Mirror Universe mod development
Moderator: thunderchero
- thunderchero
- Site Administrator aka Fleet Admiral
- Posts: 7963
- Joined: Fri Apr 25, 2008 2:00 am
- Location: On a three month training mission, in command of the USS Valiant.
Re: New Mirror Universe mod
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.
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)
Edit; these 4 patches will also allow federation to subjugate a minor from a major.
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)
- Spocks-cuddly-tribble
- Code Master
- Posts: 1961
- Joined: Sun Apr 27, 2008 2:00 am
Re: New Mirror Universe mod
Thanks, but:
Keep AI Federation from declaring War on Minor Races fix edited -> pointless, vanilla default does exactly the same
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):
Keep AI Federation from declaring War on Minor Races fix edited -> pointless, vanilla default does exactly the same
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.
- thunderchero
- Site Administrator aka Fleet Admiral
- Posts: 7963
- Joined: Fri Apr 25, 2008 2:00 am
- Location: On a three month training mission, in command of the USS Valiant.
Re: New Mirror Universe mod
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)
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
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)
did you see my edit of that patch?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
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
- Spocks-cuddly-tribble
- Code Master
- Posts: 1961
- Joined: Sun Apr 27, 2008 2:00 am
Re: New Mirror Universe mod
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.thunderchero wrote: ↑Sat May 23, 2020 4:16 pmI guess I don't understand what "feature we are looking for"
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.
Yes, you add my workaround preventing empire x from declaring war on minors, with x = invalid i.e. no effect.
I don't know how many bugs is too many but that point is reached somewhere before however many in BotF is.
- thunderchero
- Site Administrator aka Fleet Admiral
- Posts: 7963
- Joined: Fri Apr 25, 2008 2:00 am
- Location: On a three month training mission, in command of the USS Valiant.
Re: New Mirror Universe mod
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.
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.
- thunderchero
- Site Administrator aka Fleet Admiral
- Posts: 7963
- Joined: Fri Apr 25, 2008 2:00 am
- Location: On a three month training mission, in command of the USS Valiant.
Re: New Mirror Universe mod
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.
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.
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.
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.
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
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.
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.
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.
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.
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
- thunderchero
- Site Administrator aka Fleet Admiral
- Posts: 7963
- Joined: Fri Apr 25, 2008 2:00 am
- Location: On a three month training mission, in command of the USS Valiant.
Re: New Mirror Universe mod
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.
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.
- thunderchero
- Site Administrator aka Fleet Admiral
- Posts: 7963
- Joined: Fri Apr 25, 2008 2:00 am
- Location: On a three month training mission, in command of the USS Valiant.
Re: New Mirror Universe mod
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.
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.
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.
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.
- thunderchero
- Site Administrator aka Fleet Admiral
- Posts: 7963
- Joined: Fri Apr 25, 2008 2:00 am
- Location: On a three month training mission, in command of the USS Valiant.
Re: Mirror Universe mod development
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.
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.
- Westmensch
- Ensign
- Posts: 31
- Joined: Thu Dec 23, 2010 3:00 am
Re: Mirror Universe mod development
You sure know how to pique my interest.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.
- thunderchero
- Site Administrator aka Fleet Admiral
- Posts: 7963
- Joined: Fri Apr 25, 2008 2:00 am
- Location: On a three month training mission, in command of the USS Valiant.
Re: Mirror Universe mod development
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]
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]
Re: Mirror Universe mod development
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
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
- thunderchero
- Site Administrator aka Fleet Admiral
- Posts: 7963
- Joined: Fri Apr 25, 2008 2:00 am
- Location: On a three month training mission, in command of the USS Valiant.
Re: Mirror Universe mod development
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
this was intended, in the mirror universe they have no issues when operating a mining prison
not so much a thing, but was done to prevent grouping of majors to left or right so distance between majors was increased.
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
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
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.