Yes I use that wiki religiously now, and perhaps the one in the UE topic more, but still dont really understand a few things (perhaps they are not explained in deatails)
I believe what you are referring to is this where 0x20 = the Acamarians.
Offset 0x0020 = known races (bitwise XOR with 0x01 = card, 0x02 = fed, 0x04 = ferg, 0x08 = kling, 0x10 = rom, 0x20 = acam ...)
I just want to confirm that each raceID in these examples are doubled exponentially? The difference between Klingons and Romulans is 16, the difference between Romulans and Acamarians is 32, so this means the difference between Acamarians and next race would be 64, correct, and then 128, 256, and so on until reaching the end of the races, if my math is correct?
Code: Select all
05h = 20 00 00 00(32)
06h = 40 00 00 00
07h = 80 00 00 00
08h = 00 01 00 00
09h = 00 02 00 00
0Ah = 00 04 00 00
0Bh = 00 08 00 00
0Ch = 00 10 00 00
0Dh = 00 20 00 00
0Eh = 00 40 00 00
0Fh = 00 80 00 00
10h = 00 00 01 00
11h = 00 00 02 00
12h = 00 00 04 00(262144)
Another question, would there be some list that lists all the racesID's in this scenario? We already know raceID's by true ID, but I don't think I've seen much info wrt to these obfuscated raceIDs.
Spocks-cuddly-tribble wrote: ↑Mon Jan 29, 2024 12:59 pm
Possible but, as told, a lot of work due to many codes, each location requires dynamic recoding efforts.
There are only the 6 offset pointer loaded from alienInfo for the bitwise xor. I would simply cmp inhabitant to get the correct variable for the correct raceID, as I had done with your wonderful Borg racename change mod
It seems like a lot less work than adding galaxy shapes
In short, I am looking for alienInfo loaded and some xor to the alienInfo+offsetEDO (id obfuscated)
However, the confusion arises when seeing Offset 0x0018 = starID of homesystem. Leads me to believe the ID are from 00-1F. I'm not sure where to go from here. I now believe this is the random value assigned to inhabited systems during galaxy generation and colonization.
Yes there is the possibility of disabling all the race checking stuff, but I feel like THAT is a lot more work, because then I would have to copy the Gomtuu alien to the relocation table and repurpose that for the "new Edo multiple Gods", change retreat > attack, and increase the hail chance to around 75%, to giving a 25% of attack on hail. Or if enemy weapons are unlocked, override and attack every time (hail vs monster would still get the 25% chance)