\\\-- Balance of Power (v1.2c released)--///

Balance of Power Mod; showcase and support/discussion/questions/suggestions/reviews

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GeorgiaBoy
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Post by GeorgiaBoy »

Hi thunderchero,

Worked very well. Thank you very much.

Was wondering about these three questions:

I guess max map size is still being explored by Gowron. Maybe 100X72 (with 10X10 sector size)?
Also, I understand new minor races are added in your mod. What is the max amount of races now?
Too bad Ultimate Editor can only change a race, not add one?

GB
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Post by thunderchero »

GeorgiaBoy wrote:Was wondering about these three questions:
GeorgiaBoy wrote:I guess max map size is still being explored by Gowron. Maybe 100X72 (with 10X10 sector size)?


A 100x72 map would have 4x4 sectors this would be too small for any planet or ship icon. most small icons for large map are 13x15 so with gowrons map they are bigger than the sector already and some sectors may have up to 5 or 6 at the same time in one sector (sounds a little crowded to me)

so creatable maps maybe 200x150 but would be unplayable without scrolling.

real life I think gowrons 50x36 map is max, might be best at 40x30 large 30x22 medium 20x15 small.
GeorgiaBoy wrote:Also, I understand new minor races are added in your mod. What is the max amount of races now?
Too bad Ultimate Editor can only change a race, not add one?
some things have been found to add more than 30 minor races, But not enough to make it work. many things preventing more minors.

thunderchero
Last edited by thunderchero on Sat Apr 04, 2009 5:31 pm, edited 2 times in total.
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GeorgiaBoy
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Post by GeorgiaBoy »

so creatable maps maybe 200x150 but would be unplayable without scrolling.
Scrolling? Sounds like new code versus editing. How possible is scrolling?

GB
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Post by thunderchero »

code is already there for small map. It would be editing large map setting to use small map just a different size. If this is even possible.

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Martok
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Post by Martok »

thunderchero wrote:here is edited exe for multi

this has not been tested at all by me yet.

EDIT: seems to work fine I see what he means by system names lol

http://www.4shared.com/file/95497875/26e39dd7/trek.html

only change was for install path.

thunderchero


Is this the multi-installer version for the latest edition of BOP (with the new larger map size) then? I just want to make sure I'm clear on this....
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Post by thunderchero »

that is correct

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Martok
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Post by Martok »

thunderchero, I'm getting an error message every time I try to run and install Gowron's latest BOP update (multi version):

"This application has failed to start because mss32.dll was not found. Re-installing the application may fix this problem."



Does this mean I just have to uninstall the entire game, and then reinstall both your multi-installer BOTF along with BOP? Or is a more exotic fix required?
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Post by thunderchero »

Martok,

this is not an installer just a replacement trek.exe

the "trek.exe" you downloaded must be copied to install path of BOP (default; C:\botf\BOPE or C:\botf\BOPG) and overwrite old trek.exe.

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jaruler
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Post by jaruler »

thunder and then we can play the new map size without problems? or hope to just be downloading 1.1c which is a exe file and then putting it in the above install path?

thanks
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Post by OllyG »

Quick question ref. the latest version of 1.1c; I downloaded the multi-installer version a couple of days ago.

Has the Romulan AI issue of not having enough farms been resolved? I saw Gowron's post saying that it had, and yet, in my current game, the Romulan systems stop growing past a certain point.

Is the multi-installer version definitely the latest one, with the Romulan issue resolved?

Many thanks,

Olly.
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Post by thunderchero »

OllyG,

the files used in multi BOP1.1c is the latest files.

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OllyG
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Post by OllyG »

thunderchero wrote:OllyG,

the files used in multi BOP1.1c is the latest files.

thunderchero

Hmmm... In which case, I think the Romulan AI colonies are still struggling to grow with only 2 farms.

In vanilla, Romulan colonies start with 3, and I wonder if BoP needs to go back to that to enable the Romulan AI colonies to grow properly? In the game I'm playing at the moment, they grow a little from time to time, but I imagine this is whenever they discover a new Biotechnology level, and the food output is increased slightly.

Olly.
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Post by thunderchero »

OllyG,

By chance did you download first version of 1.1c? it was only out for 5 1/2 hours before it was withdrawn for replacement. with same version number was rereleased.

But you should see double entry in main structures in new colonies unless you are playing as klingons.

so you might want to redownload to be sure.

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Post by The_Nighthawk »

A little 'undocumented feature' I found; the Caldonians in the game I'm currently playing came with Level 6 energy structures. How they managed this I haven't a clue. They ae the only Minor I've membered so far that have an energy structure with a level still associated.
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OllyG
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Post by OllyG »

thunderchero wrote:OllyG,

By chance did you download first version of 1.1c? it was only out for 5 1/2 hours before it was withdrawn for replacement. with same version number was rereleased.

But you should see double entry in main structures in new colonies unless you are playing as klingons.

so you might want to redownload to be sure.

thunderchero
No, it's not that version: playing as the Cardassians, and doesn't have double entries.

I've checked the documentation, and Gowron writes "All colonies start with 2 or 3 farms and 1 factory".

I do think that even 2 farms isn't enough for the Romulan AI, as their colonies stop growing after a time.

:
Gowron / other: what do you think? Is this something you've noticed? Of course if it's just me that's noticed, then perhaps I have managed to download an old version, although the documentation and starting farms / factories suggest not...


Regardless, as I've said before, the mod's brilliant; I've become re-addicted in recent weeks...


Olly.
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