Ultimate Mod 5 v5.5 Redux (New)

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

Moderator: thunderchero

User avatar
Spocks-cuddly-tribble
Code Master
Code Master
Posts: 1503
Joined: Sun Apr 27, 2008 2:00 am

Re: Ultimate Mod 5 v5.5 Redux (New)

Post by Spocks-cuddly-tribble »

Flocke wrote: Fri Jan 13, 2023 3:40 amWhen you know the subroutines and analysed what they do, just do it a little better. You might start a list for naming the worst subroutines to replace and what they do. The smaller the code, the less inner sub-routines called and the better it is analysed, the easier to replace ofc. ;)
It's not going to work that way. Main issue is fatal base concept mistakes (a simple case is rendering after build queue updates), so replacing certain/many subroutines won't cut it. The global layout must be redone from scratch.
Dafedz wrote: Fri Jan 13, 2023 8:13 am weapon animations
I was always relatively unbothered with how they looked
Strange, I noticed UM uses nice phasers by Joker and torpedoes by thunderchero.
I don't know how many bugs is too many but that point is reached somewhere before however many in BotF is.
User avatar
Flocke
BORG Trouble Maker
BORG Trouble Maker
Posts: 2946
Joined: Sun Apr 27, 2008 2:00 am
Location: Hamburg, Germany
Contact:

Re: Ultimate Mod 5 v5.5 Redux (New)

Post by Flocke »

Spocks-cuddly-tribble wrote: Fri Jan 13, 2023 4:16 pm a simple case is rendering after build queue updates
Rendering issues like that will indeed have to be addressed different. And while it might be a simple screen refresh subroutine call that is missing, I'd rather address this by some more evolved project I have in mind.

As we all know the whole BotF rendering doesn't do well on high resolution screens. Further already with mpr++ I faced some issues not easy to overcome when adapting the old rendering. Given modern engines all are made for 64bit, which can't be loaded with old 32bit trek.exe, the best option would be to bypass the whole rendering but run our own. But even if not, as soon as I have a new rendering engine adapted again, we can replace sceen by screen or even just overlay part of it and even add new menu options.

Ofc this is all future thinking, but already with mpr++ I added some new sample menus like this. The problem here is not adding the menus but to adapt a new engine.

And ofc you can bring up lots more of issues, but the great thing what I'm doing this for is that I love to figure this kind of stuff, and even more so when everyone says what all is not possible while I already proofed them wrong! :razz:

But hey, let's get back to topic. And me try analyse some broken saves now.
Sorry for messing this topic. :mrgreen:
User avatar
Dafedz
Lieutenant-Commander
Lieutenant-Commander
Posts: 129
Joined: Mon May 05, 2008 2:00 am

Re: Ultimate Mod 5 v5.5 Redux (New)

Post by Dafedz »

thunderchero wrote: Fri Jan 13, 2023 10:31 am
Dafedz wrote: Fri Jan 13, 2023 8:13 am I think I follow. Have updated ship stats as above and uploaded here:
Spocks-cuddly-tribble wrote: Wed Jan 11, 2023 5:12 pm I'd also suggest the UE auto set feature for ship specific weapon animations (we can do for you).
yesterday I started collecting files and adding to installer. I currently have a working installer at 1024, 1366, 1920 using files from zAbfAWJn.zip and updated shiplist.
question, while I am making GUI edits for resolutions are you interested in,

Using GameSetup TACTICAL COMBAT Button for BORG ON/OFF
viewtopic.php?p=56905#p56905

seperate load save buttons
viewtopic.php?p=57056#p57056
By all means yes if recommended! Thanks you thunder, SCT and all you guys for helping me whip this thing into shape!
thunderchero wrote: Fri Jan 13, 2023 10:31 am tonight I will work on adding patches, XY, Build queue and irreg galaxies.

note to self need to edit lexicon for irreg galaxies.
Awesome. I look forward to seeing the result!
Spocks-cuddly-tribble wrote: Fri Jan 13, 2023 4:16 pm
Dafedz wrote: Fri Jan 13, 2023 8:13 am weapon animations
I was always relatively unbothered with how they looked
Strange, I noticed UM uses nice phasers by Joker and torpedoes by thunderchero.
To be honest I'd forgotten about that. It would've been maybe a decade ago (or more) those additions were implemented, so I can be forgiven! I'd be very happy to incorporate any new/further improvements and additions in this regard.
User avatar
Spocks-cuddly-tribble
Code Master
Code Master
Posts: 1503
Joined: Sun Apr 27, 2008 2:00 am

Re: Ultimate Mod 5 v5.5 Redux (New)

Post by Spocks-cuddly-tribble »

Remember UM5.5 uses the ECM command-ship requirement for solo-mode targeting! Is this intended :?:
Most player hate this, to unlock that in UM5: trek.exe at 0xA5B28 change 75 to EB

Plus I'd also use 'AI vs AI System Attack Workaround (50% Pop damage)' to be one the safe side with powerful AI fleets.
They can't expand further if they destroy too many systems with 150+ ships in larger maps end-game.

Flocke wrote: Fri Jan 13, 2023 6:30 pmthe great thing what I'm doing this for is that I love to figure this kind of stuff
We love your enthusiasm! :up:
I don't know how many bugs is too many but that point is reached somewhere before however many in BotF is.
User avatar
thunderchero
Site Administrator aka Fleet Admiral
Site  Administrator aka Fleet Admiral
Posts: 7320
Joined: Fri Apr 25, 2008 2:00 am
Location: On a three month training mission, in command of the USS Valiant.
Contact:

Re: Ultimate Mod 5 v5.5 Redux (New)

Post by thunderchero »

Hi Dafedz,

After going though trek.exe to assemble patch folder, I have a couple patch suggestions

Code: Select all

NAME: AI Bonus Systems for Starting Levels 4 & 5 (double +2/+4) IF Difficulty Level 4 or 5
AUTHOR: Spocks-cuddly-tribble
DESC: AI Bonus Systems for Starting Levels 4 & 5 (double +2/+4) IF Difficulty Level 4 or 5
TAG: fix

# >>  = vanilla/original value

# <<  = new value

# AI Bonus Systems for Starting Levels 4 & 5 (double +2/+4) IF Difficulty Level 4 or 5

# disable limit for "expanded" level
>> 0x50142 89 C1
<< 0x50142 EB 31
# use meprvnum.bin entry 6 for AI on difficulty level 4-5
>> 0xB1843 31 C0 31 D2 83 C1 04 8A 90 2C 2B 5A 00 40 89 54 0C 10 83 F8 05 7C EB 8D 54 24 14 89 D8 E8 CB 58 00 00 30 E4 88 64 24 2C 55 8B 54 24 2C 52 31 D2 8A 54 24 34 89 F9 89 F0 8B 5C 94 08 E8 4C 00 00 00 8A 54 24 2C FE C2 88 54 24 2C 80 FA 05 72 D8
<< 0xB1843 0F B6 91 2C 2B 5A 00 6B C1 14 80 3D 44 2B 5A 00 04 7C 10 B5 01 D2 E5 84 2D 28 2B 5A 00 B5 00 75 02 B0 64 8B 9C 90 28 7D 4B 00 8A D1 8B C6 51 8B CF 55 FF 74 24 30 E8 52 00 00 00 59 80 C1 01 80 F9 05 72 BC 90 90 90 90 90 90 90 90 90 90 90 90
# meprvnum.bin into trek.exe at sub_4B7D30-8
>> 0xB7128 00 00 00 00 00 00 00 00 53 51 56 57 55 83 EC 1C 89 C7 89 D5 8D 5C 24 14 8D 54 24 18 B8 74 FC 57 00 E8 B2 D4 05 00 89 FB 89 EA 83 C5 14 B9 14 00 00 00 8B 74 24 18 89 E7 57 89 C8 C1 E9 02 F2 A5 8A C8 80 E1 03 F2 A4 5F 8B 3A 83 C3 04 8B 3C BC 83 C2 04 89 7B FC 39 EA 75 D3 8B 44 24 18 E8 A5 D3 05 00 83 C4 1C 5D 5F 5E 59 5B C3 00 00 00 00 00 00 00 00 00 00 00 00
<< 0xB7128 00 00 00 00 00 00 00 00 00 00 00 00 01 00 00 00 02 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 01 00 00 00 02 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 01 00 00 00 02 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 01 00 00 00 02 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 01 00 00 00 02 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 02 00 00 00 04 00 00 00
this will make AI more challenging on higher difficulty/advanced starts by giving them a good kick start :wink:
Even better kick start with patch below :twisted:

viewtopic.php?p=50803#p50803

Code: Select all

NAME: Extra Starting Systems without Special Buildings Fix (OBs only is a Bug) - UPDATED
DESC: Auto-corrects bldset.bin (home & extra starting systems must possess planet & dil requirements).
AUTHOR: Spocks-cuddly-tribble
URL: https://www.armadafleetcommand.com/onscreen/botf/viewtopic.php?p=50803#p50803
DESC: patch file name: without_Special_Buildings.patch
TAG: fix


# >>  = vanilla/original value

# <<  = new value

>> 0x5043E 8B 84 24 50 01 00 00 80 78 30 00 0F 84 14 FE FF FF 31 C0 89 E2 66 8B 84 24 1E 01 00 00 E8 50 F4 FF FF 80 7C 24 73 00 0F 84 E6 01 00 00
<< 0x5043E 33 C0 8B D4 66 8B 84 24 1E 01 00 00 E8 61 F4 FF FF 8B 84 24 50 01 00 00 80 7C 24 73 02 0F 85 F0 01 00 00 80 78 30 00 0F 84 F8 FD FF FF
>> 0x50654 72 80 FB 12 0F 84 0D FE FF FF 80 FB 1F 0F 85 FC FB FF FF 8B 84 24 50 01 00 00 F6 40 71 08
<< 0x50654 71 80 FB 08 74 1E 8A CB BB 01 00 00 00 D3 E3 85 58 70 90 90 90 90 90 90 90 90 90 90 90 90
on expanded and advanced starts the extra system will get most available structure. To me this is player and Ai friendly just due to you don't have to spend first 10 - 20 turns building available structures. :wink:
User avatar
Spocks-cuddly-tribble
Code Master
Code Master
Posts: 1503
Joined: Sun Apr 27, 2008 2:00 am

Re: Ultimate Mod 5 v5.5 Redux (New)

Post by Spocks-cuddly-tribble »

I think, based on the reference star density Dafedz posted in the screenshot, the current setup 15/20/25/30 is too low. Lowest should be 20 or 25?

Large map - current minimum empire home system distance is nice for balance, but prevents empire placement in the center area?

Also I think UM5 needs a new random event 'Tribble Plague', replace planet animations with rotating tribbles with -10% Food bonus per planet. :mad:
I don't know how many bugs is too many but that point is reached somewhere before however many in BotF is.
User avatar
thunderchero
Site Administrator aka Fleet Admiral
Site  Administrator aka Fleet Admiral
Posts: 7320
Joined: Fri Apr 25, 2008 2:00 am
Location: On a three month training mission, in command of the USS Valiant.
Contact:

Re: Ultimate Mod 5 v5.5 Redux (New)

Post by thunderchero »

Spocks-cuddly-tribble wrote: Sun Jan 22, 2023 9:06 pm I think, based on the reference star density Dafedz posted in the screenshot, the current setup 15/20/25/30 is too low. Lowest should be 20 or 25?

Large map - current minimum empire home system distance is nice for balance, but prevents empire placement in the center area?

Also I think UM5 needs a new random event 'Tribble Plague', replace planet animations with rotating tribbles with -10% Food bonus per planet. :mad:
I agree, but really depends on if Dafedz want his original density the max, med or low value

minimum empire home system distance is trickier in widescreen, if you go much lower you have a 25% chance last 20% of galaxy will have no majors (left or right) or any higher better chance of readrace error
User avatar
thunderchero
Site Administrator aka Fleet Admiral
Site  Administrator aka Fleet Admiral
Posts: 7320
Joined: Fri Apr 25, 2008 2:00 am
Location: On a three month training mission, in command of the USS Valiant.
Contact:

Re: Ultimate Mod 5 v5.5 Redux (New)

Post by thunderchero »

Dafedz reported a couple crashes without crashlog and he gave me the windows log offsets

this one only happened once, not sure when it happened but expect it was during saving game. (not really worried about this one unless we see it repeat)
crashed 1 time at
Fault offset: 0x0011b7a1 51c3a1
Sub-section: Arc_51C3A0

next one he has experienced 3 time, This one fault offset is in stolen ships? (not repeatable on reload)
crashed 3 times at
Fault offset: 0x000824c1 4830c1
Sub-section: Game_IntelAPI_IntelMil_482F70 / call_Stolen_ship_??

maybe due to new blame odds? UM5 already has patch 'Ships that are Stolen - Crew Experience & Bonuses Bug-fix' added
Spocks-cuddly-tribble wrote: Sun Jan 22, 2023 9:06 pm
Also I am collecting files for next installer, so if you have any I don't already have for ECM let me know
User avatar
Spocks-cuddly-tribble
Code Master
Code Master
Posts: 1503
Joined: Sun Apr 27, 2008 2:00 am

Re: Ultimate Mod 5 v5.5 Redux (New)

Post by Spocks-cuddly-tribble »

thunderchero wrote: Tue Jan 24, 2023 11:34 amthis one only happened once, not sure when it happened but expect it was during saving game. (not really worried about this one unless we see it repeat)
crashed 1 time at
Fault offset: 0x0011b7a1 51c3a1
Looks like a random error when loading/saving AI 'arc' entries/files. Auto save = ON increases risk IIRC?
thunderchero wrote: Tue Jan 24, 2023 11:34 amnext one he has experienced 3 time, This one fault offset is in stolen ships? (not repeatable on reload)
crashed 3 times at
Fault offset: 0x000824c1 4830c1
Code is for Destroy_Station_via_Intel (Outpost/Starbase).
No of the recent updates (or Dafedz new blame patch) should cause this. But some mods use workarounds for Stations so AI builds more Starbases?
Note when destroying multiple stations at the same turn (+ e.g. TT under construction retreat/destruction) this might be a random vanilla bug.
A glitch with starBaseInfo and/or number of stations (destroyed stations don't need to be from the same empire).
To test/fix we need saved game 1 turn before crash and remove 'BotF Random Engine fix' (for diagnostics only).

thunderchero wrote: Tue Jan 24, 2023 11:34 amAlso I am collecting files for next installer, so if you have any I don't already have for ECM let me know
I think you have all of them (shipname.bin, new textures, big quantum torpedo and palette.lst). But thanks for asking.


EDIT: UM5.5 needs this fix - see: viewtopic.php?p=58443#p58443

Code: Select all

NAME: Restore Vanilla - Fix Outdated Minor Race Special Structure System Takeover Codes - Ignore Conflict
>> 0x4009F 90 E9
<< 0x4009F 0F 82
I don't know how many bugs is too many but that point is reached somewhere before however many in BotF is.
Post Reply

Return to “Ultimate Mod”