Mirror Universe mod development

Mirror Universe mod; showcase and support/discussion/questions/suggestions/reviews

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Re: New Mirror Universe mod

Post by thunderchero »

here is the least amount of patches to get federation to declare war and subjugate a minor (tested on vanilla)
Edit; these 4 patches will also allow federation to subjugate a minor from a major.
vanilla test 2.zip
(1.83 KiB) Downloaded 15 times
Federation do not invade free minors
>> 0x000de92 01
<< 0x000de92 05

Keep AI Federation from declaring War on Minor Races fix edited
>> 0x137FD 8B 50 3C 85 D2 0F 85 5B FF FF FF 66 8B 56 08
<< 0x137FD 83 78 3C 00 75 25 0F B6 56 08 80 FA 05 74 05

Federation prefer to attack subjugated systems (???)
>> 0x000dd5b 01
<< 0x000dd5b 05

AIInvade 0x01754f4 multiplier
>> 0x01754f4 FC A9 F1 D2 4D 62 60 3F (0.0020)
<< 0x01754f4 00 00 00 00 00 00 00 40 (2.0)
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Re: New Mirror Universe mod

Post by Spocks-cuddly-tribble »

Thanks, but:

Keep AI Federation from declaring War on Minor Races fix edited -> pointless, vanilla default does exactly the same :wink:

0x01754f4 // 5776F4 invade_0_002 -> increases INVADE task priority for all empires vs all types of systems i.e. not the feature we are looking for



So I'll try disabled INVADE switches and a settup with nearby Antedian (vanilla 0 attitude bug) asasp.

With at least all following disabled might do (at some point):

Code: Select all

0043031A         cmp     word ptr [ebx+8], 1 ; Federation  0x2F71E //  no 'ATTACK' & 'HARASS' tasks if no open war

0042FAD3         cmp     di, 1               ; Federation  0x2EED6 //  don't proceed in some cases / invalid ID = sub_42FA50 always eax 0 same as klingons

00422C67         cmp     word ptr [esi+8], 1 ; Federation  0x2206B //  diplomacy to minor races when cold war or war
00423309         cmp     word ptr [esi+8], 1 ; Federation  0x2270D //  diplomacy to minor races when cold war or war

00422FE5         cmp     word ptr [esi+8], 1 ; Federation  0x223E9 //  some minor race attitude bonus   +50 (???)
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: New Mirror Universe mod

Post by thunderchero »

I guess I don't understand what "feature we are looking for"

if I remove any of those 4 patches federation will not declare war or subjugate free minors.
and those are the only 4 patches I had installed on vanilla
federation would declare war on turn 5 and subjugate on turn 6 the Bandi next to there home system.
here is turn 2 saved game (vanilla 800 x 600)
game11.sav
(144.02 KiB) Downloaded 12 times
Spocks-cuddly-tribble wrote: Sat May 23, 2020 3:09 pm Keep AI Federation from declaring War on Minor Races fix edited -> pointless, vanilla default does exactly the same :wink:
did you see my edit of that patch?
vanilla code
8B 50 3C 85 D2 0F 85 5B FF FF FF 66 8B 56 08
your original patch
83 78 3C 00 75 25 0F B6 56 08 80 FA 01 74 05
my edited patch
83 78 3C 00 75 25 0F B6 56 08 80 FA 05 74 05
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Re: New Mirror Universe mod

Post by Spocks-cuddly-tribble »

thunderchero wrote: Sat May 23, 2020 4:16 pmI guess I don't understand what "feature we are looking for"
First, you shouldn't waste your time with this any further. Increasing the global invade modifier works for your mod in the way you want. That's all you need for now. :wink:

I'm searching for a list of all vanilla code switches/modifiers preventing the federation from conquering free minors, but all other majors not. The modifier 5776F4 is shared by all empires.

thunderchero wrote: Sat May 23, 2020 4:16 pmdid you see my edit of that patch?
Yes, you add my workaround preventing empire x from declaring war on minors, with x = invalid i.e. no effect. :wink:
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: New Mirror Universe mod

Post by thunderchero »

Note for mod testers,

Until next update don't attempt to upgrade scanners. they will just sit in build queue forever.

I have a replacement edifice.bst to fix issue, but file can not be added with UE

so will be included in next update next friday.
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Re: New Mirror Universe mod

Post by thunderchero »

Hi Everyone,

any feedback? I also found another error, when Terrans are eliminated when playing as romulans (1366) will cause a CTD when viewing intel management screen. :mad:

easy fix it was just wrong format tga.

I am over half way on my test game T5 impossible as Romulans. i was in trouble at turn 90 when I ran across a combined Terran/Klingon fleet of 300+ ships when I only had 140 ships. :shock:

but I got lucky and picked them off in small groups after they took one of my systems

now I am at turn 180 and have eliminated the Terrans and have only 4 systems left before I eliminate the Klingons. But I have a small problem I am sitting on 3 of those systems but last system ferengi is sitting on with 350 ships. I only have maybe 200 ships spread out all over the map.

I think Ferengi is waiting for me to take out those other 3 systems so they will get morale boost?

But I am building at so many system I will soon have matching ships numbers.

Ferengi built a diverse fleet atleast, 200 fast attack 75 command and 75 strike. (I also wonder, if they have that many ships at 1 system how many other ships do they have?)

I still have not seen any of the Cardassian fleet. :???:

I also need to go though a re-scale some ships. (some too big and some too small)

But so far it has been a fun game. only other crash so far was when I evaded with 200+ slow command ships. I got a strange error never seen before. I will investigate tomorrow.

Version Under Test: 72
File: tcmath\tcmath.c, Line: 576, REAL_GE_ZERO(amount) && REAL_LE(amount,1.0)
Initialize State: 31
Player Empire: 4 Starting Seed: 1590353800
Galaxy shape: 2 Galaxy Size: 2
Turn State: 20
Turn Number: 106

I took out the Klingons all empires gave up but I wanted to go after the Ferengi fleet, I got a new crash log on that combat. :shock:

Version Under Test: 72
File: stack.c, Line: 69, stack->bottom != NULL
Initialize State: 31
Player Empire: 4 Starting Seed: 1590353800
Galaxy shape: 2 Galaxy Size: 2
Turn State: 20
Turn Number: 194

I had 408 ships and Ferengi had 379 ships
As soon as I hit fight it crashed, auto combat I killed them all with very few loses. :shock:
ouch.jpg
ouch.jpg (380.84 KiB) Viewed 580 times
I wonder if there is any way to increase stack limit

note; after several tests 711 ships (total) will go into combat, but 712 will crash every time
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Re: New Mirror Universe mod

Post by thunderchero »

Hi Everyone,

Update is running a little behind schedule. I wanted to go though and make sure all patches were applied correctly with no unnecessary testing patches were present.

Ship scale and distance took longer than expected, but looks much better now.

My test game went very well, The AI I think is the strongest I have ever seen in any mod.

some new behavior,
1. AI before elimination will create colony ships and colonize empty system in an attempt to to survive.
2. the AI will alley with other empire more to protect/retaliate from occupied/subjugated systems.
3. much larger fleets from all empire very quickly
4. The AI will subjugated more systems.
5. better combat (they do not run away from battles so much)
6. AI has better systems, since they terraform all planets.

issues I would like feedback on
1. ship maintenance (too low?)
2. tech upgrade speed (too fast?)
3. morale (too easy to due to structures bonuses?)

most of above was for AI, but human player benefits also.
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Re: New Mirror Universe mod

Post by thunderchero »

Hi Everyone,

this is going to be a long post. I finally got the complete patch list that I have added to Mirror universe mod.

I ended up creating patches for every change and can revert back to an exact match to vanilla trek.exe if I remove every patch.

So I have every change documented. :grin:

Next is creating the readme file.

Ship % raiding Building Output Type Fix
viewtopic.php?f=199&t=491&p=33996#p339963996

Energy screen patch
viewtopic.php?f=98&t=2217#p30694

AI Absurd offers fix
viewtopic.php?f=189&t=12&p=24148#p24148

AI Build Starbase Task-freeze Fix
viewtopic.php?f=221&p=50865#p50865

AI fast-attack 'Pakled tactic' fix
viewtopic.php?f=209&t=1998#p48956

AI 'Pugnacity' value-range / Ram Bug-fixes
viewtopic.php?f=221&p=50905#p50905

Artillery group 'circle' default bug-fix
viewtopic.php?f=209&t=1998#p48956

Federation prefer to attack subjugated systems
viewtopic.php?f=221&t=2401#p50814

Auto-upgrade food buildings fix
viewtopic.php?f=3&t=3471#p46492

Auto-upgrade main buildings fix
viewtopic.php?f=3&t=3471#p46492

Colonies Starting Pop and Buildings - experimental code
viewtopic.php?f=9&t=64#p33179

Morale Omission Eliminate Empire via Bombing Fix
viewtopic.php?f=176&t=2257&p=31770#p31770

Monster, Borg Initial Requirements Fix
viewtopic.php?f=229&t=1493&start=15#p46069

build minor ships
viewtopic.php?f=190&t=822&p=11328#p11328

Monster, Cloak enabled for Edo God & Combat Drone (1.b/ 2.a,b,c/ 3.a,b)
viewtopic.php?f=231&t=319&p=29642#p29642

Building Communications Grid bug (fix)
viewtopic.php?p=28289#p28289

Ship Commands in Tactical Combat with return fire
viewtopic.php?f=209&t=1998&p=28508#p28508

Outpost/Starbase Unremoved Stations of Dead Empires (fix)
viewtopic.php?f=176&t=2257&p=31770#p31770

Allow AI Federation from declaring War on Minor Races
viewtopic.php?f=221&t=2401#p50814

Dilithium Recource Level Fix for Spacefaring Minors
viewtopic.php?f=120&t=1631&p=50813#p50813

Disable Cloak within Nebula (Fix?)
viewtopic.php?f=201&t=66#p46291

Morale Disabled Buildings - Extra Morale bug (fix)
viewtopic.php?p=32833#p32833

Economic/Military score overflow workaround
viewtopic.php?f=226&t=2291&p=35282#p35282

Monster, Edo God Auto-Hail bug (fix)
viewtopic.php?p=29166#p29166

Extending Edifbnft.bst (new building types/bonuses)
viewtopic.php?f=265&t=2317#p32866

extra Starting Systems without Special Buildings Fix
viewtopic.php?f=119&t=1236#p50803

Monster, F6/F11-key bitmask fix
viewtopic.php?f=229&t=1493#F6

federation check Subjugated systems in range
viewtopic.php?f=3&t=3668&start=90#p52255

Force AI to terraform all planets before colonizing
viewtopic.php?f=222&p=52713#p52713

Federation do not free subjugated minors
viewtopic.php?f=221&t=2401#p50814

Minors & Rebel Systems fix for Ground Defense Bonus and Popup Fix
viewtopic.php?p=33681#p33681

Minor race hidden from diplomacy bug (fix)
viewtopic.php?t=1066#p15585

Instant Outpost/Starbase for free upgrading-fix
viewtopic.php?f=238&t=1783&p=24308&hilit=44a31e#p24308

Instant-Terraforming Bug (fix) UPDATE
viewtopic.php?f=239&t=949&p=13825#p13825

Intel Bugfixes (2.1, 2.2, 2.3, 2.4 & 2.5b)
viewtopic.php?t=2311#p32700

Intercept button fix for strike cruiser & command ships
viewtopic.php?f=209&t=1998#p48956

Allow Federation to invade free minors
viewtopic.php?f=221&t=2401#p50814

Morale omission fix for Liberating foreign home systems
viewtopic.php?f=245&t=1201&p=17433#p17433

Morale error fix Liberating Native Systems (updated)
viewtopic.php?f=246&t=1178&p=18822#p18822

Random Seed Fix for Number of lost TTs after Invasion
viewtopic.php?f=156&t=1632&p=25733#p25733

Ship Type Lower Level Index Bug (fix)
viewtopic.php?p=34142#p34142

Lowering the AI buildbase threshold
viewtopic.php?f=221&p=50905#p50865

Ship Map range tech field database fix (option A)
viewtopic.php?f=192&t=95&p=14178#p14178

Message fix Borg Attack for Uninhabited Systems
viewtopic.php?f=230&p=46166#p46166

Message fix minor race rebelled / message withdrawn Bug - UPDATE
viewtopic.php?f=242&t=1082&p=18640#p18640

Minor placement of 30 minors on many
viewtopic.php?f=4&p=52712#p52712

Minor Race Add Fed T1 Main Food Bug Fix and Minor Race Ships Limit Fix
viewtopic.php?p=33131#p33131

Minor races: corrected difficuly level bias & pop growth (1-4)
viewtopic.php?name=Forums&file=viewtopic&p=24357#p24357

Message fix minor race rebelled / message withdrawn Bug
viewtopic.php?f=242&t=1082&p=18640#p18640

Minor race special building system takeover Fix
viewtopic.php?f=187&t=13#p33859

Morale & message error when Minor declares war
viewtopic.php?f=244&t=1221&p=17716#p17716

Minors without Main Buildings System Takeover Bug (fix)
viewtopic.php?p=33859#p33859

Minor race Zero growth rate planets fix
viewtopic.php?f=161&t=61&p=5698#p5698

Morale overflow over 32767 (bug-fix)
viewtopic.php?f=9&t=1287#p18390

Nerf: Disable Federation 50% diplomacy gift bonus
viewtopic.php?f=189&t=12

Nerf: Disable Cardassian 15% intel bonus
viewtopic.php?f=168&t=761

Nerf: Disable Ferengi free trade
viewtopic.php?f=165&t=1057

Newly-built structures unpowered if the exact amount of needed Energy is available (fix)
viewtopic.php?f=234&p=48431#p48416

federation limit for raid tasks if no open war
viewtopic.php?f=3&t=3668&start=105#p52380

Ships survive / Strike Cruiser defensive bonus & Orbital Battery fixes
viewtopic.php?f=155&t=56&p=17963#p17963

Minor- & Rebel-Systems Orbital Battery Tech Level Bug Fix
viewtopic.php?f=155&t=56&p=33132#p33132

Outpost/Starbase self-repair bug (fix)
viewtopic.php?f=163&t=59#p14501

Building Production Bonus Adding Wrong Main Building IDs (fix)
viewtopic.php?p=33305#p33305

Production Intel Tech Bonus 10% with % intel total two-in-one bug fix
viewtopic.php?f=181&t=238#p33046

Production AI building behavior, the auto-build feature & food/energy deficit warning 10%
viewtopic.php?f=181&t=238#p35251

RegCloseKey minor bugfix
viewtopic.php?f=4&t=3228#p42966

Message fix Rejected friendship bug
viewtopic.php?f=254&t=1288&p=18391#p18391

remove dilithium shortage message

Research Decay Bug-fix
viewtopic.php?name=Forums&file=viewtopic&p=26158#p26158

Savegame fixes for Borg TimeOut & Domination victory Borg task
viewtopic.php?f=30&t=3853&p=51581#p51581

Building Shield Generator Phantom-power Fix
viewtopic.php?f=155&t=56#p46095

Ship Cloak default fix for task forces - UPDATE:
viewtopic.php?f=201&t=66&p=28058#p28058

Ship Crew Experience fixes 1 & 3
viewtopic.php?p=15050#p15050

Ship Raiding Fixes 1-4 Raid fix wrt bankrupt empires
viewtopic.php?p=33996#p33996

Ship Repair - Ally & Shipyard Bugfix
viewtopic.php?name=Forums&file=viewtopic&p=25519#p25519

Disable the ship scrapping exploit [50%] (fix)
viewtopic.php?f=235&t=466&p=26633#p26633

Ship stats pop-up bugfix
viewtopic.php?f=9&t=454#p6172

Ships in build queue occasionally not auto-upgraded 3.1
viewtopic.php?f=196&t=1797#p24496

Ship Instant hull repair fix (with refitting simulation)
viewtopic.php?f=196&t=1797#p24496

Ship name Appendix Fix
viewtopic.php?f=212&t=1622&p=30019#p30019

Sorting / Selection of AI Ships (Task Forces) Crew Experience Bug-Fix
viewtopic.php?f=4&t=2729&p=50855#p50855

Speeding Up AI System Upgrades (workaround)
viewtopic.php?f=216&t=1805#p24589

Food Starvation rounding bugfix
viewtopic.php?f=157&t=58&p=5879#p5879

Ships that are Stolen - Crew Experience & Bonuses Bug-fix
viewtopic.php?f=197&t=74&p=25735#p25735

Strengthening the AI Ships in Tactical Combat
viewtopic.php?f=197&t=74&p=25735#p25735

Outpost/Starbase for free bug-fix
viewtopic.php?f=238&t=1783&p=24308#p24308

Summary / Systems -> "X Turn(s)" fix
viewtopic.php?f=256&t=3758#p49636

Ship task force plural ending string 's' fix
viewtopic.php?f=212&t=3206#p42694

Tech, Additional tech levels (20 tech levels per field)
viewtopic.php?f=9&t=1531#p20978

Planet Terraforming / planet image bug (fix)
viewtopic.php?f=240&t=1280&p=6265#p6265

Terraforming Fix for Additional Starting Systems and Minors (updated)
viewtopic.php?f=116&t=1238&p=18247#p18247

Unlocking the risk of losing additional TTs after successful invasion even when in superior numbers (fix)
viewtopic.php?f=156&t=1632&p=25733#p25733

Unopposed AI Agenda Fix
viewtopic.php?f=199&t=491&p=33996#p339963996

One Turn when upgrade structures
viewtopic.php?f=4&t=3693#p48993

Building and ship Upgrading bug (fix)
viewtopic.php?p=33180#p16922

Outpost/Starbase Weapons "Jamming" Fix for Space Stations
viewtopic.php?f=9&t=2064#p29333

list of modifiers changes
AIInvade 0x01754f4 multipliers
AI_mil_4_sector_distance_floats
4 sector map-scan distance limit to 8
AI_fleet_deviation_floats change feds to klingons
AI_fleet_values change feds to cards
AI task modifiers Federation to Ferengi
AI_treaty_floats change feds to cards
categories of expenditures
Federation Ferengi deviation 1.0 to 2.0
Lower credits modifier
Ship maintenance Population Support
Population per Trade Route
Credit Output of a Star System

many other UE, GUI and text changes also documented in patches.
patch folder will be released on final version.
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Re: Mirror Universe mod development

Post by thunderchero »

I have been working on next test version

here are some changes I have been working on

1. increased ship maintenance by global multiplier.
2. lowered the effect of morale by global multiplier.
3. lowered credits output of system by global multiplier.
4. checked and fixed incorrect minor bonuses list in diplomacy screen.
5. edited minor special structure to one per system so only one can be built.
6. increased small planet growth rate by global multiplier.
7. fixed odd ctd when scraping a fleet of ships.
8. lowered "base" research bonus for Terrans.
9. added patch for minor initial buildings/tech. viewtopic.php?f=187&t=13#p33885
10. updated readme document.
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Re: Mirror Universe mod development

Post by Westmensch »

thunderchero wrote: Mon Jun 15, 2020 9:33 am I have been working on next test version

1. increased ship maintenance by global multiplier.
2. lowered the effect of morale by global multiplier.
3. lowered credits output of system by global multiplier.
4. checked and fixed incorrect minor bonuses list in diplomacy screen.
6. increased small planet growth rate by global multiplier.
8. lowered "base" research bonus for Terrans.
You sure know how to pique my interest.
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Re: Mirror Universe mod development

Post by thunderchero »

Hi Everyone,

just had a great battle as Cardassians it was vs a Terran and Feringi combined fleet

254 cardassain heavy cruisers II (cloaked)
vs
274 fast attack
73 command ships
1 non combat

My fleet was badly damaged in the end and some hulls were as low as 2 hull points, but 140 ships survived.
I lost 114 ships.

[BBvideo=560,315]https://youtu.be/ZBWyUf-4CM8[/BBvideo]
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Re: Mirror Universe mod development

Post by xDx »

My first impressions of MUM:

PROS:
-1080 patch looks fantastic. The tireless and often underappreciated work you've put in over the years to bring this game to modern resolutions is nothing less than monumental.
-ships stats look well balanced and ships unlock at a reasonable rate from tech (with exception of starbases (see below)
-models are wonderfully rendered. I caught myself just staring at the Connie refit spinning it around over and over, Sovie too. All of them.
-no crashes at all over 300 turns. each turn processed like pouring a glass of water
-structures are nice touch for flavor for TE. Gives you the feeling of playing as Klinks

CONS/bugs (imo):
-you cant rename Pluto to Makemake or simply Planet 9? Cuz moving it and keeping name is a bit strange lol
-Edge starts are still a thing I guess? Tried starting 5 games and all were edge starts.
-Text alignment for planet names seems a little high as the top pixel is cut off in the solar system window
-starbase maintenance costs for upgrades should be a bit higher I think
-flavour request: Martial Law name changed to Agony Booths
-Mining Prisons don't have a morale penalty? WAI or bug?
-morale in general seems bugged i.e. Imp Council does not increase morale local or empire wide, local morale buildings also do not provide morale. EDIT: after 15 turns I got to 102 morale but then leveled off and did not change for another 30 or so
-dilithium is not used in ship construction? As in dil stockpile does not lower when ships building. If this is WAI it makes dil systems and structures pointless
-Too many systems with dil on map (irrelevant if previous point is true)
-still way too many M class planets in galaxy generation (all densities large galaxy)
-Maquis declare war instantly after meeting me but do not move ships to raid or attack my (at the time) very vulnerable fleet
"The only thing we have to fear is fear itself." -- FDR
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Re: Mirror Universe mod development

Post by thunderchero »

Westmensch wrote: Sat Jun 20, 2020 10:19 am You sure know how to pique my interest.
lets add to that list
1. fixed pluto in Terran system as well as other wrong terraforming images displaying
2. main map will now display dilth used/remaining or red if negative properly, instead of total available
xDx wrote: Sat Jun 20, 2020 5:11 pm -Mining Prisons don't have a morale penalty? WAI or bug?
this was intended, in the mirror universe they have no issues when operating a mining prison :grin:
xDx wrote: Sat Jun 20, 2020 5:11 pm -Edge starts are still a thing I guess? Tried starting 5 games and all were edge starts.
not so much a thing, but was done to prevent grouping of majors to left or right so distance between majors was increased.
xDx wrote: Sat Jun 20, 2020 5:11 pm -starbase maintenance costs for upgrades should be a bit higher I think
I kept the upgrade cost low so player would not get the big income deficit after an upgrade. this was also done on ship upgrades
Say you have 20 starbases if it has an upgrade increase of 100 credits that would be an increase of 2000 towards ship maintenance :shock:
xDx wrote: Sat Jun 20, 2020 5:11 pm -still way too many M class planets in galaxy generation (all densities large galaxy)
That was one thing I never understood in botf, when a race terraform a plant it should become an M class or type of plant race prefers. example Cardassians would like a hotter planet so maybe desert, Ferengi would like a rainy planet so maybe oceanic
xDx wrote: Sat Jun 20, 2020 5:11 pm -Maquis declare war instantly after meeting me but do not move ships to raid or attack my (at the time) very vulnerable fleet
changing minor races has always been difficult they will continue to act like the prior race.
The Maquis used to be the Mintakans, I changed the attitude and set to war like, but they still are not preforming as expected and still act more like the Mintakans. I am not sure how or if this could ever be fixed.

I should have selected a better race for the Maquis to replace. but minor race list is very limited.
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