Page 3 of 3
Re: Mars Horizon
Posted: Sat Nov 21, 2020 9:48 pm
by Csimbi
Well, I tried it -> crash
I tried a different instruction (which has no overload) -> crash, too.
I don't think this generates what we need correctly (not the way mono does anyway).
Re: Mars Horizon
Posted: Sat Nov 21, 2020 10:40 pm
by aSwedishMagyar
Did it crash when you executed it or when you started the minigame? Maybe need to initialize mono as well? Kind of curious why that happens since I think I've used it in another game.
Re: Mars Horizon
Posted: Sun Nov 22, 2020 2:02 am
by Baichow
Just try it and crash too when using Missioin resource and infinite turn
Re: Mars Horizon
Posted: Sun Nov 22, 2020 8:43 am
by aSwedishMagyar
Decided to get the game, here's a table full of some cool pointers to things like fuel cost multipliers, mission gameplay rules, launch conditions and more. I might add more than just this in which case I'll probably just make my own post.
Re: Mars Horizon
Posted: Sun Nov 22, 2020 1:01 pm
by code991
If it crashes, try again, it should work most of the time.
I do sometimes experience a lot of crashes even if i follow the instructions to make this table work to the letter ... idk whats going on
For example, ive been trying to make the table work for the past hour ... i wanst able to ... as soon as end i a turn after activating the table, the game crashes.
Re: Mars Horizon
Posted: Mon Nov 23, 2020 3:13 pm
by code991
Well, this table became extremely unreliable.
Often times i cant make it work no matter what, game just crashes after enabling the table and ending a turn.
I've followed the steps to make this work to the letter and cant make it work. Sometimes it does work but most of the time it does not. Not sure whats wrong.
Re: Mars Horizon
Posted: Mon Dec 07, 2020 12:17 am
by superqboi
TOGHOUL wrote: ↑Wed Nov 18, 2020 2:20 am
Ashar wrote: ↑Tue Nov 17, 2020 11:09 pm
Ive been dabbling with the starter bonuses you choose when creating a space agency, i managed to find the value for each bonus in the 5 slots, and froze them at 0 so i could pick 5 positive bonuses, without affeting the points limit, so as you can see, it worked well:
Given that the resources are easier to cheat, i figured reductions in build time would be good, and more reliability in parts too, though theres some other good options.
How did you do that? CE or edit the .dll file?
I took both launch and payload reliability as well but I took the bonus you can't get more of in game double the cosmonaut count (x4 if you build the building that also doubles them), add extra mission slot (really helps on outer planet missions which take years to complete) and give more contractors (their is a pool of contractors you can gain access to when you unlock enough techs, however those are randomly assigned so by taking this perk you guarantee you get all the extra contactors unlocked since you'll get random from perk, from the tech bonus and from alliances to have 100% of them.).
Re: Mars Horizon
Posted: Tue Mar 23, 2021 3:35 am
by H8ff0000
panraven wrote: ↑Thu Nov 19, 2020 10:31 pm
<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
<CheatEntries>
<CheatEntry>
<ID>26787</ID>
<Description>"TraitSlotAndMaxPoint"</Description>
<LastState/>
<VariableType>Auto Assembler Script</VariableType>
<AssemblerScript>{$lua}
_PIDCTX = _PIDCTX or {}
local pid = GetOpenedProcessID()
_PIDCTX[pid] = _PIDCTX[pid] or {}
if readInteger'mono_domain_get' and not _PIDCTX[pid].TraitHck then
pcall(LaunchMonoDataCollector)
if autoAssemble[[
aobscanRegion(aobTrait1st,Astronautica.View:CustomiseAgencyTraits:CanAddTrait+180,Astronautica.View:CustomiseAgencyTraits:CanAddTrait+280, 48 63 89 ?? ?? 00 00 3b c1 )
registerSymbol(aobTrait1st)
]] and autoAssemble[[
aobscanRegion(aobTrait2nd,aobTrait1st+1,aobTrait1st+100, 48 63 89 ?? ?? 00 00 3b c1 )
registerSymbol(aobTrait2nd)
]] then
local pts, slot = GetAddressSafe'aobTrait1st',GetAddressSafe'aobTrait2nd'
local maxPts, maxSlot = pts and readInteger(pts+3),slot and readInteger(slot+3)
if maxPts and maxSlot then
unregisterSymbol'aobTrait1st'
unregisterSymbol'aobTrait2nd'
_PIDCTX[pid].TraitHck = string.format([[
define(pts,%X)
define(slot,%X)
define(maxPts,%X)
define(maxSlot,%X)
]],pts, slot, maxPts, maxSlot)
end
end
end
local code = _PIDCTX[pid].TraitHck
if code then return code end
{$asm}
define(cave,TraitSlotAndMaxPoint)
globalalloc(nTraitSlotPoints,16)
[ENABLE]
alloc(TraitSlotAndMaxPoint,$1000,pts)
registersymbol(TraitSlotAndMaxPoint)
cave+80:
dq cave, pts, slot
cave+100:
readmem(pts,32)
cave+120:
readmem(slot,32)
label(common)
cave+200: // pts
// add code
call common
mov edx,[rdx+00]
mov [rcx+maxPts],edx
reassemble(pts)
jmp pts+7
common:
mov rdx,nTraitSlotPoints
cmp dword ptr[rdx],0
jg short @f
mov dword ptr[rdx+00],#64 /// max point
mov dword ptr[rdx+04],#32 /// max slot
@@:
ret
cave+400: // slot
// add code
call common
mov edx,[rdx+04]
mov [rcx+maxSlot],edx
reassemble(slot)
jmp slot+7
pts:
jmp cave+200 // check nops
db 90 90
slot:
jmp cave+400 // check nops
db 90 90
// last 0600
[DISABLE]
{$lua}
if not syntaxcheck and readInteger'TraitSlotAndMaxPoint'and autoAssemble [[
[TraitSlotAndMaxPoint+88]:
readmem(TraitSlotAndMaxPoint+100,32)
[TraitSlotAndMaxPoint+90]:
readmem(TraitSlotAndMaxPoint+120,32)
]]then return[[
dealloc(TraitSlotAndMaxPoint)
unregistersymbol(TraitSlotAndMaxPoint)
]] end
</AssemblerScript>
<CheatEntries>
<CheatEntry>
<ID>26788</ID>
<Description>"max points"</Description>
<LastState Value="0" RealAddress="24713240000"/>
<ShowAsSigned>1</ShowAsSigned>
<VariableType>4 Bytes</VariableType>
<Address>nTraitSlotPoints</Address>
</CheatEntry>
<CheatEntry>
<ID>26789</ID>
<Description>"max slot"</Description>
<LastState Value="0" RealAddress="24713240004"/>
<ShowAsSigned>1</ShowAsSigned>
<VariableType>4 Bytes</VariableType>
<Address>nTraitSlotPoints+4</Address>
</CheatEntry>
</CheatEntries>
</CheatEntry>
</CheatEntries>
</CheatTable>
Copy content and paste into ce memory record entry panel.
This is great! However, one minor detail: it is 3 short of allowing every positive trait.
Csimbi wrote: ↑Tue Nov 17, 2020 6:11 pm
I did not play much, but here's an AOB script I made over the course of the few hours I did.
Signed to avoid prompt for auto-attach script.
It gives you:
-
Min. Funds; no comment
-
Min. Research; no comment
-
Min. Support; no comment
-
Infinite Mission Turns; hold CTRL after your last action (when the turn ends) and the turn counter won't decrease, allowing you to collect plenty of stuff during missions.
-
Mission Resource Mgr.; hold ALT while accepting a resource (the result of a command) and you keep input yet double output resources.
-
Mission Heat; enable this and at the of the turn, you can forget about heat. Use before you overheat, it won't help you otherwise. Heads up: seem it also takes care of drift and radiation albeit inconsistenly
-
One-turn Payload Construction; your payloads will be constructed in one turn (one month). Notification will still count down normally, so you will need to open missions manually to continue building in the next turn.
-
One-turn Vehicle Construction; your vehicles will be constructed in one turn (one month). Notification will still count down normally, so you will need to open missions manually to continue planning in the next turn.
Notes:
- The resources on the UI are only updated when you flip screens.
- You might want to keep a Mission save ready, easier to enable the script if you load a Mission first (this is what
marking calls a "satellite minigame") because you will need to end a turn at least once before you can enable the script.
Guide to dummies:
- Make sure you are on CE 7.2.
- Start the game and load up a game with a "satellite minigame".
- Generate some resources (energy is fastest) and end your turn.
- Wait for your next turn (until you can enter new commands).
- Now, load your real save.
- Load script in CE and enable it.
- This works about 29 out of 30 cases. The one exception is a crash when ending the turn on the real save. Just try again and the second time it will work.
Enjoy!
Other tables/scripts in this thread:
-
Zanzer
-
rambo99jose
-
panraven
-
aSwedishMagyar
Update #1
- Added
Infinite Mission Turns
Update #2
- Added
One-turn Payload Construction
- Added
One-turn Vehicle Construction
Update #3
- Added
Mission Resource Mgr.
Update #4
- Added
Mission Heat
Update #5
- Fixed
Mission Heat (was using wrong offset, preventing it from running in same cases)
Update #6
- Improved
Mission Heat; now takes care of random heat, too (the earlier script covers the fixed amount only).
I can't figure out how to make the script work. I click the box and the circle spins for a few seconds and then.. nothing I think. I tried everything to make it work
Would like an instant build option that works for me
Want to get instant build working