Armor tables

Information, How-to's, and discussion about mod'ing Master of Orion II.
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Lord Brazen
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Armor tables

Postby Lord Brazen » Thu Sep 29, 2005 2:23 am

Here is the Ship/Troop armor table.

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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 - matches whats number used in ship design) 6,7 Technology # (lo/hi - See technology numbers table) 8 unknown 9 Troop Armor bonus a,b Structure and Armor + 100 (lo/hi) c,d unknown (all zeros) e unknown Table Contents -------------- 04 0A 00 00 00 00 00 00 00 00 9C FF 00 00 00 ; No armor 04 0A 00 00 01 00 BB 00 01 05 00 00 00 00 00 ; Titanium Armor 04 0A 00 00 02 00 BF 00 02 0A 64 00 00 00 32 ; Tritanium Armor 04 0A 00 00 03 00 CB 00 03 0F 2C 01 00 00 64 ; Zortrium Armor 04 0A 00 00 04 00 75 00 04 14 F4 01 00 00 96 ; Neutronium Armor 04 0A 00 00 05 00 02 00 06 19 BC 02 00 00 C8 ; Adamantium Armor 04 0A 00 00 06 00 C9 00 06 1E 84 03 00 00 FA ; Xentronium Armor
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Grig de Griz
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Armors Table

Postby Grig de Griz » Mon Nov 14, 2005 2:45 am

(My interpretation) ;)

This is the Armors Table (for ships, troops, fighters and buildings).

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Offset by the beginning of table 0x1F5C8C in v1.31 Orion2.exe. The table have 7 records. A size of record - 15 bytes. Record Structure: ----------------------------------------------------------------- Bytes | Description ----------------------------------------------------------------- 00-03 | Used internally - do not change (compiler signature); 04,05 | Used internally - do not change (index of armor type); 06,07 | Tetnology number (see technology numbers); 08 | ??? (0, 1, 2, 3, 4, 6, 6); 09 | Ground troop bonus; 0A,0B | Structure and armor bonus for ships, fighters, buildings | (-100, 0, 100, 300, 500, 700, 900); 0C,0D | ??? not used? (is always equal 0); 0E | ??? (0, 0, 50, 100, 150, 200, 250). ----------------------------------------------------------------- Table Contents: see Lord Brazen's post
NOTE:

The value (0A,0B) is structure and armor bonus. I changed this values and looked at result in the game. I think, that these values use for the formula of calculation structure and armor values. However, structure and armor values not calculation as (0A,0B) + 100, as thinks Lord Brazen. Because, ship's hulls have own base armor and structure points, and in the game we have the following table (without others technologies bonus).

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Structure and Armor game values: ------------------------------------------------- Hull\Armor |Titn.|Trit.|Zort.|Neut.|Adam. |Xent. ------------------------------------------------- Frigate | 4 | 8 | 16 | 24 | 32 | 40 Destroyer | 10 | 20 | 40 | 60 | 80 | 100 Cruiser | 30 | 60 | 120 | 180 | 240 | 300 Battleship | 50 | 100 | 200 | 300 | 400 | 500 Titan | 80 | 160 | 320 | 480 | 640 | 800 Doom Star | 150 | 300 | 600 | 900 | 1200 | 1500 -------------------------------------------------
Besides, in help of the game we have: "Ship with this armor have N times the base structure and armor points. The hit point of fighters are multiplied by K."

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Table for it: ---------------------------- Armor Type | K | N ---------------------------- Titanium Armor | ? | ? Tritanium Armor | 1.5 | 2 Zortrium Armor | 2 | 4 Neutronium Armor | 5 | 6 Adamantium Armor | 4 | 8 Xentronium Armor | 5 | 10 ----------------------------

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siron
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Postby siron » Tue Nov 15, 2005 8:31 am

However, structure and armor values not calculation as (0A,0B) + 100, as thinks Lord Brazen. Because, ship's hulls have own base armor and structure points, and in the game we have the following table (without others technologies bonus).
I think he means:

Basic structure and armor from the hull table is multiplied by ((0A,0B) + 100)/100


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