Skyer2
Dec 01, 2006, 04:36 PM
Replace 0F846F0100008B4C2418 on E970010000908B4C2418
Replace 0F85E3000000E8A371F1FF on E9E400000090E8A371F1FF
Replace 0F85E3000000E8A371F1FF on E9E400000090E8A371F1FF
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View Full Version : AI doesn't raze cities. Skyer2 Dec 01, 2006, 04:36 PM Replace 0F846F0100008B4C2418 on E970010000908B4C2418 Replace 0F85E3000000E8A371F1FF on E9E400000090E8A371F1FF Ozymandias Dec 01, 2006, 04:40 PM So this will prevent ALL razing of cities by the AI, even Pop 1? Does it prevent the human player(s) from doing so as well? Thanks, Oz EDIT/PS - Ah, just saw your other thread :goodjob: -O. Civinator Dec 01, 2006, 04:46 PM :worship: :worship: :thanx: :thanx: Oh Skyer2, when this works for Civ 3 Conquests, you should get the Civ 3 Nobel Price. Of course I test this tomorrow too. :) Keroro Dec 01, 2006, 06:18 PM Well if this works then you will have done a great deal for the community. :) Thanks. One question I would have (though I am pretty clueless when it comes to coding) is whether messing with one part of the code will impact another part in unexpected ways. Is this possible? Otherwise this would be really useful. I must admit that your first previous two threads on 'no fights' and 'AI always accepts your deals' left me kind of puzzled as to where you were going with this, but you've definately hit on something valuable with the no razing. MarineCorps Dec 01, 2006, 07:46 PM If this works then you will be considered a god.:D Lord Malbeth Dec 01, 2006, 08:32 PM It didn't seem to work when I tested it... :( T.A JONES Dec 01, 2006, 09:05 PM Well if this works then you will have done a great deal for the community. :) Thanks. One question I would have (though I am pretty clueless when it comes to coding) is whether messing with one part of the code will impact another part in unexpected ways. Is this possible? Have you been keeping up with Blakes AI mod? I try to a bit and have noticed many changes do effect the AI in worse ways down the road. Also they scramble the dificulty levels a bit making handicaps all to powerful in some cases. (minor problem, however irrating) MarineCorps Dec 01, 2006, 09:42 PM Have you been keeping up with Blakes AI mod? I try to a bit and have noticed many changes do effect the AI in worse ways down the road. Also they scramble the dificulty levels a bit making handicaps all to powerful in some cases. (minor problem, however irrating) Unless I'm mistaken that mod is for civ4. A completely different game. utro43 Dec 01, 2006, 09:44 PM um...this isn't for conquests 1.22 is it? Red Door Dec 01, 2006, 09:47 PM um...this isn't for conquests 1.22 is it? Nope, Vanilla 1.29. Goldflash Dec 01, 2006, 10:00 PM Isn't anyone somewhat suspious of this? MarineCorps Dec 01, 2006, 10:16 PM Isn't anyone somewhat suspious of this? Why? No reason to be. Goldflash Dec 01, 2006, 10:52 PM Plenty of reason. Newbie poster, strange file that doesn't work for anyone, supposed miracle fix... I bet this is a virus. Don't download it. MarineCorps Dec 01, 2006, 11:32 PM Plenty of reason. Newbie poster, strange file that doesn't work for anyone, supposed miracle fix... I bet this is a virus. Don't download it. Norton Antivirus says it's clean. T.A JONES Dec 02, 2006, 12:10 AM Have you been keeping up with Blakes AI mod? I try to a bit and have noticed many changes do effect the AI in worse ways down the road. Also they scramble the dificulty levels a bit making handicaps all to powerful in some cases. (minor problem, however irrating) Ya I thought it was along the same lines in theory. Probably not if Civ3 code can't be messed with to make a smarter AI. Sorry for the Confusion It could be a hoax how many have actually tried this and had it not work. Ive heard One (Malbeth) and another who says is works(OP) Still if this is a act of Jihad, I take all the blame. Ive increased missionary trips to the 4ums as of late and all wern't exactly what you call peaceful in nature. :mischief: Adler17 Dec 02, 2006, 12:51 AM At first, we should try it. I mean even for C3C it could work. I will test it soon. We'll see. However if it works I suggest Skyer 2 for the Nobel price. Adler Skyer2 Dec 02, 2006, 05:29 AM For some reasons that patch doesn't work, it was not just applied. Try manually editing. Skyer2 Dec 02, 2006, 05:36 AM Check now. I replaced a file. Should work now. Mirc Dec 02, 2006, 07:26 AM This is awesome!!! :woohoo: If this does work, I also propose you for the Nobel prize! [party] I didn't test it yet, but will do! Virote_Considon Dec 02, 2006, 09:19 AM Which is the one we should be using? This one, or the "AI keeps city size 1"? Mirc Dec 02, 2006, 09:28 AM I think this is supposed to stop the AI from razing any city, but I might be wrong. :) Stazro Dec 02, 2006, 01:06 PM Skyer2, could you please make ONE thread where you publish your achievements, so they are easier to find in future? Partizanac Dec 02, 2006, 01:17 PM I agree with stazro Mirc Dec 02, 2006, 01:19 PM Would probably be a good idea, I agree. dferrill Dec 02, 2006, 01:35 PM Does anyone know if this works for civ 3 complete.? odintheking Dec 02, 2006, 01:44 PM No, it's only for vanilla I think. Skyer, if you could mess with the Conquests coding, then I think it would be better for the community, seeing as how almost everyone uses C3C around here, :). dferrill Dec 02, 2006, 02:03 PM No, it's only for vanilla I think. Skyer, if you could mess with the Conquests coding, then I think it would be better for the community, seeing as how almost everyone uses C3C around here, :).Isnt it possible the code could be the same as civ 3 conquests what im saying this peticular code for razing probably wasnt changed from the original version.wasnt there razing in the vanilla version? and why change it in conquests version wasnt it just a cosmetic upgrade I dont think they changed the game engine except for maybe minor tweaks here and there but i dont know for sure since i never had the vanilla version. MarineCorps Dec 02, 2006, 02:37 PM Skyer2, could you please make ONE thread where you publish your achievements, so they are easier to find in future? Or better yet his own forum...... dferrill Dec 02, 2006, 02:46 PM Or better yet his own forum......Or better yet his own forum and a patch for civ 3 conquests:crazyeye: BadKharma Dec 02, 2006, 02:52 PM The patch that when extracted says AICities.exe patched my Civ3 Complete so that the raze option is no longer available for the human. I havnt seen the AI razing any cities yet so I dont understand how so many people are having problems with this. kairob Dec 02, 2006, 03:02 PM I am seriously considering using this for my personal mod... BadKharma Dec 02, 2006, 03:04 PM Kairob it patches the executable so any game you play will have it in effect. WildWeazel Dec 02, 2006, 03:55 PM I've been watching these threads with interest. This certainly has a lot of potential. I don't know how Firaxis would respond to essentially reverse-engineering the game, but I guess we'll see what happens. This is one simple "hard-coded" fix that we definitely have been needing. Kairob it patches the executable so any game you play will have it in effect. Well really anyone trying this kind of thing should keep a backup copy of the original exe in case of bugs. This brings up an important point- is it possible to place an altered exe somewhere in the directory structure so that a mod will use it just like any other file in the search path? kairob Dec 02, 2006, 05:01 PM I plan to use it in a mod with preset cities and no settlers ;) BadKharma Dec 04, 2006, 01:23 PM I've been watching these threads with interest. This certainly has a lot of potential. I don't know how Firaxis would respond to essentially reverse-engineering the game, but I guess we'll see what happens. This is one simple "hard-coded" fix that we definitely have been needing. Well really anyone trying this kind of thing should keep a backup copy of the original exe in case of bugs. This brings up an important point- is it possible to place an altered exe somewhere in the directory structure so that a mod will use it just like any other file in the search path? I dont believe that would work because you have to start a game before loading a mod so it would be using the original executable that you started the game with. Kairob, if you make a mod that you expect to be using this patch with anyone without a patched executable will have results different from what you would expect. So you might want to mention needing the executable patch when publishing the mod. kairob Dec 05, 2006, 10:38 AM I kinda ment my mod, but I might use it with some scenarios I hope to make (and publish) once the new version of WH is out :) Civinator Dec 18, 2006, 01:12 PM Skyer2, it seems your patch is working with the Civ 3 Complete exe.:woohoo: :dance: :hatsoff: Marinecorps and me tried BadKharma´s exe and we had the same results: no more city razing possible. The "abandon city" option is still there. We are doing now heavy testing with your patch in our upcoming mod SOE (Storm over Europe). Again thanks a lot for your outstanding work. :thanx: And if it works in our big style testings than we nominate you for the Civ 3 nobel prize.:trophy: Edited: One screene removed Virote_Considon Dec 18, 2006, 01:16 PM I think that is a script.txt problem, civinator. IIRC, there were problems with the R+FotM scenario. dferrill Dec 18, 2006, 01:41 PM Skyer2, it seems your patch is working with the Civ 3 Complete exe.:woohoo: :dance: :hatsoff: Marinecorps and me tried BadKharma“s exe and we had the same results: no more city razing possible. We are doing now heavy testing with your patch in our upcoming mod SOE (Storm over Europe). Again thanks a lot for your outstanding work. :thanx: And if it works in our big style testings than we nominate you for the Civ 3 nobel prize.:trophy: I attache a screene about the message that is now appearing when capturing a city.how did you get this patch to work for civ3 complete when i try it says cant find pattern.? Civinator Dec 18, 2006, 02:02 PM I think that is a script.txt problem, civinator. IIRC, there were problems with the R+FotM scenario. Seems you are right with these script.txt problem of this special scenario. So I edit my last post now and delete this screene. But it is fact, that city razing is not any longer an option for the human player and till now no AI city razing was observed by us (even with other scenarios). dferrill, I had the same problems like you. I asked BadKharma to send me his patched exe and than I got these results. Now we must find what is different with BadKharma´s Civ 3 Complete exe and other exes. recon1591 Dec 18, 2006, 06:21 PM It's true guys it works. In the SOE testing up til now Rumania always razed the southern Polish cities. Now they are taking them and holding them. Even Germany would raze 1 or 2 smtimes, But not anymore. We have no idea why it works on that c3complete exe and we really don't care. It's doing what the guy says it's meant to do and we're in love with it. T.A JONES Dec 18, 2006, 06:35 PM Boy Im missing out on all the good news Recon . Count me in on the next dis group meeting. I have Complete and no many things are differant then conqeust so IM not surprised at all. In glad this development struck so close to release time for you guys , Way to go ~Skyler~ Mirc Dec 19, 2006, 04:19 AM Great, so now when playing SOE against Romania they won't raze my cities any more. :cool: I'm just kidding.:D Seriously, I think it's really good that it works. But I have C3C, I wonder if it works with C3C and not only with Complete. And how are you going to implement this in SoE? Are you going to put an exe in the zip? :) BadKharma Dec 19, 2006, 12:57 PM Ok I am growing tired of explaining this so.............Civ3 Complete contains all versions of Civ3. When you start a game of Civ3 Complete it uses the CONQUESTS executable file. What this means is the same file used in complete is the one found in conquests. Although the complete version allready comes patched to the latest version because of its later release, other than that it is the same file. Now the reason the patch worked for me is because when I purchase a game I do not like hunting for a CD especially on my laptop so the conquests exe I use is one previously patched to work without a cd. Because of that previous patching the patch that skyler released was able to work also. Now I realize that purists feel it is wrong to use no cd exe's but if I bought the game and have it installed on one computer I do not see the harm in using one. Civinator Dec 19, 2006, 02:41 PM So the "No-raze"-patch doesn“t depend on the variant of C3C, but at time this wonder patch doesn“t work "for the masses" as you need an additional No-CD patch, what is a "No"-in this forum (and nothing we can spread along with SOE). I hope, that Skyer2 reads this posts and finds a solution that his wonder-patch can find the pattern of normal C3C-exes and can be a patch "of the masses". :help: The best would be, if FIRAXIS would invite Skyer2 to do this as an official patch for C3C. :) Mirc Dec 19, 2006, 03:01 PM Ok I am growing tired of explaining this so.............Civ3 Complete contains all versions of Civ3. When you start a game of Civ3 Complete it uses the CONQUESTS executable file. What this means is the same file used in complete is the one found in conquests. Although the complete version allready comes patched to the latest version because of its later release, other than that it is the same file. Now the reason the patch worked for me is because when I purchase a game I do not like hunting for a CD especially on my laptop so the conquests exe I use is one previously patched to work without a cd. Because of that previous patching the patch that skyler released was able to work also. Now I realize that purists feel it is wrong to use no cd exe's but if I bought the game and have it installed on one computer I do not see the harm in using one. I think you misunderstood me. I know very well what means Civ3Complete. I actually explained this to many noobs. I was unsure if there is the same executable file in Complete as in Conquests, and this is what I wanted to know, if the patch works with the executable from Conquests, because knowing Complete has a different folder structure I was not sure if it is using the same executable. :) I_batman Dec 19, 2006, 03:54 PM Where is Skyer, BTW. It has been 2 weeks since he posted. Civinator, BadKharma, Mirc, I have been reading, and getting confused. (Must be old age) Am I correct in paraphrasing this: Regular CFC exe file: Skyer's fix does not work. No-CD exe file: Skyer's fix works. If that is the case, that means this fix is useless for 99% of the Civ III players. Please tell me I am wrong, because I hate to be correct on this issue. BadKharma Dec 19, 2006, 06:11 PM Hate to tell you but you are right. Possibly you might be able to edit the executable yourself using a hexadecimal editor like skyker originaly did. But the Civ3C executable must protect itself from being written to by a seperate program ie the patch that skyler released. And yes MIRC complete and conquests both use the same conquests executable when playing the game. I_batman Dec 20, 2006, 07:55 AM It's true guys it works. In the SOE testing up til now Rumania always razed the southern Polish cities. Now they are taking them and holding them. Even Germany would raze 1 or 2 smtimes, But not anymore. We have no idea why it works on that c3complete exe and we really don't care. It's doing what the guy says it's meant to do and we're in love with it. Let me see if I understand this correctly. According to BadKharma's confirmation, your SOE scenario will only be playable, or at least have this fix, if the user is playing with a No-CD version of the .exe. So to make this work for everybody, does not that mean that all would have to load a cracked version on their desktop, which is No-No #1 on this site? WildWeazel Dec 20, 2006, 10:57 AM I use the no-CD patch for the same reason as BadKharma... I'll give this a shot. I wasn't aware that this patch was a "no-no" on the forum- in fact there's a front-page announcement from October '05 about a no-CD patch for international versions. (It's even referred to as a "patch" and not a "crack") Virote_Considon Dec 20, 2006, 11:13 AM I remember that! I got as far as DLing the patch (after sigining up to the site), and not understanding a word of the instructions :blush: Civinator Dec 20, 2006, 11:28 AM I use the no-CD patch for the same reason as BadKharma... I'll give this a shot. I wasn't aware that this patch was a "no-no" on the forum- in fact there's a front-page announcement from October '05 about a no-CD patch for international versions. (It's even referred to as a "patch" and not a "crack") A very good posting Weasel Op :thumbsup: Thank you that you have such a memory. Here is the link to that news: http://www.civfanatics.com/news2/archive.php?show=month&month=October&year=2005 Than it´s a "Yes, Yes" . :) :) Mirc Dec 20, 2006, 11:51 AM You are right, Civinator, there was a news article, but don't be too happy: Forum Rules: Zero tolerance on piracy. Posting links to warez sites and program cracks (including no-CD crack) are not allowed on the forum. Anyone found guilty of participating in piracy activity on the forum will be punished. I_batman Dec 20, 2006, 02:49 PM I clicked on the link. It is in German, and I can't see any link for English instructions. That is NOT an insurmountable problem. Because this is such an important patch for Civ III, I would suggest that someone should discuss with the admins and get clarification if they are comfortable with discussions/instructions on downloading this No-CD patch. Consider the ramifications: EVERY complex scenario in Civ III runs into this problem, therefore EVERY scenario designer would want to use this, and EVERY person who plays scenarios will want/need to load the No-CD .exe on their machine, regardless if they are "international" or not. And where is Skyer? recon1591 Dec 20, 2006, 03:41 PM To All. Good points i must say. But did i ever say that anything of that kind was going to be posted here. I just said the patch works and i love it. And when the time comes for the SOE release and u want the full effects. Then it'll be up to u to find u a ( No-CD exe ) and patch it with this patch if u want is all i'm saying. general-jcl Dec 23, 2006, 01:13 AM Another thing which should be "easy" for Skyer I think: In the editor all flags for worker/engineer actions must be on, to activate the option "Terraform" Without that, IA don't use the unit. For example, we cannot build a "railroad only" pionnier unit. I hope Skyer can fix that... Equuleus Jan 08, 2007, 03:31 AM It said nothing patched. And someone said something like you need a no cd version. I am confused. Can someone help me,I dont know how to make the patch work. I have C3C 1.22 and I need a cd to play. Equuleus Jan 08, 2007, 03:38 AM I edited out my email. I got the the no raze thing working. Tgo1130 Jan 20, 2007, 03:58 PM 10/4 Good for u Virote_Considon Jan 21, 2007, 06:34 AM How'd you get it working? Azmorg Jan 26, 2007, 12:00 AM So here's a question: Why are you all so hopped up about the AI not razing cities? What's the big deal? And if this skyer character aint around to post in his thread anymore, and if there is some sort of warning from the admins about zero crack tolerance, might we put two & two together? MarineCorps Jan 26, 2007, 02:31 AM So here's a question: Why are you all so hopped up about the AI not razing cities? What's the big deal? It's annoying. And if this skyer character aint around to post in his thread anymore, and if there is some sort of warning from the admins about zero crack tolerance, might we put two & two together? A) There is a link in this thread to a post by the ADMIN with a link to a no cd crack. B)Skyer2 hasn't said 1 thing about no cd cracks. Everyone else did but he didn't Plotinus Jan 26, 2007, 06:01 AM If Skyer's not around, it's nothing to do with the mods. As for the AI not razing cities, it makes a big difference to many scenarios. Quite a lot of scenarios take place on maps where pretty much everything is already settled, and they only play properly if cities are always captured rather than razed. Think of the Napoleonic Wars conquest. A setting like that doesn't really work as well if you have to resettle all the time. And if you allow Settlers to be built to replace razed cities, then the AI just starts building them and sending them to inappropriate places instead of doing what you want it to be doing. BadKharma Jan 26, 2007, 11:36 AM Plotinus is correct. Scenarios with pre-set cities are the main benefit for not allowing cities to be razed. when the razing option is eliminited from the equation it also eliminates the need to try to have "phony wonders" to stop razing. This allows the improvements to be used for other things. krazydude Feb 20, 2007, 07:05 AM This works with Civ3 Conquests with no problems at all! I must say that this is AWESOME! Lots of scenario players like me hated the fact that the AI constantly razed cities, and this fixes it. Thanks a lot for your work! dferrill Feb 20, 2007, 09:45 AM This works with Civ3 Conquests with no problems at all! I must say that this is AWESOME! Lots of scenario players like me hated the fact that the AI constantly razed cities, and this fixes it. Thanks a lot for your work!How did you get it to work for conquests no one else has it only works if you have the no cd version.?doesnt work with civ 3 complete and its the same as conquests. Tommy Vercetti Jul 11, 2007, 07:43 PM Could I get this to work for my scenario? kulade Jul 11, 2007, 07:50 PM If you instruct your users to first install this patch. Tommy Vercetti Jul 11, 2007, 08:21 PM Cool, very useful for a World War 3 scenario. Balthasar Aug 18, 2007, 05:34 PM I originally said some nonsense here no one should have listened to. What can I say, I was a noob. T.A JONES Aug 18, 2007, 05:56 PM So skyler is a web pirate who tried to steal are hard earned money and potentially ruin are lives by tarnishing are credit we need for business. Good job exposing this criminal man (unless your are wrong or he never had intent, still this is great tarnish to his trust) T.A JONES Aug 18, 2007, 06:00 PM Isn't anyone somewhat suspious of this? Good ol Goldflash we should have listened :( MarineCorps Aug 18, 2007, 08:24 PM http://img530.imageshack.us/img530/443/81807virusdiscoverypl4.jpg Do not download. I would like verification from someone else before I believe this. I scanned it with both avast and Norton. Both have come up clean. BadKharma Aug 18, 2007, 09:02 PM I scanned it with Macafee, Adaware 2007 Pro, and Spyware doctor none of them found a problem. Logitech Aug 18, 2007, 09:04 PM Hold on...Can't you just edit every unit's flags so it can't raze? :confused: I'm sure there is an option for specific units. Or is it just too hard \ something else entirely?:sad: BTW: (the edited file) Very unusual. So is it a :nuke: :satan:, or a :clap: :bowdown: ??? I_batman Aug 18, 2007, 09:21 PM It would seem bizarre that he would create something so useful, and at the same time implant something so nefarious at the same time. Then again, if you wanted people to use it, I guess you would have to make it very useful. On a different note, I really would love to know how he created this without access to the source code. To reverse engineer the code is virtually impossible. I have looked at the binary through a hex editor, and it is essentially gibberish. He would have do disassemble the binary, then delink it, then decompile it to access the source code, and even then it would be incredibly difficult to sort through that. The source code would no longer have the original nice logical variable names that the human coder would have provided, but variable names like A, B, C, AA, . For what it is worth, I googled Generic5.duh. It came back with two hits, one of which seems to be a site that shows how to get rid of the trojan horse. www.help2go.com /component/option,com_forum/Itemid,32/page,viewtopic/p,122302 Put the two lines together when you do your search. BadKharma Aug 18, 2007, 09:25 PM No you cannot edit every unit not to raze a captured city. You can edit them so they are unable to pillage improvements. Hi. AVG recently started complaining about a file that supposedly was infected with "Trojan horse Generic5.GUH". I fear I have already run the executable on a Vista Premium laptop and XP pro (SP2) pc before AVG was able to detect it. Does anyone know of any detailed online info about this security threat and maybe specific instructions how to remove it? > AhnLab-V3 2007.8.9.2 2007.08.10 - > AntiVir 7.4.0.60 2007.08.10 - > Authentium 4.93.8 2007.08.10 - > Avast 4.7.1029.0 2007.08.10 - > AVG 7.5.0.476 2007.08.10 Generic5.GUH > BitDefender 7.2 2007.08.11 - > CAT-QuickHeal 9.00 2007.08.10 - > ClamAV 0.91 2007.08.11 - > DrWeb 4.33 2007.08.11 - > eSafe 7.0.15.0 2007.08.10 - > eTrust-Vet 31.1.5050 2007.08.11 - > Ewido 4.0 2007.08.10 - > FileAdvisor 1 2007.08.11 - > Fortinet 2.91.0.0 2007.08.11 - > F-Prot 4.3.2.48 2007.08.10 - > F-Secure 6.70.13030.0 2007.08.11 - > Kaspersky 4.0.2.24 2007.08.11 - > McAfee 5095 2007.08.10 - > Microsoft 1.2704 2007.08.11 > NOD32v2 2450 2007.08.10 - > Norman 5.80.02 2007.08.10 - > Panda 9.0.0.4 2007.08.10 - Thx in advance & kind regards, Niek response to above The fact that some of the more reputable products did not alert would suggest it may be a false positive, very typical of AVG. Adler17 Aug 19, 2007, 03:41 AM That is the same for me. Is there any trojan at all? I mean only one program was able to detect it. Is it such a good one or is this a fake/ error of the program? Adler Mirc Aug 19, 2007, 04:52 AM I checked too, and my antivirus didn't find any trojan... Don't know if there actually is any problem with this file. Virote_Considon Aug 19, 2007, 08:11 AM Hey, Balthasar, what anti virus software are you running? :) EDIT: Could it also be that the Trojan came from somewhere else and copied itself onto that file? embryodead Aug 19, 2007, 08:53 AM The patch works and quite obviously it's a false alert - the "trojan" found is not even a specific trojan but a generic signature. Either that, or Balthasar has just virused computer - I have latest/updated AVG as well and it finds nothing in the file. Adler17 Aug 19, 2007, 09:12 AM Okay, to get a solution we at first have to know if there is a problem at all. Thus can someone here, who has AVG and a clear system, download that patch and scan it? If there is a trojan in it, is it possible to get it out? Also is the exe in this file infected? http://forums.civfanatics.com/uploads/32491/sg.rar If not we do have no problems. If yes we have to redo that what skyer did. Thus we must then make a patch on our own. If I was conspiracy fan I would say that Firaxis entered this to stop this patch... Adler Adler17 Aug 19, 2007, 09:15 AM Can someone else proof that (although I don't doubt on embryodead, but to be sure we should make it twice)? Adler Balthasar Aug 20, 2007, 02:52 AM Hey, Balthasar, what anti virus software are you running? :) EDIT: Could it also be that the Trojan came from somewhere else and copied itself onto that file?I use Spybot, AVG & Ad-Aware. It was the AVG program that flagged the file. It's not likely to have come from somewhere else. I run these programs every day. I hadn't run the patch yet (so how would it 'absorb' a trojan?) and, as you can see, the AVG flagged that specific file. I ran my anti-virus software again today and got no new hits. I just felt a duty to report the file as soon as the warning popped up, and yes, Goldflash's warning rang in my ears. That's as techno-savvy as I get, unfortunately. Now it's up to someone who knows their way around file security to tell me that this is guaranteed trojan-free, and plausibly explain how my machine got a false positive. If I turn out to be wrong about it, I apologize in advance for the alarm. Better safe than sorry, etc. etc. Too bad there isn't an "official" patch for this (and a way to insert the function into mods without altering any other scenarios). It would sure be handy. Where's the geek squad when you need them? :huh: Adler17 Aug 20, 2007, 09:40 AM Balthasar there is nothing to apologize, unless you wanted to make a false alert. BTW did you delete the file and redownloaded and then checked the file? I think it is necessary to get to know if someone else can verify (or falsify) if this is a trojan in it or not. So if you don't get a message after redownload the chances are big that it was a false alert. If not we have to see it by a third. Also is it possible that this trojan came from elsewhere and was attached while or shortly after downloading or if AVG is misidentifying the patch as trojan (although I don't believe that)? Adler BadKharma Aug 20, 2007, 05:14 PM Now it's up to someone who knows their way around file security to tell me that this is guaranteed trojan-free, and plausibly explain how my machine got a false positive. It has to do with antivirus heuristics. Heuristics are designed to detect previously unknown viruses, that is to say, viruses that are newly released into the wild for which antivirus vendors have no specific definition files to address the threat. Unfortunately, heuristics are not very successful in catching newly released threats - mainly due to consumer demand for an unobtrusive scanner. To minimize the risks of false positives, some vendors have cut back on the level of heuristics employed, or given users configurable options to lessen or increase heuristics as desired. Because the no raze patch changes code in a programs exe it can easily provide a false positive. Adler17 Aug 21, 2007, 11:59 AM Thanks for that explanation! That was very important for AoI II. Thus I think it was wrong alert (as I thought). Adler Ares de Borg Dec 06, 2007, 03:45 PM A bump and some useful information according to the patch. First, this patch also works with the Conquest.exe. Second, you can create a copy of Conquests.exe, patch it, rename it to, for example, NoRaze.exe, and put it into the same directory as the original file. Just click NoRaze.exe to start the game or create a shortcut. Therefore, you can have two files next to another, one for regular gaming, one for scenarios. Just to have this added, I think it's useful for some. Mirc Dec 06, 2007, 04:01 PM ^ I think it's incredibly useful actually. :) Balthasar Dec 07, 2007, 09:09 PM Question is: can you add this capability to a mod or scenario separately? I've never seen an adequate answer to that one. (I know I have issues with this thread - I'll ignore them if you will) BadKharma Dec 07, 2007, 09:34 PM Question is: can you add this capability to a mod or scenario separately? I've never seen an adequate answer to that one. (I know I have issues with this thread - I'll ignore them if you will) No you can not because it is a written over main executable file. Ares de Borg Dec 07, 2007, 09:45 PM Yes you can - provide a copy of the exe and rename it "mymod.exe", put it in the same folder as Conquests.exe and start the game from here. BadKharma Dec 07, 2007, 09:51 PM But Ares that doesn't make just a scenario change you are still acessing an executable file not just a biq. Ares de Borg Dec 07, 2007, 10:07 PM Well, I guess he meant if he could use an extra exe to get the no raze feature in some games while still having the choice to play a normal game. When planning to play a scenario where NoRaze should be used to make the scenario function, one can choose to start the game with the "noRaze" executable. BadKharma Dec 07, 2007, 11:04 PM Thats true........it does give you an option to play either way having both exe's available. againsttheflow Dec 09, 2007, 10:35 PM So Ares you have this no cd thingy too? Or did you get it to work w/o it? Ares de Borg Dec 10, 2007, 05:09 PM No, you have to use a NoCD exe. BadKharma Dec 10, 2007, 05:27 PM An unedited executable ie one without the no CD wont allow the patch to write to it. You could open the original executable and hex edit manually following Skyers instruction and not his auto patcher also. againsttheflow Mar 15, 2008, 12:47 AM Here's a small overview I've come up w/ from testing, I haven't seen anywhere on the thread where it says in black and white what the patch does so here goes. The AI: cannot autoraze cannot raze can raze a civ in regicide when killing the king does not abandon but this is true without the patch The human: cannot autoraze can raze can raze a civ in regicide can abandon Needless to say, I would humbly suggest applying a house rule... Tommy Vercetti Apr 16, 2008, 08:32 PM Does this work for Conquests? againsttheflow Apr 16, 2008, 10:59 PM Yes. Just remembered one more option: disband. Edited above post. Virote_Considon Apr 17, 2008, 04:24 AM I don't think the AI can abandon without the patch, neither... :) againsttheflow Apr 17, 2008, 07:34 AM I believe I said abandon in the other post. :) Virote_Considon Apr 17, 2008, 07:41 AM Yeah, but I'm just saying that I don't think it's a feature of the patch- I've never ever seen the AI abandon a city they already own, in any game. I don't think they're programmed to know how :) BadKharma Apr 17, 2008, 08:35 AM Although the human player can capture a city and the following turn abandon the city in effect a delayed raze the AI is incapable of doing so. The patch prevents the IA from razing cities. I really think nitpicking an action that is possible for a human and not possible for the AI is constructive. againsttheflow Apr 17, 2008, 10:37 AM Yeah, but I'm just saying that I don't think it's a feature of the patch- I've never ever seen the AI abandon a city they already own, in any game. I don't think they're programmed to know how :) Yes, I see what you mean. I've always thought that but didn't know for sure. :) I'll edit the post. BK, if you meant don't think, I think it is--from the human perspective. I agree it isn't really necessary for the AI but then, I didn't know that for sure til today so it might be constructive after all. jackdubl Mar 26, 2010, 10:44 PM Is this patch still around? I can't seem to get the patch on the original post to work? Doesn't seem to be there anymore. Ares de Borg Mar 26, 2010, 11:34 PM Is this patch still around? I can't seem to get the patch on the original post to work? Doesn't seem to be there anymore. http://forums.civfanatics.com/downloads.php?do=file&id=14557 jackdubl Mar 26, 2010, 11:38 PM http://forums.civfanatics.com/downloads.php?do=file&id=14557 Awesome! Thanks! jackdubl Mar 26, 2010, 11:44 PM Wait, I don't think it worked. Used it to start up C3C, captured another Civ's city, it asked me if I wanted to Raze the city, and I did. What went wrong? EDIT: Oh, I see the human player CAN still raze. Never mind. MarineCorps Mar 27, 2010, 02:56 PM Wait, I don't think it worked. Used it to start up C3C, captured another Civ's city, it asked me if I wanted to Raze the city, and I did. What went wrong? EDIT: Oh, I see the human player CAN still raze. Never mind. The human player isn't supposed to be able to raze either. It won't even give you the option. you would need a no cd patch in order to use the no raze fix jackdubl Mar 29, 2010, 08:54 AM The human player isn't supposed to be able to raze either. It won't even give you the option. you would need a no cd patch in order to use the no raze fix Are you sure you won't get the option? The downoad instructions state that the human player can still raze: http://forums.civfanatics.com/downloads.php?do=file&id=14557 Ares de Borg Mar 29, 2010, 09:52 AM Yes, he can. |
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