Wormholes, Territory, SectorClaimCheck

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Re: Wormholes, Territory, SectorClaimCheck

Post by Spocks-cuddly-tribble »

Tethys wrote: Sun Feb 13, 2022 1:02 amShould 80 38 0A cmp byte ptr [eax], 0Ah instead be 66 80 38 0A cmp word ptr [eax], 0Ah ?
Shouldn't matter (and default uses dword not word i.e. same code length as byte in this case).

But I suspect the code works but might cause conflicts with other codes e.g. with territory pics.

In case you are willing to invest more time in this minor feature:

Try again with this for diagnostic: (you identified this as code mirror for territory pics)

EDIT: Your test 447442: 01 -> 00 (unclaim all no station & uninhabited sectors) seems to contradict my theory, since it did not crash the game despite of this deviation!

Code: Select all

AUTO:004471B7                 jbe     short loc_4471BE -> jmp 0x465B7 (76) -> EB (reset after test)
If your wormhole code doesn't crash anymore and works for stations (displaying contested territory only, seen in your picture above) then you need to duplicate a second variant of the code like this:

Replace with long jump to relocation code loc #2:

Code: Select all

AUTO:004471B9                 mov     [esp+4], ecx
AUTO:004471BD                 inc     ebp

Code: Select all

loc_4471BE: unchanged
AUTO:004471BE                 inc     ecx
@ relocation loc #2

Code: Select all

mov     eax, [esp]
movsx eax, word [eax+A] sector.lst anomalyID -1 if none
cmp eax,-1
jz go loc X below -> set claim
imul eax,58h
add eax, [5A36CC]
cmp byte [eax], 0A
jz 4471BE skip claim
loc X: set claim
mov     [esp+4], ecx
inc     ebp
jmp 4471BE

EDIT:
Tethys wrote: Sun Feb 13, 2022 1:02 amI'm on hold until Tuesday :(
Tuesday is also a good day for aft torpedo launchers: :wink: viewtopic.php?p=54576#p54576
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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Re: Wormholes, Territory, SectorClaimCheck

Post by Tethys »

Spocks-cuddly-tribble wrote: Sun Feb 13, 2022 8:44 am EDIT:
Tethys wrote: Sun Feb 13, 2022 1:02 amI'm on hold until Tuesday :(
Tuesday is also a good day for aft torpedo launchers: :wink: viewtopic.php?p=54576#p54576
I have no idea how I missed that mod! Top notch! I've always been bugged about ships not having aft launchers! Unfortunately, the Nexus came by and we're all outta torpedo launchers until the Romulans give up that wormhole.. but I promise I will add it after. Seems like a lot of ship list work, since I have every min beam range set to something else; none of them appear to exceed 360.0
Spocks-cuddly-tribble wrote: Sun Feb 13, 2022 8:44 am Try again with this for diagnostic: (you identified this as code mirror for territory pics)

EDIT: Your test 447442: 01 -> 00 (unclaim all no station & uninhabited sectors) seems to contradict my theory, since it did not crash the game despite of this deviation!
Is there any way to import the labels and comments from, say, your IDB to one that is recently created, with some differing code of course? My assumption is not, and if there is, it's probably pretty dirty and incomplete..

Edit: Still crashing. BTW, It happened after I changed the stellar info ptr for the wormhole 0A. Perhaps the old code was correct ? (i have not tried changing the movsx.. as you said probably useless)
Spocks-cuddly-tribble wrote: Sun Feb 13, 2022 8:44 am(you identified this as code mirror for territory pics)
I believe this is territory overlay mostly. I was still able to colonize and built bases within the diagonal stripes. Still no cookie at the wormhole. Although, when this is figured out, the territory should be adjusted as well (contested overlay for wormhole 0A, sector claim = UNCLAIMED)

Edit 2: territory_accessible_loop does absolutely nothing. I noped from 447467 all the way to 447492 and it had NO effect on ANYthing whatsoever. I think this area could be for peace treaty ??? GALM uses borders unlocked mod, so I cannot verify that at the moment. Might be useful codespace in this area...

I am going to do some more test before the night is over, I have some suspicions..
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Re: Wormholes, Territory, SectorClaimCheck

Post by Spocks-cuddly-tribble »

Tethys wrote: Mon Feb 14, 2022 10:13 pmnone of them appear to exceed 360.0
See post above the aft torpedo code. viewtopic.php?p=52676#p52676

It's just unused remains of an early development feature for phaser firing arc (forward direction) before it was controlled by the trek.exe phaser slot values for the hob phaser slots. 360 degree means phasers can fire in any direction.

Btw adjusting phaser firing arcs for each phaser slot via trek.exe phaser slot bitmask would be even more work.... :mad:

In ECM 5 I use the feature for cruisers only (most 45 degree aft, BoPs no aft launchers, all strike cruiser 360 degree torpedo arc.

And there is even more interesting fixes and patches like this: viewtopic.php?p=54579#p54579

Most are listed in this topic, but it's kinda hard to follow: viewtopic.php?p=54606#p54606

Tethys wrote: Mon Feb 14, 2022 10:13 pmIs there any way to import the labels and comments from, say, your IDB to one that is recently created, with some differing code of course?
I can't say, since I'm no expert (still using a ten+ years old IDA version).

Tethys wrote: Mon Feb 14, 2022 10:13 pmStill crashing. BTW, It happened after I changed the stellar info ptr for the wormhole 0A. Perhaps the old code was correct ?
The old/wrong code did nothing (couldn't read stellinfo). So it's either an error/bug in the patch code or some other conflict.

But you could try ONLY with overlay patch for wormhole (my code for relocation loc #2), if this also crashes then I made a mistake.

Tethys wrote: Mon Feb 14, 2022 10:13 pmAlthough, when this is figured out, the territory should be adjusted as well (contested overlay for wormhole 0A, sector claim = UNCLAIMED)
Above code for relocation loc #2 should do that (if the code works). There is only two codes reading the claim predictors for free sectors.

Tethys wrote: Mon Feb 14, 2022 10:13 pmEdit 2: territory_accessible_loop does absolutely nothing. I noped from 447467 all the way to 447492 and it had NO effect on ANYthing whatsoever. I think this area could be for peace treaty ??? GALM uses borders unlocked mod, so I cannot verify that at the moment. Might be useful codespace in this area...
Of course it's a treaty depending feature in vanilla BotF. But even if your mod doesn't use this feature, providing a patch that works for all mods would be nice.
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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Re: Wormholes, Territory, SectorClaimCheck

Post by Tethys »

AT LAST, some progress! edi+0A seems to be something about empty/no pop systems, not anomalies as I had previously thought.. as you can see, the code has unclaimed uncolonized systems as well as anomalous sectors.
botf6.png
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botf7.png
botf7.png (549.18 KiB) Viewed 2795 times

Code: Select all

8B 47 0A      mov eax, [edi+0A]
83 F8 FF      cmp FF
75 52         jnz no claim
Now I need to figure out why previous code did not work.. probably don't need the sign extend. I will play with it but this seems to suit my needs for now! :D

Edit: Interesting... I've laid claim to the wormhole, without the outpost... I feel like I am very close (using no sign extend)
botf8.png
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Last edited by Tethys on Thu Feb 17, 2022 2:03 am, edited 1 time in total.
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MOD PATCHFILE Unclaimed Anomalies & Uninhabited 3

Post by Tethys »

Patch number 3 (number 2 will be unclaim all anomaly, patch 1 will be unclaim wormhole only)

This patch will remove claim for uninhabited systems and anomalies (such as wormholes, blackholes, etc) unless a station is present

This patch is untested. This patch uses relocation table codespace!

Code: Select all

NAME: Unclaimed Anomalies & Uninhabited 3 (mod)
AUTHOR: Tethys & Spocks-cuddly-tribble
DESC: This patch file disallows sector claim for anomalies and uninhabited systems without a station present.
DESC: patch file name: unclaimed_sectors_3.patch
URL: https://www.armadafleetcommand.com/onscreen/botf/viewtopic.php?f=4&t=4131&p=55779#p55779
TAG: 

# >>  = current value

# <<  = new value

>> 0x00046839 8B 04 24 8A 0C 24 89 45 10 B0 01 8A 7F 0E D2 E0 08 C7 31 C0 88 C8 69 C0 BC 01 00 00 BA 98 1A 5B 00 89 FE 88 4C 24 10 88 7F 0E 01 C2 31 C0
>> 0x0001a1f00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00

<< 0x00046839 8B 47 0A 83 F8 FF 75 52 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 E9 A6 56 24 00 90 90 90 90 90 90 90 90 90 90 90 90 90
<< 0x0001a1f00 8B 04 24 8A 0C 24 89 45 10 B0 01 8A 7F 0E D2 E0 08 C7 31 C0 88 C8 69 C0 BC 01 00 00 BA 98 1A 5B 00 89 FE 88 4C 24 10 88 7F 0E 01 C2 31 C0 E9 34 A9 DB FF
Note: I still have not been able to fashion the final result, I believe there is something wrong with the sign extend (data may be missing/incomplete) since when I add that is when it crashes. I have the rest of the code in place without crashing, except for the initial movsx. I assume this is tied to imul 58h signed multiply. The issue is here somewhere...

Edit: I have since messed up the semi-working claimed wormhole code and cannot reproduce it. Tired :(
Last edited by Tethys on Thu Feb 17, 2022 9:21 pm, edited 5 times in total.
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Re: Wormholes, Territory, SectorClaimCheck

Post by Tethys »

Ha, I just needed a little sleep that's all. So the jump needed is the if less than jl (7C xx) sign/overflow flag

Using this jump creates a condition where uninhabited systems remain in claim, but ALL anomalies are out of claim. (No claim to 0A wormhole as previous screenshots).
botf9.png
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botf10.png
botf10.png (560.14 KiB) Viewed 2768 times
SCT I want to thank you for not just giving away the answers, but allowing me to gain knowledge through practice and patience. Patch 2 incoming. :up:
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MOD PATCHFILE Unclaimed Anomalies

Post by Tethys »

Patch number 2 (patch 1 will be unclaim wormhole only)

This patch will remove claim for all anomalies (such as wormholes, blackholes, etc) unless a station is present

This patch is untested. This patch uses relocation table codespace!

Code: Select all

NAME: Unclaimed Anomalies (mod)
AUTHOR: Tethys & Spocks-cuddly-tribble
DESC: This patch file disallows sector claim for anomalies in sectors without a station present.
DESC: patch file name: unclaimed_sectors_2.patch
URL: https://www.armadafleetcommand.com/onscreen/botf/viewtopic.php?f=4&t=4131&p=55782#p55782
TAG: 

# >>  = current value

# <<  = new value

>> 0x00046839 8B 04 24 8A 0C 24 89 45 10 B0 01 8A 7F 0E D2 E0 08 C7 31 C0 88 C8 69 C0 BC 01 00 00 BA 98 1A 5B 00 89 FE 88 4C 24 10 88 7F 0E 01 C2 31 C0
>> 0x0001a1f00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00

<< 0x00046839 8B 47 0A 83 F8 FF 7C 52 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 E9 A6 56 24 00 90 90 90 90 90 90 90 90 90 90 90 90 90
<< 0x0001a1f00 8B 04 24 8A 0C 24 89 45 10 B0 01 8A 7F 0E D2 E0 08 C7 31 C0 88 C8 69 C0 BC 01 00 00 BA 98 1A 5B 00 89 FE 88 4C 24 10 88 7F 0E 01 C2 31 C0 E9 34 A9 DB FF

Once I finish (whether or not sign extend is really needed or not..) I will update ALL patch files with current code (only all jmps etc shifted right one byte)

! So please use these patch files for testing purpose only !

Time for another break, still cannot duplicate wormhole check.\

Interestingly, the following code uses sign extend mov and performs the exact same function as above in my tests. I had to change the jump statement for it to function properly, as with sign it was claiming all sectors. Feels like this should be easier than it's turning out to be :lol:

Code: Select all

NAME: Unclaimed Anomalies Alt (mod)
AUTHOR: Tethys & Spocks-cuddly-tribble
DESC: This patch file disallows sector claim for anomalies in sectors without a station present.
DESC: patch file name: unclaimed_sectors_2.patch
URL: https://www.armadafleetcommand.com/onscreen/botf/viewtopic.php?f=4&t=4131&p=55782#p55782
TAG: 

# >>  = current value

# <<  = new value

>> 0x00046839 8B 04 24 8A 0C 24 89 45 10 B0 01 8A 7F 0E D2 E0 08 C7 31 C0 88 C8 69 C0 BC 01 00 00 BA 98 1A 5B 00 89 FE 88 4C 24 10 88 7F 0E 01 C2 31 C0
>> 0x0001a1f00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00

<< 0x00046839 0F BF 47 0A 83 F8 FF 75 51 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 E9 A4 56 24 00 90 90 90 90 90 90 90 90 90 90 90
<< 0x0001a1f00 8B 04 24 8A 0C 24 89 45 10 B0 01 8A 7F 0E D2 E0 08 C7 31 C0 88 C8 69 C0 BC 01 00 00 BA 98 1A 5B 00 89 FE 88 4C 24 10 88 7F 0E 01 C2 31 C0 E9 34 A9 DB FF
Last edited by Tethys on Sat Feb 19, 2022 6:20 pm, edited 7 times in total.
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Re: Wormholes, Territory, SectorClaimCheck

Post by Tethys »

Still no luck. I think we'll have to settle for all anomaly no claim. I've narrowed down the problem to:

Code: Select all

AUTO:00447449 030 03 05 33 36 5A 00                               add     eax, ds:dword_5A3633 ; Add
AUTO:0044744F 030 80 38 0A                                        cmp     byte ptr [eax], 0Ah ; Compare Two Operands
AUTO:00447452 030 74 3F                                           jz      short no_claim  ; Jump if Zero (

Code: Select all

AUTO:00447449 030 03 05 CC 36 5A 00                               add     eax, ds:dword_5A36CC ; Add
AUTO:0044744F 030 83 38 0A                                        cmp     dword ptr [eax], 0Ah ; Compare Two Operands
AUTO:00447452 030 74 3F                                           jz      short no_claim  ; Jump if Zero (

Code: Select all

AUTO:00447449 030 80 B8 CC 36 5A 00                               cmp     eax, ds:dword_5A36CC ; 
AUTO:0044744F 030 0A 90 90                                             , 0Ah ; Compare Two Operands
AUTO:00447452 030 74 3F                                           jz      short no_claim  ; Jump if Zero (
All of these appear to crash. I will have to find another way to cmp the wormhole. Tried everything I could think of, no luck...
I am satisfied with my current result, so if you want to perfect it.. I'm not going to complain. Brain is toast right now.

Code: Select all

AUTO:00447449 030 90 A1 CC 36 5A 00                               mov     eax, ds:dword_5A36CC ; 
AUTO:0044744F 030 83 38 0A                                        cmp     dword ptr [eax], 0Ah ; Compare Two Operands
AUTO:00447452 030 74 3F                                           jz      short no_claim  ; Jump if Zero (
Does not crash, but has no effect good or bad. (Made this a separate post to avoid patch file post for confused Pakleds)

Also, weird things are happening with border access. I never pressed turn and therefore never saw this issue until now. Some disputed territory is inaccessible, but other territory I can fly straight through. The patch must be bugged. I really must be tired, because I reenabled the territory borders. Everything is working as it should.

Edit: The bug has carried over into the save game. Not sure how.
Edit 2: Ok, the bug was just a JNZ that got changed to JBE in the accessible section. All appears good now. Patches should be fine.
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Re: Wormholes, Territory, SectorClaimCheck

Post by Flocke »

Tethys wrote: Thu Feb 17, 2022 7:43 pmBrain is toast right now.
I really must be tired, because I reenabled the territory borders.
Ha, I hear you! And indeed the best ideas always come when you had some sleep.
Impressive work dude! :up:
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Re: Wormholes, Territory, SectorClaimCheck

Post by Spocks-cuddly-tribble »

Tethys wrote: Thu Feb 17, 2022 1:04 amedi+0A seems to be something about empty/no pop systems, not anomalies as I had previously thought.. as you can see, the code has unclaimed uncolonized systems as well as anomalous sectors.
You are a fellow of infinite jest, aren't you?

Look at the wiki: cmp, dword [sector.lst+A],-1 reads word anomaly ID @+A & word star ID @+C at the same time.

word = 2 bytes
dword = 4 bytes


Also I just tested a variant of below code and it works flawlessly, I didn't even need to change the overlay code, which is strange.

Code: Select all

447439 jmp loc_relocation code

loc_relocation code

movsz  eax, word edi [+0A]
cmp eax,-1
jz no anomaly -> go loc_set_claim below
imul eax,58h
add eax, [5A36CC]
cmp dword [eax], 0A
jz 447493 wormhole -> no claim
loc_set_claim
mov     eax, [esp]
mov     cl, [esp]
jmp 44743F
Thunderchero already tracked down your IP address and send the guys with the batons.... :twisted:
So you should use one of the unclaimed wormholes right now to escape punishment. :razz: :wink:
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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Re: Wormholes, Territory, SectorClaimCheck

Post by thunderchero »

Spocks-cuddly-tribble wrote: Fri Feb 18, 2022 1:37 pm Thunderchero already tracked down your IP address and send the guys with the batons.... :twisted:
So you should use one of the unclaimed wormholes right now to escape punishment. :razz: :wink:
you never said, so to be clear the "guys" asked me "knee caps or fingers"?
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Re: Wormholes, Territory, SectorClaimCheck

Post by Tethys »

thunderchero wrote: Fri Feb 18, 2022 4:05 pm
Spocks-cuddly-tribble wrote: Fri Feb 18, 2022 1:37 pm Thunderchero already tracked down your IP address and send the guys with the batons.... :twisted:
So you should use one of the unclaimed wormholes right now to escape punishment. :razz: :wink:
you never said, so to be clear the "guys" asked me "knee caps or fingers"?
Why not kneecaps AND fingers? Keeps me home and away from modding LOL
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Re: Wormholes, Territory, SectorClaimCheck

Post by thunderchero »

Tethys wrote: Fri Feb 18, 2022 5:34 pm
thunderchero wrote: Fri Feb 18, 2022 4:05 pm
Spocks-cuddly-tribble wrote: Fri Feb 18, 2022 1:37 pm Thunderchero already tracked down your IP address and send the guys with the batons.... :twisted:
So you should use one of the unclaimed wormholes right now to escape punishment. :razz: :wink:
you never said, so to be clear the "guys" asked me "knee caps or fingers"?
Why not kneecaps AND fingers? Keeps me home and away from modding LOL
no kneecaps only so you can complete update so next AIO update can be released lol
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MOD PATCHFILE Unclaimed Wormholes

Post by Tethys »

botf11.png
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botf12.png
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Patch 1, wormhole only!

Code: Select all

NAME: Unclaimed Wormholes (mod)
AUTHOR: Tethys & Spocks-cuddly-tribble
DESC: This patch file disallows sector claim for wormhole systems only without a station present.
DESC: patch file name: unclaimed_sectors_1.patch
URL: https://www.armadafleetcommand.com/onscreen/botf/viewtopic.php?f=4&t=4131&p=55798#p55798
TAG: 

# >>  = current value

# <<  = new value

>> 0x00046839 8B 04 24 8A 0C 24
>> 0x0001a1f00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00

<< 0x00046839 E9 C2 56 24 00 90
<< 0x0001a1f00 0F BF 47 0A 83 F8 FF 74 12 6B C0 58 03 05 CC 36 5A 00 83 38 0A 0F 84 78 A9 DB FF 8B 04 24 8A 0C 24 E9 19 A9 DB FF

SCT wrote:Also I just tested a variant of below code and it works flawlessly, I didn't even need to change the overlay code, which is strange.
You mean this exact variant :lol: Seems to work with no issues to report. Clicking turn now...

Project completed. Case closed! *smacks gavel*

Now, TC was saying something about giving range to the wormhole... :roll:
SCT wrote:You are a fellow of infinite jest, aren't you?
I think the next project I want to work on is extending the ship types/functions. I would like to add a ship function for Fighter ships (into the fast attack group), and Turrets (into the slow/artillery group). I would also look into adding a 3rd starbase type, or maybe it's smarter to look into a manual upgrade feature (if Outpost II is available, TT will build Outpost I and you will get Upgrade button in orders menu to upgrade to Outpost II from the TT orders [TT same sector requirement]) Surely this must be possible. But this is all talk for a new topic (which I will be creating soon)
Last edited by Tethys on Sat Feb 19, 2022 6:19 pm, edited 1 time in total.
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Re: Wormholes, Territory, SectorClaimCheck

Post by thunderchero »

Tethys wrote: Fri Feb 18, 2022 8:57 pm Now, TC was saying something about giving range to the wormhole... :roll:
I was thinking something basic, use ship map range with a basic range table. +1 if short, +2 if med, +3 if long, from end point of wormhole?

but I am not much help right now for coding.
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