1/ Pulsars. in my game i have replaced teh radio pulsar with a 'stellar expanse'. I had hoped i could figure out a way to stop the rotating sensor dead zone to a complete dead zone on and including the sorounding 8 sectors. I have looked at this thread...
viewtopic.php?f=9&t=58&sid=5827bca23695 ... 72ad0aace3
I blindly edited all 20 four byte values to E0 FF FF FF which i had hoped would mean at all times scan abilities in that area would at all times be -32. It did not work. If anybody has any suggestions i would welcome them.Anomaly effect base values:
Code:
0047C94B sub ebp, 8 // neutron star
0047C924 sub ebp, 40h // nebula (1 byte signed, see below)
0047C88D mov ebx, 0FFFFFFE0h // black hole (-32)
0047C8D6 mov ebx, 0FFFFFFF0h // X-ray pulsar (-16)
00590F7C-00590FCB -> 20 four byte values // radio pulsar
2/ AI Task Modifiers. I have to admit i have tried editing the colonize modifier in the past and i saw no change. I have taken a 144byte chunk from teh trek exe. From what i understand this chunk is a full table of just one empire. I believe that it should be the Cardassian table. Following the instructions in the link below i (originally) edited the first 2 bytes posted below. as the post stats that each modifier is 2 bytes and there seems to be 52 modifers. simply. I would like to know more. where 'explore (0)' starts and if they are one after another. i should be able to get my bearings from there.
viewtopic.php?f=4&t=2401&sid=5827bca236 ... 72ad0aace3
0a 00 0a 00 0a 00 0a 00 0a 00 0a 00 0a 00 05 00 02 00
00 00 00 00 00 00 00 00 00 00 07 00 07 00 07 00 09 00
0a 00 0a 00 0a 00 0a 00 0a 00 0a 00 0a 00 0a 00 0a 00
04 00 06 00 05 00 05 00 05 00 02 00 03 00 03 00 03 00
09 00 09 00 0a 00 0a 00 09 00 09 00 09 00 09 00 09 00
0a 00 0a 00 08 00 0a 00 0a 00 0a 00 0a 00 0a 00 0a 00
05 00 05 00 06 00 06 00 06 00 08 00 0a 00 08 00 08 00
03 00 03 00 03 00 04 00 04 00 00 00 08 00 0a 00 06 00
Thank you for your time.