Multi FlagShip mod Beta released 5-3-2009

Flagship Mod; showcase and support/discussion/questions/suggestions/reviews

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Gh0st
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Post by Gh0st »

download finished, install runs & hope I'll enjoy your newest release...!

[edit]
a stolen Enterprise,... (4x - at the beginning of the game)
Last edited by Gh0st on Tue May 05, 2009 10:23 am, edited 1 time in total.
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Post by thunderchero »

after more testing found bug with Bynars ship, AI is building more than one stolen enterprise at population jump. :x

not sure if it can be fixed so may have to come up with new idea. :?:

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Post by Spocks-cuddly-tribble »

thunderchero wrote:bug with Bynars ship, AI is building more than one stolen enterprise at population jump. :x
Why bug? Is there a known way in order to avoid random engine for 1-4 minor ships per evolution level & by game start(if meet requirements)?
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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Post by thunderchero »

Spocks-cuddly-tribble wrote:
thunderchero wrote:bug with Bynars ship, AI is building more than one stolen enterprise at population jump. :x
Why bug? Is there a known way in order to avoid random engine for 1-4 minor ships per evolution level & by game start(if meet requirements)?
Ok not a bug, But I have been unable to prevent them from building ship.

I was hoping since it was listed as a flagship AI would not build them. I was wrong. :cry:

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Post by Spocks-cuddly-tribble »

Maybe you could manipulate the Bynar evolution levels in order to fulfill build requirements(e.g. a spezific tech level) of ship only one time.

But aside of this point how was your plan for the setting of just one ship i.e. instead of 1-4 random?
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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Post by thunderchero »

Spocks-cuddly-tribble wrote:Maybe you could manipulate the Bynar evolution levels in order to fulfill build requirements(e.g. a spezific tech level) of ship only one time.

But aside of this point how was your plan for the setting of just one ship i.e. instead of 1-4 random?
not sure why, I did nothing but only race to start with only one ship?

just when population jump they get 4 :lol:

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Post by thunderchero »

I see a few downloads, :?

any comments or is this error free 8O

I understand All Ages mod may over shadow this small project :wink:

please any feedback. or final release will be put out soon.

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Post by stardust »

:lol: all my fault then :oops:

Mind in my case, with all the modding I've been learning I've not played a proper game of Botf in months.

Soon chane that though *rummages for Flagship mod on his desktop*
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Post by stardust »

Well I finally got round to having a go with this mod.
Romulans, advanced tech, I'm 60 turns in and at war with the galaxy and his Missus (nothing new there).

Had quite a few skirmishes with the Klinons, Ferengi, and a few of the minor races. So far so good on the tactical front, though I did jump when i was lynched by six stolen Enterprise's :lol:

btw, Was anything done to the sytem sizes on here? Either that or I'm having a lucky game, all my starting systems are 300-400 pop and I've picked up a few 400-500 pop minors along the way :)
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Post by thunderchero »

yes starting systems were set using this

starting system max population/planets

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Post by thunderchero »

NOTICE:

To anyone who is interested in advancing this mod.

please contact me (PM) and we would discuss How I may be able to help you advance with this project.

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Post by dferris06 »

Hey, great mod, one of my favorites. Quick question though, can the Flagships be destroyed? Every time i tried, even if i outnumbered them 45-1, i barely made a dent,

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Re: Multi FlagShip mod Beta released 5-3-2009

Post by thunderchero »

Hi Everyone,

Since this has no/little edited GUI from vanilla it was a simple edit to create a 1024 x 768 patch.

Flagship_mod_1024 patch.exe

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Re: Multi FlagShip mod Beta released 5-3-2009

Post by thunderchero »

Hi Everyone,

I have done a small update to this mod.

Flagship Mod 2.0

changes
bynar (stolen enterprise) was removed.
large map version added

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Re: Multi FlagShip mod Beta released 5-3-2009

Post by drokmed »

Hi thunderchero,

First, thanks for the Flagship mod! Me likey so far...

The Flagship mod 1024 patch https://www.armadafleetcommand.com/get- ... le_id=1958 doesn't work on Linux:

Code: Select all

daryl@ASUS:~/Downloads$ wine Flagship_mod_1024.exe

C:\users\daryl\Temp\is-PFRMI.tmp>BREAK OFF 
Can't recognize 'BREAK OFF' as an internal or external command, or batch script.

C:\users\daryl\Temp\is-PFRMI.tmp>KIX32.EXE  mod.kix  

   get install-path from the registry
C:\users\daryl\Temp\is-PFRMI.tmp>if ERRORLEVEL 1 pause 

C:\users\daryl\Temp\is-PFRMI.tmp>exit 
Patching Trek.exe for 1024x768... 

C:\users\daryl\Temp\is-PFRMI.tmp>BREAK OFF 
Can't recognize 'BREAK OFF' as an internal or external command, or batch script.

C:\users\daryl\Temp\is-PFRMI.tmp>KIX32.EXE  mod1.kix  
Could not open trek.exe!
done.

   get install-path from the registry
C:\users\daryl\Temp\is-PFRMI.tmp>if ERRORLEVEL 1 pause 

C:\users\daryl\Temp\is-PFRMI.tmp>exit 
daryl@ASUS:~/Downloads$ 
It looks like the KIX32.EXE, whatever that is, is trying to run at the linux command line, instead of in wine. I tried to manually change to the Temp directory, but the Temp directory has been deleted.

You need to modify the script to check for an error when KIX32 runs. If it fails "Could not open trek.exe!" then prefix the line with the "wine" command, such as "wine KIX32.EXE mod1.kix". That should fix it. Remember, linux is case sensitive at the linux command line, so use my example when editing.

An easier fix would be to ignore error handling, and just add two lines:

Code: Select all

wine KIX32.EXE mod.kix
and

Code: Select all

wine KIX32.EXE mod1.kix
Windows will just say bad command for the wine lines, which shouldn't be a problem.

Let me know if you fix this, and I'll test it here.

Thanks
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