Ultimate Mod 5 v2.5 1024 (Updated 15/2/16)

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

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thunderchero
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Re: Ultimate Mod 5 v2.1 (New Release 5/5/14)

Post by thunderchero » Sat Aug 30, 2014 6:58 am

all mods require multi-installer to be installed first.

https://www.armadafleetcommand.com/get-f ... le_id=1958

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Re: Ultimate Mod 5 v2.1 (New Release 5/5/14)

Post by doomkiller22 » Sat Aug 30, 2014 11:17 am

Now its working, thanks thunderchero.

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Re: Ultimate Mod 5 v2.1 (New Release 5/5/14)

Post by doomkiller22 » Sat Aug 30, 2014 10:23 pm

Okay, I would like to say that there is a Serious bug in the game which when you go to research and object data base then ships and when you select a ship then select a different one it crashes, (sometimes you have to select more than two for it to crash) so essentially I have to research blindly. It would be great if this could be fixed!

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Re: Ultimate Mod 5 v2.1 (New Release 5/5/14)

Post by thunderchero » Sat Aug 30, 2014 11:09 pm

doomkiller22 wrote:sometimes you have to select more than two for it to crash
did you install multi-installer with hades or software? if hades change stbof.ini in line;

3D=DIRECT3D

to

3D=SOFTWARE

if that does not help Dafedz would have to look into it

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Re: Ultimate Mod 5 v2.1 (New Release 5/5/14)

Post by Torlek » Fri Sep 05, 2014 10:04 pm

This is a great mod to play again and again as the same faction. I would like a few changes made to the Federation side, however: Section 31 and a holographic workforce building need to be added with morale penalties for each, and Probert's Ambassador should be Explorer III to move the Galaxy and Sovereign up one explorer slot. I don't think the Cosmos is a necessary design.

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Re: Ultimate Mod 5 v2.1 (New Release 5/5/14)

Post by naturalmwa » Tue Nov 18, 2014 12:42 pm

Thank you for your efforts, I've enjoyed my first ~300 turns of this mod. I was wondering if it is compatible with MPR++ however? I currently am running it with MPR++0.2.5a and all seems fine, but I noticed the MPR instructions don't specify UM as one that is supported. Am I eventually going to run into a ship model that isn't supported that will prevent me from finishing the game? If it doesn't support MPR, might that me something that could be added? TiA.

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Re: Ultimate Mod 5 v2.1 (New Release 5/5/14)

Post by implodinggoat » Thu Nov 27, 2014 11:40 am

naturalmwa wrote:Thank you for your efforts, I've enjoyed my first ~300 turns of this mod. I was wondering if it is compatible with MPR++ however? I currently am running it with MPR++0.2.5a and all seems fine, but I noticed the MPR instructions don't specify UM as one that is supported. Am I eventually going to run into a ship model that isn't supported that will prevent me from finishing the game? If it doesn't support MPR, might that me something that could be added? TiA.
I ran into that once. It was the Xepolite Scout and to my knowledge its the only ship that has the problem. You can build them and use them as recon ships (They can cloak, are fast and have a long scanner range; but are weak in combat so that's really what they're best for anyway); but if you get in combat with one then the game crashes and you'll have to load a prior save.

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Re: Ultimate Mod 5 v2.1 (New Release 5/5/14)

Post by thunderchero » Thu Nov 27, 2014 11:48 am

implodinggoat wrote:It was the Xepolite Scout in combat with one then the game crashes
I also noticed this, to correct this you need to replace model to correct phaser slot.

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Re: Ultimate Mod 5 v2.1 (New Release 5/5/14)

Post by cookie75 » Fri Nov 28, 2014 1:41 pm

Hi all,
First off, a big thank you to Dafedz,+ the many others that contributed to this mod in some way.
I still have the original BOTF from back in the day, and thanks to modders like you,
I keep coming back to it every 2-3 years or so.
Last time (about 2yrs ago,) I gave All the Ages a go,
and this time I went with UM5(2.1), and I'm really enjoying it! :up:
Theres some really significant changes compared to vanilla, and the (imo) biggest one;
not having to upgrade the buildings after reaching a new tech-level, was a welcome one,
especially if, like me, you prefers long games on a large map, where with tons of colonies
the time and micro-managing that went in to the upgrading building-types after gainining a tech-level was beyond tedious in vanilla.
My only real peeve with UM5is that building basic structures (food/industr/enrg/int/scnce) is way too easy the higher the tech-level gets.
Love you for the effort you put into balancing the fleets as well, and for not going overboard on the types of ships. :smile:
All in all a pretty well balanced mod, and its surprisingly stable:
It crashed 4 times during my 1st game, and 2 of those were due to the xepoli scout ships, which I was able to fix thanks to the help i found on that in this topic.

Another thing i noticed was that after 75-100th turn I didnt encounter a single "random" (ie.chodok,chrystal entity,borg),
but since I've only finished 1 game, and am only 20 turns into my 2nd, this might just be a coincidence.

ISSUE: I came across 1 in my 1st full game (as Romulans) that kinda annoyed me,
and I dont think anyone else mentioned it yet in this topic:
The Battlehawk(I+II) are according to the description in science>object>ship-db as "fast attack".
But in battles, they serve as (yet another) command-class ship, which you really dont need,
since you have both the warbird and/or the warhawk at this point in the game,
so imo it should indeed be a fast attack ship, like the ship-db reads,
so it can be used for raid+intercept, and not get lumped in with the command-ships (war-bird/hawks) in battles.
Also, i think that the Battlehawk II could do with either
A. speed=3,(instead of 2)
B . range=long (instead of medium)
or C. scan-range=2 (instead of 1)
As the Battlehawk is now, I cant think of a single reason why anyone would build or use battlehawk I or II.
It'd be great if you can tweak it a bit for 5.2.2 or 5.3.

Another bug I found, which seemed to start (coincidentally??) when i continued my normal game, but running it "-mudd",
was that could build the unique buildings of minor races over and over again!
The multiple unique building were listed in structure-list, but only the 1st one uses energy, and the other (unpowered, extra ones) dont yield ANY additional bonus, so its not really something that can be exploited... its just annoying that they remain in the build-list after youve already built one...

Most other things I noticed, like spelling-errors in race-info, and the the bug with the xepolite scout-ships have been mentioned already.


One last thing: There doesnt seem to be a 1024x768 (etc) patch for um5,
but some posts in other topics seem to suggest you can do this yourself by renaming files and such.
So if this is possible, and someone could give me a step by step walkthrough on how to do this for this mod, i'd be eternally greatful!

Gr, cookie :cool:

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Re: Ultimate Mod 5 v2.1 (New Release 5/5/14)

Post by Vulgarny » Tue Dec 09, 2014 11:27 am

Hello
After manual update of stbof.res for patch 2.3 when I star game I get this error:

Problem signature:
Problem Event Name: APPCRASH
Application Name: trek.exe
Application Version: 0.0.0.0
Application Timestamp: 37965563
Fault Module Name: trek.exe
Fault Module Version: 0.0.0.0
Fault Module Timestamp: 37965563
Exception Code: c0000005
Exception Offset: 00090245
OS Version: 6.1.7601.2.1.0.256.48
Locale ID: 2057
Additional Information 1: b27c
Additional Information 2: b27caa3b882b5df49d4ab4b8cbf4970f
Additional Information 3: d244
Additional Information 4: d244410a238c85cd400e1b60eec832d7

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Re: Ultimate Mod 5 v2.1 (New Release 5/5/14)

Post by thunderchero » Tue Dec 09, 2014 11:42 pm

Vulgarny wrote:After manual update of stbof.res for patch 2.3
I forgot Dafez posted that update, but when doing manual update/patch be careful.

first never use winzip to add files (I suggest Ultimate editor to add files to stbof.res)

also after coping trek.exe don't forget to check/reset permission of trek.exe

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Re: Ultimate Mod 5 v2.1 (New Release 5/5/14)

Post by Vulgarny » Wed Dec 10, 2014 5:41 pm

Was using Winrar, but took your advice about UE and it worked like a charm. Thank you very much. Just love this new cardi ships.

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Re: Ultimate Mod 5 v2.1 (New Release 5/5/14)

Post by TheShepherd » Sun Dec 21, 2014 3:44 pm

So, I've just reinstalled BoTF (the multi installer) and have tried the Error Correction Mod. Both vanilla and ECM run successfully (got crashes in fights as usual, I guess). However, the UM5 mod just wont start up. Upon opening the program I get a black screen that remains until I lose patience (counted 5min) or until I force shut down my computer.

What am I doing wrong?

*EDIT I have not installed the Hades patches.

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Re: Ultimate Mod 5 v2.1 (New Release 5/5/14)

Post by thunderchero » Sun Dec 21, 2014 3:58 pm

what did you install?
this only?
https://www.armadafleetcommand.com/get-f ... le_id=1958

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Re: Ultimate Mod 5 v2.1 (New Release 5/5/14)

Post by TheShepherd » Sun Dec 21, 2014 4:08 pm

I've installed vanilla (1.0.2 English) and ECM and ECML mods in addition to the UM5 mod. They each have subfolders in the botf folder.

UPDATE: I get the same black screen when opening the ECML mod.

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