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Kingdoms And Castles

Posted: Sat May 20, 2017 8:27 pm
by panraven
+ 32 bit table for v1.08 & ce 6.7+

- WorldSizeAdder now is WorldSizeSetter, minimum size should be around 10.
- In MENU>table>Lua Engine, executing the script [ genProfile... ] will print an AA script of current setting, edit it to remove some obvious unreadable address and paste it in a c&p aa script (wrap between [ENABLE] & [DISABLE]) to conveniently change setting. Read the Sample Profile script plz.

+ 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.
old content picture, may remove later
Image

Re: Kingdoms And Castles

Posted: Mon May 29, 2017 5:04 pm
by hentai-sama
Nice, specialy i like Villager teleport, its make pawns so fast xD.

Re: Kingdoms And Castles

Posted: Thu Jul 20, 2017 10:34 pm
by GamingKing94
I can't open the 'Update_TimeScale'? Can you help me out?

Re: Kingdoms And Castles

Posted: Fri Jul 21, 2017 8:01 am
by LordanS
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.

Re: Kingdoms And Castles

Posted: Fri Jul 21, 2017 11:59 am
by The Mogician
WorldSize_Adder (on new game) and Update_TimeScale do not seem to be working

Re: Kingdoms And Castles

Posted: Fri Jul 21, 2017 6:06 pm
by oliverinvictus
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!

Re: Kingdoms And Castles

Posted: Fri Jul 21, 2017 6:39 pm
by hentai-sama
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.

Re: Kingdoms And Castles

Posted: Sun Jul 23, 2017 7:12 am
by LordanS
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. =)

Re: Kingdoms And Castles

Posted: Sun Jul 23, 2017 12:55 pm
by Zozinhu
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

Re: Kingdoms And Castles

Posted: Mon Jul 24, 2017 12:16 am
by srattex
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:

Re: Kingdoms And Castles

Posted: Mon Jul 24, 2017 12:57 am
by Pongozila
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.

Re: Kingdoms And Castles

Posted: Tue Jul 25, 2017 1:15 am
by srattex
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!

Re: Kingdoms And Castles

Posted: Wed Jul 26, 2017 12:53 am
by Sarkon
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?

Re: Kingdoms And Castles

Posted: Wed Jul 26, 2017 1:13 pm
by hentai-sama
Doesnt seem like panraven gonna update this table, pff totemo zan'nendesu.

Re: Kingdoms And Castles

Posted: Wed Jul 26, 2017 10:37 pm
by Pongozila
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.