Ship tables in save game

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Lord Brazen
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Ship tables in save game

Postby Lord Brazen » Sat Sep 24, 2005 1:02 pm

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.

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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 1 = Destroyer 2 = Cruiser 3 = Battleship 4 = Titan 5 = Doom Star 11 Ship Type 0 = Combat Ship (includes monsters) 1 = Colony Ship 2 = Transport Ship 3 = Guardian 4 = Outpost Ship 12 Shield Type 0 = none 1 = Class I 2 = Class III 3 = Class V 4 = Class VII 5 = Class X 13 Drive type 1 = Nuclear Drive 2 = Fusion Drive 3 = Ion Drive 4 = Anit-Matter Drive 5 = Hyper Drive 6 = Interphased Drive 14 ?? Unknown ?? 15 Computer Type 0 = No Computer 1 = Electronic Computer 2 = Optronic Computer 3 = Positronic Computer 4 = Cybertronic Computer 5 = Moleculartronic Computer 16 Armor type 1 = Titanium Armor 2 = Tritanium Armor 3 = Zortrium Armor 4 = Neutronium Armor 5 = Adamantium Armor 6 = Xentronium Armor 17-1b Specials (each bit is a special) 1st byte bit 0 = No Special (must be set if no others are set) bit 1 = Achilles Targeting Unit bit 2 = Augmented Engines bit 3 = Automated Repair Unit bit 4 = Battle Pods bit 5 = Battle Scanner bit 6 = Cloaking Device bit 7 = Damper Field 2nd byte bit 0 = Displacement Device bit 1 = Ecm Jammer bit 2 = Energy Absorber bit 3 = Extended Fuel Tank bit 4 = Fast Missile Racks bit 5 = Hard Shields bit 6 = Heavy Armor bit 7 = High Energy Focus 3rd byte bit 0 = Hyper-X Capacitors bit 1 = Inertial Nullifier bit 2 = Inertial Stabilizer bit 3 = Lightning Field bit 4 = Multi-Phased Shields bit 5 = Multi-Wave Ecm Jammer bit 6 = Phase Shifter bit 7 = Phasing Cloak 4th byte bit 0 = Quantum Detonator bit 1 = Rangemaster Unit bit 2 = Reflection Field bit 3 = Reinforced Hull bit 4 = Scout Lab bit 5 = Security Stations bit 6 = Shield Capacitor bit 7 = Stealth Field 5th byte bit 0 = Structural Analyzer bit 1 = Sub Space Teleporter bit 2 = Time Warp Facilitator bit 3 = Transporters bit 4 = Troop Pods bit 5 = Warp Dissipator bit 6 = Wide Area Jammer bit 7 = * unused * 1c-23 Weapon Slot #1 1st,2nd byte = weapon type (lo/hi) 3rd byte = Initial quantity 4th byte = quantity remaining (if weapon is damaged) 5th byte = firing arc 01 = F 02 = Fx 04 = Bx 08 = B 10 = 360 deg (also for missiles) 6th, 7th byte = weapon mods (each bit is a mod) bit 0 = No mods (must be set if no mods) bit 1 = Heavy Mount bit 2 = Point Defense bit 3 = Armor Piercing bit 4 = Continuous bit 5 = No Range Dissipation bit 6 = Shield Piercing bit 7 = Auto Fire bit 8 = Env bit 9 = MIRV bit 10 = ECCM bit 11 = Heavy Armor bit 12 = Fast bit 13 = EMG bit 14 = Overloaded 8th byte = Ammo remaining (missiles only) 24-2b Weapon Slot #2 (see slot #1) 2c-33 Weapon Slot #3 (see slot #1) 34-3b Weapon Slot $4 (see slot #1) 3c-43 Weapon Slot #5 (see slot #1) 44-4b Weapon Slot #6 (see slot #1) 4c-53 Weapon Slot #7 (see slot #1) 54-5b Weapon Slot #8 (see slot #1) 5c,5d Ship shape (appearance of ship) when Builder <8 (see offset 5d) 0-2b = normal ships 2c = Avenger 2d = colony ship 2e = outpost 2f = transport ship 30-7f = normal ships but when Builder >= 8 (see offset 5d) 00-04 = Antarian Ships (Builder=8) 07 = Guardian (Builder=9) 08 = Large Ameoba 09 = Large Crystal 0A = Large Dragon 0B = Large Eel 0C = Large Hydra 14 = Small Ameoba 15 = Small Crystalp 16 = Small Dragon 17 = Small Eel 18 = Small Hydra 5d Builder (player # 0-7 or 8=Ants, 9=Guardian, A-E = built by monsters?) 5e,5f Cost to build (assigned when first built or last refit) 60 Combat speed 61,62 Stardate when built (lo/hi) 63 Current Owner of ship (player #) 64 State of ship 0 = Normal (In orbit) 1 = In flight to another system 2 = Ordered to move to another system (still in orbit) 3 = 4 = Being refit (sitting in production queue) 5 = Deleted (destroyed, scrapped, production aborted) 6 = Being built (sitting in production queue) 65,66 Destination star # (lo/hi) 67,68 Current Map X-Coord (lo,hi) 69,6A Current Map Y-Coord (lo,hi) 6B Navigator in fleet group flag 6C Travelling speed for fleet group (slowest ship) 6D ETA turns for fleet group 6E Shield damage (percent) 6F Engine damage (percent) 70 Computer damage (percent) 71 Crew quality 72,73 Crew experience (lo/hi) 74,75 Ship officer # (lo/hi) 76-7A Damage flags for specials (see offsets 17-1b / each bit indicates a special is damaged) 7B,7C Armor damage (lo/hi) 7D,7E Structural damage (lo/hi) 7F AI mission (AI only) 80 Just built flag

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