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Pharaoh + Cleopatra

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BlackPrince
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Pharaoh + Cleopatra

Post by BlackPrince » Sun Jun 03, 2018 5:55 pm

I don't recognize the format for downloading..CT. Anyway you can change it?. There use to be a storage yard trainer that whenever a worker put just 1 item in a storage yard, it filled it up. It made making money super easy but haven't been able to find it

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Re: Pharaoh + Cleopatra

Post by Shizuma » Sun Jul 28, 2019 4:24 pm

CompactDisc wrote:
Sun Dec 10, 2017 10:31 am
New test table uploaded with instant goods production. I think I covered all production buildings, but I might be completely wrong :p
Hello CompactDisk if you can link me a good tutoriel to use/create/lua table or how to add lua code i can try to help you to find the way to implement the point 7 and 10.
Because a longtime ago i have 'lukely' find way to do it and post a table with it on the original cheatengine forum before the great migration...

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Re: Pharaoh + Cleopatra

Post by CompactDisc » Mon Jul 29, 2019 6:45 am

Shizuma wrote:
Sun Jul 28, 2019 4:24 pm
CompactDisc wrote:
Sun Dec 10, 2017 10:31 am
New test table uploaded with instant goods production. I think I covered all production buildings, but I might be completely wrong :p
Hello CompactDisk if you can link me a good tutoriel to use/create/lua table or how to add lua code i can try to help you to find the way to implement the point 7 and 10.
Because a longtime ago i have 'lukely' find way to do it and post a table with it on the original cheatengine forum before the great migration...
I have no knowledge of such tutorials, I recommend looking around on the forum.
Happy table making!

Donations are very welcome and will go primarily to buying games/dlc for tables:
https://www.patreon.com/CompactDisc

Shizuma
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Re: Pharaoh + Cleopatra

Post by Shizuma » Tue Jul 30, 2019 12:52 am

Hello,

Thanks y will try to look if y get time ^^
Last edited by Shizuma on Thu Aug 22, 2019 8:45 pm, edited 1 time in total.

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Re: Pharaoh + Cleopatra

Post by Shizuma » Mon Aug 12, 2019 2:54 pm

Table Dev for Pharaoh and Cleopatra - Gog version - independant and complementary with CompactDisk Table.
In case of crash, dont work, etc, please report!

v0.7.1: (This version contain all previous)
- Add "Shrines" and "Water Crossing" to "All buildings menu"
- Add Population (actual value) pointer to "Ratings Overseer Menu"
- integrate scripts for Culture and Prosperity to main script

(Please Read "FAQ and blabla about table" for detail :)

- Ratings Overseer v0.7
- All buildings buildable menu v0.7
- Add Unlock houses evolution, and low desirability request v0.6
- Instant Productions V0.5
- Fast recruiting army V0.4
- Fill building with goods. V0.4
- Auto Full employee in buildings. V0.3
- Gods always happy. V0.2
- Fullfill the needs of homes. v0.1
To do listShow
Major to do list:
-Rating Overseer level :
set overseer rating level to the max, For Monument and kingdom with an option if you want to fight with egyptian royal army :p
- Request of Kingdom, Burial provision Monuments will be filled.
- Immortal Army
- Allow Building to be build without contraint (no rock for stone/gem... no field for farm etc)
- Make Product.s from Building build from "All Building Menu" usable in game.

Minor to do list: (No Urgent)
- Make 'Unlock houses' and 'No manor' compatible. (i think it work now)
- Houses information popup dont care of desirability level when unlock trigger is activated.
- ...

FAQ and blabla about table:Show

v0.7.1:
-Add "Shrines" and "Water Crossing" to "All buildings menu".
Because it miss in previous version, i always miss "Defensive Structures", "Temple Complex", "Monument" and "Construction Guilds".

- Add Population (actual value) pointer to "Ratings Overseer Menu"
I forgot to add it in previous i do it quickly so hope i add the good one :/

- integrate scripts for Culture and Prosperity to main script
It's more proper this way, and i optimise those script a little. (i think :p )

V0.7:
- What mean Almost in "Add Building Menu, allow you to unlock almost all building"
It mean it let you unlock building without limitation for "Health and Sanitations", Entertainments, Educations and Storages building.
And tiny limitation for:
"Food and Farming" and "Industrial Structures" before building show what "Granarys" and "Storage Yards" can receive or the "Cart pusher" cant deliver goods to them.
"Municipal Structures", Build multiples "Personal Mansions" or "state Palaces"can be risky, possibly buggy(?).
"Religion" sub menu Shrines, "Temple Complex" are empty because i dont find good pointers.
"Military Structures" sub menu "Defensive Structures" are empty too.
Add there is no "Monument", or "Construction Guilds" in sub menu because i dont find pointers too. (Yes i know that really screw)

- Ratings Overseer Menu is composed of pointer for show you current levels of Culture, Prosperity, Monument and Kingdom. The mission and populations goals level.
And 2 smooth scripts for Culture and Prosperity, smooth because it dont just push 100 to value it really allow you to increase the value and reach 100 by your self. So you also can put 100 to Current Value pointer and stick it manually.
Tips: If you like sport and fight put 0 in Kingdom values and pharaoh reward you by regular army invasion.
I'm apologies for dont put those 2 scripts in global code but you know...

-Minor correction for "Happy Gods", the Overseer do not say "3 gods upsets" without reason anymore.

V0.6: Unlock houses evolution like what?
-Like show your houses became 'Palatial Estate' in the first mission. I remove requirement of Luxury, gods and foods diversity requirement and put low values to desirability limite to devolve, as resulte houses almost never devolve and a tiny highter to evolve, as resulte houses evolve to 'Palatial Estate' level IF you use in complement the Fill House Goods.

V0.5: 'Instant Productions', like in the CompactDisk Table?
-Yep, for more logic and consistency, it will control the production of industries and Raw Materials buildings who are not affected by the 'Instant Production' of CD Table. And i separate some raw prod of Autofill building...
Details of buildings affected by Instant ProductionsShow
- Raw Materials
Reed Gatherer > 500 reeds
Wood Cutter > 500 wood
Fishing Wharf > 100 fish (this building dont have stokage only produce "Cart pusher")
Hunter Lodge > 500 game meat (effect similar to instant product)


Adjustment say more Fast Recuiting building?
- Yep,a tiny value change and it seem works that amasing!

Adjustment for auto full building?
-For Library, Senet house and Scribal school because they need more than 200 stuff and if the need is not filled that creat a blackhole who eat mass of papyrus and beers.

v0.4: Fast recruiting?
- Give to "Recruiter" building faster soldier training and fill it with weapons and chariots.

Auto Fill Building?
- Fill the 'storage' emplacement of the buildings who need goods. It make the "Fast product", of CompactDisk table, really more fast ;)
Details of buildings affected by Auto Fill BuildingsShow

- Food and Farming
Cattle Ranch > 200 Straw

- Industrial Structures
Potter > 200 Clay
Brewery > 200 Barley
Jeweler > 200 Gem
Weaver > 200 Flax
BrickWorks > 200 Clay & 200 Straw
Shipwright > 200 WoodRaw
Papyrus Maker > 200 Reeds raw
Lamp Maker > 200 Oil & 200 Pottery

- Entertainment
Senet House > 200 Beer

- Education
Scribal School > 200 Papyrus
Library > 200 Papyrus (Always need 500 Papyrus in stock for build.)

- Health and Sanitation
Mortuary > 200 Linen

- Military Structures
Weaponsmith > 200 Copper
Chariot Maker > 200 Wood

Not tested on Special buildings, who need delivery, like Monuments etc.

v0.3: Always have really full employee in buildings?
-Yes, even without houssing acces or 0 population or without road. I highly recommend you to connect your buildings to a road if you want to use it.

It does work for all buildings?
-I have made a generics tests with and yes it seem, exept for Monuments who need visitors from precise building like towers and forts always need to receive recrute from the "Recruiter".

v0.2: Gods really always happy?
-Yes! Without fests, temples, sanctuarys the gods are always happy.

v0.1:
Despite the large spectrum of houses needs cover by the table you may have your houses stuck in evolution for some reasons...
-The 'desirability': i dont find the code part to change it, so the best way is use gardens, plaza and statues.
-2nd missing luxury product: it depends on the mechanism that I cant find, just open a commercial road with a city who produce it is sufficient, a dock can be require but im not quite sure.
- Miss Foods: The table always fill all the 'foods emplacements' but in some missions, such as during the Pharaoh "predynastic period", you have a limited access to foods you can produces or import.
- Missing Gods acces: Like foods the table fill all the emplacement but you are limited by the Gods allowed in the mission, sorry.
Details of houses visitors and goods fullfilledShow
-Foods*
Meat
Fish
Fig
Pomegrante
Chickpeas
Lettuce
Meat
Grain

-Goods
Beer
Potery
Linnen
Luxury

-Religious*
Temple visitor for the 5 Gods

-Entertainment
Jungling
Musician
Dancer
Senet

-Education
Scribe
Librarian

-Administration
Tax Col.
Juge

-Healthcare
Water
Physician
Dentist
Apothecary
Embalmer

-Risks neutralised
Fire
Crime
Malaria
Disease

* even is you have acces to less foods or gods in scenario you play.
Why a 'No Manor' Trigger?
-I do it because my houses have tendency to grown really fast and once houses become manor is habitants become bourgeois and stop workin and the can city fall in a 'employees needed' blackhole and until i find a way to auto fill labor, industies etc i need it, and may be you too :p

Activate 'No Manor' trigger and all the houses normaly dont pass the 'Fancy Residence', or regress to. (set 0 to basic luxury reserves)
Unactivate (Default) 'No Manor' the houses, if desirability is ok, evolve to manor levels.
Trivia:Show

Trivia v0.7.1: I took time for minor but necessary stuff. I hope you go in climate strike and demonstration stuff!
(it's not an obligation but you know it's about futur, staying alive for play pharaoh and stuff like that, sorry if i bore you xD)

Trivia v0.7: The reason why i made less update is because i have a lot of difficulties to focus because of bad feelings caused by climatic situation, and without focusing it's hard to find code and understand what to do with, you know...
Actually a lost a lot my self in JWE :|

Trivia v0.6: Factually it was hard to do because, i lost hours before identify a condition i forgot to add in cheat-code, error make blink my houses between some evolutions state, and i dont want to erase original values.
(i dont know how to copy portions of memory state).
So finaly i shunted the houses evo requirements give it all the 'Small Hut' requirement.

Trivia v0.5:I lost 2 hours to writh this update and the post for the anonce of the update xD
I forgot to add a condition in the script for fill the scribe school with 300 papyrus so if you ad school for fill victory condition you may have a heavy consomption of papyrus :/
Seriously this update will be call 0.41 and not 0.5...

Trivia v0.4+: Some corrections and remove old tables because v0.3 seem stable and all my talbe incorporates the previous.

Trivia v0.4:
One other table finish late in the night, the air is heating me because of that flukin global warming and i hate that :/

Trivia v0.3:
-Reasons why i rename the table: it's a table who works on Pharaoh+Cleopatra, not tested on pharaoh only, i take my 3 first letter pseudo to avoid confuse, or duplicate name if you download other table for this game, i recommande you to use it in addition of the CompactDisk table, and v0.3 because it's the script version not the game version.

-I'm really glad to release the v0.3 with this fonction because it was hard for me to do it between crashs, misstime, and you know when you forgot to disactive script before do change in it and you lost your modifications or when your are sur your code is good and suddenly it stop working because a news condition bypass your code assertion... :p

-Name of the version 0.1 is 'Pharaoh House Basic' because when i create the .ct file the script only fill the basic first need 'water'.
For v0.2 i remove the House mention for 'Pharaoh Basic' because the script have modified also gods business, no more only houses.
Thanks to CompactDisk and its code is clear, now i think i understand how the LuaCodes works.
You can use it in addition of CompactDisk table without risk. I think :p

I case of problem/crash/cold_coffe/globalwarming please report!
Attachments
Pharaoh + Cleo - Shi v0.7.1.CT
v0.7.1 : Add "Shrines", "Water Crossing" to "All buildings menu"
Add Population to "Ratings Overseer Menu"
- Int. scripts for Culture and Prosperity to main script
(59.23 KiB) Not downloaded yet
Pharaoh + Cleo - Shi v0.7.CT
v0.7: add "All buildings menu"
add "Ratings Overseer Menu"
Minor corrections.
(59.07 KiB) Downloaded 8 times
Pharaoh + Cleo - Shi v0.6.1.CT
v0.6.1: Unlock houses evolution separate trigger
(21.8 KiB) Downloaded 10 times
Pharaoh + Cleo - Shi v0.6.CT
v0.6: Unlock houses evolution.
(21.19 KiB) Downloaded 15 times
Pharaoh + Cleo - Shi v0.5.CT
V0.5: Add Hunting and Fishind auto prod
Army recrute are more fast,
Minor adjustments.
(18.7 KiB) Downloaded 51 times
Last edited by Shizuma on Sun Sep 22, 2019 9:15 pm, edited 22 times in total.

Shizuma
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Re: Pharaoh + Cleopatra

Post by Shizuma » Tue Aug 27, 2019 3:02 am

v0.4 Release!
Now Recruiter give soldats to your forts without houses acces and the building auto produce weapons and chariots!

And a big auto fulfilling for buildings who needs goods. Example potter always have clay stock up to maximum automatically, without clay deliver, Jeweler have Gem, Brickworks have Straw and Clay, Senethouse have Beer, Shipwreght have wood, Weaponry have cooper, WoodCuter have wood stock without cutting trees, same for Reeds.
I don't test with Monuments and buildings who need stocking requirements, i realise i dont test with hunter, cow/Meats productor, Fisher building.

If you have reports, about bug, observations, comment or suggestion post here or mp me :)

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Re: Pharaoh + Cleopatra

Post by Shizuma » Sat Aug 31, 2019 2:03 pm

V0.5 is out: HERE
What's new?
-Add a new trigger called 'Instant Productions'.
-Add 'Fishing Wharf' and 'Hunting Lodge' have now insta prod.

Modifications:
-'ReedGather', 'WoodCutter' are now controlled by 'Instant productions, like 'Fishing Wharf' and 'Hunting Lodge'.
-"Fast Army Treaning" is more fast.
-"Auto Fill Building" now give the good maximal value to the 'Scribal school", "Library", and "Senet House".

I always block on the Desirability requirement of houses, but during my research i have find how to bypass others Houses Evolution requirement who stop rvolution in some missions like diversification of gods, foods and luxury goods so in the next update i think i will add this fonction in the table...

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Re: Pharaoh + Cleopatra

Post by Shizuma » Tue Sep 03, 2019 11:24 pm

V0.6 is out: HERE
What's new?
- Add Unlock houses evolution, regardless of mission boundaries or desirability.
Houses dont needs diversity of gods, foods or Luxury goods to evolve and set a very low desirability level for evolving .
Factually all the house have the requirement of Small Hut (0 gods, 0 foods, 0 luxury. desirability devolve from -99 and evolve to -10)

I volontary limit the option to this needs because the rest are cover by the 'Fill House Goods' trigger.
If you want i can make a less 'hard cheat' Unlocker, by trying to unlock only the category limited by the mission, or make separate trigger for needs and desirability limit.

Next update:
Army!

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Re: Pharaoh + Cleopatra

Post by CompactDisc » Wed Sep 04, 2019 3:19 pm

Shizuma wrote:
Tue Sep 03, 2019 11:24 pm
V0.6 is out: HERE
What's new?
- Add Unlock houses evolution, regardless of mission boundaries or desirability.
Houses dont needs diversity of gods, foods or Luxury goods to evolve and set a very low desirability level for evolving .
Factually all the house have the requirement of Small Hut (0 gods, 0 foods, 0 luxury. desirability devolve from -99 and evolve to -10)

I volontary limit the option to this needs because the rest are cover by the 'Fill House Goods' trigger.
If you want i can make a less 'hard cheat' Unlocker, by trying to unlock only the category limited by the mission, or make separate trigger for needs and desirability limit.

Next update:
Army!
Being able to individually set needs would be amazing of course :) But only if it's not too much work.
Happy table making!

Donations are very welcome and will go primarily to buying games/dlc for tables:
https://www.patreon.com/CompactDisc

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Re: Pharaoh + Cleopatra

Post by Shizuma » Mon Sep 09, 2019 12:04 am

Hello CompactDisk i made a tiny update to do separate triggers for desirability and limitation of mission boundaries.
But i'm not sure that why you need, so if you can complete your request, if you need a separate triger for each need, large spectre on for each need from goods to visitor, or only mission limitation foods/gods/visitors, or if your finality is to handly set the maximal houses level.

Army update will be delayed, or make a less ambitous update, because i cant prevent the death of soldiers, but i can fix the army moral to the max.

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Re: Pharaoh + Cleopatra

Post by Shizuma » Wed Sep 18, 2019 9:27 am

V0.7 is out: HERE
What's new?

-Minor Correction for "Happy Gods", the Overseer do not say "3 gods upsets" without reason anymore.

-Add Building Menu, allow you to unlock almost all building, just put 1 in corresponding value.
Works without limitation with "Health and Sanitations", Entertainments, Educations, "Municipal Structures" , "Military Structures" and Storages building.
Before unlock building for "Food and Farming" and "Industrial Structures" show what "Granarys" and "Storage Yards" can receive or the "Cart pusher" cant deliver goods to them. Building temple of unknow gods is useless.
"Construction Guilds", Shrines, "Temple Complex", "Defensive Structures" are in but are empty, and there a no "Monuments sub menu" i dont find pointers. (Yes i know that screw)
Build multiples "Personal Mansions" or "state Palaces"can be risky, possibly buggy(?).

-Add Ratings Overseer Menu, show you current levels, mission goals level, and you have two reach goal automaticaly scripts, for Culture and Prosperity, it dont just push 100 to value it really allow you to make better and reach 100 by your hands, so you also can put 100 and stick it manually. Tips: If you like sport and fight put 0 in Kingdom values and pharaoh reward you by regular army invasion.
I'm apologies for dont put those 2 scripts in global code but you know... Global Warming news is really not helping to maintain a good moral.

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Re: Pharaoh + Cleopatra

Post by Shizuma » Sun Sep 22, 2019 9:24 pm

V0.7.1 is out: HERE

What's new in this minor update?

-Add "Shrines" and "Water Crossing" to "All buildings menu", always miss "Defensive Structures", "Temple Complex", "Monument" and "Construction Guilds".

- Add Population (realtime value) pointer to "Ratings Overseer Menu".

- integrate scripts for Culture and Prosperity to main script, i put activator in place off course.

That's all for the 0.7.1 i hope you enjoy it, there is no bug and all the scripts works on your computer too.

See you to the next update, take care of you people :)

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