Changing Wonders

kirkham7

Warlord
Joined
Dec 22, 2012
Messages
288
Location
Hayward, CA
Another question!
How do you make all wonders never go obsolete? It would make for some interesting games. :cool:
 
Thanks, I'll have a look.

Edit:
So, here are the hex values I found.
00 50 FF 76 FA 56 B8 06 BA 50 9A 5C 00 82 01 83 C4 08 83 46 FA

First, is this correct, and what do I change to get them to never expire?
 
No, they are not correct, especially the last 14 values should be "0x007F" (127) which reflects the fact the wonder is *never* obsolete...

The actual values for all wonders is as follows:
Code:
00025144h: FF FF 2B 00 14 00 36 00 0E 00 0D 00 1D 00 22 00 ; ÿÿ+...6.......".
00025154h: 7F 00 2B 00 7F 00 0F 00 1B 00 7F 00 7F 00 7F 00 ; .+.........
00025164h: 7F 00 7F 00 7F 00 7F 00 7F 00 7F 00             ; ......


The offsets are hereunder, for all known versions of CIV:
Code:
EN 474.01: 0x25A92
EN 474.03: 0x25142
EN 474.04: 0x2514A
EN 474.05: 0x2595E
EN 475.01: 0x25A92
FR 474.05: 0x267A8

Each value (2-byte integer) correspond to the id of Tech that makes the wonder obsolete.

For instance "2B 00" is 0x002B, that is 43, which is the Tech id of "Communism", that makes Pyramids obsolete.
Similarly, "14 00" is 0x0014, that is 22, which is the Tech id of "Invention", that makes Hanging Gardens obsolete.
Etc.

(Ignore the the 2 first bytes FF FF, which are used by CIV for referencing Wonders starting from ID=1 for Pyramids, i.e. ID=0 matches no Wonder)

Change everything to "7F 00 7F 00 7F 00 ..." to prevent all wonders from going obsolete.
 
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