Error Correction Mod 4.0 OUTDATED

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

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Error Correction Mod 4.0 OUTDATED

Post by thunderchero »

This file is now part of the BOTF All in One 1.0.0 installer

Hi Everyone,

Here is the Next release of Error Correction Mod Version 4.0, post your thoughts

Spocks-cuddly-tribble has added Some new code changes for the updated Error Correction Mod Version 4.0

Here is new link
https://www.armadafleetcommand.com/get- ... le_id=1958

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. We don't 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.

Multi-player note
WARNING - This Modification seems to cause multiplayer issues
Disabling the chasing ships away / morale-boosting exploit
and should be removed by all player before starting any multi-player game.
You can use special QD patcher at bottom of this post to remove this patch

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

--> tactical combat crashes related to fast, erratic ship movements (mainly evade) have been drastically decreased by using exclusively the A hob version of the shipmodels (which exclusively loads the A gif version of the ship textures)

--> number of monsters extended to 10 with the new slot used by the Planet Killer (using restored files from stbof.res), monster system attacks corrected to a more canon state & first appearing of the borg adapted to empires tech/military

--> 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.

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

--> 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.

Some notes on changes to version 4.0

--> Borg is now turned ON by default when installing mod. This still can be turned OFF by editing stbof.ini

--> Large map version has been removed from version 4.0 installer (patch released with standard large map settings for QD's patcher) this was done since the AI tends to get over worked causing even longer turn processing time.

--> newer animations by Tethys and Quintaine have been also removed from version 4.0 to keep more of a "Vanilla" feel.

--> some Improved 512 x 512 ship textures have been added

Full listing of all implemented fixes with links to the technical references:

GUI Fixes/Improvements

Fed redeploy screen error (fix)

Intel Empire screen - dilth/total systems (fix)

Cardassian Intel/Research display (fix)

Star-names display (fix)

Romulan buy button fix (fix)

Cardassian territory-pic bug (fix) By: Joker

Terraform graphic bug By: DCER

Planet 'Minos' Position Fix

incorrect image size detected by UE fix
Resized cun_b.tga, fun_a.tga, antedean.tga to proper size

replacement starname.bin with more system names (623 system names)

task force plural ending string 's' fix

explosions use single set of images

phaser and torpedoes textures replaced to more cannon colors


Combat changes and monster editing
(Fixes and exploit)

Adding the Planet Killer

Borg Initial Requirements Fix

Fixing the Crystal Entity (+ Assimilated Systems)

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)

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)

klingon starbase distance bug By: Gowron/Jigalypuff

Divisor for event frequency of system-specific random events on 'impossible' set to 1500 (see #1.4)

Avoid AI Systems Fix for Monster Programs 2-4

System-specific random events initial-frequency bitmask fix

Borg Attack Message fix for Uninhabited Systems


Economic Bugs fixes

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

Raid fix wrt bankrupt empires

Research Decay Bug-fix

Instant-Terraforming Bug-fix (updated)

absurd AI offers fix (static bypass option)

Upgrading buildings bug-fix (updated)

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

zero growth rate minor planets fix

broken feature fix wrt starting pop of extra starting systems

Morale overflow over 32767 bug (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

Terraforming Fix for Additional Starting Systems and Minors (updated)

Phantom-Dilithium fix by Spocks-cuddly-tribble

Starvation rounding bug By: Gowron

Bandi advancement bug By: Gowron

english edifice.bst 'primitive farms not upgradeable fix'

Morale overflow over 32767 bug (fix) -> fixed incomplete implementation

Minor Race Add Fed T1 Main Food Bug Fix & Ships Limit Fix

Primitive Farms Not Upgradeable Bug Fix

Minors without Main Buildings System Takeover Bug Fix

Upgrading buildings bug (fix) -> updated

Production Bonus Adding Wrong Main Building IDs Fix

Colony Starting Pop/Buildings Index Bug Fix -> affects initial number of pop & buildings!

Food popup for max-growth fix

Disabled Buildings - Extra Morale Fix

Downgrade bug By:DCER


Military fixes/bugs (excluding 3d combat fixes)

Shield Generator Phantom-power Fix

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

Stolen Ships - Crew Experience Bug-fix

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)

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)

Outpost/Starbase for free bug-fix

Liberating Native Systems (morale error fix - updated)

Shipname Appendix Fix

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

Cardassian range bug By: Gowron/ketteringdave

AI fleet buildup bug By: Joker

ship stats pop-up bug By: DCER

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

Galaxy II 640points beam bug By: DCER

"Eliminate Empire" via Bombing - Morale Omission Fix
Unremoved Stations of Dead Empires - Fix


Raiding Fixes 1-4

"Lower Level" Ship Type Index Bug Fix

OB Tech Level Bug Fix for Minor- & Rebel-Systems

Ground Defense Bonus and Popup Fix for Minor & Rebel Systems

Scan Strength fix for unscanned Sectors (Fog of War)

AI Scan Strength deviation fix for uncloaked ships
0x01F705 change 05 to -> 00


Intel Bug fixes

Intel Bugfixes (#2.- 1, 2, 3, 4 & 5b)

% intel total two-in-one bug fix & % research (local) fix


AI behavior changes and fixes

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

'Unopposed' AI Agenda Fix


Message error fixes

Minor declares war - morale & message error (fix)

rejected friendship message bug (fix)

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

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



German version changes

- planet.pst & meplanet.bin -> translated: Mercury/Merkur, Earth/Erde & Neptune/Neptun)

German taskforce description bug By: DCER

German inhabitant display bug (german only) By: DCER

card/kling buttons on object database (German only)



Misc changes

Disabled system count for single player domination
0x4D8A7 change 0F 86 2E FE FF FF to -> 90 90 90 90 90 90

RegCloseKey minor bugfix

- edifice.bst -> all five primitive farms set to group 5
- shiptech.sst -> fed outposts 1/2 tech level bug fixed
+ major race yards in aibldreq.bin

Generated monsters savegame bug fix (2.4)

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

Economic/Military score overflow workaround
-> divisors set to 16 & 64 (0x4E0DB = 04 & 0x4E43E = C1EB0690)

Enraged Antedean bug By: Gowron


Special QD's Patcher for ECM
Here is a special QD's patcher with all the code changes within ECM
extra patches included
Large map general settings patch
disable the command ship solo-targeting restriction patch (if this patch is applied the "proper support "cloak, withdraw & hold" commands in tactical combat + the broken command ability" patch will show red, this is normal since a single byte of code was changed.)
bof_patcher-ECM_160508-w32.rar
(677.7 KiB) Downloaded 202 times
I hope everyone enjoys playing this mod.

thunderchero
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Re: Error Correction Mod 4.0 released 5-10-16

Post by thunderchero »

with new release of Error Correction mod 4.0

A patch to fix issues with MPR++
MPR++_demo_ECM_4.0_patch.exe
note if you have made changes to mpr++ files this might reset them. so make backup of any edited files first.
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Re: Error Correction Mod 4.0 released 5-10-16

Post by thunderchero »

well I have continued testing for over 2000 turns between 8 different game with countless battles. and no crashes what so ever with the new hob edit.

I am very impressed how stable this version is. :grin:
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Re: Error Correction Mod 4.0 released 5-10-16

Post by thunderchero »

thunderchero wrote:well I have continued testing for over 2000 turns between 8 different game with countless battles. and no crashes what so ever with the new hob edit.

I am very impressed how stable this version is. :grin:
had my first crash this morning. :sad:

it was on test version of main multi installer w/hob patch but since it shares same files I am sure same error would happen on ECM.

good news is I was able to track it down to the klingon starbase and should be posting replacement link asap after some more testing.

crash will happen when entering combat and CTD. It does not happen every time since I had several combats involving starbases prior to crash.

although starbase phaser slot was the problem. also this CTD might also happen with federation starbase.
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Re: Error Correction Mod 4.0 released 5-20-16

Post by thunderchero »

file updated with fix for starbase crash error 5-20-16
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Re: Error Correction Mod 4.0 released 5-20-16

Post by ruthlessferengi »

sounds awesome! can't wait to try it today
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Re: Error Correction Mod 4.0 released 5-20-16

Post by EnPhreg »

are there any attempts to "fix" the auto-build feature in BOTF? cause, on the big star maps, it's a pain to look for all the little colonies.
so, this would also a nice "fix" or feature. at the time, the auto-build feature in BOTF is nearly useless, and that's very bad.
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Re: Error Correction Mod 4.0 released 5-20-16

Post by thunderchero »

EnPhreg wrote:are there any attempts to "fix" the auto-build feature in BOTF?
as it was answered in your last request for this improvement. as it would be such a major project without source code.
viewtopic.php?t=2347#p33205

other problems would be, your idea of auto build might not be what I want.

you might want it to build ships, while I might want an intel system or research system. so it would also require some type of input from player as to what auto build should do. This may have been why the original developers put so low of effort into this.

plus the game code was never designed for larger maps, since larger maps cause so many issues like turn lag and ai development ect, this is why ECM no longer has a large map version.
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Re: Error Correction Mod 4.0 released 5-20-16

Post by EnPhreg »

crazy, i've posted this question 5 years before.
i wasn't able to find any posting in relation with the search word 'auto-build' or it's variations.
:sad:
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Re: Error Correction Mod 4.0 released 5-20-16

Post by thunderchero »

I am going a little off topic here,
EnPhreg wrote:i wasn't able to find any posting in relation with the search word 'auto-build' or it's variations.
yeah I wish there was a sort option for search "for relevance" instead of by default date

simple search for "auto build" had your posts on page 5
search.php?st=0&sk=t&sd=d&sr=posts&keyw ... d&start=60

other options for search
search topic title (advanced)
search user posts (using link in profile), example your own posts or major modder such as Spocks-cuddly-tribble, Gowron, Dcer, Flocke, Joker, ect
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Re: Error Correction Mod 4.0 released 5-20-16

Post by EnPhreg »

two questions about the ecm patch files within QD's bof patcher:
"proper support "cloak, withdraw & hold" commands in tactical combat disable the command ship solo-targeting restriction"
is only useable if "proper support "cloak, withdraw & hold" commands in tactical combat + the broken command ability" is installed?

and:
if i want to use the patch "proper support "cloak, withdraw & hold" commands in tactical combat + the broken command ability"
i need to install a combat.mnu manually into the stbof.res??
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Re: Error Correction Mod 4.0 released 5-20-16

Post by thunderchero »

EnPhreg wrote:two questions about the ecm patch files within QD's bof patcher:
"proper support "cloak, withdraw & hold" commands in tactical combat disable the command ship solo-targeting restriction"
is only useable if "proper support "cloak, withdraw & hold" commands in tactical combat + the broken command ability" is installed?

and:
if i want to use the patch "proper support "cloak, withdraw & hold" commands in tactical combat + the broken command ability"
i need to install a combat.mnu manually into the stbof.res??
yes it is installed and combat menu is part of ECM

if you are using the patcher provided in first post of this topic it has a option patch to disable the command ship solo-targeting restriction.
once applied the patch that requires command ship for solo targeting will show as red
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Re: Error Correction Mod 4.0 released 5-20-16

Post by EnPhreg »

ok, but if i want to install the patch (proper support "cloak, withdraw & hold" commands in tactical combat + the broken command ability)
to another mod, i also need to install a combat.mnu manually into the stbof.res?
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Re: Error Correction Mod 4.0 released 5-20-16

Post by thunderchero »

EnPhreg wrote:ok, but if i want to install the patch (proper support "cloak, withdraw & hold" commands in tactical combat + the broken command ability)
to another mod, i also need to install a combat.mnu manually into the stbof.res?
correct,

note; that is like UDM uses edited code and edited combat.mnu for return fire on retreat.
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Re: Error Correction Mod 4.0 released 5-20-16

Post by Spocks-cuddly-tribble »

EnPhreg wrote:are there any attempts to "fix" the auto-build feature in BOTF? cause, on the big star maps, it's a pain to look for all the little colonies.
so, this would also a nice "fix" or feature. at the time, the auto-build feature in BOTF is nearly useless, and that's very bad.
Coding-wise, there is no reasonable opportunity to accomplish this. QD/DCER failed (for good reasons) to alter "simple" features like scanner upgrade possibilities. Even when we get a skilled programmer with time and motivation to bypass the whole AI code (including turn lag) we still lag on base research of files like ordInfo. Last time I looked at this code, I wasn't even able to fix AI one-per-empire bug or funny bugs like this:
viewtopic.php?f=187&t=13#p5297
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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