Larger Taskforces Patch

Larger Taskforces Patch; support/discussion/questions

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QuasarDonkey
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Larger Taskforces Patch

Post by QuasarDonkey » Tue Oct 14, 2014 4:30 pm

An experimental patch has been developed that extends taskforces from a maximum of 9 ships to 18 ships.

You can get it here: BotF Taskforces Patch at sourceforge

This patch has been under development on-and-off since 2011, but was too unstable for use. With contributions from thunderchero, it now seems quite stable, but the patch needs further testing.

There are some caveats to using this patch:
:!: It breaks compatibility with existing SAV files! You can't load up your old savegames, nor can new savegames be loaded up with an unpatched version.
:!: All participants in a multiplayer game must patch the game with the same ships per taskforce limit (e.g. all players with 18 ships).
:!: As a workaround for an instability in the patch, the AI has been prevented for forming taskforces (i.e. the AI has only 1 ship per taskforce).

Other notes:
:arrow: Because of the complexity of this patch, it does conflict with other patches such as the Instant Terraforming bugfix and the Ship Scrapping exploit fix. Therefore the taskforce patchtool will check for these patches, and automatically adjust them. So if you want those patches, install them first, then the taskforces patch!

:arrow: Finally, if you are modder, make a backup of your trek.exe. The patch has no uninstall option right now.

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Tethys
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Re: Larger Taskforces Patch

Post by Tethys » Tue Oct 14, 2014 4:58 pm

:shock: :smile: :grin: :mrgreen: :twisted: :razz: :roll: :cool: :lol:

AWESOME!!!!!
Not for the weak of heart...
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thunderchero
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Re: Larger Taskforces Patch

Post by thunderchero » Tue Oct 14, 2014 6:16 pm

Thanks again for your efforts on this QD,

It is a great improvement in game play.

just a couple notes on settings

on 800 x 600 the lower panel will not display all ships in task force 4 top row and 8 on bottom row (other ships appear as ships are removed)
(you can squeeze 5 on top row, 10 bottom row using 55 as width)

with replacement wdf files you can get all 18 to display see this post
viewtopic.php?f=298&t=3247&p=43291#p43291

here is best settings for 800 x 600
800.jpg
800.jpg (59.19 KiB) Viewed 4203 times
on 1024 x 768 the lower panel will display all ships in task force 7 top row and 11 on bottom row

here is best settings for 1024 x 768
1024.jpg
1024.jpg (59.43 KiB) Viewed 4203 times
thunderchero

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Flocke
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Re: Larger Taskforces Patch

Post by Flocke » Tue Oct 14, 2014 7:39 pm

awesome work! :up:
and limiting ai to one ship per fleet really is no flaw, I always struggled counting them :grin:

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Maddin1701
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Re: Larger Taskforces Patch

Post by Maddin1701 » Wed Oct 15, 2014 4:04 am

Thanks for this patch, I'll test it soon :cool:
Is this patch compatible with mpr++?

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Re: Larger Taskforces Patch

Post by rawsy » Wed Oct 15, 2014 4:59 am

many thanks

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Re: Larger Taskforces Patch

Post by SeaBee-T » Wed Oct 15, 2014 7:13 am

Thanks for the update via e-mail. Would have missed this announcement otherwise. Great job! :up:

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thunderchero
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Re: Larger Taskforces Patch

Post by thunderchero » Wed Oct 15, 2014 7:26 am

Maddin1701 wrote:Is this patch compatible with mpr++?
yes, I tried to test all possible combinations. but if any one finds something that is not compatible let us know.

but as QD noted this should be final thing installed. using some patches may show conflicting locations or show red due to changes

thunderchero

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anjel
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Re: Larger Taskforces Patch

Post by anjel » Wed Oct 15, 2014 8:05 am

yeah baby !!!

great news :up: , at last we won´t have large list of 9´s, lol

thank you guys :wink:

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iron420
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Re: Larger Taskforces Patch

Post by iron420 » Wed Oct 15, 2014 8:43 am

Wow guys! Thats amazing! You guys never cease to impress me. I'm gonna get my friends together and lan out a test session for this asap!

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Maddin1701
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Re: Larger Taskforces Patch

Post by Maddin1701 » Wed Oct 15, 2014 9:25 am

thunderchero wrote:
yes, I tried to test all possible combinations. but if any one finds something that is not compatible let us know.

but as QD noted this should be final thing installed. using some patches may show conflicting locations or show red due to changes

thunderchero
Thanks for reply :up:

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Re: Larger Taskforces Patch

Post by Tethys » Wed Oct 15, 2014 11:18 am

Its a good thing we all know how to count by 9's, makes counting by 18's so much easier

18, 36, 54, 72, 90.. :D Thanks so much QD you are amazing :mrgreen:
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Dafedz
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Re: Larger Taskforces Patch

Post by Dafedz » Wed Oct 15, 2014 11:30 am

Awesome work QD!! that's a massive breakthrough, and another box ticked. My wishlist is getting smaller and smaller (still dream of more minor races, and fixing the damn late game turn lag!)

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Re: Larger Taskforces Patch

Post by adi » Wed Oct 15, 2014 3:54 pm

Thanks guys for this patch; and thank you QD! i'll give it a try for sure.
Just in case it does not work for me, since it does not uninstall, all i need is to backup my trek.exe, right?
I have a suspicion that part of the turn time, is due to large AI fleets, the not grouped ones; i'm thinking the Ai needs to decide on 9 ships instead of one group; with this patch i could get a feel if grouping AI ships has an effect of turn time.

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thunderchero
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Re: Larger Taskforces Patch

Post by thunderchero » Wed Oct 15, 2014 4:46 pm

adi wrote:all i need is to backup my trek.exe, right?
correct, this patch only edits the trek.exe

the changes for the *_ship.wdf is the hard coded locations within trek.exe and does not edit the wdf files.

thunderchero

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