Kingdoms And Castles

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panraven
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Kingdoms And Castles

Post by panraven » Sat May 20, 2017 8:27 pm

+ 64 bit table for v1.06 & ce 6.7+
Content is similar
Tested a giant map +180x+180 = 200x200 in this version, seems ok.
+ add a few more tick manipulation on villagers.
They have a definite Life Span which decrease with tick,
and there is age which increase with tick.
Now the changing rate can be modified, the rate stack with the
villager mov/act tick multiplier.
Add also a wrap-age thing so that they can be rejuvenated age cycle.

fixed for v1.05r1
32 bit table for ce 6.6+ using mono feature, the game seems still buggy may hang just by changing focus.
Image
Attachments
KingdomsAndCastles_x64.CT
64 bit table for ce 6.7+
(16.1 KiB) Downloaded 884 times
KingdomsAndCastles_.CT
32 bit for v1.05r1
(10.28 KiB) Downloaded 909 times
Last edited by panraven on Mon Sep 25, 2017 6:38 am, edited 3 times in total.

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hentai-sama
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Re: Kingdoms And Castles

Post by hentai-sama » Mon May 29, 2017 5:04 pm

Nice, specialy i like Villager teleport, its make pawns so fast xD.

GamingKing94
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Re: Kingdoms And Castles

Post by GamingKing94 » Thu Jul 20, 2017 10:34 pm

I can't open the 'Update_TimeScale'? Can you help me out?

LordanS
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Re: Kingdoms And Castles

Post by LordanS » Fri Jul 21, 2017 8:01 am

Anyone knows how the values are stored? Simple searches (4bytes, float, etc) show results but they're not changeable. I believe there is a "base" value, perhaps multiplied/divided or something of the sort, but so far my attempts haven't resulted in anything.

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The Mogician
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Re: Kingdoms And Castles

Post by The Mogician » Fri Jul 21, 2017 11:59 am

WorldSize_Adder (on new game) and Update_TimeScale do not seem to be working

oliverinvictus
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Re: Kingdoms And Castles

Post by oliverinvictus » Fri Jul 21, 2017 6:06 pm

LordanS wrote:
Fri Jul 21, 2017 8:01 am
Anyone knows how the values are stored? Simple searches (4bytes, float, etc) show results but they're not changeable. I believe there is a "base" value, perhaps multiplied/divided or something of the sort, but so far my attempts haven't resulted in anything.
Hi! You can cheat if you build a granary for example. Lets say the peasant start to fill up the granary. Max. cap. is 200. You can find the value for food like that, and always refill the granary to the max. 200. You can see the food in the granary by clicking on the building. Hope that helps!

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hentai-sama
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Re: Kingdoms And Castles

Post by hentai-sama » Fri Jul 21, 2017 6:39 pm

The Mogician wrote:
Fri Jul 21, 2017 11:59 am
WorldSize_Adder (on new game) and Update_TimeScale do not seem to be working
Yea same here.

LordanS
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Re: Kingdoms And Castles

Post by LordanS » Sun Jul 23, 2017 7:12 am

oliverinvictus wrote:
Fri Jul 21, 2017 6:06 pm
LordanS wrote:
Fri Jul 21, 2017 8:01 am
Anyone knows how the values are stored? Simple searches (4bytes, float, etc) show results but they're not changeable. I believe there is a "base" value, perhaps multiplied/divided or something of the sort, but so far my attempts haven't resulted in anything.
Hi! You can cheat if you build a granary for example. Lets say the peasant start to fill up the granary. Max. cap. is 200. You can find the value for food like that, and always refill the granary to the max. 200. You can see the food in the granary by clicking on the building. Hope that helps!
Thanks, mate! That helped. =)

Zozinhu
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Re: Kingdoms And Castles

Post by Zozinhu » Sun Jul 23, 2017 12:55 pm

hentai-sama wrote:
Fri Jul 21, 2017 6:39 pm
The Mogician wrote:
Fri Jul 21, 2017 11:59 am
WorldSize_Adder (on new game) and Update_TimeScale do not seem to be working
Yea same here.
Mew too

srattex
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Re: Kingdoms And Castles

Post by srattex » Mon Jul 24, 2017 12:16 am

panraven wrote:
Sat May 20, 2017 8:27 pm
32 bit table for ce 6.6+ using mono feature, the game seems still buggy may hang just by changing focus.
Hey there, can you please update this table...Thanks mate :mrgreen:

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Pongozila
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Re: Kingdoms And Castles

Post by Pongozila » Mon Jul 24, 2017 12:57 am

Heya guys, I know my table is completely different and far from what the original is, but it's what I can contribute. Hope this helps you guys until OP updates the table. :lol:

Table for 104g
+No Resource Loss (4b)
+Houses Resources
+Gold

EDIT: Changed gold code so you always gain gold even when spending.
Attachments
KingdomsAndCastles.CT
(19.13 KiB) Downloaded 1359 times
Last edited by Pongozila on Wed Jul 26, 2017 10:37 pm, edited 1 time in total.

srattex
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Re: Kingdoms And Castles

Post by srattex » Tue Jul 25, 2017 1:15 am

Pongozila wrote:
Mon Jul 24, 2017 12:57 am
Heya guys, I know my table is completely different and far from what the original is, but it's what I can contribute. Hope this helps you guys until OP updates the table. :lol:

Table for 104g
+No Resource Loss (4b)
+Houses Resources
+Gold
Thanks mate, much appreciated!

Sarkon
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Re: Kingdoms And Castles

Post by Sarkon » Wed Jul 26, 2017 12:53 am

Pongozila wrote:
Mon Jul 24, 2017 12:57 am
Heya guys, I know my table is completely different and far from what the original is, but it's what I can contribute. Hope this helps you guys until OP updates the table. :lol:

Table for 104g
+No Resource Loss (4b)
+Houses Resources
+Gold
Thank you very much for the table, but was wondering if there was a way to let the gold script allow incoming gold too?

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hentai-sama
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Re: Kingdoms And Castles

Post by hentai-sama » Wed Jul 26, 2017 1:13 pm

Doesnt seem like panraven gonna update this table, pff totemo zan'nendesu.

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Pongozila
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Re: Kingdoms And Castles

Post by Pongozila » Wed Jul 26, 2017 10:37 pm

Sarkon wrote:
Wed Jul 26, 2017 12:53 am
Thank you very much for the table, but was wondering if there was a way to let the gold script allow incoming gold too?
Done!
Changed gold code so you always gain gold even when spending.

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