Ultimate Mod 5 v2.5 1024 (Updated 15/2/16)

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

Moderator: thunderchero

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thunderchero
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Re: Ultimate Mod 5 v2.1 (New Release 5/5/14)

Post by thunderchero »

my next question would be have you tried to reinstall. did you close any command prompt during install? if any command prompt is closed before it completes will cause errors.

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TheShepherd
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Re: Ultimate Mod 5 v2.1 (New Release 5/5/14)

Post by TheShepherd »

Reinstallation is a success. It allows me to start and play the game. I have to wait to proceed (click my mouse) until cinematics load, though. Otherwise, I get a blinking overlay of, say, the Microprose loading screen on every further screen I see.

Thanks for your quick reply and help :)
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Re: Ultimate Mod 5 v2.1 (New Release 5/5/14)

Post by thunderchero »

TheShepherd wrote:I have to wait to proceed (click my mouse) until cinematics load
edit the stbof.ini (this would need to be done to each install)

MOVIEON=ON
to
MOVIEON=OFF

this will skip video and should help.

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Safetyorange
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Re: Ultimate Mod 5 v2.1 (New Release 5/5/14)

Post by Safetyorange »

Hi folks! I've just discovered this mod pack and it is in danger of taking over my and my friend's lives. Looking forward to having a crack at multiplayer with said friend once he's more familiar with the new buildings and ships.

In the meantime, I've been kicking names and taking butts as the Klingons. I've just had the Xepolites sign up to the winning team, but I've encountered the same bug that's been mentioned a few times. I came here looking for a solution.
thunderchero wrote:
implodinggoat wrote:It was the Xepolite Scout in combat with one then the game crashes
I also noticed this, to correct this you need to replace model to correct phaser slot.

thunderchero
I'm afraid I'm not familiar enough with the mods to follow this advice. Could a technically-minded forum member kindly walk me through this (or direct me to a page with instructions)? Do I need to download anything extra to be able to replace models? Thanks very much in advance,

-Nick
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thunderchero
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Re: Ultimate Mod 5 v2.1 (New Release 5/5/14)

Post by thunderchero »

Safetyorange wrote:Could a technically-minded forum member kindly walk me through this (or direct me to a page with instructions)?
first thing download UE (Ultimate editor)

next review basic ship replacement from Here

next download this UDM ship pack

if you understood the tutorial you should be able to import the Xepolite Scout "M14" (in ship pack Xindi aquatic ship "I71")

good luck

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Re: Ultimate Mod 5 v2.1 (New Release 5/5/14)

Post by qwebek »

Hi Guys,

Thankyou Damedz for such a wonderfull mod, however i fail to install it (

Win 7 X64

Do i need an original installed game to run this mode, or it is stand alone installation?
After i install i receive "appcrash"
I can install and run original game with no prob though

Please help

Thanks.
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thunderchero
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Re: Ultimate Mod 5 v2.1 (New Release 5/5/14)

Post by thunderchero »

all new mods are based on multi installer for backup files for mods.

install this first
https://www.armadafleetcommand.com/get- ... le_id=1958

then install mods

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ryan98
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Re: Ultimate Mod 5 v2.1 (New Release 5/5/14)

Post by ryan98 »

I love the game
great work.

I was looking for info on the new "team play" option in victory conditions.
not sure when that game in so don't know where to look for info.

Thanks
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Re: Ultimate Mod 5 v2.1 (New Release 5/5/14)

Post by thunderchero »

team play is only available in multi player game.

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Re: Ultimate Mod 5 v2.1 (New Release 5/5/14)

Post by ryan98 »

with team play you work together to take control of 75% of the map?
sorry new to this.
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Elras
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Re: Ultimate Mod 5 v2.1 (New Release 5/5/14)

Post by Elras »

When I build more ships than I have dilithium none of my ships build. i.e. not like the vanilla game where 1 of you ships would build while the others are delayed a turn.

But in UM5 no system produces a ship, I had to manually remove ships from the build queue to get something built.

Is this how it supposed to be or is it a bug?
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Re: Ultimate Mod 5 v2.1 (New Release 5/5/14)

Post by thunderchero »

more than likely Dafedz applied the Phantom-Dilithium Bug (fix)

viewtopic.php?f=237&t=408

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Re: Ultimate Mod 5 v2.1 (New Release 5/5/14)

Post by Martok »

Just wanted to say I've been playing UM5 quite a bit lately and have been enjoying it. Great work dafedz!
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Re: Ultimate Mod 5 v2.1 (New Release 5/5/14)

Post by Martok »

One small suggestion: Improve the stats to the Daystrom Institute to make it useful. As it is currently, there's no real reason to build it.


Consider that Subatomic Simulators give you 7% boost to research, cost only 750 industry to build, requires only 80 energy to run, and can be built in any system. In contrast, the Daystrom Institute bestows only a 6% research boost, costs 3450 industry to build, requires 100 energy to run, and can be built only once. When you look at the numbers, it just doesn't make much sense to build the latter.

Perhaps the DI could return to something closer to its vanilla version, where it bestows a large bonus to computer research (and maybe a small morale bonus to the system in which it's constructed)? I don't know. It needs to be improved in some way, though, as otherwise it's pretty much a useless structure on the Feds' building roster.
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Re: Ultimate Mod 5 v2.1 (New Release 5/5/14)

Post by thunderchero »

hi Martok,

I would think the Subatomic Simulators would be % local research (8), while Daystrom Institute would be % empire wide research (9). Both are set to % research empire-wide (9)

but not sure if Dafedz added code to fix for Extending Edifbnft.bst (new building types/bonuses) for proper local and other types

viewtopic.php?f=265&t=2317

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