Error Correction Mod 4.0 released 5-20-16

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EnPhreg
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Re: Error Correction Mod 4.0 released 5-20-16

Post by EnPhreg » Sat Feb 11, 2017 3:57 pm

had my first crash this morning. :sad:

it was on test version of main multi installer w/hob patch but since it shares same files I am sure same error would happen on ECM.

good news is I was able to track it down to the klingon starbase and should be posting replacement link asap after some more testing.

crash will happen when entering combat and CTD. It does not happen every time since I had several combats involving starbases prior to crash.

although starbase phaser slot was the problem. also this CTD might also happen with federation starbase.
file updated with fix for starbase crash error 5-20-16
were also the mod specific hob patch files from this topic 'Vanilla Evade/Retreat Crash fix' updated with this fix? or was it only vanilla/ecm related?

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Re: Error Correction Mod 4.0 released 5-20-16

Post by thunderchero » Sat Feb 11, 2017 5:46 pm

EnPhreg wrote:were also the mod specific hob patch files from this topic 'Vanilla Evade/Retreat Crash fix' updated with this fix? or was it only vanilla/ecm related?
this was trek.exe related patch and installers were updated on 5-20-16. But these installers are no longer available, The All in one installer replaces all those files and has all the updated patches/files.

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Re: Error Correction Mod 4.0 released 5-20-16

Post by rpeterson2205 » Tue Apr 04, 2017 4:08 am

Playing this mod now. When do the minor race ships show up? I expect to see at least some Vulcans running around by turn 50...

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Re: Error Correction Mod 4.0 released 5-20-16

Post by thunderchero » Tue Apr 04, 2017 7:59 am

rpeterson2205 wrote:
Tue Apr 04, 2017 4:08 am
Playing this mod now. When do the minor race ships show up? I expect to see at least some Vulcans running around by turn 50...
ECM 4.0 uses very different code for minor race growth. If you start at tech 1 and minor ships require tech 5 it will take a long time since minors will not advance tech above your current tech.

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Re: Error Correction Mod 4.0 released 5-20-16

Post by mspaetauf » Thu Mar 12, 2020 5:29 am

Hello!

is someone still active here? ;)

I recently played again, using the ECM. Now, I noticed that the game is much much harder with the ECM.
AI has loads more ships compared to vanilla, in turn 10 they cruise around with several colony ships and combat ships.
Also they are much more aggressive.

While now the difficulty is true to the term "impossible", it just isn't fun (or even possible) to play anymore. At least to me.
Ferengi are especially horrible, having over 50% of the map usually by turn 100 or so....

is this intentional?

cheers,

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Re: Error Correction Mod 4.0 released 5-20-16

Post by Spocks-cuddly-tribble » Thu Mar 12, 2020 8:59 am

Hi mspaetauf,

first, yes the game is much harder compared to vanilla, albeit pros complain its still to easy. So I kindly recommend trying a lower difficulty level. :idea:

Also I presume you are talking about higher starting levels with extra starting systems. Enabling the AI to build more shipyards (and therewith much more ships) makes it much more aggresive on higher starting levels. :twisted: Other than that the AI credit cheats and ship building mechanics have not been altered from the vanilla default. And I doubt repairing the 'unopposed' AI agenda has that much of an influence.

The AI Ferengi beeing too strong is an issue ECM cannot address, since AI performance (and default AI cheats) depend too much on credits. The AI is too primitive to use the other game recources like human players can do. :mad:

However we can consider implementing '4. Adjusting AI Starting Credits' or '5. Rebalancing AI Income' as workarounds: viewtopic.php?f=216&t=1805#p24589 :?:

Another workaround for the ferengi problem might be halving all the ferengi ships firepower (the game manual notes they are weak in combat and need to be used in masses IIRC). :wink: In fact there have been requests to add a rebalanced shiplist option to ECM.


Also here is a patch with newest bug fixes and error corrections: viewtopic.php?f=30&t=3853#p50911 :smile:
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: Error Correction Mod 4.0 released 5-20-16

Post by mspaetauf » Thu Mar 12, 2020 12:02 pm

still too easy?? is there a guide maybe?

turn 37 now, I face Ferengi with 7 Destroyers that also managed to build several Colony Ships and Troop Transports....

EDIT: now turn 44, they have 12 Light Raiders now, plus Troop Transport etc. And are in middle of Galaxy so in contact with other AI...


second issue is I cannot keep up with the number of ships because I cannot support them financially. If I have 9 Destroyers by turn 50, I have minus credits because I cannot also build colony ships or my colonies do not grow fast enough....

how do I solve this?

playing Tech 2, no minor, medium galaxy

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Re: Error Correction Mod 4.0 released 5-20-16

Post by thunderchero » Thu Mar 12, 2020 12:35 pm

mspaetauf wrote:
Thu Mar 12, 2020 12:02 pm
still too easy?? is there a guide maybe?
there is no guide for ECM, but there are a few guides made for vanilla (original version)

they can be found here
https://www.armadafleetcommand.com/cate ... guide-botf

these guides may need to be adapted or your play style may need to change.

I am not sure what race you are playing as, but feds have always had trouble due to negative morale. But they do have advantage in diplomacy. so you might try to ally the ferengi.

It is always a tricky balance between building colony ships to expand and ships for protection to keep a positive income.

playing with no minors makes this more difficult since membering a minor will always give a boost in income.

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Re: Error Correction Mod 4.0 released 5-20-16

Post by mspaetauf » Thu Mar 12, 2020 3:05 pm

usually Klingons, because at least their ships seem reliable in evenly matched situations....

Current game, turn 80, Ferengi have home system full population, next highest is pop 80.

they field 7 War Cruisers, 13 Light Raiders, and around 10 troop transport/colony ships.

To build this I'd need at least twice as many turns.....

how do you keep that in check?

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Re: Error Correction Mod 4.0 released 5-20-16

Post by Spocks-cuddly-tribble » Thu Mar 12, 2020 3:34 pm

mspaetauf wrote:
Thu Mar 12, 2020 12:02 pm
how do I solve this?
Try not to compete with the AI's (cheat boosted -> difficulty level) fleet buildup in early low tech games, unless you have a realistic opportunity for an invasion. First you need to get population (best large systems, terraformed) as bases for income and ship support.

Given your example I'd send a scout fleet in a dirty Guerrilla warfare. I.e. try to destroy unguarded AI colony ships and TTs, when enough scouts available even small AI task forces.

Its all about surviving the AI cheat headstart till your better colony selection & management and fleet/combat handling compensates for the cheats. Once the first AI empire is no more a real danger the game is pretty much over. All the rest is boring due to silly AI.

Points to make low tech games easier: larger galaxies, corner position, more minor races, avoiding first contact with other majors as long as possible, playing high income empires (feds/ferengi)...


EDIT: Also note vanilla Klingons is one of the hardest to play in low tech games (low income/diplomacy, expensive buildings/ships, no ram or intel opportunities).
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: Error Correction Mod 4.0 released 5-20-16

Post by mspaetauf » Thu Mar 12, 2020 5:24 pm

thanks for the hints!

but I give up now. It is simply pointless. I tried not to encounter an enemy race. Ferengi found me. I build/bought Destroyers (playing Cards) as fast as I could. Have 8 or so now.
Turn 68, Ferengi comes at me with 17 Light Raiders and already has a War Cruiser built.....

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Re: Error Correction Mod 4.0 released 5-20-16

Post by Spocks-cuddly-tribble » Thu Mar 12, 2020 5:51 pm

mspaetauf wrote:
Thu Mar 12, 2020 5:24 pm
Turn 68, Ferengi comes at me with 17 Light Raiders and already has a War Cruiser built.....
These are expected vanilla BotF numbers. Thankfully the AI cannot use its fleet like a human player. A running gag vs. overpowered AI fleets is destroying (conquering) their range-providing outpost (star system) at the same turn their main fleet arrives in your system they are trying to conquer (triggers the AI to scrap the entire invasion fleet :shock: ).
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: Error Correction Mod 4.0 released 5-20-16

Post by thunderchero » Thu Mar 12, 2020 8:20 pm

It sound like your main issue is credits and ship support.

Did you try to get a non-aggression or friendship treaty with the Ferengi? If you are able to get a friendship treaty, Trade routes will help with income and protect your territory at the same time and give you more time to build a better fleet. Also time will allow you build type 1 ships then upgrade them later (with focused research) for even a better fleet while spending less time and credits.

With minors in game you can friend them and start trade routes to increase income. And once they are able to member those minors the credit income will even increase more.

If diplomacy fails you can always raid systems for income.

And remember you need to use every aspect of the game, Diplomacy, intel, research, system development and ship building to win.

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Re: Error Correction Mod 4.0 released 5-20-16

Post by mspaetauf » Sat Mar 14, 2020 11:58 am

Spocks-cuddly-tribble wrote:
Thu Mar 12, 2020 5:51 pm
mspaetauf wrote:
Thu Mar 12, 2020 5:24 pm
Turn 68, Ferengi comes at me with 17 Light Raiders and already has a War Cruiser built.....
These are expected vanilla BotF numbers. Thankfully the AI cannot use its fleet like a human player. A running gag vs. overpowered AI fleets is destroying (conquering) their range-providing outpost (star system) at the same turn their main fleet arrives in your system they are trying to conquer (triggers the AI to scrap the entire invasion fleet :shock: ).
Never encountered fleets like this in vanilla, thus my initial question.
Destroying the outpost helped - I always wondered where these stranded fleets go :grin:
thanks!

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Re: Error Correction Mod 4.0 released 5-20-16

Post by mspaetauf » Sat Mar 14, 2020 11:59 am

thunderchero wrote:
Thu Mar 12, 2020 8:20 pm
It sound like your main issue is credits and ship support.

Did you try to get a non-aggression or friendship treaty with the Ferengi? If you are able to get a friendship treaty, Trade routes will help with income and protect your territory at the same time and give you more time to build a better fleet. Also time will allow you build type 1 ships then upgrade them later (with focused research) for even a better fleet while spending less time and credits.

With minors in game you can friend them and start trade routes to increase income. And once they are able to member those minors the credit income will even increase more.

If diplomacy fails you can always raid systems for income.

And remember you need to use every aspect of the game, Diplomacy, intel, research, system development and ship building to win.
I dismissed diplomacy long ago because AI usually goes aggro towards me very soon.
I have to raid more, that is maybe true, but I fear for my ships ;)
Also Cards aren't the best at raiding it seems....

Thanks :)

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