ECM 4.1 - Revived !?!
Posted: Sun Dec 01, 2019 8:10 pm
Star-de-Bug-ger Motivational Speech wrote:
The history of Error Correction Mod - A long time ago in a game galaxy far, far away....
Fatal programming errors had a strong influence on the weak minded:
https://www.youtube.com/watch?v=Cy4mztkndHk&t=146s![]()
![]()
With our combined strength, we ended this destructive code mess, and...destroyed the most bugs & errors. It was our destiny!
https://www.youtube.com/watch?v=_lOT2p_FCvA&t=31s![]()
![]()
If we strike down a few more glitches, we shall become more de-biased and debugged than you can possibly imagine.
https://www.youtube.com/watch?v=to2SMng4u1k&t=83s![]()
![]()
Strike 'em down with all of our hatred and our journey towards the hard side of the error-correction will be complete!
https://www.youtube.com/watch?v=QaZ0L7aDx50&t=7s![]()
![]()
Only then will we be strong enough v. the black screens of death to boldly fix what no one has fixed before:
https://www.youtube.com/watch?v=urcO5OzKwPo![]()
![]()
ECM 4.1 updates list?
Hi folks,
there was a list of updates for the next ECM/multi-installer version (raiding messages, auto-build, Summary/Systems turns, Newly-built structures unpowered). I can't find it anymore. Anyone?
- shiptech.sst -> fed outposts 1/2 tech level bug fixed -> I can't find this bug in 1.0.2? What is/was this?
My new suggestions to add to the (missing) update list so far:
'% raiding' Building Output Type Fix -> fixes missing % raiding crew experience and task force size bonuses for minor races!
viewtopic.php?f=199&t=491#p33996
Economic/Military score overflow workaround -UPDATE--> Total Score on default level (power graph issues on larger maps possible!)
viewtopic.php?f=226&t=2291#p35282 -> divisors set to 32 & 160 -> multipliers set to 4 & 2 via integer bypass
Code: Select all
0x4E0DB -> 05
0x4E435 (0x10 bytes) -> 8B C3 33 C9 B1 05 D3 E8 33 D2 F7 F1 8B D8 0F B6
0x106112 (8 bytes) -> C1 E0 02 EB 16 90 90 90
0x106184 (5 bytes) -> 8D 2C 09 EB 38
-asm-
0044ECD9 C1E9 02 shr ecx, 5 // /2^5 = /32
0044F035 8BC3 MOV EAX,EBX
0044F037 33C9 XOR ECX,ECX
0044F039 B1 05 MOV CL,5
0044F03B D3E8 SHR EAX,CL // /2^5 = /32
0044F03D 33D2 XOR EDX,EDX
0044F03F F7F1 DIV ECX // /32 /5 = /160
0044F041 8BD8 MOV EBX,EAX
0044F043 0FB68424 DC010000 MOVZX EAX,BYTE[ESP+1DC]
00506D12 C1E0 02 SHL EAX,2 // *4
00506D15 EB 16 JMP SHORT 00506D2D
00506D17 909090 NOP
00506D84 8D2C09 LEA EBP, DWORD [ECX+ECX] // *2
00506D87 EB 38 JMP SHORT 00506DC1
Intercept button fix for strike & command ships (AI can anyway)
0x479BC AND 0x479C0 change -> CE -> CA
Artillery group 'circle' default bug-fix (should not be available for this group)
0x18E38C -> 04 (Circle) to e.g. -> 0D (Hold position)
AI fast-attack 'Pakled tactic' fix vs. stations
0x77B4B change 89 D0 -> B0 01 (Strafe -> Charge)
Maybe(s)?
- Income based difficulty level cheats are a serious AI vs AI bias, the higher the level, the more unbalanced are the AI empires
- ship specific weapon animations (fixing the blue? ferengi beams)