Error Correction Mod Version 3
Moderator: thunderchero
-
- Site Administrator aka Fleet Admiral
- Posts: 7971
- Joined: Fri Apr 25, 2008 2:00 am
- Location: On a three month training mission, in command of the USS Valiant.
Error Correction Mod Version 3
Hi Everyone,
Here is the test release of Error Correction Mod Version 2, post your thoughts
With the help of Spocks-cuddly-tribble Some new code changes has been added for Error Correction Mod Version 2
Here is new link
Error_Correction_mod_3.0.exe
First of all note that this is just an experimental mod to show how BotF would behave if it was not rushed out with most of its known bugs, errors and omissions. It does NOT aim for being used in tournaments nor do we expect a great popularity due to much harder game play (i.e. the codes of the ship scrapping revenue & dilithium have been fixed).
ECM means no rebalancing (e.g. wrt the kvort issue) just clear error/omission corrections and some minor cosmetics.
However, if there is a demand for then members of the community might get permission to use ECM as base for an independent multiplayer release (or contact SirFluidHat to update his mod with desired features). So they can leave out some fixes or implement different modding options resp make further rebalancing. All multiplayer-wise controversial subjects, like phantom dilithium or the ship scrapping revenue, can be discussed with the organisators of this project but NOT in this ECM topic!
Some notes wrt the ECM mod and changes to the game play:
--> The most annoying things in BotF like instability (crashes) and slowdown (turn lag & map lag) could NOT be fixed yet.
--> Minor race evolution errors wrt difficulty level have been fixed, natural pop growth implemented and a broken feature, wrt an evolution limit depending on the empires research, has been activated (note some bugs wrt buildings are still present!)
--> During planetary assault, the first OB-shot against Strike Cruisers does only half of its regular damage (omission fix according to game manual)
--> As told above, game play is much harder due to ship scrapping revenue set to square root, consistent with trade goods and building scrapping. This closed gap means that system based resources (food, industry, energy) cannot any longer be transformed into global resources (credits, intel, research) resulting in a more 4x-like game behavior.
Now the players are forced to collect resources step by step, just a mindless pumping out of an oversized fleet might lead the own empire into an economic disaster. So always take care of your credits and think twice about what you buy!
A known issue in ECM is the added advantage of the "credits"(Ferengi) resp "minor diplomacy"(Feds) empires in low tech/epic games with the trade routes being an additional critical factor (lower starting level strongly recommended).
--> The enabling of some unfinished/ broken features leads to drastic changes in tactical combat. E.g. the "Hold" command can be used in order to keep ships cloaked i.e. to counter the one-uncloaked-ship tactic/exploit; and also the fixed command ship feature renders fast aggressive expansion (blitzkrieg) much more risky due to the lack of tactical options without slow & short ranged command ships.
--> Broken code for monster cloak has been fixed and applied to Edo God & Combat Drone + all AI ships with cloak ability are cloaked by default.
Full listing of all implemented fixes with links to the technical references: (In addition to the old list: Multi Error Correction mod) also listed below
Disabling the chasing ships away / morale-boosting exploit
F6/F11-key bitmask fix
Borg Invasion bug fix
Cloak default fix for task forces
Communication Grid Bug (fix)
Weapons "Jamming" Fix for Space Stations
Edo God auto-hail bug-fix
Cloak enabled for Edo God & Combat Drone (1.b/ 2.a,b,c/ 3.a,b)
Fixed sub_4A6238 to proper support "cloak, withdraw & hold" commands in tactical combat + the broken command ability
Enabled custom descriptions for all commands (#2 hold/0D set to lexicon entry 1242/4DAh; a german combat.mnu is #1)
ship scrapping code error fixes with revenue set to square root, consistent with trade goods and building scrapping.
Orbital Batteries:
Ships survive with 0 HPs (fix) & OBs survive with 0 PTs (fix)
Implementing strike cruiser feature (omission fix) defensive bonus against Obs
Raid fix wrt bankrupt empires
Tweaking AI & Difficulty Level:
6. Adapting AI Trade Goods (workaround for flawed AI building behaviour)
8. Disabling the system-specific Random Events for AI (revert difficulty level bias)
Research Decay Bug-fix
Stolen Ships - Crew Experience Bug-fix
Generated monsters savegame bug fix (2.4)
liberating foreign home systems fix(updated) & morale omission fix
Ship Regeneration, Neutron Stars:
Neutron Star Bug-fix (updated)
Ship Repair - Ally & Shipyard Bug-fix
Map range tech field database fix (option A - updated)
Instant-Terraforming Bug-fix (updated)
Auto-Upgrading Ships (Options/Fixes):
3.1 Ships in build queue occasionally not auto-upgraded (fix)
3.3 Instant hull repair fix (without refitting simulation)
minor races: corrected difficuly level bias & pop growth (1-4)
zero growth rate minor planets fix
Outpost/Starbase for free bug-fix
absurd AI offers fix (static bypass option)
broken feature fix wrt starting pop of extra starting systems
Domination victory conditions:
Multiplier for team domination / Alliance in accordance with the game manual.
0x176E4C change 3FE570A3D70A3D71 (0.67) -> 000000000000E83F (0.75)
Liberating Native Systems (morale error fix - updated)
Fixed AI checks for borg presence
custom planet names for any system (fix) (for e.g. planet name "Minos" showing up in the combat-drone system)
Rebellions fixes regarding inhabitants from a dead empire & conquered minors(updated) + corrupted messages fix
Morale overflow over 32767 bug (fix)
Terraforming Fix for Additional Starting Systems and Minors (updated)
Upgrading buildings bug-fix (updated)
Minor declares war - morale & message error (fix)
aibldreq.bin error fixes:
1. Trade Goods disabled -> (5th value) set to +101(dec) or more
2. Correction of the 7 buildings with wrong energy requirements (4th value)
3. "once per empire" bug -> workaround via current pop requirement (2nd value) set to e.g. 305(dec) for all of these buildings
Some planet graphics replaced (e.g. desert): Tethys Planet Animation Pack
Thank you Tethys for new animations
new Animations for Suns
Thank you Quintaine
Shipname Appendix Fix
AI map scan fix for larger maps
GUI (interface) editing/error fixes:
Fed redeploy screen error (fix)
Intel Empire screen - dilth/total systems (fix)
Cardassian Intel/Research display (fix)
Star-names display (fix)
rejected friendship message bug (fix)
starname.bin replaced with more system names.
Here are the previous fixes
Fixes within first release of error correction mod
Crew Experience fixes 1 & 3 by Spocks-cuddly-tribble
Phantom-Dilithium fix by Spocks-cuddly-tribble
minor race hidden (from diplomacy) - bug fix by Spocks-cuddly-tribble
minor race rebelled / message withdrawn Bug(fix) by Spocks-cuddly-tribble
larger maps 30x25, 40x30, 52x39 and extended small view option by Gowron/DCER
original fixes from Error Correction mod (Formally 1.0.3)
Cardassian range bug By: Gowron/ketteringdave
AI fleet buildup bug By: Joker
Cardassian territory-pic bug By: Joker
Combined textures for explosions and Torpedo and phaser By: thunderchero
Explosion, phaser and torpedoes textures replaced to lower palette count (80)
German taskforce description bug By: DCER
German inhabitant display bug (german only) By: DCER
Starvation rounding bug By: Gowron
Bandi advancement bug By: Gowron
Image errors fixed By: thunderchero
Resized cun_b.tga, fun_a.tga, antedean.tga to proper size
Enraged Antedean bug By: Gowron
ship stats pop-up bug By: DCER
Disable the experience bar for ships that you don't own By: DCER
card/kling buttons on object database (German only)
Downgrade bug By:DCER
Galaxy II 640points beam bug By: DCER
klingon starbase distance bug By: Gowron/Jigalypuff
Terraform graphic bug By: DCER
Changes in version 3.0
Changes of german res-files: (for trek.exe changes see 'List of Updates' below)
- planet.pst & meplanet.bin -> translated: Mercury/Merkur, Earth/Erde & Neptune/Neptun)
- edifice.bst -> all five primitive farms set to group 5
- shiptech.sst -> fed outposts 1/2 tech level bug fixed
- english edifice.bst 'primitive farms not upgradeable fix'
viewtopic.php?p=33840&sid=efa18d660f033 ... 482#p33840
Morale overflow over 32767 bug (fix) -> fixed incomplete implementation
viewtopic.php?f=9&t=1287
Divisor for event frequency of system-specific random events on 'impossible' set to 1500 (see #1.4)
viewtopic.php?f=9&t=1493
"Eliminate Empire" via Bombing - Morale Omission Fix
Unremoved Stations of Dead Empires - Fix
viewtopic.php?f=9&t=2257
Economic/Military score overflow workaround
-> divisors set to 16 & 64 (0x4E0DB = 04 & 0x4E43E = C1EB0690)
viewtopic.php?f=9&t=2291
Disabled Buildings - Extra Morale Fix
viewtopic.php?p=32833&sid=d9565c6b7301f ... f79#p32833
Intel Bugfixes (#2.- 1, 2, 3, 4 & 5b)
viewtopic.php?f=9&t=2311
% intel total two-in-one bug fix & % research (local) fix
viewtopic.php?p=32983&sid=14927df04445f ... 1b8#p32983
Upgrading buildings bug (fix) -> updated
viewtopic.php?p=33180&sid=5e8cad6fcbd81 ... 798#p33180
Production Bonus Adding Wrong Main Building IDs Fix
viewtopic.php?p=33305&sid=8fbc33fc7fc29 ... 7c1#p33305
Colony Starting Pop/Buildings Index Bug Fix -> affects initial number of pop & buildings!
viewtopic.php?p=33306&sid=e4abb22de678e ... 468#p33306
Food popup for max-growth fix
viewtopic.php?p=32778&sid=42c8548b5ba4f ... 252#p32778
OB Tech Level Bug Fix for Minor- & Rebel-Systems
viewtopic.php?p=33132&sid=b0a923ae90c98 ... cd0#p33132
Ground Defense Bonus and Popup Fix for Minor & Rebel Systems
viewtopic.php?p=33681&sid=b0a923ae90c98 ... cd0#p33681
Planet 'Minos' Position Fix
viewtopic.php?p=33718&sid=578a09754e7a3 ... 7be#p33718
Minor Race Add Fed T1 Main Food Bug Fix & Ships Limit Fix
viewtopic.php?p=33131&sid=84d337fe4a5e2 ... 5b8#p33131
Primitive Farms Not Upgradeable Bug Fix
viewtopic.php?p=33840&sid=84d337fe4a5e2 ... 5b8#p33840
Minors without Main Buildings System Takeover Bug Fix
viewtopic.php?p=33859&sid=84d337fe4a5e2 ... 5b8#p33859
Raiding Fixes 1-4
viewtopic.php?p=33996&sid=e8fb54eedc747 ... b28#p33996
Avoid AI Systems Fix for Monster Programs 2-4
viewtopic.php?p=34119&sid=e8fb54eedc747 ... b28#p34119
"Lower Level" Ship Type Index Bug Fix
viewtopic.php?p=34142&sid=e8fb54eedc747 ... b28#p34142
+ major race yards in aibldreq.bin
I hope everyone enjoys playing this mod.
thunderchero
Here is the test release of Error Correction Mod Version 2, post your thoughts
With the help of Spocks-cuddly-tribble Some new code changes has been added for Error Correction Mod Version 2
Here is new link
Error_Correction_mod_3.0.exe
First of all note that this is just an experimental mod to show how BotF would behave if it was not rushed out with most of its known bugs, errors and omissions. It does NOT aim for being used in tournaments nor do we expect a great popularity due to much harder game play (i.e. the codes of the ship scrapping revenue & dilithium have been fixed).
ECM means no rebalancing (e.g. wrt the kvort issue) just clear error/omission corrections and some minor cosmetics.
However, if there is a demand for then members of the community might get permission to use ECM as base for an independent multiplayer release (or contact SirFluidHat to update his mod with desired features). So they can leave out some fixes or implement different modding options resp make further rebalancing. All multiplayer-wise controversial subjects, like phantom dilithium or the ship scrapping revenue, can be discussed with the organisators of this project but NOT in this ECM topic!
Some notes wrt the ECM mod and changes to the game play:
--> The most annoying things in BotF like instability (crashes) and slowdown (turn lag & map lag) could NOT be fixed yet.
--> Minor race evolution errors wrt difficulty level have been fixed, natural pop growth implemented and a broken feature, wrt an evolution limit depending on the empires research, has been activated (note some bugs wrt buildings are still present!)
--> During planetary assault, the first OB-shot against Strike Cruisers does only half of its regular damage (omission fix according to game manual)
--> As told above, game play is much harder due to ship scrapping revenue set to square root, consistent with trade goods and building scrapping. This closed gap means that system based resources (food, industry, energy) cannot any longer be transformed into global resources (credits, intel, research) resulting in a more 4x-like game behavior.
Now the players are forced to collect resources step by step, just a mindless pumping out of an oversized fleet might lead the own empire into an economic disaster. So always take care of your credits and think twice about what you buy!
A known issue in ECM is the added advantage of the "credits"(Ferengi) resp "minor diplomacy"(Feds) empires in low tech/epic games with the trade routes being an additional critical factor (lower starting level strongly recommended).
--> The enabling of some unfinished/ broken features leads to drastic changes in tactical combat. E.g. the "Hold" command can be used in order to keep ships cloaked i.e. to counter the one-uncloaked-ship tactic/exploit; and also the fixed command ship feature renders fast aggressive expansion (blitzkrieg) much more risky due to the lack of tactical options without slow & short ranged command ships.
--> Broken code for monster cloak has been fixed and applied to Edo God & Combat Drone + all AI ships with cloak ability are cloaked by default.
Full listing of all implemented fixes with links to the technical references: (In addition to the old list: Multi Error Correction mod) also listed below
Disabling the chasing ships away / morale-boosting exploit
F6/F11-key bitmask fix
Borg Invasion bug fix
Cloak default fix for task forces
Communication Grid Bug (fix)
Weapons "Jamming" Fix for Space Stations
Edo God auto-hail bug-fix
Cloak enabled for Edo God & Combat Drone (1.b/ 2.a,b,c/ 3.a,b)
Fixed sub_4A6238 to proper support "cloak, withdraw & hold" commands in tactical combat + the broken command ability
Enabled custom descriptions for all commands (#2 hold/0D set to lexicon entry 1242/4DAh; a german combat.mnu is #1)
ship scrapping code error fixes with revenue set to square root, consistent with trade goods and building scrapping.
Orbital Batteries:
Ships survive with 0 HPs (fix) & OBs survive with 0 PTs (fix)
Implementing strike cruiser feature (omission fix) defensive bonus against Obs
Raid fix wrt bankrupt empires
Tweaking AI & Difficulty Level:
6. Adapting AI Trade Goods (workaround for flawed AI building behaviour)
8. Disabling the system-specific Random Events for AI (revert difficulty level bias)
Research Decay Bug-fix
Stolen Ships - Crew Experience Bug-fix
Generated monsters savegame bug fix (2.4)
liberating foreign home systems fix(updated) & morale omission fix
Ship Regeneration, Neutron Stars:
Neutron Star Bug-fix (updated)
Ship Repair - Ally & Shipyard Bug-fix
Map range tech field database fix (option A - updated)
Instant-Terraforming Bug-fix (updated)
Auto-Upgrading Ships (Options/Fixes):
3.1 Ships in build queue occasionally not auto-upgraded (fix)
3.3 Instant hull repair fix (without refitting simulation)
minor races: corrected difficuly level bias & pop growth (1-4)
zero growth rate minor planets fix
Outpost/Starbase for free bug-fix
absurd AI offers fix (static bypass option)
broken feature fix wrt starting pop of extra starting systems
Domination victory conditions:
Multiplier for team domination / Alliance in accordance with the game manual.
0x176E4C change 3FE570A3D70A3D71 (0.67) -> 000000000000E83F (0.75)
Liberating Native Systems (morale error fix - updated)
Fixed AI checks for borg presence
custom planet names for any system (fix) (for e.g. planet name "Minos" showing up in the combat-drone system)
Rebellions fixes regarding inhabitants from a dead empire & conquered minors(updated) + corrupted messages fix
Morale overflow over 32767 bug (fix)
Terraforming Fix for Additional Starting Systems and Minors (updated)
Upgrading buildings bug-fix (updated)
Minor declares war - morale & message error (fix)
aibldreq.bin error fixes:
1. Trade Goods disabled -> (5th value) set to +101(dec) or more
2. Correction of the 7 buildings with wrong energy requirements (4th value)
3. "once per empire" bug -> workaround via current pop requirement (2nd value) set to e.g. 305(dec) for all of these buildings
Some planet graphics replaced (e.g. desert): Tethys Planet Animation Pack
Thank you Tethys for new animations
new Animations for Suns
Thank you Quintaine
Shipname Appendix Fix
AI map scan fix for larger maps
GUI (interface) editing/error fixes:
Fed redeploy screen error (fix)
Intel Empire screen - dilth/total systems (fix)
Cardassian Intel/Research display (fix)
Star-names display (fix)
rejected friendship message bug (fix)
starname.bin replaced with more system names.
Here are the previous fixes
Fixes within first release of error correction mod
Crew Experience fixes 1 & 3 by Spocks-cuddly-tribble
Phantom-Dilithium fix by Spocks-cuddly-tribble
minor race hidden (from diplomacy) - bug fix by Spocks-cuddly-tribble
minor race rebelled / message withdrawn Bug(fix) by Spocks-cuddly-tribble
larger maps 30x25, 40x30, 52x39 and extended small view option by Gowron/DCER
original fixes from Error Correction mod (Formally 1.0.3)
Cardassian range bug By: Gowron/ketteringdave
AI fleet buildup bug By: Joker
Cardassian territory-pic bug By: Joker
Combined textures for explosions and Torpedo and phaser By: thunderchero
Explosion, phaser and torpedoes textures replaced to lower palette count (80)
German taskforce description bug By: DCER
German inhabitant display bug (german only) By: DCER
Starvation rounding bug By: Gowron
Bandi advancement bug By: Gowron
Image errors fixed By: thunderchero
Resized cun_b.tga, fun_a.tga, antedean.tga to proper size
Enraged Antedean bug By: Gowron
ship stats pop-up bug By: DCER
Disable the experience bar for ships that you don't own By: DCER
card/kling buttons on object database (German only)
Downgrade bug By:DCER
Galaxy II 640points beam bug By: DCER
klingon starbase distance bug By: Gowron/Jigalypuff
Terraform graphic bug By: DCER
Changes in version 3.0
Changes of german res-files: (for trek.exe changes see 'List of Updates' below)
- planet.pst & meplanet.bin -> translated: Mercury/Merkur, Earth/Erde & Neptune/Neptun)
- edifice.bst -> all five primitive farms set to group 5
- shiptech.sst -> fed outposts 1/2 tech level bug fixed
- english edifice.bst 'primitive farms not upgradeable fix'
viewtopic.php?p=33840&sid=efa18d660f033 ... 482#p33840
Morale overflow over 32767 bug (fix) -> fixed incomplete implementation
viewtopic.php?f=9&t=1287
Divisor for event frequency of system-specific random events on 'impossible' set to 1500 (see #1.4)
viewtopic.php?f=9&t=1493
"Eliminate Empire" via Bombing - Morale Omission Fix
Unremoved Stations of Dead Empires - Fix
viewtopic.php?f=9&t=2257
Economic/Military score overflow workaround
-> divisors set to 16 & 64 (0x4E0DB = 04 & 0x4E43E = C1EB0690)
viewtopic.php?f=9&t=2291
Disabled Buildings - Extra Morale Fix
viewtopic.php?p=32833&sid=d9565c6b7301f ... f79#p32833
Intel Bugfixes (#2.- 1, 2, 3, 4 & 5b)
viewtopic.php?f=9&t=2311
% intel total two-in-one bug fix & % research (local) fix
viewtopic.php?p=32983&sid=14927df04445f ... 1b8#p32983
Upgrading buildings bug (fix) -> updated
viewtopic.php?p=33180&sid=5e8cad6fcbd81 ... 798#p33180
Production Bonus Adding Wrong Main Building IDs Fix
viewtopic.php?p=33305&sid=8fbc33fc7fc29 ... 7c1#p33305
Colony Starting Pop/Buildings Index Bug Fix -> affects initial number of pop & buildings!
viewtopic.php?p=33306&sid=e4abb22de678e ... 468#p33306
Food popup for max-growth fix
viewtopic.php?p=32778&sid=42c8548b5ba4f ... 252#p32778
OB Tech Level Bug Fix for Minor- & Rebel-Systems
viewtopic.php?p=33132&sid=b0a923ae90c98 ... cd0#p33132
Ground Defense Bonus and Popup Fix for Minor & Rebel Systems
viewtopic.php?p=33681&sid=b0a923ae90c98 ... cd0#p33681
Planet 'Minos' Position Fix
viewtopic.php?p=33718&sid=578a09754e7a3 ... 7be#p33718
Minor Race Add Fed T1 Main Food Bug Fix & Ships Limit Fix
viewtopic.php?p=33131&sid=84d337fe4a5e2 ... 5b8#p33131
Primitive Farms Not Upgradeable Bug Fix
viewtopic.php?p=33840&sid=84d337fe4a5e2 ... 5b8#p33840
Minors without Main Buildings System Takeover Bug Fix
viewtopic.php?p=33859&sid=84d337fe4a5e2 ... 5b8#p33859
Raiding Fixes 1-4
viewtopic.php?p=33996&sid=e8fb54eedc747 ... b28#p33996
Avoid AI Systems Fix for Monster Programs 2-4
viewtopic.php?p=34119&sid=e8fb54eedc747 ... b28#p34119
"Lower Level" Ship Type Index Bug Fix
viewtopic.php?p=34142&sid=e8fb54eedc747 ... b28#p34142
+ major race yards in aibldreq.bin
I hope everyone enjoys playing this mod.
thunderchero
-
- 2020-Vanilla
- Posts: 372
- Joined: Sat Apr 26, 2008 2:00 am
- Location: Yorkshire
Re: Error Correction Mod Version 2 test version
this is good, fixtures all the code errors which is nice, stops complaining about phantom dilithium but i still very much dislike the name, it's certainly not jazzing enough. lol
Just call it 1.0.3 ... and have a large map install version too plz? I will help test if needed
peace x
Just call it 1.0.3 ... and have a large map install version too plz? I will help test if needed
peace x
Dissy of Red Squad Elite;
The Elite Gaming Clan of the MSN Gaming Zone
Peace, Love & Unity
The Elite Gaming Clan of the MSN Gaming Zone
Peace, Love & Unity
-
- Site Administrator aka Fleet Admiral
- Posts: 7971
- Joined: Fri Apr 25, 2008 2:00 am
- Location: On a three month training mission, in command of the USS Valiant.
Re: Error Correction Mod Version 2 test version
It already has a large version included in installer. Thanks for taking a look.RSE_Dissy wrote:and have a large map install version too plz? I will help test if needed
peace x
thunderchero
-
- Code Master
- Posts: 1962
- Joined: Sun Apr 27, 2008 2:00 am
Re: Error Correction Mod Version 2 test version
Thanks go out to everyone who has helped with this release as well as any previous release (especially thunderchero - as I was running out of time).
Some aspects still missing in the description:
--> The enabling of some unfinished/ broken features leads to drastic changes in tactical combat. E.g. the "Hold" command can be used in order to keep ships cloaked i.e. to counter the one-uncloaked-ship tactic/exploit; and also the fixed command ship feature renders fast aggressive expansion (blitzkrieg) much more risky due to the lack of tactical options without slow & short ranged command ships.
--> Broken code for monster cloak has been fixed and applied to Edo God & Combat Drone + all AI ships with cloak ability are cloaked by default.
Also here is a last hotfix:
Disabling the chasing ships away / morale-boosting exploit
Link to an updated english / standard map exe (I don't know if it works for existing installations):
http://www.file-upload.net/download-362 ... k.exe.html
Some aspects still missing in the description:
--> The enabling of some unfinished/ broken features leads to drastic changes in tactical combat. E.g. the "Hold" command can be used in order to keep ships cloaked i.e. to counter the one-uncloaked-ship tactic/exploit; and also the fixed command ship feature renders fast aggressive expansion (blitzkrieg) much more risky due to the lack of tactical options without slow & short ranged command ships.
--> Broken code for monster cloak has been fixed and applied to Edo God & Combat Drone + all AI ships with cloak ability are cloaked by default.
Also here is a last hotfix:
Disabling the chasing ships away / morale-boosting exploit
Link to an updated english / standard map exe (I don't know if it works for existing installations):
http://www.file-upload.net/download-362 ... k.exe.html
I don't know how many bugs is too many but that point is reached somewhere before however many in BotF is.
-
- Commander
- Posts: 299
- Joined: Sat May 10, 2008 2:00 am
- Location: East Coast, USA
Re: Error Correction Mod Version 2 test version
Overall very excellent update and I wish this was the game that came out 11 years ago. With that said there is one small point that I'm not sure if it is working correctly. The auto upgrade fix without refit option does not upgrade range and gal map speed without a redeploy. In the game without this fix it is only a one turn delay and redeploy=fix on that turn if desired/possible but with this fix your ships will never upgrade speed and range without redeploy. Not that its a major problem but it does cause the AI to get stuck since they rarely redeploy their ships unless during war. I had added this option with refit to my own mod and saw the same thing happen and I thought it was incompatible with UDM or I was doing something wrong. I am gonna play with keeping some of the shiplist ASM the same as original code and see if that works but as I am going to work I thought I would post this and see if anyone else noticed this. Thanks in advance.
-
- Lieutenant-Commander
- Posts: 113
- Joined: Tue May 13, 2008 2:00 am
Re: Error Correction Mod Version 2 test version
Bird of Prey 1 to Bird of Prey 2 upgrade does not allow cloaking of cloaking capable BoP 2 untill a redeploy.
Last game had two Mizar systems. The first I found had no pop, the second had Mizarians. I also found an Acamar system without Acamarians.
Last game had two Mizar systems. The first I found had no pop, the second had Mizarians. I also found an Acamar system without Acamarians.
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- Site Administrator aka Fleet Admiral
- Posts: 7971
- Joined: Fri Apr 25, 2008 2:00 am
- Location: On a three month training mission, in command of the USS Valiant.
Re: Error Correction Mod Version 2 test version
thanks for noticing this,Badbru wrote:Last game had two Mizar systems. The first I found had no pop, the second had Mizarians. I also found an Acamar system without Acamarians.
I should be able to correct this, it was due to using the UDM starname.bin and I will need to remove any system that is already in planet.pst
as for upgrades I am not sure but I think this is how fix was intended,
viewtopic.php?f=9&t=1797&p=24496&hilit= ... c35#p24496
But I will double check code tomorrow. we might be able to use the Simulating a Refitting Process (Option)
thunderchero
-
- Code Master
- Posts: 1962
- Joined: Sun Apr 27, 2008 2:00 am
Re: Error Correction Mod Version 2 test version
I downloaded the new multi-installer and the ECM2 test file and there are some issues to take care of, i.e. this delays the official release for at least 2-3 weeks.
- Many planet animations display wrong planet types also the sizes large/medium are indiscernible (a big no-no IMO – and renders the Terraform planet graphic bug fix useless). Since sorting this out would take much time, maybe we should go back to vanilla planet anis? (Pity, since some gas giants & moons are great). Any opinions on that?
- Many string errors (too much spaces) due to the shipname appendix fix -> If peter1981 or Tethys don't know a solution for this then I'll see to how fix this in the asm code (will take some time).
- German version string or lexicon errors (some of them):
Inhabitants should be [Menschen]
E.g. Tactical Combat group [schnelles Angriffsschiff] -> display overlay (too less room for string + ship type in tactical combat). Maybe we should go back to defaults [Eskorte] ? iirc
Auto-Upgrading Ships (Options/Fixes)
Link to an updated ECM.exe: (also includes the missing hotfix for battle morale effects)
http://www.file-upload.net/download-362 ... k.exe.html
- Many planet animations display wrong planet types also the sizes large/medium are indiscernible (a big no-no IMO – and renders the Terraform planet graphic bug fix useless). Since sorting this out would take much time, maybe we should go back to vanilla planet anis? (Pity, since some gas giants & moons are great). Any opinions on that?
- Many string errors (too much spaces) due to the shipname appendix fix -> If peter1981 or Tethys don't know a solution for this then I'll see to how fix this in the asm code (will take some time).
- German version string or lexicon errors (some of them):
Inhabitants should be [Menschen]
E.g. Tactical Combat group [schnelles Angriffsschiff] -> display overlay (too less room for string + ship type in tactical combat). Maybe we should go back to defaults [Eskorte] ? iirc
xdarktrooperx wrote:The auto upgrade fix without refit option does not upgrade range and gal map speed without a redeploy. In the game without this fix it is only a one turn delay and redeploy=fix on that turn if desired/possible but with this fix your ships will never upgrade speed and range without redeploy.
Thanks for reporting this. Here is the fixed code (#3.3), this automatically fixes also the one turn delay (#2.4):Badbru wrote:Bird of Prey 1 to Bird of Prey 2 upgrade does not allow cloaking of cloaking capable BoP 2 untill a redeploy.
Auto-Upgrading Ships (Options/Fixes)
Link to an updated ECM.exe: (also includes the missing hotfix for battle morale effects)
http://www.file-upload.net/download-362 ... k.exe.html
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: Error Correction Mod Version 2 test version
thunderchero told me he had a fix for it, I believe he resized the terraform graphics but you will have to wait for him to post to be sure.Spocks-cuddly-tribble wrote:- Many planet animations display wrong planet types also the sizes large/medium are indiscernible (a big no-no IMO – and renders the Terraform planet graphic bug fix useless). Since sorting this out would take much time, maybe we should go back to vanilla planet anis? (Pity, since some gas giants & moons are great). Any opinions on that?
Sorry no I do not have a solution for thisSpocks-cuddly-tribble wrote:- Many string errors (too much spaces) due to the shipname appendix fix -> If peter1981 or Tethys don't know a solution for this then I'll see to how fix this in the asm code (will take some time).
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Re: Error Correction Mod Version 2 test version
Mine was a quick fix and SCT feels it can be better. and I am taking a look at it. I tried resizing one ani and it looked very good (surprised )Tethys wrote:thunderchero told me he had a fix for it, I believe he resized the terraform graphics but you will have to wait for him to post to be sure.
thunderchero
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Re: Error Correction Mod Version 2 test version
I fixed the flawed Shipname Appendix Fix (had more than one error...)
Shipname Appendix Fix (Updated))
Updated exe:
http://www.file-upload.net/download-363 ... k.exe.html
The changed fnt-files can be removed form the ECM files!
Also the planet anis are not centered and many have a strange axis of rotation, but this are just unimportant cosmetic flaws.
PS: IIRC the big warbird tga has a minor corruption (above). Other than that the new ship pics/tgas are really great.
Shipname Appendix Fix (Updated))
Updated exe:
http://www.file-upload.net/download-363 ... k.exe.html
The changed fnt-files can be removed form the ECM files!
Not nitpicking here, but planet size & type must be clearly recognizable without mouse hovering or looking at planet letter below. The ani-types(e.g. volcanic show oceanic class) were randomly mixed up, not only a size issue.thunderchero wrote:Mine was a quick fix and SCT feels it can be better.
Also the planet anis are not centered and many have a strange axis of rotation, but this are just unimportant cosmetic flaws.
PS: IIRC the big warbird tga has a minor corruption (above). Other than that the new ship pics/tgas are really great.
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: Error Correction Mod Version 2 test version
Hi Everyone,
here is the updated version for testing
Error Correction mod v2.0 download page
Note new version not compatible with old version saves
Changes in this version;
few text changed/corrected
Shipname Appendix Fix (Updated)
new planet ani's (correct sizes and more similar to vanilla styles)
new gas giants added (frequencies was not change)
Auto-Upgrading Ships (Options/Fixes)
duplicate minor entries removed
Disabling the chasing ships away / morale-boosting exploit
corrected warbird tga images
thunderchero
here is the updated version for testing
Error Correction mod v2.0 download page
Note new version not compatible with old version saves
Changes in this version;
few text changed/corrected
Shipname Appendix Fix (Updated)
new planet ani's (correct sizes and more similar to vanilla styles)
new gas giants added (frequencies was not change)
Auto-Upgrading Ships (Options/Fixes)
duplicate minor entries removed
Disabling the chasing ships away / morale-boosting exploit
corrected warbird tga images
thunderchero
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Re: Error Correction Mod Version 2 test version
I had a test game with the previous version and was impressed.
I've found what seems like a serious bug though, Romulan strike cruisers don't have the option to attack systems. and if they're added to a taskforce that entire taskforce can't attack systems. I didn't test if other races had the same problem.
I've found what seems like a serious bug though, Romulan strike cruisers don't have the option to attack systems. and if they're added to a taskforce that entire taskforce can't attack systems. I didn't test if other races had the same problem.
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Re: Error Correction Mod Version 2 test version
confirmed with new version too all other race can attack systems but romulans can not attack systems with any ships type.DCER wrote:I had a test game with the previous version and was impressed.
I've found what seems like a serious bug though, Romulan strike cruisers don't have the option to attack systems. and if they're added to a taskforce that entire taskforce can't attack systems. I didn't test if other races had the same problem.
I did some quick testing of new code and found this is the problem but no idea why
Cloak default fix for task forces:
In trek.exe at 0x48D15 change 00 to -> 01 (cloak on)
But resetting this will prevent this bug fix from working
Cloak enabled for Edo God & Combat Drone (1.b/ 2.a,b,c/ 3.a,b)
thunderchero
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Re: Error Correction Mod Version 2 test version
That's not a romulan only problem. Attack does still work but you must redeploy (the taskforce you add or remove a ship from, must be un-cloaked before doing this, of course).thunderchero wrote:confirmed with new version too all other race can attack systems but romulans can not attack systems with any ships type.DCER wrote:I've found what seems like a serious bug though, Romulan strike cruisers don't have the option to attack systems. and if they're added to a taskforce that entire taskforce can't attack systems. I didn't test if other races had the same problem.
I did some quick testing of new code and found this is the problem but no idea why
Cloak default fix for task forces:
In trek.exe at 0x48D15 change 00 to -> 01 (cloak on)
In 1.0.2 if you de-cloak and wait a turn, the "attack system" gets unlocked. This doesn't work anymore. I think I can fix this next weekend.
In the meanwhile, to keep you guys busy, how about setting up an a bit more trek-like shipname.bin (at least "Defiant" should be in)?
I don't know how many bugs is too many but that point is reached somewhere before however many in BotF is.