[EDIT] New fields added and ship data added in post 2 - enough to fix negative fleets!
If you want to analyse internal game data in MOO there are some editors available but some important data is still elusive so I use freeware hex editor XVI32 to analyse the save file. Of course this voids any game you are playing but can give you a better understanding of how the game operates, allow you to create a particularly challenging setup for others or even fix the negative fleet bug (see post 2). Let me know if you find any errors or have additional info which can be added (& credited).
The save file begins with the Planet data – ‘B8’ bytes per planet with enough space for 108 planets whatever galaxy size actually used. Players 0-5 below refer to the races in order as they appear on the map screen.
Planetary Data (loc relative to Planet name)
loc size contents
00 var. Planet name
0C 04 x,y co-ordinates <new>
2C 02 BC towards next ship(s)
2E 01 factory tenths
30 02 reserve <new>
34 02 waste
3A 02 population
3E 02 factories
40 02 actual production after maint
42 02 total production
50 02 SHIP slider percentage
52 02 DEF slider percentage
54 02 IND slider percentage
56 02 ECO slider percentage
58 02 TECH slider percentage
5C 02 Planetary index number <new>
5E 02 missile bases
60 02 BC towards next MB or shield
70 01 population tenths
Empire Data (Player 0)
loc--size-contents
73EC 02 Security percentage in tenths
73FA 02 Trade BC
73FC 02 Ship maint BC
73FE 02 Bases maint BC
7404 02 Spying maint BC
7406 02 Percentage to convert total production to actual
7408 04 Total maint BC (can be negative)
7410 04 Total empire production BC
7414 04 Reserve BC
Player1 data starts at 81C0, Player2 at 8F94, Player3 at 9D68, Player4 at AB3C & Player5 at B910.
Tech Data (Player 0)
loc---size--contents
744A 02x6 Tech level – Comp/Const/FF/Plan/Prop/Weap
7456 02x6 Tech slider percentage for 6 fields
7462 04x6 Current research investment in project in 6 fields
747A 02x6 Tech level of current research project in 6 fields
7486 04x6 Full tech cost of current project in 6 fields
749E 02x6 Number of completed projects (including level 1) in 6 fields
Player1 data starts at 821E, Player2 at 8FF2, Player3 at 9DC6, Player4 at AB9A & Player5 at B96E.
Research List
loc---size-----contents
C638 03x10x6 Player 0 Limited Research List – 3 bytes per quadrant, 10 quadrants per field, 6 fields
C6EC ---60x6 Player 0 completed research – 60 bytes per field (see 749E above for number active)
CAA0 03x10x6 Player 1 Limited Research List
CB54 ---60x6 Player 1 completed research
CF08 03x10x6 Player 2 Limited Research List
CFBC ---60x6 Player 2 completed research
D370 03x10x6 Player 3 Limited Research List
D424 ---60x6 Player 3 completed research
D7D8 03x10x6 Player 4 Limited Research List
D88C ---60x6 Player 4 completed research
DC40 03x10x6 Player 5 Limited Research List
DCF4 ---60x6 Player 5 completed research
[continued]
If you want to analyse internal game data in MOO there are some editors available but some important data is still elusive so I use freeware hex editor XVI32 to analyse the save file. Of course this voids any game you are playing but can give you a better understanding of how the game operates, allow you to create a particularly challenging setup for others or even fix the negative fleet bug (see post 2). Let me know if you find any errors or have additional info which can be added (& credited).
The save file begins with the Planet data – ‘B8’ bytes per planet with enough space for 108 planets whatever galaxy size actually used. Players 0-5 below refer to the races in order as they appear on the map screen.
Planetary Data (loc relative to Planet name)
loc size contents
00 var. Planet name
0C 04 x,y co-ordinates <new>
2C 02 BC towards next ship(s)
2E 01 factory tenths
30 02 reserve <new>
34 02 waste
3A 02 population
3E 02 factories
40 02 actual production after maint
42 02 total production
50 02 SHIP slider percentage
52 02 DEF slider percentage
54 02 IND slider percentage
56 02 ECO slider percentage
58 02 TECH slider percentage
5C 02 Planetary index number <new>
5E 02 missile bases
60 02 BC towards next MB or shield
70 01 population tenths
Empire Data (Player 0)
loc--size-contents
73EC 02 Security percentage in tenths
73FA 02 Trade BC
73FC 02 Ship maint BC
73FE 02 Bases maint BC
7404 02 Spying maint BC
7406 02 Percentage to convert total production to actual
7408 04 Total maint BC (can be negative)
7410 04 Total empire production BC
7414 04 Reserve BC
Player1 data starts at 81C0, Player2 at 8F94, Player3 at 9D68, Player4 at AB3C & Player5 at B910.
Tech Data (Player 0)
loc---size--contents
744A 02x6 Tech level – Comp/Const/FF/Plan/Prop/Weap
7456 02x6 Tech slider percentage for 6 fields
7462 04x6 Current research investment in project in 6 fields
747A 02x6 Tech level of current research project in 6 fields
7486 04x6 Full tech cost of current project in 6 fields
749E 02x6 Number of completed projects (including level 1) in 6 fields
Player1 data starts at 821E, Player2 at 8FF2, Player3 at 9DC6, Player4 at AB9A & Player5 at B96E.
Research List
loc---size-----contents
C638 03x10x6 Player 0 Limited Research List – 3 bytes per quadrant, 10 quadrants per field, 6 fields
C6EC ---60x6 Player 0 completed research – 60 bytes per field (see 749E above for number active)
CAA0 03x10x6 Player 1 Limited Research List
CB54 ---60x6 Player 1 completed research
CF08 03x10x6 Player 2 Limited Research List
CFBC ---60x6 Player 2 completed research
D370 03x10x6 Player 3 Limited Research List
D424 ---60x6 Player 3 completed research
D7D8 03x10x6 Player 4 Limited Research List
D88C ---60x6 Player 4 completed research
DC40 03x10x6 Player 5 Limited Research List
DCF4 ---60x6 Player 5 completed research
[continued]