All in one 2.0.1 beta 5 available

You can talk about anything. (please read forum rules before posting)

Moderator: thunderchero

Post Reply
User avatar
thunderchero
Site Administrator aka Fleet Admiral
Site  Administrator aka Fleet Admiral
Posts: 7848
Joined: Fri Apr 25, 2008 2:00 am
Location: On a three month training mission, in command of the USS Valiant.

All in one 2.0.1 beta 5 available

Post by thunderchero »

Hi Everyone,

here is new link for All in one 2.0.1 beta 5

Installer latest release links

Info on DxWnd proxy

The proxy use 3 files to allow proper running of game

Fullscreen proxy uses these 3 files
dxwnd.dll (main proxy file, same file for fullscreen and windowed modes)
dxwnd.dxw (configuration file with settings, different file for fullscreen and windowed modes)
winmm.dll (this is the fullscreen proxy file, different file for windowed modes)

Windowed proxy uses these 3 files
dxwnd.dll (main proxy file, same file for fullscreen and windowed modes)
dxwnd.dxw (configuration file with settings, different file settings for fullscreen and windowed modes)
ddraw.dll (this is the windowed proxy file, different file for fullscreen modes)

If you are wanting to switch between fullscreen and windowed mod
all 3 file need to be removed from install path Before adding other proxy files (files are in tools folder "dx proxy files" folder)
Note; to use DxWnd GUI or to add MPR++, the proxy files should not be present in install path
Or you can uninstall and reinstall and select different option.

New installer options

during install this is an example of options for each version
options.jpg
options.jpg (156.83 KiB) Viewed 5236 times
changes in beta 5
updated patches and base ini settings for ECM
updated patches for MUM, UDM, UCW, NBU, TMPM, FLG
edited ship scale for MUM
removed dxwnd "warning" text (install first) in installer

changes in beta 4
Benman2785 German GUI errors
patches for Extending Edifbnft.bst MP issue, and missing tech level patch for NBU and updated other mods that use tech level bonus factor.
added changes to ECM per SCT
edited installer text and fixed ECM shield fix option button.
added proxy files to tools folder
Galaxy mod added back options for 1366 and 1080

changes in beta 3
updated ECM
uses new DxWnd proxy, it is no longer needed to use DxWnd gui or commandline to run DxWnd silent.
shortcuts use target of "trek.exe" so now shortcuts can be edited to add -Mudd again
all mods that used liberating foreign home systems (fix) edited
tools added back to installer (manual delete folder if you want removed)
when using GameRanger DxWnd gui does not need to be open.

changes in beta 2
latest changes to Error correction mod,
added the AI ship global loop patch for faster turn processing for more testing. patch was added to MUM, UDM, UCW FLG, NBU TMPM

changes in beta 1
add x y and build queue update to UDM, UCW, TMPM, NBU, MUM (Any other mods would need creator approval)
fix NBU code production_food_energy_deficit_warning_100%, production_Bonus_Popup_100%
fix issue on 1024 vanilla compression.
fix shortcut issue with UCW and galaxy mod
current released Galaxy mod added
new patches for ECM
User avatar
thunderchero
Site Administrator aka Fleet Admiral
Site  Administrator aka Fleet Admiral
Posts: 7848
Joined: Fri Apr 25, 2008 2:00 am
Location: On a three month training mission, in command of the USS Valiant.

Re: All in one 2.0.1 beta 4 available

Post by thunderchero »

Hi Everyone,

I had a MP game with RSE_Chris on MUM 1366 x 768 both using proxy on Gameranger.

T5 start (tech level 16), 15% density (lowest), large (48 x 24), 30 minors, impossible, randon and borg off,

Chris took Terran (fullscreen) and I took Cardassians (windowed)

It was a quick game 101 turns final battle was my 94 heavy cruisers (keldon class) vs his 227 escorts (Defiants w/cloak)

he wiped me out very quickly. I would have been able to rebuild but would never been able to match his fleet so I conceded the game to his superior forces.

If I would have had just a few more turns before he attacked I would have upgraded to heavy cruiser II with cloak. That would have been a better fight. :grin:

game play was split into 2 days 4-5 hours first day 4 hours second day
on the first day Chris had 1 random CTD (no log) but was mid turn I suspect gui error?
on day 2 no crashes
at the end of game turn processing was around 30 sec

all in all a very fun game
User avatar
Spocks-cuddly-tribble
Code Master
Code Master
Posts: 1883
Joined: Sun Apr 27, 2008 2:00 am

Re: All in one 2.0.1 beta 4 available

Post by Spocks-cuddly-tribble »

Here is an ECM update (deviation patch - should not show any conflicts)

No Total score power graph workaround due to a bit 'uglier' graphs and not really needed with default map sizes, and AI rank deviation issue is not that important.

Code: Select all

# HH4 - Defiant (120 -> 60 all slots forward) - ECM deviation

>> 0x18FC6C 5A 58 59 51 51 55 54 56 68 69 69 61 61 65 65 64
<< 0x18FC6C 41 41 41 41 41 41 41 41 41 41 41 41 41 41 41 41

# 'Required Food' fix for "Automatic" Build function and AI - ECM deviation

>> 0x41258 90 90 90 90 90 90 90 90 90 90 90 90 90 66 8B 79 1C
<< 0x41258 0F B7 79 1A 85 ED 74 09 8B 06 E8 09 1C 00 00 8B F8

# AI OB attack check for Invade and Harass tasks - Fleet Shields + Hull vs OB Firepower -> Ratio 2:1

>> 0x78D3F 8A 40 52 89 E2 25 FF 00 00 00 E8 72 60 FF FF 8B 54 24 68 66 83 FA 04 0F 85 FF 00 00 00 31 C0 66 8B 84 24 1C 01 00 00 47 01 C6
<< 0x78D3F 8B 68 3C 89 E2 0F B6 40 52 90 E8 72 60 FF FF 8A 44 24 68 3C 04 7F 13 8B 94 24 94 00 00 00 3C 03 75 03 D1 E2 90 03 EA 47 03 F5
>> 0x78DA1 E8 DA 9C FD FF 89 C3 0F AF D9 31 C0 BA 02 00 00 00 8A 45 4C E8 C6 9C FD FF 0F AF C1 8B 94 24 30 01 00 00 01 D8 0F AF D0 8D 04 95 00 00 00 00 29 D0
<< 0x78DA1 3C 23 75 03 8A 45 44 E8 D3 9C FD FF 8B 9C 24 30 01 00 00 3B FB 7D 02 33 FF 0F AF C1 0F AF C3 90 90 3B C6 7C 02 33 FF 8B D0 D1 E0 90 90 90 90 90 90

# AI Invade task ground combat check - Source Data Corrected & output changed from Ratio to Success Chance

>> 0x78F6C E8 0F 9B FD FF
<< 0x78F6C 90 90 90 90 90
>> 0x78F91 31 C0 8D 94 24 20 01 00 00
<< 0x78F91 03 7B 70 EB 55 90 90 90 90
>> 0x79006 89 84 24 4C 01 00 00 8B 84 24 5C 01 00 00 8B 94 24 5C 01 00 00 8B 40 40 66 8B 52 44 89 84 24 48 01 00 00 31 C0 DF AC 24 48 01 00 00 66 89 D0 DD 9C 24 48 01 00 00 E8 AF C7 FE FF DC 8C 24 48 01 00 00 D9 84 24 60 01 00 00
<< 0x79006 8B D4 8B C5 89 3A DB 02 69 C8 BC 01 00 00 0F B7 89 A6 1B 5B 00 83 C1 64 89 0A DB 02 DC 0D 7C 87 57 00 DE C9 E8 C1 C7 FE FF DE C9 D8 C8 8B 84 24 5C 01 00 00 0F BF 00 E8 AE CC FC FF 89 02 DB 02 D8 C8 D8 C1 DE F9 EB 75 90

# TT ground combat popup fix with empire-wide ground combat bonus

>> 0xEA735 31 C0 89 84 24 24 05 00 00 89 E8 89 AC 24 20 05 00 00 31 E8 DF AC 24 20 05 00 00 66 8B 41 28 DD 9C 24 20 05 00 00 E8 90 B0 F7 FF DC 8C 24 20 05 00 00
<< 0xEA735 8D 94 24 20 05 00 00 0F B6 41 28 DB 41 70 69 C8 BC 01 00 00 0F B7 89 A6 1B 5B 00 83 C1 64 89 0A DB 02 DC 0D 7C 87 57 00 DE C9 E8 8C B0 F7 FF DE C9 90

# system attack ground combat calculation fix with empire-wide bonus factor of attacking TTs now squared

>> 0x6672E DC 8C 24 20
<< 0x6672E 8B 84 24 F8
>> 0x66751 8B 84 24 F8 03 00 00 DC 0D 6C AC 57 00
<< 0x66751 DC 0D 6C AC 57 00 D8 C8 90 90 90 90 90

# ground combat bonus for attackers when freeing systems

>> 0x66761 DD 9C 24 20 03 00 00 E8 83 F5 FD FF 89 84 24 10 04 00 00 DB 84 24 10 04 00 00 DC C8 DC 84 24 20 03 00 00 DC BC 24 20 03 00 00
<< 0x66761 8D 94 24 98 03 00 00 DD 5A 88 E8 80 F5 FD FF 83 7A 48 01 74 09 8B C8 C1 E9 02 90 90 2B C1 89 02 DB 02 D8 C8 DC 42 88 DC 7A 88

# AI ShipUnits Crew Experience Bonuses Bug FIX 2 (@ 1 see combat.bin AI ship sorting fix)

>> 0x00007ce9 94
>> 0x00007cfc 89 94 24 2c 01 00 00 e8 cc 4d 11 00 db 9c
>> 0x0002a3ef 94
>> 0x0002a400 89 94 24 48 01 00
>> 0x0002a407 89 e8 de c1 89 ca e8 c2 26 0f 00 db 9c 24 48 01 00 00
<< 0x00007ce9 84
<< 0x00007cfc e8 d3 4d 11 00 db 1c 24 8b 14 24 90 01 94
<< 0x0002a3ef 84
<< 0x0002a400 de c1 e8 cd 26 0f
<< 0x0002a407 db 1c 24 8b 14 24 01 94 24 48 01 00 00 90 8b c5 8b d1

# AI Income Cheat based on Total Population and Average Tech Level

>> 0x00039820 86 A5 43 00 F5 A5 43 00 09 A6 43 00 2E A6 43 00 48 A6 43 00
>> 0x000399e4 3d 04
>> 0x000399e7 77
>> 0x000399e9 25 ff ff 00 00 ff 24 85 20 a4 43 00 8b 46 04 8b 2e d1 e8 01 c5 89 2e 83 c4 04 5d 5f 5e 59 5b c3 8b 5e 04 83 fb 64 76 0d 89 d8 01 06
<< 0x00039820 00 00 00 00 00 00 00 00 64 00 00 00 7D 00 00 00 AF 00 00 00
<< 0x000399e4 83 f8
<< 0x000399e7 74
<< 0x000399e9 3e 0f b7 1c 4d 60 36 5a 00 c1 eb 03 83 c3 08 0f af 5e 18 c1 eb 03 b1 04 2a c8 d3 eb 8b 04 85 20 a4 43 00 3b d8 7d 02 8b d8 01 1e 90

# AI Check of Industry Capacities for Ship Construction - Dilithium Allocation Fix

>> 0x00060477 e8 54 22 fe ff 01 fb
>> 0x000604ac 8b 14
>> 0x000604af 8d 34 95 00 00 00 00 29 d6 c1 e6 02 29 d6 c1 e6 03 0f bf 18 69 db 28 03 00 00 8b 15 c8 36 5a 00 01 da 81 c2 40 02 00 00 01 f2 85 c9 76 1a
>> 0x000604ed d2
<< 0x00060477 03 df 8b 43 3c 90 90
<< 0x000604ac 6b 34
<< 0x000604af 58 0f bf 18 69 db 28 03 00 00 03 1d c8 36 5a 00 8d 94 33 40 02 00 00 85 c9 76 2d 83 7a 3c 01 75 27 90 90 90 90 90 90 90 90 90 90 90 90 90
<< 0x000604ed c2

# AI Offensive Military Power Check - Ratio & Source Data Optimisation

>> 0x0002cad6 8d 04 d5 00
>> 0x0002cadc 00 01 d0 c1 e0 02 01 d0 c1 e0 02 89 c2 c1 e0 02 29 d0
>> 0x0002cb4e 8d 04 d5 00
>> 0x0002cb54 00 01 d0 c1 e0 02
>> 0x0002cb5e 01 d0
>> 0x0002cb65 e0 02
>> 0x0002cb6a c2 c1 e0 02
>> 0x0002cb72 29 d0
<< 0x0002cad6 69 c2 bc 01
<< 0x0002cadc 8b 90 4c 1c 5b 00 c1 ea 03 89 54 24 24 90 90 90 90 90
<< 0x0002cb4e 69 c2 bc 01
<< 0x0002cb54 8b 90 4c 1c 5b 00
<< 0x0002cb5e 90 90
<< 0x0002cb65 ea 03
<< 0x0002cb6a 54 24 20 90
<< 0x0002cb72 90 90
I don't know how many bugs is too many but that point is reached somewhere before however many in BotF is.
User avatar
thunderchero
Site Administrator aka Fleet Admiral
Site  Administrator aka Fleet Admiral
Posts: 7848
Joined: Fri Apr 25, 2008 2:00 am
Location: On a three month training mission, in command of the USS Valiant.

Re: All in one 2.0.1 beta 4 available

Post by thunderchero »

Spocks-cuddly-tribble wrote: Sun May 29, 2022 4:30 pm Here is an ECM update
code changes added for next release.
User avatar
Spocks-cuddly-tribble
Code Master
Code Master
Posts: 1883
Joined: Sun Apr 27, 2008 2:00 am

Re: All in one 2.0.1 beta 4 available

Post by Spocks-cuddly-tribble »

EDIT: Updated with one more fix: (Intercept Fix for Ally Ships)

Hi, I don't know when the next update is scheduled, but here is a last ECM update patch with new AI test code and income cheat tweak:

Code: Select all

# Intercept Fix for Ally Ships

>> 0x695FA 31 C0 31 D2 66 8B 46 34 66 8B 53 34 39 D0 0F 84 73 01 00 00
<< 0x695FA 8B 46 34 8B 53 34 3B C2 74 45 E8 77 20 FD FF 85 C0 75 3C 90

# Dynamic Danger Check for AI Colonize, Tform & BldBase Tasks 

>> 0x7A9F 30 DB BF 01 00 00 00 88 D9 89 F8 8B 14 24 D3 E0 21 D0 75 4E FE C3
<< 0x7A9F 6A 00 8B 44 24 40 50 8B 44 24 40 50 8B C5 E8 AE 34 02 00 EB 3B 90

# Rebalancing the AI Income Cheat -> + 25% * (average tech level - 1)

>> 0x399F7 08
<< 0x399F7 03
>> 0x399FE 03
<< 0x399FE 02

New AI test patch:

Code: Select all

NAME: Dynamic Danger Check for AI Colonize, Tform & BldBase Tasks 
DESC: 'Checks' enemy ships like the AI Raid task instead of min distance to enemy patrol range (5 sectors, 3 in own territory).
AUTHOR: Spocks-cuddly-tribble
URL: 

>> 0x7A9F 30 DB BF 01 00 00 00 88 D9 89 F8 8B 14 24 D3 E0 21 D0 75 4E FE C3
<< 0x7A9F 6A 00 8B 44 24 40 50 8B 44 24 40 50 8B C5 E8 AE 34 02 00 EB 3B 90

#0040869F   6A 00         PUSH 0
#004086A1   8B4424 40     MOV EAX,[ESP+40]
#004086A5   50            PUSH EAX
#004086A6   8B4424 40     MOV EAX,[ESP+40]
#004086AA   50            PUSH EAX
#004086AB   8BC5          MOV EAX,EBP
#004086AD   E8 AE340200   CALL 42BB60 // Enemy_NEXT_turn_in_sector_Cheat_test
#004086B2   EB 3B         JMP SHORT 4086EF
#004086B4   90            NOP

Code: Select all

NAME: Intercept Fix for Ally Ships
DESC: A feature bug intercepts friendly ships, without combat but with AI sympathy loss.
AUTHOR: Spocks-cuddly-tribble
URL: 

>> 0x695FA 31 C0 31 D2 66 8B 46 34 66 8B 53 34 39 D0 0F 84 73 01 00 00
<< 0x695FA 8B 46 34 8B 53 34 3B C2 74 45 E8 77 20 FD FF 85 C0 75 3C 90

#0046A1FA   8B46 34        MOV EAX,[ESI+34] // other TF race ID
#0046A1FD   8B53 34        MOV EDX,[EBX+34] // own TF race ID
#0046A200   3BC2           CMP EAX,EDX
#0046A202   74 45          JE SHORT 46A249 // same owner skip Intercept
#0046A204   E8 7720FDFF    CALL 43C280 // if treaty...
#0046A209   85C0           TEST EAX,EAX
#0046A20B   75 3C          JNZ SHORT 46A249 // ...skip Intercept
#0046A20D   90             NOP

Also you might want to unlock the "group" vs solo target Option for all your mods?
I don't know how many bugs is too many but that point is reached somewhere before however many in BotF is.
User avatar
thunderchero
Site Administrator aka Fleet Admiral
Site  Administrator aka Fleet Admiral
Posts: 7848
Joined: Fri Apr 25, 2008 2:00 am
Location: On a three month training mission, in command of the USS Valiant.

Re: All in one 2.0.1 beta 4 available

Post by thunderchero »

Spocks-cuddly-tribble wrote: Tue Jun 07, 2022 10:04 pm Hi, I don't know when the next update is scheduled, but here is a last ECM update patch with new AI test code and income cheat tweak:
I doubt if I will be uploading next test version until next week.
Spocks-cuddly-tribble wrote: Tue Jun 07, 2022 10:04 pm Also you might want to unlock the "group" vs solo target Option for all your mods?
I expect you are referring to this?
Spocks-cuddly-tribble wrote: Sun May 22, 2011 5:52 am If you want to disable the command ship solo-targeting restriction in one of your mods, just replace 75 with EB in my replacement code at the position below:

Code: Select all

trek.exe at 0xA5B28  change 75 to  EB
4A6728     75 10               JNZ SHORT 4A673A
Special thanks to thunderchero for his great support. :wink:
if I think all my mod are already set to "EB", but will check
User avatar
Spocks-cuddly-tribble
Code Master
Code Master
Posts: 1883
Joined: Sun Apr 27, 2008 2:00 am

Strange after-crash issue with DxWnd fullscreen-proxy

Post by Spocks-cuddly-tribble »

Repeatable symptom: Random crash -> Fullscreen terminated but small window in upper left corner freezes about 5 seconds (not the issue).

After this the crashed game instance/mod remains very laggy (mouse lag, even generation of power graph is very slow).

Only working solution is deinstalling the affected mod and new installation OR deleting DxWnd proxy files and using old DxWnd launcher

By comparision Proxy files seem to slightly slow down some ingame animation rendering and sound effects (means even if not corrupted due to above after crash issue, but IMHO this is NOT a problem and might be an OS / older hardware issue).

What NOT solved the after-crash issue:

- Restoring stbof.ini and/or proxy files from tools folder (i.e. no file corruption)
- Rebooting OS (Windows 10)


EDIT:

NOTICE DxWnd should be installed on first execution of in staller to set DxWNd paths -> If this also applies to new proxy files:

Add Proxy for... -> Add DxWnd Proxy for... ?


ECM has not options to unselect cosmetic patches for ship textures & TGAs. It's Ok, but was this changed recently or did I miss it in the last release?

Also vanilla ini has BORG=OFF (not the default IIRC)?


thunderchero wrote: Wed Jun 08, 2022 9:50 pmI expect you are referring to this?
No, this removes the new solo-mode restriction to fleets with command ships (or stations) i.e. the fix changing the command ship feature from semi into fully implemented (since most players don't accept this harder gameplay).

But the "group" vs solo target feature reads the same 'command' marker. I told you how to disable this restriction (not the same code): viewtopic.php?p=56596#p56596
I don't know how many bugs is too many but that point is reached somewhere before however many in BotF is.
User avatar
thunderchero
Site Administrator aka Fleet Admiral
Site  Administrator aka Fleet Admiral
Posts: 7848
Joined: Fri Apr 25, 2008 2:00 am
Location: On a three month training mission, in command of the USS Valiant.

Re: Strange after-crash issue with DxWnd fullscreen-proxy

Post by thunderchero »

Spocks-cuddly-tribble wrote: Mon Jun 13, 2022 3:49 pm Repeatable symptom: Random crash -> Fullscreen terminated but small window in upper left corner freezes about 5 seconds (not the issue).

After this the crashed game instance/mod remains very laggy (mouse lag, even generation of power graph is very slow).

Only working solution is deinstalling the affected mod and new installation OR deleting DxWnd proxy files and using old DxWnd launcher
DxWnd has continually had issues with fullscreen. the software is named "Direct X Windowed" so it works best in windowed mode.

try this
remove any proxy files or reinstall without proxy
if you have new version of tools installed open;
C:\botf\tools\DxWnd\dxwnd_Fullscreen
open dxwnd.exe
select mod to edit
when hovering over selected mod right click
in menu select 'proxy" at bottom
in sub menu of proxy select "ddraw"
this will create new ddraw proxy in install path. (current installer uses "winmm" proxy)

ddraw proxy has same Fullscreen termination issue, but see if it runs better for you.
I have not had any slowdown issues myself using winmm proxy.
Spocks-cuddly-tribble wrote: Mon Jun 13, 2022 3:49 pm NOTICE DxWnd should be installed on first execution of in staller to set DxWNd paths -> If this also applies to new proxy files:
this message need to be removed from installer text (new installer sets no paths for dxwnd)
Spocks-cuddly-tribble wrote: Mon Jun 13, 2022 3:49 pm Also vanilla ini has BORG=OFF (not the default IIRC)?
correct, the original installer (cd install) only writes this

Code: Select all

CDPATH=F:\
HDPATH=e:\botf\cd install\
CURRENTGAME=0
LANGUAGE=ENGLISH
MOVIEON=ON
SOUNDON=ON
MUSICVOLUME=100
FXVOLUME=100
VIDEOVOLUME=127
VOICEVOLUME=100
MONO=YES
STARTINGSEED=0
INSTALL=MAXIMUM
DIRECT X NOT 6.1 INSTALLED BY BOTF
This what trek.exe writes on startup (main menu screen and exit game)

Code: Select all

CDPATH=F:\
HDPATH=e:\botf\cd install\
CURRENTGAME=0
LANGUAGE=ENGLISH
VICTORY=KILLALL
INSTALL=MAXIMUM
3D=SOFTWARE
TACTICAL=DETAILED
SOUNDON=ON
BORG=ON
MOVIEON=ON
AUTOSAVE=ON
TOOLTIPS=ON
RANDOMEVENTS=ON
TURNSTATUS=OFF
TIMELIMIT=0
TACTIMELIMIT=0
SHAPE=2
SIZE=1
RACENUM=3
DIFFICULTY=3
CIVLEVEL1=1
CIVLEVEL2=1
CIVLEVEL3=1
CIVLEVEL4=1
CIVLEVEL5=1
ECONFILTER=55
EVENTFILTER=177
MILITARYFILTER=19
MUSICVOLUME=100
FXVOLUME=100
VIDEOVOLUME=127
VOICEVOLUME=100
SCREENVOLATILE=NO
DIRECT X NOT INSTALLED BY BOF
STARTINGSEED=0
Version=1.0.3
so yes borg and random would be on by default (I don't plan on changing any unless requested by mod developer) :wink:


trek.exe writes the rest on first run/exit of game.
User avatar
Spocks-cuddly-tribble
Code Master
Code Master
Posts: 1883
Joined: Sun Apr 27, 2008 2:00 am

ECM ini & beta test result

Post by Spocks-cuddly-tribble »

thunderchero wrote: Mon Jun 13, 2022 5:33 pmthis will create new ddraw proxy in install path. (current installer uses "winmm" proxy)

ddraw proxy has same Fullscreen termination issue, but see if it runs better for you.
Thanks, I wasn't able to crash the game again, so I can't say whether ddraw proxy would produce the same after-crash issue. But it worked for the previous crashed mod without re-installation. Trying to remove proxy and re-create winmm proxy using dxwnd.exe gave me an error message.

thunderchero wrote: Mon Jun 13, 2022 5:33 pmyes borg and random would be on by default (I don't plan on changing any unless requested by mod developer) :wink:
Exactly, that's why I noticed in current AIO vanilla ini BORG=OFF (and there is no ingame button to change this unlike random events).

Example with all stbof.ini defaults I want for ECM:

Code: Select all

CDPATH=C:\botf\ECM\
HDPATH=C:\botf\ECM\
CURRENTGAME=0
LANGUAGE=ENGLISH
VICTORY=KILLALL
INSTALL=MAXIMUM
3D=SOFTWARE
TACTICAL=DETAILED
SOUNDON=ON
BORG=ON
MOVIEON=ON
AUTOSAVE=OFF
TOOLTIPS=OFF
RANDOMEVENTS=OFF
TURNSTATUS=OFF
TIMELIMIT=0
TACTIMELIMIT=0
SHAPE=0
SIZE=2
RACENUM=2
DIFFICULTY=4
CIVLEVEL1=0
CIVLEVEL2=0
CIVLEVEL3=0
CIVLEVEL4=0
CIVLEVEL5=0
ECONFILTER=159
EVENTFILTER=433
MILITARYFILTER=83
MUSICVOLUME=100
FXVOLUME=100
VIDEOVOLUME=127
VOICEVOLUME=100
SCREENVOLATILE=NO
DIRECT X NOT INSTALLED BY BOF
STARTINGSEED=1655250627
Version=ECM5.0

I tested latest ECM code updates and I have to say this is first release I'm happy with.

AI building, colonize and Tform behavior was OK. All AI empires did good (fair starting positions provided).

I played Ferengi (easiest low tech empire) all T1, hard, large, irregular, no minors (alliance victory with Federation):

Screenshot (12).png
Screenshot (12).png (412.35 KiB) Viewed 4430 times
Screenshot (13).png
Screenshot (13).png (464.07 KiB) Viewed 4430 times

If I had not pushed research early on for computer tech 5 (theory simulators) in order to exploit the auto upgrade feature for 50+ scouts (and later for TTs) I would have been in serious trouble (vanilla AI needs much higher starting levels).

So a more exposed/central map position, playing a harder low tech empire (klingons/cardassians) or 'impossible' should get interesting.

There is still much work to do and most AI fleet tasks are not smart, but now we have solid foundation for further research.

I think about setting the AI battle modifiers to Bravery 100 and Ram Escalation 101 so player fleets take higher losses, but it's a double edged decision since sometimes the AI loses all ships for nothing.

Preventing the AI from scrapping stranded ships is not very useful (yet) i.e. they didn't build outposts to free them.
I don't know how many bugs is too many but that point is reached somewhere before however many in BotF is.
User avatar
thunderchero
Site Administrator aka Fleet Admiral
Site  Administrator aka Fleet Admiral
Posts: 7848
Joined: Fri Apr 25, 2008 2:00 am
Location: On a three month training mission, in command of the USS Valiant.

Re: ECM ini & beta test result

Post by thunderchero »

Spocks-cuddly-tribble wrote: Tue Jun 14, 2022 9:32 pm Trying to remove proxy and re-create winmm proxy using dxwnd.exe gave me an error message.
yes before recreating the winmm proxy you must extract proxy file from rar file.
here is reason why developer of DxWnd gave;

So far I have not seen any reports of winmm triggering AV warnings (I expect AV companies did complete analyzes and found not threat)

Code: Select all

Beware!

The winmm.dll proxy triggers the suspicions of many AV software making it impossible to 
frrly distribute it. For this reasom the winmm.dll file was stored into the cyphered
winmm.rar file, passwrod protected with password "winmm".
This way the AV can't access its content and block the transfer.
Be aware that in case you may want to use that proxy the archive will have to be decompressed
on its current folder, but the operation could easily wake up the AV detection.
If that happens it is a false positive, but you don't have to believe me, so you may leave the
file alone as well.
Spocks-cuddly-tribble wrote: Tue Jun 14, 2022 9:32 pm Exactly, that's why I noticed in current AIO vanilla ini BORG=OFF (and there is no ingame button to change this unlike random events).
exactly that knife goes both ways (no ingame button to turn off borg) :wink:
more complaints about borg ruined game than how do I turn borg "on"
Spocks-cuddly-tribble wrote: Tue Jun 14, 2022 9:32 pm I tested latest ECM code updates and I have to say this is first release I'm happy with.
That is good to hear.

EDIT;
BTW real life has been crazy, so not even sure when I will be able to make changes and get next test version beta released.
User avatar
Martok
Rear-Admiral
Rear-Admiral
Posts: 1208
Joined: Thu May 01, 2008 2:00 am

Re: All in one 2.0.1 beta 4 available

Post by Martok »

Dumb question: So do you want us using this installer instead of the "main" 2.0.0 installer?

viewtopic.php?f=23&t=3509
"Evil is easy, and has infinite forms." -- Pascal
User avatar
thunderchero
Site Administrator aka Fleet Admiral
Site  Administrator aka Fleet Admiral
Posts: 7848
Joined: Fri Apr 25, 2008 2:00 am
Location: On a three month training mission, in command of the USS Valiant.

Re: All in one 2.0.1 beta 4 available

Post by thunderchero »

Martok wrote: Fri Jun 17, 2022 3:38 pm Dumb question: So do you want us using this installer instead of the "main" 2.0.0 installer?

viewtopic.php?f=23&t=3509
yes, I would like members to test beta and report back

edit fyi new beta version is almost ready, so up to you if you want to wait for that version.
User avatar
Spocks-cuddly-tribble
Code Master
Code Master
Posts: 1883
Joined: Sun Apr 27, 2008 2:00 am

ECM update patch3

Post by Spocks-cuddly-tribble »

I hope I'm not too late.

ECM update patch1: viewtopic.php?p=56639#p56639 (Done by TC)
ECM update patch2: viewtopic.php?p=56755#p56755
ECM stbof.ini defaults: viewtopic.php?p=56805#p56805

ECM update patch3: EDIT: -> viewtopic.php?p=56843#p56843 -> Is part of patch 3.

Resets vanilla 'Bravery' defaults & sets 'RamEscal.' 101

I considered ship 'Auto-Upgrades for AI only' but this might be too harsh. As a small penalty for the common abuse of the auto upgrade feature I enabled the refitting simulation with a loss of hull points for player ships.

Code: Select all

NAME: ECM deviation update patch 3 (also add both above ECM patches, note patch 2 is a deviation patch for patch 1 code, thanks!)

# Auto-Upgrading Ships -> Refitting Simulation for Players = Hull Points divided by Difficulty Level (not for AI)

>> 0x49809 EB
<< 0x49809 74

# Auto-Upgrade Fix for AI Ships Under Construction

>> 0x00049860 0f 84 bb 00 00 00
>> 0x0004c437 c0
>> 0x0004c43c 8b
>> 0x0004c442 8b bc 07 a8 00 00 00 89 f8 83 c7 60
>> 0x0004c477 00 00 00 00 00 00 00 00

<< 0x00049860 90 90 90 90 90 90
<< 0x0004c437 f8
<< 0x0004c43c 03
<< 0x0004c442 80 7f 04 02 75 2b 33 c0 b0 a8 eb 29
<< 0x0004c477 8b 04 38 8d 78 60 eb cf

# remove 'AI Build Starbase Task-freeze Fix (upgrade task in sector without outpost)' -> for diagnosis/testing

>> 0xE8E1 0F BF 40 08 83 F8 FF 74 2F 90 E9
>> 0xE93E 90 90

<< 0xE8E1 8B 40 06 C1 F8 10 83 F8 FF 0F 85
<< 0xE93E 75 08

# reset vanilla 'Bravery' defaults & set 'RamEscal.' 101

# @ 5907B4  F.-Assault  Bravery     RamEscal.   EscortSt.   Peaceabl.
#           Assault(+)  Retreat(-)  Ram(+)      Evade(-)    Hail(+)
# Cardassians
>> 0x18E5B4 64 00 00 00 14 00 00 00 64 00 00 00 0A 00 00 00 32 00 00 00
<< 0x18E5B4 64 00 00 00 3C 00 00 00 65 00 00 00 0A 00 00 00 32 00 00 00
# Federation
>> 0x18E5C8 64 00 00 00 14 00 00 00 64 00 00 00 0A 00 00 00 55 00 00 00
<< 0x18E5C8 64 00 00 00 37 00 00 00 65 00 00 00 0A 00 00 00 55 00 00 00
# Ferengi
>> 0x18E5DC 64 00 00 00 14 00 00 00 64 00 00 00 0A 00 00 00 4B 00 00 00
<< 0x18E5DC 64 00 00 00 28 00 00 00 65 00 00 00 0A 00 00 00 4B 00 00 00
# Klingons
>> 0x18E5F0 64 00 00 00 14 00 00 00 64 00 00 00 0A 00 00 00 19 00 00 00
<< 0x18E5F0 64 00 00 00 55 00 00 00 65 00 00 00 0A 00 00 00 19 00 00 00
# Romulans
>> 0x18E604 64 00 00 00 14 00 00 00 64 00 00 00 0A 00 00 00 4B 00 00 00
<< 0x18E604 64 00 00 00 32 00 00 00 65 00 00 00 0A 00 00 00 4B 00 00 00
# Minors
>> 0x18E618 64 00 00 00 14 00 00 00 64 00 00 00 14 00 00 00 32 00 00 00
<< 0x18E618 64 00 00 00 32 00 00 00 65 00 00 00 14 00 00 00 32 00 00 00
I don't know how many bugs is too many but that point is reached somewhere before however many in BotF is.
User avatar
Martok
Rear-Admiral
Rear-Admiral
Posts: 1208
Joined: Thu May 01, 2008 2:00 am

Re: All in one 2.0.1 beta 4 available

Post by Martok »

thunderchero wrote: Fri Jun 17, 2022 4:01 pm yes, I would like members to test beta and report back

edit fyi new beta version is almost ready, so up to you if you want to wait for that version.

Thanks, tc. I can stand holding off and waiting for the next version if it's just about ready. :)
"Evil is easy, and has infinite forms." -- Pascal
User avatar
thunderchero
Site Administrator aka Fleet Admiral
Site  Administrator aka Fleet Admiral
Posts: 7848
Joined: Fri Apr 25, 2008 2:00 am
Location: On a three month training mission, in command of the USS Valiant.

Re: All in one 2.0.1 beta 4 available

Post by thunderchero »

Martok wrote: Fri Jun 17, 2022 9:10 pm if it's just about ready. :)
I got ECM patches added tonight (not tested ini changes) but with my mind I am lost on what great new patches to add to MUM or other of my mods since I have not had any time to test effects.
Post Reply

Return to “General Chat”