Page 1 of 3

Humankind

Posted: Wed Aug 18, 2021 8:36 pm
by aSwedishMagyar
So I caved and decided to make a full table. Only two options for scripts because that's all I can really think of at the moment.
GodMode takes care of almost everything except for the movement so there is also Inf Movement (even though you can toggle the inf movement bool for individual units). Enjoy!

Current Table:
Humankind.CT
22-08-2021
(163.82 KiB) Downloaded 2578 times

Update Log:
  1. Added in Inf Unit Health and some more selected unit pointers.
  2. Added some scripts and removed some pointers that had no effect. Please let me know which other pointers are unused/do not affect anything in-game so I can remove them as well.
  3. Added some more scripts, notably a Unlock Era Technologies script which you can select which era to unlock fully.

Current Options:
  • Pointers
    • AbstractMercuryCameraMover
      • LargeMouseMove
      • MinDeltaMove
      • LowMaxVelocity
      • HighMaxVelocity
      • EdgePanningMaxPropulsion
      • EdgePanningMaxMargin
      • EdgePanningMinMargin
      • EdgePanningDelay
      • EdgePanningAccelerationTime
      • AutoResetRotation
      • MaxRotationDegTheorical
    • MajorEmpire
      • MoneyNet
      • TerritoryCount
      • SettlementCount
      • CityCount
      • CapturedCityCount
      • OccupiedCityCount
      • CityInConstructionCount
      • LoanedArmyCount
      • RentedArmyCount
      • EraLevel
      • EmpireDioceseCount
      • TimeSinceLastReligionChange
      • PollutionNet
      • PollutionStock
      • ArmyMaximumSize
      • ArmyReinforcementCap
      • AirportUseOilPrerequisite
      • NomadicArmyGrowthLimit
      • lastArmyMaximumSize
      • lastArmyReinforcementCap
      • <Frame>k__BackingField
      • <Amplitude.Mercury.Simulation.ISimulationEntityWithSynchronization.NeedSynchronization>k__BackingField
      • IsAlive
      • IsAIBrainActivated
      • AreConstructibleCostModifiersDirty
      • EmpireWidePathfindingFlags
      • <IsControlledByHuman>k__BackingField
      • <IsReady>k__BackingField
      • gameDifficultyDescriptorsCount
      • Biases
      • PersonaQuality
      • GodCityCap
      • CityCap
      • ExtraCityCount
      • CityCountingTowardCap
      • TotalMoneyPerPopPerInfluencedTerritoryOnCapitalIncrease
      • TotalSciencePerPopPerInfluencedTerritoryOnCapitalIncrease
      • ResearchNet
      • MoneyStock
      • KnowledgeStock
      • KnowledgeThreshold
      • EraStarsCount
      • SumOfEraStars
      • ObservationSatellitesCount
      • FoodWorkplaceBonusGain
      • IndustryWorkplaceBonusGain
      • MoneyWorkplaceBonusGain
      • ScienceWorkplaceBonusGain
      • ExtensionCostCoef
      • SumOfPublicOrder
      • Stability
      • SumOfCulturalStrength
      • NumberOfCulturalOsmosisEvents
      • NumberOfCulturallyControlledTerritory
      • CulturalInfluenceCityCapUpkeep
      • InfluenceNet
      • InfluenceStock
      • WonderCulturalThreshold
      • WonderCulturalClaimedCount
      • WonderCulturalThresholdFactor
      • WonderBoostFromCultureAffinity
      • ScienceBoostFromCultureAffinity
      • MoneyBoostFromCultureAffinity
      • FarmerAbilityUseCount
      • RevolutionPointStock
      • RevolutionPointNet
      • SumOfStrategicResourceAccessCount
      • SumOfLuxuryResourceAccessCount
      • NumberOfEnactedCivic
      • CivicCostMultiplier
      • CivicCancelCostMultiplier
      • ResourceDepositSupremacyRatio
      • FameGainBonus
      • NumberOfNaturalWonderOwned
      • NumberOfUnlockedTechnologies
      • NumberOfAvailableTechnologies
      • NumberOfLockedByTechnologyTechnologies
      • NumberOfLockedByEraTechnologies
      • SumOfPopulationAndUnits
      • SumOfPopulation
      • SumOfUnits
      • NumberOfPatronedMinorFactions
      • StateReligionHolySiteCount
      • ReformationFollowerPercent
      • BonusSciencePerRansack
      • BonusFoodPerRansack
      • BonusMoneyPerRansack
      • BonusFamePerRansack
      • BonusInfluencePerRansack
      • BonusPopulationPerRansack
      • BonusMoneyWhenBeingRansacked
      • RansackOwnershipFactor
      • BonusMoneyFromSpoilOfWars
      • MilitaryForceCount
      • NumberOfTimeCulturalAffinityUsed
      • ChangeCapitalCooldown
      • BuyerLicenseCostReduction
      • SellerLicenseCostReduction
      • BuyerLicenseCostBonusGain
      • SellerLicenseCostBonusGain
      • PrebuiltSiegeEngine
      • ForeignReligionStrengthMultiplier
      • FameScore
      • SurrenderMoneyMultiplier
      • GrievanceMoneyMultiplier
      • BonusPublicOrderOnSettlement
      • CulturalEraStarFameMultiplier
      • TechnologicalEraOffset
      • DiplomaticRelationPeaceCount
      • DiplomaticRelationAllianceCount
      • DiplomaticRelationReceivedWarCount
      • DiplomaticRelationDeclaredWarCount
      • ConsecutiveTurnEndedInMoneyDeficit
      • ConsecutiveTurnEndedInInfluenceDeficit
      • UnitCollectionUpkeep
      • ResourceDepositInvestmentStock
      • ResourceDepositInvestmentThreshold
      • NumberOfResourceDepositInvestmentDone
      • ProductionBuyoutCostMultiplier
      • TurnWhenLastTreatyProposed
      • TurnWhenLastCapitalChanged
      • BattleWonCount
      • MaxKnownTenetTier
      • OriginalContinentIndex
      • NationalProjectsFrame
      • ExoticAbilityFlags
      • Bits
      • MiscFlags
      • ExoticDiplomaticAbilities
      • PendingEliminationInitiator
      • EliminationInitiator
      • EliminationCountdown
      • AreEliminationConditionsDirty
      • BattleAutoDeployment
      • EmpireEndGameStatus
      • StealTerritoryActionCooldown
      • CultureAffinityCooldown
      • StealPopulationCooldown
      • RaiseReservistCooldown
    • Get Current Selected Unit
      • ArmyScreen_ArmyActionsPanel
        • infiniteMovementRatioToggled
      • Army
        • Unit
          • VisionRange
          • DetectionRange
          • VisionHeight
          • HitPoints
          • AttackRange
          • LeaderPriority
          • HealthRegen
          • HealthRegenAfterBattle
          • ZoneOfControlDistance
          • SiegeWorksNet
          • ExperienceGainMultiplier
          • LostAtSeaDamageRatio
          • TrespassingDamageRatio
          • SpecialtyLevel
          • BaseStrength
          • CombatStrength
          • AntiAirCombatStrength
          • DistrictCombatStrengthBonus
          • HealthRatio
          • MovementRatio
          • VeterancyLevel
          • UnitsKilled
          • SpoilOfWarGains
          • LandSpeed
          • NavalSpeed
          • LandVisionRange
          • LandAttackRange
          • LandLeaderPriority
          • LandSiegeWorksNet
          • LandCombatStrength
          • TransportVisionRange
          • TransportAttackRange
          • TransportLeaderPriority
          • TransportSiegeWorksNet
          • TransportCombatStrength
          • RansackCombatStrengthBonus
          • BombardCenterStrengthBonus
          • BombardSplashStrengthBonus
          • StrikeRadius
          • UnitUpkeep
          • Experience
        • VisionRange
        • DetectionRange
        • VisionHeight
        • ZoneOfControlDistance
        • RansackDurationReduction
        • RansackCombatStrengthBonus
        • RansackBountyGlobalFactor
        • RansackBountyToScienceFactor
        • RansackBountyToFoodFactor
        • RansackBountyToMoneyFactor
        • RansackBountyToFameFactor
        • RansackBountyToInfluenceFactor
        • RansackBountyToPopulationFactor
        • BonusMoneyPerCuriosity
        • State
        • AwakeState
        • GrowthStock
        • GrowthLimit
        • AutoExplore
      • BattleUnit
        • IsInvincible
        • CombatHealthRatio
        • UnstackWorldPosition
        • ZoneOfControlIndex
        • VisionAllocatorIndex
        • MovementRatioBattle
        • <EmpireIndex>k__BackingField
        • <LockedByBattleOrderIndex>k__BackingField
        • <AttackDamage>k__BackingField
    • Get Current Selected Settlement
      • Settlement
        • MyDiocese
        • Dioceses
        • Boroughs
        • SynergyDefinitions
        • ConstructibleCostModifiers
        • ActionCostModifiers
        • ExperienceModifiers
        • FoodProduced
        • GrowthNet
        • InfluencePerPopulation
        • ProductionNet
        • MoneyNet
        • ScienceNet
        • PublicOrderTarget
        • PopulationConsumption
        • MaxPopulationGainedPerTurn
        • MaxPopulationLostPerTurn
        • TerritoryExtensionInstability
        • PublicOrderCurrent
        • PublicOrderPositiveTrend
        • PublicOrderNegativeTrend
        • CrisisProgressionDelay
        • Population
        • QueuedPopulation
        • InvestedPopulation
        • UnemployedPopulation
        • TotalGainedPopulation
        • PopulationLimit
        • PopulationAssignedToFood
        • PopulationAssignedToIndustry
        • PopulationAssignedToMoney
        • PopulationAssignedToScience
        • GrowthGain
        • GrowthLoss
        • MigrationMinDelay
        • MigrationMaxDelay
        • MigrationMinNumber
        • MigrationMaxNumber
        • DeathMinDelay
        • DeathMaxDelay
        • DeathMinNumber
        • DeathMaxNumber
        • CityLevel
        • FoodWorkplaceGainPerPopulation
        • IndustryWorkplaceGainPerPopulation
        • MoneyWorkplaceGainPerPopulation
        • ScienceWorkplaceGainPerPopulation
        • FoodWorkplaceNumberOfSlots
        • IndustryWorkplaceNumberOfSlots
        • MoneyWorkplaceNumberOfSlots
        • ScienceWorkplaceNumberOfSlots
        • TerritoryCount
        • VillageCount
        • AttachCostCoef
        • AttachCostModifier
        • DiocesesCount
        • ExtensionDistrictsCount
        • ExtensionDistrictsInConstructionCount
        • GoodEventProbabilityMultiplier
        • BadEventProbabilityMultiplier
        • Fortification
        • FortificationLevel
        • MoneyGainPerTradeRoad
        • TradeRoadCount
        • LandTradeRoadsCount
        • NavalTradeRoadsCount
        • AirTradeRoadsCount
        • LuxuryResourceTradeRoadsCount
        • StrategicResourceTradeRoadsCount
        • OsmosisPerTurnMultiplier
        • CultureConversionModifier
        • ReligionConversionModifier
        • OwnerCulturalInfluenceRatio
        • ForeignCulturalInfluenceRatio
        • CulturalOsmosisScore
        • OwnerCultureStrength
        • ScienceModeBonus
        • NumberOfAdditionalMilitia
        • MilitiaVeterancyLevel
        • MilitiaFatigueNet
        • ExperienceGainOnUnitCreation
        • DistanceInTerritoryToCapital
        • ProcessionMoneyCost
        • EmpireWideConstructionProductionBoost
        • ProductionFromCuttingTreesMultiplier
        • PollutionNet
        • TurnToSteal
        • MilitiaInstantiatedCount
        • PoolAllocationIndex
        • AssignedPopulation
        • IsOverpopulated
        • GrowthStock
        • SettlementStatus
        • AwakeState
        • IsCapital
        • WorldPosition
        • FoundationTurn
        • AvailableConstructionsDirtyStatus
        • PopulationAssignmentPolicyDefinitionName
        • NumberOfTurnsWithoutDeath
        • NumberOfTurnsBeforeDeath
        • GodPublicOrderDelta
        • CrisisInfoIndex
        • CulturalOsmosisEventIndex
        • AvailableConstructionsCount
        • AreConstructibleCostModifiersDirty
        • AskAdvice
  • Scripts
    • God Mode
    • Inf Unit Health
    • Inf Movement
    • Inf Money
    • Inf Population
    • Unlock Selected Era Technologies
    • No Pollution Gain
    • Modify Unit Experience Gain
      • Multiplier
    • Modify Influence Gain
      • Multiplier
    • Modify Money Gain
      • Multiplier
    • Modify Research Gain
      • Multiplier
    • Modify Resource Gain
      • Multiplier




Old Files
Humankind.CT
20-08-2021
(111.61 KiB) Downloaded 211 times
Humankind.CT
19-08-2021
(112.77 KiB) Downloaded 85 times
Humankind.CT
18-08-2021
(90.38 KiB) Downloaded 83 times

Re: Humankind

Posted: Wed Aug 18, 2021 8:41 pm
by Epicmarkvan
Hey, thanks man! Appreciate your hard work.

Re: Humankind

Posted: Wed Aug 18, 2021 10:30 pm
by lemaun
Thank you!

Re: Humankind

Posted: Wed Aug 18, 2021 11:45 pm
by Darkedone02
This table is not very stable, some options causes the game to freeze up completely, for example the bonusworkplace, all 4 of them

Re: Humankind

Posted: Thu Aug 19, 2021 4:10 pm
by CompactDisc
Do you recon you could add the 'LeaderUnit' pointer under the army as well, with all the values that go with it?
Altering health, veterancy levels, base strength, things like that could be useful.

Re: Humankind

Posted: Thu Aug 19, 2021 8:08 pm
by aSwedishMagyar
CompactDisc wrote:
Thu Aug 19, 2021 4:10 pm
Do you recon you could add the 'LeaderUnit' pointer under the army as well, with all the values that go with it?
Altering health, veterancy levels, base strength, things like that could be useful.
Done. Also realized the so-called GodMode didn't actually give units inf health so I added an Inf Unit Health option as well.

Re: Humankind

Posted: Thu Aug 19, 2021 8:30 pm
by CompactDisc
aSwedishMagyar wrote:
Thu Aug 19, 2021 8:08 pm
CompactDisc wrote:
Thu Aug 19, 2021 4:10 pm
Do you recon you could add the 'LeaderUnit' pointer under the army as well, with all the values that go with it?
Altering health, veterancy levels, base strength, things like that could be useful.
Done. Also realized the so-called GodMode didn't actually give units inf health so I added an Inf Unit Health option as well.
Haha, pretty ironic that :P

I wish there was some documentation on the options of GodMode though.
I accidentally found a way to tagswitch between empires through a hotkey but I can't for the life of me find it again. And I'm sure there are many more hidden abilities somewhere to be found.

Re: Humankind

Posted: Thu Aug 19, 2021 8:39 pm
by aSwedishMagyar
CompactDisc wrote:
Thu Aug 19, 2021 8:30 pm
I wish there was some documentation on the options of GodMode though.
I accidentally found a way to tagswitch between empires through a hotkey but I can't for the life of me find it again. And I'm sure there are many more hidden abilities somewhere to be found.
Use Ctrl+1(not numpad) then use the numbers to select which Empire you want to play as. Can basically play as one for a few round and then effectively 'switch teams'.

Re: Humankind

Posted: Fri Aug 20, 2021 12:02 am
by CompactDisc
aSwedishMagyar wrote:
Thu Aug 19, 2021 8:39 pm
CompactDisc wrote:
Thu Aug 19, 2021 8:30 pm
I wish there was some documentation on the options of GodMode though.
I accidentally found a way to tagswitch between empires through a hotkey but I can't for the life of me find it again. And I'm sure there are many more hidden abilities somewhere to be found.
Use Ctrl+1(not numpad) then use the numbers to select which Empire you want to play as. Can basically play as one for a few round and then effectively 'switch teams'.
Thanks for the tip :D

Re: Humankind

Posted: Fri Aug 20, 2021 2:16 am
by Guanfei
Is there a cheat there to give us as many ressources as we want?
"Resource**AccessCount" doesn't change anything ingame.

Re: Humankind

Posted: Fri Aug 20, 2021 9:23 am
by eternien
First thank for the table, I haven't tried everything yet but some of the options seems to work nice.
But like Guanfei say "Resource Access Count" doesn't change anything same thing for "PollutionNet"
and "PollutionStock"

Just to add that at first i try myself to have plenty of gold and inlfuence by following the video tutorial on Youtube,
but it never worked. It's a little frustrating I can't figure out what I'm doing wrong, but hey luckily people more talented than me are there to make correct tables, so thank you again for that. ^_^

Re: Humankind

Posted: Fri Aug 20, 2021 7:33 pm
by Ravioli
PollutionNet and PollutionStock are working perfectly for me. Just tested it out.

In addition to this, I've been trying to find a way to change the total amount of pollution in the game but couldn't find anything through Cheat Engine. Not even through Pointer Scans - well as much as my limited knowledge with CE goes.

Is there a way you could do this? My AI are pumping a fuck ton of pollution and they're permanently ending my game by rendering the world uninhabitable.

Re: Humankind

Posted: Fri Aug 20, 2021 10:09 pm
by LegendZero88
there's a slight problem with selecting units (works for only the first one)
thanks for the great work

Re: Humankind

Posted: Sat Aug 21, 2021 1:09 am
by Impala
Pollution in this game is such cancer, I can make a script to make it not increase, but it won't be as clean if swedish does it

Re: Humankind

Posted: Sat Aug 21, 2021 2:23 am
by nemesis688
Anyone know if its possible to take control of an independent faction? I have an eternal siege going on between and independent and a dead AI player. I had a different eternal siege that I was able to end by switching to the AI and forcing it to continue but if the AI is already dead then you just get a game over screen and can't interact with the the game map.