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Re: War for the Overworld

Posted: Tue Aug 11, 2020 1:23 pm
by wholovesabigmac
Csimbi wrote:
Mon Aug 03, 2020 7:57 pm
lockhead wrote:
Sun Aug 02, 2020 5:32 pm
I do not know what I'm doing wrong
I do not know what you are doing wrong and I won't be guessing, either.

1. Start game
2. Load a game (or start a new one)
3. Slap one of your creatures.
4. ALT+TAB out
5. Start CE and attach to process.
6. Load script.
7. Enable script.
8. ALT+TAB back to game and play casually.

If it does not work for you, too bad.
I am on 2.0.7f1 and it works flawlessly 99.9% of the time. I found only one map where it did not work, restarted the game, used a different map to have the script enabled, then loaded up the one I actually wanted to play.
Good luck!
I'd like to echo the previous poster. I'm on the latest Steam version of the game and CE 7.1. The table doesn't appear to enable at all when used on a campaign map, I tried two from the first campaign. The table DOES enable on skirmish maps but it crashes almost immediately afterward. I tried a custom map first then 3 different 1v1 official maps. On one of the maps the game allowed me to play until I got my first minion, then it crashed. I've even disabled all the enabled options in the script and resaved the table and the game still crashes when tabbing back in.

I've followed your instructions as noted above each time. Any chance you'd be willing to look at it again? If you want me to run anything to help you test I'd be happy to assist.

Re: War for the Overworld

Posted: Wed Aug 12, 2020 12:13 am
by kamoteq
wholovesabigmac wrote:
Tue Aug 11, 2020 1:23 pm
Csimbi wrote:
Mon Aug 03, 2020 7:57 pm
lockhead wrote:
Sun Aug 02, 2020 5:32 pm
I do not know what I'm doing wrong
I do not know what you are doing wrong and I won't be guessing, either.

1. Start game
2. Load a game (or start a new one)
3. Slap one of your creatures.
4. ALT+TAB out
5. Start CE and attach to process.
6. Load script.
7. Enable script.
8. ALT+TAB back to game and play casually.

If it does not work for you, too bad.
I am on 2.0.7f1 and it works flawlessly 99.9% of the time. I found only one map where it did not work, restarted the game, used a different map to have the script enabled, then loaded up the one I actually wanted to play.
Good luck!
I'd like to echo the previous poster. I'm on the latest Steam version of the game and CE 7.1. The table doesn't appear to enable at all when used on a campaign map, I tried two from the first campaign. The table DOES enable on skirmish maps but it crashes almost immediately afterward. I tried a custom map first then 3 different 1v1 official maps. On one of the maps the game allowed me to play until I got my first minion, then it crashed. I've even disabled all the enabled options in the script and resaved the table and the game still crashes when tabbing back in.

I've followed your instructions as noted above each time. Any chance you'd be willing to look at it again? If you want me to run anything to help you test I'd be happy to assist.
I have almost the same experience, with the only difference that it only worked once in skirmish, playing around the values until it crashed when I've slapped one of my minions. Upon returning, any option did not work, it just enables in skirmish maps while the rest is not activating nor switching from skirmish to any maps ( regardless if campaign, MPD or even another skirmish map ) resulted to crash.

Re: War for the Overworld

Posted: Thu Sep 10, 2020 11:12 am
by Zorgmort
Dear Csimbi, I have a problem with you table. I run it, then select process of game, then slap minion and after alt + tab i click activate script and CE got froze up. Sorry for my bad english!

Re: War for the Overworld

Posted: Mon Oct 05, 2020 2:27 am
by Malhavoc431
Is there anything in particular that needs to be done to enable this cheat table? It isn't CTDing, but when I select the option to enable the AOB script, CE freezes for a bit, then does nothing.

I've followed the above instructions, to load/start a game, slap a creature, then start CE and attach it. That whole portion seems to work fine, but actually enabling the scripts seems to have issues. Just wanted to know if I needed to enable any sort of further options in CE or not. I know some games require it.

Re: War for the Overworld

Posted: Tue Nov 10, 2020 6:45 am
by Darktrooper119
Same here. getting absolutely nothing from it. Scripts arent enabling and the table does basically nothing since the update a while ago.

Re: War for the Overworld

Posted: Wed Nov 11, 2020 6:32 am
by Alucard0Reborn
Ditto

Re: War for the Overworld

Posted: Fri Nov 20, 2020 7:39 pm
by Csimbi
I just checked mine on the current Steam build 2.0.7.f1.
Still working flawlessly.
Did you a) slap and imp and b) summon an imp before enabling the script?

Re: War for the Overworld

Posted: Sun Nov 22, 2020 3:56 pm
by Csimbi
All of you with crashes please test update #5.
Thanks!

Re: War for the Overworld

Posted: Tue Dec 01, 2020 3:01 am
by Darktrooper119
The new update works! Thanks!

side note: noted that now instead of 'no locked mana' its just 'worker mana' so traps still lock mana. Any way around this?

EDIT: does the table edit room effeciency and XP gain without actually checking the option? trying to figure out if its the table or just the scenario but i had workers hit level 10 at an unusually fast rate

EDIT2: Am dumb. Figured it out. amazing what you can learn if you RTFM.

Re: War for the Overworld

Posted: Wed Sep 29, 2021 12:23 pm
by jonson0408
Any chance up data for patch 2.0.8?

Re: War for the Overworld

Posted: Tue Oct 05, 2021 9:31 pm
by Ricksanchez
An update for 2.0.8 would be lovely!

Re: War for the Overworld

Posted: Wed Oct 06, 2021 2:36 pm
by Csimbi
2.0.7 table works fine with 2.0.8.
650 downloads at 5 positive ratings: 0.77% - no interest in this, either.

Re: War for the Overworld

Posted: Thu Nov 25, 2021 9:27 pm
by Ontos
Unfortunately, it didn't work when playing The Under Games campaign. I did according to the instructions here, but the line cheat does not open, it shows an infinite process (rotating strip in a circle).

Re: War for the Overworld

Posted: Fri Nov 26, 2021 10:12 pm
by Csimbi
Ontos wrote:
Thu Nov 25, 2021 9:27 pm
Unfortunately, it didn't work when playing The Under Games campaign. I did according to the instructions here, but the line cheat does not open, it shows an infinite process (rotating strip in a circle).
Did you try loading up a non-Under Games map?
Try it, maybe you can enable the script there.
If it works, you can disable it, pop back into the Under Games map and then you can enable it there.

Re: War for the Overworld

Posted: Wed Dec 01, 2021 3:49 pm
by kemenner
Csimbi wrote:
Sat Nov 03, 2018 6:47 pm
Here's a script for 2.0.7f1 (or whatever the current version is on Steam today).
It will ruin all the fun in the game real quick so I'd recommend you tweak the default vars a bit.

The script gives you:
- FOW Toggle; allows you to toggle the Fog of War by leveraging native game code. Tap CTRL+ALT+F to toggle FOW. Enabling it on a fully covered map will slow down the game quite a bit until the map is fully revealed because all goodies and shrines will be revealed gradually - just as if you were to find them "legally", meaning each of these trigger their appropriate notification. On large maps, there could be quite a lot of these. Once the map is revealed, it will run fine though. One more thing: save before you activate - sometimes it causes an instant crash (no idea why because most of the time it runs fine).
- God mode; even for your uncontrollable units (e.g. angry creatures).
- Grant Basic Needs; your creatures feel no need for: hunger, sleep, tavern, gold and blood thirst. (They'll still consume these but they won't feel the need for them so they don't get angry even if you can't fulfill these desires.)
- Minimum Efficiency; so you don't need to administer slaps.
- Wage mod; scales the gold your creatures collect on payday.
- Minimum Creature Gold; as long as this is active, it puts a pre-defined number of gold pieces in the pocket of your units. This can be used to fill up your treasury real quick. I'd recommend you keep it turned off when you don't need it so your imps can focus on other things, too and then your dungeon won't be cluttered with gold piles either. ;-)
- Worker Mana Mod; allows you to scale the amount of mana locked for summoned workers. I.e. summon more. Does not change mana cost. If you can't enable this, save, summon an imp, reload, then try again.

Note: in order to enable the script, you need to hover over one of your creates for a sec and slap it at least once.
In the newer versions (starting at update #4), you need to summon an imp, too, in order to enable the script.
Smore details here.

Enjoy
Props to TechnoJacker.

Update #1
I missed two player checks.
One in XP and another in Wage mod, causing these to take effect for player #0 only.
Now they work irrespective of player id.

Update #2
Added FOW Toggle.

Update #3
Update to 2.0.7f1.

Update #4
- Added Worker Mana Mod
- Added to CEShare as well.
- Table now auto-attaches to process if need be - and hence it's signed to avoid startup prompts.
- Starting from now, you will need to summon an imp before you can enable the script.

Update #5
So.
I installed Windows 10 and I could see the crashes you guys are having - it just did not happen on Windows 7.
Anyway, I looked into it and it seems some 5byte jumps become 14byte jumps - randomly.
I changed the script in a way that it expects the 14byte jump every time (5 byte or 14 byte, it should work).
Please see how it works for you.
Thanks!
Thank you so much for this script. A note though, it seems the crucible has some sort of tampering detection and thus you can't unlock the skins or the achievements related to completing a certain number of waves