Larger Taskforces Patch

Larger Taskforces Patch; support/discussion/questions

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Re: Larger Taskforces Patch

Post by thunderchero »

while looking at the extended ship list code I noticed that the taskforce patch is patched directly before the extended ship list code. I am starting to wonder if the combination is breaking code. Here is vanilla and trek patched/edited with both TF and extended shiplist

here is vanilla
vanilla.jpg
edited
after.jpg
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Re: Larger Taskforces Patch

Post by thunderchero »

Hi Everyone,

I could use some tester on this patch.

when the 18 fleet taskforce patch was released AI was limited to 1 ship per taskforce. this was not intended. if AI was set to 18 same as human = crash

the past few days I was de-bugging patch to see why and I think I found the issue

at 00448076 66 8B 48 0C mov cx, [eax+0Ch]
eax+0Ch is old 4 byte offset

new 2 byte offset should use,
00448076 66 8B 48 0A mov cx, [eax+0Ah]
2 bytes earlier

here is a patch for mods that already have 18 fleet taskforce applied (UDM, UM5, UCW, Galaxy mods)
I have not tested on all mods, but no mods with 18 TF patch show any conflict with patch
18_task_fix.patch

Code: Select all

NAME: Task force patch allows AI to have 18 ship taskforce
AUTHOR: thunderchero
DESC: This patch edits the Task force patch to allows AI to have 18 ship taskforce
DESC: patch file name: 18_task_fix.patch
URL: 

# >>  = vanilla/original value

# <<  = new value

>> 0x00008115 01
>> 0x00008177 01
>> 0x00047479 0c

<< 0x00008115 12
<< 0x00008177 12
<< 0x00047479 0a
Please let me know if you have any issues.
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Re: Larger Taskforces Patch

Post by Tethys »

QD patcher is limited to 100 total patches read by the program? o.O (103 installed, 100 seen)

Something may be wrong with this patch file and bof_patcher-130919-w32

Edit: I think you need to add TAG: to the file, it missed the entry without it. Here is new patchfile working confirmed with bof_patcher-130919-w32
► Show Spoiler
BTW, if this works, it just made playing as the Borg 1000x harder LOL
Last edited by Tethys on Sun Jul 06, 2025 2:22 pm, edited 1 time in total.
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Re: Larger Taskforces Patch

Post by thunderchero »

no you need to select all filters lol
just loaded botf_patcher v1.6 with 368 patches and all displayed if all filters selected
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Re: Larger Taskforces Patch

Post by Tethys »

I notice that there could possibly be a small bug still somewhere, but if anyone could find it would be you. The minors do not redeploy their ships when a tactical combat is detected. They also (unconfirmed) seem to only form fleets when they are not on their home system (ie. flying around the galaxy)

Confirmed working on save game. Had to give a turn for the AI to catch up and start redeploying but... this is a major improvement to the 18 taskforce patch and I will be heavily testing it now :)
Taskforces.png
Taskforces1.png
Taskforces2.png
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Re: Larger Taskforces Patch

Post by Tethys »

thunderchero wrote: Sun Jul 06, 2025 1:54 pm no you need to select all filters lol
just loaded botf_patcher v1.6 with 368 patches and all displayed if all filters selected
Hmm.. learn something new everyday :lol:

Posted some screenshots above of your beautiful work.
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Re: Larger Taskforces Patch

Post by Flocke »

Tethys wrote: Sun Jul 06, 2025 2:21 pm Posted some screenshots above of your beautiful work.
Beatiful images and great work! Been watching Bahamut2703 alot recently playing your mod. It ran amazingly smooth!
What it lacks the most I guess is higher resolution. But Bahamut managed to fill the screen quite well, though! :mrgreen:
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Re: Larger Taskforces Patch

Post by Tethys »

In my opinion it would be pointless to redo the entire UI just to fill up screenspace when Windows already does the job of stretching the BotF dx window to the size of the screen. The only warrant to it would be if we are installing new features onto screens which need additional room to display (0 mods currently do this)

For it's visual appeal vs the work involved to do create the visual.. not really worth it at this point. I just finished the Borg UI last year. I think I am not ready to go through that whole mess again. If and when the time comes we need more room for more on screen elements, it will be worth revisiting ;)

Like, how hard would it be to push a subscreen from like.. the F2 menu onto the F1 main screen? For start you need a widget on the screen. For two you need to set it up for your intended purpose. For 3 you need to make sure the new code doesnt conflict with F2 section code. And that's just the tip of course. Is there a hotkey to bring it on like i and o for large small view? Will it be on a button or will it always be on the F1 screen? Etc, etc.

Can we put the solar system view onto a button so we can scale the galaxy map larger vertically? Here is where you will find screenspace to be needed -> tile the solar system vertically toward the right hand side of the screen, parent star at the top, planets below, system info at the very bottom.

But you know what would make life so much easier with regard to UI changes would be: ability to drag the widget in the preview screen to dynamically resize them, rather than having to select them in the list and edit the properties themselves directly. Ability to drag the bounding box and the whole widget, then fine tune its dimensions properly later. But I understand that could be a lot of work. I had a look at your java code and it looks A LOT like the C+ that I have been learning for the last 3 months. Maybe there are more similarities. Even the syntax looks nearly identical.
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Re: Larger Taskforces Patch

Post by Tethys »

So with the new taskforce change, the Borg will DEFINITELY need some help on the ship side. I will likely make the Sphere a little less expensive so more can be built. And I am considering allowing Borg colonies and offsetting that boost with a nerf of Borg growth rates (Borg don't grow, typically). Rarely you see the incubator, and it could be suggested that in the 29th century that Borg will have adapted to the point where they CAN reproduce this way. (A keen eye may notice I changed the color of the short range boundary for us color blinded folk :wink: )

But for now, Romulan imperialist values will not reach the masses if we do not expand. We have been fortunate enough to start in one of the spiral arms and not in the main bar of the galaxy. The enemy shall never know our true numbers.
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Re: Larger Taskforces Patch

Post by Tethys »

Update: They do form fleets on their home system. But I confirmed that they do not redeploy all ships into a fleet if they are undeployed on the turn of a tactical engagement.
Taskforces4.jpg
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Re: Larger Taskforces Patch

Post by Flocke »

Tethys wrote: Sun Jul 06, 2025 8:12 pm In my opinion it would be pointless to redo the entire UI just to fill up screenspace when Windows already does the job of stretching the BotF dx window to the size of the screen.
Comeon, already the increased map view is such a great improvement to UI experience. Given the popularity of 4k monitors it has become rediculous to stick to such small window sizes! :shock:
Tethys wrote: Sun Jul 06, 2025 8:12 pm Like, how hard would it be to push a subscreen from like.. the F2 menu onto the F1 main screen?
Right now it would either require alot of custom code injections or alot of asm coding to implement any larger additions. A few limited changes might work. For anything more evolved, you'd better first implement a proper interface. So yeah, no improvements to be expected in that area any soon.
Tethys wrote: Sun Jul 06, 2025 8:12 pm Can we put the solar system view onto a button so we can scale the galaxy map larger vertically?
If I got you right, you are looking for a zoom bar? This might even be possible without too much effort. If I'm correct, the variables that control map display have all been found. So you would need just that scrollbar row, consisting of multiple tiny buttons like for production assignment, and then bind those buttons to set different zoom factors. I think this would make a great addition actually. However I fear there are alot of redundant variables to update. :roll:
Tethys wrote: Sun Jul 06, 2025 8:12 pm But you know what would make life so much easier with regard to UI changes would be: ability to drag the widget in the preview screen to dynamically resize them, rather than having to select them in the list and edit the properties themselves directly. Ability to drag the bounding box and the whole widget, then fine tune its dimensions properly later.
If that gets you start on higher screen resolutions, I will priorize that task a little higher. Not saying that I'd start on it tomorrow, though. But should be possible to implement without too much effort. :up:
Tethys wrote: Sun Jul 06, 2025 8:12 pm I had a look at your java code and it looks A LOT like the C+ that I have been learning for the last 3 months. Maybe there are more similarities. Even the syntax looks nearly identical.
I have never heard of SourcePawn before, but yes, the syntax has lots of similarities, even more so for developing C code and C++.
You should be able to make good use of what you have learned, both for future modding of BOTF, but also for extending UE with some new features if you'd like to give it a try! :D
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Re: Larger Taskforces Patch

Post by thunderchero »

Tethys wrote: Sun Jul 06, 2025 8:12 pm But you know what would make life so much easier with regard to UI changes would be: ability to drag the widget in the preview screen to dynamically resize them
we have had that for 14 years, it is called "wdfedit"
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Re: Larger Taskforces Patch

Post by Tethys »

thunderchero wrote: Mon Jul 07, 2025 7:05 am
Tethys wrote: Sun Jul 06, 2025 8:12 pm But you know what would make life so much easier with regard to UI changes would be: ability to drag the widget in the preview screen to dynamically resize them
we have had that for 14 years, it is called "wdfedit"
I don't recall being able to click on the widget and drag it around the screen, position updated, size updated, etc? I feel like that it was never possible, I definitely tried. We're talking about QD tool right? With the fat lines and boxes? I never recall being able to click on the widget lines and resize or reposition them on the diagram. Maybe I am crazy.
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Re: Larger Taskforces Patch

Post by thunderchero »

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Re: Larger Taskforces Patch

Post by Flocke »

Another thing to play with I suppose! :D
But already not to confuse people on the tools, this should definitely be added to UE. I have it on my list for long.
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