Gameplay queries

BOTF Strategy Guide

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HarryMudd
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Gameplay queries

Post by HarryMudd »

After years of not playing BoTF, I finally found and installed the latest all-in-one installer from this great website and have been running the 'ECM' version.

A question I've had since I first started playing BoTF, way back when it was new; numerous built items have the ability to boost morale, such as the Daystrom Institute.
However, once I build it, do I have to power it to obtain the morale boost in the same way that it must be powered to gain the computer sciences boost? Once computer research is at level 9, I tend to turn off this off.

Also, I notice some systems have what look to be a broken rocks image (asteroids?) where dilithium is normally shown for a system. I've searched this board and found numerous references to asteroids and planet killers. Is this something new from the 'vanilla' version and had it been implemented?

Brian
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Re: Gameplay queries

Post by thunderchero »

Yes, ECM and most mods has a patch applied that requires power to structures to get morale boost (vanilla un-powered would give morale boost)

asteroids and dilthium asteroids systems was first introduced in ECM, several other mods use them as well and some structure require them to be built.

Planet killer was also introduced in ECM, one other mod uses it also but not part of installer yet.
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Re: Gameplay queries

Post by Spocks-cuddly-tribble »

Note that ECM fixes/restores many unfinished features missing from vanilla BotF. Some make the game harder.

See ECM description: viewtopic.php?p=58007#p58007


1.) Disabled Buildings - Extra Morale Fix: viewtopic.php?p=32833#p32833. Default behavior is a code error, disabled features shouldn't affect morale.

You had to scrap structures with extra morale penalties (e.g. prison mine) if they were temporary idle. :wink:


2.)
- System features for Asteroid, Asteroid Belt Dilithium, Nearby Anomalies and Alien Artifacts enabled (unused in ECM)
-> vanilla unfinished system requirements for structures (like planet types): viewtopic.php?p=57639#p57639

Just cosmetics in ECM and can be ignored (asteroid dil. works just like usual dilithium).


3.) Planet killer is a new monster restored from unused game files (with the help of thunderchero) it also sets the asteroid icon when destroying planets.
- Planet Killer added as 10th monster (reworking cone.hob) + monster system attacks corrected to a more canon state
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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HarryMudd
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Re: Gameplay queries

Post by HarryMudd »

Thanks for clearing that up. The original manual didn't really cover that.
BTW, I came across a 'planet killer' whilst playing a Romulan session, but I had a group of cloaked ships nearby and got it before it could cause any problems. I had assumed it was a feature from the vanilla program I hadn't seen before.
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Re: Gameplay queries

Post by HarryMudd »

I'm playing a Federation session at the moment and noticed something I hadn't seen before.
Several of my systems are fully peopled; for example Antica has a max population of 240 and has the full population.
Frequently, I receive a message on the summary screen that "Immigrants flock to (system); + xx million citizens." Then a line or so below is a message that there is starvation in that system.
However, when I check the system, the population/max population figures are unchanged. Is this a known issue?

Also, playing the ECM version, I notice a combat screen change. Previously, when you had a large fleet of similar ships you could select single ships to task them with different targets and combat styles. Now, selecting single ships gives limited options that seem to withdraw them from combat. Am I missing something as I preferred to original method.
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Re: Gameplay queries

Post by Spocks-cuddly-tribble »

1.) Unfixed vanilla glitch with high morale system boni: 'Immigrants flock' should be skipped for systems with max pop.

But unimportant and just cosmetics since it doesn't do anything at all. The bad bugs have been fixed: viewtopic.php?p=33305#p33305

The issue is always +10% pop with no system limit check. I also checked the 'Holiday' event code (+5% morale with max limit check).


2.) That's one of the main reasons why ECM is no popular mod. There is broken/unfinished code in trek.exe for a feature described in the game manual:

You need at least one command ship (special cruiser for command and control) in this fleet to select solo mode targets.

- Harder game play since codes of (...) Command Ships any many other exploits have been fixed

- Solo Mode Targeting now requires a Command Ship (slow & short range) or Station -> fast aggressive expansion (blitzkrieg) gets more risky
viewtopic.php?p=58007#p58007

If this is your only problem with ECM, here is the patch to disable this feature again: disable solo-targeting restriction.patch: download/file.php?id=3894
Last edited by Spocks-cuddly-tribble on Wed Sep 13, 2023 4:33 am, edited 2 times in total.
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: Gameplay queries

Post by PTRACER »

ECM mod is all I could ever want from BOTF.

Though I do wonder - is there a simple hex edit I could do to disable the Planet Killer?
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Re: Gameplay queries

Post by thunderchero »

If you know how to use bof_patcher there is a patch you could remove
patch is in ECM patces folder in botf\tools\bof patcher
if you installed tools
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Re: Gameplay queries

Post by Spocks-cuddly-tribble »

thunderchero wrote: Tue Sep 12, 2023 7:12 pm
PTRACER wrote: Tue Sep 12, 2023 6:59 pmedit I could do to disable the Planet Killer?
If you know how to use bof_patcher there is a patch you could remove
patch is in ECM patces folder in botf\tools\bof patcher
if you installed tools
monster_Adding_the_Planet_Killer.patch
(2.25 KiB) Downloaded 36 times
Yes, removing this patch from ECM trek.exe should work and restore the original Tarellian 'system attack' (pop loss 15%)

There is still the 'crystal entity message workaround', but I think ECM edited looks better than default: :wink:
Spocks-cuddly-tribble wrote: Tue May 03, 2016 3:43 pmmonster raceID 25h reads lexicon entry 205 'the crystal entity' change to -> 'Alien Entity'

shiplist.sst entry of crystal -> 'Unknown Lifeform' change to -> 'Crystal Lifeform'

---

I fixed and tested the Immigrants Flock Fix:

Code: Select all

NAME: Immigrants Flock Fix
DESC: Adds a system population limit check for the 'Immigrants flock' high morale event.
AUTHOR: Spocks-cuddly-tribble
URL: https://www.armadafleetcommand.com/onscreen/botf/viewtopic.php?p=33305#p33305

>> 0x0003eeb8 31 ff 8b 42 40 89 bc 24 3c 03 00 00 89 84 24 38 03 00 00 df ac 24 38 03 00 00 dc 0d d4 89 57 00 8b b2 f4 02 00 00 8b 6a 40 83 c6 1e e8 eb db 0d 00 db 9c 24 40 03 00 00 8b 84 24 40 03 00 00 89 b2 f4 02 00 00 01 c5 89 d8 89 6a 40
<< 0x0003eeb8 83 82 f4 02 00 00 1e 8b 02 e8 aa 3f 00 00 2b 42 40 7e 6e db 42 40 dc 0d d4 89 57 00 e8 fb db 0d 00 db 9c 24 40 03 00 00 8b bc 24 40 03 00 00 3b c7 7d 09 8b f8 89 bc 24 40 03 00 00 01 7a 40 8B C3 90 90 90 90 90 90 90 90 90 90 90


#0043FAB8     8382 F4020000 1E      ADD DWORD [EDX+2F4],1E  // systInfo random value +30 
#0043FABF     8B02                  MOV EAX,[EDX]
#0043FAC1     E8 AA3F0000           CALL 443A70     //  GetCurrentSytemPopCap
#0043FAC6     2B42 40               SUB EAX, [EDX+40]
#0043FAC9     7E 6E                 JLE SHORT 43FB39  // exit max pop
#0043FACB     DB42 40               FILD DWORD [EDX+40]  // current pop
#0043FACE     DC0D D4895700         FMUL QWORD [5789D4]  // 0.1
#0043FAD4     E8 FBDB0D00           CALL 51D6D4    round down
#0043FAD9     DB9C24 40030000       FISTP DWORD [ESP+340]
#0043FAE0     8BBC24 40030000       MOV EDI,[ESP+340]
#0043FAE7     3BC7                  CMP EAX,EDI
#0043FAE9     7D 09                 JGE SHORT 43FAF4
#0043FAEB     8BF8                  MOV EDI,EAX   // set max pop growth left
#0043FAED     89BC24 40030000       MOV [ESP+340],EDI
#0043FAF4     017A 40               ADD [EDX+40],EDI
#0043FAF7     8BC3                  MOV EAX,EBX
#0043FAF9 - 43FB03    90            NOP
Added to:
- main post viewtopic.php?p=33305#p33305
- ECM update patches viewtopic.php?p=59880#p59880
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: Gameplay queries

Post by justanick »

Spocks-cuddly-tribble wrote: Tue Sep 12, 2023 1:57 pm2.) That's one of the main reasons why ECM is no popular mod.
Is this actually true? I like this "close to the original"-approach.
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HarryMudd
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Re: Gameplay queries

Post by HarryMudd »

Spocks-cuddly-tribble wrote: Tue Sep 12, 2023 1:57 pm 1.) Unfixed vanilla glitch with high morale system boni: 'Immigrants flock' should be skipped for systems with max pop.

But unimportant and just cosmetics since it doesn't do anything at all. The bad bugs have been fixed: viewtopic.php?p=33305#p33305

The issue is always +10% pop with no system limit check. I also checked the 'Holiday' event code (+5% morale with max limit check).
/quote]

OK, I just can't recall seeing this before. As you say, it doesn't seem to affect anything. I had noticed the 'Holiday' event as well. What purpose does it serve?
Spocks-cuddly-tribble wrote: Tue Sep 12, 2023 1:57 pm 2.) That's one of the main reasons why ECM is no popular mod. There is broken/unfinished code in trek.exe for a feature described in the game manual:

You need at least one command ship (special cruiser for command and control) in this fleet to select solo mode targets.
OK, I'll try it with a command ship. I was trying with a group of Heavy Escorts. I like these as they move at a range of 4 so they can respond quickly.
All in all, I love the updated version
Brian
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Re: Gameplay queries

Post by justanick »

The Holiday event increases the morale of the system by 5. Higher morale means higher output of Universities and Mass Replicators. Check for the mouseover to see for yourself.

The increase in morale tends to subside after a few turns.
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Re: Gameplay queries

Post by PTRACER »

thunderchero wrote: Tue Sep 12, 2023 7:12 pm If you know how to use bof_patcher there is a patch you could remove
patch is in ECM patces folder in botf\tools\bof patcher
if you installed tools
No but I'm sure I can work it out. Thanks a lot!!
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Re: Gameplay queries

Post by Spocks-cuddly-tribble »

justanick wrote: Wed Sep 13, 2023 4:59 am
Spocks-cuddly-tribble wrote: Tue Sep 12, 2023 1:57 pm2.) That's one of the main reasons why ECM is no popular mod.
Is this actually true? I like this "close to the original"-approach.
Yes, multiplayer veterans in particular hate ECM (phantom dilithium is understandable in MP).

If you're used to base your playing style and strategies on abusing most of the code error exploits of BotF, adapting can be frustrating during the weaning period (even to me in some test games). But after some time you might appreciate a harder, more realistic game play.

Albeit Cardassians, all T1, no minors can be quite punishing on 'hard' (leave alone impossible). :twisted:

PTRACER wrote: Wed Sep 13, 2023 11:13 amNo but I'm sure I can work it out.
Here is the BOF patcher manual: viewtopic.php?p=35394#p35394

I uploaded the patch with name in my post above (it's hard to find since you have to guess the right name).

Patcher UI looks like this:
Image
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: Gameplay queries

Post by PTRACER »

Spocks-cuddly-tribble wrote: Wed Sep 13, 2023 12:37 pm Here is the BOF patcher manual: viewtopic.php?p=35394#p35394

I uploaded the patch with name in my post above (it's hard to find since you have to guess the right name).

Patcher UI looks like this:
Image
Thank you, that's very helpful! Will give that a go at the weekend if I get some time.
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