In case of crash, broken functions, suggestions, improvements please report.
This table would not exist without renorp, fantomas, duggseg, Hellenic Spirit and Compact Disk!
Update v0.23:
[Fix] Mission - Open Play
What the table already do (Show Faq for details):
-Minimum Gold : City + Dynasty
-- City gold pointer
-- Dynasty gold pointer
-Houses Fill Goods and Needs
-- NoManor
-- Remove mission limitation
-- *8 triggers for deactivate functionality each products/visitors type*
-Bazaars Fill
-- *5 triggers for each Bazaar Fill products type*
-Buildings - No collapse, no fire
-Buildings - Autofill (with) Workers
-Buildings - Instant Productions
-Buildings - Fill Raw & Goods
-Buildings - Unlock Storages Yards
-Buildings - Unlock placement
-Buildings - Auto Build Pyramids/Mastaba -Hellenicspirit-
-Buildings - Allow All buildings and fill pre-requires for monuments
-Buildings - Remove number of buildings & monument limit
-Army - Fast Recruiting
-Army - GodMod
-Trading - Allow distant citys to trade
-Trading - Infinite Trade -CompactDisk-
-Event - No military Invasion
-Event - Requests : Freeze Count Down
-Event - Requests : Validation on clic
-Gameplay - Gods Happy
-Gameplay - Maximum Desirability Everywhere
-Mission Editor
-Mission Goal - Open Play (Sandbox)
-Tweak - Build on Pause
-Tweak - Storage Yard - Don't Accept
=Building Menu
-- *Long list of buildings pointers*
==Monuments submenu
--Unlock 4 to 7 Monument Slots
-- Slots 4 to 7
=Gods Activate Menu
-- *5 Pointer to activate each gods*
=Ratings Overseer
-- Culture Fill Goal
-- Prosperity Fill Goal
-- Kingdom Fill Goal
-- Monument Fill Goal
-- Population Fill Goal
-- Houses Fill Goal
= Floods settings Pointers
-- *3 pointers for different aspects of flooding*
= Time Pointers
--*3 pointers with start mission date and actual Month and Year
= Tests/Debug Pointers/Script
--(1 useful for testing building game play, test script for monument, 1 give information, 3 last just ??? (may be for testing god event))
To do list
Army - GodMod for No damage Building
Minor to do list:
- Restore footprint to Farms and Claypit's
- Make City's unlock icon's updated//make effective unlock all trades goods.
Seem not possible
-Make granary unlocks for more of 4 different foods
Explanations about Table
Minimum Gold : City + Dynasty
Set city treasure to min 25000 Deben, came with pointer to set manual value.
Set personal treasure to min 5000 Deben, came with pointer to set manual value.
Houses Fill Goods and Needs
This trigger fill and cover houses needs, like foods, goods and visitors, and neutralise risks [consult the details for the full list].
-- NoManor
This trigger voluntary set 0 Luxury to limite the houses evolution to "Fancy Residence"
Once a house become manor, or more, is habitants become bourgeois and stop to be workers and your city will fall in a 'employees needed' black-hole who stop all the activity of you city! (You can have a full manor, or more, avoid this by using "Buildings - Autofill (with) Workers")
-- Remove mission limitation
The evolution of the houses is restricted to the resources available in mission, this trigger avoid the restriction.
If *NoManor* activated the housing level don't exceed the "Fancy Residence" level.
Details of Houses Fill Goods
(Unactivated filling signaled by * )
-Foods*
Meat
Fish
Fig
Pomegranate
Chickpeas
Lettuce
Meat
Grain
-Goods*
Beer
Pottery
Linnen
Luxury*
-Religious*
Temple visitor for the 5 Gods
-Entertainment*
Jungling
Musician
Dancer
Senet
-Education*
Scribe
Librarian
-Administration*
Tax Col.
Juge
-Healthcare*
Water
Physician
Dentist
Apothecary
Embalmer
-Risks neutralised*
Fire
Crime
Malaria
Disease
- Bazaars Fill
This Bazaar trigger unlock 5 separates triggers to allow you to fill amount of products:
-- Bazaar Fill Foods
-- Bazaar Fill Beer
-- Bazaar Fill Potter
-- Bazaar Fill Linen
-- Bazaar Fill Lux
Each trigger fill to 700 units of specified product.
Bazzar Fill Foods fill to 700 all type of foods.
Products are filled and distributed by bazaar walkers even if you validate "don't buy" in the bazar instruction menu.
Buildings - No Collapse, No Fire (Thanks CompactDisk)
Neutralise Fire and Collapse code
- Buildings - Autofill (with) Workers
This trigger, once the building be connect to a road fill your build full of worker, even with 0 Population.
Work for all the building who need worker, except for who need specifics visitors like towers, forts, monuments.
- Buildings - Instant Productions
Made instant product.
- Buildings - Fill Raw & Goods
Fill the 'storage' emplacement of buildings, who need goods, except for Monuments. [consult the details for the full list]
Details of buildings affected by Buildings - Raw & Goods filled
- Food and Farming
Barley Farm > 800 Barley's
Flax Farm > 800 Flax
Grain Farm > 800 Grains & 800 Straws
Pomegranate Farm > 800 Pomegranates
Chickpea Farm > 800 Chickpeas
Lettuce Farm > 800 Lettuces
Fig Farm > 800 Figs
Henna Farm > 800 Henna
Fishing Wharf > 100 fish (this building don't have storage only produce "Cart pusher")
Cattle Ranch > 100 Meat & 200 Straw
Hunting Lodge > 100 Game Meat
- Raw Materials
Reed Gatherer > 500 reeds
Wood Cutter > 500 wood
Gems Mine > 100 Gems
Gold Mine > 100 Gold
Copper Mine > 100 Copper
All Quarry > 1 block
- Industrial Structures
Potter > 200 Clay
Brewery > 200 Barley
Jeweler > 200 Gem
Weaver > 200 Flax
BrickWorks > 200 Clay & 200 Straw
Shipwright > 200 Wood
Papyrus Maker > 200 Reeds raw
Lamp Maker > 200 Oil & 200 Pottery
- Construction Guilds
Carpenters Guild > 200 Woods
Artisan Guild > 200 paint & 200 clay
- Entertainment
Senet House > 200 Beer
Zoo > 200 Meat & 200 Straw
- Education
Scribal School > 200 Papyrus
Library > 500 Papyrus (Always need 500 Papyrus in stock for build.)
- Health and Sanitation
Mortuary > 200 Linen
- Military Structures
Weaponsmith > 200 Copper
Chariot Maker > 200 Wood
Buildings - Unlock Storages Yards
This trigger unlock storage yards to make usable all the all products not intended by mission / scenario.
Only for "storage yards", i trying to unlock granaries but they bug, they are hardly coded by programmer to managing maximum 4 foods type no more. (technically storages information of type 5 and 6 are superposed to type 3 and 4)
It seem, ironically, bazaars are unlocked like storages yards and don't seem buggy...
- Buildings - Unlock Placement
Remove builds prohibitions, you can freely place buildings regardless of placement restriction like ground water "Groundwater", "Rocky area" classic and "Ore" version, "Meadow (Yellow Grass)" or "Close to water".
The footprints of Farms and Clay pits be always red but don't worry you can place it freely.
Freely but not anywhere, you still not build on swamps, rocks, overlaps etc and have to build dock etc and Dock etc close to water...
Details of buildings affected by Unlock Builds
Grain Farm
Lettuce Farm
Chickpeas Farm
Pomegranates Farm
Fig Farm
Barley Farm
Flax Farm
Henna Farm
-Raw Materials
Clay Pit's
Plain Stone Quarry
Limestone Quarry
Granite Quarry
Sandstone Quarry
Gemstone Mine
GoldMine
Copper Mine
-Heath sanitation Structures
Well
Water Supply
-Municipal Structures
Village Palace
Town Palace
City Palace
Personal Mansion
Family Mansion
Dynasty Mansion
Pyramids and Mastabas just build themself without workers or supplies.
Buildings - Allow All buildings and fill pre-requires for monuments
Unlock all buildings (trigger before start mission or save/reload it to active it)
Avoid prerequires resources for monuments.
Buildings - Remove number of buildings & monument limit
Remove "One only" limitation to Palaces, Mansions, Academy, Recruiter, Festival Square, monuments, Forts and Warship wharfs/transport wharfs, Temple Complex
Festival Square > Fest seam only happen on the last build Festival Square.
Temple Complex > You need to buy altar and oracle before build an others Temple Complex
:!: Temple Complex> If you try to build Temple Complex dedicated to other God than the last one the texture of the new one will replace all the ancients one, because of game engine.
Forts & Warship wharfs > If you build more than 6 Forts or Warship Wharfs the additional companies and boats will overflow the Military Overseer screen.
- Army - Fast Recruiting v0.4 up 0.5
Give to "Recruiter" a full stock of weapons and chariots, increase recruiting/formation speed.
- Army - GodMod Revamp in v0.14
Give to all your Citizens invulnerability.
Give to your Soldiers, Archers, Chariots, Warships and Transports invulnerability, Max Xp, no moral break.
Xp and Moral are up when you put your troupe outside the fort.
(Immortality code set Enemy and animals Melee and ranged Damage to 0)
(Immortality code set your units Melee and ranged Damage to 100)
Trading - Allow distant citys to trade
Allow far city to open trade route with "An Egyptian city" and "A distant city".
City's icon's don't change, stay transparent, some place can have empty sale's and/or buys lists.
The script change a city status only when you clic on it.
Once a city have be unlock the only way to restore is original status is "replay mission" or reload a save before unlock.
Seem not always working, some times allow trad with city without really trade with it some time you can trade.
Trading - Infinite Trade
Remove limitation of caravan, or Trade ship visitor.
Event - No military Invasion
Freeze and Block Invasion event.
Event - Requests : Freeze Count Down
This trigger will freeze the request count down for deben, troops and goods request.
Event - Requests : Validation on request
This script make the requests on "Political Overseer" become fillable, on clic, even if you don't have resources needed.
Works for deben, troops and goods request.
If validation don't works for troops request go once on 'naval military overseer' then go back validate the request.
- Gameplay - Gods Happy
This trigger makes gods happy, set "last fest far" to 1 month.
Gameplay - Maximum Desirability Everywhere
This trigger will put 100 desirability on each ground square.
Gameplay - Freeze Time
Month stop to increase.
Mission Editor
Give you access to editing panel Game, untrigger restore ingame panel.
Mission - Open Play (Active Sandbox mode)
Switch mission goals to Open Play sandbox mode, untrigger to retrieve mission goals.
Tweak - Build on Pause
Allow you to build and remove building during pause
Suppress buildings became effective on unpause.
Tweak - Storage Yard - Don't Accept
All Storage Yards newly build is on "Don't accept" for all resources by default.
= Building Menu
This is a list of pointers allow the player to "turn on" buildings in the "Full/wide control panel".
To use it put 1 in Value of the building you want, don't forget to active menu and submenu where is the building you need to build.
The list are respect the game menus and sub menus.
There is 3 Monuments pointers, enter a value between 01 and ??, required Guilds are auto unlocked.
Monuments menus have "Unlock 4 to 7 Monument Slots" and monuments slots from 4 to 7
Fill the 1 to 3 slots to unlock the 4 slots, etc.
If you build religious structures for a "unknown" God(s) in mission/scenario this dont activate the God(s).
If you build "industries", "farming and food structures" their products can be unusable, because storage structures, or other structures, can be not allowed to manage it.
Before build "industries" or "farming and food structures"watch what products are managed in "Storage yard" and "Granary".
Monuments pointers Values list
1 = Small Bent Pyramid
2 = Medium Bent Pyramid
3 = Small Mudbrick Pyramid
4 = Medium Mudbrick Pyramid
5 = Large Mudbrick Pyramid
6 = Mudbrick Pyramid Complex
7 = Grand Mudbrick Pyramid Complex
8 = Small Stepped Pyramid
9 = Medium Stepped Pyramid
10 = Large Stepped Pyramid
11 = Stepped Pyramid Complex
12 = Grand Stepped Pyramid Complex
13 = Small Pyramid
14 = Medium Pyramid
15 = Large Pyramid
16 = Pyramid Complex
17 = Grand Pyramid Complex
18 = Small Mastaba
19 = Medium Mastaba
20 = Large Mastaba
21 = Sphinx
22 = Small Obelisk
23 = Large Obelisk
24 = Sun Temple
25 = Mausoleum
26 = Mausoleum
27 = Mausoleum
28 = Pharos Lighthouse (Need Rocks)
29 = Alexandria's Library
30 = Caesareum
31 = Colossi
32 = Temple of Luxor
33 = Small Royal Burial Tomb (Need Cliffs)
34 = Medium Royal Burial Tomb (Need Cliffs)
35 = Large Royal Burial Tomb (Need Cliffs)
36 = Grand Royal Burial Tomb (Need Cliffs)
37 = Abu Simbel (Need Cliffs)
---END---
Serie of separate Pointers, one for each god to activate, or inactivate, god.s of your choice.
Gods Activate Values Guide
1= Local Deity
2= Patron God
-- Culture Fill Goal
-- Prosperity Fill Goal
-- Kingdom Fill Goal
-- Monument Fill Goal
-- Population Fill Goal
-- Houses Fill Goal
Serie of separate trigger to auto validate mission/scenario goals.
Triggers for Culture, Prosperity, Kingdom, Monument and Houses have flexible scripts that just fill the value to the requirement level, never go under, and allow you to increase the value and reach 100 by your self, except for monument is goal value are, in general, the high one.
So you also can put 100 to respective Value in subsection -Pointers- and stick it manually.
Trigger for Population, this script validate the"population goal" without modifies the ingame population, it's normal, value to avoid problems, like high unemployment.
If you are in lack of action put, and fix, 0 in Kingdom values and pharaoh reward you by regular army invasions.
-- -Pointers-
You can consult and modifies various values in relations with "Ratings Overseer".
Floods settings Pointers
-- Flooding starts on > control the period of flooding start, you can do any values between 0 = early January and 345 = late December.
-- Flooding lasts > duration of flooding (30=1month)
-- Flooding Quality > 0 is no flooding, 100 perfect
These values seem to be integrated on game only once by year, so be patient if you miss the target you will have to patient until the next integration.
Default "Flooding strats on" values list
165 = Late June
180 = Early July
195 = Late July
210 = Early August
225 = Late August
240 = Early September
255 = Late September
This menu regroup trigger with some time information:
-Start mission year date
-Actual Month
-Actual Year
Tests/Debug Pointers
Pointers in test (not crash just for show all theirs effects) and debug information are here for now.
-- Buiding on mouse pointer (Ingame)
Made you the possibility to build anythink without use the 'game interface'
the 183 pyramids select only the first monument pyramid or mastaba.
:!:Standards :
123 > Number ingame and corresponding to Pharaoh_model_***.txt
/!\ > If warning, buggy or crash
Xyz > Name of building or effect in game, visual or left clic information
(...) > Complement of information if needed
[Xyz] > he corresponding name in Pharaoh_model_***.txt happen when the Name is different of file name
Entries usable only with the Editor are tagged [Editor] most of them are tagged [Nothing] in Pharaoh_model_***.txt
Exemple :
51:Temple to Osiris (Useless just appearance)[Nothing]
-- Tests/Debug Pointers > Test - Dynamic list of monument (Can make Large bent)
If you try to build a type of Pyramid(Bend/Mudbrick/.../Mastaba) then an other type of Pyramid, the pyramids already build can get some texture problem.
-- Show Happiness Level + Max Prosperity
-- Testing Event *3 triggers*
Change gods and Major/Minor Good/Bad Event and Level (Dont know how use it for now)
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Trivia, Thanks, Rewards:
Thanks to CompactDisk for is support and allowing me to add is table to mine, also is clear code, now i understand how tables with multiple entries works.
Thanks to renorp, fantomas, duggseg for there contribution to the first and original Topic.
Thanks to Ninety90 for have validate the trainer on Steam version
Thanks to Hellenicspirit for this support and discovery of usefull pointers:)
Trivia v... Adaptation and update of the original Topic to do this one. i hope there is understandable, readable, clear and comprehensible despite my not awesome English.
Thanks to CompactDisk
How to use this cheat table?
- Install Cheat Engine
- Double-click the .CT file in order to open it.
- Click the PC icon in Cheat Engine in order to select the game process.
- Keep the list.
- Activate the trainer options by checking boxes or setting values from 0 to 1