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"how to mod" questions

Found an awesome disassembler and thanks to that, I managed to do the following, enjoy :

amount of power generated by Cathedrals
$C0BC5 04 → ??
amount of power generated by Parthenons
$C0B99 03 → ??
amount of power generated by Temples
$C0B6D 02 → ??
Change power generated by Shrine to zero
$C0B3F FF 46 F8 → 90 90 90
amount of power generated by Alchemist Guilds
$C0C02 03 → ??
Make Oracles generate power instead of Alchemists guilds ($31 is the code of oracle, different numbers correspod to different buildings), amount see above. It's possible to replace the power generation of any other building listed above by finding and replacing their codes instead. All of them are at two positions in the area before the byte for the amount of power.
$C0BE8 32 → 31
$C0BFC 32 → 31

Fix Evil Presence :
$C0B17 8B C6 BA 72 00 F7 EA C4 1E BC 9C 03 D8 → 26 80 7F 46 00 74 06 B8 02 00 89 46 FA
Warning : While this makes Evil Presence work as intended, zeroing power, it does not check for the Death books. There is no coding space for that. However, the spell is MUCH more useful if it works on anyone anyway. The unrest effect does not afftect Death mages like expected, so they still have an advantage against it.

...and more :
Library Research bonus :
$C09EF 02 → ??
Sage's Guild Research bonus :
$C0A1A 03 → ??
University Research bonus :
$C0A45 05 → ???
Wizard's guild research :
$C0A70 08 → ???
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cool thx =) i'll update the first post in the coming days.
dance!
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Wow, a fragment of fresh hex code instead of blind bit-editing; my compliments.

Could you say which disassembler it was? I don't know any personally, much less ones that would be awesome for this particularly, so if you have something that works, I'd be glad to hear it.
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(August 28th, 2015, 16:36)Nivm Wrote: Wow, a fragment of fresh hex code instead of blind bit-editing; my compliments.

Could you say which disassembler it was? I don't know any personally, much less ones that would be awesome for this particularly, so if you have something that works, I'd be glad to hear it.

IDA Pro Free. Found it through Google and it is nice.
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More findings :
$39FF9 04 -> 01
(in magic.exe, not wizards!)

This stops spell rolls from being cumulative in treasure.

Explanation :
When "Spell" is rolled twice in a treasure pile, the game adds the rarities together. If you roll Uncommon(2) twice, you'll instead get Very Rare(4), same for rolling Common(1) four times, etc. This mechanic allows the lair to have significantly more valuable spells that it otherwise could. A very rare spell costs 16 times as much as a common, and 4 times as much as an Uncommon, but by adding up rolls you can end up with Very Rare from as few as 4 common rolls = 200 treasure points with default costs.
If you change the code, it instead goes back and rolls again if Spell is rolled the second time or above, the same way it did if it already had a Very Rare.
It is highly recommended to turn this feature off, unless you don't mind you or the AI finding Armageddon in the first year.
As already mentioned in the first post, $39FE0 : 32 → xx is the treasure value of a (common) spell, defaults to 50 and probably should be increased to 100-200 depending on your total treasure points settings. Otherwise you can find Very Rares for 800 points which is very undervalued. In fact, commons for 50, uncommons for 200 and rares for 450 are undervalued, too.

...and another :
$B3AC2 0C → ??
This moves Nature's Eye revealing effect to another spell slot, useful if you want to make it common.
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Thanks, I've used a couple of these for my mod.

Question: how do I modify mountain production bonus from 5% to 7-8%?

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(August 30th, 2015, 17:01)zitro1987 Wrote: Thanks, I've used a couple of these for my mod.

Question: how do I modify mountain production bonus from 5% to 7-8%?

Good question, I haven't looked into that yet, there are so many more important things to do first...for example reducing the power made by dark elves, limiting books to 10, changing the amount of free commons, fixing pathfinding not working on roads, testing all 200 spells and adjusting them, testing all races, deciding what to do with Drain Power...

I wouldn't mind trying a 4% hills and 8% mountain bonus, but no idea when I'll have time to look for that.

Edit : today's findings below

Dark Elves produce ½ power per population
$C0C57 8B C6 -> EB 4E

Runemaster granting spells a dispel resistance instead of Archmage (untested, please test and post if it does work)
$B20E4 38 -> 3C
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updated first post and reorganized it. seravy, you never post file names. are all those changes in wizards.exe?

Quote:$B3AC2 0C → ??
This moves Nature's Eye revealing effect to another spell slot, useful if you want to make it common.
so 0C is the spell number of natures eye and if i enter another spell number there, that spell will have this effect instead of natures eye?

with those findings on buildings i'm tempted to work on my mod again lol. but so many other things to do...
dance!
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(August 31st, 2015, 10:46)letsdance Wrote: updated first post and reorganized it. seravy, you never post file names. are all those changes in wizards.exe?

Quote:$B3AC2 0C → ??
This moves Nature's Eye revealing effect to another spell slot, useful if you want to make it common.
so 0C is the spell number of natures eye and if i enter another spell number there, that spell will have this effect instead of natures eye?

with those findings on buildings i'm tempted to work on my mod again lol. but so many other things to do...

Yes, everything is wizards.exe, unless I said otherwise (there was only one of those so far I think).
Yes, after you swapped spells with the tweaker for any reason the normal way, to move the part of the effect where casting the spell instantly reveals the area around the town along with the enchantment itself, you change that byte.
I moved it to the slot of Wall of Stone, first, AI never seems to use Nature's Eye so that slot is ideal for new spells, second, this way I can safely get rid of Wall of Stone, and third, it's not good enough to be an Uncommon spell anyway.
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Quote:I wonder if I'm the only one annoyed by this...towns obviously can produce units even if there are 9 in them, yet the game gives you an error message if you try...you have to move something outside, click on producing the unit, then move it back...

Not anymore! Change $41B64 7D → EB

Dark Elves produce ½ power per population
$C0C57 8B C6 -> EB 4E

Runemaster granting spells a dispel resistance instead of Archmage (untested, please test and post if it does work)
$B20E4 38 -> 3C

Excellent stuff! I'll add the 9-unit production bug. I'm not sure if I'll modify any of the research/power buildings.

Runemaster grabbing the dispel-resist ability from Archmage (on top of the dispel-attack bonus) is a better solution to increasing runemaster's % bonus, which can cause problems combined with artificer. This way, I can add a bit of strength back to Archmage (which I reduced 5 initial skill from 10)

I may be able to find Beastmen's 1/2 power bonus (which I would prefer to replace with fast growth) with some trial and error

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