All in one 1.0.1 UCW issue
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Please read the topic titles below to see if your issue matches already solved issues before creating new support ticket.
Please read the topic titles below to see if your issue matches already solved issues before creating new support ticket.
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- Lieutenant-Junior Grade
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Re: All in one 1.0.1 UCW issue
Hi Thunderchero,
this issue is still present o the latest installer. could i remove the structure that causes the problem? would that work do you think.
this issue is still present o the latest installer. could i remove the structure that causes the problem? would that work do you think.
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- Site Administrator aka Fleet Admiral
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Re: All in one 1.0.1 UCW issue
invasion issue?
as normal saved game needed.
also list sector and any ship movements to reproduce issue
edit; the "Orbital Battery Controller" have already been removed as SCT suggested
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- Lieutenant-Junior Grade
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Re: All in one 1.0.1 UCW issue
Hi Thunderchero,
when trying to assault a system there is always 1 orbital battery present no matter how many ships are present. this is not the case until a certain point in the game. i have wiped out the romulans but am not making a dent on the klingons.
save attached sector 13.15
many thanks for looking
when trying to assault a system there is always 1 orbital battery present no matter how many ships are present. this is not the case until a certain point in the game. i have wiped out the romulans but am not making a dent on the klingons.
save attached sector 13.15
many thanks for looking
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- Site Administrator aka Fleet Admiral
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Re: All in one 1.0.1 UCW issue
I don't understand why this is happening. and nothing I can do since mod is no longer being developed
the only thing I can suggest is start using Troop transports or better/stronger ships.
The defiant is a great ship for combat not planetary assault.
I am only guessing on issue
18 fleet task force causing calculation issue?
energy tech high enough now giving planetary shield too much power for defiants?
saved game error?
the only thing I can suggest is start using Troop transports or better/stronger ships.
The defiant is a great ship for combat not planetary assault.
I am only guessing on issue
18 fleet task force causing calculation issue?
energy tech high enough now giving planetary shield too much power for defiants?
saved game error?
If I do an integrity check of saved game and save I get crash on turn processing.
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- BORG Trouble Maker
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Merde!thunderchero wrote: ↑Sun Apr 09, 2023 9:43 am If I do an integrity check of saved game and save I get crash on turn processing.
Will have to wait a bit but I'll take a look to the crash.
That there is a new orbital each turn btw doesn't sound wrong, and that the population isn't impacted by the attack indeed might be related to ship stats vs. shield and maybe some special klingon structures. Sounds like some bad balancing.
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Re: All in one 1.0.1 UCW issue
thanks for looking
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Re: All in one 1.0.1 UCW issue
I stopped assault and moved the 8 TT's to 13.15
when TT's arrived at Rusazus the system had built 8 OB.
I set all ships defiants and TT's to assault
lost 6 defiants (most were hurt already)
took out a few structures (shipyard ect)
deployed 1 TT
But population was still at 100%
not killing any population on a successful assault is strange.
Rusazus population was defiant, no surprise.
when TT's arrived at Rusazus the system had built 8 OB.
I set all ships defiants and TT's to assault
lost 6 defiants (most were hurt already)
took out a few structures (shipyard ect)
deployed 1 TT
But population was still at 100%
not killing any population on a successful assault is strange.
Rusazus population was defiant, no surprise.
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- Code Master
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Re: All in one 1.0.1 UCW issue
System assaults can be a bit confusing (e.g. OBs firepower and hit points depend on different tech areas), even more with mod specific special patches.
First you need ships with more combined shield/hull points than OB firepower (to survive OB initial attack) plus greater torpedo firepower than OB hit points to destroy them (if you want that - not needed for invasions). Depending on the shield generator strengh you need even more torpedo firepower.
Note: The strike cruiser fix patch gives them an advantage vs OBs.
First you need ships with more combined shield/hull points than OB firepower (to survive OB initial attack) plus greater torpedo firepower than OB hit points to destroy them (if you want that - not needed for invasions). Depending on the shield generator strengh you need even more torpedo firepower.
Note: The strike cruiser fix patch gives them an advantage vs OBs.
Very uncommon, indeed.thunderchero wrote: ↑Sun Apr 09, 2023 5:59 pmBut population was still at 100%
not killing any population on a successful assault is strange.
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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- BORG Trouble Maker
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Re: All in one 1.0.1 UCW issue
I thought same, but now did some testing. Even when I throw 100 attack cruisers and another 200 heavy command ships and dreadnaughts at it, it doesn't change anything. And even when I switch empires and scrap all the structures, not a single inhabitant starves.thunderchero wrote: ↑Sun Apr 09, 2023 9:43 am The defiant is a great ship for combat not planetary assault.
The only remarkable I found is the very high tech levels.
The Duras are about to complete future tech 21, while the federation is even ahead of it.
Therefore I tested changing them back to 10, and there you go, all looks right again: Continuing to test the individual tech levels, I found that the issue comes up as soon as build tech 20 is researched.
Might be some integer overflow or something...
That one is fixed now as well.thunderchero wrote: ↑Sun Apr 09, 2023 9:43 am If I do an integrity check of saved game and save I get crash on turn processing.
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- Code Master
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Re: All in one 1.0.1 UCW issue
Construction Tech increases the defensive strength of orbital batteries and the resilience of star systems against bombing damage.
The default float parameters for damage ratio multipliers for random structures and pop damage become zero/negative beyond construction tech 19:
Code: Select all
00466F8F fstp dword ptr [esp+3FCh] ; 0.005 - 0.00025 * Construction tech defender // structures
00467132 fsubr ds:combat_emps_0_01 ; 0.01 - 0.0005 * Construction tech defender // pop
Code: Select all
00466F41 fmul ds:GrndCmbTechMul2_0_1 ; pop defender * 0.1
I'd try to lower these both values (e.g. with double techs like 20 -> halve or *2/3)
Code: Select all
0057AC54 @ 0x178A54 -> 0.00025 // structures
0057AC64 @ 0x178A64 -> 0.0005 // pop ?
► Show Spoiler
Strange, I just checked sub_443610 Pop_Growth_Starvation and there is no influence of tech levels.
BUT system attack/bombing stops any Pop_Growth via the systInfo bombing marker,
so due to a bug/bias it might also prevent any starvation during system attacks? EDIT Starvation code doesn't check the bombing marker.
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: All in one 1.0.1 UCW issue
I will give it a try in next updateSpocks-cuddly-tribble wrote: ↑Wed Jul 19, 2023 8:31 am Construction Tech increases the defensive strength of orbital batteries and the resilience of star systems against bombing damage.
The default float parameters for damage ratio multipliers for random structures and pop damage become zero/negative beyond construction tech 19:
Code: Select all
00466F8F fstp dword ptr [esp+3FCh] ; 0.005 - 0.00025 * Construction tech defender // structures 00467132 fsubr ds:combat_emps_0_01 ; 0.01 - 0.0005 * Construction tech defender // pop
UCW using 1/3 (23 tech levels)
MUM using 1/2 values (20 tech levels)
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- BORG Trouble Maker
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Re: All in one 1.0.1 UCW issue
I checked on it again, for starvation it actually is construction tech 21, which is causing the issue, and it only affects the Rusazus system and only for as long it is being attacked.Spocks-cuddly-tribble wrote: ↑Wed Jul 19, 2023 8:31 amStrange, I just checked sub_443610 Pop_Growth_Starvation and there is no influence of tech levels.
BUT system attack/bombing stops any Pop_Growth via the systInfo bombing marker,
so due to a bug/bias it might also prevent any starvation during system attacks? EDIT Starvation code doesn't check the bombing marker.
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- Site Administrator aka Fleet Admiral
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Re: All in one 1.0.1 UCW issue
with new 1/3 value I re-tested your saved game and here is resultsrawsy wrote: ↑Sun Apr 09, 2023 3:07 am Hi Thunderchero,
when trying to assault a system there is always 1 orbital battery present no matter how many ships are present. this is not the case until a certain point in the game. i have wiped out the romulans but am not making a dent on the klingons.
save attached sector 13.15
many thanks for looking
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- Code Master
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Re: All in one 1.0.1 UCW issue
Starvation still works. But tech 21+ subtracts a negative value from the pop with no max pop check (i.e. increases pop due to bombing):
Later the Growth_Starvation code reduces the over-limit pop and resets the system max pop.Spocks-cuddly-tribble wrote: ↑Wed Jul 19, 2023 8:31 amparameters for damage ratio multipliers for ... pop damage become become zero/negative beyond construction tech 19
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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- Lieutenant-Junior Grade
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Re: All in one 1.0.1 UCW issue
this sounds great. thanks for looking on to this guys much apreciated. looking forward to the update.