Why wasn't production overflow implemented?

Reading these old interesting threads...

Not sure if that was sarcasm (you can't tell over the net unless you use emoticons!), but yeah you can. It's actually very easy (in my opinion). I'm putting in effort into finding out as much as possible about the CIV.EXE data structures and I'm making an EXCEL spreadsheet with my findings (lots of offsets and documentation on the data structures). I can upload a copy if you want. edit: It's nowhere near complete, just a few fragments at this point. And inconclusive.

You can do lots of things, like change the terrain, terrain improvements, edit city instances (this includes "creating" new cities), edit unit instances (including "creating" new ones, it's actually just more of making sure they're not dead), etc, etc.

My intention is to make a trainer to aid the player during run-time. (It will contain features such as "Remove all Pollution", "Disable Move and GoTo Animations", "Teleport Caravans", etc. Essentially all the stuff I need myself.)

So, ehm, don't steal my idea. :lol:

Krille, do you have the excel sheet you mentioned? Editing game run-time might open whole new possibilities for creating events to specific scenarios. For example make Huns appear on Roman Empire Scenario.Make Civs rise and fall etc. Might not be easy task for me, but I would love to try that.
 
Back
Top Bottom