Dafedz wrote: ↑Fri Dec 30, 2022 11:27 amI presume you mean this one:
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>> 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 Just use new patch (ignore red conflict warning when overwriting outdated patch).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:
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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
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thunderchero already fixed some broken/outdated patches in other mods (e.g. BoP).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
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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:
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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
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I don't know how many bugs is too many but that point is reached somewhere before however many in BotF is.