They Are Billions (2017-12-16)

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macslayerz
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Re: They Are Billions (2017-12-16)

Post by macslayerz » Tue Jun 25, 2019 4:48 pm

is there a fully updated table with all the corrected cheats in this topic?

Lucy-Der-Antichrist
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Re: They Are Billions (2017-12-16)

Post by Lucy-Der-Antichrist » Tue Jun 25, 2019 5:29 pm

matryona12 wrote:
Tue Jun 25, 2019 12:54 pm
always_confused wrote:
Tue Jun 25, 2019 10:51 am
matryona12 wrote:
Tue Jun 25, 2019 6:46 am

Thanks a lot for your time, but i made another approach for unit changes by editing game files where all unit stats are. But still i want to know how it works the way you do, so can you advice what to read or what videos to watch to be able to make this kind of script by myself? Thanks.


Woah! How are you editing the unit stats? I'd love to do that myself.


There is a file zxrules.dat,its just text in archive, and there are all stats.
So how did you open them? Opening the .dat itself is gibberish, unzipping it, winrar asks for an Password and the file in the Archive is just teh same .dat*. Circlejerk
Would Love to have at least a look at the stats.

Cervani
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Re: They Are Billions (2017-12-16)

Post by Cervani » Tue Jun 25, 2019 5:43 pm

macslayerz wrote:
Tue Jun 25, 2019 4:48 pm
is there a fully updated table with all the corrected cheats in this topic?
Indeed. The front page hasn't been updated with a table since 2017.

matryona12
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Re: They Are Billions (2017-12-16)

Post by matryona12 » Tue Jun 25, 2019 8:17 pm

Lucy-Der-Antichrist wrote:
Tue Jun 25, 2019 5:29 pm
matryona12 wrote:
Tue Jun 25, 2019 12:54 pm
always_confused wrote:
Tue Jun 25, 2019 10:51 am


Woah! How are you editing the unit stats? I'd love to do that myself.


There is a file zxrules.dat,its just text in archive, and there are all stats.
So how did you open them? Opening the .dat itself is gibberish, unzipping it, winrar asks for an Password and the file in the Archive is just teh same .dat*. Circlejerk
Would Love to have at least a look at the stats.
i have password for 1.07 version . So you don`t unpack it, you open it with winrar, then open file in archive, enter password and open dat file in archive with notepad or similar program, edit it save, and click ok when winrar ask to change file in archive. that config file is pretty easy to understand, i`ll send you password in pm because i was asked not to put password on any forum.

3x3y3z3t
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Re: They Are Billions (2017-12-16)

Post by 3x3y3z3t » Thu Jun 27, 2019 7:01 pm

@Cake-san
So the number after damage is for projectile speed. I messed around with your script a bit and figured out what each number is for, but never figured out that number is for projectile speed. Thanks a lot.

@Zanzer
The aobscan for Ranger is

Code: Select all

72000000 01000000 01000000 01000000
, for Sniper is

Code: Select all

74000000 03000000 03000000
, so is it safe for me to assume the aobscan for Soilder is

Code: Select all

73000000 02000000 02000000
and so on for other units?

mop
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Re: They Are Billions (2017-12-16)

Post by mop » Fri Jun 28, 2019 11:16 pm

though i would put up the table i was using..
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BAselect-start
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Re: They Are Billions (2017-12-16)

Post by BAselect-start » Sat Jun 29, 2019 3:09 am

mop wrote:
Fri Jun 28, 2019 11:16 pm
though i would put up the table i was using..
Thanks!
Did you make it?

mop
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Re: They Are Billions (2017-12-16)

Post by mop » Sat Jun 29, 2019 4:48 am

BAselect-start wrote:
Sat Jun 29, 2019 3:09 am
mop wrote:
Fri Jun 28, 2019 11:16 pm
though i would put up the table i was using..
Thanks!
Did you make it?
yes i did, feel free to use and update or modify your own trainers or tables with mine.

BAselect-start
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Re: They Are Billions (2017-12-16)

Post by BAselect-start » Sat Jun 29, 2019 5:32 am

mop wrote:
Sat Jun 29, 2019 4:48 am
BAselect-start wrote:
Sat Jun 29, 2019 3:09 am
mop wrote:
Fri Jun 28, 2019 11:16 pm
though i would put up the table i was using..
Thanks!
Did you make it?
yes i did, feel free to use and update or modify your own trainers or tables with mine.
Oh, Nice!
I don't know if you saw my post (page 10) inquiring about a place in red/build anywhere table?
Do you know how to accomplish this?
The one I have is outdated.

Posted a request here if you want to take a look at the script.
viewtopic.php?f=2&t=9669&p=94897#p94897

If not, all good. Thanks again for sharing your table. :)

Zanzer
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Re: They Are Billions (2017-12-16)

Post by Zanzer » Sun Jun 30, 2019 4:00 am

Is this how the old Build Anywhere script worked?

When I build on top of the impassable terrain, the buildings take damage and blow up anyway.
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heir
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Re: They Are Billions (2017-12-16)

Post by heir » Sun Jun 30, 2019 4:07 am

I'd like to play this game again with a way to skip days, if anyone could figure that out. It seems like once you setup your defenses, several hours of real time waiting for waves of zombies are wasted.

BAselect-start
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Re: They Are Billions (2017-12-16)

Post by BAselect-start » Sun Jun 30, 2019 12:42 pm

Zanzer wrote:
Sun Jun 30, 2019 4:00 am
Is this how the old Build Anywhere script worked?

When I build on top of the impassable terrain, the buildings take damage and blow up anyway.
Oh, bummer.
No, ha ha, that used to not happen.
I don't know if something has changed in the game, or there is something in the code that stopped that from happening?
I notice the building trembling, also.

I know that when I used to use speed training with build anywhere, that buildings would start with partial health & could not be repaired, so I used to disable it when using that script.

But yes, that is how, in general, it used to work.
Nice work! :)

I tried it out with placing walls the way I want & that works, so... YAY!!! :D
I found it weird that it still maintained its position on not being able to place towers side by side, even though it was green, but whatever, not a big deal for me.

NOTE:
One may want to be cautious when placing towers & resource buildings. It may say it can build it, but if it is too close, it will place it & destroy it, taking your resources & gold.

Thanks Zanzer!
Really do appreciate it. :D
Last edited by BAselect-start on Sun Jun 30, 2019 6:50 pm, edited 3 times in total.

Zanzer
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Re: They Are Billions (2017-12-16)

Post by Zanzer » Sun Jun 30, 2019 1:30 pm

Here is a Game Time pointer.

The game handles time in a unique way. It essentially has a bunch of queued events that execute when the game time exceeds the event's trigger time. So if you increase the game time value, the game then has to play catch up and execute all events as if everything was in real time. Due to this, I would not attempt to bump up the value by more than one day (+100,800) at a time. Zombies will just appear inside your base from out of nowhere. Good luck!
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heir
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Re: They Are Billions (2017-12-16)

Post by heir » Sun Jun 30, 2019 7:41 pm

Zanzer wrote:
Sun Jun 30, 2019 1:30 pm
Here is a Game Time pointer.

The game handles time in a unique way. It essentially has a bunch of queued events that execute when the game time exceeds the event's trigger time. So if you increase the game time value, the game then has to play catch up and execute all events as if everything was in real time. Due to this, I would not attempt to bump up the value by more than one day (+100,800) at a time. Zombies will just appear inside your base from out of nowhere. Good luck!
Thanks, I'll try that and see how it goes.

heir
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Re: They Are Billions (2017-12-16)

Post by heir » Sun Jun 30, 2019 8:23 pm

Zanzer wrote:
Sun Jun 30, 2019 1:30 pm
Here is a Game Time pointer.

The game handles time in a unique way. It essentially has a bunch of queued events that execute when the game time exceeds the event's trigger time. So if you increase the game time value, the game then has to play catch up and execute all events as if everything was in real time. Due to this, I would not attempt to bump up the value by more than one day (+100,800) at a time. Zombies will just appear inside your base from out of nowhere. Good luck!

OK, I tried it and it definitely adjusts the time; however, 100800 only works for day one. For example 1596000 is 19 days. So, I'm not exactly sure what the daily calculation is, but it's nowhere near 100k on average. If someone could figure out the primer, perhaps the table can be updated to days in 1 or 2 digits, instead of inputting fuzzy math to try to figure out the day and time.

OK, I'm pretty sure that 3500 is an hour, and 84000 is a day. But, as you stated, the game seems to have problems with changing several days at a time. It takes too long to load a lot of days, so the game just freezes up.

I'll just try speeding up time and see how fast I can get it to go.

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