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has anyone tried this
Posted: Mon Nov 14, 2011 11:23 am
by Tripitz
Longtime lurker, love this website and all the awesome mods. so first off I tip my hat to all the talented people here.
I was reading about the manned cardassian intel bug and the ferengi trade routes without a treaty and had an idea. What if the dominion was in the empire slot the Cardassians occupy in vanilla? would the benefit from the intel bug. and if the cardassians were in the ferengi spot could they use the unrestricted trade routes? Seems like it might suit their personalities better as the Dominion is portrayed as good at intel and various episodes deal with Cardassians supporting smugglers. no idea how hard it would be from a technical stand point.
Re: has anyone tried this
Posted: Mon Nov 14, 2011 10:06 pm
by Darth_Windu
I don't believe that anyone has - it would require a LOT of work moving all of the sound and graphics files, I just don't think it would be worth it.
Re: has anyone tried this
Posted: Tue Nov 15, 2011 6:36 am
by Peter1981
no one has tried this but it would be quicker (IMHO) to swap the traits over iirc both are solves and it becomes a question of swapping 00 with 02 and 02 with 00
but you'll have to search the forums for this infomation...
try cardassian intel bonus
and
ferengi free trade routs
my guess is gowron and sct for these gems.
Re: has anyone tried this
Posted: Tue Nov 15, 2011 5:06 pm
by Tripitz
ok, thanks for theadvice. Ill see if i can figure it out. i wasn't sure if it was something hard-coded or not.
Re: has anyone tried this
Posted: Tue Nov 15, 2011 6:43 pm
by Peter1981
@Tripitz -- w.r.t. 'hard-coded' it will require you to hex edit the trek.exe in a suitable hex editor. However, the good news is you'll only need to change values not coding so this could make a nice project for yourself into hex-modding. Therefore I suggest you take a look at the buts and bolts guid in the structure modding index for a brief introduction then try:
The Ferengi (free) trade routes code by DCER & SCT --
All code locations listed below contain the empire-ID (default 02/ferengi). The feature can be (even partial) disabled via invalid ID (i.e. above 04).
Twice-issued -> need of all locations for a proper functionality!
Code: Select all
trek.exe
4479B9 cmp cl, 2 // 0x46DBB * trade to minor
459826 cmp ch, 2 // 0x58C28 * AI to major without treaty & player to minor
40D3C3 cmp word ptr [esi+8], 2 // 0xC7C7 * AI to minor
43BCAF cmp bl, 2 // 0x3B0B1 * player to major without treaty
Trade to majors with non-agression & player after the ending of a treaty:
Code: Select all
trek.exe
45EBEF cmp word ptr [ecx+34h], 2 // 0x5DFF3
45EBFA cmp si, 2 // 0x5DFFD
45EEDF cmp word ptr [ecx+34h], 2 // 0x5E2E3
45EEEA cmp si, 2 // 0x5E2ED
45F151 cmp word ptr [esi+34h], 2 // 0x5E555
45F18A cmp di, 2 // 0x5E58D
Show systems by non-aggression:
Code: Select all
45F17C mov edx, 2 // 0x5E57D
45F1B3 mov edx, 2 // 0x5E5B4
Concerning the value at 0x46DBB note a mod-independent bug allows trading with minor races at war or with invalid treaty for one turn i.e. there is a removal delay of one turn! In theory the free trading to empires / minors can be divided between different empires. But, as you see, the value at 0x58C28 is here the biggest troublemaker.
Trade GUI warning messages (sub_4D8610) (no friendship treaty or higher / no race known yet...)
Race-ID to be ignored:
(during my test either of them sufficed)
Code: Select all
0xD7B9C (at WAR with all known races)
AI to major war check -> redundant?
Code: Select all
4143A5 cmp dword ptr [eax+8], 2 // 0x137A8
Changed all 02 (Ferengi) to 00 (Cardassian)