All in one 2.0.1 beta 6a available

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All in one 2.0.1 beta 6a available

Post by thunderchero »

Hi Everyone,

here is the link to All in one 2.0.1 beta 6

Installer latest release links
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Re: All in one 2.0.1 beta 6 available

Post by ETB »

I was able to successfully install Vanilla and ECM/S at 1920x1080 in Proxy Fullscreen/Windowed and "Dxwnd" modes using the beta 6 installer. This time, however, the Proxy Fullscreen would start but only used about one-quarter of the upper left quadrant of the screen. It wouldn't let me click on the main menu screen, but it let me click into it from the intro movie though. I recalled seeing chat about this and switched my primary monitor to screen 1 (my smaller screen) and everything worked exactly as it should! The "Windowed" and "Dxwnd" installations didn't show me any problems or errors regardless of my primary monitor. I'd say you have another successful version of AIO here - nice work!!!!
I am beginning to see the appeal of this simulation!
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Re: All in one 2.0.1 beta 6 available

Post by Spocks-cuddly-tribble »

Hi friends, I've been away for a few days and will catch up on missed posts later. :wink:


Good news:

- quick tested AIO beta 6 (many mods) with no issues :up: (many great/impressive mods btw) :cool:
- created 'ECM AI Tweaks for Larger Maps' (also usable as extra challenge for base version)

Code: Select all

NAME: ECM AI Tweaks for Larger Maps
DESC: Improves single player experience with larger maps via extra AI tweaks.
AUTHOR: Spocks-cuddly-tribble

# Increasing AI Terraforming Speed -> +100% per difficulty level above simple

>> 0x68673 89 C8 C1 E1 02 29 C1 C1 E1 03 01 C1 89 E8 31 D2 31 E8 66 8B 55 3A 66 8B 45 3C 29 C2 C1 E1 02 89 D0 39 D1 76 02 89 D1 8B 04 24 89 CB 31 D2 8B 40 0A 66 8B 54 24 04 C1 F8 10
<< 0x68673 6B D9 64 8A 4F 08 B5 01 D2 E5 84 2D 28 2B 5A 00 75 0C 66 A1 44 2B 5A 00 90 0F AF D8 90 90 0F B7 45 3A 66 2B 45 3C 3B D8 76 02 8B D8 8B 04 24 0F B7 54 24 04 0F B7 40 0C 90

# Custom AI Research Bonuses -> +5% per difficulty level above simple + (card +%15 / kling +%10 / rom +5%)

>> 0x51E14 89 C3 8D 04 95 00 00 00 00 B9 E8 17 5B 00 01 D0 31 F6 C1 E0 02 66 89 DE 01 C1 8D 04 B5 00 00 00 00 29 F0 C1 E0 02 89 C6 C1 E0 03 8B 3D 50 18 5B 00 01 F0 01 C7 8D 04 D5 00 00 00 00 01 D0 C1 E0 02 01 D0 C1 E0 02 89 C2 C1 E0 02 29 D0 05 98 1A 5B 00 05 98 00 00 00 89 44 24 70 8B 40 14 89 44 24 6C 30 E4 89 4C 24 68
<< 0x51E14 6B F8 6C 03 3D 50 18 5B 00 6B C2 14 05 E8 17 5B 00 89 44 24 68 69 C2 BC 01 00 00 05 30 1B 5B 00 89 44 24 70 8B 40 14 8A CA B5 01 D2 E5 84 2D 28 2B 5A 00 75 2D 0F B6 9A EB 29 45 00 8A 15 44 2B 5A 00 4A 6B D2 05 03 DA 0F AF D8 8B CB 83 C1 03 C1 E9 02 03 D9 C1 E9 03 03 D9 83 C3 60 C1 EB 07 03 C3 89 44 24 6C 32 E4 
>> 0x51DEB 00 00 00 00 00
<< 0x51DEB 0F 00 00 0A 05

# AI Bonus Systems for Starting Levels 4 & 5 (double +2/+4) IF Difficulty Level 4 or 5

# disable limit for "expanded" level
>> 0x50142 89 C1
<< 0x50142 EB 31
# use meprvnum.bin entry 6 for AI on difficulty level 4-5
>> 0xB1843 31 C0 31 D2 83 C1 04 8A 90 2C 2B 5A 00 40 89 54 0C 10 83 F8 05 7C EB 8D 54 24 14 89 D8 E8 CB 58 00 00 30 E4 88 64 24 2C 55 8B 54 24 2C 52 31 D2 8A 54 24 34 89 F9 89 F0 8B 5C 94 08 E8 4C 00 00 00 8A 54 24 2C FE C2 88 54 24 2C 80 FA 05 72 D8
<< 0xB1843 0F B6 91 2C 2B 5A 00 6B C1 14 80 3D 44 2B 5A 00 04 7C 10 B5 01 D2 E5 84 2D 28 2B 5A 00 B5 00 75 02 B0 64 8B 9C 90 28 7D 4B 00 8A D1 8B C6 51 8B CF 55 FF 74 24 30 E8 52 00 00 00 59 80 C1 01 80 F9 05 72 BC 90 90 90 90 90 90 90 90 90 90 90 90
# meprvnum.bin into trek.exe at sub_4B7D30-8
>> 0xB7128 00 00 00 00 00 00 00 00 53 51 56 57 55 83 EC 1C 89 C7 89 D5 8D 5C 24 14 8D 54 24 18 B8 74 FC 57 00 E8 B2 D4 05 00 89 FB 89 EA 83 C5 14 B9 14 00 00 00 8B 74 24 18 89 E7 57 89 C8 C1 E9 02 F2 A5 8A C8 80 E1 03 F2 A4 5F 8B 3A 83 C3 04 8B 3C BC 83 C2 04 89 7B FC 39 EA 75 D3 8B 44 24 18 E8 A5 D3 05 00 83 C4 1C 5D 5F 5E 59 5B C3 00 00 00 00 00 00 00 00 00 00 00 00
<< 0xB7128 00 00 00 00 00 00 00 00 00 00 00 00 01 00 00 00 02 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 01 00 00 00 02 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 01 00 00 00 02 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 01 00 00 00 02 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 01 00 00 00 02 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 02 00 00 00 04 00 00 00

# Total Score Overflow Workaround for Power Graph & AI

>> 0x0004dcb1 31 f6 01 eb e8 e6 83 0b 00 66 89 c6
>> 0x0004dcd3 f3
>> 0x0004dcda 31 31 f6 66 8b 31
>> 0x0004dce3 77
>> 0x0004dce7 44 59
>> 0x0004ddf1 81 c1 84 2b 5a 00
>> 0x0004ddf8 a4 82 0b 00
>> 0x0004de01 d8 09 00
>> 0x0004de25 7c 5e 0c
>> 0x0004de2b 59 0c
<< 0x0004dcb1 03 dd e8 e8 83 0b 00 c1 e8 03 8b f0
<< 0x0004dcd3 cb
<< 0x0004dcda 29 0f b7 4d 00 90
<< 0x0004dce3 4f
<< 0x0004dce7 74 5d
<< 0x0004ddf1 e8 aa 82 0b 00 c1
<< 0x0004ddf8 03 90 90 90
<< 0x0004de01 5c 35 5a
<< 0x0004de25 7e 02 90
<< 0x0004de2b 46 02
Lower starting levels AI benefits from terraforming speed and research bonuses via difficulty level, higher level AI from extra starting systems.
'Total Score Overflow Fix' added for the hardcore players.



Bad news: (larger maps patch files viewtopic.php?p=57300#p57300)

UE 'Large Map Generation Chart' used in the patch creates flawed/unsatisfactory maps. Issues with the '800' version:

- patch URL goes to irregular.patch viewtopic.php?f=4&t=3593#p48047
- TAG: fix (no problem, but good to know)
- ring small/large is cursed (right ring area missing)
- spiral large = galaxy hang-up
- elliptical shape is semi-broken (too round & small/medium too small)
- all sizes/shapes disappointing density for the given sector numbers (number of objects/systems)
- many other tweaks needed for most shapes/sizes (e.g. home systems min distance)

Patch code obsevations:

- includes AI code for *colvar.wtf "distance" values
- 230 star systems limit unchanged (623 names in ECM starname.bin, so limit can be up to 623 - 5 * max extra systems)
- low home systems min distances so 'Fairer Starting Positions Spread' works with '800' version (spiral/large hang-up?)

Conclusions:

Someone implemented an uninspired/flawed linear excel auto calculation chart based on vanilla defaults. This approach missed to first optimize some base values like min distance and it misses the point that some shape values might not work with a simple relative/linear progression.

Best course of action would be extracting the far better larger maps settings of one of the established mods if possible :?:
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: All in one 2.0.1 beta 6 available

Post by thunderchero »

Spocks-cuddly-tribble wrote: Thu Sep 29, 2022 12:41 pm Hi friends, I've been away for a few days and will catch up on missed posts later. :wink:

Bad news: (larger maps patch files)

Best course of action would be extracting the far better larger maps settings of one of the established mods if possible :?:
welcome back,

agreed those files are not well suited for ECM or most mods those files were originally for MUM and I experienced many of the same issue.

I would start from scratch to create a basic large map patch.

question is to keep better map generation should wide screen use a 5:4 map area? galaxy mod is currently doing this and works very well.
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Re: All in one 2.0.1 beta 6 available

Post by Spocks-cuddly-tribble »

thunderchero wrote: Thu Sep 29, 2022 1:19 pmI would start from scratch to create a basic large map patch.
This project would be far beyond the acceptable amount of work (countless extra variables/options for all shapes + extended tests)?

So for ECM large patch I'd rather choose/copy one of the large settings from another great mod (tested only 4:3 GUI versions).

thunderchero wrote: Thu Sep 29, 2022 1:19 pmto keep better map generation should wide screen use a 5:4 map area? galaxy mod is currently doing this and works very well.
Needs clarification: Is '5:4 map area' the vanilla default from the 4:3 GUI?

If so, are you implying using same map GUI ratio for all 4:3 and widescreen versions (not sure all are going to like this)?
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: All in one 2.0.1 beta 6 available

Post by thunderchero »

yes 4:3 gui (my mind is gone lol)
Spocks-cuddly-tribble wrote: Thu Sep 29, 2022 2:11 pm So for ECM large patch I'd rather choose/copy one of the large settings from another great mod (tested only 4:3 GUI versions).
all established large map settings I think are too big and create too much turn lag, plus many will still get CTD with "placerace" error.
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Re: All in one 2.0.1 beta 6 available

Post by Spocks-cuddly-tribble »

thunderchero wrote: Thu Sep 29, 2022 2:42 pmall established large map settings I think are too big and create too much turn lag, plus many will still get CTD with "placerace" error.
I tested all shapes/sizes of most 4:3 large mods with no issues. All looked very good and galaxy generation appeared faster than vanilla/ECM default maps. :shock: :???:

No turn lag testing, but latest ECM codes might help?

Question is how hard is identifying ALL and ONLY the needed codes/values (i.e. no new system sizes) and extract them into a patch (BoP without any helping documented code changes)?

Hardest decision would be from which great mod to steal (all maps are great in their own way).
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: All in one 2.0.1 beta 6 available

Post by thunderchero »

Spocks-cuddly-tribble wrote: Thu Sep 29, 2022 3:10 pm Hardest decision would be from which great mod to steal (all maps are great in their own way).
take a look at this patch (for 800 x 600)

30 x 22 small
35 x 26 med
40 x 30 large

patch removed
this patch is basic patch used by my mods, but edited the sizes for this project.
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Re: All in one 2.0.1 beta 6 available

Post by Spocks-cuddly-tribble »

Big step in the right direction :up: , but as expected, many shape/other variables need tweaking depending on each custom map size (elliptical shape + many other shape/size densities). So still a long way to go to get great maps like in one of the AIO large mods :sad: (hence my idea to just use one of them).
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: All in one 2.0.1 beta 6 available

Post by thunderchero »

Spocks-cuddly-tribble wrote: Thu Sep 29, 2022 4:54 pm :sad: (hence my idea to just use one of them).
here is the patch before editing then.

these are the settings used by UDM, NBU, UCW, FLG

30 x 22 small
40 x 30 med
52 x 39 large
Large_map_general_settings.patch
(7.48 KiB) Downloaded 52 times
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Re: All in one 2.0.1 beta 6 available

Post by Spocks-cuddly-tribble »

thunderchero wrote: Thu Sep 29, 2022 5:15 pmthese are the settings used by UDM, NBU, UCW, FLG

Thank you, the largest map with ECM extra tweaks worked far better than expected. Still some issues but 85% Ok, so I consider this project a success. :up:

Tested 52 x 39, elliptical, hard, no random events, no minors, all empires T1 & all empires T8.

Watching both games for 250 turns was more entertaining than the latest RoP episode, so the AI does well enough. :wink:


- turn 250 lag around 10 seconds, but 15+ minutes for 100 turns prevents extended tests (this might worsen drastically after AI range/affiliation treaties)

- AI gets stuck at max 30-35 systems

At some point OP AI fleets destroy almost all systems instead of conquering them and colonization cannot keep up with the mutual system destructions (expansion, range & pop-support issue). :evil:

- OP AI fleets' support costs eventually cause credit issues leading to emergency scrapping

Given the total fleet support cost vs. pop support, even with cheats, the AI economy fails at some point. The AI Ship Scrapping Fix prevents the worst so they recover. An extra credit deficit cheat could prevent any scrapping but the main issue comes from the system destructions!
Funny is the affluent Ferengi & Federation buy their fleets faster and get this credit deficit problem earlier. :dwn:

- AI sometimes builds outdated (support-wasting/semi-useless) ships, this worsens the above issue (I fixed this bug)
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: All in one 2.0.1 beta 6 available

Post by thunderchero »

Spocks-cuddly-tribble wrote: Sat Oct 01, 2022 7:46 pm Thank you, the largest map with ECM extra tweaks worked far better than expected. Still some issues but 85% Ok, so I consider this project a success. :up:
already had the patch so no problem, just had to find the right one you wanted. :wink:
Spocks-cuddly-tribble wrote: Sat Oct 01, 2022 7:46 pm - AI gets stuck at max 30-35 systems
this has always been an issue for me also even on high density maps
Spocks-cuddly-tribble wrote: Sat Oct 01, 2022 7:46 pm At some point OP AI fleets destroy almost all systems instead of conquering them and colonization cannot keep up with the mutual system destructions (expansion, range & pop-support issue). :evil:
I noticed this issue also, but when I raised TT's used for assault drastically I think it really helped, but never really took a close look.
but I know AI had less assault failures so I expect AI would also destroy less systems
Spocks-cuddly-tribble wrote: Sat Oct 01, 2022 7:46 pm - turn 250 lag around 10 seconds, but 15+ minutes for 100 turns prevents extended tests (this might worsen drastically after AI range/affiliation treaties)
10 sec is great for 250 turns :up:
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Re: All in one 2.0.1 beta 6 available

Post by Spocks-cuddly-tribble »

thunderchero wrote: Sat Oct 01, 2022 8:47 pmalready had the patch so no problem, just had to find the right one you wanted. :wink:
I just need to tweak the patch code so it can be reverted in ECM. Red :!: warning in BoF patcher should imply this is not possible?

thunderchero wrote: Sat Oct 01, 2022 8:47 pm
Spocks-cuddly-tribble wrote: Sat Oct 01, 2022 7:46 pm - AI gets stuck at max 30-35 systems
this has always been an issue for me also even on high density maps
Here it is due to the mutual system destructions. Otherwise ('unopposed expansion' with new codes) they don't stop expanding, just slower due to distances + nonsensical ship-task movements. So the Tform speed cheat is a needed workaround for larger maps.

thunderchero wrote: Sat Oct 01, 2022 8:47 pmI noticed this issue also, but when I raised TT's used for assault drastically I think it really helped, but never really took a close look.
but I know AI had less assault failures so I expect AI would also destroy less systems
Doesn't matter in this case. Nuking vanilla system sizes with 150+ max-tech warships usually means pop 0 (so TTs ignored). :wink:

We need to keep the AI from bombing with that many warships or add an AI vs AI system attack cheat limiting the max pop/buildings destruction. :idea:
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: All in one 2.0.1 beta 6 available

Post by thunderchero »

Spocks-cuddly-tribble wrote: Sat Oct 01, 2022 9:09 pm I just need to tweak the patch code so it can be reverted in ECM. Red :!: warning in BoF patcher should imply this is not possible?
correct it would revert it to vanilla code.

ECM has change from vanilla at 0x000AFA3B

5a -> 64

so that would be only change needed to patch to revert to ECM code

when patch displays red double click on patch and new window will popup
if patch is not installed view vanilla
if patch is installed view patch
compare.jpg
compare.jpg (132.75 KiB) Viewed 1992 times
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Re: All in one 2.0.1 beta 6 available

Post by Spocks-cuddly-tribble »

thunderchero wrote: Sat Oct 01, 2022 9:36 pmwhen patch displays red double click on patch and new window will popup
if patch is not installed view vanilla
if patch is installed view patch
Thanks, I forgot about this feature. Is there a trick to get 'Compare trek' to add >> before original codes and << before changes?

Spocks-cuddly-tribble wrote: Sat Oct 01, 2022 7:46 pmAI gets stuck at max 30-35 systems

At some point OP AI fleets destroy almost all systems instead of conquering them and colonization cannot keep up with the mutual system destructions
Epic win. After a few turns with this test patch the klingons owned 40+ systems!

So the AI cannot destroy other AI systems but only conquer them. AI vs player bombing damage reduced to 50% (vs pop / extra buildings) for larger maps. Players won't notice any difference when attacking systems.

Code: Select all

NAME: AI vs AI System Attack Workaround for Larger Maps
DESC: No bombing damage AI vs AI to pop/buildings except active OBs & SH. AI vs player systems -50% bombing damage.
AUTHOR: Spocks-cuddly-tribble
URL: 

>> 0x00066854 40 52 89 e2 b9 48 00 00 00 8d bc 24 20 01 00 00 25 ff
>> 0x00066867 00 00 89 e6 e8 50 85 00 00 f3 a5 8b 84 24 ac 01
>> 0x00066878 00 0f af 84 24 a8 01 00 00 0f af 84 24 a4 01 00 00 8b b4 24 b0 03 00 00 39 f0 7d 10 89 f2 29 c2 89 94 24 b0 03 00 00 e9 27 fc ff ff 89 c1 31 c0
>> 0x000668ad 89 84 24 b0 03 00 00 b8 84 a8 57 00 29 f1

<< 0x00066854 48 28 8a 40 52 8b d4 e8 60 85 00 00 8d 94 24 84 00 00
<< 0x00066867 8b 02 0f af 42 04 0f af 42 08 8d bc 24 b0 03 00
<< 0x00066878 3b 07 7f 07 29 07 e9 48 fc ff ff 2b 07 89 37 b5 01 d2 e5 84 2d 28 2b 5a 00 8b c8 75 0e c1 e9 01 8b 47 48 80 78 04 01 75 02 33 c9 b8 84 a8 57 00
<< 0x000668ad 90 90 90 90 90 90 90 90 90 90 90 90 90 90

#00467453     8A48 28            MOV CL,[EAX+28]  // attacker race
#00467456     8A40 52            MOV AL,[EAX+52]  // ship ID
#00467459     8BD4               MOV EDX,ESP
#0046745B     E8 60850000        CALL 46F9C0      // shiplist.sst entry to edx
#00467460     8D9424 84000000    LEA EDX,[ESP+84] // torpedo stats
#00467467     8B02               MOV EAX,[EDX]    // torpedo firepower total...
#00467469     0FAF42 04          IMUL EAX,[EDX+4]
#0046746D     0FAF42 08          IMUL EAX,[EDX+8]
#00467471     8DBC24 B0030000    LEA EDI,[ESP+3B0] // SH power
#00467478     3B07               CMP EAX,[EDI]
#0046747A     7F 07              JG SHORT 467483
#0046747C     2907               SUB [EDI],EAX
#0046747E    ^E9 48FCFFFF        JMP 4670CB
#00467483     2B07               SUB EAX,[EDI]
#00467485     8937               MOV [EDI],ESI
#00467487     B5 01              MOV CH,1
#00467489     D2E5               SHL CH,CL
#0046748B     842D 282B5A00      TEST [5A2B28],CH  // attacker AI?
#00467491     8BC8               MOV ECX,EAX
#00467493     75 0E              JNZ SHORT 4674A3
#00467495     C1E9 01            SHR ECX,1         // AI vs player systems pop/buildings rest damage / 2
#00467498     8B47 48            MOV EAX,[EDI+48]
#0046749B     8078 04 01         CMP BYTE [EAX+4],1 // AI vs AI systems
#0046749F     75 02              JNZ SHORT 4674A3
#004674A1     33C9               XOR ECX,ECX        // pop/buildings rest damage = 0
#004674A3     B8 84A85700        MOV EAX, 57A884        \source\game\military\military

#4674AD - 4674BA 90              NOP

Testing the AI Fleet Buildup Fix (viewtopic.php?p=57382#p57382) I got a random (not repeatable):

File: ..\..\source\ai\aidipevl.c, Line: 2569, firstPlace != INVALID_EMPIRE_ID && secondPlace != INVALID_EMPIRE_ID

Might be the AI starting deviation fix with the Total Score Overflow Workaround: viewtopic.php?p=56621#p56621

The only crash with larger maps so far. To be on the safe side I'll remove this AI fix from the patch (soon).
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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