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[REQ] Colony Siege

Posted: Wed Nov 25, 2020 12:58 pm
by arroyao
Game Name: Colony Siege.
Game Engine: I dont know.
Game Version: Update #2.
Options Required:God mode for estructures and army, infinite money, no limits towers, infinite resources and unlock all towers.
Steam Website:
Other Info: God mode its the priority if its possible. Many thanks.

Re: [REQ] Colony Siege

Posted: Wed Nov 25, 2020 11:55 pm
by jfowler11
I would like to see this trainer as well. For now, METAL is FLOAT and CREDITS is 4BYTE values as shown.

Re: [REQ] Colony Siege

Posted: Thu Nov 26, 2020 9:56 am
by arroyao
Metal = acquired.
Credits = acquired.
Thanks.

Now it time to go for god mode. ;)

Re: [REQ] Colony Siege

Posted: Thu Nov 26, 2020 1:51 pm
by ghostxdreams
what i am doing is find the value under float for the commander ship let your ship get hit press pause find the changed health number now it's god mode

Re: [REQ] Colony Siege

Posted: Fri Nov 27, 2020 9:24 am
by arroyao
ghostxdreams wrote:
Thu Nov 26, 2020 1:51 pm
what i am doing is find the value under float for the commander ship let your ship get hit press pause find the changed health number now it's god mode
I've tried but can't find it. :mellow:

Re: [REQ] Colony Siege

Posted: Fri Nov 27, 2020 9:41 pm
by panraven
c*dex v1.20.1 64bit table
cs__Colony_Siege.CT
(11.54 KiB) Downloaded 208 times
- add metal on buy tower
- minimum credit, on buy
- dmg mul
- cooldown mul
- ready timer

Re: [REQ] Colony Siege

Posted: Sat Nov 28, 2020 2:09 pm
by arroyao
panraven wrote:
Fri Nov 27, 2020 9:41 pm
c*dex v1.20.1 64bit tablecs__Colony_Siege.CT
- add metal on buy tower
- minimum credit, on buy
- dmg mul
- cooldown mul
- ready timer
Working perfectly.
God mode works halfway. But it helps.

Many thanks for your time and your great work. :roll:

Re: [REQ] Colony Siege

Posted: Tue Dec 01, 2020 2:30 pm
by ign1z
thanks a lot for the script,
but how the cooldown mult work ? it doesnt seems to make any difference on-game ...
if possible, can you add multiplier for tower attack cooldown ?
thx

Re: [REQ] Colony Siege

Posted: Wed Dec 02, 2020 3:27 am
by panraven
ign1z wrote:
Tue Dec 01, 2020 2:30 pm
thanks a lot for the script,
but how the cooldown mult work ? it doesnt seems to make any difference on-game ...
if possible, can you add multiplier for tower attack cooldown ?
thx
Oops, you are right, the cheat not working,
I can't remember why I included it.
I tried again, but can't found any worth thing.

For whom want to tried,
the placed tower instance with range, shot-per-sec and blast-radius, they can be found by group scan with
f:range w:104 f:shot-persec f:blast-radius
(w:104 means skip 104 bytes)
eg.
tier1 shotgun tower f:190.0 w:104 f:2.0 f:60.00
tier1 pounder trap f:325.0 w:104 f:0.250 f:60.00
tier1 sniper tower f:450.0 w:104 f:0.400 f:0.00

but the shot-persec seems derived from something else and not actually used on shot calculation,
which may be some-kind of shot-delay where
shot-delay = 1/shot-persec

Re: [REQ] Colony Siege

Posted: Thu Jan 07, 2021 6:36 am
by ign1z
maybe can you point the structures from the HP ( condition ) of the tower ?
because i seem have trouble finding the group data / structures of a tower...