thunderchero wrote: ↑Mon Oct 04, 2021 7:59 pmhere is updated text
Most excellent! Thank you sir.
Here is a last ECM patch:
Code: Select all
# ECM deviation update for AI 'Frontal Assault' battle modifier feature
# 004786D1 7C 36 JL SHORT 478709 // skip special Assault feature if modifier too low
# 004786D3 90 NOP // remove unwanted prognosis 3 unlock for uncloaked ships
>> 0x77AD2 01 42
<< 0x77AD2 36 90
# set reworked 'Frontal Assault' feature for all AIs always ON
>> 0x18E5B4 00
<< 0x18E5B4 64
>> 0x18E5C8 00
<< 0x18E5C8 64
>> 0x18E5DC 00
<< 0x18E5DC 64
>> 0x18E5F0 1E
<< 0x18E5F0 64
>> 0x18E604 00
<< 0x18E604 64
>> 0x18E618 00
<< 0x18E618 64
Since updating some outdated patches is a bit confusing, some assistance for your mods:
extra Starting Systems without Special Buildings Fix (OBs only is a Bug) UPDATED:
viewtopic.php?p=50803#p50803
-> just ignore BotF-patcher conflict warning when overwriting outdated patch (update tested & recommended, works for all mods, checks system requirements)
Remove outdated parts of Unlocking the AI Ram Command patch:
viewtopic.php?p=50905#p50905 (recommended due to silly ram behavior & other AI glitches)
Recommended battle modifiers for your mods patch (Peaceableness depends on used empires e.g. federation/terran empire, dominion/UCW klingons...)
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NAME: AI Battle Modifier (1/3/4 require 'Improving AI Combat Commands')
DESC: Changes unlock(1/3/5) resp lock(2/4) thresholds for special Hail(5), Retreat(2), Assault(1), Ram(3) & Evade(4) checks.
AUTHOR: Spocks-cuddly-tribble
URL:
# @ 5907B4 F.-Assault Bravery RamEscal. EscortSt. Peaceabl.
# Assault(+) Retreat(-) Ram(+) Evade(-) Hail(+)
# empire 1
>> 0x18E5B4 19 00 00 00 3C 00 00 00 50 00 00 00 32 00 00 00 32 00 00 00
<< 0x18E5B4 64 00 00 00 64 00 00 00 65 00 00 00 00 00 00 00 32 00 00 00
# empire 2
>> 0x18E5C8 32 00 00 00 37 00 00 00 4B 00 00 00 32 00 00 00 55 00 00 00
<< 0x18E5C8 64 00 00 00 64 00 00 00 65 00 00 00 00 00 00 00 55 00 00 00
# empire 3
>> 0x18E5DC 19 00 00 00 28 00 00 00 14 00 00 00 19 00 00 00 4B 00 00 00
<< 0x18E5DC 64 00 00 00 64 00 00 00 65 00 00 00 00 00 00 00 19 00 00 00
# empire 4
>> 0x18E5F0 50 00 00 00 55 00 00 00 19 00 00 00 55 00 00 00 19 00 00 00
<< 0x18E5F0 64 00 00 00 64 00 00 00 65 00 00 00 00 00 00 00 19 00 00 00
# empire 5
>> 0x18E604 0F 00 00 00 32 00 00 00 4B 00 00 00 32 00 00 00 4B 00 00 00
<< 0x18E604 64 00 00 00 64 00 00 00 65 00 00 00 00 00 00 00 4B 00 00 00
# Minors
>> 0x18E618 32 00 00 00 32 00 00 00 32 00 00 00 32 00 00 00 32 00 00 00
<< 0x18E618 64 00 00 00 32 00 00 00 65 00 00 00 00 00 00 00 32 00 00 00
explanation see end of this post:
viewtopic.php?p=52751#p52751 AI Commands in Tactical Combat patches (updated)
assuming that your mods use 'Current (instead of nominal) Hull Points as Ramming Damage to Opponent':
viewtopic.php?p=18230#p18230
I added there also a deviation patch for 'Improving AI Combat Commands' adapting to this case.
EDIT:
Fixing the AI Command Probabilities -> mainly depends on the strike cruisers
In ECM I gave them 360 degree torpedo firing arcs (inverted aft value <60 [forward arc] but >0), so removing invalid circle & adding hold works fine for them.
5% chance only, since in low tech games their torpedo max range is lower i.e. they sometimes have to approach targets.
I don't know how many bugs is too many but that point is reached somewhere before however many in BotF is.