.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V > SEIV

Reply
 
Thread Tools Display Modes
  #11  
Old June 12th, 2009, 05:30 PM
Fyron's Avatar

Fyron Fyron is offline
Shrapnel Fanatic
 
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
Fyron is an unknown quantity at this point
Default Re: Hex Editor on SE IV?

Quote:
Originally Posted by Urendi Maleldil View Post
Maybe we could have a game with *gasp* more than 20 empires.
I think that might be a rather large undertaking, depending on how exactly Aaron coded the data and the UI. Think programming arrays/lists of data and UIs to fit precisely what is needed, instead of a more flexible and adaptable, if more complex, method. The Scores UI component, for example, has two tabs which show 10 empires each. These are not accessed via next/prev buttons (as on the empires screen), but rather explicitly coded "1-10" and "11-20" buttons. The same sort of thing exists for weapon damage at range tables, and many other places. Increasing the number of empires allowable is probably going to require reworking a large number of code blocks, rather than just toggling some sort of internal limit variable.
Reply With Quote
  #12  
Old June 12th, 2009, 06:07 PM

GeorgiaBoy GeorgiaBoy is offline
Corporal
 
Join Date: Apr 2007
Location: Hotlanta
Posts: 108
Thanks: 2
Thanked 2 Times in 2 Posts
GeorgiaBoy is on a distinguished road
Default Re: Hex Editor on SE IV?

Since it may be a difficult task, anybody think of ways to spark interest in the folks who have a background?

GB
__________________
"There is no substitute for victory."--Douglas MacArthur

but, especially in this day and age,

"What is victory?"--Sun Tzu
Reply With Quote
  #13  
Old June 12th, 2009, 11:38 PM
capnq's Avatar

capnq capnq is offline
General
 
Join Date: Feb 2001
Location: Pittsburgh, PA, USA
Posts: 3,070
Thanks: 13
Thanked 9 Times in 8 Posts
capnq is on a distinguished road
Default Re: Hex Editor on SE IV?

Quote:
Originally Posted by Urendi Maleldil View Post
crack open the SEIV.exe
Which is probably why no-one who has done it has replied in a public forum.

Everyone whom I know of who did hex-edit the .exe was kicked off the old PBW site for cheating.

I suspect the 255 limit is due to that value being stored as a "short integer". If I'm right, changing that would require decompiling the .exe , not just hex-editing it.
__________________
Cap'n Q

"Good morning, Pooh Bear," said Eeyore gloomily. "If it is a good morning," he said. "Which I doubt," said he.
Reply With Quote
  #14  
Old June 14th, 2009, 02:05 AM
Urendi Maleldil's Avatar

Urendi Maleldil Urendi Maleldil is offline
Major
 
Join Date: Oct 2000
Location: New York, NY
Posts: 1,066
Thanks: 1
Thanked 1 Time in 1 Post
Urendi Maleldil is on a distinguished road
Default Re: Hex Editor on SE IV?

Quote:
Originally Posted by Fyron View Post
Quote:
Originally Posted by Urendi Maleldil View Post
... more than 20 empires.
I think that might be a rather large undertaking, depending on how exactly Aaron coded the data and the UI...
I was part of the SEIV beta, and I remember when Aaron expanded the list to 20 empires. I remember him saying something to the effect that it was a matter of changing a few numbers, although I could be mistaken.

Quote:
Originally Posted by capnq
Everyone whom I know of who did hex-edit the .exe was kicked off the old PBW site for cheating.
I'm usually a single-player person, and I didn't even think about cheaters. I don't see it as a problem for simultaneous games, since they're processed by the game host using a single .exe, but round robbin style games might be tricky. Maybe some sort of flag could be set in the turn file if a person is using a modified .exe, but that's pretty advanced.

I just really want to see some bugs squashed and some abilities that were requested but never delivered added in. (I'm big into modding). It would be great to bring some of the modability of SEV to SEIV. Plus as a writer and editor, that spelling mistake in the Vehicle types field (Vechicle) drives me nuts.

I still believe an AI helper program that would run alongside SEIV is possible, though I'm not a programmer, so I don't know how difficult it would be.
__________________
Ken vs. The City

-Km :�
Reply With Quote
  #15  
Old June 14th, 2009, 02:48 PM
capnq's Avatar

capnq capnq is offline
General
 
Join Date: Feb 2001
Location: Pittsburgh, PA, USA
Posts: 3,070
Thanks: 13
Thanked 9 Times in 8 Posts
capnq is on a distinguished road
Default Re: Hex Editor on SE IV?

Quote:
Originally Posted by Urendi Maleldil View Post
Quote:
Originally Posted by capnq
Everyone whom I know of who did hex-edit the .exe was kicked off the old PBW site for cheating.
I'm usually a single-player person, and I didn't even think about cheaters. I don't see it as a problem for simultaneous games, since they're processed by the game host using a single .exe
I can assure you that hex-editing in order to cheat in simultaneous games can be and has been done. (I didn't think it was possible, either, until I saw it happen on PBW.)
__________________
Cap'n Q

"Good morning, Pooh Bear," said Eeyore gloomily. "If it is a good morning," he said. "Which I doubt," said he.
Reply With Quote
  #16  
Old June 15th, 2009, 03:24 PM
Urendi Maleldil's Avatar

Urendi Maleldil Urendi Maleldil is offline
Major
 
Join Date: Oct 2000
Location: New York, NY
Posts: 1,066
Thanks: 1
Thanked 1 Time in 1 Post
Urendi Maleldil is on a distinguished road
Default Re: Hex Editor on SE IV?

I would love to see the restriction of one space yard per planet removed. I'm building a mod right now in which I'd prefer to have a planet's construction rate determined by its level of industrial development. So instead of one big Space Yard facility, I would have multiple "Factory" facilities that only give a small construction rate.

Early in the beta you could build multiple space yards on a planet and it would add to that planet's build queue (rather than give multiple queues as in SEIII). Obviously that's unbalancing since space yards are rather powerful, but if balanced right, I think having many small space yard facilities could work well. The capacity in the .exe is there, we just need to find a way to remove the restriction.
__________________
Ken vs. The City

-Km :�
Reply With Quote
  #17  
Old June 15th, 2009, 09:00 PM

GeorgiaBoy GeorgiaBoy is offline
Corporal
 
Join Date: Apr 2007
Location: Hotlanta
Posts: 108
Thanks: 2
Thanked 2 Times in 2 Posts
GeorgiaBoy is on a distinguished road
Default Re: Hex Editor on SE IV?

It would be nice to have 1 facility per empire as well as other modifiers...More than 255 systems and 20 players would be a blast. Oh well.

GB
__________________
"There is no substitute for victory."--Douglas MacArthur

but, especially in this day and age,

"What is victory?"--Sun Tzu
Reply With Quote
  #18  
Old June 15th, 2009, 09:54 PM

dumbluck dumbluck is offline
Lieutenant Colonel
 
Join Date: Feb 2001
Location: iola, ks, usa
Posts: 1,319
Thanks: 3
Thanked 0 Times in 0 Posts
dumbluck is on a distinguished road
Default Re: Hex Editor on SE IV?

Quote:
Originally Posted by Urendi Maleldil View Post
I would love to see the restriction of one space yard per planet removed. I'm building a mod right now in which I'd prefer to have a planet's construction rate determined by its level of industrial development. So instead of one big Space Yard facility, I would have multiple "Factory" facilities that only give a small construction rate.
SJ found a way around that in his CB mod. Look at the Legacy Infrastructure. It's an upgrade of a non-SY facility to a SY facility.
__________________
dumbluck
CEO, Fortuitous Investments, Inc.
Author: The Belanai Story
Reply With Quote
  #19  
Old June 16th, 2009, 12:00 AM
Urendi Maleldil's Avatar

Urendi Maleldil Urendi Maleldil is offline
Major
 
Join Date: Oct 2000
Location: New York, NY
Posts: 1,066
Thanks: 1
Thanked 1 Time in 1 Post
Urendi Maleldil is on a distinguished road
Default Re: Hex Editor on SE IV?

Yeah, but that involves the SY upgrade trick, which the AI can't do. It also makes it more complicated for players who are unfamiliar with it.
__________________
Ken vs. The City

-Km :�
Reply With Quote
Reply

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 04:34 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.