Modifying levels/quantities of colony ship buildings

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ElimGarak
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Modifying levels/quantities of colony ship buildings

Post by ElimGarak »

Is there a way to change the starting level of a colony's buildings instead of starting at level 1? Is it also possible to add intel and research structures to deploy along with everything else?

I read through this thread viewtopic.php?f=9&t=64&sid=813f03e69864 ... 91f31da87e, but it didn't seem to answer my question. Maybe I fail at reading comprehension (it wouldn't be the first time...)
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thunderchero
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Re: Modifying levels/quantities of colony ship buildings

Post by thunderchero »

that is the topic but main post you need is this one

viewtopic.php?f=9&t=64&p=33179&sid=f03d ... 4fc#p33179
Spocks-cuddly-tribble wrote: :arrow: Colonies Starting Pop and Buildings - experimental code (test code for main building fixes)

New 12 byte entry structure of the colony ship production table at 0x18E2B8: (for production values 0-8)

Bytes:
  • 1-4 starting population (unchanged)
    => Number of main buildings:
    5 - Food
    6 - Industry
    7 - Energy
    8 - Research
    9 - Intel
    10 - Race specific bonus buildings (see below)
    => AI bonuses:
    11 - AI starting pop bonus (i.e. +value from byte 1-4)
    12 - 1= AI extra starting shipyard
At asm-469DEB i.e. 0x691EB (5 zero bytes) = race specific bonus area (1 byte each, card-rom)

Area IDs for race specific extra buildings:

0 - Food
1 - Industry
2 - Energy
3 - Research
4 - Intel

e.g. 00 00 00 01 00 -> klingons extra Industry, all other extra Food (cf. byte 10 above for number of extra buildings)
Spocks-cuddly-tribble wrote:The starting buildings are always the latest upgrades (unless the number is 0). IIRC a request/idea by Dr_Breen.
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ElimGarak
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Re: Modifying levels/quantities of colony ship buildings

Post by ElimGarak »

OK, but the really sad part is that none of that makes sense to me... :oops:

I could download a hex editor (Harry Potter flashback) and try to figure it out, but I'd screw it up....Guess it's time for some trial-and-error, after I save copies of my .res and .exe

This is one of those things that I wish UE7 could do for me...at least I understand how to do that.
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