Phantom Doctrine

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isosplz
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Re: Phantom Doctrine

Post by isosplz » Thu Aug 23, 2018 9:37 am

Thanks for posting the updated table.
No Heat or Instant Item Creation would be lovely.

maki1337
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Re: Phantom Doctrine

Post by maki1337 » Thu Aug 23, 2018 12:24 pm

Just wondering is there a way to edit agents xp, i tried to find it but game seems to change the value when you enter mission or do something =\

carpeta
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Re: Phantom Doctrine

Post by carpeta » Sat Aug 25, 2018 12:41 am

table for the Codex version 1.0.3, will add more features soon.
Features
https://prntscr.com/kmm8ew
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Phantom Doctrine - Codex.CT
(455.6 KiB) Downloaded 1272 times

pacifista
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Re: Phantom Doctrine

Post by pacifista » Sat Aug 25, 2018 1:09 am

changing hireable agent number'd be great. its stuck at 20.

thx so much btw..

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isosplz
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Re: Phantom Doctrine

Post by isosplz » Sat Aug 25, 2018 11:58 am

Any chance you can add all/some of the following:
1. immediate evac in 1 turn
2. no heat
3. unlock all research/technology upgrades
4. set number of days passed
5. instant travel/speed up travel
6. set crew house maximum limit

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The Mogician
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Re: Phantom Doctrine

Post by The Mogician » Sat Aug 25, 2018 2:03 pm

isosplz wrote:
Sat Aug 25, 2018 11:58 am
Any chance you can add all/some of the following:
1. immediate evac in 1 turn
2. no heat
3. unlock all research/technology upgrades
4. set number of days passed
5. instant travel/speed up travel
6. set crew house maximum limit
A heat pointer is definitely possible if there is a money pointer, they aren't very far from each others.

The crew house limit seems to be tied in with the tech. I tried modifying the numbers directly, but it will revert back to the original number when you save and reload the game.

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always_confused
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Re: Phantom Doctrine

Post by always_confused » Sun Aug 26, 2018 9:08 am

On a side note, respiratory (I think this is the one, the 3rd agent stat), which determines movement range and action points is borked. Once you go over 95, you action points become 3 instead of 2, but your movement range drops to 5. Not sure I'd recommend increasing that particular stat over 95.

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isosplz
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Re: Phantom Doctrine

Post by isosplz » Mon Aug 27, 2018 4:55 am

The Mogician wrote:
Sat Aug 25, 2018 2:03 pm
isosplz wrote:
Sat Aug 25, 2018 11:58 am
Any chance you can add all/some of the following:
1. immediate evac in 1 turn
2. no heat
3. unlock all research/technology upgrades
4. set number of days passed
5. instant travel/speed up travel
6. set crew house maximum limit
A heat pointer is definitely possible if there is a money pointer, they aren't very far from each others.

The crew house limit seems to be tied in with the tech. I tried modifying the numbers directly, but it will revert back to the original number when you save and reload the game.
Good to know that heat is close to money. I assume that Heat would be a float value then and not a 4 Byte value?

maki1337
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Re: Phantom Doctrine

Post by maki1337 » Mon Aug 27, 2018 11:28 am

always_confused wrote:
Sun Aug 26, 2018 9:08 am
On a side note, respiratory (I think this is the one, the 3rd agent stat), which determines movement range and action points is borked. Once you go over 95, you action points become 3 instead of 2, but your movement range drops to 5. Not sure I'd recommend increasing that particular stat over 95.
I think it's designed that way, i saw a guide for body engineering facility and it seems you can do, on normal run without "tweaking" the character, get it to 4 move points ( but only with 4-5 movement ) and 2 free/fire points

ThirtyVsSix
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Re: Phantom Doctrine

Post by ThirtyVsSix » Tue Aug 28, 2018 9:36 am

Anyone figure out how to change Perks and Training?

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isosplz
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Re: Phantom Doctrine

Post by isosplz » Wed Aug 29, 2018 12:53 am

Possible that there is a 4 Byte value stored for each perk.

1. Save your game.
2. Search Unknown Initial Value
3. Add a perk
4. Scan Changed Value
5. Load game save
6. Scan Changed Value
7. Rinse and repeat steps 4-6 until you narrow down the results.
8. Then when you locate a value that you think might be it.
9. Copy and Paste the value obtained.
10. Reload the game save, and paste in the value that you copied from the selected Address.
Note: If it adds or changes the perk then you have achieved your goal.

This method has not been tested. Just food for though.

Blanketghost
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Re: Phantom Doctrine

Post by Blanketghost » Thu Aug 30, 2018 6:24 am

I have some requests for the table. I could really use an unlock all trade options because early game you are stuck with what you can scavenge and you can only buy low-tier guns. Also this game gets update quite often as of now as a part of post-release polishing from dev, so might want to wait until the update slows down or just keep up with it.

tampy
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Re: Phantom Doctrine

Post by tampy » Thu Aug 30, 2018 10:27 am

Update for patch 5 please?

ThirtyVsSix
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Re: Phantom Doctrine

Post by ThirtyVsSix » Fri Aug 31, 2018 4:36 am

Game has a pdb file. What's it for?

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STN
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Re: Phantom Doctrine

Post by STN » Fri Aug 31, 2018 5:17 am

ThirtyVsSix wrote:
Fri Aug 31, 2018 4:36 am
Game has a pdb file. What's it for?
It contains debugging information. When you open it in CE or any debugger, the symbol information will load. Makes hacking easier.

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