All in one 2.0.1 beta 5 available

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Spocks-cuddly-tribble
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Re: All in one 2.0.1 beta 5 available

Post by Spocks-cuddly-tribble »

You can add the code to any (english/german) trek.exe with no issues, but it's a workaround for ä only. ö/ü still strigger this strange issue.

To fix this you need more code:

3 times:

cmp al, X
je 51DBCC (convert to capital)

X for ä,ö,ü =

0xE4-0x61=0x83
0xF6-0x61=0x95
0xFC-0x61=0x9B


So trek.exe prepares ALL techlevel/area texts for each research breakthrough and doesn't load just the needed one via index. And any string error 'might' corrupt all following techs, hence the sociology consequential error for weapon tech 4+ but not for construction 3+?

Not sure I even want to know what absurdity causes the 'system lost' popup glitch....
Might also be a result list overflow issue due to other events (cf. raid messages 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 5 available

Post by ETB »

I just downloaded "beta 5" and will be glad to play! (I mean report any issues that come up. Beta testing is serious work ... yes, that's it!) I assume I will need to uninstall AIO 2.0.0 (all those fun memories!) before installing the beta 5 version (or it will prompt me to do so during the installation?).

I have encountered very few issues when playing ECM in AIO 2.0.0 - it seemed remarkedly stable! Especially compared to those glitchy games I used to play in the "out-of-the-box" version!!! One issue I do recall was the game creating "ghost ships" about 200 turns into one game. I was playing ECM on a 52x26 map last month. I noticed the Talarians were still independent and had 12 ships in their sector one turn, then an additional 9 "ghost ships" the next turn. After that I started seeing my own (Fed) "ghost ships" appearing, and then I stared seeing Klingon "ghost ships" in sectors where I could scan them. These ghost ships were copies of ship(s) that appeared to be duplicates left behind when the ship(s) left a sector, but these ghost ships had no stats, icon or info when I would select them. I replayed the turns prior to seeing the ghost ships several times, but they always returned. I finally replayed the same map (restarting from my turn 0 saved game file) but also moved the Talarians to be closer to Romulan space and played the entire game without any problems. I had not encountered this "ghost ship" problem before. I wish I had saved a game file for anyone that wanted to investigate it.
I am beginning to see the appeal of this simulation!
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Re: All in one 2.0.1 beta 5 available

Post by thunderchero »

ETB wrote: Tue Sep 13, 2022 9:34 pm "ghost ships"
in my experience ghost ships are more likely to happen when you reload same saved game over and over on same turn.

I think new dev version of UE will remove ghost ships from saved game. :wink:
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Re: All in one 2.0.1 beta 5 available

Post by ETB »

I had no problems with the "beta 5" installations I performed. I chose Vanilla, ECM and ECMS game installations with 1920x1080 resolution each time. I started with the "Fullscreen" option and was able to start/run games (5-10 turns with an occasional battle) without any errors. The install (correctly) notified me of my "still installed" components and gave me the option to abort or continue. Same success with "Windowed" installation. After another complete uninstall, I installed the "DxWnd GUI" option that I like to use and the installation proceeded perfectly again. I was able to quickly crank through 200 turns of an "oversized map" ECMS game and haven't seen any errors or encountered any problems. Thank you for creating such an excellent installer!!!
I am beginning to see the appeal of this simulation!
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Re: All in one 2.0.1 beta 5 available

Post by Spocks-cuddly-tribble »

thunderchero wrote: Sun Sep 11, 2022 9:50 amMissing destruction reports (...) iirc this does not happen often it might be a code issue?
You were right again. Tests indicate it only happens when losing a subjugated system to it's original owner (kedialog.wdf & ke_msg.tga pointless).
I have yet to find the code error, but this code is known to be bugged cf. Liberating Native Systems: viewtopic.php?p=17170#p17170

Since you were right with both assumptions (code issues with popups for system lost and german research breakthrough) do you want me to talk to the site owner/admin to get you promoted as 'smart user'? :wink: :cool: :up:

ETB wrote: Fri Sep 16, 2022 3:00 pm I was able to quickly crank through 200 turns of an "oversized map" ECMS game and haven't seen any errors or encountered any problems.
Note ECMS means 'ShieldLevelFix' (reduced torpedo efficiency against shields for realism and longer battles)
Saved games are compatible with the base version, so one can test all battles with both versions by relocating saved games to the other version folder.

No ECM larger maps version by default since AI doesn't handle larger maps well (might have changed with latest codes?).
Last edited by Spocks-cuddly-tribble on Fri Sep 16, 2022 5:39 pm, edited 1 time in total.
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 5 available

Post by ETB »

Spocks-cuddly-tribble wrote: Fri Sep 16, 2022 5:03 pm Note ECMS means 'ShieldLevelFix' (reduced torpedo efficiency against shields for realism and longer battles)
Thanks - I saw that in the posts and it definitely caught my eye! I have wanted BOTF battles to last longer and behave more like what is in the shows/movies. I am getting into some battles now with the Feds and I LOVE it! Makes me put more thought into battle tactics.
Spocks-cuddly-tribble wrote: Fri Sep 16, 2022 5:03 pm Saved games are compatible with the base version, so one can test all battles with both versions by relocating saved games to the other version folder.
I had not thought of that & will keep it in mind. Save a "big battle turn" and replay it in the base version - would be fun to see the difference.
Spocks-cuddly-tribble wrote: Fri Sep 16, 2022 5:03 pm No ECM larger maps version by default since AI doesn't handle larger maps well (might have changed with latest codes?).
The ROMS and Ferengi have dispensed the Cardassians about 250 turns in this one. The Feds have been impressive so far. I was going to abandon this game because I have been monitoring the AI, but it looks entertaining enough to play at least a little longer. See if the AI has built up enough inertia to take me down (I see some BIG battles coming up)!
I am beginning to see the appeal of this simulation!
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Re: All in one 2.0.1 beta 5 available

Post by Spocks-cuddly-tribble »

There is still a nice ECM update pending in AIO beta 5: viewtopic.php?p=57124#p57124

Plus borg-phaser & two nice GUI fixes by thunderchero. But I first have to fix the 'system lost' popup glitch.


@thunderchero All new ECM codes are multiplayer prove (in case you want some of them for your mods), but avoid 'Allow Borg-Off in Multiplayer' (for now)
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 5 available

Post by thunderchero »

Larger maps patch files.

I have had these for a long time. these are just the basic large map settings.

I tested these patches on ECM and game loads and maps display properly.
but still make backups and know these maps are not approved by mod developer.

map size

800 and 1024 (5:4) patch versions
small 22 x 16
med 30 x 22
large 40 x 30

1366 and 1080 (wide screen) patch version
small 26 x 13
med 36 x 18
large 48 x 24

Note patches will display red in "bofpatcher" this is due to default values are for 800 x 600

patch removed
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Re: All in one 2.0.1 beta 5 available

Post by Spocks-cuddly-tribble »

Here is the missing parts for the next ECM update :wink:

Code: Select all

NAME: ECM Update patch

# German Umlauts Fix (convert ä,ö,ü to capitals)

>> 0x11CFBA 53 52 89 C3 89 C2 8A 02
<< 0x11CFBA 50 E8 A0 DB F6 FF 58 C3

# 'System Lost' Empty Popup Fix

>> 0x6C29A 0F 85
<< 0x6C29A 90 E9

# Allow Domination Victory Borg Invasion without Random Events

>> 0x4D6F2 74 27
<< 0x4D6F2 90 90

# Capping TTs in AI Fleet Buildup (27 max 0x1B)

>> 0xBFD9 45 83 FE 0C 7D 2B 83 FD 06 77 F4 FF 24 AD 90 CB 40 00
<< 0xBFD9 83 7C 24 24 1B 7C 06 C6 44 24 24 FF 90 83 FE 07 7F 1F

# seperate load save buttons

>> 0x0017df19 6f 61
>> 0x0017df1c 73 61 76 65 2e 77 64 66 00
>> 0x00190d4c 18
<< 0x0017df19 2e 77
<< 0x0017df1c 66 00 00 00 73 2e 77 64 66
<< 0x00190d4c 20

# Fairer Starting Positions Spread for Default Maps

>> 0x000ae4c3 8b 15 44 b3 5c
>> 0x000ae4ce 89 d0 c1 fa 1f f7 ff
<< 0x000ae4c3 03 0d b8 36 5a
<< 0x000ae4ce a1 14 b3 5c 00 90 90

# 0.85 -> 0.98 (AI Invade Task TTs' ground combat ratio max limit 1:7)

>> 0x175554 33 33 33 33 33 33 EB 3F
<< 0x175554 5C 8F C2 F5 28 5C EF 3F

# Combat Drone & 'artifacts' only with Random Events

>> 0x00050e82 4c 24 10 8b 3d c8 36 5a 00 01 cf 66 83 7f 44 ff 74 52 0f bf cb 31 d2 89 c8 66
>> 0x00050e9d 57 44
>> 0x00050fad 8b 7c 24 10 81 c7 28 03
>> 0x00050fb6 00 43 89 7c 24 10
>> 0x00050fbd b0

<< 0x00050e82 3d c8 36 5a 00 03 7c 24 10 80 7f 44 ff 0f 84 1a 01 00 00 0f b7 57 44 0f bf cb
<< 0x00050e9d c1 90
<< 0x00050fad eb 0d 80 3d 46 2b 5a 00
<< 0x00050fb6 0f 85 2a ff ff ff
<< 0x00050fbd e9

# Enabling Rebellions without Random Events

>> 0x0004b290 cc be 44
>> 0x0004b294 e1 be 44
>> 0x0004b298 d1 be 44
>> 0x0004b29c f6 be 44
>> 0x0004b2a0 0b bf 44
>> 0x0004b2a7 1e 00
>> 0x0004b2ba 66 3d 04 00
>> 0x0004b2c0 25 ff ff 00 00 ff 24 85 90 be 44 00 ba 2d 00
>> 0x0004b2d0 00
>> 0x0004b400 a3 c1 44
>> 0x0004b404 c4 c1 44
>> 0x0004b408 cb c1 44
>> 0x0004b40c d2 c1 44
>> 0x0004b410 d9 c1 44
>> 0x0004b596 11
>> 0x0004b59c ff 24
>> 0x0004b5a3 b9 2d 00 00 00 3b 0d 18 29 5a 00 0f 87 66 ff ff ff
>> 0x00057741 74 0f

<< 0x0004b290 2d 00 00
<< 0x0004b294 23 00 00
<< 0x0004b298 1e 00 00
<< 0x0004b29c 14 00 00
<< 0x0004b2a0 0a 00 00
<< 0x0004b2a7 10 27
<< 0x0004b2ba 8a c8 3c 04
<< 0x0004b2c0 80 3d 46 2b 5a 00 00 74 08 8b 14 8d 90 be 44
<< 0x0004b2d0 90
<< 0x0004b400 2d 00 00
<< 0x0004b404 23 00 00
<< 0x0004b408 1e 00 00
<< 0x0004b40c 14 00 00
<< 0x0004b410 0a 00 00
<< 0x0004b596 22
<< 0x0004b59c 8b 0c
<< 0x0004b5a3 3b 0d 18 29 5a 00 77 0e 80 3d 46 2b 5a 00 00 74 05
<< 0x00057741 90 90

# Undo outdated Generated Monsters Bitmask 5A2B78 workaround via alienInfo

>> 0x4A693 4C 20
<< 0x4A693 78 2B
>> 0x4A6A7 4C 20
<< 0x4A6A7 78 2B

# Generated Monsters Bitmask Load Game Bug Fix

>> 0x0004ace5 89 15 78 2b 5a 00
<< 0x0004ace5 90 90 90 90 90 90

# AI Retreat Fix for Importance 0 Battles

>> 0x000771d9 7f 0d 83 3d 64 58 5b 00 00 0f 85 d5 fd ff ff
<< 0x000771d9 0f 84 de fd ff ff 83 3d 64 58 5b 00 00 75 e9

# BotF Random Engine Fix for single player turn process (remove before testing new special features)

>> 0x0005763f 0f 84 6e ff ff ff e8 86 79 0b 00 83 c4 1c 5e 5a 59 c3
>> 0x00057652 00 00 00 00
>> 0x00057657 00 00 00 00
>> 0x0005765c 00 00 00 00
>> 0x0005768d 0a
<< 0x0005763f 74 05 e8 8a 79 0b 00 e9 68 ff ff ff 33 c0 e8 f5 e9 0b
<< 0x00057652 a3 ac 6b 59
<< 0x00057657 e8 f4 fb 0a
<< 0x0005765c dd d8 eb 38
<< 0x0005768d bd

# Using GameSetup TACTICAL COMBAT Button for BORG ON/OFF (needs edited cc_bkgd.tga)

>> 0x000beb02 e8 b4 5c
>> 0x000bf2f2 8b 15 e8 b4 5c 00 42 bb 03 00 00 00 89 d0 c1 fa 1f f7 fb
>> 0x000bf30b 89 15 e8 b4 5c 00 83 fa 01 74 2f 83
>> 0x000bf318 e8 b4 5c
>> 0x000bf31c 02
>> 0x000bf320 34 00
>> 0x000bf32a 59 64 89 c2 89 d8
>> 0x000bf335 8b 41 64 e8 03 1a 08 00 e8 ee d6 07 00 59 5b c3 8d 1c 12 89 1d e8 b4 5c 00
>> 0x000bf351 6d 02
>> 0x000bff8b 83
>> 0x000bff8d e8 b4 5c
>> 0x000bff91 02
>> 0x000bff99 34 00
>> 0x000c01cc 6d 02

<< 0x000beb02 40 1a 5b
<< 0x000bf2f2 32 c0 80 3d 6b 18 5b 00 00 75 08 b0 01 a2 3d 1a 5b 00 90
<< 0x000bf30b a2 6b 18 5b 00 90 90 90 90 90 90 80
<< 0x000bf318 6b 18 5b
<< 0x000bf31c 00
<< 0x000bf320 70 03
<< 0x000bf32a d8 8b d3 8b 41 64
<< 0x000bf335 80 3d 6b 18 5b 00 01 75 0a 8b 41 70 8b d3 e8 18 1c 08 00 59 5b c3 90 90 90
<< 0x000bf351 72 03
<< 0x000bff8b 80
<< 0x000bff8d 6b 18 5b
<< 0x000bff91 00
<< 0x000bff99 70 03
<< 0x000c01cc 72 03
borg phaser: download/file.php?id=3135

Installer needs extra resolution files for:

- cc_bkgd.tga: viewtopic.php?p=56902#p56902
- new l.wdf & s.wdf: viewtopic.php?p=57056#p57056
- cps_scrn.tga with 75% transparency: viewtopic.php?p=57064#p57064

Klingon buy dialog fix by thunderchero: viewtopic.php?p=57270#p57270 (NO new kedialog.wdf & ke_msg.tga!)


Code: Select all

NAME: 'System Lost' Empty Popup Fix
DESC: Fixes empty popups when losing subjugated systems to original owners.
AUTHOR: Spocks-cuddly-tribble/thunderchero
URL: 

>> 0x6C29A 0F 85
<< 0x6C29A 90 E9

# 46CE9A jnz 46E3F5 -> nop jmp 46E3F5
NOTE When taking back own systems it won't say: 'System X liberated!' but 'System X taken from the Y.'

fix_lost_taken.png
fix_lost_taken.png (987.09 KiB) Viewed 2033 times
Default:
original_liberated.png
original_liberated.png (499.05 KiB) Viewed 2033 times
Not always a bad thing, since re-conquering own rebel systems is no liberation, albeit 'taken from the own empire' sounds a bit funny.
fix_rebel.png
fix_rebel.png (422.1 KiB) Viewed 2033 times




Improved german umlauts fix (works for all umlauts and any english/german trek.exe):

Code: Select all

NAME: German Umlauts Fix (convert ä,ö,ü to capitals)
DESC: Fixes some german string errors like empty 'research breakthrough' popups.
AUTHOR: thunderchero/SCT
URL: 

>> 0x11CFBA 53 52 89 C3 89 C2 8A 02
<< 0x11CFBA 50 E8 A0 DB F6 FF 58 C3

# sub_51DBBA convert_a_z_to_capitals (keep eax) -> german umlauts fix

#51DBBA  50           PUSH EAX      // save string address
#51DBBB  E8 A0DBF6FF  CALL 48B760   // switch_to_capitals_with_german_umlauts
#51DBC0  58           POP EAX       // restore string address
#51DBC1  C3           RETN

thunderchero wrote: Sun Sep 11, 2022 11:16 pmstrange thing is weapons shows sociology advancements text after tech 4?
Image
I wasn't able to duplicate sociology popup issue with unedited AIO german vanilla (pic shows altered GUI files)?
And as told I don't recall sociology from 7 years usage of german 1.0.2 CD-ROM.
Last edited by Spocks-cuddly-tribble on Mon Sep 19, 2022 10:23 am, edited 1 time in total.
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 5 available

Post by thunderchero »

Spocks-cuddly-tribble wrote: Sat Sep 17, 2022 7:17 pm I wasn't able to duplicate sociology popup issue with unedited AIO german vanilla (pic shows altered GUI files)?
And as told I don't recall sociology from 7 years usage of german 1.0.2 CD-ROM.
hope you did not waste too much time on this one, this issue was due to UE adjusting description order. game code can handle any description order.

techdesc.tec
English
bio 0 - 10
computer 0 - 10
construction 0 - 10
energy 0 - 10
propulsion 0 - 10
weapon 0 - 10
sociology 0 - 10

German
bio 0 - 10
computer 0 - 10
construction 0 - 10
energy 0 - 10
propulsion 0 - 10
sociology 0 - 10
weapon 0 - 10


so after UE adjusted order it read sociology descriptions for weapons

sorry I did not explain issue better.
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Re: All in one 2.0.1 beta 5 available

Post by Spocks-cuddly-tribble »

No problem, your testing/research was a great help to finally fix this issue. Also your klingon buy-upgrade fix is much appreciated.


I'm not testing larger map files right now (need to uninstall all mods corrupted due to fix testing).
Do they include ALL galaxy control/shape values like star system limit (default 230 migth be too low for largest map) and minor race density?
I guess it's just the values from this UE feature: https://www.armadafleetcommand.com/botf ... ial-for-ue

So ECM large needs 'Fairer Starting Positions Spread for Default Maps' removed: viewtopic.php?p=56871#p56871
And trek.exe AI values (2x long edge) updated if not part of patch: viewtopic.php?p=26159#26159

Default AI stopped colonizing/expansion after 15-20 systems on larger maps. aibldreq.bin yards plus other AI behavior improving patches might solve this?
Note at first the ECM AI might expand a bit slower (sustainability priority: food for max growth/max terraform) i.e. better in the long run.

Still AI ship task inefficiency worsens with the map size. To improve single player experience with larger maps we'd need extra/compensating AI cheats:

- Increasing AI Terraforming Speed (e.g. bonus via MapSize + EmpsMaxTech): viewtopic.php?p=24497#p24497
- & maybe Custom AI Research Bonuses: viewtopic.php?p=26158#p26158
- or Additional Starting Systems for AI (via MapSize + StartingLevel): viewtopic.php?p=24351#p24351

Anyway looking forward to AIO beta 6 !


EDIT: I forgot to re-list my ECM-stbof.res files in above list: viewtopic.php?p=57124#p57124
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 5 available

Post by thunderchero »

Spocks-cuddly-tribble wrote: Sat Sep 17, 2022 10:05 pm I'm not testing larger map files right now (need to uninstall all mods corrupted due to fix testing).
Do they include ALL galaxy control/shape values like star system limit (default 230 migth be too low for largest map) and minor race density?
I guess it's just the values from this UE feature: https://www.armadafleetcommand.com/botf ... ial-for-ue
yes UE changes above is all patch has.
Custom changes would need to be done by end user if game play is needing improvement.
I did not expect any ECM specific changes or improvements for this basic patch.

The "large map" patches are basic settings for large maps and should be able to be used on any mod that does not have large map version.
Spocks-cuddly-tribble wrote: Sat Sep 17, 2022 10:05 pm Anyway looking forward to AIO beta 6 !
just so you know I am 100% behind on adding any patches (any mod) since beta 5. And I have no idea when I will have time to even look at all the changes.

sad thing is I just noticed this update has been in the works since Apr 09, 2021 (almost a year and half)
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Re: All in one 2.0.1 beta 5 available

Post by Spocks-cuddly-tribble »

ECM should now be finished for AIO. A larger map patch with custom changes might be provided at some point in the future (not as AIO option). :wink:

thunderchero wrote: Mon Sep 19, 2022 1:54 pmsad thing is I just noticed this update has been in the works since Apr 09, 2021 (almost a year and half)
To get the AIO installer finished (whenever time allows), do you want: :?:

- to wait for user inputs wrt. possible issues with latest patches
- a list with patch suggestions for your mods now
- to add latest updates only to ECM

On the plus side I think many of the improvements were well worth the wait.
Back in 2014 you said 'we need to make history to keep this place alive' and I feel we did again. :up:
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 5 available

Post by thunderchero »

Spocks-cuddly-tribble wrote: Mon Sep 19, 2022 3:15 pm To get the AIO installer finished (whenever time allows), do you want: :?:

- to wait for user inputs wrt. possible issues with latest patches
- a list with patch suggestions for your mods now
- to add latest updates only to ECM
I think just the latest updates only to ECM

just not sure if some of the gui fixes might need to be added to base files if possible?
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Re: All in one 2.0.1 beta 5 available

Post by Spocks-cuddly-tribble »

thunderchero wrote: Mon Sep 19, 2022 4:53 pmjust not sure if some of the gui fixes might need to be added to base files if possible?
Just a matter of taste, but all mods use the vanilla 1.0.3 base files?
So new Borg button, or separate load/save buttons, cause extra work for AIO for all mods with custom GUIs (e.g. GAL mod, UDM)?

I reckon a final AIO update around christmas with new UE features. If you are short on time you might want to wait until then and contemplate all options?
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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