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Homeworld: Deserts of Kharak (2016-01-23)

Posted: Tue Mar 14, 2017 7:35 am
by Shinkansen
Simple table for Homeworld: Deserts of Kharak, 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
1. PowerShunt.
"Power Reserve Set to Massive?" sets Power Reserve to massive.
"Heat Set to 0?" sets Heat to 0.


V1001
1. Commander.
"Construction Units (CUs) Set to Massive?" sets CUs to massive.
"Resource Units (RUs) Set to Massive?" sets RUs to massive.
"Unknown Resource 3 Set to Massive?" sets Unknown Resource 3 to massive.

2. UnitState, HealthSaveState.
Must enable UnitState before enabling HealthSaveState.
"Health Set to Max?" sets Health to max (effectively Godmode).


V1000
1. Tested game version V1.0 1158216 32-bit. May work on other versions.

2. Commander.
"Population Cap Set to Massive?" sets Population Cap to massive.

Re: Homeworld: Deserts of Kharak (2016-01-23)

Posted: Mon Jul 17, 2017 4:02 pm
by williamcll
I don't think this table is working anymore.