I already implemented a little more sophisticated solution to the anomaly names jump at asm_4B6827 you refer that also supports the star name default handling by checking for ids set to -1. Like posted above, replacements for
- the stellar tooltippanel names at 0x0003CC2B / loc_43D826,
- the stellar details panel names at 0x000B5C27 / loc_4B6827,
- the stellar details descriptions at 0x000FA694 /off_4FB2A0 + sub_4FB2D0
are already implemented.
After having implemented details panel description and name replacement codes, for the tooltip code I realized there was no defaults for the star names so I needed to differentiate it in UE by adding a checkbox option. Only thereafter, I found above code location and realized Tethys moved whole subroutine partially messing the code to only add another two anomalys with no space left for further additions.
I think above code patch does really great in that it restores old vanilla subroutine alignment and allows for another 50 stellar names at the same time. Since I already added the needed system stellar type checkbox to UE, it further would have felt incomplete when I do some lame hacks here that depend on the type numbers.
It's not important to me to complete the full feature, but stellar types was a menu UE already had before but was pretty limited if not to say broken. With having fixed the entry names by reading the lexicon ids from trek.exe instead, and with the added options to edit the names and add further entries to the objstruc.smt file, the galaxy generation routine is the key routine that still is missing from UE to complete that particular feature.
Furthermore I found it a great target since I'm out of practice in asm coding. But what am I arguing to two silly chaps that still try to fix that super broken AI by asm coding. You definitivly should do some C++ code injection for any serious improvement on the AI!
