raki_can wrote: ↑Thu Dec 29, 2022 6:44 am
...
- A new script targeting Residence's EfficiencyBonusFactor must be added.
But I can't help you now cuz I left the game.
- Efficiency Bonus Factor rewrites the opcode that references all EfficiencyBonusFactor variables.
So if you want to change them individually, adjust them on the Editor, not on the Efficiency Bonus Factor.
callpiper wrote: ↑Wed Dec 21, 2022 8:08 am
awesome table, can you add more option please?
Instant Raids & heist and Instantly finish edicts
"Instant Raids" would cause problems when repeating missions.
And I think
Quick Level Up For Edicts has the same effect as "Instantly finish edicts".
Elsabella wrote: ↑Wed Dec 21, 2022 12:18 pm
Thank you very much, but I also have a request. Unlock all research
I already tried to make it, but gave up due to various problems.
Incidentally, if you use other unlock scripts, there is no need to research at all.
Kaedus wrote: ↑Thu Dec 15, 2022 8:08 pm
Very cool table. Can we have an option for mines / automatic mines and oil rigs? Infinite resources or similar.
Hi, try
Infinite Remaining Resources.
Im DooM wrote: ↑Thu Dec 15, 2022 1:59 am
Good cheat table you made there. But the efficiency make the harbor bring in too many ship and people. Can we do it like...Increase efficiency by increasing building budget? That way the harbor can bring normal ship and people in tropico.
Hi, Try
Workplace/Residence Data Editor.
Under
P->T6Building, there is an EfficiencyBonusFactor variable that affects each building.
Marzs17 wrote: ↑Mon Dec 12, 2022 8:11 pm
Can you also add increase efficiency on Buildings?
Hi, try
Efficiency Bonus Factor.
Too many bonus, however, can completely break the game.
Add 10.0 and my port was overflowing with cargo ships.
1223334444 wrote: ↑Sun Dec 11, 2022 6:52 pm
But some buildings, such as the Ministry and Wonders are Unique, can only build one.
We want to build more for creating beautiful scenery.
(The old table can help us do this while unlocking the building.)
Replace the code in
Unlock All Buildings with the following code.
Code: Select all
[ENABLE]
registerlabel(undo_buliding_category)
////////////////////////////////////////////////////////////////////////////////
trace_era_override:
db EB
////////////////////////////////////////////////////////////////////////////////
mem0x01:
cmp eax,02
ja @f
mov byte ptr [rsi+14],04
undo_buliding_category:
readmem(trace_buliding_category,7)
jmp return
trace_buliding_category:
jmp mem0x01
nop 2
return:
[DISABLE]
////////////////////////////////////////////////////////////////////////////////
trace_era_override:
db 74
////////////////////////////////////////////////////////////////////////////////
trace_buliding_category:
readmem(undo_buliding_category,7)
////////////////////////////////////////////////////////////////////////////////
unregistersymbol(*)
dealloc(*)
However, this code makes a unique building not unique.
This can result in over-calculation of building statistics, which can lead to bugs.
1223334444 wrote: ↑Sun Dec 11, 2022 6:27 am
We need the "- Unlock All Buildings [Including Wonders]" function, please help us!
Unlocks all buildings, including wonders, and removes the blueprint needs from them.
Hi, updated to Edit 1.
Unlock All Buildings includes Wonders.