Error Correction Mod Version 3

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Error Correction Mod Version 3

Post by thunderchero » Mon Jul 25, 2011 2:10 pm

Hi Everyone,

Here is the test release of Error Correction Mod Version 2, post your thoughts

With the help of Spocks-cuddly-tribble Some new code changes has been added for Error Correction Mod Version 2

Here is new link
Error_Correction_mod_3.0.exe

First of all note that this is just an experimental mod to show how BotF would behave if it was not rushed out with most of its known bugs, errors and omissions. It does NOT aim for being used in tournaments nor do we expect a great popularity due to much harder game play (i.e. the codes of the ship scrapping revenue & dilithium have been fixed).

ECM means no rebalancing (e.g. wrt the kvort issue) just clear error/omission corrections and some minor cosmetics.

However, if there is a demand for then members of the community might get permission to use ECM as base for an independent multiplayer release (or contact SirFluidHat to update his mod with desired features). So they can leave out some fixes or implement different modding options resp make further rebalancing. All multiplayer-wise controversial subjects, like phantom dilithium or the ship scrapping revenue, can be discussed with the organisators of this project but NOT in this ECM topic!

Some notes wrt the ECM mod and changes to the game play:

--> The most annoying things in BotF like instability (crashes) and slowdown (turn lag & map lag) could NOT be fixed yet.

--> Minor race evolution errors wrt difficulty level have been fixed, natural pop growth implemented and a broken feature, wrt an evolution limit depending on the empires research, has been activated (note some bugs wrt buildings are still present!)

--> During planetary assault, the first OB-shot against Strike Cruisers does only half of its regular damage (omission fix according to game manual)

--> As told above, game play is much harder due to ship scrapping revenue set to square root, consistent with trade goods and building scrapping. This closed gap means that system based resources (food, industry, energy) cannot any longer be transformed into global resources (credits, intel, research) resulting in a more 4x-like game behavior.

Now the players are forced to collect resources step by step, just a mindless pumping out of an oversized fleet might lead the own empire into an economic disaster. So always take care of your credits and think twice about what you buy!

A known issue in ECM is the added advantage of the "credits"(Ferengi) resp "minor diplomacy"(Feds) empires in low tech/epic games with the trade routes being an additional critical factor (lower starting level strongly recommended).

--> The enabling of some unfinished/ broken features leads to drastic changes in tactical combat. E.g. the "Hold" command can be used in order to keep ships cloaked i.e. to counter the one-uncloaked-ship tactic/exploit; and also the fixed command ship feature renders fast aggressive expansion (blitzkrieg) much more risky due to the lack of tactical options without slow & short ranged command ships.

--> Broken code for monster cloak has been fixed and applied to Edo God & Combat Drone + all AI ships with cloak ability are cloaked by default.

Full listing of all implemented fixes with links to the technical references: (In addition to the old list: Multi Error Correction mod) also listed below

Disabling the chasing ships away / morale-boosting exploit

F6/F11-key bitmask fix

Borg Invasion bug fix

Cloak default fix for task forces

Communication Grid Bug (fix)

Weapons "Jamming" Fix for Space Stations

Edo God auto-hail bug-fix

Cloak enabled for Edo God & Combat Drone (1.b/ 2.a,b,c/ 3.a,b)

Fixed sub_4A6238 to proper support "cloak, withdraw & hold" commands in tactical combat + the broken command ability

Enabled custom descriptions for all commands (#2 hold/0D set to lexicon entry 1242/4DAh; a german combat.mnu is #1)

ship scrapping code error fixes with revenue set to square root, consistent with trade goods and building scrapping.

Orbital Batteries:
Ships survive with 0 HPs (fix) & OBs survive with 0 PTs (fix)
Implementing strike cruiser feature (omission fix) defensive bonus against Obs

Raid fix wrt bankrupt empires

Tweaking AI & Difficulty Level:
6. Adapting AI Trade Goods (workaround for flawed AI building behaviour)
8. Disabling the system-specific Random Events for AI (revert difficulty level bias)

Research Decay Bug-fix

Stolen Ships - Crew Experience Bug-fix

Generated monsters savegame bug fix (2.4)

liberating foreign home systems fix(updated) & morale omission fix

Ship Regeneration, Neutron Stars:
Neutron Star Bug-fix (updated)
Ship Repair - Ally & Shipyard Bug-fix

Map range tech field database fix (option A - updated)

Instant-Terraforming Bug-fix (updated)

Auto-Upgrading Ships (Options/Fixes):
3.1 Ships in build queue occasionally not auto-upgraded (fix)
3.3 Instant hull repair fix (without refitting simulation)

minor races: corrected difficuly level bias & pop growth (1-4)

zero growth rate minor planets fix

Outpost/Starbase for free bug-fix

absurd AI offers fix (static bypass option)

broken feature fix wrt starting pop of extra starting systems

Domination victory conditions:
Multiplier for team domination / Alliance in accordance with the game manual.
0x176E4C change 3FE570A3D70A3D71 (0.67) -> 000000000000E83F (0.75)

Liberating Native Systems (morale error fix - updated)

Fixed AI checks for borg presence

custom planet names for any system (fix) (for e.g. planet name "Minos" showing up in the combat-drone system)

Rebellions fixes regarding inhabitants from a dead empire & conquered minors(updated) + corrupted messages fix

Morale overflow over 32767 bug (fix)

Terraforming Fix for Additional Starting Systems and Minors (updated)

Upgrading buildings bug-fix (updated)

Minor declares war - morale & message error (fix)

aibldreq.bin error fixes:
1. Trade Goods disabled -> (5th value) set to +101(dec) or more
2. Correction of the 7 buildings with wrong energy requirements (4th value)
3. "once per empire" bug -> workaround via current pop requirement (2nd value) set to e.g. 305(dec) for all of these buildings

Some planet graphics replaced (e.g. desert): Tethys Planet Animation Pack

Thank you Tethys for new animations

new Animations for Suns

Thank you Quintaine

Shipname Appendix Fix

AI map scan fix for larger maps

GUI (interface) editing/error fixes:

Fed redeploy screen error (fix)

Intel Empire screen - dilth/total systems (fix)

Cardassian Intel/Research display (fix)

Star-names display (fix)

rejected friendship message bug (fix)

starname.bin replaced with more system names.

Here are the previous fixes

Fixes within first release of error correction mod

Crew Experience fixes 1 & 3 by Spocks-cuddly-tribble

Phantom-Dilithium fix by Spocks-cuddly-tribble

minor race hidden (from diplomacy) - bug fix by Spocks-cuddly-tribble

minor race rebelled / message withdrawn Bug(fix) by Spocks-cuddly-tribble

larger maps 30x25, 40x30, 52x39 and extended small view option by Gowron/DCER

original fixes from Error Correction mod (Formally 1.0.3)

Cardassian range bug By: Gowron/ketteringdave

AI fleet buildup bug By: Joker

Cardassian territory-pic bug By: Joker

Combined textures for explosions and Torpedo and phaser By: thunderchero
Explosion, phaser and torpedoes textures replaced to lower palette count (80)

German taskforce description bug By: DCER

German inhabitant display bug (german only) By: DCER

Starvation rounding bug By: Gowron

Bandi advancement bug By: Gowron

Image errors fixed By: thunderchero
Resized cun_b.tga, fun_a.tga, antedean.tga to proper size

Enraged Antedean bug By: Gowron

ship stats pop-up bug By: DCER

Disable the experience bar for ships that you don't own By: DCER

card/kling buttons on object database (German only)

Downgrade bug By:DCER

Galaxy II 640points beam bug By: DCER

klingon starbase distance bug By: Gowron/Jigalypuff

Terraform graphic bug By: DCER

Changes in version 3.0

Changes of german res-files: (for trek.exe changes see 'List of Updates' below)

- planet.pst & meplanet.bin -> translated: Mercury/Merkur, Earth/Erde & Neptune/Neptun)
- edifice.bst -> all five primitive farms set to group 5
- shiptech.sst -> fed outposts 1/2 tech level bug fixed


- english edifice.bst 'primitive farms not upgradeable fix'
viewtopic.php?p=33840&sid=efa18d660f033 ... 482#p33840

Morale overflow over 32767 bug (fix) -> fixed incomplete implementation
viewtopic.php?f=9&t=1287

Divisor for event frequency of system-specific random events on 'impossible' set to 1500 (see #1.4)
viewtopic.php?f=9&t=1493

"Eliminate Empire" via Bombing - Morale Omission Fix
Unremoved Stations of Dead Empires - Fix
viewtopic.php?f=9&t=2257

Economic/Military score overflow workaround
-> divisors set to 16 & 64 (0x4E0DB = 04 & 0x4E43E = C1EB0690)
viewtopic.php?f=9&t=2291

Disabled Buildings - Extra Morale Fix
viewtopic.php?p=32833&sid=d9565c6b7301f ... f79#p32833

Intel Bugfixes (#2.- 1, 2, 3, 4 & 5b)
viewtopic.php?f=9&t=2311

% intel total two-in-one bug fix & % research (local) fix
viewtopic.php?p=32983&sid=14927df04445f ... 1b8#p32983

Upgrading buildings bug (fix) -> updated
viewtopic.php?p=33180&sid=5e8cad6fcbd81 ... 798#p33180

Production Bonus Adding Wrong Main Building IDs Fix
viewtopic.php?p=33305&sid=8fbc33fc7fc29 ... 7c1#p33305

Colony Starting Pop/Buildings Index Bug Fix -> affects initial number of pop & buildings!
viewtopic.php?p=33306&sid=e4abb22de678e ... 468#p33306

Food popup for max-growth fix
viewtopic.php?p=32778&sid=42c8548b5ba4f ... 252#p32778

OB Tech Level Bug Fix for Minor- & Rebel-Systems
viewtopic.php?p=33132&sid=b0a923ae90c98 ... cd0#p33132

Ground Defense Bonus and Popup Fix for Minor & Rebel Systems
viewtopic.php?p=33681&sid=b0a923ae90c98 ... cd0#p33681

Planet 'Minos' Position Fix
viewtopic.php?p=33718&sid=578a09754e7a3 ... 7be#p33718

Minor Race Add Fed T1 Main Food Bug Fix & Ships Limit Fix
viewtopic.php?p=33131&sid=84d337fe4a5e2 ... 5b8#p33131

Primitive Farms Not Upgradeable Bug Fix
viewtopic.php?p=33840&sid=84d337fe4a5e2 ... 5b8#p33840

Minors without Main Buildings System Takeover Bug Fix
viewtopic.php?p=33859&sid=84d337fe4a5e2 ... 5b8#p33859

Raiding Fixes 1-4
viewtopic.php?p=33996&sid=e8fb54eedc747 ... b28#p33996

Avoid AI Systems Fix for Monster Programs 2-4
viewtopic.php?p=34119&sid=e8fb54eedc747 ... b28#p34119

"Lower Level" Ship Type Index Bug Fix
viewtopic.php?p=34142&sid=e8fb54eedc747 ... b28#p34142

+ major race yards in aibldreq.bin

I hope everyone enjoys playing this mod.

thunderchero

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Re: Error Correction Mod Version 2 test version

Post by RSE_Dissy » Mon Jul 25, 2011 3:11 pm

this is good, fixtures all the code errors which is nice, stops complaining about phantom dilithium but i still very much dislike the name, it's certainly not jazzing enough. lol

Just call it 1.0.3 ... and have a large map install version too plz? I will help test if needed :)

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Re: Error Correction Mod Version 2 test version

Post by thunderchero » Mon Jul 25, 2011 7:20 pm

RSE_Dissy wrote:and have a large map install version too plz? I will help test if needed :)

peace x
It already has a large version included in installer. Thanks for taking a look. :wink:

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Re: Error Correction Mod Version 2 test version

Post by Spocks-cuddly-tribble » Thu Jul 28, 2011 1:30 pm

Thanks go out to everyone who has helped with this release as well as any previous release (especially thunderchero - as I was running out of time).


Some aspects still missing in the description:

--> The enabling of some unfinished/ broken features leads to drastic changes in tactical combat. E.g. the "Hold" command can be used in order to keep ships cloaked i.e. to counter the one-uncloaked-ship tactic/exploit; and also the fixed command ship feature renders fast aggressive expansion (blitzkrieg) much more risky due to the lack of tactical options without slow & short ranged command ships.

--> Broken code for monster cloak has been fixed and applied to Edo God & Combat Drone + all AI ships with cloak ability are cloaked by default.


Also here is a last hotfix:

Disabling the chasing ships away / morale-boosting exploit

Link to an updated english / standard map exe (I don't know if it works for existing installations):

http://www.file-upload.net/download-362 ... k.exe.html
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Re: Error Correction Mod Version 2 test version

Post by xDx » Sat Jul 30, 2011 8:53 pm

Overall very excellent update and I wish this was the game that came out 11 years ago. With that said there is one small point that I'm not sure if it is working correctly. The auto upgrade fix without refit option does not upgrade range and gal map speed without a redeploy. In the game without this fix it is only a one turn delay and redeploy=fix on that turn if desired/possible but with this fix your ships will never upgrade speed and range without redeploy. Not that its a major problem but it does cause the AI to get stuck since they rarely redeploy their ships unless during war. I had added this option with refit to my own mod and saw the same thing happen and I thought it was incompatible with UDM or I was doing something wrong. I am gonna play with keeping some of the shiplist ASM the same as original code and see if that works but as I am going to work I thought I would post this and see if anyone else noticed this. Thanks in advance.

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Re: Error Correction Mod Version 2 test version

Post by Badbru » Sun Jul 31, 2011 1:37 am

Bird of Prey 1 to Bird of Prey 2 upgrade does not allow cloaking of cloaking capable BoP 2 untill a redeploy.

Last game had two Mizar systems. The first I found had no pop, the second had Mizarians. I also found an Acamar system without Acamarians.

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Re: Error Correction Mod Version 2 test version

Post by thunderchero » Sun Jul 31, 2011 2:05 am

Badbru wrote:Last game had two Mizar systems. The first I found had no pop, the second had Mizarians. I also found an Acamar system without Acamarians.
thanks for noticing this,

I should be able to correct this, it was due to using the UDM starname.bin and I will need to remove any system that is already in planet.pst

as for upgrades I am not sure but I think this is how fix was intended,

viewtopic.php?f=9&t=1797&p=24496&hilit= ... c35#p24496

But I will double check code tomorrow. we might be able to use the Simulating a Refitting Process (Option)

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Re: Error Correction Mod Version 2 test version

Post by Spocks-cuddly-tribble » Sun Jul 31, 2011 2:10 pm

I downloaded the new multi-installer and the ECM2 test file and there are some issues to take care of, i.e. this delays the official release for at least 2-3 weeks. :(


- Many planet animations display wrong planet types also the sizes large/medium are indiscernible (a big no-no IMO – and renders the Terraform planet graphic bug fix useless). Since sorting this out would take much time, maybe we should go back to vanilla planet anis? (Pity, since some gas giants & moons are great). Any opinions on that?


- Many string errors (too much spaces) due to the shipname appendix fix -> If peter1981 or Tethys don't know a solution for this then I'll see to how fix this in the asm code (will take some time).


- German version string or lexicon errors (some of them):

Inhabitants should be [Menschen]

E.g. Tactical Combat group [schnelles Angriffsschiff] -> display overlay (too less room for string + ship type in tactical combat). Maybe we should go back to defaults [Eskorte] ? iirc


xdarktrooperx wrote:The auto upgrade fix without refit option does not upgrade range and gal map speed without a redeploy. In the game without this fix it is only a one turn delay and redeploy=fix on that turn if desired/possible but with this fix your ships will never upgrade speed and range without redeploy.
Badbru wrote:Bird of Prey 1 to Bird of Prey 2 upgrade does not allow cloaking of cloaking capable BoP 2 untill a redeploy.
Thanks for reporting this. Here is the fixed code (#3.3), this automatically fixes also the one turn delay (#2.4):

Auto-Upgrading Ships (Options/Fixes)

Link to an updated ECM.exe: (also includes the missing hotfix for battle morale effects)

http://www.file-upload.net/download-362 ... k.exe.html
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Re: Error Correction Mod Version 2 test version

Post by Tethys » Sun Jul 31, 2011 3:12 pm

Spocks-cuddly-tribble wrote:- Many planet animations display wrong planet types also the sizes large/medium are indiscernible (a big no-no IMO – and renders the Terraform planet graphic bug fix useless). Since sorting this out would take much time, maybe we should go back to vanilla planet anis? (Pity, since some gas giants & moons are great). Any opinions on that?
thunderchero told me he had a fix for it, I believe he resized the terraform graphics but you will have to wait for him to post to be sure.
Spocks-cuddly-tribble wrote:- Many string errors (too much spaces) due to the shipname appendix fix -> If peter1981 or Tethys don't know a solution for this then I'll see to how fix this in the asm code (will take some time).
Sorry no I do not have a solution for this :(
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Re: Error Correction Mod Version 2 test version

Post by thunderchero » Sun Jul 31, 2011 3:41 pm

Tethys wrote:thunderchero told me he had a fix for it, I believe he resized the terraform graphics but you will have to wait for him to post to be sure.
Mine was a quick fix and SCT feels it can be better. and I am taking a look at it. I tried resizing one ani and it looked very good (surprised :D )

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Re: Error Correction Mod Version 2 test version

Post by Spocks-cuddly-tribble » Wed Aug 03, 2011 9:56 am

I fixed the flawed Shipname Appendix Fix (had more than one error...)

Shipname Appendix Fix (Updated))

Updated exe:
http://www.file-upload.net/download-363 ... k.exe.html

The changed fnt-files can be removed form the ECM files!

thunderchero wrote:Mine was a quick fix and SCT feels it can be better.
Not nitpicking here, but planet size & type must be clearly recognizable without mouse hovering or looking at planet letter below. The ani-types(e.g. volcanic show oceanic class) were randomly mixed up, not only a size issue.

Also the planet anis are not centered and many have a strange axis of rotation, but this are just unimportant cosmetic flaws.


PS: IIRC the big warbird tga has a minor corruption (above). Other than that the new ship pics/tgas are really great.
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Re: Error Correction Mod Version 2 test version

Post by thunderchero » Wed Aug 03, 2011 4:03 pm

Hi Everyone,

here is the updated version for testing

Error Correction mod v2.0 download page

Note new version not compatible with old version saves

Changes in this version;

few text changed/corrected
Shipname Appendix Fix (Updated)
new planet ani's (correct sizes and more similar to vanilla styles)
new gas giants added (frequencies was not change)
Auto-Upgrading Ships (Options/Fixes)
duplicate minor entries removed
Disabling the chasing ships away / morale-boosting exploit
corrected warbird tga images

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Re: Error Correction Mod Version 2 test version

Post by DCER » Thu Aug 04, 2011 3:08 am

I had a test game with the previous version and was impressed.

I've found what seems like a serious bug though, Romulan strike cruisers don't have the option to attack systems. and if they're added to a taskforce that entire taskforce can't attack systems. I didn't test if other races had the same problem.

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Re: Error Correction Mod Version 2 test version

Post by thunderchero » Thu Aug 04, 2011 8:02 am

DCER wrote:I had a test game with the previous version and was impressed.

I've found what seems like a serious bug though, Romulan strike cruisers don't have the option to attack systems. and if they're added to a taskforce that entire taskforce can't attack systems. I didn't test if other races had the same problem.
confirmed with new version too all other race can attack systems but romulans can not attack systems with any ships type. :x

I did some quick testing of new code and found this is the problem but no idea why

:arrow: Cloak default fix for task forces:

In trek.exe at 0x48D15 change 00 to -> 01 (cloak on)

But resetting this will prevent this bug fix from working

Cloak enabled for Edo God & Combat Drone (1.b/ 2.a,b,c/ 3.a,b)

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Re: Error Correction Mod Version 2 test version

Post by Spocks-cuddly-tribble » Thu Aug 04, 2011 10:31 am

thunderchero wrote:
DCER wrote:I've found what seems like a serious bug though, Romulan strike cruisers don't have the option to attack systems. and if they're added to a taskforce that entire taskforce can't attack systems. I didn't test if other races had the same problem.
confirmed with new version too all other race can attack systems but romulans can not attack systems with any ships type. :x

I did some quick testing of new code and found this is the problem but no idea why

:arrow: Cloak default fix for task forces:

In trek.exe at 0x48D15 change 00 to -> 01 (cloak on)
That's not a romulan only problem. Attack does still work but you must redeploy (the taskforce you add or remove a ship from, must be un-cloaked before doing this, of course).

In 1.0.2 if you de-cloak and wait a turn, the "attack system" gets unlocked. This doesn't work anymore. I think I can fix this next weekend.


In the meanwhile, to keep you guys busy, how about setting up an a bit more trek-like shipname.bin (at least "Defiant" should be in)?
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