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#1 |
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Chieftain
Join Date: Apr 2006
Posts: 23
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Artmoney for Civ
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 |
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#2 |
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Prince
Join Date: Jan 2006
Posts: 428
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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).
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Python/SDK Modder: Mod Utilities: Spells and square selection | Action buttons 2 (now using the SDK) | Civilopedia Promotion Info | Civ4 spreadsheet-based XML editor Fall from Heaven 2: Thread Forum As the Americans learned so painfully in Earth's final century, free flow of information is the only safeguard against tyranny. The once-chained people whose leaders at last lose their grip on information flow will soon burst with freedom and vitality, but the free nation gradually constricting its grip on public discourse has begun its rapid slide into despotism. Beware of he who would deny you access to information, for in his heart he dreams himself your master. Commissioner Pravin Lal
"U.N. Declaration of Rights" |
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#3 | |
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Chieftain
Join Date: Apr 2006
Posts: 23
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Quote:
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 |
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#4 |
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Chieftain
Join Date: Apr 2006
Posts: 23
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Remember - this thread is all about LIVE in the game as you play it.
I've now worked out: Tech Increases City Increases
Unit
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#5 |
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Big Cheese
Join Date: Mar 2002
Location: Oxford, England
Posts: 3,361
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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: Code:
pUnit = CyInterface().getHeadSelectedUnit() print pUnit.getMoves() 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.
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Blobble Wars - use your lovely green blobbles to defeat the evil other colours! Last edited by The Great Apple; May 09, 2006 at 06:59 AM. |
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#6 |
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King
Join Date: Jan 2002
Location: Project Tic-Toc
Posts: 742
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Hmmm. Editing the memory as you play the game? Sounds like an unstoppable cheat to me...
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#7 | |
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Chieftain
Join Date: Apr 2006
Posts: 23
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Quote:
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#8 | |
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Moderator
![]() Join Date: Feb 2002
Location: Baltimore
Posts: 23,547
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Quote:
__________________
"Never trust an Aztec with nukes!" (Civ1 - unknown) | 2nd user of the Ancient Style. South America (based on El Mencey's Map) | N & S America (based on El Mencey's Map) | C3C Scenario: 7,000 Turns Civ2 Earth for C3C | Old Style Civ3 for C3C | "Future is Wild" map How to upload multiple files to a post | File Upload | Paint Shop Pro 3.11 shareware (screenshot util - doesn't expire) | Chieftess' Culture Flip Calc | Don't wind up like this AI! | ![]() ![]() resource icons file To download a patch: Select "Advanced" from the main menu, and go to "Check for Updates". || My Web Journal (yes, it's a "blog")
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#9 |
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Big Cheese
Join Date: Mar 2002
Location: Oxford, England
Posts: 3,361
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It'd probably cause OOS errors in multiplayer.
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Blobble Wars - use your lovely green blobbles to defeat the evil other colours! |
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#10 | |
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King
Join Date: Nov 2003
Posts: 628
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Quote:
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
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Note: all mods listed are 3+ years old and for vanilla Civ4.Tori Gate Mod with Shinto Training Barracks mod Assassin Mod Kill List Mod Bad People Mod 3-Square Radius Cities Mod Borders over Oceans Mod Flying Mod AlwaysWar Mod |
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