Galaxy map tables for Planet climate + size and Star class?

Information, How-to's, and discussion about mod'ing Master of Orion II.
Buddenbrook
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Galaxy map tables for Planet climate + size and Star class?

Postby Buddenbrook » Wed Jul 18, 2007 4:50 pm

Planet tensity, mineral class, mineral grade multiplier, planet size max population limit, planet climate population multiplier, planet climate food input, climate maintenance penalty and planet gravity tables seemed to be posted here. In the orange mod (by siron) I tested, it seems the ratios for the different planet climates (Gaia-toxic) were altered, but I can't find a post on the table here. Where is the table in the .exe and how does it function?

Are the tables for planet size and star class yet unknown? And if they are, anyone have an idea where to look for them in the .exe?


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Most of the important stuff could be tied to star colours, and then if you could alter the ratios for different star classes for average, organic and mineral rich galaxies, it should be easy to write a map generator similar to OCL, or add it to OCL.

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siron
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Postby siron » Wed Jul 18, 2007 6:00 pm

I think LB posted that table....or it was more or less directly behind the last table he posted here. Have to look up the notes.

Buddenbrook
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Postby Buddenbrook » Thu Jul 19, 2007 6:55 am

it was more or less directly behind the last table he posted here
Correct! It seems to start at IF3DB?

EDIT: the table between the climate table and Lord Brazen's gravity table remains unknown? Initially thougt it would have been an additional gravity table, but couple of further tests showed the initial statistics seemed to be a freak occurrance.

About the climate table, it only has 00's 01's 02's and 03's in the original settings, but if I throw in a lot of 04's I get an increased number of Gaias. (Tested it a few times and 21 unguarded Gaias in a huge galaxy was the highest I got). BUT also a lot of toxics and radiated planets, so it's not straightforward. I'm not sure but it could also affect the number of Gas Giants. It needs to be tested more. Hard to make sense of the sequences. There could be a sort of a "friendliness" multiplier in the mix, or it could form a table with rows and columns like with planet gravity.

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siron
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Postby siron » Thu Jul 19, 2007 1:51 pm

IIRC altering that table in between had no impact at all. Seems simply disabled.

They had in mind to generate systems with binary stars...but then scrapped that idea...the table could be related to this idea.

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Lord Brazen
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Postby Lord Brazen » Thu Jul 19, 2007 5:46 pm

These are the table names in that area of the EXE. They were derived from the debug info in the EXE. The names may help you guess what they are for. They are v1.31 DOS exe offsets.

Code: Select all

001F357A _max_marines 001F358C _max_crew 001F359E _mouse_list_none 001F35AA _main_palette_outline_color 001F35B2 _mouse_list_wait_3 001F35BE _mouse_list_wait_6 001F35CA _mouse_list_wait_9 001F35D6 _cmbt_mouse_list_clock 001F35E2 _ship_type_names 001F37C2 _crew_data 001F37EA _tech_categories 001F384E _special_bonus 001F386C _skill_data 001F3C38 _roman_numeral 001F3C88 _bill_savegame 001F3C94 _temp_string_buf 001F3CD4 _class_to_num_satellites 001F3D10 _orbit_to_satellite_type 001F3D42 _class_to_mineral 001F3D7E _gravity_table 001F3D97 _gravity_to_atmosphere 001F3DB5 _class_to_group 001F3DD3 _climate_roll_table 001F3DFB _normal_gal_climate_roll_table 001F3E23 _old_gal_climate_roll_table 001F3E4B _planet_size_table 001F3E50 _planet_max_farms 001F3E55 _planet_max_mines 001F3E5A _planet_max_population 001F3E5F _spectral_class_table 001F3E66 _minerals_extracted_table 001F3E6B _climate_modifier_table 001F3E70 _food_per_farmer_table 001F3E7A _planet_special 001F3E86 _planet_special_weighted_chance 001F3E92 _star_class_table 001F3EA7 _combat_init 001F3EA9 _ranged_to_hit_penalty 001F3EBB _ranged_damage_penalty 001F3ECD _combat_green 001F3ED5 _missile_hit_radius
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Buddenbrook
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Postby Buddenbrook » Fri Jul 20, 2007 4:26 am

Thanks! That's great! Lot of stuff in that list I had been looking for, and it seems most of it is easily testable.

I assume the debug info covers also other areas of the .exe? Could it be possible to post the whole file?

I'm trying to get multiplayer with AI to function. The multiplier for building housing is something that should be scaled down, so that it will make other picks more attractive, perhaps in combination with the multiplier for pop. growth.

Another thing is max fleet size. When playing with super AI races (like Tol. Lit. Uni +pop Silicoid) in a larger galaxy it often happens that before you get in touch with them, couple of the AI races have taken over their neighbours and are quickly boasting huge fleets. And if you want quicker ship building it doesn't help. The problem is that the strategic combat invariably crashes if the combined fleet size is above 255. It's a bit of a downer having played to year 3527. that you then have to quit the game, go to the corion, switch one of the AI players to human, and go to the combat screen and go through the whole thing with auto in tactical mode, only for the problem to re-occur 20 turns later. I have mostly played null modem games so it's just and just bearable (once a year) but it's a serious annoyance and practically makes huge galaxies unplayable with super races and quick ship building.

If the max fleet size could be limited to 127 ships then the problem would be solved.

There are others, stuff like that generally, it would be nice to know where to look at.

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Riftwalker
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Postby Riftwalker » Fri Jul 20, 2007 8:30 am

These are the table names in that area of the EXE. They were derived from the debug info in the EXE. The names may help you guess what they are for. They are v1.31 DOS exe offsets.
Just out of curiosity, how do you have a debug version? Were the released versions compiled with debugging information? If not, how do you have access to this?

I'm not so into reverse engineering things, but it seems like a version with debug information could be decompiled more easily than an executable built without debugging information.

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Lord Brazen
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Postby Lord Brazen » Fri Jul 20, 2007 11:01 pm

Were the released versions compiled with debugging information?
Yes the exe in the v1.31 patch zip has full symbol tables. The compiler used was Watcom C. Tables are in that compilers format. Don't ask me why they left the symbol tables there.

Funny thing is I did most of my reverse engineering without realizing the symbol tables were there. It wasn't until someone else pointed them out to me that I decided to extract them from the exe. It sure makes things a lot easier.
"Stars are holes in the sky from which the light of the Infinite shine through." - Confucius.

Buddenbrook
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Postby Buddenbrook » Sat Jul 21, 2007 2:23 am

That sounds fantastic.

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Riftwalker
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Postby Riftwalker » Sat Jul 21, 2007 5:29 am

Wow. Has anyone tried to decompile it in a way that uses this information? I recall someone posting a while back that they had decompiled it and were able to compile the decompilation, but I wonder if if that used the debugging information to give reasonable names to things.

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Lord Brazen
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Postby Lord Brazen » Sat Jul 21, 2007 7:45 am

I assume the debug info covers also other areas of the .exe? Could it be possible to post the whole file?
Here is the tool that I built to extract the info. Its just a quick and dirty tool so don't expect any fancy options. Download it here.

Put it in the Orion2 folder and run it from the command prompt. It dumps the symbol tables to the console. You can dump to a file using a redirection.

Code: Select all

symdump >tables.txt
"Stars are holes in the sky from which the light of the Infinite shine through." - Confucius.

Buddenbrook
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Postby Buddenbrook » Sat Jul 21, 2007 10:58 am

Thanks again. Worked finely. I guess that's more than you can ask for with no source code, and it's much more than I expected.

The only things I can currently add to that list are:

Missile Base space allocation at D053A+B

Ground Batteries Hv D02BB,C(and D,E)

Ground Batteries pd D0381,2

and Artemis System Net to Hit % @ 1F751C

Buddenbrook
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Postby Buddenbrook » Sun Jul 22, 2007 2:02 pm

Fighter Garrison

Number of Interceptors (x2x1) D0446

Number of Bombers (x2x1) D046E

Number of Heavy Fighters (x2x1) D0459

I think nearby are also numbers to change interceptors/bombers/h. fighters to the weapon of your choice, and probably also to change the x1, but don't think if there's much point in such.

Buddenbrook
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Postby Buddenbrook » Tue Jul 24, 2007 9:18 am

Not to flood the forum with new topics, I will post smaller finds in this thread.

Evolutionary mutation number of picks E0D41 and E11D7 (both need to be changed, otherwise it won't work!).

Spying tech bonuses:

Cyber S. Link 18609F
Neural Scanner 1860AE
Psionics 1860BA
Stealth Suit 1860C6
Telepathic Training 1860D2

marhawkman
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Postby marhawkman » Wed Jul 25, 2007 7:50 pm

*reads table posted by Lord Brazen*

Is satellites reffering to the number of planets?


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