Larger Taskforces Patch

Larger Taskforces Patch; support/discussion/questions

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Tethys
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Re: Larger Taskforces Patch

Post by Tethys » Wed Oct 15, 2014 5:25 pm

Also, adi, I believe this patch also PREVENTS the AI from forming fleets. So there would not be AI fleets, but only single ships flying around... I could see this having some effect on lag unfortunately... but I will still give it a try and test that theory.
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GALM <--- GALM/Galaxies Mod

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Re: Larger Taskforces Patch

Post by thunderchero » Wed Oct 15, 2014 5:55 pm

Tethys wrote:but I will still give it a try and test that theory.
getting a little off topic, but that ok :grin:

you can take a look at my summary of turn lag here.

viewtopic.php?f=3&t=3243&p=43209#p43209

I even set 300 of my ships in single fleets and put all in motions with no difference in turn time from when they were in groups of 9 sitting still or moving. but never tested on 18 since incompatibility with saves

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Re: Larger Taskforces Patch

Post by adi » Thu Oct 16, 2014 9:30 am

Tethys wrote:Also, adi, I believe this patch also PREVENTS the AI from forming fleets. So there would not be AI fleets, but only single ships flying around...
Correct, so i am keeping my eyes out for longer than usual turns; although it would be a wild guess since we can not compare apples to apples.

@TC; i don't think your ships being grouped or singles would have an effect on turn time; moving ships/groups them might not be the issue but the AI deciding where to move its ships might be a big chunk of the turn time.

Now, back on topic; i played a bit with the patch; 800X600.
First i tried 5+10 ships (first+second row) icon 50 wide; they fit fine but when you first select the task force the last icon on the first line is a bit cropped; so i scaled back to 4+8 and groups of 12, icons 60 wide; for some reason i like that number (groups of 12) sounds so thundery, or blizzardly, or something ... there is a familiar feeling about it. :wink:

Played about 120 turns, 40 of those using a larger group; no issues (other than the klingons showing at my border with 5 times the fleet size). From now on the fun part of the game follows, less micromanagement, more ship action so yeah, i'll give the patch a test.

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Re: Larger Taskforces Patch

Post by thunderchero » Thu Oct 16, 2014 10:39 am

Hi Everyone,

here is some edited wdf files so 800 x 600 will display all 18 ships in lower panel.
just un-rar and use UE to add all file to stbof.res (make backup) then user TF patcher and set to 7 top row and 51 wide
note this will work well on all mods I tested, except galaxy mod see extra files below
also patch includes fed redeploy scroll bar error patch
18.jpg
18.jpg (109.18 KiB) Viewed 3832 times
18_TF_800.rar
(6.15 KiB) Downloaded 99 times
for Galaxy mod add these file after files above
18_TF_800_GALM.rar
(1.3 KiB) Downloaded 62 times
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Re: Larger Taskforces Patch

Post by cleverwise » Thu Oct 16, 2014 6:07 pm

Thank you QD for this edit! This is definitely a nice addition. :-)
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Re: Larger Taskforces Patch

Post by adi » Mon Oct 20, 2014 12:14 pm

Used it over the weekend in the 4+8=12 version on 800X640; no issues; awesome addition!
:up: :up: :up:

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Re: Larger Taskforces Patch

Post by QuasarDonkey » Sat Nov 08, 2014 7:55 pm

I've updated the taskforces patch tool so it plays nice with the Coupling Terraforming Output to current Bio Tech Level patch. I've also removed a bunch of redundant parts of the patch, to reduce potential conflicts with other patches.

If you already have it installed, there's no need to update, but you should use it for patching new versions for trek.exe.

As usual, you can get it at sourceforge: https://sourceforge.net/projects/bof-ta ... tch/files/

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Re: Larger Taskforces Patch

Post by AlexMcpherson79 » Thu Nov 20, 2014 2:45 pm

What's best for 1366?

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Re: Larger Taskforces Patch

Post by thunderchero » Thu Nov 20, 2014 3:05 pm

AlexMcpherson79 wrote:What's best for 1366?
1366 you have many options
top row to 7 and leave width unchanged
top row to 8 and leave width unchanged
top row to 9 and leave width unchanged

no matter what you will have extra room :wink:

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Re: Larger Taskforces Patch

Post by Dr_Breen » Thu Mar 12, 2015 7:53 pm

better late than never there's also a big thank you from my side. lot more fun this way.
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Re: Larger Taskforces Patch

Post by OllyG » Wed Jul 27, 2016 7:20 pm

Hi

Just to check: is this patch compatible with mods, specifically Balance of Power? I saw in the BoP readme that editing its trek.exe could lead to instability, so keen for a view on this.

Many thanks

Olly.

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Re: Larger Taskforces Patch

Post by thunderchero » Wed Jul 27, 2016 7:31 pm

OllyG wrote:Hi

Just to check: is this patch compatible with mods, specifically Balance of Power? I saw in the BoP readme that editing its trek.exe could lead to instability, so keen for a view on this.

Many thanks

Olly.
interesting question.

can balance of power be patched with Larger Taskforces? yes

but the patch will effect game play. Example:
assault calculations will change since max 18 TT could be used.
minor ships will only engage using 1 ship per combat.
terraforming calculations will also be affected.
raid calculations
intercept calculations

I am sure there are other effects, but those are some to consider.

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Re: Larger Taskforces Patch

Post by OllyG » Wed Jul 27, 2016 7:33 pm

Hi

Thanks for mega-quick reply. I think I will avoid for now (I have come back to BotF after a good 2 - 3 year absence), and perhaps try it later on.

Cheers

Olly.

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Re: Larger Taskforces Patch

Post by thunderchero » Wed Jul 27, 2016 8:09 pm

now I would suggest the retreat/evade patch for BOP
viewtopic.php?f=4&t=3461

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Re: Larger Taskforces Patch

Post by OllyG » Wed Jul 27, 2016 8:53 pm

Thanks. I am at turn 200 in a Cardassian game and no crashes yet. I will see how I get on. I plan to play about with the ship graphics (as I did when I used to play BoP) and so that patch may not help me too much if I succeed in replacing some of the original ships etc.

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