No Building Upgrades Mod 4.0 (updated 5-12-16)

No Building Upgrades Mod; showcase and support/discussion/questions/suggestions/reviews

Moderator: thunderchero

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thunderchero
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No Building Upgrades Mod 4.0 (updated 5-12-16)

Post by thunderchero »

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

Hi Everyone,

---> Main building only use type 1 with 100% increase for bonus per tech level. (intel and research require all tech levels for next bonus increase)

with the update of ECM here is an updated version of No Building Upgrades Mod 4.0

New version link
No Building Upgrades Mod 4.0

in change to game play

---> Main building only use type 1 with 100% increase for bonus per tech level. (intel and research require all tech levels for next bonus increase)

changes to version 4.0
Evade/retreat crash new hob fix applied with improved 512 x 512 textures
% chance of dilth in free system increased from 10% to 25%
minimum starting population for free system set to 225
minimum starting population for Minor Race Systems set to 250
minimum starting population for Additional Major Empire Starting Systems set to 275
disabled the command ship solo-targeting restriction.
new code for bonus popup displays proper % for all production types.

This mod has always been based on ECM so all patches are applied except;
Adding the Planet Killer
Borg Attack Message fix for Uninhabited Systems
Disabling the chasing ships away / morale-boosting exploit
Phantom-Dilithium fix

enjoy

thunderchero
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Flocke
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Re: New Mod for you to try

Post by Flocke »

I havn't tested but have to laugh on it's name. :lol:
No upgrades make development of colonies easier but no less micromanagement, at least the way I play.
Even worse, with colonies sooner being as capable as my home system I'd give them more attention when optimizing ship production and things :lol:
I couldn't even say well let's use autobuild and only build some structures for intel/intel-defense, maybe some research, no they'd be all same important, only population and system bonus differs!
no micromanagement, good joke boy
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Re: New Mod for you to try

Post by thunderchero »

Flocke wrote:I havn't tested but have to laugh on it's name. :lol:
No upgrades make development of colonies easier but no less micromanagement, at least the way I play.
Even worse, with colonies sooner being as capable as my home system I'd give them more attention when optimizing ship production and things :lol:
I couldn't even say well let's use autobuild and only build some structures for intel/intel-defense, maybe some research, no they'd be all same important, only population and system bonus differs!
no micromanagement, good joke boy
Ok lol you are right it should be named "no main building upgrades" but thats too long lol

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Re: New Mod for you to try

Post by anjel »

could be "NoMBM" or "NoMMM"... still long ? :?
I´ll give it a try, there´s a reason why the federation founding members were four, Earth, Andor, Vulcan and ALPHA CENTAURY. So i think this mod honor to them. :wink:
Live long and propser
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Re: New Mod for you to try

Post by Tethys »

So far so good, I like it.
Not for the weak of heart...
Galaxies MOD v0.4.0 <--- GALM/Galaxies Mod latest version
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Re: New Mod for you to try

Post by thunderchero »

this might be a short release it still has a lot of tweaking and changes that could be made.

In my test T1 start turn 60 membered first minor 15 of each food, industry, energy, research (minors rarely build intel)

turn 96 membered 11 more minors via mudd 15 -28 of each food, industry, energy, research. 1 minor 5 of each 2 minors no research (bandi and mintakans)

now some might consider this a drawback but none of the minors were higher tech than me. I guess this would be same for any race you subjugate too. (It gave same bonus as my systems)

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Re: New Mod for you to try

Post by thunderchero »

quote from this post
viewtopic.php?f=4&t=2175&p=30385&sid=4c ... 371#p30385
Flocke wrote:another nice idea would be to finally fix the minor's upgrade bug, sometimes loosing their factories and research centers
alot of research has been done on minor development but a final fix is still missing
also it would be great to make the minor's evolution relate better to the game settings
this mod in unreleased version is getting very close to fixing these bugs.

in all my tests when membering minors even at turn 10 then have some structures for food, energy, and industry.

I have also fixed the minors getting stuck with private farm and not able to upgrade (they never have them)

and by using the tech % increase there output is all ways the same as the controlling race. (no big minor race tech boost)

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Re: New Mod for you to try

Post by TheFajeth »

Hey thunderchero and hello forum!

I am reading here and playing the botf mods now for years and finally i manage to respond ;)

I am very thankfull to this mod, it's a great thing that all of these upgrading is gone. In addition to this, colonies on later techs are far quicker usefull - very nice! I can also concentrate myself now on building my main ship-systems, because small colonies are buld out after 30-40 rounds (and only get some new buildings by advancing techs)

By having this, rounds go much faster to play! I would like to see more of this mod, so if you like, keep working on it!

2 things i was wondering about:

is it easy to make other mods using the same mechanism? If so, how can I mod them myself (I knwo the UE, but I am not sure how to set the tech bonus)?
is there any way to adjust minor races behavior? Such as building lists and especially making their ships? I really like to see minors who can defense theirselves with some ships

Really looking forward to your answer

greetings!
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Re: New Mod for you to try

Post by thunderchero »

Hi TheFajeth

first to use tech level multiplier you would need to hex edit the trek.exe. here is the topic about changing.

viewtopic.php?f=9&t=238&p=2834&hilit=Te ... db2b#p2834

as for other changes I just did a lot of editing of main structures to setup all races only using 1 of each type of the main buildings with UE.

Btw here is the final release of this mod

No_Building_Upgrades_Mod.exe

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Re: New Mod for you to try

Post by TheFajeth »

Thx for the quick answer. Seems to be a lot of work? However, maybe other modders like this system as much as me and maybe integrate them in further mods.

Is there a full changelist for the final release?
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Re: New Mod for you to try

Post by thunderchero »

TheFajeth wrote:Is there a full changelist for the final release?
no change list final release only fixed the errors dev version 2 introduced into trek.exe

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Re: New Mod for you to try

Post by Miscent »

Hi Guys.
You probably don't know me. My friends and me have been playing most of the mods for a long time.
I've been coming to this site for many years now to look for new stuff and the opinions from others on the mods.
Oh and I'm from holland and more of a math guy, so don't watch my grammar to much :wink: .

I've tried a round with this mod and I really like it.
The upgrading could really take the pace out of the game (didn't like the 20+ upgrades, but who does?).
As TheFajeth stated. It would be nice to see this mod integrated with other mods. But for me thats more because of the shiplists.
The style of shiplists like UDM or BOP is much more appealing to me then the old style (the way of upgrading).
Is there any chance this mod will get this kind of shiplist if it gets popular enough?
Its a big thing to ask, I know. I've done some basic edditing and its time consuming.
But its never wrong to ask.

Anyway, you made a good mod, and even didn't had to change the whole game.
That is called, good thinking!

Thanks for this,

Miscent
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Re: (updated) No Building Upgrades Mod 3.0

Post by thunderchero »

I have updated this mod and added % tech level bonus for all 5 types (food, industry, energy, intel, research) this is now based on ECM 3.0 (less dilth fix)

note; the bonus does not show when hovering over intel and research. but correct bonus is applied.

No Building Upgrades Mod 3.0
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Re: No Building Upgrades Mod 4.0 (updated 5-12-16)

Post by thunderchero »

Mod updated see first post

enjoy

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Re: No Building Upgrades Mod 4.0 (updated 5-12-16)

Post by EnPhreg »

are there any serious reason why you omitted some of the ecm patches?
or can i install them on my own via QD's patcher without risk?
(for Disabling the chasing ships away/morale-boosting exploit fix the reason is clear)
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