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Question about the NO upgrades mod?

Posted: Wed May 07, 2014 2:31 pm
by Lukas2409
Hey I installed the no upgrades needed mod, let me just say, it's freakin amazing, saves so much time when starting up a new game.

However I have noticed one issue that I'd like to query for anyone else using it.
I've noticed the AI don't have a lot of military activity, I've got alliances with all 4 powers but a couple of them are at war with each other.
In all my games prior to this mod all the AI sides were pretty fierce and would create massive fleets to rival even my own.
But when I check intelligence they're all showing under 10% military strength, does anyone know how to get that aggressiveness back in the AI as it used to be a really fun challenge, as it stands now I could probably walk all over them in a few turns 4 on 1 which I've never been able to do before, I use cheats however that's never really given me an advantage, the AI has always kept up.

Any suggestions would be majorly appreciated! :D

Re: Question about the new upgrades mod?

Posted: Wed May 07, 2014 2:50 pm
by thunderchero
no upgrade mod was mainly just a test of the new code, no other changes were made to it. also no longer supported with updates.

You might want to try the new release of Ultimate mod 5 v2.1

viewtopic.php?f=29&t=2692

it also has no upgrades

other mods have lesser upgrades every other tech advancement, balance of power and galaxy mod. but both are no longer being supported with updates.

thunderchero

Re: Question about the NO upgrades mod?

Posted: Wed Apr 17, 2019 3:42 pm
by thunderchero
I was recently testing this mod and noticed same issue Lukas2409 described,

what I experienced was AI would not build ships above light cruiser :???:

After many hours of testing I found this mod was missing the "Production AI building behavior, the auto-build feature & food/energy deficit warning 100%" patch

This patch is preset for proper % for No Building upgrade mod.
Use BotF Patcher (QD patcher) to apply patch below
production_food_energy_deficit_warning_100%.patch
(1.1 KiB) Downloaded 158 times
In my last test game as Klingons, the AI built 100 plus warships each and game was no longer a walk in the park.

edit; they maybe building too well.... :shock:

as federation I am in trouble, not sure if I can even survive this one.

at turn 27;
romulans 28 ships 2 outposts
klingons 30 ships 1 outpost
ferengi 29 ships 4 outposts
cardassins 27 ships 3 outposts

here is screenshot
wow.jpg
wow.jpg (466.82 KiB) Viewed 5872 times
thunderchero

Re: Question about the NO upgrades mod?

Posted: Thu Apr 18, 2019 6:36 am
by Axis
Can this be an error in personally modified mods too? I mean, if you modify these buildings not to upgrade in any personal mod, can this problem be found after that too?

Re: Question about the NO upgrades mod?

Posted: Thu Apr 18, 2019 7:24 am
by thunderchero
yes it would, if you edited the Tech Level Bonus Factors (2%) and no main building upgrades

Re: Question about the NO upgrades mod?

Posted: Wed Apr 24, 2019 7:46 am
by SeaBee-T
Nice to see it being patched, and so recent! Will give it a go.

Re: Question about the NO upgrades mod?

Posted: Sun May 09, 2021 8:06 pm
by Dewbacca
Is the above mentioned patch pre-installed with current versions? (According to QD's patcher it is not)

Also, I am noticing there is not a "morale" boost to production. Is that Vanilla, or something with the NBU?

Morale boost also missing from research... and an interesting phenomena I had not noticed before...

On Sol each "Mass Replicator" produces +12 industry, while on Andor they build "Foundries" that only have +9 industry and there doesn't seem to be a mechanism to upgrade them to the Federation Mass Replicators.

Re: Question about the NO upgrades mod?

Posted: Sun May 09, 2021 8:32 pm
by thunderchero
no it was not added in last all in one update. (I forgot)

Re: Question about the NO upgrades mod?

Posted: Sun May 09, 2021 8:42 pm
by Dewbacca
Easy enough to add it with QD's patcher, so no worries, I was just wondering "if" and reasoning. Half of that I figured out on my own... you graciously provided the other half.

I'm seeing the "red energy warning" as well and trying to locate the patch for that... I thought I had downloaded it already.

Re: Question about the NO upgrades mod?

Posted: Sun May 09, 2021 8:52 pm
by Dewbacca
Ok, I DO have it downloaded AND installed with the correct settings and am still getting the red energy warning.

"bonus values for UCW 21% (15 hex) all tech types
bonus values for NBU 100% (64 hex) all tech types
bonus values for UM5 Food 30% (1E hex), industry 80% (50 hex), Energy 30% (1E hex), Intel 100% (64 hex), Research 50% (32 hex)"

# change XX to disired food bonus %
<< 0x000f493d 64 52 8b 57 14 52 6a

So at a loss there.

Re: Question about the NO upgrades mod?

Posted: Sun May 09, 2021 9:11 pm
by thunderchero
morale popup has not been updated either since release this might help but not sure.

first "remove" this patch this is old popup patch.
production_Bonus_Popup_NBU%.patch
(4.43 KiB) Downloaded 73 times
then install this patch new popup patch.
production_Bonus_Popup_100%.patch
(4.35 KiB) Downloaded 73 times
in my tests proper energy deficit displays red on left?

edit: energy will also only display red on right if you have no population assigned to energy and no structures that give energy.

Re: Question about the NO upgrades mod?

Posted: Mon May 10, 2021 8:22 pm
by Dewbacca
All 3 production patches showed installed upon opening QD's patcher.
Removing any one of them removes all 3, and installing any one of them installs all 3.

It's worth a Spock eyebrow lift.

Re: Question about the NO upgrades mod?

Posted: Mon May 10, 2021 8:58 pm
by thunderchero
when you hover over industry, intel or research does it display morale % bonus?
morale.jpg
morale.jpg (252.56 KiB) Viewed 3793 times
on a fresh install of NBU mod
production_Bonus_Popup_NBU%.patch (displayed red conflicts)
production_Bonus_Popup_100%.patch (displayed red conflicts)

production_food_energy_deficit_warning_100%.patch (not installed)

but doing as I stated will allow morale to display as above.

Re: Question about the NO upgrades mod?

Posted: Tue May 11, 2021 11:50 pm
by Dewbacca
A follow up on my efforts, not success I am afraid.

I deleted the production XX patch, the oldest one... and now the NEW patches will not show up in QD's patcher.

I have deleted them and reinstalled them but they do not show up as installed or not.

The game as it stands DOES NOT show any morale bonus... but I cannot confirm or deny what patches are installed at this point.

I CAN confirm that Sol, with energy structures and population in them does not show any energy deficits.

A new colony with ONLY wind turbines and an excess of 50 energy shows a RED deficit on the right hand screen of "Zero" energy.

Adding an energy structure still shows a deficit, adding population resolves.

Deficit shows correctly when you do not have enough energy to power structures on any given system.

Re: Question about the NO upgrades mod?

Posted: Wed May 12, 2021 8:07 am
by thunderchero
Dewbacca wrote: Tue May 11, 2021 11:50 pm I deleted the production XX patch, the oldest one... and now the NEW patches will not show up in QD's patcher.

I have deleted them and reinstalled them but they do not show up as installed or not.
time stamp is system created and does not represent if file is older or newer or out of date

these 2 comments makes me wonder if you know how to use bof_patcher?

just having patches does not change the trek.exe they must be applied to the proper trek.exe

deleting a patch (file) will not remove patch from trek.exe.

open bof_patcher
from dropdown menu select the trek.exe you want to edit
trek.jpg
trek.jpg (113.88 KiB) Viewed 3761 times
select the location of the patch folder
in this case I created a new folder in the install path of NBU named "patches"
folder.jpg
folder.jpg (110.82 KiB) Viewed 3761 times
to remove a patch (even if displays red)
select the patch, the color of the line selected will change to purple
selectr.jpg
selectr.jpg (122.75 KiB) Viewed 3761 times
next you need to tell the patcher to remove patch by selecting remove button
selected patch line will change to dark red
remove.jpg
remove.jpg (121.34 KiB) Viewed 3761 times
after line is dark red you need to apply the changes to the trek.exe by selecting the apply button
the line will change to not have any highlight color.
rapply.jpg
rapply.jpg (113.26 KiB) Viewed 3761 times
to install a patch or patches select the lines with the patch you want to install
the line will change to purple again
iselect.jpg
iselect.jpg (122.63 KiB) Viewed 3761 times
next select the install button
line will change to yellow
install.jpg
install.jpg (126.65 KiB) Viewed 3761 times
then select apply button
line will change to green
applyg.jpg
applyg.jpg (120.54 KiB) Viewed 3761 times
close bof_patcher

in this example only 2 patches were installed but all 3 turned green this is due to one patch changes only part of the other patch.
this is just 1 example from the two files
Production Bonus Popup 100%
<< 0x000f4b28 55 1c 52
Production Bonus Popup NBU%
<< 0x000f4b28 55 1c 52 50