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Spellforce III a.k.a Spellforce 3: Soul Harvest

Posted: Thu May 30, 2019 8:23 pm
by Csimbi
To some extent code resembles the original game, but quite a lot of data structures are different and some have changed completely.
Despite of that, I managed to rebuild the scripts to provide more or less the same as the original script.
Current version seems is 1.0 on Steam, this is what I built the table for.
The base game does not seem to be enabled in it yet ("coming soon"), let's hope it will work with that, too.

I just finished the dream sequence so I can't comment on the game, but if it's as good as the original, then I'm happy.

Here's the table with the AOB script.
It's all enabled with specific values; you might want to tweak the defaults in the table to your liking.
The Resourcing Controls in general grants each and every town hall you own with a min. number of resources.
The Unit Controls need a bit more explanation:
- God mode; for all your units; I did not bother with buildings.
- Min. stats is for all your units, both heroes and regular units. Code executes when they take damage, so make sure they get hit at least once. Attribute and Ability points require you to have at least one point available, meaning you won't get any of these extra points until you level up. Consider it a protection mechanism. You can turn this off by commenting out the checks for zero, but I am not sure about its effect on regular units.
- Misc stuff exposes the party XP, XP level and the Gold for now.

Note: Just like the original, this game keeps multiple copies of the same data and same are just for display. I update the real data only, consequently the values won't update on screen immediately - unless of course something triggers that. Damage is obviously updating health. Do a quick save/quick load cycle if you are unsure, that will force the update for sure.
Enjoy!

PS.
Not a whole lot of trainers are out there yet and most are defuct anyway.
Let's hope they have the brains to steal this code (yet again) at least.

Update #1
Minor fix.
Also tested on 1.00.1, still works.

Update #2
Added Echo to Resourcing Controls.

Re: Spellforce III a.k.a Spellforce 3: Soul Harvest

Posted: Fri May 31, 2019 3:21 am
by omrictu
Thank you. It all works well for me. I'm unsure if my game crashes though because of this or not. It's in the swamp lands. and i've had to restart the game 3 times. 3rd time with no cheats and it still bugged. so i have no idea! >_<

Re: Spellforce III a.k.a Spellforce 3: Soul Harvest

Posted: Fri May 31, 2019 7:00 am
by Csimbi
omrictu wrote:
Fri May 31, 2019 3:21 am
Thank you. It all works well for me. I'm unsure if my game crashes though because of this or not. It's in the swamp lands. and i've had to restart the game 3 times. 3rd time with no cheats and it still bugged. so i have no idea! >_<
You've way ahead of me ;-)
If you got that far with the scripts on, then I suppose it's not a script error (at least, it should not be with all the checks I included).
In the original game there was a facility to report bugs - do report these, please! So they get fixed by the time I get there :P

Re: Spellforce III a.k.a Spellforce 3: Soul Harvest

Posted: Wed Jul 10, 2019 1:42 pm
by CaesarCzech
Can you update it for 1.02. ? Attribute and ability points is what even reciference doesnt have.

Re: Spellforce III a.k.a Spellforce 3: Soul Harvest

Posted: Fri Jul 12, 2019 8:35 am
by jerikocross31
i agree with caesarczech please update

Re: Spellforce III a.k.a Spellforce 3: Soul Harvest

Posted: Wed Jul 31, 2019 2:32 pm
by VirgilSouth
Hello there. I made a very rough but pretty playable "tactical" pause and want to share it. Because of my poor CE skills i cant make some decent script but it works enough. I hope it would work for you too
SF3ClientFinal.CT
(2.26 KiB) Downloaded 183 times
Attach table to process, then load a level, then press Pause\Break button to pause\unpause game.

You can set custom hotkey by standart CE "Set hotkeys" option. I strongly recommend to set same keys for all three options because frozed pointer while script disabled can cause crashes.
Also you can set your own time scale form 0 to 1 but i dont recommend go below 0.001. This time scale enough to 'pause' game and values below lead to more visual 'bugs' like missing of selection circles and move\spell pointers.

However, there is unpleasant (not critical but still) and unavoidable bug. Some of 'interface' functions somehow depends of time scale, so they will react only after unpausing. I talk about exiting to global map, choosing teleport destination, inventory sort, changing workers amount in buildings and maybe some undiscovered functions.

If my table wont work for you, you can easily make it by yourself.
Normal timescale is 1, and timescale when you pause the game by ESC is 0.
Just scan for float truncated (its important, rounded wont work) value untill dozen of values left.
Look for two almost same adresses that differ by last number, they end by 4 and 8. You need that ends by 8.
You cant modify it at this point cos it instantly refreshes.
Then 'Find out what writes to this adress'. There will be only one instruction.
It has static memory adress so you can save it. This code always writes to only one adress, so you can always find it.
Or you can find pointer by 'Pointer scan'.
Then just 'Replace with code that does nothing' and now you can modify value.

Hope someone with better skills will make simple script for it. Enjoy!

PS Sorry for my bad english

Re: Spellforce III a.k.a Spellforce 3: Soul Harvest

Posted: Tue Aug 27, 2019 2:19 pm
by ShootToThrill
Sorry to necro this thread but, this table is no longer working with the current version of the game and I can't adjust ability/attribute points with my meager CE skills. Is it possible to get an update for this table?

Re: Spellforce III a.k.a Spellforce 3: Soul Harvest

Posted: Thu Oct 17, 2019 3:49 pm
by Csimbi
Yeah, I post updates from time to time.
SF3 is due for a revisit, soon ;-)

Re: Spellforce III a.k.a Spellforce 3: Soul Harvest

Posted: Thu Nov 07, 2019 12:38 pm
by MrZoob2
Would you update this table anytime soon??
I have to kill time until Warcraft 3 Reforged come out :D

Re: Spellforce III a.k.a Spellforce 3: Soul Harvest

Posted: Wed Apr 08, 2020 10:30 pm
by acecel
An update would be very very appreciated :)

Re: Spellforce III a.k.a Spellforce 3: Soul Harvest

Posted: Fri Jul 03, 2020 10:09 pm
by shinyhalo
I would also appreciate an update for Spellforce 3 Soul Harvest

Re: Spellforce III a.k.a Spellforce 3: Soul Harvest

Posted: Fri Jul 03, 2020 11:29 pm
by krul
There will be new major update Fallen god later this year. It won't be the final one so it's best to postpone the table for the final.

Re: Spellforce III a.k.a Spellforce 3: Soul Harvest

Posted: Wed Sep 16, 2020 5:42 pm
by Literally Lire
Ability points magic number is 257. Search your points times 257 in 4 bit to find them.

Re: Spellforce III a.k.a Spellforce 3: Soul Harvest

Posted: Wed Sep 16, 2020 6:29 pm
by Csimbi
krul wrote:
Fri Jul 03, 2020 11:29 pm
There will be new major update Fallen god later this year. It won't be the final one so it's best to postpone the table for the final.
Looking forward to it!

Re: Spellforce III a.k.a Spellforce 3: Soul Harvest

Posted: Wed Nov 04, 2020 8:03 am
by CaesarCzech
Its here