![]() crossbow local base = 0xB4DD20 return base + 4 * TROOP_INDICESĮnd function getDamageAddress( attacker, attacked) slingers local base = 0xB4DBE0 return base + 4 * TROOP_INDICESĮnd function getBoltDamageAddress( target) archers local base = 0xB4DAA0 return base + 4 * TROOP_INDICESĮnd function getStoneDamageAddress( target) Return UNIT_HP_BASE_ADDRESS + 4 * TROOP_INDICESĮnd - projectile damage function getArrowDamageAddress( target) UNIT_HP_BASE_ADDRESS = 0xB4D960 function getHPAddress( unit) Return UNIT_COST_BASE + 4 * UNIT_COST_INDICES rarcher = 15 - gold cost function getUnitCostAddress( unit) just thought of it: the addresses might vary by stronghold version in some way, I'm not sure about that! I've benn waiting for triple-range firethrowers, cow-throwers, invisible knights and so on basically since my childhood.! So, for example, if you open your exe, go to address 0x74E9B0 and set the third set of hex numbers to FF FF FF 00, you'll get near-immortal archers, while setting it to all zeros makes them die from one hit of anything.Ĭould anyone provide a similar list for unit/building costs, and/or damage and range values? Even just knowing the general area in the exe would be of much help. As far as I understand, the numbers' places are reversed, so 10 27 00 ist actually 00 27 10, or, in decimal, 10,000. ![]() I'm not really well versed in the technical details, so I can't explain the background - but, on the practical side of things, each line in this section holds the health values for 4 units and each value in turn is made up of 4 hex-numbers, like 10 27 00 00, where the third one is usually 00 and the last one always (actually reduces health in a weird way if set to another value). 2įor those who don't know, each address, for example 0x74EA30, refers to one 16-hex-number line in the hex editor. I'm sure some people here already have a list like this, otherwise the patch would probably not be possible, but I hope it is still of help to some: ![]() In combination with my own experiments, this allows me to provide the addresses in the exe for the health values of all units. ![]() The point I was making is the AI gets major cheat bonuses.Wow, thank you so much, this is exactly the kind of thing I was hoping for with my post!! Of course I saved before doing anything drastic, but to see those enemy troops just magically appear as my lord arrives on the scene was a super boost that ended badly that go. My troops were told to hold their ground as we blocked construction and moved more troops up as well as the lord. Just as my lord gets there they suddenly have mounted knights and regular knights just appear in the doorway of the keep that I was standing next to with my own merc knights and other troops though many were hurt from the battle that got us there. The only thing he had was a stockpile, a couple walls since I didn't even let him finish building his walls, and the main keep when I finally decided to push my lord up to help the others that were there with the final attack on the enemy lord. I could see his stockpile even though you can't demolish it and it was about empty and he's still building and maintianing peasants even though he had no granary to feed anyone. I guess you missed that I had taken out all the buildings including the granary and had enough troops around all of his land to prevent him from building again though he would occasionally sneak a wood cutter in as I was moving and attacking. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |