February 13th, 2011, 01:18
Posts: 10
Threads: 2
Joined: Feb 2011
I'm not sure where to put such request so I begin a new thread.
I'm trying to modify MoM a little and try to change the name of the normal units like spearmen, swordsmen and others. So I ran into a trouble: after studying the documentation for the modification of the MoM I tried to replace the name of the bowmen to the Rangers by replacing the original "pointer", which refers to the line, "Bowmen" in wizards.exe, a value that leads to the line "Rangers", and then checked the changes in the game. Instead of the name "Rangers" here was an empty line (like "Gnoll ") 
To calculate the value of "pointer", I used the formula: the address of the string "Rangers" - the address of the 1st byte of unit, then swap the values like in ILSe wizards.txt file and insert it into unit data.
When I studied the structure of Aureus' MoM 2.00 I find that he insert names of new units into the text block in the wizard.exe by replacing the text, which became unnecessary in his patch (like Cloak of Fear as a spell on the artifacts). And in MoM 1.31 wizards.exe I found an empty bytes starting at 30DB7.
Here is my question: can I insert new text in this empty bytes and add "pointer", which will lead to this location to the normal units? And if it's possible - how can I calculate the values of the new "pointers"?
I would be very grateful if anyone knows help me
February 13th, 2011, 05:58
(This post was last modified: February 13th, 2011, 07:01 by I like Serena.)
Posts: 973
Threads: 20
Joined: Oct 2010
BecHa Wrote:I'm not sure where to put such request so I begin a new thread.
I'm trying to modify MoM a little and try to change the name of the normal units like spearmen, swordsmen and others. So I ran into a trouble: after studying the documentation for the modification of the MoM I tried to replace the name of the bowmen to the Rangers by replacing the original "pointer", which refers to the line, "Bowmen" in wizards.exe, a value that leads to the line "Rangers", and then checked the changes in the game. Instead of the name "Rangers" here was an empty line (like "Gnoll ")
To calculate the value of "pointer", I used the formula: the address of the string "Rangers" - the address of the 1st byte of unit, then swap the values like in ILSe wizards.txt file and insert it into unit data.
When I studied the structure of Aureus' MoM 2.00 I find that he insert names of new units into the text block in the wizard.exe by replacing the text, which became unnecessary in his patch (like Cloak of Fear as a spell on the artifacts). And in MoM 1.31 wizards.exe I found an empty bytes starting at 30DB7.
Here is my question: can I insert new text in this empty bytes and add "pointer", which will lead to this location to the normal units? And if it's possible - how can I calculate the values of the new "pointers"?
I would be very grateful if anyone knows help me
The Tweaker (link here) allows you to "Load" Wizards.exe.
Then you can change the pointers as you described and "Save" Wizards.exe, making it possible to change "Bowmen" into "Rangers".
This should do the same as what you tried. However, I have done changes like this successfully.
The Tweaker also allows you to simply change the text of a name, effectively renaming all units that have this name.
Furthermore the Tweaker has an "Address calculator" with which you can calculate that for instance 30DB7 maps to dseg:7917. This is the number you would enter for the pointer.
The area where 30DB7 points is indeed empty, but I believe all parts of wizards.exe are used for one thing or another. I expect that using this area will work at first, but after a while your names will probably be corrupted. The good news is that I do not expect MoM to crash on it.
Finally the Tweaker has a button "Catnip mod (experimental)". If you click that after loading wizards.exe and then saving wizards.exe again, you'll get a number of new units with new and changed names (description here). Alternatively you can "Connect" to a game in progress and then click "Catnip mod (exp)". This will have the same effect, but while you're playing!
--I like ILSe
February 14th, 2011, 10:46
(This post was last modified: February 14th, 2011, 23:09 by BecHa.)
Posts: 10
Threads: 2
Joined: Feb 2011
I like Serena Wrote:The Tweaker (link here) allows you to "Load" Wizards.exe.
Then you can change the pointers as you described and "Save" Wizards.exe, making it possible to change "Bowmen" into "Rangers".
This should do the same as what you tried. However, I have done changes like this successfully.
The Tweaker also allows you to simply change the text of a name, effectively renaming all units that have this name.
Furthermore the Tweaker has an "Address calculator" with which you can calculate that for instance 30DB7 maps to dseg:7917. This is the number you would enter for the pointer.
The area where 30DB7 points is indeed empty, but I believe all parts of wizards.exe are used for one thing or another. I expect that using this area will work at first, but after a while your names will probably be corrupted. The good news is that I do not expect MoM to crash on it.
Finally the Tweaker has a button "Catnip mod (experimental)". If you click that after loading wizards.exe and then saving wizards.exe again, you'll get a number of new units with new and changed names (description here). Alternatively you can "Connect" to a game in progress and then click "Catnip mod (exp)". This will have the same effect, but while you're playing!
Thank you very much for your reply. It's really very helpful for me.
Although in itself tweaker does not become for me a very useful tool (just because of the fact that any operation takes too much time (about 4-5 minutes) on my old Asus Eee PC  ) and the calculator does not work at all (do not even know why) 
I managed to analyze the changes made Catnip mod and find the right place for the strings with the names and calculate new values of "pointers" manually. So, now I have the opportunity to make those changes in the game, which I planned to.
P.S: and, again, for that matter, I can immediately give a bug report from Catnip changes: when you try to use Beastmen Envokers casting skill in battle game freezes or crashes. It seems that the game does not allow to use Caster 20-40 skill by the normal units. Or maybe this problem is already solved and this is written somewhere, but I just could not see. Then I apologize for repeating
P.P.S.: and some off-topic question: is it possible to add to the game need, for example, have at least one book of sorcery to be able to summon Illusionist, or chaos book for Warrax?
And thanks again for the help
== EDIT ==
tried to replace the race code, as it is written in Real Game Tweaker thread. the results shocked me. it is not even that now beastmen envokers become sorcery envokers (and I could not build them), but the fact that they now possible (theoretically, if increase their casting skill) to cast Haste and Mass Invisiblity, despite the fact that I have in this game only white books
February 27th, 2011, 17:03
Posts: 973
Threads: 20
Joined: Oct 2010
BecHa Wrote:Thank you very much for your reply. It's really very helpful for me.
Although in itself tweaker does not become for me a very useful tool (just because of the fact that any operation takes too much time (about 4-5 minutes) on my old Asus Eee PC ) and the calculator does not work at all (do not even know why)
I managed to analyze the changes made Catnip mod and find the right place for the strings with the names and calculate new values of "pointers" manually. So, now I have the opportunity to make those changes in the game, which I planned to.
P.S: and, again, for that matter, I can immediately give a bug report from Catnip changes: when you try to use Beastmen Envokers casting skill in battle game freezes or crashes. It seems that the game does not allow to use Caster 20-40 skill by the normal units. Or maybe this problem is already solved and this is written somewhere, but I just could not see. Then I apologize for repeating
P.P.S.: and some off-topic question: is it possible to add to the game need, for example, have at least one book of sorcery to be able to summon Illusionist, or chaos book for Warrax?
And thanks again for the help
== EDIT ==
tried to replace the race code, as it is written in Real Game Tweaker thread. the results shocked me. it is not even that now beastmen envokers become sorcery envokers (and I could not build them), but the fact that they now possible (theoretically, if increase their casting skill) to cast Haste and Mass Invisiblity, despite the fact that I have in this game only white books
Thanks for the feedback!
I was not aware it would be so slow. Is that with a connected game (which I kind of expect), or also when just loading Wizards.exe?
For the calculator to work, you need to have loaded Wizards.exe or connected to a game in progress. Might that be the problem?
Also the game did not crash for me using Beastmen Evokers, so I'm interested that it would crash in your case.
As it is the conditions to get Priestess, Paladin, Black Knight, or Necromancer (Life or Death) are hardcoded into the game.
It's not easy to extend this to other heroes like the Illusionist or Warrax.
Btw, no need to worry about Sorcery Evokers getting Haste or Mass Invisibility. There is no way that their casting skills can be increased!
--I like ILSe
February 28th, 2011, 08:27
Posts: 10
Threads: 2
Joined: Feb 2011
I like Serena Wrote:Thanks for the feedback!
I was not aware it would be so slow. Is that with a connected game (which I kind of expect), or also when just loading Wizards.exe?
For the calculator to work, you need to have loaded Wizards.exe or connected to a game in progress. Might that be the problem?
Also the game did not crash for me using Beastmen Evokers, so I'm interested that it would crash in your case.
As it is the conditions to get Priestess, Paladin, Black Knight, or Necromancer (Life or Death) are hardcoded into the game.
It's not easy to extend this to other heroes like the Illusionist or Warrax.
Btw, no need to worry about Sorcery Evokers getting Haste or Mass Invisibility. There is no way that their casting skills can be increased!
It appears when launching tweaker, and when loading wizards.exe or magic.exe. And I think that this is still due to the weak capacity of my computer. Because even open the table to Artmoney for 160 values takes me quite a long time, just as the editing of that table.
I can't connect to the game in process because I do not use DOSBox and when I try to connect it shows me the message like "can't find DOSBox status window". So I used the tweaker only for load and modify source files.
I think that it would be good solution to upload MoM which I use on the mediafire and give here a link. I have downloaded it from russian site small-games.info so I'm sorry for some features added to the installer not by me. Here there is:
http://www.mediafire.com/?k3x7fcy42ad3cg5
It works on my WinXP HE Service Pack 2 with a good speed and without DOSBox. It's 1.31 version and I haven't used Incecticide patch yet. May be it will help to fix problem with caster ability, I hope.
I know that there is no way to increase casting skill (btw, such ability for, for example, for some heroes may be another "homeless" idea, I think) but it doesn't look good to me to see that simple casters have such spells in their own spellbook.
February 28th, 2011, 17:20
Posts: 973
Threads: 20
Joined: Oct 2010
BecHa Wrote:I know that there is no way to increase casting skill (btw, such ability for, for example, for some heroes may be another "homeless" idea, I think) but it doesn't look good to me to see that simple casters have such spells in their own spellbook.
The tweaker also allows you to reduce the number of spells of the Beastmen evokers, but if you do so, all monsters with spells will have less spells as well. In particular Arch Angel would lose invulnerability if you lower the number enough. On the plus side, if you lower this number enough, you can create Arcane units (that is, units that can cast arcane spells). :rolleyes:
--I like ILSe
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