Error Correction Mod Version 3

Error Correction Mod; showcase and support/discussion/questions/suggestions/reviews

Moderator: thunderchero

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Spocks-cuddly-tribble
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Re: Error Correction Mod Version 2 test version

Post by Spocks-cuddly-tribble » Fri Aug 05, 2011 11:27 am

Here is the fixed "Cloak default fix for task forces" and another great fix:

Cloak default fix for task forces (updated) & Re-cloak during system attack bug-fix

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


In case an updated shipname.bin has been created - remember that in the german version the terms Outpost/Starbase must be adapted.


But now, let's release this thing. Before we all get tired of that stuff.

If something still needs to be fixed. Closing time, guys. Last call...
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Re: Error Correction Mod Version 2 test version

Post by thunderchero » Fri Aug 05, 2011 2:07 pm

Spocks-cuddly-tribble wrote:But now, let's release this thing. Before we all get tired of that stuff.

If something still needs to be fixed. Closing time, guys. Last call...
Error Correction mod v2.0 download page

Last call is over It has been uploaded to the download section, I hope everyone enjoys.

And a special thanks to Spocks-cuddly-tribble for all his hard work. While he has posted he will be less active I still hope to see him around.

thunderchero

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Re: Error Correction Mod Version 2

Post by thunderchero » Sat Aug 13, 2011 9:16 pm

Hi Everyone,

A small correction was made to the German version.

Corrected values for aiminor.wdf
corrected spelling in trek.exe for "Menschen"

no version change, same link as before.

thunderchero

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Re: Error Correction Mod Version 2

Post by Taurus498 » Tue Aug 30, 2011 12:56 am

This looks awesome :D

Is this compatible with UDM?

If it is do I just install the Multi Main Installer 1.0.2, then this Error Correction Mod, and then UDM? :)

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Re: Error Correction Mod Version 2

Post by Peter1981 » Tue Aug 30, 2011 2:22 am

sadly not Taurus498 all mod are independant of one another however if you want you could apply the changes yurself manually.

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Re: Error Correction Mod Version 2

Post by Flocke » Tue Oct 04, 2011 9:04 am

Just played this mod some, it's great! Though ai on impossible still is weak (result of it's dumbness) :lol:
However, I noticed fed outpost and outpost 2 tech requirements are transposed, so I only can build type 1 outposts! (not that I need any more :))

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Re: Error Correction Mod Version 2

Post by Darth_Windu » Tue Oct 04, 2011 10:39 am

No they aren't. I just checked in UE and they're definitely correct.

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Re: Error Correction Mod Version 2

Post by Flocke » Tue Oct 04, 2011 1:40 pm

I checked with UE now, too, and yes they are! But might be a german install problem...
In my ECM2 Federation Outpost 1 (Außenposten) is listed as an upgrade for Outpost 2 (Außenposten II) and has tech requirement of Outpost II but combat stats of type 1 while outpost 2 has tech requirements of outpost 1 but combat stats of outpost 2. :!:

Edit: not sure but I feel like I had also seen this with udm or other mods before. :roll:
In vanilla all is right.
And I did not alter BotF Vanilla nor ECM2.

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Re: Error Correction Mod Version 2

Post by thunderchero » Tue Oct 04, 2011 5:21 pm

Ok german version was wrong but you all know I can't read German and those numbers are the worst :roll:

note it will be fixed in next release but doubt it will be any time soon for such a minor error like flocke said (not that I need any more )

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Re: Error Correction Mod Version 2

Post by MordainThade » Sat Dec 03, 2011 7:44 pm

Heya, I've been pretty much exclusively playing this mod since I discovered it here, and I'm loving it. It's got the basic botf feel, but just... fixed! :D That being said, I've noticed a pair of small problems that I figured I'd bring to your attention.

The first is a small graphical bug, where one of the gas giant planets doesn't show up correctly; it just has a basic gray skin with a band around it. You can see this at the Sol system, where Uranus displays like this (as well as other random gas giants here and there).

The second problem is with the scoring system. I've played a couple of very long games, and I've had my score graph start spiking like a heart attack EKG meter. It seems to be somehow related to morale (it spiked downward multiple times when I'd conquer the last system of an enemy empire), but also may be related to military score, as at the end game, I tend to finish a system off by building tons of orbital batteries before shoving everyone in the system into intelligence. Regarding this score problem, I tend to not accept the galaxy's surrender, going instead for total domination; it happens when I have a very large number of systems and / or an obscenely large fleet of high-industry ships (plus all the OBs that I'm building at the various systems).

For reference, I use the English installer.

Thanks for all the hard work that went into making this mod; it's easily my favorite one so far, as I've always enjoyed the basic BotF game, but just wanted things to work like they should. Out of curiosity, is there an update in the works for this mod to include the new intel discoveries that SCT made recently?
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Error Correction Mod Version 3

Post by Spocks-cuddly-tribble » Wed Feb 08, 2012 1:00 pm

Here is my suggestion for ECM version 3.

German version exe & res-files due to english version should be easier to edit/adapt for most of you.
http://www.file-upload.net/download-409 ... an.7z.html (7-Zip file)

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


To-do:

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

- remove from the updated res-files:

shiprace.sst (unchanged)
fleets.mnu (IIRC unused?)


A list of further possibilities (provided there is a demand and volunteers to do it)

- ship specific weapon animations (a little more canon)
viewtopic.php?p=32043&sid=9539ded073286 ... b2c#p32043
- game resolution patch and/or MPR++
- planet animations (arctic, barren, desert & some gas giants all bit too grey i.e. kinda hard distinguishable from each other)
- lower CPU patch



List of Updates:

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
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Re: Error Correction Mod Version 2

Post by Toofy » Sun Feb 12, 2012 3:31 pm

Hey all, this mod is great and has worked in previous versions, but for some reason I constantly get a crash when I click on any star system with a giant red ball (I believe they are Red Dwarf type systems, red stars, however they are classified). Anytime I click on it it crashes, not sure the error code, I'll have to reinstall to try and see what it is.

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Re: Error Correction Mod Version 2

Post by thunderchero » Wed May 09, 2012 2:44 pm

As SCT suggested it is time for an update

And thanks SCT for all your hard work

Test file link

Error_Correction_mod_3.0.exe

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

enjoy

thunderchero

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Re: Error Correction Mod Version 2

Post by Storko » Sat Jun 02, 2012 6:59 am

I may have found a possible bug in the Error Correction mod 3.0. On the Tech screen, under Object Database, when I select the Food tab with my mouse the game terminates. No errors or hangups, it just exits. It doesn't happen on the other tabs such as Energy or Ships. I don't have this problem in any of the the other mods I have installed. It happens on the standard version and the large map version also.

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Re: Error Correction Mod Version 2

Post by thunderchero » Sat Jun 02, 2012 8:53 am

Hi Storko,

thanks for pointing this out, it was a simple coding error that I have now corrected.

so redownload installer (same link), uninstall, then reinstall.

thunderchero

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