Working on agents but they seem to be calculated differently. You can change the number but still won't be able to dispatch an agent if you don't actually have it.
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
Working on agents but they seem to be calculated differently. You can change the number but still won't be able to dispatch an agent if you don't actually have it.
hey, yeah they get calculated differently xD
if the game wants to check the agents:
reset general/witches/hunters/pigeons to 0
loop from 0 to max_agents and for each agent ++ to the var
and each agent is a instance of AgentManager stored in AgentManager.Instance
//
wrote a new script with an editor for each agent:
first entry is isHired?
second one (isAvailable?) gets to 0 if the agent is on a mission
note : you may have to talk to someone until you can see the values.
or activate the script before you load the savegame.
important : isAvailable needs to be 0!
otherwise agents cant come back!
so make sure its always 0 if you end the week!
if the game does not load : you can edit the agents while in the economy summary!
use it at own risk! my script only gives you the full control about every agent, game maybe cant handle it...
Perhaps im doing something wrong, but none of the entries from OP's table works for me. It doesnt want to activate.
I loaded up the game, waited to the screen where i am sitting on the throne.
Alt-tabbed to open Cheat Engine 7 64bit, opened the game's exe and then opened the table.
After that nothing activates.
The Contentment does work on the second table though.
The rest also doesnt seem to work for me.
Perhaps im doing something wrong, but none of the entries from OP's table works for me. It doesnt want to activate.
I loaded up the game, waited to the screen where i am sitting on the throne.
Alt-tabbed to open Cheat Engine 7 64bit, opened the game's exe and then opened the table.
After that nothing activates.
The Contentment does work on the second table though.
The rest also doesnt seem to work for me.
Working on agents but they seem to be calculated differently. You can change the number but still won't be able to dispatch an agent if you don't actually have it.
hey, yeah they get calculated differently xD
if the game wants to check the agents:
reset general/witches/hunters/pigeons to 0
loop from 0 to max_agents and for each agent ++ to the var
//
so little table with pointer to contentment and a Min. Agents script:
activate script and you can set a min. quantity of each agent.
default is 1 for every agent, i didnt test higher values(but 1 should be enough, coz it cant decrease if script is activ)
note : game reads the agents not every tick, so you need to change screen / talk to someone to update it, and set first the values and then activate the script to write it.
feel free to add it to your table if you want, then its pointer complete
Sadly, but didnt work.
If you change more that one, 10-20 generals - no matter, value changes to 2, but you stil can use only 1.
Also you have no options on map or dialogues.
yeah i didnt play enough to have the map to send out agents, only the dialogs (and there it worked with my Min. Agents script )
i digged deeper into the structure and uploaded a new script that unlocks every agent, give it a try
I tried your script and I could not click on the barbarian in week 2, because my soldier didn't trigger with the barbarian; the barbarian came in by himself, and therefore couldn't be clicked on. I couldn't even click on the settings menu. I had to force close the game and start over.
When I started over without your script, my soldier brought in the barbarian, and then I could click on him.
So, perhaps this script will only work after a certain week?
I think the agent script works, but there appears to be an issue with too many generals? Can't click on a general when they show up to talk; and, the first time I had the issue the general didn't even show up. Perhaps try locking in 2 generals instead of 3?
~
So, perhaps this script will only work after a certain week?
hi, just tested it, got the same problem on week 2 if every agent is unlocked, guess the game cant handle it so early :/
but i did a script with an editor for each agent (isHired,isAvailable) so now anyone can edit them like they want
use with caution!
edit:
looked why this happened at week 2
problem is : if an agent has isAvalaible to 1 and comes back from a mission = game cant handle it
so make sure that isAvalaible is always 0 if you have sended an agent.
edit 2:
so just tested this:
week 2:
send my 1 legit general to a mission
cheated a general(isHired and isAvalaible to 1 )
send them on a mission.
both generals came back without problems.
Last edited by cfemen on Mon Mar 09, 2020 11:00 am, edited 1 time in total.
wrote a new script with an editor for each agent:
first entry is isHired?
second one (isAvailable?) gets to 0 if the agent is on a mission
note : you may have to talk to someone until you can see the values.
or activate the script before you load the savegame.
EDIT: OK, I see your updated instructions now. It appears that setting "is available" to 0 changes the agents back to 0, so that they can show up again when you progress to the next week.
EDIT: OK, I see your updated instructions now. It appears that setting "is available" to 0 changes the agents back to 0, so that they can show up again when you progress to the next week.
We'll see how it goes now. Thanks.
yes, but dont forget isHired? needs to stay 1 if a agent is sended out
Working on agents but they seem to be calculated differently. You can change the number but still won't be able to dispatch an agent if you don't actually have it.
hey, yeah they get calculated differently xD
if the game wants to check the agents:
reset general/witches/hunters/pigeons to 0
loop from 0 to max_agents and for each agent ++ to the var
and each agent is a instance of AgentManager stored in AgentManager.Instance
//
wrote a new script with an editor for each agent:
first entry is isHired?
second one (isAvailable?) gets to 0 if the agent is on a mission
note : you may have to talk to someone until you can see the values.
or activate the script before you load the savegame.
important : isAvailable needs to be 0!
otherwise agents cant come back!
so make sure its always 0 if you end the week!
can you make step by step unstruction(( i'm really bad in English.....