Yes, Sir!DCER wrote:Flocke update the info
all about editing savegames
Moderator: thunderchero
I'd like to raise a serious point here.
As it is now, we can change the player race in UE for any savegame file, but this won't affect the AI settings. This leaves the playerrace from the initial save without AI and keeps the AI developing and exploring for the new set player race.
The question would be, how can one transfer the AI from one Major race to another?
As it is now, we can change the player race in UE for any savegame file, but this won't affect the AI settings. This leaves the playerrace from the initial save without AI and keeps the AI developing and exploring for the new set player race.
The question would be, how can one transfer the AI from one Major race to another?
Dominion Wars - Scenario
to be released for UDM3.0.1a !
to be released for UDM3.0.1a !
You need this to extract the files: viewtopic.php?name=Forums&file=viewtopic&t=22&start=0
Open the save game then go to Edit->Other->Files
Then you can open those files with a hex editor. After you're done add them back into the saved game with Ultimate Editor.
Open the save game then go to Edit->Other->Files
Then you can open those files with a hex editor. After you're done add them back into the saved game with Ultimate Editor.
I'll walk you through it.
1. Run Ultimate Editor by double clicking on UE or UE.jar
2. Go to File->Open, select a saved game (file ending with .sav) and click open
3. now you'll have additional options under the Edit menu, go to Edit->Other->Files
4. Find the file you're looking for on the list, select it then click on Extract. Select the directory you want to extract to and click Extract.
5. Open the extracted file with a hex editor and do your changes
6. Click on Add in UE (in Edit->Other->Files), find the file you extracted before and click Add
7. Click File->Save, to save changes
Hope this helps.
1. Run Ultimate Editor by double clicking on UE or UE.jar
2. Go to File->Open, select a saved game (file ending with .sav) and click open
3. now you'll have additional options under the Edit menu, go to Edit->Other->Files
4. Find the file you're looking for on the list, select it then click on Extract. Select the directory you want to extract to and click Extract.
5. Open the extracted file with a hex editor and do your changes
6. Click on Add in UE (in Edit->Other->Files), find the file you extracted before and click Add
7. Click File->Save, to save changes
Hope this helps.
Last edited by DCER on Fri May 29, 2009 3:30 am, edited 1 time in total.
- Flocke
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NCC1707C wrote:how do you get UltraEdit to extract a sav file?
You aren't trying to do this with UltraEdit, are you?NCC1707C wrote:I must be doing something very wrong.
If you are using it, read DCER's answers again, follow his link and download UltimateEditor instead.
btw, showing pictures is easy, just search for a picture upload page in the web or use a file hoster like rapidshare or 4shared, upload your picture and link it in your post. You could start a discussion in the Off Topic (Edit: oops, we don't have one, so General Chat must fit) section about preferred pages, I think there is none yet...
- Spocks-cuddly-tribble
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Re: all about editing savegames
GshipList
Experience bonus for (barring inconsistencies due to bugs):
0x2C = Beam Accuracy
0x30 = Torpedo Accuracy
0x34 = Defense
0x44 = Crew Experience Level (0=green,.. , 4=legendary) accessed for stars, raid, intercept & damage control.
0x52 = shipID (shiptech/shiplist.sst)
I don’t think ship type (00/scout, 01/destroyer…) is stored in the GshipList. So the questions is: 0x2A = ? (shipID see above). Or do you mean some sort of internal ID e.g. in order of production date (or position in tasforce)?
All in all great work , but please doublecheck 0x2A & 0x52.Flocke wrote:Offset 0x002A to 0x002B = shipID
Offset 0x002C to 0x0037 = unknown
…
Offset 0x0044 to 0x0047 = crew training displayed points beside ship icon in fleet panel
…
Offset 0x0052 to 0x0055 = ship type (in same order as in stbof.res and UE)
Experience bonus for (barring inconsistencies due to bugs):
0x2C = Beam Accuracy
0x30 = Torpedo Accuracy
0x34 = Defense
0x44 = Crew Experience Level (0=green,.. , 4=legendary) accessed for stars, raid, intercept & damage control.
0x52 = shipID (shiptech/shiplist.sst)
I don’t think ship type (00/scout, 01/destroyer…) is stored in the GshipList. So the questions is: 0x2A = ? (shipID see above). Or do you mean some sort of internal ID e.g. in order of production date (or position in tasforce)?
I don't know how many bugs is too many but that point is reached somewhere before however many in BotF is.
- Flocke
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Re: all about editing savegames
Thanks.Spocks-cuddly-tribble wrote:All in all great work
The shipID I'm talking of is to identify the ship as a single individual object throughout the whole game, just like a production date, right, and you won't find a second ship with same ID, no matter which type or category or race.Spocks-cuddly-tribble wrote:0x52 = shipID (shiptech/shiplist.sst)
I don’t think ship type (00/scout, 01/destroyer…) is stored in the GshipList. So the questions is: 0x2A = ? (shipID see above). Or do you mean some sort of internal ID e.g. in order of production date (or position in tasforce)?
(If you find another one, it's the data fragments of later turns I've talked about which didn't get deleted when ships got removed and kept as outdated double entries in the end of the list)
I can understand you've called the "ship-type" I've been talking of an "ID", but it's an ID for the ship model and for the ship construction - the ship stats. I prefer calling it a ship type and would call it the category to differenciate whether it's a scout or destroyer or command ship or whatever. But if it's clearer, tell me how to name it. I didn't like "model" cause I know the 3D models partially are shared so the term "ship model" is already in use as well.
But 0x2A will keep "shipID" cause it just makes sense and is used to identify objects throughout different files of the save just like all the other IDs mentioned...
Edit: Actually, the shipID you think of doesn't identify the ship, but the manufacturing type - that's why I called it a type.
- Spocks-cuddly-tribble
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Thanks for the explanation.
It isn't a matter of the "best" term, but shortest way to reach clarification. First reading I misinterpreted 0x2A=shiplistID, 0x44=stored as 1-5(number of stars) & 0x52=type/ship-function/AI-role.
The terms aren’t that important to me, but I’d suggest an additional referrence (or example) to establish clarity. For instance:
Offset 0x002A to 0x002B = shipID (NOT shiplist.sst ID)
Offset 0x0052 to 0x0055 = ship type (or ID same as in shiptech.sst)
(I refer here to shiptech and not to shiplist because shipfunction/AI-role isn’t stored there. So its clear what is meant.)
It isn't a matter of the "best" term, but shortest way to reach clarification. First reading I misinterpreted 0x2A=shiplistID, 0x44=stored as 1-5(number of stars) & 0x52=type/ship-function/AI-role.
The terms aren’t that important to me, but I’d suggest an additional referrence (or example) to establish clarity. For instance:
Offset 0x002A to 0x002B = shipID (NOT shiplist.sst ID)
Offset 0x0052 to 0x0055 = ship type (or ID same as in shiptech.sst)
(I refer here to shiptech and not to shiplist because shipfunction/AI-role isn’t stored there. So its clear what is meant.)
I don't know how many bugs is too many but that point is reached somewhere before however many in BotF is.
- Spocks-cuddly-tribble
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Re: all about editing savegames
By your command:Flocke wrote:but hopefully you all add the missing parts
EmpsInfo
Offset 0x0060 to 0x0063 = number of running dilithium sources
Offset 0x0064 to 0x0067 = number of ships under construction
GShipList - without “experience bonus for â€
I don't know how many bugs is too many but that point is reached somewhere before however many in BotF is.