I like the idea. I dig around the code and look at the randoms.There are some kinda harsh randoms that can be a pain, so I was wondering if it would be possible to add a couple switches to mask out some of the harsh randoms.
Search found 162 matches
- Wed Nov 02, 2005 3:19 pm
- Forum: Suggestions
- Topic: Random switches
- Replies: 2
- Views: 2009
Re: Random switches
- Wed Nov 02, 2005 3:01 pm
- Forum: Game Modifications
- Topic: Questions about modding the exe
- Replies: 10
- Views: 9211
Re: Questions about modding the exe
Hi Flenser, Welcome to our forum. I'll answer a couple of your questions. Firstly, I assume that the exe allocates a chunk of memory for the game status, and this chunk is what gets saved out when you save your game. Under this assumption, that chunk of memory has to be initialised when a new game s...
- Sun Oct 30, 2005 9:49 am
- Forum: Internet games
- Topic: StarLeague Rule TECHTRADING
- Replies: 18
- Views: 14777
- Thu Oct 13, 2005 4:21 pm
- Forum: Game Modifications
- Topic: Planet maximum population calculations.
- Replies: 1
- Views: 2525
Planet maximum population calculations.
Here how the max pop is calculated (without a mixed pop). Two tables are used in the calculations. Planet size multiplier table at offset 0x1F3E5A in orion2.exe. Each value represents a multiplier based on planet size. 05 0A 0F 14 19 Planet environment multiplier table at offset 0x162B3F in orion2.e...
- Wed Oct 12, 2005 3:49 pm
- Forum: Game Modifications
- Topic: Shields Tables
- Replies: 4
- Views: 3376
- Sat Oct 08, 2005 10:33 pm
- Forum: LAN games
- Topic: nw16 and vwipxspx
- Replies: 2
- Views: 5220
Re: nw16 and vwipxspx
However, there is no nw16 or vwipxspx on this computer anywhere - presumably it isn't included with XP Home, which is what I have. Yes, nw16 and vwipxspx are only part of XP Pro. XP Home only has limited IPX/SPX support (I'm assuming you have setup all the frame types etc. in the Novell client...) ...
- Tue Oct 04, 2005 10:07 pm
- Forum: Support
- Topic: Crash to desktop when trying to join a Kali mutliplayer
- Replies: 3
- Views: 1868
Should I rename dosx_sp1.exe to dosx.exe (thus replacing dosx.exe entirely) or not? No dont attempt to replace dosx.exe. The OS may attempt to prevent the change (due to windows file protection). Also, some system tools may undo the change if you use them at a later time. The problem you are having...
- Thu Sep 29, 2005 2:58 am
- Forum: Game Modifications
- Topic: Shields Tables
- Replies: 4
- Views: 3376
Shields Tables
I havent dug very deep into the shields yet. Here is the shields table as I understand it. I'll update it later as learn more. Shields table @ file offset 0x1f5cf5 in v1.31 Orion2.exe (0x1fdd35 in Orion2v140.exe). Table Stucture -------------- Hexoff function ------ -------- 0-3 Used internally - do...
- Thu Sep 29, 2005 2:23 am
- Forum: Game Modifications
- Topic: Armor tables
- Replies: 2
- Views: 2619
Armor tables
Here is the Ship/Troop armor table. Armor table at 0x1F5C8C in Orion2.exe (0x1FDCCC in Orion2v140.exe). The table consists of 7 entries of 0xf bytes each. Table Structure --------------- Hexoff function ------ -------- 0-3 Used internally - do not change (ptr to drive type text) 4,5 Armor # (lo/hi -...
- Thu Sep 29, 2005 1:09 am
- Forum: Game Modifications
- Topic: Ship drive speed tables
- Replies: 2
- Views: 2859
Ship drive speed tables
Here is some information about the ship drives in the game exe. Thanks go out to Siron for figuring much of this out. You can view Sirons combat speed findings in his blog. Drive speed table @ file offset 0x1f64f2 in v1.31 Orion2.exe (0x1fE532 in Orion2v140.exe). The table consists of 6 entries each...
- Tue Sep 27, 2005 6:47 am
- Forum: Game Modifications
- Topic: Modding the Tech RP Costs
- Replies: 7
- Views: 3830
- Tue Sep 27, 2005 4:45 am
- Forum: Suggestions
- Topic: no info
- Replies: 5
- Views: 3547
I like it also, but I think haveing sies on hideiang to be used to detect info, perhaps it will show a view of one or more fields in history report for that turn spy was sucessful I actually think this was the original idea the game designers had but they never got around to finishing it. We will n...
- Tue Sep 27, 2005 4:41 am
- Forum: Game Modifications
- Topic: Modding the Tech RP Costs
- Replies: 7
- Views: 3830
ocl has problems with 1.40 b20 and above patches. b19 and lower version can be easly modded. OCL modifies tables in the orion2.exe file. The v1.40 patch moves those tables to a different file location in the orion2v140.exe file which will likely confuse OCL. I think you should be able to use OCL to...
- Sat Sep 24, 2005 1:02 pm
- Forum: Game Modifications
- Topic: Ship tables in save game
- Replies: 0
- Views: 6677
Ship tables in save game
Here is the structure of the ships as stored in the save game at offset 0x21F58. Its a table of 500 ships each as below. Ship data structure (129 bytes per ship) offset (Hex) ------------ 0-F Ship name text (null terminated string) 10 Ship Size Class (does not effect appearance of ship) 0 = Frigate ...
- Thu Sep 22, 2005 5:25 pm
- Forum: Suggestions
- Topic: Powered Armor Bug
- Replies: 5
- Views: 3021
Is this something that Lord Brazen can actually fix or is this something that isn't really reachable due to coding and such? I'd really like to know as it's driving me nuts. Yes I can fix this. If it is an actual bug and not a feature of the game then I will look at it. I dont recall ever looking a...