Ultimate Mod 5 v2.5 1024 (Updated 15/2/16)
Moderator: thunderchero
- thunderchero
- Site Administrator aka Fleet Admiral
- Posts: 7953
- Joined: Fri Apr 25, 2008 2:00 am
- Location: On a three month training mission, in command of the USS Valiant.
Re: Ultimate Mod 5 v2.1 (New Release 5/5/14)
my next question would be have you tried to reinstall. did you close any command prompt during install? if any command prompt is closed before it completes will cause errors.
thunderchero
thunderchero
- TheShepherd
- Cadet 2nd Year
- Posts: 5
- Joined: Tue Dec 23, 2008 3:00 am
Re: Ultimate Mod 5 v2.1 (New Release 5/5/14)
Reinstallation is a success. It allows me to start and play the game. I have to wait to proceed (click my mouse) until cinematics load, though. Otherwise, I get a blinking overlay of, say, the Microprose loading screen on every further screen I see.
Thanks for your quick reply and help
Thanks for your quick reply and help
- thunderchero
- Site Administrator aka Fleet Admiral
- Posts: 7953
- Joined: Fri Apr 25, 2008 2:00 am
- Location: On a three month training mission, in command of the USS Valiant.
Re: Ultimate Mod 5 v2.1 (New Release 5/5/14)
edit the stbof.ini (this would need to be done to each install)TheShepherd wrote:I have to wait to proceed (click my mouse) until cinematics load
MOVIEON=ON
to
MOVIEON=OFF
this will skip video and should help.
thunderchero
- Safetyorange
- Cadet 1st Year
- Posts: 1
- Joined: Sat Jan 03, 2015 6:38 pm
Re: Ultimate Mod 5 v2.1 (New Release 5/5/14)
Hi folks! I've just discovered this mod pack and it is in danger of taking over my and my friend's lives. Looking forward to having a crack at multiplayer with said friend once he's more familiar with the new buildings and ships.
In the meantime, I've been kicking names and taking butts as the Klingons. I've just had the Xepolites sign up to the winning team, but I've encountered the same bug that's been mentioned a few times. I came here looking for a solution.
-Nick
In the meantime, I've been kicking names and taking butts as the Klingons. I've just had the Xepolites sign up to the winning team, but I've encountered the same bug that's been mentioned a few times. I came here looking for a solution.
I'm afraid I'm not familiar enough with the mods to follow this advice. Could a technically-minded forum member kindly walk me through this (or direct me to a page with instructions)? Do I need to download anything extra to be able to replace models? Thanks very much in advance,thunderchero wrote:I also noticed this, to correct this you need to replace model to correct phaser slot.implodinggoat wrote:It was the Xepolite Scout in combat with one then the game crashes
thunderchero
-Nick
- thunderchero
- Site Administrator aka Fleet Admiral
- Posts: 7953
- Joined: Fri Apr 25, 2008 2:00 am
- Location: On a three month training mission, in command of the USS Valiant.
Re: Ultimate Mod 5 v2.1 (New Release 5/5/14)
first thing download UE (Ultimate editor)Safetyorange wrote:Could a technically-minded forum member kindly walk me through this (or direct me to a page with instructions)?
next review basic ship replacement from Here
next download this UDM ship pack
if you understood the tutorial you should be able to import the Xepolite Scout "M14" (in ship pack Xindi aquatic ship "I71")
good luck
thunderchero
Re: Ultimate Mod 5 v2.1 (New Release 5/5/14)
Hi Guys,
Thankyou Damedz for such a wonderfull mod, however i fail to install it (
Win 7 X64
Do i need an original installed game to run this mode, or it is stand alone installation?
After i install i receive "appcrash"
I can install and run original game with no prob though
Please help
Thanks.
Thankyou Damedz for such a wonderfull mod, however i fail to install it (
Win 7 X64
Do i need an original installed game to run this mode, or it is stand alone installation?
After i install i receive "appcrash"
I can install and run original game with no prob though
Please help
Thanks.
- thunderchero
- Site Administrator aka Fleet Admiral
- Posts: 7953
- Joined: Fri Apr 25, 2008 2:00 am
- Location: On a three month training mission, in command of the USS Valiant.
Re: Ultimate Mod 5 v2.1 (New Release 5/5/14)
all new mods are based on multi installer for backup files for mods.
install this first
https://www.armadafleetcommand.com/get- ... le_id=1958
then install mods
thunderchero
install this first
https://www.armadafleetcommand.com/get- ... le_id=1958
then install mods
thunderchero
Re: Ultimate Mod 5 v2.1 (New Release 5/5/14)
I love the game
great work.
I was looking for info on the new "team play" option in victory conditions.
not sure when that game in so don't know where to look for info.
Thanks
great work.
I was looking for info on the new "team play" option in victory conditions.
not sure when that game in so don't know where to look for info.
Thanks
- thunderchero
- Site Administrator aka Fleet Admiral
- Posts: 7953
- Joined: Fri Apr 25, 2008 2:00 am
- Location: On a three month training mission, in command of the USS Valiant.
Re: Ultimate Mod 5 v2.1 (New Release 5/5/14)
team play is only available in multi player game.
thunderchero
thunderchero
Re: Ultimate Mod 5 v2.1 (New Release 5/5/14)
with team play you work together to take control of 75% of the map?
sorry new to this.
sorry new to this.
Re: Ultimate Mod 5 v2.1 (New Release 5/5/14)
When I build more ships than I have dilithium none of my ships build. i.e. not like the vanilla game where 1 of you ships would build while the others are delayed a turn.
But in UM5 no system produces a ship, I had to manually remove ships from the build queue to get something built.
Is this how it supposed to be or is it a bug?
But in UM5 no system produces a ship, I had to manually remove ships from the build queue to get something built.
Is this how it supposed to be or is it a bug?
- thunderchero
- Site Administrator aka Fleet Admiral
- Posts: 7953
- Joined: Fri Apr 25, 2008 2:00 am
- Location: On a three month training mission, in command of the USS Valiant.
Re: Ultimate Mod 5 v2.1 (New Release 5/5/14)
more than likely Dafedz applied the Phantom-Dilithium Bug (fix)
viewtopic.php?f=237&t=408
thunderchero
viewtopic.php?f=237&t=408
thunderchero
Re: Ultimate Mod 5 v2.1 (New Release 5/5/14)
Just wanted to say I've been playing UM5 quite a bit lately and have been enjoying it. Great work dafedz!
"Evil is easy, and has infinite forms." -- Pascal
Re: Ultimate Mod 5 v2.1 (New Release 5/5/14)
One small suggestion: Improve the stats to the Daystrom Institute to make it useful. As it is currently, there's no real reason to build it.
Consider that Subatomic Simulators give you 7% boost to research, cost only 750 industry to build, requires only 80 energy to run, and can be built in any system. In contrast, the Daystrom Institute bestows only a 6% research boost, costs 3450 industry to build, requires 100 energy to run, and can be built only once. When you look at the numbers, it just doesn't make much sense to build the latter.
Perhaps the DI could return to something closer to its vanilla version, where it bestows a large bonus to computer research (and maybe a small morale bonus to the system in which it's constructed)? I don't know. It needs to be improved in some way, though, as otherwise it's pretty much a useless structure on the Feds' building roster.
Consider that Subatomic Simulators give you 7% boost to research, cost only 750 industry to build, requires only 80 energy to run, and can be built in any system. In contrast, the Daystrom Institute bestows only a 6% research boost, costs 3450 industry to build, requires 100 energy to run, and can be built only once. When you look at the numbers, it just doesn't make much sense to build the latter.
Perhaps the DI could return to something closer to its vanilla version, where it bestows a large bonus to computer research (and maybe a small morale bonus to the system in which it's constructed)? I don't know. It needs to be improved in some way, though, as otherwise it's pretty much a useless structure on the Feds' building roster.
"Evil is easy, and has infinite forms." -- Pascal
- thunderchero
- Site Administrator aka Fleet Admiral
- Posts: 7953
- Joined: Fri Apr 25, 2008 2:00 am
- Location: On a three month training mission, in command of the USS Valiant.
Re: Ultimate Mod 5 v2.1 (New Release 5/5/14)
hi Martok,
I would think the Subatomic Simulators would be % local research (8), while Daystrom Institute would be % empire wide research (9). Both are set to % research empire-wide (9)
but not sure if Dafedz added code to fix for Extending Edifbnft.bst (new building types/bonuses) for proper local and other types
viewtopic.php?f=265&t=2317
thunderchero
I would think the Subatomic Simulators would be % local research (8), while Daystrom Institute would be % empire wide research (9). Both are set to % research empire-wide (9)
but not sure if Dafedz added code to fix for Extending Edifbnft.bst (new building types/bonuses) for proper local and other types
viewtopic.php?f=265&t=2317
thunderchero