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Real-Time Game Tweaker

schlechtj Wrote:I was planning on doing one more editor before dragonsword dropped off the face of the earth. This would be a miscellaneous game properties editor that could change ... whatever from wall the bonus to whatever. These I was going to pick out from whatever locations Kyrub has discovered. Looks like I like serena has some new info also. If I could get my hands on new locations I could make an editor for that kind of stuff. Better yet if these locations are posted in the eljay file repositories. I was also going to add spell save modifiers to the spell editor but again that info evaporated with ds.

I know sometimes this information is closely guarded but I believe that the more stuff that is editable and the more people think about game balance or fun the better off the community is. Thats why I sometimes spend long hours on these editors when I could just let people fend for themselves on hex editors. There are lots of people with good ideas that just don't have that skill and I want to make it easier for them.

Perhaps you could plea my case to kyrub and serena..... I know you for one would like to see that and It looks like I am the only one who is going to do it. Using the source code for my unit editor as a template makes the job a lot easier - almost plug and play... ONCE the locations are known.

Thanks for listening!

Joel Schlecht

Joel, I've taken the time to compile some of my information into a file of Eljay.
The result is in Wizards2.txt (link included).
For now, I've limited myself to the information that can be edited by a save game editor.
Actually I have much more information about hex locations, but that information is only useful if you change bytes in the memory of the game while it is running.
Furthermore I have information about the locations in Magic.exe of various data, such as the data used to initialize hero abilitilies.
--I like ILSe
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I like Serena Wrote:
  • The "Catnip (exp)" button has been extended to incorporate the new magician-types and cleric-types.
    The code in Wizards.exe is rewritten to store the new names.
    The magician-types and cleric-types have been adjusted with new abilities.
    Note that the magicians that have Caster 20 MP or 40 MP ability, have a race of a color (e.g. Sorcery).
    This is necessary because otherwise they crash the game.

I probably did something wrong, but I can't seem to build the Enchanters. They don't show up unless I change their Race Code to High Elves. Same with Draconian Sorcerers.
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renegade28 Wrote:I probably did something wrong, but I can't seem to build the Enchanters. They don't show up unless I change their Race Code to High Elves. Same with Draconian Sorcerers.

Thanks for the feedback.

This is an experimental feature, so obviously I missed the fact that the city builder screen filters out phantastic units.
I'll have to see what causes that and if I can fix that.
--I like ILSe
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I like Serena Wrote:Thanks for the feedback.

This is an experimental feature, so obviously I missed the fact that the city builder screen filters out phantastic units.
I'll have to see what causes that and if I can fix that.

Ok, cool. Thanks for all your work on MOM. I've been playing off and on since the game first came out, and I am enjoying the ability to mod immensely.

Thanks again.
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Im confused, what can i do with this program? Ive loaded it up but i dont really see what i can do with it...
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Question Wrote:Im confused, what can i do with this program? Ive loaded it up but i dont really see what i can do with it...

I'm confused too huh

What can't you do with it?
It allows access to view and change anything in a game in progress, directly in memory while playing.
Furthermore you can load various files and change them, effectively creating your own mods.
--I like ILSe
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Question Wrote:Im confused, what can i do with this program? Ive loaded it up but i dont really see what i can do with it...

Are you aware that Master of Magic should be running in the background? Open Master of Magic. If fullscreen, then change to desktop view. Then execute Real-Time Game Tweaker. Now program is ready to change the way you see the game smile
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Well i loaded up a save game and launched the tweak program...

But how do i change spells to researchable? I set wall of stone to 3, but its not showing up in apprentice as a researchable spell...

And the initial spell thing doesnt seem to allow you to bypass the default limits? And the life spell names are unreadable (white text on white background)
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@Jtm: Welcome back! smile

Question Wrote:Well i loaded up a save game and launched the tweak program...

I'm going to assume that you started Master of Magic in DOSBox and that you loaded a save game into it.
That you started the Tweaker independently and clicked "Connect".
Is that right?


Question Wrote:But how do i change spells to researchable? I set wall of stone to 3, but its not showing up in apprentice as a researchable spell...

Under the heading Wizard / <your wizard> there are 2 subtrees related to the spells in your spell book.
Apparently you have changed the "Spells known", but these are not directly the spells that you can currently research.
There is another subtree called "Research Spell candidates".
If you change that one, you'll immediately see the changes in your game (when you reopen your spell book).


Question Wrote:And the initial spell thing doesnt seem to allow you to bypass the default limits? And the life spell names are unreadable (white text on white background)

The "Select initial spells" option is as yet an experimental feature, basically built on request of Catwalk.
It works, but I don't think you'll want to use it.
I should have added "(exp)" to it to indicate it's experimental.

Thanks for noting that it is white on a white background.
I don't have that myself on my screen, so there appears to be a compatibility problem. I'll fix it.
--I like ILSe
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Quote:I'm going to assume that you started Master of Magic in DOSBox and that you loaded a save game into it.
That you started the Tweaker independently and clicked "Connect".
Is that right?

Yep. How does repop lairs work btw? Does it regenerate lairs in the same spot or randomly all over?
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