Ultimate Mod 5 v5.5 Redux (New)

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Dafedz
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Ultimate Mod 5 v5.5 Redux (New)

Post by Dafedz »

Greetings fellow BoTFers.

UM5 is being updated and is coming soon. A great deal of balance work and enhancements have been performed, worthy of a new release.
  • Several new error correction patches have been applied, and a few erroneous ones (causing bugs, e.g. this one viewtopic.php?p=33859#p33859) have been removed.
  • Many new buildings debut, for all empires, but particularly for the Dominion who are in much better shape now. Many bonuses have changed.
  • The shiplist has been heavily overhauled and is now more balanced. All ships have had a stringent balance pass - in many places firepower has been nerfed across the board.
  • Intel has been slightly altered, and now includes a patch that reduces the chance for AI empires to frame you for sabotage events [in vanilla it's a bit over the top]. Intel strength in general (namely Cardassians and Romulans) has been lowered, but Security for the other empires has likewise been reduced.
  • Requisite Research pts have been scaled back, mainly to assist the AI from struggling to advance.
  • One new Minor Race.
  • Several new ships have been introduced. New designs built from scratch. Various existing models have been retextured.
A preview:

Some Cardassian ships
Retextured Galor
New Destroyer-type bottom left
Image

Klingons
New Heavy Hestroyer
Image

Federation
New Nova-class, Prometheus, and New Orleans Frigate
Image

Romulans
Some reworked models and textures
Image

Plus a major rework of Romulan capitals
Top-left new Strike Cruiser, top-right Heavy Cruiser
Bottom-left Heavy Destroyer, bottom-right Valdore remade
Image

And finally, a new sound score has been recorded for the Dominion - including combat voices, and all the race intros (replaced minors) for all empires. In total there are 346 new audio clips. They are a big improvement.
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Re: Ultimate Mod 5 v5.5 Redux (New)

Post by Spocks-cuddly-tribble »

Nice one, Son! :up:

Dafedz wrote: Thu Dec 29, 2022 3:10 pma few erroneous ones (causing bugs, e.g. this one viewtopic.php?p=33859#p33859) have been removed.
Note the main patch should be OK, the issue is just with two options for minor race special structures!


Also latest ECM 5 release has three patch issues you should be aware of (in case you use said patches): viewtopic.php?p=58007#p58007

1.) Protecting the AI from Black Holes (popup glitch): viewtopic.php?p=57961#p57961

2.) Tactical Combat Excessive Memory Usage Fix (use option 2 double memory): viewtopic.php?p=57788#p57788

Version 1 can sometimes cause rendering issues:

File: tcmath\tcmath.c, Line: 576, REAL_GE_ZERO(amount) && REAL_LE(amount,1.0)
File: ..\..\source\ui\tactical\objview.cpp, Line: 892, obj->prevZ!=dependObj


3.) Move Fleets due to Treaty Fix for Contested Closed Borders & Stranded Fleets: viewtopic.php?p=57729#p57729

Another bug (ending expired treaties with already eliminated empires) still can cause this to crash with no log.
It's a great patch and helps with some AI issues, but for now I have to remove it. :sad:

Dafedz wrote: Thu Dec 29, 2022 3:10 pmRequisite Research pts have been scaled back, mainly to assist the AI from struggling to advance.
There is also an option for 'Custom AI Research Bonuses': viewtopic.php?p=26158#p26158


EDIT: In case you missed it. UM5 uses this patch (updated to fix MP issues): viewtopic.php?p=32929#p32929

And there is also two new building bonus types to use: viewtopic.php?p=32993#p32993
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: Ultimate Mod 5 v5.5 Redux (New)

Post by thunderchero »

Nice,

I expect integrating into installer should have no issues. As long as all files were added/edited with/by UE, UE would have keep track of changes.
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Re: Ultimate Mod 5 v5.5 Redux (New)

Post by Dafedz »

Spocks-cuddly-tribble wrote: Thu Dec 29, 2022 3:53 pm Nice one, Son! :up:

Dafedz wrote: Thu Dec 29, 2022 3:10 pma few erroneous ones (causing bugs, e.g. this one viewtopic.php?p=33859#p33859) have been removed.
Note the main patch should be OK, the issue is just with two options for minor race special structures!
Many thanks SCT, I did indeed have that minor race structure option applied, and that was causing the trouble! I've also updated with several of the new patches.
Spocks-cuddly-tribble wrote: Thu Dec 29, 2022 3:53 pmEDIT: In case you missed it. UM5 uses this patch (updated to fix MP issues): viewtopic.php?p=32929#p32929
I presume you mean this one:

Code: Select all

>> 0x3E42B 80
<< 0x3E42B 78

>> 0x3E5A7 BF D1 69 D2 28 03 00 00 A1 C8 36 5A 00 8A 44 02 4C 25 FF 00 00 00 66 8B 94 45 86 00 00 00 31 C0 8A 45 72 8B AC 24 74 01 00 00 8B 04 85 6C FC 58 00 01 E8 8B 8C 24 68 01 00 00 81 E2 FF FF
<< 0x3E5A7 B6 5D 72 66 8B 1C 5D 6C FC 58 00 80 FF 01 7F 35 7C 12 8B 01 33 D2 E8 9E 22 00 00 80 B9 7C 02 00 00 00 74 21 0F B6 C3 03 84 24 74 01 00 00 8B 51 4C 66 8B 94 55 86 00 00 00 8B 8C 24 68 01


#0043F028     8B8C24 78010000      MOV ECX, [ESP+178]  // systInfo entry

#0043F1A6     0FB65D 72            MOVZX EBX,BYTE [EBP+72]  // building output ID
#0043F1AA     66:8B1C5D 6CFC5800   MOV BX,WORD [EBX*2+58FC6C]  // bonus position in systInfo
#0043F1B2     80FF 01              CMP BH,1  // if switch marker...
#0043F1B5     7F 35                JG SHORT 43F1EC  // 2+ -> not stored
#0043F1B7     7C 12                JL SHORT 43F1CB  // 0 -> store
#0043F1B9     8B01                 MOV EAX,[ECX]   // system ID
#0043F1BB     33D2                 XOR EDX,EDX
#0043F1BD     E8 9E220000          CALL 441460  // check ordInfo for build ship order in system
#0043F1C2     80B9 7C020000 00     CMP BYTE [ECX+27C],0  // if not build ship...
#0043F1C9     74 21                JE SHORT 43F1EC  // ...not stored
#0043F1CB     0FB6C3               MOVZX EAX,BL
#0043F1CE     038424 74010000      ADD EAX,[ESP+174]  // systInfo bonus/modus area
#0043F1D5     8B51 4C              MOV EDX,[ECX+4C]   // system owner ID
#0043F1D8     66:8B9455 86000000   MOV DX,[EBP+EDX*2+86]  // edifice.bst building output
#0043F1E0     8B8C24 68010000      MOV ECX,[ESP+168]// number of 'not scrapped' buildings
On checking my exe, I instead have the following string, slightly different than the above patch.

Code: Select all

UM5 code
0x3E5A7 bf d1 69 d2 28 03 00 00 a1 c8 36 5a 00 8d 54 10 4c 0f b6 45 72 66 8b 04 45 6c fc 58 00 80 fc 01 7f 23 7c 08 80 7a 34 03 75 1b b4 00 03 84 24 74 01 00 00 8b 12 66 8b 94 55 86 00 00 00 0f
As it's been so long since I updated UM5 I think a number of patches have become obsolete, or overlap, or have since changed/been abandoned, and it's why I've had trouble trying to untangle the mess. A good number of available fixes are flagged red in the patcher, and many more contain no URL so I have almost no idea what the function is.
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Re: Ultimate Mod 5 v5.5 Redux (New)

Post by Flocke »

Looks very promising! :up: :up:

When searching the forums for ancient asm patches for UE mod compatibility, I found that searching the assembler offset with an appended asterisk helps alot! E.g. searching for 44D0* I found some related posts for the MartialLawBld issue I fixed today. :wink:
And sometimes it's also the hex file offsets that give a match.

The asterisk sadly only works when appended to the end of the search string, and given the full word must match, sometimes you need to prepend 'asm' or some 000's or something to find a match.

Alternatively ofc one can also use google to search the forums with site:url but usually I'm fine with the forum search.
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Re: Ultimate Mod 5 v5.5 Redux (New)

Post by thunderchero »

Flocke wrote: Fri Dec 30, 2022 12:31 pm When searching the forums
it also helps if you narrow down to a single user. example sct

to do this just go to user profile and on right select "search user's post"
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Re: Ultimate Mod 5 v5.5 Redux (New)

Post by Spocks-cuddly-tribble »

Dafedz wrote: Fri Dec 30, 2022 11:27 amI presume you mean this one:

Code: Select all

>> 0x3E42B 80
<< 0x3E42B 78

>> 0x3E5A7 BF D1 69 D2 28 03 00 00 A1 C8 36 5A 00 8A 44 02 4C 25 FF 00 00 00 66 8B 94 45 86 00 00 00 31 C0 8A 45 72 8B AC 24 74 01 00 00 8B 04 85 6C FC 58 00 01 E8 8B 8C 24 68 01 00 00 81 E2 FF FF
<< 0x3E5A7 B6 5D 72 66 8B 1C 5D 6C FC 58 00 80 FF 01 7F 35 7C 12 8B 01 33 D2 E8 9E 22 00 00 80 B9 7C 02 00 00 00 74 21 0F B6 C3 03 84 24 74 01 00 00 8B 51 4C 66 8B 94 55 86 00 00 00 8B 8C 24 68 01
As it's been so long since I updated UM5 I think a number of patches have become obsolete, or overlap, or have since changed/been abandoned, and it's why I've had trouble trying to untangle the mess. A good number of available fixes are flagged red in the patcher, and many more contain no URL so I have almost no idea what the function is.
Yes, this is best option. Just use new patch (ignore red conflict warning when overwriting outdated patch).

Also check trek.exe at 0x18DAC2 if A8 01 (Shipbuilding Bonus Preview-Fix for Utopia bonus) then also use:

Code: Select all

NAME: Extra Fix for 'Shipbuilding Bonus Preview-Fix' (Utopia bonus -> Production Queue "Turns Remaining X")

>> 0x000F22E9 75
<< 0x000F22E9 EB

#004F2EE9           jnz   short loc_4F2F32                  ; jmp 0xF22E9 75 -> EB
Here is an ECM5 example for the utopia build queue extra fix (still buid queue update issue -> toggle left/right keys):
utopia_preview_fix.png
utopia_preview_fix.png (190.15 KiB) Viewed 2182 times
Strike Cruiser costs 5400. System industry (with ship bonus) is lower (two turns is correct).
Without extra fix the build queue adds utopia bonus (via building ID) twice for turn calculation (not to systems list & build list).


thunderchero already fixed some broken/outdated patches in other mods (e.g. BoP). Check if he fixed missing tech bonus extra codes in UM5:
Essential extra codes for Food, Energy & Industry Tech level bonus factors: viewtopic.php?p=33046#p33046


You also should update this patch: viewtopic.php?p=56457#p56457


Or post screenshot with patches in question like thunderchero did here and we will try to assist: viewtopic.php?p=57673#p57673

Code: Select all

NAME: Tactical Combat Excessive Memory Usage Fix (updated with double memory)

>> 0x00130291 0f af d8
<< 0x00130291 8D 1C 58

#00530E91     8D1C58         LEA EBX, [EAX+EBX*2]

Still trying to fix 'Move Fleets due to Treaty Fix for Contested Sectors & Stranded Fleets' :???:

EDIT: Test fix:

Code: Select all

NAME: Extra Fix for 'Move Fleets due to Treaty Fix for Contested Sectors & Stranded Fleets'

>> 0x00048153 8b 35
>> 0x00048159 89 c1 21 f1 0f 84 3d 02 00
>> 0x00048163 31 c0

<< 0x00048153 23 05
<< 0x00048159 0f 84 41 02 00 00 e9 13 02
<< 0x00048163 00 90

#00448D53     2305 502B5A00    AND EAX, [5A2B50]  // dead_races_BitMask
#00448D59     0F84 41020000    JE 448FA0    // get alienInfo
#00448D5F     E9 13020000      JMP 448F77   // exit race dead
#00448D64     90               NOP


And I just updated the new Garrison bonus to also lower chance of rebellions: viewtopic.php?p=32993#p32993
So Garrisons will be even more useful when using 'Enabling Rebellions without Random Events': viewtopic.php?f=242&p=18755#p18755


Other recommended patches are: viewtopic.php?p=34120#p34120

OB Check Fix for AI Invade/Harass Tasks (lowest min ratio 2:1)
AI Invade Task Ground Combat Check Fix

AI vs AI System Attack Workaround for Regular Maps: viewtopic.php?p=57847#p57847
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: Ultimate Mod 5 v5.5 Redux (New)

Post by Dafedz »

Thanks SCT. I've updated several patches, including many of the AI fixes. AI empires seem now to expand smoothly and quite aggressively. Here's a test game, small map [30x15] at turn 150, turn time at this point ~12 seconds.

Image

Could use some help with further beta testing. Any volunteers?
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Re: Ultimate Mod 5 v5.5 Redux (New)

Post by Spocks-cuddly-tribble »

I hardly find time to test my pending ECM fixes. On short notice you won't get much beta-testing.

Note that removing the AI task limits can be a bit over the top for regular map sizes: viewtopic.php?p=57673#p57673
ECM (regular maps) doesn't patch them. Even MUM mod will not increase AI Colonize limits (AI expansion -> turn lag IIRC).
And the fast AI expansion can reintroduce many unterraformed AI systems and lead to too many AI vs AI wars (easier for players?).

The above extra tech bonus codes are important, increasing tech bonus factor percentages without adapting them pretty much cripples the AI.
So make sure the two industry bonus percentages and the three for food/energy will match their counterparts each: viewtopic.php?p=33046#p33046

EDIT: It looks as if you use wide screen grid-maps (depending on resolution?).
You can also use 4:3 grid-maps with wide screen zoom-in: viewtopic.php?p=57625#p57625

EDIT2: Many mods and vanilla have the issue of the AI building too many TTs instead of warships over time.
Here is an extra limit patch for the AI fleet buildup agendas: viewtopic.php?p=54715#p54715
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: Ultimate Mod 5 v5.5 Redux (New)

Post by Dafedz »

Thanks, all these latest patches are present, updated and correct. And yes I play widescreen ratio, 1366x768, but each to their own. UM5 is chiefly configured to this format, and it's the one I recommend.
Spocks-cuddly-tribble wrote: Sat Dec 31, 2022 1:16 pm I hardly find time to test my pending ECM fixes. On short notice you won't get much beta-testing.
Tell me about it. Don't really have the time either, but I thought there might be some takers - some that still play our mods. Otherwise why are we bothering?
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Re: Ultimate Mod 5 v5.5 Redux (New)

Post by Dafedz »

Spocks-cuddly-tribble wrote: Sat Dec 31, 2022 1:16 pm The above extra tech bonus codes are important, increasing tech bonus factor percentages without adapting them pretty much cripples the AI.
So make sure the two industry bonus percentages and the three for food/energy will match their counterparts each: viewtopic.php?p=33046#p33046
This adjustment has caused a problem. it's thrown out production from where it was, in the case of food quite severely. These values were originally calibrated roughly in accordance with Vanilla for tech 1 buildings (farms, factories, etc). I don't have the time or mental wherewithal to tackle the issue right now.

Before patch
Image

After
Image
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Re: Ultimate Mod 5 v5.5 Redux (New)

Post by Spocks-cuddly-tribble »

Dafedz wrote: Sun Jan 01, 2023 10:11 amI thought there might be some takers - some that still play our mods. Otherwise why are we bothering?
Of course there are, your mod is still one of the most popular. One of our greatest supporters, cleverwise, is a big fan: viewtopic.php?p=57583#p57583
It just might need a bit time to get more feedback. :wink: His thoughts on vanilla: viewtopic.php?p=57590#p57590.
But most modern user need an installer based test version. No many old school user who can handle stbof.res files.
Dafedz wrote: Sun Jan 01, 2023 11:08 amit's thrown out production from where it was, in the case of food quite severely. These values were originally calibrated roughly in accordance with Vanilla for tech 1 buildings (farms, factories, etc). I don't have the time or mental wherewithal to tackle the issue right now.
This shouldn't happen with this extra patch, it's for AI features (and only for food, industry & energy), not for real system outputs, intel or research.
Upload your trek.exe and I'll look into it, so I can also hint other outdated/missing & useful patch combos and/or provide a fixed exe.
What tech level bonus factors is UM5 supposed to use? (vanilla default is food, industry & energy +2% each, intel & research +0%)

EDIT: It would be a shame to not enable extra torpedo firing arcs for some of your great new ships: viewtopic.php?p=54576#p54576
But adjusting phaser firing arcs for each slot would be too much work. Default 01 is 120 degree forward and UE doesn't support this bitmask feature. :sad:
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: Ultimate Mod 5 v5.5 Redux (New)

Post by Flocke »

Spocks-cuddly-tribble wrote: Sun Jan 01, 2023 5:34 pmDefault 01 is 120 degree forward and UE doesn't support this bitmask feature. :sad:
Comeon, not another feature I have to implement! :lol:
Oh and yes I would love to try on UM5.5 but I am way too busy with coding...
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Re: Ultimate Mod 5 v5.5 Redux (New)

Post by Spocks-cuddly-tribble »

I'd like to check UM5.5 next weekend (fast in cheat mode) to see your new ships and used weapon animations in action + new sounds, voices and videos.
Can you provide a link with test files? (mine says UM52.5 1024)

The MP guys on the BotF discord might react faster for more beta-tests: viewtopic.php?p=53766#p53766
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: Ultimate Mod 5 v5.5 Redux (New)

Post by Dafedz »

Spocks-cuddly-tribble wrote: Sun Jan 01, 2023 5:34 pm This shouldn't happen with this extra patch, it's for AI features (and only for food, industry & energy), not for real system outputs, intel or research.
Upload your trek.exe and I'll look into it, so I can also hint other outdated/missing & useful patch combos and/or provide a fixed exe.
What tech level bonus factors is UM5 supposed to use? (vanilla default is food, industry & energy +2% each, intel & research +0%)
Thanks SCT, I would appreciate that. Would also be interested in implementing the extra torpedo firing arcs feature, whatever that precisely entails, but not if it's a lot of work. I won't have the time now it's January. This update was a little fun project to do over the Christmas period, and for now (except for correcting errors) I'm pretty much finished.

Here are the modified files. I used UE to extract them. I never 100% trust it though, [ i.e. there might be some modded files that were extracted, modified, and re-added without a name change, so I do hope everything is included that needs to be included]. Also I hope when zipping them up nothing was corrupted. I wasn't sure exactly how to archive it.

[Note of a bug: above tech bonus patch applied, upsetting food production. Will await SCT's advice on that]

Edit
By the way if anyone was interested in the new sound files and didn't want the hassle of finding them all and extracting them, this is all of them separately archived. 346 in all.

New UM5 sound
Last edited by Dafedz on Fri Jan 06, 2023 10:01 am, edited 2 times in total.
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