Ultimate Mod 5 v5.5 Redux (New)

Ultimate Mod; showcase and support/discussion/questions/suggestions/reviews

Moderator: thunderchero

User avatar
thunderchero
Site Administrator aka Fleet Admiral
Site  Administrator aka Fleet Admiral
Posts: 7968
Joined: Fri Apr 25, 2008 2:00 am
Location: On a three month training mission, in command of the USS Valiant.

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

Post by thunderchero »

if it is build screen after Heavy Explorer is available this is expected mod is missing files see this post
viewtopic.php?p=59014#p59014
User avatar
klingonfunfunfun
Ensign
Ensign
Posts: 42
Joined: Fri Aug 03, 2012 12:32 pm

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

Post by klingonfunfunfun »

Hello

I experience this issue that's consistent, so believe it's a bug.
Have searched forum for "warhawk" but not found any relating posts, so submitting here...

Installed latest 2.0.3, on W10, running DXWnd, and am playing UM5.

Every time i navigate to Romulan's shipbuild menu and hover over Warhawk, it crashes the game, 100% of the time.
Started new game to test, and issue persists / is re-creatable.

Is it impacting anyone else?
Could you kindly look into it.

Regards
User avatar
klingonfunfunfun
Ensign
Ensign
Posts: 42
Joined: Fri Aug 03, 2012 12:32 pm

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

Post by klingonfunfunfun »

Can see in previous page that someone had similar issues with Fed ships and provided their resolution

So FYI
I installed 2.0.3 with 1920x1080 for UM5, and ticked "Select... if you plan on using DxWnd..."
User avatar
thunderchero
Site Administrator aka Fleet Admiral
Site  Administrator aka Fleet Admiral
Posts: 7968
Joined: Fri Apr 25, 2008 2:00 am
Location: On a three month training mission, in command of the USS Valiant.

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

Post by thunderchero »

here are known missing files.
1024 and 1366
i_rn270.tga
(118.7 KiB) Downloaded 33 times
1920
i_rn_c.tga
(422.55 KiB) Downloaded 35 times
I will also fix the start 2 missing research structures
start 1 has 8 and start 3 has 8 so I gave start 2, 8 research structures
here is file for missing research
bldset2.zip
(308 Bytes) Downloaded 36 times
questions about ship cost/stats Dafedz would have to address.

so please report any other issues or they will not get updated/fixed.
User avatar
Deimos
Lieutenant-Commander
Lieutenant-Commander
Posts: 168
Joined: Sat Apr 26, 2008 2:00 am

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

Post by Deimos »

thunderchero wrote: Sat Apr 08, 2023 10:57 am
it is part of the top 10 installer
https://www.armadafleetcommand.com/get- ... le_id=1958
Many thanks!
Runs well, still get the odd random crash to desktop, but that's part of BOTF's legacy heh

One issue I have run into and I'm not sure if it's because I beefed up outposts/starbases, but when a small-medium sized fleet attacks my outpost (Fed, Outpost I and II), when the fleet is down to a single ship, it's right up against the outpost and will only fire one beam at the outpost and the outpost will fire only one beam back at the ship and both beams miss every time.
I left it running on Auto for around 10 minutes and they still hadn't hit each other, so I had to close the game and reopen it.
It's happened a few times now.
User avatar
Spocks-cuddly-tribble
Code Master
Code Master
Posts: 1962
Joined: Sun Apr 27, 2008 2:00 am

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

Post by Spocks-cuddly-tribble »

Deimos wrote: Mon Apr 17, 2023 2:36 amright up against the outpost and will only fire one beam at the outpost and the outpost will fire only one beam back at the ship and both beams miss every time.
I left it running on Auto for around 10 minutes and they still hadn't hit each other, so I had to close the game and reopen it.
It's happened a few times now.
That's a mod-independent and repeatable BotF issue with stations (model radius vs min weapon distances).
I don't know whether it can be fixed by editing said values.

In your special case (cheat boosted station vs AI fast attack modded to use Charge instead of Strafe) it can happen more often,
but this is NOT an UM5.5. problem. :wink:

A workaround is using Harry/Circle (or Strafe/Flyby?) to increase distance to the station (for player ships - AI won't do that).
Most often ships move to the bottom or top of the station so you can fire quite safely.
I don't know how many bugs is too many but that point is reached somewhere before however many in BotF is.
User avatar
klingonfunfunfun
Ensign
Ensign
Posts: 42
Joined: Fri Aug 03, 2012 12:32 pm

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

Post by klingonfunfunfun »

thunderchero wrote: Sun Apr 16, 2023 8:20 pm here are known missing files.
1024 and 1366
i_rn270.tga

1920
i_rn_c.tga

I will also fix the start 2 missing research structures
start 1 has 8 and start 3 has 8 so I gave start 2, 8 research structures
here is file for missing research
bldset2.zip

questions about ship cost/stats Dafedz would have to address.

so please report any other issues or they will not get updated/fixed.
Thank you, sir

Wasn't quite sure what needed to be done
But saw the other chap mention UE, so used that

It worked wonders

Not sure what "bldset2" does, but trusted u, so added that also
Even incoporated the missing Federation ship files, from previous page's post, whist i was it!

Again, many thanks
:)
User avatar
klingonfunfunfun
Ensign
Ensign
Posts: 42
Joined: Fri Aug 03, 2012 12:32 pm

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

Post by klingonfunfunfun »

Oh
I see what bldset2.zip does now
Thanks for the new buildings!
User avatar
Deimos
Lieutenant-Commander
Lieutenant-Commander
Posts: 168
Joined: Sat Apr 26, 2008 2:00 am

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

Post by Deimos »

Spocks-cuddly-tribble wrote: Mon Apr 17, 2023 10:38 am
That's a mod-independent and repeatable BotF issue with stations (model radius vs min weapon distances).
I figured it might be, yea
I did check the min values for weapons range, but yea, doesn't look like it can be fixed. (by me at least :P)
Thanks Spocks!
User avatar
thunderchero
Site Administrator aka Fleet Admiral
Site  Administrator aka Fleet Admiral
Posts: 7968
Joined: Fri Apr 25, 2008 2:00 am
Location: On a three month training mission, in command of the USS Valiant.

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

Post by thunderchero »

Deimos wrote: Tue Apr 18, 2023 3:00 pm
Spocks-cuddly-tribble wrote: Mon Apr 17, 2023 10:38 am
That's a mod-independent and repeatable BotF issue with stations (model radius vs min weapon distances).
I figured it might be, yea
I did check the min values for weapons range, but yea, doesn't look like it can be fixed. (by me at least :P)
Thanks Spocks!
I bet if you looked at tevent.log it would show damage

recharge is too high = ship/station able to regain full shields before next round.
this will give longer battles but will also create no win battles with 1 vs 1
User avatar
Spocks-cuddly-tribble
Code Master
Code Master
Posts: 1962
Joined: Sun Apr 27, 2008 2:00 am

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

Post by Spocks-cuddly-tribble »

That's also possible, but I in this case I think model radii of the station and the last ship are overlapping leading to missing shots.

Simple workaround for this cheat game is either using automatic battel this turn or cheat boosting the stations stats even further.
I don't know how many bugs is too many but that point is reached somewhere before however many in BotF is.
User avatar
klingonfunfunfun
Ensign
Ensign
Posts: 42
Joined: Fri Aug 03, 2012 12:32 pm

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

Post by klingonfunfunfun »

Hello

Possible couple bugs

Game crashes when mouse cursor reaches these buildings on building list of minor race Zalkonians
- Zalkonian Military
- Bio-electrics Lab
User avatar
thunderchero
Site Administrator aka Fleet Admiral
Site  Administrator aka Fleet Admiral
Posts: 7968
Joined: Fri Apr 25, 2008 2:00 am
Location: On a three month training mission, in command of the USS Valiant.

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

Post by thunderchero »

klingonfunfunfun wrote: Sat Apr 22, 2023 8:58 am Hello

Possible couple bugs

Game crashes when mouse cursor reaches these buildings on building list of minor race Zalkonians
- Zalkonian Military
- Bio-electrics Lab
what resolution? this is important.
User avatar
klingonfunfunfun
Ensign
Ensign
Posts: 42
Joined: Fri Aug 03, 2012 12:32 pm

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

Post by klingonfunfunfun »

thunderchero wrote: Sat Apr 22, 2023 10:35 am
klingonfunfunfun wrote: Sat Apr 22, 2023 8:58 am Hello

Possible couple bugs

Game crashes when mouse cursor reaches these buildings on building list of minor race Zalkonians
- Zalkonian Military
- Bio-electrics Lab
what resolution? this is important.

This one still

I installed 2.0.3 with 1920x1080 for UM5, and ticked "Select... if you plan on using DxWnd..."
User avatar
thunderchero
Site Administrator aka Fleet Admiral
Site  Administrator aka Fleet Admiral
Posts: 7968
Joined: Fri Apr 25, 2008 2:00 am
Location: On a three month training mission, in command of the USS Valiant.

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

Post by thunderchero »

klingonfunfunfun wrote: Sat Apr 22, 2023 10:59 am - Zalkonian Military
- Bio-electrics Lab
found a few more for structures
1920.zip
(610.24 KiB) Downloaded 41 times
1366.zip
(980.23 KiB) Downloaded 32 times
1024.zip
(428.29 KiB) Downloaded 30 times
problem is doing these, UM5 has so many files that were either replaced/renamed or no longer in use, but old files are still part of his package.

this makes it very difficult to tell what is needed. Just looking today at these files hurt my head.
Post Reply

Return to “Ultimate Mod”