost X" -> "Build Cost - Industry/Dilithium X / Y". The same goes for F1 empire info "+/- X Dilithium" -> "Dilithium: Income/Total X / Y".
Martok wrote:Personally, it's my longstanding wish that that *all* star systems in BOTF could produce dilithium -- but of varying amounts (i.e., home systems produce 5 dilithium per turn, with other systems producing anywhere from 1 to 8 dilithium per turn, etc.). I know that's almost certainly an impossible dream (at least barring the extremely unlikely possibility of the game's code being released some day), but I still think it would be the best solution if it could ever be pulled off.
It might be possible to re-activate the broken dilithium resource level for something like that.
I don't know how many bugs is too many but that point is reached somewhere before however many in BotF is.
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Re: Phantom-Dilithium Bug (fix)

Post by xDx »

Might be off topic but pertains to this idea. What if instead we leave dilithium the way it is in game (as dil is only used to power the warp reactor of a newly built ship not much is needed) plus making varying amount of extra dil structures for each empire is possible so no fix needed imho. What if we use the code altercations to make another resource (say like crew or officers produced per system) that would be required to build a starship? It's just a nerd's dream and probably not feasible but since this idea was brought up again is it possible?
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Re: Phantom-Dilithium Bug (fix)

Post by Spocks-cuddly-tribble »

xDx wrote:What if we use the code altercations to make another resource (say like crew or officers produced per system) that would be required to build a starship?
Could be possible, but somehow I doubt it would be of much use, since the ship-pop-support feature already does that better.

But of course, we'll try to find some nice implementations for the broken resource codes. You could open a new topic on the subject. Maybe someone comes up with some good & realistic ideas. :)
I don't know how many bugs is too many but that point is reached somewhere before however many in BotF is.
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Re: Phantom-Dilithium Bug (fix)

Post by anjel »

duranium or tritanium source, for building ships ???
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Re: Phantom-Dilithium Bug (fix)

Post by Peter1981 »

a duranium/tritanium source (maybe from asteroids) could speed up ship construction in a system with a powered up Advanced Foundary -- like the utopia planitia shipyard but maybe a percentage increase?
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New Resource & Building-Output Types Discussion

Post by Spocks-cuddly-tribble »

anjel wrote:duranium or tritanium source, for building ships ???
I don't care how you guys name it. But should be technically related to ship production (not ship support) and it will replace dilithium (note the above named interface issues!).

Peter1981 wrote:a duranium/tritanium source (maybe from asteroids) could speed up ship construction in a system with a powered up Advanced Foundary
Since the broken dilithium resource level is technically unrelated to the above global resource it could do something like that i.e. it can be used to create e.g. limited local resources and/or as muliplier for the related building outputs (interface issue!).

Peter1981 wrote:like the utopia planitia shipyard but maybe a percentage increase?
New code will feature a static- & %- ship building bonus (easy swappable between output types via a simple hex-value) and e.g. the ship yards self could use one of them.
I don't know how many bugs is too many but that point is reached somewhere before however many in BotF is.
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Re: New Resource & Building-Output Types Discussion

Post by QuasarDonkey »

Please give us things to make us strong :) If you can turn dilithium into a resource, I can fix all the UI code. It's all done through C's sprintf function (string print formatted). It's just a matter of changing a lexicon entry, and pushing an extra value to sprintf. (Some code might need to be rearranged, but not too difficult.)
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Re: New Resource & Building-Output Types Discussion

Post by xDx »

Sweet gentlemen nice to see people are interested in making something happen with this and all excellent ideas so far :) What I was hoping for was to create a completely new resource (e.g. deuterium, tritanium, etc) AND also have dil the way it is used in game now as requirements to build ships. This resource could have as SCT suggested a static amount and %increase in the edifice files for ship production. I figure with energy screen project finished this would create more strategy as certain needed systems to build structures or varying amounts for ships etc etc. Is this possible? If not, then we could do as Martok and SCT suggested and have certain systems be able to produce more or less dil and create a reserve for it where each starship would require X amount of dil to build...
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Re: New Resource & Building-Output Types Discussion

Post by Spocks-cuddly-tribble »

Ok, i had a glance at the codes and project is definitely on 'go, albeit too much work for the moment.


Reading the suggestions in this thread we have 3 sub-projects:

1. Fixing the unfinished global resource for ship construction (default dilithium, almost broken)

2. Using the system resource level (unused; default range 1-10 for dilithium only)

3. Activating more non-planet system features for e.g. building requirements (default only dilithium)

Before commenting please note that a.) the term dilithium is swappable to any other resource and b.) the points 1, 2 & 3 are technically different topics!


# 1
I found unused broken code almost doing what we need. When MicroProse ran out of time, they just switched dilithium pool to turn output resp income to ships-under-construction but forgot to change effective code, resulting in the phantom dilithium bug. Probably [shiplist.sst+11A] was meant to be the dilithium price of ships (test default 10 due to resource level default range 1-10 resp for major ships only since for minor/monster ships unneeded by default).

-> Since we're going to use this for unique weapon animations, could we use 1 byte each from the ship class & type -string for the weapon prefix? (we still have no complete shiplist.sst structure description here on AFC - know that really sucks!)

Also there is a broken feature a second time loading the local dilithium output (i.e. building output) for ship building purposes, despite of the fact it's already added to the global pool. I'm not 100% sure what's good for (yet). Need another look at this when more time available.

Looking at the vanilla ship price progression (industry) I'd say it's possible that the 4th value of the starting pop/credits datafield was meant to be the dilithium starting pool, like thunderchero suggested above (with an increased income due to using resource level).

And of course, we could e.g. change intel event 'destroy credits' to 'steal dilithium'. :wink:


# 2
System resource level -> word [systInfo+6E] default 0 resp for dilithium systems 1-10. Major home systems always 5 (due to a bug not always set for space faring minors -> easy to fix)

Default range 1-10 indicates it's a broken extraction multiplier (like Martok said above). Maybe meant for refineries only (by building ID) not prison-mine / singularity-plant?

The value gets set with the dilitium flag (for dilithium icons and building restrictions) but is technically unrelated. Default restriction to dilithium systems should be easy to extend.


# 3
More system features

-Building restrictions:

[edifice.bst+0x71h] = System requirement (1 byte)
0 - Arctic planet
1 - Barren planet
2 - Desert planet
3 - Gas Giant
4 - Jungle planet
5 - Oceanic planet
6 - Terran planet
7 - Volcanic planet
=> vs. [systInfo+70h] = planet types bitmask (resp. anomaly bit -> bug?, see below)
8 - None
9 - Asteroid (not working)
A - Asteroid belt dilithium (not working)
B - Dilithium
C - Worm hole (not working)
D - Radio Pulsar (not working)
E - X-Ray Pulsar (not working)
=> vs. [systInfo+71h] = or 0x8 i.e. 4th bit -> dilithium flag

I just run a test with only bit 3 set at [systInfo+71h], all dilithium sources scrapped & build queue = auto:
-> game freeze at turn 10 (missing dilithium flag vs. AI code or the bugged build queue code)

After that 0xFF i.e. all 8 bits set for up to 7 missing system features:
-> no crash so far, dilithium icon map -> resource level (minor bug), system view (sun animation) -> bitmask

Conclusion: With searching, adapting and testing all codes, this is going to be a 5+ hours time waster i.e. way to much for the moment.


Thus, in the meantime, here is plan 9-b from outer space:

byte[systInfo+31h] = star type (red giant=04, orange=05, yellow=06, white=07, green=08, blue=09)
dword[systInfo+32h] = name of the star picture i.e. s-X- with X being first letter of star color

Say there is e.g. a 5% chance for a star system special feature depending on the star type(i.e. star color). For example for red stars this could be ancient ruins/technologies increasing local research output by e.g. resouce level *2%, for an other star type a rare metal increasing industry output, latinum deposits for local credit output or an asteroid belt increasing dilithium refinery output by the system resource level.

The main point is that the resource icon and/or info text will be part of the sun animations.

-> When system feature present [systInfo+32h] s-X- = e.g. s1X-

s1X-.ani -> sX1b1.gif & sX1b2.gif -> resource icon / info text part of the sun gif files
s1X-map.tga & s1X-maps.tga -> F1 maap icons (unchanged, just renamed copies)


Still unknown in systInfo:

Offset 0x006C to 0x006D = number of ? (cf. 0x00B8)
Offset 0x0072 to 0x0077 -> below the system bitmask for buildings
Offset 0x00B4 to 0x00B7 = address of ???, length 4bytes/planet
Offset 0x00B8 to 0x00BB = address of ???, length 0x40 * unknown at [0x006C]


xDx wrote:I am trying to change what dilithium value is required to finish a star ship on completed turn. Currently vanilla and all currently released mods is +1 dilithium.
First of all, the phantom dilithium topic and my PM box are two entirely different things^^.

As said #1 above, since there is no dilithium pool, just a current turn output, consequently there's no dilithium price. BotF just compares number of ships under construction with the current total dilithium output. Some broken parts of the unfinished feature use simple inc & dec commands (i.e. +/-1) in a count loop. Translation: Your request is part of project #1.
I don't know how many bugs is too many but that point is reached somewhere before however many in BotF is.
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[edifice.bst+71h] System requirements

Post by Spocks-cuddly-tribble »

EDIT: Outdated code removed. Patch next post updates sub_48AA6C so one does not need to mess with lexicon.dic :!:

By default sub_48AA6C does not allow for more than 15 lexicon.dic strings of system requirements in edifice.bst+71h (Arctic 00 to X-Ray Pulsar 0E).

Bitmask code systInfo+70h supports up to 32 system features (see list below) working for player and AI.

Possible [edifice.bst+71h] system requirement IDs:

Code: Select all

00 - Arctic
01 - Barren
02 - Desert
03 - Gas Giant
04 - Jungle
05 - Oceanic
06 - Terran
07 - Volcanic
08 - None  =  no system feature requirement
09 - Asteroid 
0A - Asteroid belt dilithium
0B - Dilithium
0C - Near Worm hole
0D - Near Radio Pulsar
0E - Near X-Ray Pulsar
0F - Near Nebular
10 - Near Neutron Star
11 - Near Black Hole
12 - Red Giant
13 - Orange Star
14 - Yellow Star
15 - White Star
16 - Green Star
17 - Blue Star
18 - Methane Atmosphere
19 - None Atmosphere
1A - Oxygenrich Atmosphere
1B - Sulfuric Atmosphere
1C - Thinoxygen Atmosphere
1D - 
1E - 
1F -
'Near' = Adjacent Sector

Examples of buildings: foundries/refineries for Duranium / Tritanium (Asteroids/Star/Anomaly Type) , Deuterium (Near Nebular...) a.s.o.
Last edited by Spocks-cuddly-tribble on Fri Oct 28, 2022 6:36 pm, edited 5 times in total.
I don't know how many bugs is too many but that point is reached somewhere before however many in BotF is.
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Extending System Bonuses & Sun Icons - edifice.bst+71h requirements

Post by Spocks-cuddly-tribble »

Now we can use the nice sun icons by thunderchero: :wink:
icons.zip
(1.63 KiB) Downloaded 47 times
Asteroid Belt Dilithium -> id.tga
ad.jpg
ad.jpg (38.8 KiB) Viewed 1920 times
Asteroid -> d.tga
ast.jpg
ast.jpg (39.91 KiB) Viewed 1920 times

Code: Select all

NAME: Extending System Bonuses & Sun Icons - edifice.bst+71h requirements
DESC: Requires "id.tga" for Asteroid Belt Dilithium + "d.tga" for Asteroid (dil icons take precedence).
DESC: Pseudo-conflict with 'Combat Drone only with Random Events' (just ignore).
DESC: Near Anomaly (=adjacent sector) & other bits become outdated when editing maps in saved games.
DESC: Code expects vanilla planet, anomaly, star & atmosphere object/category IDs.
AUTHOR: Spocks-cuddly-tribble
URL: https://www.armadafleetcommand.com/onscreen/botf/viewtopic.php?p=57639#p57639

>> 0x0003f7e2 74 24 7a c1 fe 10 69 ee 28 03 00 00 a1 c8 36 5a 00 01 c5
>> 0x00050fad 8b 7c
>> 0x00050fed 81 c7 28 03 00
>> 0x00050ff3 43 89 7c 24 10
>> 0x00050ff9 74
>> 0x0006612a 8b 40 0a 89 94 24 d0 03 00
>> 0x00066134 c1 f8 10 89 94 24 e8 03 00 00 83 f8 ff 74 1e 69 c0 28 03 00 00 8b 15 c8 36 5a 00 01 c2
>> 0x000b6d65 cd
>> 0x000b6d6c 8b 54 24 0a c1 fa 10
>> 0x000b6de0 0f bf d7 0f bf c6 39 c2 74 06 43 e9 65 ff ff ff 8b 54 24 0e 8b 44 24 06 c1 fa 10 c1 f8 10 39 c2 75 e8 66 8b 01 66 3d 0a 00 73 15 66 3d 01 00 75 25 b8 0e 00 00 00 83 c4 14 5d 5f 5e 5a 59 5b c3 76 0d 66 3d 0b 00 75 0e b8 0d 00 00 00 eb e7 b8 0c 00 00 00 eb e0 31 c0
>> 0x000B6E48 00 00 00 00 00 00 00 00
>> 0x000b6ebe da ba 8d 00 00 00
>> 0x000B6EE7 F4 FB 57
>> 0x000b6ef0 dc 1d 04 fc 57 00 df e0 9e 73 17 b8 01 00 00 00 89 c7 80 4d 71 08 89 f8 83 c4 10 5d 5f 5e 5a 59 5b c3
>> 0x000b6fac 08
>> 0x000b7024 66 85 c0 7e 0f 0f bf c8
>> 0x000b705c d0
>> 0x000b705e 8b
>> 0x000b7064 01 d0 89 ea 8a 48 48 d3 e2
>> 0x000b70a6 00 00 00 00 00 00 00 00 00
>> 0x000b70d5 00 00 00 00 00 00
>> 0x000fbe25 45
>> 0x000fbe27 83 c0
>> 0x000fbe81 8b 45 6a 89 4d 56 f6 40 71 08 0f 84 8e 00 00 00 ba 01 00 00 00 8a 0d 2a 2b 5a 00 d3 e2 8b 4d 6a 31 c0 8a 41 3f 85 d0 74
>> 0x000fbeaa b8 f0 00 00 00
>> 0x000fbeeb ba 48 26 58 00
>> 0x000fbefa ba 48 26 58 00
>> 0x00017D9FC 7B 14 AE 47 E1 7A 94 3F

<< 0x0003f7e2 f0 69 e8 28 03 00 00 03 2d c8 36 5a 00 80 4d 73 80 90 90
<< 0x00050fad eb 3a
<< 0x00050fed 03 3d c8 36 5a
<< 0x00050ff3 80 4f 73 20 90
<< 0x00050ff9 ad
<< 0x0006612a 0f bf 40 0c 89 94 24 d0 03
<< 0x00066134 00 89 94 24 e8 03 00 00 83 f8 ff 74 20 69 d0 28 03 00 00 03 15 c8 36 5a 00 80 4a 73 40
<< 0x000b6d65 cf
<< 0x000b6d6c 0f b7 54 24 0c 43 90
<< 0x000b6de0 2b fe 47 85 ff 7c 4c 83 ff 02 7f 47 0f b7 7c 24 10 0f b7 74 24 08 2b fe 47 85 ff 7c 36 83 ff 02 7f 31 0f b7 74 24 0c 69 f6 28 03 00 00 03 35 c8 36 5a 00 8a 01 51 b1 11 3c 00 74 0e 3c 0a 7c 06 04 02 8a c8 eb 04 b1 0d 02 c8 33 c0 40 d3 e0 09 46 70 59 e9 1d ff ff ff
<< 0x000B6E48 CD CC CC CC CC CC EC 3F
<< 0x000b6ebe 05 47 90 90 90 90
<< 0x000B6EE7 48 7A 4B
<< 0x000b6ef0 85 ff 74 0d dc 1d 04 fc 57 00 df e0 9e 73 13 eb 98 dc 1d 14 FC 57 00 df e0 9e 72 8d 80 4d 71 02 eb 87
<< 0x000b6fac 0e
<< 0x000b7024 8a 4e 31 80 c1 0e 90 90
<< 0x000b705c c0
<< 0x000b705e 03
<< 0x000b7064 8b d5 8a 48 48 d3 e2 eb 39
<< 0x000b70a6 b1 10 02 48 49 8b dd eb 26
<< 0x000b70d5 d3 e3 09 da eb 92
<< 0x000fbe25 75
<< 0x000fbe27 8d 46
<< 0x000fbe81 89 4d 56 b2 01 8a 0d 2a 2b 5a 00 d2 e2 84 56 3f 74 0b bf 49 26 58 00 0f b6 46 71 a8 0e 74 7f a8 0c 75 03 47 eb 3b a8 04
<< 0x000fbeaa 02 4f 90 b0 f0
<< 0x000fbeeb 8b d7 90 90 90
<< 0x000fbefa 8b d7 90 90 90
<< 0x00017D9FC 9A 99 99 99 99 99 C9 3F

>> 0x00089e2c 00
>> 0x00089e2e 00
>> 0x00089e30 99 aa 48 00 a3 aa 48 00 ad aa 48 00 b7 aa 48
>> 0x00089e40 c1 aa 48
>> 0x00089e44 cb aa 48 00 d5 aa 48 00 df aa 48
>> 0x00089e50 e9 aa 48 00 f3 aa 48 00 fd aa 48
>> 0x00089e5c 07 ab 48 00 11 ab 48 00 1b ab 48
>> 0x00089e68 25 ab 48 00
>> 0x00089e6d 0e 76 1d 52 53 bb f4 c3 57 00 ba 07 02 00 00 b8 e8 c2 57 00 e8 2a d7 07 00 85 c0 75 e8 5b 5a c3 25 ff
>> 0x00089e90 00 00

<< 0x00089e2c 26
<< 0x00089e2e 38
<< 0x00089e30 e6 00 9a 01 2f 02 6f 03 eb 04 87 05 68 03 2f
<< 0x00089e40 30 00 ef
<< 0x00089e44 a7 05 c8 03 aa 05 22 03 2a 03 5e
<< 0x00089e50 db 03 79 03 ac 05 a6 05 a4 01 60
<< 0x00089e5c 81 02 68 03 82 03 a5 04 48 05 eb
<< 0x00089e68 08 02 d1 03
<< 0x00089e6d 1f 7f 79 3c 1d 74 11 3c 1e 74 13 0f b7 04 45 2c aa 48 00 e9 5b 08 00 00 b8 c4 26 58 00 c3 b8 dc 1f 58
<< 0x00089e90 c3 90

System requirement IDs: (edifice.bst+71)
00 - Arctic planet
01 - Barren planet
02 - Desert planet
03 - Gas Giant
04 - Jungle planet
05 - Oceanic planet
06 - Terran planet
07 - Volcanic planet
08 - None (no system requirement)
09 - Asteroid (random & Planet Killer)
0A - Asteroid Belt Dilithium (resource level 10)
0B - Dilithium
0C - Near Worm hole
0D - Near Radio Pulsar
0E - Near X-Ray Pulsar
0F - Near Nebular
10 - Near Neutron Star
11 - Near Black Hole
12 - Red Giant
13 - Orange Star
14 - Yellow Star
15 - White Star
16 - Green Star
17 - Blue Star
18 - Methane Atmosphere
19 - None Atmosphere
1A - Oxygenrich Atmosphere
1B - Sulfuric Atmosphere
1C - Thinoxygen Atmosphere
1D - Alien Artifacts/Ruins (special systems e.g. combat drone)
1E - Battle-tried (system attack in the past) for special fighter/agents recruitment?
1F - Rebel (in the past) for resistance network/underground movement?
Battle-tried is intended in combo with NativeMemberSystem (to exclude conquered).


asm-notes:
► Show Spoiler
Last edited by Spocks-cuddly-tribble on Tue Nov 01, 2022 10:57 am, edited 12 times in total.
I don't know how many bugs is too many but that point is reached somewhere before however many in BotF is.
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Re: Extending System Bonuses & Sun Icons - edifice.bst+71h requirements (Part 2)

Post by thunderchero »

nice
Spocks-cuddly-tribble wrote: Thu Oct 27, 2022 10:38 pm Now we can use the nice sun icons by thunderchero: viewtopic.php?p=51065#p51065
files added to your post above
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