Page 1 of 2

Cliff Empire (2019-08-14)

Posted: Sun Aug 11, 2019 2:44 am
by Shinkansen
Simple table for Cliff Empire, may or may not work. Game generates code at runtime so table has a high chance of not working / detecting the wrong code / crashing.

Usage info:
Scripts with "To Activate: XXX" can only be activated (put an "X" into the box) after doing action XXX.
Scripts with "To Update: XXX" will only update their effect after doing action XXX.
Addresses with "XXX?" will enable the script effect XXX when 1 is put into the Value.

In general:
A. Do action YYY.
B. Activate (put an X) the "Initialization (Activate This First)" script.
C. Activate (put an X) the "Base Address Scan (To Activate: YYY, To Update: ZZZ)" script.
D. Enable (put a 1) the desired effect. Example: "Set Health to Max?" address.
E. Do action ZZZ.


V1002 - 2019-08-14
1. USER_UI.
"Cliffs Consumption Timers Set to 0?" sets Consumption timers to 0. Affects all Cliffs / locations.
"Cliffs Population Settle Set to 0?" sets Population Settle to 0. Affects all Cliffs / locations.
"Mouseover Building Production Set to Massive?" sets Building Production progress to massive.
"Mouseover Building Stats Set to Massive?" updated to not easily negative overflow.
"Mouseover Building Tenants Capacity Set to Massive?" updated to only affect housing.

Allows the following to be modfied.
- "USER_UI_static Stats -> PointsOfAuthority". Honors points. Save and reload to take effect.

2. BLD.
Same as USER_UI except affects all buildings.


V1001 - 2019-08-12
1. TECH.
Important information.
Do not change Capacity or CurrCapacity as this will corrupt your savegame!

"Drone Delivery Set to Fast?" sets Drone Delivery to fast.

2. Image.
Important information.
Make a backup savegame first before enabling this!

"Research Set to Massive?" sets Research progress to massive. Enable this only when viewing the Research Panel. Takes effect when entering the Research Selection Panel.


V1000 - 2019-08-11
1. Tested game version V1.10 32-bit. May work on other versions.

2. USER_UI.
"Cryptocurrency Set to Massive?" sets Cryptocurrency to massive.
"Cliff Resources Set to Massive?" sets Cliff Resources to massive. Values are not in percent, i.e. 99 is 9900%, 0.99 is 99%.
"Mouseover Building Stats Set to Massive?" sets Building stats to massive. Resets on change.
"Mouseover Building Tenants Capacity Set to Massive?" sets Building Tenants Capacity to massive. Resets on change.
"Mouseover Building HP Set to Max?" sets Building HP to max.

Re: Cliff Empire (2019-08-11)

Posted: Sun Aug 11, 2019 6:00 am
by vegimata
Thank you very much Shinkasen!!!

Re: Cliff Empire (2019-08-11)

Posted: Mon Aug 12, 2019 3:15 am
by Oidem
First of all thanks for the .CT and work Shinkansen :)

But i'm little in a trouble position, everything is working so fine (except User_UI Stats) but thats okay.

I tried to change the values of Cliff ressource to 99% , 9900% is quite crazy :D but yeah thats massive ^^

Code: Select all

cmp dword ptr [USER_UI_resourcesset_enable], #0
je USER_UI_resourcesset_exit
mov ebx, [edi+744]
test ebx, ebx
je USER_UI_resourcesset_exit
mov [ebx+17c], (float)99
mov [ebx+180], (float)99
mov [ebx+184], (float)99
mov [ebx+188], (float)99
mov [ebx+18c], (float)99
mov [ebx+190], (float)99
mov [ebx+194], (float)99
mov [ebx+198], (float)99
mov [ebx+19c], (float)99
mov [ebx+1a0], (float)99
mov [ebx+1a4], (float)99
mov [ebx+1a8], (float)99
USER_UI_resourcesset_exit:
Sadly for some reason (yes i'm a completly newbie when it comes about stuff like this but i'm always willing to learn :) )
it keeps changing the ingamevalues to 9900% instead of 99%. I looked into other parts of the code, but i can't really figure out what could be the reason. Can someone lend me a hand and help me a bit? :) I'll guess i'm overseing something but until a possible answer i'll keep digging and looking

Thanks for all the years and .CT's that the Community provided :)

Re: Cliff Empire (2019-08-11)

Posted: Mon Aug 12, 2019 4:10 am
by vegimata
Hi Oiden,
That is correct, but you need to completely disable the table then enable (unchecking the main box) again for the changes to take effect.
I did the same for the max Tenants capacity. Lowering it down to 200.

Re: Cliff Empire (2019-08-11)

Posted: Mon Aug 12, 2019 4:36 am
by Oidem
Thanks for the quick reply,

hmm weird i tried the tenants capacity part , chaning the value there works fine.

But not on Cliff ressource, no matter what number i type in, it is always fixed on the value 9900%

(i changed the values with Notepad++ before starting the game and CE , and changed the values inside CE) on both it end up on 9900%

Can you may try to reproduce if it happens on your end too =?

(not really understanding why it's behaving like this, i mean the cheat is definetly working correct in execution except the numbers)

Re: Cliff Empire (2019-08-12)

Posted: Mon Aug 12, 2019 8:50 am
by vegimata
Hi Shinkasen,
Thanks for the new table Shinkasen. But I am unable to get the research to work. It does fill out the graphic, but it does not complete the research.
-edit- You need to select a new research first while the cheat is enabled - edit-


Hi Oidem,
Here is what I found
mov [ebx+17c], (float)30 // Water = 3000%
mov [ebx+180], (float)10 // Matter = 1000%
mov [ebx+184], (float)2 // Uranium = 200%
mov [ebx+188], (float)100 // Wind = 10000% (1 turbine would generate 1000, normal is 10)
mov [ebx+18c], (float)10 // Fishing = 1000%
mov [ebx+190], (float)50 // Soil = 5000%
mov [ebx+194], (float)100 // Sunshine = 10000% (1 solar would generate 1800, normal is 18)
mov [ebx+198], (float)10 // Fish = 1000%

Re: Cliff Empire (2019-08-12)

Posted: Mon Aug 12, 2019 11:07 pm
by Oidem
@Vegimata thanks cheers buddy :)
Now i know why i had the issue, i made a mistake ^^ was in the wrong line, no wonder the numbers stayed at 9900 x)

Thanks for helping me out :)

V - Live Long and in Peace :)

Re: Cliff Empire (2019-08-14)

Posted: Fri Sep 27, 2019 4:49 pm
by JackDaFlow
Hey,
can you update to the newest version? Some of the pointers seems to have changed. E.g. the Cliff ressources.
thanks!

Re: Cliff Empire (2019-08-14)

Posted: Sun Nov 03, 2019 6:23 am
by porcalete
+1 for an update, ty!

Re: Cliff Empire (2019-08-14)

Posted: Mon Nov 11, 2019 9:15 pm
by totalabyss
Also looking for an update to this table. Thanks.

Cliff Empire (2019-08-14)

Posted: Sun Jun 07, 2020 11:11 am
by krmit
Need an update for v1.10e. Some essential options (cliff resources, consumption timers, fast production & delivery) at least.

Re: Cliff Empire (2019-08-14)

Posted: Sun Jan 23, 2022 12:55 am
by AJlex
Game version 1.10E

Features:
  • Inf. natural resources
  • Increase drone limit
  • Drones fast delivery
  • Fast research
  • Fast production
  • Infinity money

Re: Cliff Empire (2019-08-14)

Posted: Sun Jan 23, 2022 2:08 pm
by krmit
@AJlex
Thanks for the table.
Works mostly fine (Tested at v1.10e by PLAZA). Metro & bridge trade works (old table block them).
"Inf Natural Resources" option works ONLY for first cliff (where you build a first building), other two cliffs resources don't change. Also values resets to original on all cliffs after loading a save (even if option enabled).
"Fast production" option disable production of parts for Undercliff buildings (in Engineering Hangar).

Re: Cliff Empire (2019-08-14)

Posted: Sun Jan 30, 2022 2:21 pm
by AJlex
krmit wrote:
Sun Jan 23, 2022 2:08 pm
@AJlex
Thanks for the table.
Works mostly fine (Tested at v1.10e by PLAZA). Metro & bridge trade works (old table block them).
"Inf Natural Resources" option works ONLY for first cliff (where you build a first building), other two cliffs resources don't change. Also values resets to original on all cliffs after loading a save (even if option enabled).
"Fast production" option disable production of parts for Undercliff buildings (in Engineering Hangar).
thx for feedback
new feature: Extra trade capacity

Re: Cliff Empire (2019-08-14)

Posted: Sun Jan 30, 2022 7:42 pm
by krmit
@AJlex
Thaks for the update. Again)
"Inf Natural Resources" now works. And restores after loading a save.