Ultimate Mod 5 v2.5 1024 (Updated 15/2/16)
Moderator: thunderchero
Re: Ultimate Mod 5 v1, coming soon!
Thanks for the speedy reply, thunderchero. I just want to make sure I understand, the no-upgrades mod is the product of both a ton of changes in UE (which I have no problem with, I probably spend more time in UE than I do in the actual game), but also coding changes for the tech level bonus factors? Or is the latter just superfluous?
- thunderchero
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Re: Ultimate Mod 5 v1, coming soon!
UE changes,
there is 230 main buildings in vanilla (5 types 9 of each 1 primitive farm x 5 races) with this change you will only use 30 main buildings (5 types 1 of each 1 primitive farm x 5 races) each type 1 building + primitive farm.
so 200 main buildings you need to edit so it is no longer part of the main building "group" set to "other". (Main industry, Main food ect) and "pop maintenance" set to "0"
Also on every one of those buildings you need to change it so no race is selected in "can be built by" and "needed race on system"
The 30 buildings you will still be using change the name of the building to remove (type 1, class 1 ect)
after all those changes save and allow UE to edit the trek.exe.
The trek.exe changes (different from what changes UE made)
viewtopic.php?f=181&t=238
These changes allow you to adjust how much increase per tech level is given. iirc No Building Upgrades Mod used 100% tech level increase instead of the vanilla 2%
thunderchero
there is 230 main buildings in vanilla (5 types 9 of each 1 primitive farm x 5 races) with this change you will only use 30 main buildings (5 types 1 of each 1 primitive farm x 5 races) each type 1 building + primitive farm.
so 200 main buildings you need to edit so it is no longer part of the main building "group" set to "other". (Main industry, Main food ect) and "pop maintenance" set to "0"
Also on every one of those buildings you need to change it so no race is selected in "can be built by" and "needed race on system"
The 30 buildings you will still be using change the name of the building to remove (type 1, class 1 ect)
after all those changes save and allow UE to edit the trek.exe.
The trek.exe changes (different from what changes UE made)
viewtopic.php?f=181&t=238
These changes allow you to adjust how much increase per tech level is given. iirc No Building Upgrades Mod used 100% tech level increase instead of the vanilla 2%
thunderchero
Re: Ultimate Mod 5 v1, coming soon!
I see what you mean, thanks.
So, basically my goal was to try to bring back the vanilla buildings to solve the AI problem. I tried backtracking through the hex-editing on the thread you linked to, and (using UE) rebuilt the 230 main buildings, but unfortunately the game crashes every time I try to enter the system view. Is there an easier way of un-doing the automatic-upgrades patch that's integrated into UM5? Or a more reliable way than hex-editing the strings referred to in that thread (I might have missed one, for example)? An uninstall would be especially helpful.
The reason is, I suspect it's part of the AI problem--100% increases in production per turn result in exponential AI growth, which after a while pretty much gums up the system. Games of 300+ turns seem to be fairly impossible as a result. Alternatively, something more modest, like 20-30% growth per level might also help. But I want to see what happens under vanilla building conditions. What do you recommend?
So, basically my goal was to try to bring back the vanilla buildings to solve the AI problem. I tried backtracking through the hex-editing on the thread you linked to, and (using UE) rebuilt the 230 main buildings, but unfortunately the game crashes every time I try to enter the system view. Is there an easier way of un-doing the automatic-upgrades patch that's integrated into UM5? Or a more reliable way than hex-editing the strings referred to in that thread (I might have missed one, for example)? An uninstall would be especially helpful.
The reason is, I suspect it's part of the AI problem--100% increases in production per turn result in exponential AI growth, which after a while pretty much gums up the system. Games of 300+ turns seem to be fairly impossible as a result. Alternatively, something more modest, like 20-30% growth per level might also help. But I want to see what happens under vanilla building conditions. What do you recommend?
- thunderchero
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Re: Ultimate Mod 5 v1, coming soon!
after making any changes like this saved games would never work. does it still crash on new game in system view?Marowi wrote:but unfortunately the game crashes every time I try to enter the system view.
reverting back changes like this is never easy.Marowi wrote:What do you recommend?
If I was to attempt this I would add the vanilla building files to um5 then add back the buildings Dafedz created to vanilla building files with UE. and revert back trek.exe changes
But even this would not be easy without creating errors.
thunderchero
Re: Ultimate Mod 5 v1, coming soon!
1. Yep. Tried it on new games only for all races.
2. That's what I was afraid you might say. I'm fairly certain the issue lies with the hex-editing; either I've made a mistake or I don't have a full understanding of all the changes made to trek.exe that affect building upgrades. I think (and correct me if i'm wrong) UM5 is currently using a 100% bonus per level; what's the hex value for something like 30% or 50%? I suppose I could just change the degree of the bonus and see how that affects the AI after 100 or so turns.
2. That's what I was afraid you might say. I'm fairly certain the issue lies with the hex-editing; either I've made a mistake or I don't have a full understanding of all the changes made to trek.exe that affect building upgrades. I think (and correct me if i'm wrong) UM5 is currently using a 100% bonus per level; what's the hex value for something like 30% or 50%? I suppose I could just change the degree of the bonus and see how that affects the AI after 100 or so turns.
- implodinggoat
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Re: Ultimate Mod 5 v1, coming soon!
This is a great mod.
Thanks for all the hard work.
Thanks for all the hard work.
- Platinumjsi
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Re: Ultimate Mod 5 v1, coming soon!
Hey guys, anyone got a install guide for this? I downloaded and ran the file but when I come to run it nothing happens?
- thunderchero
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Re: Ultimate Mod 5 v1, coming soon!
sounds like you need to install main multi installer firstPlatinumjsi wrote:Hey guys, anyone got a install guide for this? I downloaded and ran the file but when I come to run it nothing happens?
https://www.armadafleetcommand.com/get- ... le_id=1958
this is the original game (full version) and must be installed first before installing any mod.
so first uninstall UM5 though start menu or uninstall programs
next download install file above then install UM5.
thunderchero
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Re: Ultimate Mod 5 v1, coming soon!
Thanks, I looked at that and tried to download but got nothing, is the file still there?
edit, its downloading now, fingers crossed!!
edit, its downloading now, fingers crossed!!
- Platinumjsi
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Re: Ultimate Mod 5 v1, coming soon!
Ok installed with the game download suggested, and when I run it I get trek has stopped working?
- thunderchero
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Re: Ultimate Mod 5 v1, coming soon!
to help we need more details or you might find an answer here.Platinumjsi wrote:Ok installed with the game download suggested, and when I run it I get trek has stopped working?
viewforum.php?f=23
use the proper topic for your OS, if more help is needed post details of problem there.
thunderchero
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Re: Ultimate Mod 5 v1, coming soon!
Great mod! I am really enjoying it. I did however find an error: the Cardassian Obsidian Order gives "+25 Intelligence" rather than "general intelligence" or "intelligence total". In my own edit I replaced the Valdore for the Scimitar from the Ultimate Dominion Mod, so this is just my opinion but I think a Scimitar would be a better end-tier ship for Romulans than a Valdore.
Edit: I've been noticing a severe problem with AI expansion on "beginning" mode. By turn 100 I met the Klingons and by turn 150 I conquered them; they had approximately 18 colonies whose population was only between 50-80 as if the AI was unable to build more farms and industry. By turn 300 I encountered the Dominion: the same problem the Klingons had, the Dominion also had. By turn 325 I found the Federation and the same was true.
It's like the AI is unable to develop itself.
Edit: I've been noticing a severe problem with AI expansion on "beginning" mode. By turn 100 I met the Klingons and by turn 150 I conquered them; they had approximately 18 colonies whose population was only between 50-80 as if the AI was unable to build more farms and industry. By turn 300 I encountered the Dominion: the same problem the Klingons had, the Dominion also had. By turn 325 I found the Federation and the same was true.
It's like the AI is unable to develop itself.
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Re: Ultimate Mod 5 v1, coming soon!
A couple other bugs I felt should be posted in a new post:
Cardassian Scout III doesn't upgrade from Scout II (simple fix)
Klingon Battle Cruiser III doesn't upgrade from Battle Cruiser II (again, simple to fix)
Klingon Strike Cruiser III doesn't upgrade from Strike Cruiser II
I found no other ship upgrade bugs.
A suggestion I have is to consider renaming the Dominion +morale project currently called "Death Squads" to "Jem'Hadar Reinforcements" or something that doesn't evoke rape and genocide.
Cardassian Scout III doesn't upgrade from Scout II (simple fix)
Klingon Battle Cruiser III doesn't upgrade from Battle Cruiser II (again, simple to fix)
Klingon Strike Cruiser III doesn't upgrade from Strike Cruiser II
I found no other ship upgrade bugs.
A suggestion I have is to consider renaming the Dominion +morale project currently called "Death Squads" to "Jem'Hadar Reinforcements" or something that doesn't evoke rape and genocide.
Re: Ultimate Mod 5 v1, coming soon!
Yes there are a number of bugs and some balancing issues with the Beta, all of which have been corrected. There will be a new, updated and 'working-as-intended' release of UM5 soon.