Intel.bin; support/discussion/questions

Moderator: thunderchero

Post Reply
User avatar
Code Master
Code Master
Posts: 848
Joined: Sun Apr 27, 2008 2:00 am


Post by Spocks-cuddly-tribble » Mon Oct 10, 2011 2:30 pm


I just cracked the whole intel mechanics (will get its own topic ASAP). In case you're interested in UE support of intel.bin, here is a preview of its structure and some of the used ingame calculations:


lenght 0x1E0 = 5 blocks 96byte/0x60 per empire card-rom:

(all integer dword):

Code: Select all

+0    base multiplier for espionage attack threshold
+4    base multiplier for sabotage attack threshold
+8    4 bytes * 5 enemy empires(own empire value unused) multiplier for attack threshold
+1C   4 bytes * 5 difficulty level = multiplier for attack threshold
+30h  4 bytes * 8 empsInfo morale labels = security modifier% written to intelInfo+2C
+50h  4 bytes * 4 empsInfo treaty labels = attack threshold modifier written to intelInfo+4C
For 0x0 to 0x2F see sub_47E540:

[+0/+4] * [+8] * 0.01 * [+1C] * 0.01 -> results written to intelInfo [+4/+18]

sub_47DDC0 = check intel attack delay threshold(below) vs. area stockpile points:

(+X now intelInfo addresses)

1+[last area attack turnNumber]% * espionage/sabotage base[+4/+18] * treaty label behavior[+4C]%
I don't know how many bugs is too many but that point is reached somewhere before however many in BotF is.

Post Reply

Return to “Intel.bin”

Who is online

Users browsing this forum: No registered users