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

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

Post by Vreenak »

OMG, problem solved - it was the wrong path. THX!!! That makes me so happy, it works :)))
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Re: Ultimate Mod 5 v2.5 1024 (Updated 15/2/16)

Post by Vreenak »

Hello spacefriends, here is a save game for you to play. You´ll play the Dominion fully developed empire. Map large, turn 300, 130 planets, opponents left are Cards and Feds. On my PCs the game crashes during the battle but it´s still possible to play further.

Have fun!
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Dafedz
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Re: Ultimate Mod 5 v2.5 1024 (Updated 15/2/16)

Post by Dafedz »

Hi, I downloaded the save game and played the turn. I crashed too, but that wasn't a surprise. The number of ships engaged in the battle was I think ~630. The game took one look at that and said nah. Unfortunately it can't handle that number of ships, and a crash was expected. I played the turn on auto anyway, and your 300 vs 329 Cardassian commands wasn't enough, and you lost (quite heavily.)

I've added a few tweaks and patches to UM5 in recent weeks, and as and when it's possible I hope the All in One installer can be updated with them.

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

Post by thunderchero »

Dafedz wrote: Sun Aug 02, 2020 11:31 am Hi, I downloaded the save game and played the turn. I crashed too, but that wasn't a surprise. The number of ships engaged in the battle was I think ~630. The game took one look at that and said nah. Unfortunately it can't handle that number of ships, and a crash was expected. I played the turn on auto anyway, and your 300 vs 329 Cardassian commands wasn't enough, and you lost (quite heavily.)

I've added a few tweaks and patches to UM5 in recent weeks, and as and when it's possible I hope the All in One installer can be updated with them.

cheers
I recently found the max ships (total, any combo) in a single combat is 713. you will get a stack error in BOTF log.

I went back and reloaded UM5 from AIO 1.0.1 version and that saved game. I got the stack error with those 576 ships so limit must be total hob file size?

take your time and let me know when you are ready to update mod. Since installer was just updated I would wait a couple months to see if any other changes are needed to installer and do a minor update (2.0.0a).

I will be interested to see what patches you add. :grin:
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Re: Ultimate Mod 5 v2.5 1024 (Updated 15/2/16)

Post by Dafedz »

Thanks Thunder. Got time on my hands at the moment - haven't we all - and playing some test games. There are a few patches I've added which have come up from recent developments, for instance forcing the AI to terraform all planets (viewtopic.php?f=221&p=50865#p50865) and others of this nature. Seems to be working well!

One thing that really bugs me which I can't find a workaround for. Because ships are somewhat more powerful in UM5, I've had the issue where AI empires - when set to invade a minor - will in a single turn totally wipe out that minor. You then lose that minor from the game, and the special structures they bring. I've tried increasing ground combat, shield generator power etc, but the downside is minors become very difficult to conquer earlier in the game. I would love to see a check that prevents minors from being eliminated at all, that even with a thousand ships the population can never be less than 1.
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Re: Ultimate Mod 5 v2.5 1024 (Updated 15/2/16)

Post by Spocks-cuddly-tribble »

Adjusting ship weapons bombing damage vs. SH, population & buildings: viewtopic.php?f=155&t=56#p17963

467479 0FAF8424A8010000 IMUL EAX, [ESP+1A8] -> shr eax, x = ship bombing damage /2^x

0x66879 (0FAF8424A8010000) -> C1 E8 0X 90 90 90 90 90


You also might want to use the Option: no SH protection for active OBs (i.e. SH power not wasted for OBs) from this post.

But keep in mind that TTs cannot land if the surviving warships cumulated torpedo firepower does not reach the SH power.

So when using shr eax, 2 i.e. /4 with this option your ships need 4 times the torpedo firepower vs the SH to land TTs.

Here is how to disable SH protection against the landing of TTs:

46726A jnz loc_468070 ; SH still up

0x6666A (0F 85 00 0E 00 00) -> 90 90 90 90 90 90



Tactical combat stack limit is hard to guess. Might be number of all objects (ships, stations & monster + number of all their torpedoes from shiplist.sst). Phasers and damage spots are 'child objects' and should not count.

Also here is my latest Ida database in case anyone wants to mess with it before I find time to reinstall (end of the year): https://workupload.com/file/QPB5ngpnkWt
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: Ultimate Mod 5 v2.5 1024 (Updated 15/2/16)

Post by Dafedz »

Spocks-cuddly-tribble wrote: Mon Aug 03, 2020 2:09 pm Adjusting ship weapons bombing damage vs. SH, population & buildings: viewtopic.php?f=155&t=56#p17963

467479 0FAF8424A8010000 IMUL EAX, [ESP+1A8] -> shr eax, x = ship bombing damage /2^x

0x66879 (0FAF8424A8010000) -> C1 E8 0X 90 90 90 90 90

You also might want to use the Option: no SH protection for active OBs (i.e. SH power not wasted for OBs) from this post.

But keep in mind that TTs cannot land if the surviving warships cumulated torpedo firepower does not reach the SH power.

So when using shr eax, 2 i.e. /4 with this option your ships need 4 times the torpedo firepower vs the SH to land TTs.

Here is how to disable SH protection against the landing of TTs:

46726A jnz loc_468070 ; SH still up

0x6666A (0F 85 00 0E 00 00) -> 90 90 90 90 90 90

Tactical combat stack limit is hard to guess. Might be number of all objects (ships, stations & monster + number of all their torpedoes from shiplist.sst). Phasers and damage spots are 'child objects' and should not count.

Also here is my latest Ida database in case anyone wants to mess with it before I find time to reinstall (end of the year): https://workupload.com/file/QPB5ngpnkWt


Many thanks for these tips, although I want to be certain first exactly what practical effects such changes will have. I'm unclear with a number of these patches if I'm honest - maybe I'm rusty, it's been a lot of years since I tinkered with the code. Btw, what does 'SH' stand for, Ships/Shields/Shield generator?
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Re: Ultimate Mod 5 v2.5 1024 (Updated 15/2/16)

Post by rynebrandon »

I think I may have found a possible bug for invasions. I am playing a game as the Dominion at war with Cardassia. My ally is the Federation.

So, if I try to invade a system Cardassia has taken from the Federation, I get the prompt asking if I would want to liberate the planet. If I click "yes," I will get a notification at the beginning the beginning of the next turn that simply says "No ships destroyed in the invasion" but no information regarding whether or not the invasion was successful. It seems like if I try to liberate a system, the game no longer reads the transports as transports. Any advice?
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Re: Ultimate Mod 5 v2.5 1024 (Updated 15/2/16)

Post by Spocks-cuddly-tribble »

rynebrandon wrote: Mon Sep 27, 2021 2:18 am"No ships destroyed in the invasion" but no information regarding whether or not the invasion was successful. It seems like ... the game no longer reads the transports as transports.
A shield generator can prevent TTs from landing if the attacking ships torpedo firepower does not reach it's output (default energy tech level * value in edifice.bst).

Check the savegame -> strcInfo entry of the system for SH building: http://flocke.bplaced.net/botfwiki/inde ... g#strcInfo

If that's the problem you simply need more torpedo firepower. :wink:

EDIT: Some posts above, the mod author wanted to reduce system/building/pop damage from torpedoes. Depending on changes he made you need even more firepower than usual.
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: Ultimate Mod 5 v2.5 1024 (Updated 15/2/16)

Post by LordKane1701 »

the mod crashes when you offer the bajorans a membership treaty and accept or vice versa.
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Re: Ultimate Mod 5 v2.5 1024 (Updated 15/2/16)

Post by thunderchero »

LordKane1701 wrote: Wed Jun 07, 2023 9:38 pm the mod crashes when you offer the bajorans a membership treaty and accept or vice versa.
I could not duplicate issue on beta version so this issue may get fixed in next release (now available in beta)
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Re: Ultimate Mod 5 v2.5 1024 (Updated 15/2/16)

Post by LordKane1701 »

thunderchero wrote: Wed Jun 07, 2023 10:19 pm
LordKane1701 wrote: Wed Jun 07, 2023 9:38 pm the mod crashes when you offer the bajorans a membership treaty and accept or vice versa.
I could not duplicate issue on beta version so this issue may get fixed in next release (now available in beta)
odd, but I will try the beta can I apply it to a current version installed via the installer?
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Re: Ultimate Mod 5 v2.5 1024 (Updated 15/2/16)

Post by Spocks-cuddly-tribble »

LordKane1701 wrote: Wed Jun 07, 2023 9:38 pmthe mod crashes when you offer (...) a membership treaty and accept or vice versa.
There is still a rare, undiagnosed vanilla bug which can sometimes cause this problem.

I saw it only one time in an ECM5 test game, but I wasn't able to determine the cause or solution.
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: Ultimate Mod 5 v2.5 1024 (Updated 15/2/16)

Post by LordKane1701 »

Spocks-cuddly-tribble wrote: Thu Jun 08, 2023 10:30 am
LordKane1701 wrote: Wed Jun 07, 2023 9:38 pmthe mod crashes when you offer (...) a membership treaty and accept or vice versa.
There is still a rare, undiagnosed vanilla bug which can sometimes cause this problem.

I saw it only one time in an ECM5 test game, but I wasn't able to determine the cause or solution.
yeah when I deleted the save and played a new one with the current installer, I found the bajorans and I had no issues, maybe it might have been because of the squadron of galor class ships hanging in orbit to guard against crashes.
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