October 22nd, 2015, 20:54
(This post was last modified: October 22nd, 2015, 22:49 by Question.)
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Ah i see, thanks.
By the way, for the range divisor, if i want to change it to +1 per 4 hexes, am i supposed to change the 3 to a 2 or a 4?
And how do you change fame from razing to 0? (someone probably should update the OP of this thread)
October 23rd, 2015, 02:08
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(October 22nd, 2015, 20:54)Question Wrote: Ah i see, thanks.
By the way, for the range divisor, if i want to change it to +1 per 4 hexes, am i supposed to change the 3 to a 2 or a 4?
And how do you change fame from razing to 0? (someone probably should update the OP of this thread)
To a 4.
October 23rd, 2015, 17:19
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Quote:1.5. number of common/uncommond/rare spells for taking books:
magic.exe 2713Eh there are 10 2-byte numbers that identify the number of common spells you get depending on the number of books you have in a color. others unknown.
This is technically incorrect. It adjusts the spell selection display, but the number of spells you get is unchanged.
Example: I set '2' for common spells at 11 books, to offset amazing advantages of 2 uncommon and 1 rare. I got 10 commons instead.
October 23rd, 2015, 17:38
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(October 23rd, 2015, 17:19)zitro1987 Wrote: Quote:1.5. number of common/uncommond/rare spells for taking books:
magic.exe 2713Eh there are 10 2-byte numbers that identify the number of common spells you get depending on the number of books you have in a color. others unknown.
This is technically incorrect. It adjusts the spell selection display, but the number of spells you get is unchanged.
Example: I set '2' for common spells at 11 books, to offset amazing advantages of 2 uncommon and 1 rare. I got 10 commons instead. Same problem with the uncommon and rare values located directly after those (yes they are actually there, not very noticeable as uncommons are 0000000002 and rares are 0000000001).
I haven't found where this is handled but I decided not to change it meanwhile so no longer looking.
When I changed these numbers I had armageddons and time stops pop up from nowhere for any missing picks I should have gotten but didn't due to reduction.
October 25th, 2015, 11:35
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i'll update sometimes. keep in mind, this thread is years old: a few weeks don't matter.
dance!
October 29th, 2015, 06:18
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I'm not sure if this will work, but since warp wood sets ammo count to 0, is it possible to have it set ammo count to half instead? So it's not OP against bows.
By the way Seravy, you posted :
Quote:Two more that'll be included in the next version of my mod :
Make mana and gold treasure picks actually spend the amount of treasue points as the amount of gold/mana added instead of a fixed 100 for a random amount between 10-200 (magic.exe)
39E81-39E95
2B 7E FA 90 90 90 ... fill the rest with 90
39EC7-39EDC
2B 7E FA 90 90 90 ... fill the rest with 90
I'm confused by what 39E81-39E95 means. Do you mean 39E81, 39E82, 39E83, etc all the way till 39E95? I'm using cheat engine to browse the memory locations and change the bytes, what do you use?
October 29th, 2015, 06:25
(This post was last modified: October 29th, 2015, 06:29 by Seravy.)
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(October 29th, 2015, 06:18)Question Wrote: I'm not sure if this will work, but since warp wood sets ammo count to 0, is it possible to have it set ammo count to half instead? So it's not OP against bows.
By the way Seravy, you posted :
Quote:Two more that'll be included in the next version of my mod :
Make mana and gold treasure picks actually spend the amount of treasue points as the amount of gold/mana added instead of a fixed 100 for a random amount between 10-200 (magic.exe)
39E81-39E95
2B 7E FA 90 90 90 ... fill the rest with 90
39EC7-39EDC
2B 7E FA 90 90 90 ... fill the rest with 90
I'm confused by what 39E81-39E95 means. Do you mean 39E81, 39E82, 39E83, etc all the way till 39E95? I'm using cheat engine to browse the memory locations and change the bytes, what do you use?
A hex editor. All addresses are relative to the start of the wizards.exe file unless otherwise specified. You need to change the file itself, not memory, to have permanent effects. Any file editor that can display file contents as hex code instead of plain text, and allows changing it that way works.
Yes, fill the rest means you put 90 into every address until the last one.
It's the instruction code for "no operation", useful to fill up unused space in the file when new code is shorter than the original.
Yes it most like is possible to replace Ammo=0 with Divide ammo by 2, I think they are equal size instructions. or the latter is shorter. You need to replace mov es:[bx+3],0 with sar es:[bx+3],1 after finding the location, although if it also/instead sets ranged type to nonexistent there then you are out of luck and have to make your own code.
October 29th, 2015, 20:47
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Which hex editor do you use though?
I am changing the file, i tried changing those two sets of bytes but it causes the game to crash when starting a new map...
First lines are the original values, the second lines are the values you said to replace the origian ones with.
39E81 : 8B 46 FA BB 0A 00 99 F7 FB BA 0A 00 F7 EA 89 46 FA 81 EF C8 00 8B C6 BA 18 00 F7 EA C4 1E D6 89 03 D8 8B 46 FA 26 01 47
2B 7E FA 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 8B C6 BA 18 00 F7 EA C4 1E D6 89 03 D8 8B 46 FA 26 01 47
39EC7 : 8B 46 FA BB 0A 00 99 F7 FB BA 0A 00 F7 EA 89 46 FA 81 EF C8 00 8B C6 BA 18 00 F7 EA C4 1E D6 89 03 D8 8B 46 FA 26 01 47
2B 7E FA 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 C6 BA 18 00 F7 EA C4 1E D6 89 03 D8 8B 46 FA 26 01 47
Warp wood : I don't know what mov es and all that means though...how is it different from hex editing? How do you find the locations?
By the way, does anyone know how to edit the alchemy interface to allow values higher than 999 gold, or change terrain stats like the bonus given by mountains, etc?
October 29th, 2015, 21:11
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(October 29th, 2015, 20:47)Question Wrote: Which hex editor do you use though?
I am changing the file, i tried changing those two sets of bytes but it causes the game to crash when starting a new map...
First lines are the original values, the second lines are the values you said to replace the origian ones with.
39E81 : 8B 46 FA BB 0A 00 99 F7 FB BA 0A 00 F7 EA 89 46 FA 81 EF C8 00 8B C6 BA 18 00 F7 EA C4 1E D6 89 03 D8 8B 46 FA 26 01 47
2B 7E FA 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 8B C6 BA 18 00 F7 EA C4 1E D6 89 03 D8 8B 46 FA 26 01 47
39EC7 : 8B 46 FA BB 0A 00 99 F7 FB BA 0A 00 F7 EA 89 46 FA 81 EF C8 00 8B C6 BA 18 00 F7 EA C4 1E D6 89 03 D8 8B 46 FA 26 01 47
2B 7E FA 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 C6 BA 18 00 F7 EA C4 1E D6 89 03 D8 8B 46 FA 26 01 47
Warp wood : I don't know what mov es and all that means though...how is it different from hex editing? How do you find the locations?
By the way, does anyone know how to edit the alchemy interface to allow values higher than 999 gold, or change terrain stats like the bonus given by mountains, etc?
using XVI32.exe
The two new lines should be identical, I'm guessing the 8B is midding in the second one, from 8B C6 BA...you either deleted one too many bytes or I posed the wrong end address.
Warp wood : well it's different in the way that you need to know what the hex code means and do it on your own, pretty much. see http://realmsbeyond.net/forums/showthread.php?tid=7856
Alchemy, I did that. had to change the number 999 in about 4 or 8 locations near each other. You might be able to find this in the hex editor if you search for the bytes "E7 03". Change it to any other value you like, just make sure all instances are changed. You should also replace the appropriate image file in the LBX with the tweaker otherwise it looks ugly, the numbers would not fit. It still works though even then.
Terrain stats, I think I posted the ores, haven't modified mountains and such so idk about that.
November 5th, 2015, 20:29
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Thanks, i removed the extra 90 from the second line and it worked.
Quote:1.7. casting cost bonus for having a certain number of books in one realm
wizards.exe 981EF for the % reduction per spell book above 7, original value is $0A
wizards.exe 981E6 for the number of books where the bonus starts, stored as a NEGATIVE number as it is a subtraction, meaning $FF=-1= 1 book, $F9 = -7 = 7 books, default value.
This doesnt appear to be correct...i'm not sure what the $ signs are for because hexadecimal values dont have them. I checked wizards.exe and there are no $ signs, it just says 0A and F9. I tried changing them to 4% more spell books above 2 (04 and FE), and i'm not getting any casting discount above 2 spell books at all, and i was getting constant crashes...am i missing something? magic.exe doesnt have those addresses either...
Quote:5.2. minimum city distance (3) is defined in wizards.exe at offset 5C02Dh.
I'm confused, why is this an offset? I need to edit the address right? Why isn't the address listed?
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