BattleStar Galactica Deadlock +All DLC 1.5.1113 +50 **All Fixed**

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gideon25
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Re: BattleStar Galactica Deadlock +All DLC 1.5.1113 +50 **V4** Fixed 5 more script errors

Post by gideon25 »

York2016 wrote:
Fri Feb 05, 2021 4:00 am
Glad that this table exists, i was too afraid to update my game to the latest version without a trainer/table of some sort working, especially since modding using UABE is basically impossible for modding the stats of the actual ships due to the anti-cheat introduced with the Ghost Fleet Offensive update/DLC.

Shame NBC is such a stickler about mods tho (to the point where the moderators are encouraged, albiet reluctantly, to curb any mention of mods in the BSG Deadlock Discord)
Yea, thats because (I would guess) is they don't want anyone releasing free content that they could sell as DLC. Yea the anti-cheat was a pain until I figured out exactly where to hook in without triggering it.. even so its possible it may trigger occasionally, but you can always save game and reload if it freaks out. Any losing gui/missile/fighter commands with this latest script?

How to use this cheat table?
  1. Install Cheat Engine
  2. Double-click the .CT file in order to open it.
  3. Click the PC icon in Cheat Engine in order to select the game process.
  4. Keep the list.
  5. Activate the trainer options by checking boxes or setting values from 0 to 1

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Re: BattleStar Galactica Deadlock +All DLC 1.5.1113 +50 **V4** Fixed 5 more script errors

Post by Kraznova »

Will test extensively this weekend and get back to you. Thanks for the continual update!

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Re: BattleStar Galactica Deadlock +All DLC 1.5.1113 +50 **V4** Fixed 5 more script errors

Post by gideon25 »

Kraznova wrote:
Sat Feb 06, 2021 1:46 am
Will test extensively this weekend and get back to you. Thanks for the continual update!
Great. The problem is that there are so options, ha! I suppose if its still having issues, test out each battle script option individually and restart battles each time with just one option activated at once..Or something like that to figure it out :shock:

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ragnarok32
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Re: BattleStar Galactica Deadlock +All DLC 1.5.1113 +50 **V4** Fixed 5 more script errors

Post by ragnarok32 »

Thank you for the table !

Same problem as previously : it seems the infinite missile's script isn't working correctly : one ship in the fleet is losing his abilities and launching squadrons. And there is always one another ship that don't have infinite missiles.

What do Improved Fighter squadron ? And Allow Boarding ?

I have tested these options and working correctly :
-Infinite Armor
-Hull set to massive
-Subsystems Set to God
-Missile cool down (don't work if you have fired one salve and activate it after firing)

I will test the other options asap !

When I finish a skirmish battle, do I have to deactivate the scripts before another battle ? Have you a specific procedure ?

Edit : my version is 1.5.113 with all DLC from Slitherine directly
Edit 2 : there is always one ship that loose his abilities when I activate an option (any option)

gideon25
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Re: BattleStar Galactica Deadlock +All DLC 1.5.1113 +50 **V4** Fixed 5 more script errors

Post by gideon25 »

ragnarok32 wrote:
Sat Feb 06, 2021 6:46 pm
Thank you for the table !

Same problem as previously : it seems the infinite missile's script isn't working correctly : one ship in the fleet is losing his abilities and launching squadrons. And there is always one another ship that don't have infinite missiles.

What do Improved Fighter squadron ? And Allow Boarding ?

I have tested these options and working correctly :
-Infinite Armor
-Hull set to massive
-Subsystems Set to God
-Missile cool down (don't work if you have fired one salve and activate it after firing)

I will test the other options asap !

When I finish a skirmish battle, do I have to deactivate the scripts before another battle ? Have you a specific procedure ?<<<<--yea its best to.

Edit : my version is 1.5.113 with all DLC from Slitherine directly
Edit 2 : there is always one ship that loose his abilities when I activate an option (any option)
NOT sure what allow boarding does..I saw it so just threw it into the table.

Improved Fighter Squadron:

So the first thing to understand is that these options:
Image

just change and LOCK/freeze this stuff here (Player Ship Pointers):

Image

So I tried to test each thing and come up with some values that improved or helped. To be honest, not EXACTLY sure what each of the values for the fighter squadron do.. But instead of selecting Yes to improved fighter squadron, you can just go to that area in the Player Ship Pointer, change the values, and freeze them. Once they are set they stay set so you either have to change them manually in the player ship pointers (With the Option set to NO or it will force MY vaules into it)or restart battle. So keep stuff set to no and just change the Stats in Player ship pointer (with the checked so they lock/freeze) and you can experiment and see what EVERYTHING there actually does. See in the main script (Battle Star Galactica Deadlock +DLC 1.5.113 Ship Base (Activate when In tactical Combat or after clicking on a ship) I have these values:

Code: Select all

cmp [ShipInfo_fighterhullset_enable], #0  <------Tests if you set the option to Yes for Improved Fighter squadron
 je ShipInfo_fighterhullset_exit
  mov ebx,[ship]
  test ebx, ebx
  je ShipInfo_fighterhullset_exit
  mov edi, [ebx+F0]
  test edi, edi
  je ShipInfo_fighterhullset_exit
  mov [edi+2C], (float)500 //squadronToSquadronMaxRange                <---writes all these values and freezes them
  mov [edi+34], (float)500 //squadron1v1Distance
  mov [edi+38], (float)5000 //squadron1v1MoveInSpeed
  mov [edi+3C], (float)5000//squadron1v1MoveOutSpeed
  mov [edi+48], (float)1 //defendVelocityOffset
See you could just not select yes to it and then decide to set the options to what you want instead in the Player Ship Pointers and click the box beside each one to freeze the value.. But thats a LOT OF WORK to edit and Freeze ALL of the ship stuff yourself EVERYTIME! Here are the values for Massive Movement:

Code: Select all

cmp dword ptr [ShipInfo_movementset_enable], #0  <---tests if you have Yes next to Massive Mvement
 je ShipInfo_movementset_exit
 cmp dword ptr [edi+170], #4//test for fight
 je ShipInfo_movementset_exit
 mov ebx,[ship]
 je ShipInfo_movementset_exit
 test ebx, ebx
 je ShipInfo_movementset_exit
 mov [ebx+2B0], (float)1.5   //Max Turnrate  <--Writes these things to the movement stuff in the Player ship pointers
 mov [ebx+2B4], (float)180  //Max Pitch
 mov [ebx+2B8], (float)2 //Max Yaw
 mov edi, [ebx+124]
 test edi, edi
 je ShipInfo_movementset_exit
 mov [edi+10], (float)0  //MinVelocity     <--and these
 mov [edi+14], (float)50  //MaxVelocity
ShipInfo_movementset_exit:
So in the Battle Star Galactica Deadlock +DLC 1.5.113 Ship Base script there are comments beside each value that describes what its changing and you can set them to change them to whatever you want and it will write those values instead of what I have in the script when you select Yes to turn on that option. ONLY change the numerical values or you can mess the script up.

Ah, I should have been testing this stuff in skirmish mode..ok So I was DUPLICATING the original single line of code at the beginning and end of the main script. Can't believe I missed that! I noticed the icons disappearing always on one of the Capital ships. When I removed the duplicate line of code at the beginning, and changed the way I pushed and popped the registers then the icons came back and were no longer missing! ok, so thats fix #1.

Fix#2 will be the missile cooldowns to always work. I will look into it. May just have to add a description to the option that you have to activate at beginning of Battle or just keep activated once it is activated.

Fix#3 Missile ammo will be MUCH harder. You see it hooks into a separate area and is a shared address between player and enemy...unless I can make the player compare I use in the main script a symbol and use THAT as a compare in the missile ammo script. Ok, Hopefully I can get this thing fixed tonight!
Last edited by gideon25 on Sun Feb 07, 2021 6:09 am, edited 1 time in total.

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ragnarok32
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Re: BattleStar Galactica Deadlock +All DLC 1.5.1113 +50 **V4** Fixed 5 more script errors

Post by ragnarok32 »

I'm not a script's specialist but I can test your table :D, I much understand what is improved squadron, thanks for the explanation.

I'll continue to test and report, this game is very good and it's fun to test different situations!

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Re: BattleStar Galactica Deadlock +All DLC 1.5.1113 +50 **V4** Fixed 5 more script errors

Post by gideon25 »

ragnarok32 wrote:
Sun Feb 07, 2021 11:43 am
I'm not a script's specialist but I can test your table :D, I much understand what is improved squadron, thanks for the explanation.

I'll continue to test and report, this game is very good and it's fun to test different situations!
Ok, it should be ALL Fixed Now. Test it out.

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ragnarok32
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Re: BattleStar Galactica Deadlock +All DLC 1.5.1113 +50 **All Fixed**

Post by ragnarok32 »

;) Thanks, I'll test it and report

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Re: BattleStar Galactica Deadlock +All DLC 1.5.1113 +50 **All Fixed**

Post by ragnarok32 »

I've done a rapid test and for the moment all is functioning perfectly : the abilities of all ship functioning.

But I'm resting question about the Improved Fighter Squadron, I'll test it more intensively.

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Re: BattleStar Galactica Deadlock +All DLC 1.5.1113 +50 **All Fixed**

Post by Kraznova »

All is working perfectly on mine end as well, no crashes, no problems with fighters or weapons. Bravo, and thank you!

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Re: BattleStar Galactica Deadlock +All DLC 1.5.1113 +50 **All Fixed**

Post by Whisperer »

W00t! Thank you!

I was so sad that I couldn't play the second season of the story, having ended on the big cliffhanger where they are betrayed. All because of that anticheat that made it all too complicated.

Now I can finish the story, yay!

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Re: BattleStar Galactica Deadlock +All DLC 1.5.1113 +50 **All Fixed**

Post by Mudvayne2011 »

Sorry I had to post here, but could anyone point me to a steam version cheat engine table for this game? Thank you. :)

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Re: BattleStar Galactica Deadlock +All DLC 1.5.1113 +50 **All Fixed**

Post by MagnusOZi »

shame there is no way to make the fleet cap higher in the current release back in the early days there was a trainer/script/file to edit that allowed me to use 10 ships in a fleet be fun if that ever gets exploited again if possible ;)

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Re: BattleStar Galactica Deadlock +All DLC 1.5.1113 +50 **All Fixed**

Post by Riekopo »

MagnusOZi wrote:
Tue Oct 26, 2021 12:47 am
shame there is no way to make the fleet cap higher in the current release back in the early days there was a trainer/script/file to edit that allowed me to use 10 ships in a fleet be fun if that ever gets exploited again if possible ;)
Is there really no way to increase the fleet point/ship limit in the campaign? That's what a lot of people wanted from the Daybreak update.

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