View Full Version : Artmoney for Civ


Synthespian
Apr 04, 2006, 05:02 AM
I've been using this program for many a moon now.

http://www.artmoney.ru

It's a memory editor. It can find values (known or unknown) and once you have identified the value you want, assuming the game allows (which in CivIV it does) you can alter the value.

I've been creating guides for the football management games since v2 of Championship manager, and it honestly works with most games.

I will endeavour to search for values and numbers, but I'll start off by saying:


Hover the mouse over your latest research - and it will tell you that you've got 36/782 or something similar. Search in the editor for 36 - you'll get around 1m results. Go back into the game, play a turn and search for the new value '52'. Go back to the editor and SIEVE (not search) for the new value. The results should drop into the 10s of 1000s (possibly). Keep doing this until you have a single result.

Once you've found that, you can put it on the right hand side.

So far, all my tech discoveries have floated around the 1AFxxxxxxx value and once I have found the first, all the others are in the same area of data. You can use the 'memory editor' to open up an excel sheet type window to look at the numbers (in hex format normally) and see where your new tech research value is located - as it's not the same place.

City production IS always in the same place (not sure after a reload tho), so once you've found that data location, you've found it until you close the game down/


Just a starter, but if people find values (and I'm sure once you know other civ's 'numbers' you can edit those) then post them here. It's a simple enough technique, but can work wonders

talchas
Apr 06, 2006, 03:35 PM
Interesting, although for those particular values you could always just use python or the regular console. I'm not sure how much you could do with this that you can't do with just the python (or when it comes out, the SDK).

Synthespian
Apr 10, 2006, 07:20 AM
Interesting, although for those particular values you could always just use python or the regular console. I'm not sure how much you could do with this that you can't do with just the python (or when it comes out, the SDK).

I don't know Python. Is there a guide here or anywhere?
The Regular Console is?
And I don't believe the SDK is out yet.

I can easily (within 3-5 turns) locate where tech advances, and one or two cities (each 3-5 turns) production, food, and birth rates.

It just takes time going between each window. :P

Synthespian
May 09, 2006, 04:15 AM
Remember - this thread is all about LIVE in the game as you play it.

I've now worked out:

Tech Increases
City Increases
Food
Production
Culture
Great Person


Unit
Experience Pts
Experience Level (give a unit with 40 xp pts a level of one and give them every possible improvement)
Damage Pts (remove)
No Movement Value found Yet - working
No Unit Type Yet - working (to make your warrior a Grenadier on first turn)

I was toying with giving a unit a PERMANENT damage level of 1. Not quite worked yet.

The Great Apple
May 09, 2006, 06:55 AM
Sorry, but I fail to see the use.

If you want to edit stuff in game, you can use the WB to do quite a bit, and pretty much anything else can be done in the python console. If you want to find a unit's movement value then you select the unit, and this code should work:

pUnit = CyInterface().getHeadSelectedUnit()
print pUnit.getMoves()

The number will be scaled by the cost per visible movement (60 default). What's more, the python events can be changed during runtime if you like, as all the code is reinitialised when you alt-tab back to the game.

With debug mode you can check how the AI is performing, so it won't help there.

Pretty much all the core game values are stored in the XML files, or the SDK, so there's no need to look them up either.

Thorn
May 16, 2006, 05:58 PM
Hmmm. Editing the memory as you play the game? Sounds like an unstoppable cheat to me... :nono:

Synthespian
May 17, 2006, 06:21 AM
Hmmm. Editing the memory as you play the game? Sounds like an unstoppable cheat to me... :nono:

That's what made it so popular with the football management games.:mischief:

Chieftess
May 17, 2006, 03:51 PM
Hmmm. Editing the memory as you play the game? Sounds like an unstoppable cheat to me... :nono:

That's what's known as a Trainer. But, with all of the cheats (worldbuilder is technically the biggest "trainer" that comes with the game), you really don't need trainers...

The Great Apple
May 17, 2006, 04:48 PM
It'd probably cause OOS errors in multiplayer.

RogerBacon
May 20, 2006, 03:41 PM
Sorry, but I fail to see the use.

If you want to edit stuff in game, you can use the WB to do quite a bit, and pretty much anything else can be done in the python console. If you want to find a unit's movement value then you select the unit, and this code should work.

I also fail to see the point in trainers for this game but other games they are quite useful.

I did do some memory editing with this game before the SDK came out however. I wanted to change MIN_CITY_RANGE during the game so that I could start out with a value of 4 and then change it to 2 when a certain event ocured. It worked and was easy but now I can just do it with python if I add a method using C++.
I prefer to make the game the way I like and then not do any editing otherwise I feel it takes the atmosphere away from the game.

Roger Bacon