dwr00 Posted September 15, 2004 Posted September 15, 2004 Hi. I've been playing Rebellion for years now, but have become frustrated with the limitations of RebEd. Specificly, I want to construct a pre-Yavin scenario, but I need to be able to give the Empire a Death Star and vastly increase it's starting resources (and hide Yavin from the Empire). If this has been discussed elsewhere, please forgive me, but how do you do it? I've seen some mention of a resource hacker, which I downloaded, but if anyone has done anything like this and could give me some pointers, I would appreciate it. It would be cool to increase the number of characters too, but I don't know if that's possible.
Cain Posted September 15, 2004 Posted September 15, 2004 Well it's kind of difficult what do you want to do ... no need to explain why since you will hit the source code problem in your request (Yap RebEd and ResHaker have their limitations)...anyway the only advaice that I can give you is to check the Protectorate: The Empire Strike Back TC (TC download area) and see what changes can be done in the latest TC around. If you find some stuff that you will like to do in your TC let me know so I can explain it to you how I did it. Thats all I can do for you since I'm quite MIA most of the time now - The Trivium Organization - Community Manager -- Petroglyph Fan Forums - CoAdmin & Human Resources Manager -
dwr00 Posted September 16, 2004 Author Posted September 16, 2004 This website is labarynthine. I found the download area, but can't actually find any descriptions of the changes you made in each version. Basicly, what I would be overjoyed to do would be to give the Empire a Death Star, the resources to support it, place Alliance HQ at Yavin, and erase Yavin as a known rebel hideout from the Empire's data. I don't think I've ever played as the alliance and seen the Empire build one, because it is simply too easy to win as the alliance (how to kill a SD: Swarm with Y-wings), even at the hardest difficulty. I thought giving the Empire their pre-Yavin edge would make playing the rebels interesting.
dwr00 Posted September 16, 2004 Author Posted September 16, 2004 Actually, now that I think of it, I'm wondering if I can "trick" the game into giving a Death Star, by moving the death star up to a slot occupied by a "starting" ship. Then again, there is the problem in that I don't know how to move the slot. Nuts
the_mask Posted September 16, 2004 Posted September 16, 2004 Well, you could increase the defense rating of the DS with RebEd, that would make it harder for the Rebel fighters, for starters. Lowering the maintenance and resource points for the DS will also make it more likely, that the AI will build some, but you can't set the HQ, since it gets placed randomly at the start of the game. Also, that the Empire knows of Yavin is hardcoded into the game. I'm also afraid, that moving the DS's slot is almost impossible. In theory it should be possible, referring to vakundok's thread 'mechanics - inside Rebellion', if you alter something in the .dat file's hex code. But then, you'd also have to create the references to what texture (since the DS is no model) the slot should use and so on. In short: too much work without really getting that much for it, given the thought, that you can only have one DS-like ship in orbit. http://img147.imageshack.us/img147/5183/animated9pn.gifhttp://img146.imageshack.us/img146/1778/reloadedbannerdu8.gifhttp://www.swrebellion.com/images/banners/rebellionbanner02or6.gif
Cain Posted September 17, 2004 Posted September 17, 2004 This website is labarynthine. I found the download area, but can't actually find any descriptions of the changes you made in each version. Well try the PTESB TC (the first one 10.mb) ...you will find there interesting changes who can be easly done and with great effect. - The Trivium Organization - Community Manager -- Petroglyph Fan Forums - CoAdmin & Human Resources Manager -
vakundok Posted September 27, 2004 Posted September 27, 2004 Emm, actually it seems that most of the starting things (ships, troops, spec forces) are not hardcoded, and as such, they can be changed. For each side there is a basic starting fleet, and there is a table containing things and the chance to get them at start. At least, I think. (Not to mention that the number of things you get at start is completely beyond my limited knowledge.)
Lord_La_forge Posted September 28, 2004 Posted September 28, 2004 Vakundok still online! My one-and-only brother from Hungary! sorry
vakundok Posted September 28, 2004 Posted September 28, 2004 Yes, I am lurking in the shadows. Back to topic: In the GData folder, there is a file, "Cmuneftb.dat". If you change the byte at position 4 (starting from 0) from 1 to 2 and add the following hexadecimal code to the file:02 00 00 0001 00 00 0002 00 00 0001 00 00 0001 00 00 0001 00 00 0001 00 00 0000 00 00 0088 00 00 18, the empire will get an empty DS along with the Devastator at start. Or not, since it is untested.
Lord_La_forge Posted September 28, 2004 Posted September 28, 2004 Do you think it's possible to code a starting fleet for each side with all attributes (like ship type, where it's placed etc...)?
vakundok Posted September 28, 2004 Posted September 28, 2004 No. As I said, the placement of the basic fleets is hardcoded. (It is Coruscant for the empire.) The other assets seem to be placed randomly. (For example once I got an additional army regiment on Coruscant.) What we can do? (If this theory is correct, of course.)- We can set the basic starting fleets. Do you want the empire to start with dozens of fully equipped ISDs above Coruscant (with no cost changes)? It can be done.- We can set the properties of the "random" assets. Do you dislike that when you get a Victory, it will have only one fleet regiment and one fighter? It can be changed.- Do you want the empire to start only with ISDs at hand (apart from the required garrisons)? It can be done.
Trejiuvanat Posted September 29, 2004 Posted September 29, 2004 Nice to have you back, vakundok. Or at least lurkign in the shadows, surprising us with such interesting info. http://www.swrebellion.com/~jahled/Trej/banner.gif
dwr00 Posted October 1, 2004 Author Posted October 1, 2004 I've found that using rebed to give the Empire 6 advanced shipyards at the start of the game is enough for them to build up an impressive fleet fairly quickly, or at least it seems so. I haven't been forced into a confrontation yet, so I don't know if I gave them too huge of an advantage. This solution might be an easier way to go instead of hacking hexidecimal code, although that starting Death Star would be nice. I'll give the hack a try and see if it works, when I have a chance.
Cain Posted October 2, 2004 Posted October 2, 2004 I've found that using rebed to give the Empire 6 advanced shipyards at the start of the game is enough for them to build up an impressive fleet fairly quickly, or at least it seems so. I haven't been forced into a confrontation yet, so I don't know if I gave them too huge of an advantage. This solution might be an easier way to go instead of hacking hexidecimal code, although that starting Death Star would be nice. I'll give the hack a try and see if it works, when I have a chance. Usualy the AI will scarp the shypiards or you will generate a natural disaster on Coruscat if he complements the 6 with another 5 ...usualy on my mood he builds 11 shypiards on a planet. The best way the building prices and maint points. Try to use Vakundok's "Traitor" Program to spy the AI and see what is doing ...play 2-3 spy demo games and you will understand more - The Trivium Organization - Community Manager -- Petroglyph Fan Forums - CoAdmin & Human Resources Manager -
the_mask Posted October 4, 2004 Posted October 4, 2004 If you change the byte at position 4 (starting from 0) from 1 to 2 and add the following hexadecimal code to the file:02 00 00 00 01 00 00 00 02 00 00 00 01 00 00 0001 00 00 00 01 00 00 00 01 00 00 00 00 00 00 0088 00 00 18, the empire will get an empty DS along with the Devastator at start. Or not, since it is untested.Umm, I appended it to the file, changed the byte at pos 4, but no DS showed up on Coruscant (small galaxy game). I also tried overwriting the bytes after the seed entry text with yours, but I couldn't get it to work, did I overlook something ? http://img147.imageshack.us/img147/5183/animated9pn.gifhttp://img146.imageshack.us/img146/1778/reloadedbannerdu8.gifhttp://www.swrebellion.com/images/banners/rebellionbanner02or6.gif
vakundok Posted October 5, 2004 Posted October 5, 2004 Umm, I appended it to the file, changed the byte at pos 4, but no DS showed up on Coruscant (small galaxy game). I also tried overwriting the bytes after the seed entry text with yours, but I couldn't get it to work, did I overlook something ?No, you didn't. I have tested it, and I have to say that the size of the basic fleets is maximized as well. For example if you change the byte at position 4 from 2 to 1 in the file "Cmunaftb.dat", the alliance basic fleet will contain only the corvette, not the corvette plus medium transport (with two fleet regiments). So, while it is possible to change the full ISD to a full DS for example, it is impossible to add more ships. I fear that the other files are also limited, but I will try to add neutral fleets.
vakundok Posted October 5, 2004 Posted October 5, 2004 I fear that the other files are also limited, but I will try to add neutral fleets.The attempt has failed. The game does not allow ships instead of facilities. (In the files Syfccrtb.dat and Syfcmtb.dat.)
the_mask Posted October 5, 2004 Posted October 5, 2004 But still, you can replace the shiptypes in the starting fleets. That's something at least Btw, where's the type difference ? I didn't see a connection between the bytes here and the ones in capships.dat http://img147.imageshack.us/img147/5183/animated9pn.gifhttp://img146.imageshack.us/img146/1778/reloadedbannerdu8.gifhttp://www.swrebellion.com/images/banners/rebellionbanner02or6.gif
vakundok Posted October 5, 2004 Posted October 5, 2004 The shorter type of references:Hexa 85 00 00 14 - 85 is the number (type), 14 is the family (or 133 and 20 in decimal). This reference means the ISD.Hexa 05 00 00 1C - Tie fighter Let's see the Mon Cal cruiser as an example:The short reference is hexa 40 00 00 14.Its definition in Capshpsd.dat starts as:40 00 00 00 (number)01 00 00 0028 00 00 0029 00 00 0014 00 00 00 (family).
the_mask Posted October 6, 2004 Posted October 6, 2004 (edited) Ahh, I get it. Big it up for vakundok At first I couldn’t get the Deathstar, but after a few tries I noticed, that it couldn’t work, because the DS has another family number (everyone reading this, notice the red 18 below ), than the capital ships. Ok, I wrote the shiplist from the listing I used to program the battlestations utility and with a few (or more) trial-and-error runs I got the codes for the rest of the units.I tried everything, to add a second ship to the the starting fleet at Coruscant, but to no avail. Since the DS has that family # of 18 I thought, that was the reason, why changing that byte at pos 4 didn’t add one, but it also didn’t work with normal ships. I had the Empire start the game with a SSD, every possible fighter and troop type of both sides, even with an AFRG Editing cmuneftb.dat will let you edit the one-ship fleet around Coruscant, while cmuncrtb.dat is responsible for the troops and fighters (no ships … I think) on the planet. vakundok, I also think the byte at position 4 has something to do with the amount of ships in there, but I couldn’t get my own ships in there as well. I even copied the cmunaftb.dat over the …eftb.dat, in case there was something in the structure missing.The byte directly after the ship family number seems to be important as well and if you set the number at position 4 higher than the entries you added manually, then the game will hang. Rebel ships 40 00 00 14 MC80 41 00 00 14 Bulk Cruiser 42 00 00 14 Assault Frigate 43 00 00 14 Nebulon B 44 00 00 14 Alliance Escort Carrier 45 00 00 14 Corvette 46 00 00 14 Gallofree 47 00 00 14 Bulk Transport 48 00 00 14 Gunship 49 00 00 14 Alliance Dreadnaught 4A 00 00 14 CC-7700 4B 00 00 14 Bulwark 4C 00 00 14 Liberator 4D 00 00 14 CC-9600 4E 00 00 14 Dauntless Rebel fighters 01 00 00 1C A-Wing02 00 00 1C B-Wing03 00 00 1C X-Wing 04 00 00 1C Y-Wing Rebel troops 01 00 00 10 fleet reg02 00 00 10 army reg03 00 00 10 Sullustans04 00 00 10 Wookiees05 00 00 10 MonCals Imp ships 80 00 00 14 STRK 81 00 00 14 Lancer 82 00 00 14 INT 83 00 00 14 Carrack 84 00 00 14 VSD 85 00 00 14 ISD 86 00 00 14 SSD 87 00 00 14 ATRN 88 00 00 18 DS 89 00 00 14 Galleon 8A 00 00 14 VSD 2 8B 00 00 14 ISD 2 8C 00 00 14 Star Galleon 8D 00 00 14 Escort Carrier 8E 00 00 14 Imp Dreadnaught imp fighters 05 00 00 1C Tie fighter 06 00 00 1C Tie interceptor07 00 00 1C Tie bomber 08 00 00 1C Tie defender imp troops 06 00 00 10 Stormtroopers07 00 00 10 imp fleet regiment08 00 00 10 Imp army regiment09 00 00 10 war droids 0A 00 00 10 dark troopers If anyone wants to give it a shot, get a good editor, like Ultra Edit and try your luck with hex Edited October 31, 2004 by the_mask http://img147.imageshack.us/img147/5183/animated9pn.gifhttp://img146.imageshack.us/img146/1778/reloadedbannerdu8.gifhttp://www.swrebellion.com/images/banners/rebellionbanner02or6.gif
vakundok Posted October 6, 2004 Posted October 6, 2004 Mask, the speciality of the DS has been publicated here! Ohh, and you left out the special forces! Yes.Cmuneftb.dat - max 1 ship basic starting fleet of the empire (over Coruscant)Cmunaftb.dat - max 2 ships basic starting fleet of the alliance (over Yavin or the HQ) Cmuncrtb.dat,Cmunhqtb.dat,Cmunyvtb.dat - the starting basic troops, fighters and likely spec forces. (Can be edited with RebEd.) Faclcrtb.dat,Faclhqtb.dat - the starting basic facilities (Can be edited with RebEd.) Cmunaltb.dat,Cmunemtb.dat - the starting random items + likely their chance (ships, their loads, troops, fighters and spec forces). Syfccrtb.dat,Syfcrmtb.dat - the starting random facilities on planets + likely their chance (core and rim systems).
the_mask Posted October 7, 2004 Posted October 7, 2004 Mask, the speciality of the DS has been publicated here! Sure, but when I started testing this, it is was ~ 1AM ...Ohh, and you left out the special forces! ... and when I was done and had written the units into the format for this post it was about 2 AM.Also, why should I take all the fun away from you ? Btw, on what position is the chance-byte for the random starting units ? I tried a few yesterday, but didn't get very far. Although the Empire started with a SSD every now and then http://img147.imageshack.us/img147/5183/animated9pn.gifhttp://img146.imageshack.us/img146/1778/reloadedbannerdu8.gifhttp://www.swrebellion.com/images/banners/rebellionbanner02or6.gif
vakundok Posted October 7, 2004 Posted October 7, 2004 It is still up to you Well, about the random starting things: Item - a single entry in those files. It can contain more than a single thing. For example the VSD + the carried tie fighter and naval trooper make up a single entry.The second DWORD (as usual) contains the entries in the file. (Since there are only a few it is the byte at position 4, starting from 0.) After the text, the structure is the following (in DWORDs):1 - number (which entry it is)2 - allways 13 - chance4 - allways 15 - allways 16 - number of things in this entry (n)+ n * (1 - allways 12 - allways 03 - short reference of the thing) The 'chance' is an incrementing number between 0 and 101 (I am not sure). I think it works in the way that the game randomizes a number and finds which entry it is. For exampleThe first few entries in the imperial file:1 Carrack, chance: 12 Victory + Tie + Naval trooper, chance: 93 ISD + 2 Ties + 2 Stormtroopers, chance: 204 Dreadnaught + Tie + Naval trooper, chance: 245 Galleon + 2 Naval troopers, chance: 296 Tie fighter, chance: 397 Stormtrooper, chance: 61 If the random number is- between 1 and 9 (~8%) -> entry 1 (Carrack)- between 9 and 20 (~11%) -> entry 2 (VSD)- between 20 and 24 (~4%) -> entry 3 (ISD)- between 24 and 29 (~5%) -> entry 4 (DRG)- between 29 and 39 (~10%) -> entry 5 (GAL)- between 39 and 61 (~22%) -> entry 6 (Tie)and so on ... But it is only my theory, and it is nearly impossible to test at all, since statistics works only for huge numbers.
the_mask Posted October 15, 2004 Posted October 15, 2004 I just love this tangible energy, when the two of us mad scientists are working on something Ok here come the specforces: rebel specforces 01 00 00 3C guerillas02 00 00 3C infiltrator03 00 00 3C longprobe04 00 00 3C bothans imperial specforces 05 00 00 3C probe droids06 00 00 3C espionage droids07 00 00 3C commandos08 00 00 3C noghri http://img147.imageshack.us/img147/5183/animated9pn.gifhttp://img146.imageshack.us/img146/1778/reloadedbannerdu8.gifhttp://www.swrebellion.com/images/banners/rebellionbanner02or6.gif
dwr00 Posted October 29, 2004 Author Posted October 29, 2004 Ok, please excuse the non-coder here. I downloaded a hex editor to add the code that you suggested to that file: 02 00 00 00 01 00 00 00 02 00 00 00 01 00 00 0001 00 00 00 01 00 00 00 01 00 00 00 00 00 00 0088 00 00 18 The problem is, where should I add it? The hex editor won't let me add anything to the end of the file: 01 00 00 00 02 00 00 00 14 00 00 00 53 65 65 64 46 61 6D 69 6C 79 54 61 62 6C 65 45 6E 74 72 79 01 00 00 00 01 00 00 00 01 00 00 00 01 00 00 00 01 00 00 00 0A 00 00 00 01 00 00 00 00 00 00 00 85 00 00 14 01 00 00 00 00 00 00 00 05 00 00 1C 01 00 00 00 00 00 00 00 05 00 00 1C 01 00 00 00 00 00 00 00 05 00 00 1C 01 00 00 00 00 00 00 00 05 00 00 1C 01 00 00 00 00 00 00 00 05 00 00 1C01 00 00 00 00 00 00 00 05 00 00 1C 01 00 00 00 00 00 00 00 06 00 00 10 01 00 00 00 00 00 00 00 06 00 00 10 01 00 00 00 00 00 00 00 06 00 00 10 I can only edit existing portions of the above hex values. Should I just try a new editor, or do I have to do something more involved than a cut and paste?
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