New Mirror Universe mod

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New Mirror Universe mod

Post by thunderchero » Sun Jan 21, 2018 11:32 pm

Hi Everyone,

While I really enjoy playing Mirror Mirror mod by Dafedz, it's final release was many years before many of the new code fixes and enhancements.

here is my basic concept for a new Mirror Universe mod.

Add all the basic Fixes and patches
Major races, Cardassians, Terrian empire, Ferengi, Klingon and Romulans
Add a couple new minor races, and more minors with ships.
tech levels 1 - 20
Cloak, mainly limited to scouts and destroyers, all major races would have at least a couple cloaking ships, and klingons and romulans would have one or two "high" tech (15+) cloaking heavy cruisers or command ships.
Main structure Auto upgrade using tech bonus.
New colonies main structures start at current tech level.
Ship list, spread out tech requirements for current ships and add a few new High tech ships.
Structure list, spread out tech requirements for current structures and add a few new structures.
many morale changes.
single exe version
map sizes, 40 x 30, 30 x 22, 22 x 16 or if widescreen 60 x 30, 44 x 22, 32 x 16
irregular galaxies only with 4 galaxy density options.
18 fleet task forces.

I am sure more code changes could be added, so let's hear your suggestions or ideas.

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Re: New Mirror Universe mod?

Post by cleverwise » Mon Jan 22, 2018 4:11 pm

That sounds pretty cool. Then Humans go on the offense.
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Re: New Mirror Universe mod?

Post by Martok » Tue Jan 23, 2018 1:39 pm

Sounds good, tc. Honestly, I can't think of any other changes/suggestions right now other than the ones you already listed.
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Re: New Mirror Universe mod?

Post by thunderchero » Tue Jan 23, 2018 9:46 pm

I have done very little so far on this project. I spent 5 hours on it today, but only got new install folder setup and edited a few GUI files for Terran Empire so far.

The suggestions/ideas I am looking for are;

ideas for replacement minors and what minors would have ships
do I keep edo/gaurdian or go with bajor/DS9
ideas for replacement/new ships
ideas for edited/new structures
Do I increase avg planet size any?
outpost/starbase or auto starbase upgrade?
when a ship auto upgrades should maintenance increase?

I Don't plan on many GUI changes but will add Terran icons, and also don't plan on editing ship textures for Terran special decals. Sorry
What I expect to take the most time will be editing sounds/text for Terran Empire.

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Re: New Mirror Universe mod?

Post by thunderchero » Thu Jan 25, 2018 10:33 pm

Well no more spiral, ring or elliptical for this mod. :grin:

I spent some time working on code for "all irregular" maps.

here are the screenshots for the 12 different sizes (3) and densities (4).

15% density small map 22 x 16
small 1.bmp
small 1.bmp (937.62 KiB) Viewed 1837 times
15% density medium map 30 x 22
medium 1.bmp
medium 1.bmp (937.62 KiB) Viewed 1837 times
15% density large map 40 x 30
large 1.bmp
large 1.bmp (937.62 KiB) Viewed 1837 times
25% density small map 22 x 16
small 2.bmp
small 2.bmp (937.62 KiB) Viewed 1837 times
25% density medium map 30 x 22
medium 2.bmp
medium 2.bmp (937.62 KiB) Viewed 1837 times
25% density large map 40 x 30
large 2.bmp
large 2.bmp (937.62 KiB) Viewed 1837 times
35% density small map 22 x 16
small 3.bmp
small 3.bmp (937.62 KiB) Viewed 1837 times
35% density medium map 30 x 22
medium 3.bmp
medium 3.bmp (937.62 KiB) Viewed 1837 times
35% density large map 40 x 30
large 3.bmp
large 3.bmp (937.62 KiB) Viewed 1837 times
50% density small map 22 x 16
small 4.bmp
small 4.bmp (937.62 KiB) Viewed 1837 times
50% density medium map 30 x 22
medium 4.bmp
medium 4.bmp (937.62 KiB) Viewed 1837 times
50% density large map 40 x 30
large 4.bmp
large 4.bmp (937.62 KiB) Viewed 1837 times
any thoughts?

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Re: New Mirror Universe mod?

Post by Martok » Fri Jan 26, 2018 4:08 pm

Nice. :up:

I think I like the 35% density best overall. While it makes the large map appear a bit crowded, it looks just about right for the small & medium maps,
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Re: New Mirror Universe mod?

Post by Martok » Fri Jan 26, 2018 4:18 pm

thunderchero wrote:
Tue Jan 23, 2018 9:46 pm
I have done very little so far on this project. I spent 5 hours on it today, but only got new install folder setup and edited a few GUI files for Terran Empire so far.

The suggestions/ideas I am looking for are;

ideas for replacement minors and what minors would have ships
do I keep edo/gaurdian or go with bajor/DS9
ideas for replacement/new ships
ideas for edited/new structures
Do I increase avg planet size any?
outpost/starbase or auto starbase upgrade?
when a ship auto upgrades should maintenance increase?

I Don't plan on many GUI changes but will add Terran icons, and also don't plan on editing ship textures for Terran special decals. Sorry
What I expect to take the most time will be editing sounds/text for Terran Empire.

(Gah, not sure how I missed this post...)


I'd definitely say replace Edo and The Guardian with Bajor & DS9.
Do we necessarily need new ships? Given this is the mirror universe, I'd think that at most they might just need to be re-skinned (to something darker).
I think most of us who play with mods enjoy larger planets (although no need to get crazy or anything).
I'm all in favor of auto-upgrades for starbases and eliminating outposts. :)
I'm also generally in favor of increased maintenance costs for upgraded versions of ships/starbases.
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Re: New Mirror Universe mod?

Post by thunderchero » Fri Jan 26, 2018 4:50 pm

Martok wrote:
Fri Jan 26, 2018 4:08 pm
Nice. :up:

I think I like the 35% density best overall. While it makes the large map appear a bit crowded, it looks just about right for the small & medium maps,
also keep in mind that screenshot is on 800 x 600, so it will spread out some on larger resolutions.
Martok wrote:
Fri Jan 26, 2018 4:18 pm
I'd definitely say replace Edo and The Guardian with Bajor & DS9.
Do we necessarily need new ships?
I was thinking giving bajor a ship and leave edo for a change lol
I was not planing on creating any new models, I should have said "ships added"

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Re: New Mirror Universe mod?

Post by thunderchero » Sat Jan 27, 2018 1:25 am

well I am starting to remember how long it really take to create a mod. lol

I going to try to give some daily progress here. Why? to be honest, generate some posts and activity... and hopefully more interest.

added most of the code for 20 tech levels with all the treknobabble for descriptions.
The level points took the most time (wish I was better at math calculations) lol
I used the vanilla tech points progression as a base for the new tech levels. once edited I increased points by 1.5 so techs will move 0.5 faster than vanilla
also setup map ranges. with increase map sizes max at tech 20 will have the range of 5/7/9 (short, medium, long)
I almost got the tech level done, I still need to do minor GUI changes to decrease text so all 20 text levels display.

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Re: New Mirror Universe mod?

Post by Spocks-cuddly-tribble » Sat Jan 27, 2018 10:48 am

Here is the Federation AI special code for not attacking & liberating Minor Races. So you could switch the feature to empire ID 2 ferengi or disable via ID 5+.

Code: Select all

federation prefer to attack subjugated systems?
40E958                 cmp     cx, 1 // 0xDD6E

federation don't invade free minors
40EA8E                 cmp     word ptr [ebx+8], 1 // 0xDE92

federation free subjugated minors
41E758                 cmp     word ptr [eax+8], 1 // 0x1DB5C

Federation minor race gift/traderoute bonus code

Code: Select all

-amounts- (gifts)
40780D                 cmp     ah, 1 // 0x6C0F
-effects- (gifts & traderoutes)
407B91                 cmp     ah, 1 // 0x6F93
Instead disabling/changing the empire ID, you could inverse the corresponding multipliers:

fed1 (1.5 -> 0.666)
fed2 (0.5 -> 2.0)

See Gowron 'Gifts to Minor Races' Fed1 / Fed2 values.


---


Building suggestions:

- Orion Syndicate / +% raiding (empire-wide)
- Gorn Slaves / +% Industry (empire wide)
- Horga'hn Export (or Tribble Export) / +1 Morale (empire-wide)
- Dilithium facilities with a +% shipbuilding bonus
- Terran MS Windows for Free / +% scientific intel (telemetry espionage / bugs & upgrade inconvenience = sabotage)


Maybe AI Difficulty Level bonuses for Research, Terraforming Speed, TT ground combat strength and Accuracy/Defense in tactical combat.
Not sure about the impact/importance of AI Task Modifiers & credit allotments.
You could also lower system-specific random events and add counteractions & positive events.
Perhaps disable cloak within nebulas.


Good luck! :up:
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Re: New Mirror Universe mod?

Post by thunderchero » Sun Jan 28, 2018 12:52 am

Hi SCT,

great suggestions on Federation AI special code :grin: and I loved the building suggestions and the last one was great. :up:

I got some more editing done for increasing tech levels, changing tech level effects so many other sub sections map range, starting tech, ect.
I also did some editing pop for home system, it will be 465 - 485 for home worlds. with equal increases in code for "pop & planets limits for free- minor- & starting-systems".

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Re: New Mirror Universe mod?

Post by thunderchero » Sun Jan 28, 2018 11:21 pm

I feel like I did not get any progress today, :sad: I started to look at how to sort structure list. here is a list of used and open slots for new structures.

21 used shared structures, 12 open slots for shared structures
7 used cardassian structures, 7 open slots for cadassians
7 used ferengi structures, 7 open slots for ferengi
8 used federation structures, 6 open slots for federation
7 used klingon structures, 7 open slots for klingon
8 used romulan structures, 6 open slots for romulan
6 main structure upgrades + primitive farms
30 used minor structures, 30 open minor structures

I combed though the ida database on a way to use the main structures upgrades without the need to do any physically upgrade of the structures. The purpose would be having the upgrades to simulate cost of living increase for main structures. i never liked the idea at high techs you could build any main structure in 1 day even with as little as 1 industry structure manned, it just made it too easy. But not even sure this is even possible. :sad:

I also edited the morale and intel multipliers, Terran Empire has value for intel same as Cardassians. Morale is now balanced between all races with slight diferences
morale.jpg
morale.jpg (137.02 KiB) Viewed 1742 times
But as you can see why I need ideas for new structures that is a lot of open slots.... :grin:

BTW keep in mind new structures for majors can be specialized for homeworld, native systems, subjugated systems(for this mod it could be popular), non native, an conquered home worlds or by system requirements like planet type or dilith

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Re: New Mirror Universe mod?

Post by Spocks-cuddly-tribble » Tue Jan 30, 2018 12:13 pm

More examples for buildings (focus on the by default unused bonuses):

- Magma Converter [volcanic planet] +% Industry (local) or +Industry (local static bonus), since volcanic already has default bonus +%energy
- Magnetosphere Dynamo [Gas Giant] +% energy (local)
- Denunciation Agency (Agony Booths) +% intel (local)
- Puppet Government [conquered home=major] +% military intel (+1 extra morale)
- Regional Administration/Governor [subjugated=major&minor] +1 Morale (local)
- Cultural Exchange Department [non native=minor member] +%research(local)
- Latinum Forex Market [home system or one per empire(AI bug!)] +% total credits (empire-wide)

I don't seem to remember correctly the structure limitations. Phoenix Facility (native member system i.e. should be code 01) works also for home systems (code 00), but Labor Camp (subjugated code 03) not for conquered home systems (code 06)?


Not sure I'm quite following your idea using upgrade code to simulate cost living increase i.e. inflation. But yes, altering upgrade mechanics is going to be a nasty task... However structure support costs are possible (see 'structure of edifice.bst'):
edifice.bst Offset 0x007E to 0x007F = Building support cost in credits per turn (total system support cost displayed in F2 popup for credits on the left -> credits spend)

EDIT: You can change the code to finish every upgrade in one turn. That's basically what 'Speeding Up AI System Upgrades' does. But upgrades are in build/tech lists as usual.


With increased system sizes and tech level bonus factors you are going to need almost all possible AI bonuses from 'AI & Difficulty Level' even for Morale. Otherwise AI just sits there and pulls beans.
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Re: New Mirror Universe mod?

Post by thunderchero » Tue Jan 30, 2018 11:16 pm

thanks again for suggestions SCT,

Well, I had a little setback. I confused my backups by mistake and had to reset before structure changes. :mad:
So I made negative progress last couple days.

one thing I did complete was, I created a new hwait.cur.
here is what it looks like (gif)
hwait3.gif
hwait3.gif (131.77 KiB) Viewed 1657 times
here is hwait.cur if you want to add it with ue
hwait.zip
(73.29 KiB) Downloaded 9 times
Spocks-cuddly-tribble wrote:
Tue Jan 30, 2018 12:13 pm
However structure support costs are possible (see 'structure of edifice.bst'):
edifice.bst Offset 0x007E to 0x007F = Building support cost in credits per turn (total system support cost displayed in F2 popup for credits on the left -> credits spend)
This is interesting, I did not know this was available. just not sure how to use it. it could be an alternative to negative morale for structures like Forced-labor Farms and Mining Prisons.
Spocks-cuddly-tribble wrote:
Tue Jan 30, 2018 12:13 pm
Not sure I'm quite following your idea using upgrade code to simulate cost living increase i.e. inflation. But yes, altering upgrade mechanics is going to be a nasty task...
In a nut shell what I was hoping for is,
when it checks for any main structure upgrade, if available to change current structure id to upgrade structure id.

I have been looking at these sub-sections 488B2C and 43E950
but I have not really found much myself

This would allow me to adjust main structure costs as tech levels increase.
Note; I would prefer not to lose scanner upgrades, but might be able to live with it.

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Re: New Mirror Universe mod?

Post by thunderchero » Wed Jan 31, 2018 10:42 pm

Hi Everyone,

I took the day to get better organized,
I also found 120 or so more GUI files I needed to edit, so those are caught up until I find more.
edited some of the text files, I started changing Federation to Terran Empire, but still have more to do after minors are added.
speaking of minors I also created a list of changes for minors;

Acamarians (ship)
Andorians (ship)
Angosians (ship)
Breen (ship) new
Anticans
Bajorans (ship)
Bandi
Benzites
Betazoids (ship)
Bolians
Bynars
Gorn (ship) new
Chalnoth
Edo (Edo Guardian)
Ktarians (ship)
Miradorn (ship) new
Maquis (ship) new
Orions (ship) new
Nausicaans (ship)
Pakleds (ship)
Selay
Sheliak (ship)
Tholians (ship) new
Talarians (ship)
Tamarians (ship)
Trill (ship)
Xindi (ship) new
Vulcans (ship)
Yridians (ship)
Zakdorn (ship)

race images have been edited, but still need to edit race.lst, racedesc.rst and minor race attitude tomorrow.

Once I get minors added, I want to focus on text and the sounds that need changes. Text will be easy enough, but the sounds maybe difficult. But I need to get them done and out of the way.

I have also started a stand alone installer for my own use and later it will be used for beta testing.

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