Mirror Universe mod development

Mirror Universe mod; showcase and support/discussion/questions/suggestions/reviews

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Re: New Mirror Universe mod

Post by thunderchero »

btw What I thought was Terrans declaring war and subjugating a minor was subjugating a minor from a major.

so to me it is still like an off switch.

but Terran vs other majors they are doing great
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Re: New Mirror Universe mod

Post by Spocks-cuddly-tribble »

Two well hidden switches for AI diplomacy to minor races when cold war or war is set (they look like the other cold war checks):

Code: Select all

00422C67                 cmp     word ptr [esi+8], 1 ; federation  // 0x2206B

00423309                 cmp     word ptr [esi+8], 1 ; federation  // 0x2270D

One more federation limit for raid tasks if no open war, hidden since code checks for all other empire IDs:

Code: Select all

00430243                 jnz     short loc_430263  // 0x2F643 -> 75 1E -> 90 90 ; skip federation don't raid if no open war


Terraform 5774EC 50.0 gets compared with (free system capacity till max pop) / (last turn pop growth, minimum 1)

If still 50 turns till current system max pop (given last turn growth) then lower terraform priority.

To be on the safe side I'd set the value not much lower than the free systems pop limit (vanilla 540.0).



There is also a similar feature for repair tasks:

578078 AI Repair threshold 0.4 // 0x175E78 (default 40% hull) If still 40% hull then lower rapair priority.
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: New Mirror Universe mod

Post by thunderchero »

Success,

I am not sure what exactly did it, but I no-op all jump statements instead of 01 -> invalid and the Terran empire went crazy they are declaring war and subjugating most minor.

in my first test of AI vs minors they subjugated 10 minors, 2 members, 2 affiliated and had 1 at war in 120 turns.

all other majors preformed about the same.

I just started to compile new installer, so if my tests go well I might post new beta version with Mirror Universe mod this weekend or first of next week.

Spocks-cuddly-tribble,
Did you want to make any changes to terraform values for ECM?
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Re: New Mirror Universe mod

Post by thunderchero »

this was my second AI test, all looks good so far

T5 (tech 16) 25% density, large galaxy, many minors, impossible, no random or borg
turn 84
28 0f 30 minors on map
Klingon and Ferengi at peace others neutral (I don't expect that to last long)
avg 24 systems per major
avg 125 - 200 ships per major
avg 12,000 research point
avg 11,000 intel points
avg 6 minors subjugated, 2 membered
avg tech 18
avg 90% terraformed
avg 80% of max pop
avg 2-3 starbases built
morale; avg 4 systems fanatic, rest content
2 majors in red by less than 1000 credits, 2 majors in green by less than 1000 credits
avg 90% of main structures upgraded (next upgrade at tech 20)
avg 50% of all available structures built

and here is what map looked like
ai-test.jpg
ai-test.jpg (591.49 KiB) Viewed 627 times
here is my third AI test, all looks good so far

T1 (tech 1) 25% density, large galaxy, many minors, impossible, no random or borg
turn 205
30 0f 30 minors on map
Klingon and Cardassian at peace, Klingons and Terrans at war others neutral
avg 2 at 24, 2 at 33 systems per major
avg 160 - 280 ships per major
avg 10,000 research point
avg 10,000 intel points
avg 2 minors subjugated, 2 membered
avg tech 10 - 12
avg 90% terraformed
avg 80% of max pop
avg 1 starbases built
morale; avg content, 1 fanatic (cardassia)
2 majors in red by less than 500 credits, 2 majors in green by more than 1200 credits
avg 20% of main structures upgraded (they just became available)
avg 60% of all available structures built
turn processing 2 min 15 sec

here is what map looked like
ai-test3.jpg
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Re: New Mirror Universe mod

Post by Spocks-cuddly-tribble »

thunderchero wrote: Thu May 21, 2020 1:50 pmI no-op all jump statements instead of 01 -> invalid
Great that it finally works!

But no-op all jump statements instead of 01 -> invalid is not always good. Unless you just set the race ID to 0x90 which means invalid.

For example, removing the two above empire Id checks for 'Federation AI diplomacy to minor races' works in this case accidentally, since it checks instead the start of loaded AI agent file, which in most cases is not 1.

Actually removing the (following) jump instructions however, might force all AI empires to use the peaceful code you don't want.


I will update the fed AI post asap. Here is preview:

Code: Select all

-'INVADE'-
0040E958         cmp     cx, 1               ; Federation  0xDD6E  //  prefer to Invade subjugated systems (and don't proceed if sub_42FA50 eax 1)
0040EA8E         cmp     word ptr [ebx+8], 1 ; Federation  0xDE92  //  don't Invade free minors (and rebel)
0041E758         cmp     word ptr [eax+8], 1 ; Federation  0x1DB5C //  free subjugated minors

0043031A         cmp     word ptr [ebx+8], 1 ; Federation  0x2F71E //  no 'ATTACK' & 'HARASS' tasks if no open war
00430243         jnz     short loc_430263    ; no Fed ID!  0x2F643 //  no 'RAID' tasks if no open war / [75 1E -> 90 90 = skip limit]

0041428C         cmp     word ptr [esi+8], 1 ; Federation  0x13690 //  prefer War vs. empires with subjugated system in range of federation

0043110E         cmp     dx, 1               ; Federation  0x30511 //  check sub_42FA50 and proceed if 0 or if empires with subjugated system in range of federation

00430F95         cmp     dx, 1               ; Federation  0x30398 //  skip if sympathy neutral+
00430FBD         cmp     si, 1               ; Federation  0x303C0 //  even if sub_42FA50 eax 0 skip if sympathy neutral+

0042FAD3         cmp     di, 1               ; Federation  0x2EED6 //  don't proceed in some cases / invalid ID = sub_42FA50 always eax 0 same as klingons

00422C67         cmp     word ptr [esi+8], 1 ; Federation  0x2206B //  diplomacy to minor races when cold war or war
00423309         cmp     word ptr [esi+8], 1 ; Federation  0x2270D //  diplomacy to minor races when cold war or war

00422FE5         cmp     word ptr [esi+8], 1 ; Federation  0x223E9 //  some minor race attitude bonus   +50 (???)
00422FF8         cmp     word ptr [esi+8], 0 ; Cardassians 0x223FC //  some minor race attitude penalty -50 (???)

Code: Select all

0058F888 AI_treaty_floats_450_200_400_250_350 (card-rom) 
I guess this is could be how low attitude (0-1000, 500 neutral) must be to increase chance for breaking treaties?


thunderchero wrote: Thu May 21, 2020 1:50 pmDid you want to make any changes to terraform values for ECM?
I never tested it. But if you think it really helps the AI then I'd say just set skip Terraform limit to 1000.0.


Btw your AI maps look good.

If you want to improve AI & turn-lag further you need decreased map sizes, ship ranges & speeds (i.e. stuff players & modders don't like) with increased star density instead.


But I hope you use AI difficulty bonuses for terraform speed and TT ground combat:
viewtopic.php?name=Forums&file=viewtopic&p=24497#p13750
viewtopic.php?name=Forums&file=viewtopic&p=25733#p25733


EDIT: How do you handle minor race special buildings wrt aibldreq.bin?

In vanilla AI never builds them IIRC. And since some minor buildings are quite expensive by default (up 10000) maybe it's better to keep it that way to prevent AI from wasting credits in low tech games?
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: New Mirror Universe mod

Post by thunderchero »

Spocks-cuddly-tribble wrote: Fri May 22, 2020 10:50 am Great that it finally works!
I am revealed also, I was getting worried I was going to have to switch race with Terrans and Ferengi and I really did not want to do that.
Spocks-cuddly-tribble wrote: Fri May 22, 2020 10:50 am But no-op all jump statements instead of 01 -> invalid is not always good. Unless you just set the race ID to 0x90 which means invalid.

For example, removing the two above empire Id checks for 'Federation AI diplomacy to minor races' works in this case accidentally, since it checks instead the start of loaded AI agent file, which in most cases is not 1.

Actually removing the (following) jump instructions however, might force all AI empires to use the peaceful code you don't want.
If it forces all races to be more aggressive that would be good for this mod. :grin:
but will test more and hope to get some feedback from users.
Spocks-cuddly-tribble wrote: Fri May 22, 2020 10:50 am
thunderchero wrote: Thu May 21, 2020 1:50 pmDid you want to make any changes to terraform values for ECM?
I never tested it. But if you think it really helps the AI then I'd say just set skip Terraform limit to 1000.0.


with my edited ship building 100.0 was more than enough. I was thinking value was used as a percent of system?
but will do some quick tests on ECM later before next update/release.
Spocks-cuddly-tribble wrote: Fri May 22, 2020 10:50 am But I hope you use AI difficulty bonuses for terraform speed and TT ground combat:
viewtopic.php?name=Forums&file=viewtopic&p=24497#p13750
viewtopic.php?name=Forums&file=viewtopic&p=25733#p25733
yes i have those patches added
Spocks-cuddly-tribble wrote: Fri May 22, 2020 10:50 am EDIT: How do you handle minor race special buildings wrt aibldreq.bin?

In vanilla AI never builds them IIRC. And since some minor buildings are quite expensive by default (up 10000) maybe it's better to keep it that way to prevent AI from wasting credits in low tech games?
population requirement 80
max population requirement 200

edit; as for scanners I only gave AI basic scanners buildable. It looks to have no effect on development and they are not wasting energy on multiple scanners.

in my tests minor don't bother building special structures, but once membered or subjugated AI major will build them.
But I am sure that multi build will still popup in some high population systems.
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Re: New Mirror Universe mod

Post by Spocks-cuddly-tribble »

thunderchero wrote: Fri May 22, 2020 11:35 amIf it forces all races to be more aggressive that would be good for this mod. :grin:
I removed the raid limit jump because there is no federation ID check in this case.

All other checks are cmp empire ID 1.
If a JZ follows you can remove jump (but pointless since you must always change more bytes with no better result for any of the other empires).
If you remove a JNZ you force all empires to use federation code.

And the AI patch code needs to be as clean as possible, otherwise there is no way to analyse and fix potential issues.


To make all AI empires more aggressive just keep this:
modifying sub_430F40 & sub_431040 at the beginning each (removes many codes for sympathy checks and other stuff):

mov eax, 1 (= set agro mode)
retn
And also use:

Code: Select all

sub_430D00
xor eax,eax
retn
All following modifiers get ignored with this: (sets always aggressive & devious mode anyway)

Code: Select all

58F888 AI_treaty_floats_450_200_400_250_350 (card-rom)

58F874 AI_fleet_values_0_5__0_9__1_75__0_5__0_5 (card-rom)

58F84C AI_fleet_deviation_floats_1_2__1_3__1_3__1_1__1_25 (card-rom)
58F860 AI_mil_4_sector_distance_floats_1_35__1_5__1_7__1_2__1_5 (card-rom)

But AIs might become unable to:

- recruit good minors in low tech games
- team up against the player empire


thunderchero wrote: Fri May 22, 2020 11:35 amI was thinking value was used as a percent of system?
The code does not imply this (see explanation above), but even in such a case, a setting higher than 100 won't break anything.

thunderchero wrote: Fri May 22, 2020 11:35 amBut I am sure that multi build will still popup in some high population systems.
Don't worry, this shouldn't happen. As Gowron told, AI bug handels 'one per empire' as 'one per system' and minor buildings should be restricted to the minor home system by race check.
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: New Mirror Universe mod

Post by thunderchero »

I do plan on re-testing with 01 -> 90 (never tried 90)
I hope I will have same positive results :grin:

as for "agro mode" I would rather not unless I have to....

and in my experience minor structure issue, is more when race "A" members and builds structure (race "A" is limited to one per system), then race "B" subjugates minor and structure survives assault then race "B" can build as many as they want. (human or AI)

also the last 2 patches (cold war and open war) I left out, in first tests federation would just group ships at home system and train.
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Re: New Mirror Universe mod

Post by Spocks-cuddly-tribble »

thunderchero wrote: Fri May 22, 2020 4:16 pmI do plan on re-testing with 01 -> 90 (never tried 90)
I hope I will have same positive results :grin:
All values from 05 to FF (or better 0x23 to FF to avoid issues with minor races) should work for you. :wink:

thunderchero wrote: Fri May 22, 2020 4:16 pmand in my experience minor structure issue, is more when race "A" members and builds structure (race "A" is limited to one per system), then race "B" subjugates minor and structure survives assault then race "B" can build as many as they want. (human or AI)
How about changing all minor race special buildings in edifice.bst to 'one per system'?

If this does not work, just remove 'the keep Given Minor Race Special Building System Takeover Option': viewtopic.php?f=187&t=13#p33859

But 'Minor race special building system takeover Fix' should take care of the bug you named?

EDIT: Not sure this fix and option will work for your mod. You need to patch sub_4C22F8 with all minor special buildings for each minor race (default only one building per minor).

Also there is a max limit of 40 'one per empire' building IDs per empire in empsInfo. This is own buildings plus all possible minor buildings (already 30 by default).

thunderchero wrote: Fri May 22, 2020 4:16 pmalso the last 2 patches (cold war and open war) I left out, in first tests federation would just group ships at home system and train.
I need to see to whole list of AI code changes to be sure to understand correctly (same for your above mentioned changes to race check switches and jumps).

EDIT2: I bet you already use some 'agro mode' by removing a jump after a cmp 'cold war' 01, but you didn't notice.

Same with terraform code. Changing other modifiers might change calculations.
Last edited by Spocks-cuddly-tribble on Fri May 22, 2020 6:00 pm, edited 1 time in total.
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: New Mirror Universe mod

Post by thunderchero »

Spocks-cuddly-tribble wrote: Fri May 22, 2020 4:51 pm All values from 05 to FF (or better 0x23 to FF to avoid issues with minor races) should work for you. :wink:
05 was what I was using, but as you stated may have been causing issues with minor races. I also attempted to use FF and some caused CTD.

but I have ran a few tests using 90 and looks to be working same as removing jump statements.

now there was a 1 patches you suggested "remove" I took that as to use no op.
viewtopic.php?f=3&t=3668&start=90#p52230
Change or remove this or jump to 431124 for terrans:

Code: Select all

AUTO:0043110E                 cmp     dx, 1           ; federation ?
AUTO:00431112                 jz      short feds_loc_
I changed jump to 431124 on this one


Remove/change also this:

Code: Select all

AUTO:00430F95                 cmp     dx, 1           ; Federation ?
AUTO:00430F99                 jnz     short loc_430FA0
and no op all of this code.
Spocks-cuddly-tribble wrote: Fri May 22, 2020 4:51 pm I need to see to whole list of AI code changes to be sure to understand correctly (same for your above mentioned changes to race check switches and jumps).
here is the patch files I just tested with using 01 -> 90 and all modifiers/multipliers I edited
federation 90.zip
(18.04 KiB) Downloaded 12 times
currently I have not seen minor race structure issue. but will keep in mind removing patch.
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Re: New Mirror Universe mod

Post by Spocks-cuddly-tribble »

thunderchero wrote: Fri May 22, 2020 6:00 pmI also attempted to use FF and some caused CTD.
This doesn't make sense. Just doublechecked all 'cmp,1 checks' and all are jz or jnz i.e. FF works for all of them.


now there was a 1 patches you suggested "remove" I took that as to use no op.
viewtopic.php?f=3&t=3668&start=90#p52230
Change or remove this or jump to 431124 for terrans:

Code: Select all

AUTO:0043110E                 cmp     dx, 1           ; federation ?
AUTO:00431112                 jz      short feds_loc_
I changed jump to 431124 on this one


Remove/change also this:

Code: Select all

AUTO:00430F95                 cmp     dx, 1           ; Federation ?
AUTO:00430F99                 jnz     short loc_430FA0
and no op all of this code.
This works with no problems, but just changing race ID byte 0x23 to FF does the same. EDIT: My fault, second is jnz!

federation 90.zip
Thanks, still checking (editing/updating post later).

some minor race attitude bonus +50 making it a penalty -> there is something wrong? (also this is a strange code, one feds one cards)

remove_cmp_jmp 430F95 and 430F99 -> this forces fed code for all EDIT: My fault see above!

AIInvade multipliers viewtopic.php?f=199&t=491&p=33996#p339963996 -> have to check this later

I'll come back to this tomorrow, but so far I don't understand what did the trick? Maybe the invade multipliers you changed.
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: New Mirror Universe mod

Post by thunderchero »

Spocks-cuddly-tribble wrote: Fri May 22, 2020 6:31 pm
thunderchero wrote: Fri May 22, 2020 6:00 pmI also attempted to use FF and some caused CTD.
This doesn't make sense. Just doublechecked all 'cmp,1 checks' and all are jz or jnz i.e. FF works for all of them.
I was using FF when I was testing all cmp 1's, so it may have just been an invalid id. (required ship type or something)
Spocks-cuddly-tribble wrote: Fri May 22, 2020 6:31 pm some minor race attitude bonus +50 making it a penalty -> there is something wrong? (also this is a strange code, one feds one cards)

remove_cmp_jmp 430F95 and 430F99 -> this forces fed code for all EDIT: My fault see above!

AIInvade multipliers viewtopic.php?f=199&t=491&p=33996#p339963996 -> have to check this later

I'll come back to this tomorrow, but so far I don't understand what did the trick? Maybe the invade multipliers you changed.
1. minor race attitude bonus +50 making it a penalty I used same code from cards on feds (only 1 byte change) addition to subtraction

changed 2 locations

Code: Select all

00405BDA 01 DA                   add     edx, ebx
to
00405BDA 29 DA                   sub     edx, ebx
and
00405E69 01 DA                   add     edx, ebx
to
00405E69 29 DA                   sub     edx, ebx
2. this is the second one from above I questioned.

3. I suspect it was reading 05 as minor in some of the code now that I tested with 90

side note

Code: Select all

federation prefer to attack subjugated systems?
40E958                 cmp     cx, 1 // 0xDD6E
hex code location is incorrect 0xDD6E should be 0xdd5b I noticed it last week just forgot to mention it.
posted incorrect in 4 locations
viewtopic.php?f=3&t=3668#p48702
viewtopic.php?f=3&t=3668&start=90#p52296
viewtopic.php?f=3&t=3668&start=105#p52434
viewtopic.php?f=221&t=2401#p50814
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Re: New Mirror Universe mod

Post by Spocks-cuddly-tribble »

thunderchero wrote: Fri May 22, 2020 7:05 pmhex code location is incorrect 0xDD6E should be 0xdd5b
Thank you, but since this topic is a workshop for MUM, I'll stick with updating the AI coding thread. But I cannot do this before running controlled vanilla tests, here are too many unknown variables affecting the setup.

- many multipliers changed at the same time, we will never know about the effects each?
- this fed/cards code is strange, what special cases is this for?
- terrans get lazy when using code 'diplomacy to minor races when cold war or war' of the other empires?
- will federation conquer minors with only the 3 invade codes changed?

For your list so far:

- fed +50bonus; changing 405BDA & 405E69 = fatal error; shared for many purposes & can cause attitude over/under flow -> best disable both codes (card & fed)
- remove my wrong code example(s) and change just the IDs
- if it does not improve things remove '4 to 8 sector map scan' (turn lag?) for max ship speed? (raider2/defiant)
- unlocking the terran limit for raid tasks won't hurt (i.e. you should add this)
- you can delete your not added unknown INVADE & unknown HARASS patches (just code examples for AI task checks)
- structural bug & turn calculation are experimental/maybe wrong, also I'd separate fed/terran only from all AI changes
- IDs 0x5 to 0x22 'should' work to disable fed checks, since minors use their own AI code


Side note wrt 405E69 'add Attitude': attacking enemy IDs Selay/Anticans gives a funny +500 bonus from the other?

Code: Select all

429968                 cmp     word ptr [esi+8], 19h
42996F                 cmp     word ptr [eax+4], 9

429976                 cmp     word ptr [esi+8], 9
42997D                 cmp     word ptr [eax+4], 19h
Or is the race ID 09 Antideans? http://www.members.aon.at/zelli/shiplist.htm
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: New Mirror Universe mod

Post by thunderchero »

Hi Spocks-cuddly-tribble,

I sent you a PM explaining where I went wrong last week. this should have been much easier than I made it. sorry

I plan on going back and testing each change and try to document changes in a controlled tests.
Spocks-cuddly-tribble wrote: Sat May 23, 2020 4:52 am - this fed/cards code is strange, what special cases is this for?
- fed +50bonus; changing 405BDA & 405E69 = fatal error; shared for many purposes & can cause attitude over/under flow -> best disable both codes (card & fed)
I want both terrans and cardassians to have minor race attitude penalty -50. :grin:

and double checked you are correct it is also called in other locations, would this work better?

Code: Select all

423055 0x22455 change E8 46 2B FE FF -> E8 E6 2A FE FF (change to same cardassian subtraction call)
and
423064 0x22464 change E8 C7 2D FE FF -> E8 67 2D FE FF (change to same cardassian subtraction call)
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Re: New Mirror Universe mod

Post by Spocks-cuddly-tribble »

thunderchero wrote: Sat May 23, 2020 9:13 amI want both terrans and cardassians to have minor race attitude penalty -50. :grin:
For what incident? This code checks owner race ID of star systems. If both involved = major then +100 (both) in some cases. If major & minor nothing, but in some cases feds +50(both) and card -50(both). This doesn't make much sense? :???:

We need OrdInfo and other save game files analysed to understand this mess. :mad:

thunderchero wrote: Sat May 23, 2020 9:13 amit is also called in other locations
Not only this, the over/under flow check must be changed when replacing add/sub. Years ago a was thinking of creating a 'crazy easter egg' mod driving players nuts. This would be a good one for that.... (random attitude/diplomatic agro mode) :shock:

Best disable fed check and change card 'cmp,0 jnz -> cmp,1 jg'
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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