Monster Editing Info

Monster Editing Info; support/discussion/questions

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thunderchero
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Re: Monster Editing Info

Post by thunderchero »

rxz1000 wrote:My EDO Guardian ID in UE 257 (the Borg monster starts at 252).
you have too many ships in your ship list, max with monsters is 255 (or FF) code for monster id's only has room for 2 bytes.

I am shocked UE allowed this.
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rxz1000
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Re: Monster Editing Info

Post by rxz1000 »

Thanks Thuderchero,

I misunderstood the limit. I thought the borg had to start before 255. I will knock out a few ship upgrades to see if the problem gets sorted.

UE hasn't thrown any wobblers for the large number. Even a file integrity check didn't complain.
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Re: Monster Editing Info

Post by thunderchero »

rxz1000 wrote:UE hasn't thrown any wobblers for the large number. Even a file integrity check didn't complain.
TBH i don't think it has ever been tested. I just checked and individual monsters have 4 bytes of space, only some of the Alien Starting ID are 2 bytes

check at 0x0004F1B2 with edo set to 257 it should read 01 01
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rxz1000
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Re: Monster Editing Info

Post by rxz1000 »

Thanks Thunderchero for your assistance.

I have checked the Trek.exe and at 4F1B2 it indeed is 01 01.

It seems to be the guardian (only monster thus encountered) that is causing the problem as other combats (not against monsters) seem to be ok.

By the way, when I get a crash at the end of combat I don't get a crash log. I get an individual .tac file which I can't read.
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Kurn
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Re: Monster Map Movements

Post by Kurn »

Spocks-cuddly-tribble wrote: Tue Mar 06, 2012 3:09 pm
:arrow: Avoid AI Systems Fix for Monster Programs 2-4

This should help preventing games ruined due to monster assaults on the AI empires (especially borg).

Code: Select all

trek.exe at 0x325DB new code 0xF bytes:

6B C0 65 8B 15 C8 36 5A 00 80 7C C2 04 01 90

-asm code:
004331DB     6BC0 65         IMUL EAX, EAX ,65 // system ID
004331DE     8B15 C8365A00   MOV EDX, [5A36C8]  //address systInfo
004331E4     807CC2 04 01    CMP BYTE [EDX+EAX*8+4], 1 // AI check
004331E9     90              NOP
I don't know why but this isn't working in my mod. I (Klingons) got an offer from the Federation to be allies because the BORG are a big threat. Then I looked what's happening and I found a cube is attacking one of their systems.

I edited this hex code years ago, but now it's the first time the Borg attacking AI.
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Re: Monster Editing Info

Post by Kurn »

2 weeks ago I was modifying my personal mod with the following hex code. Could this be the reason for my problem?
Spocks-cuddly-tribble wrote: Thu Apr 21, 2016 5:34 pm Alternatively, here is a simple hex code to disable system-specific random events, but keeping the Initial test for rebellions (see @1.2).

It's mistakenly part of the random events. The code for penalties for low morale is flawed:

viewtopic.php?f=242&t=1082#p18755

Code: Select all

trek.exe at 0x04B5B7 change 7E 27 to -> 90 90

044C1B7   jle   short select_event -> nop
You can disable this for AI, see above. :wink:
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Re: Monster Editing Info

Post by thunderchero »

I gave up editing monster/randoms a long time ago, most of the time it just ruins the games So I just turn them off.
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