Ok. So, I've been trying to figure out how to make a table for this game (because obviously it isn't going to be updated here or fearlessrevolution) and I have found the addresses for:
1) Food (both float / 4 byte) -- Cannot change it on either to stick
2) Villagers (both float / 4byte) -- Cannot change it on either to stick
3) Population (both float / 4byte) -- Cannot change it on either to stick
4) Skill cooldowns (float) -- Can get it to work.
5) Hero EXP (float) -- Can get it to work.
6) Hero Health (float) -- Can get it to work.
However, I cannot find the address to permanently make it work. I've tried both (accesses / write) addresses and come up with one that doesn't seem to want to stick. I don't know how to do scripts (how this table is made). Does anyone have any idea how to make this stick to not change addresses each time you restart the game?
Game Name : Age of Darkness: Final Stand
Game Process : Achilles-Win64-Shipping.exe
Game Release date : 7 Oct, 2021
CE Version : 7.4
Game Version / Build Id / Date Patch : v0.6.2.319 / 8689735 / 6 May 2022
Check build Id / Date Patches :[Link]
Options Cheat Table
After the game is open, click directly on [Activate] on the cheat table.
Table will auto attach to process Game Read Me
After changing the value of the Hero Edwin/Aelis/Vizargo script
You have to load the game again. my advice you have to save the data first.
1. Save Game
2. Chance Script Value Hero
3. After Set
4. Load Game
5. Hero Stats Chance
============================================ In the future, if the game does update and the script doesn't work, I won't update it again.
============================================ Skill No Cooldown All Hero Here
============================================
In the future, if the game does update and the script doesn't work, I won't update it again
You do know this game is still in the early access and it updates frequently right? So most definitely the scripts will break again possibly in the near future. I do feel it's such a waste all these massive pointers will break as well. If you do not want to update all those pointers when the offsets changes, you could at least make it into scripts and less pointers where there will be less updating.
In the future, if the game does update and the script doesn't work, I won't update it again
You do know this game is still in the early access and it updates frequently right? So most definitely the scripts will break again possibly in the near future. I do feel it's such a waste all these massive pointers will break as well. If you do not want to update all those pointers when the offsets changes, you could at least make it into scripts and less pointers where there will be less updating.
I do like this because there is more than 1 pointer, if I make a script, how many scripts should I create?
and you know this game unreal engine, not unity
I do like this because there is more than 1 pointer, if I make a script, how many scripts should I create?
and you know this game unreal engine, not unity
I know what engine it is using. Did you see how Mr.Wizard & Loah26 does theirs? Important moderate amount of scripts and less pointers. It works for them.
I do like this because there is more than 1 pointer, if I make a script, how many scripts should I create?
and you know this game unreal engine, not unity
I know what engine it is using. Did you see how Mr.Wizard & Loah26 does theirs? Important moderate amount of scripts and less pointers. It works for them.
I could just make like them (make a script) but many effects you will not get like in pointers.
and if you really know how to make a script, I invite you to take a sample from my CT. and you create your own script. I think it's very easy.
I'm just an end user. Pointers sometimes can be unreliable. That's why scripts are more reliable. If you think it's easy then you do it then since this table is your table and it's still fresh. Or perhaps you can just update Mr.Wizard script that requires updating.
I could just make like them (make a script) but many effects you will not get like in pointers.
and if you really know how to make a script, I invite you to take a sample from my CT. and you create your own script. I think it's very easy.
Hi, boss reskyaw,This CT script is best,It solved many of my problems,
Some people don't understand. In fact, it's the only one that works(Age of Darkness: Final Stand)
Oh I do understand. Yes it works fine, for now. But my main point is this. Lets just say there's again a new big patch came out and then suddenly something or everything broke. There's tons of pointers there to check it out again. If there's a way to minimize those pointers and convert it into a script form then he doesn't need to update too much. Since he already mentioned that he doesn't want to do any future updates if something breaks then the cycle of asking to update returns again and repeats over and over. I know it's not his obligation to do updates. He has the right to update it or not. We'll just have to wait and see. Did you get what I'm trying to say here? This what happens to Mr.Wizard's table. Though his cheat options are not that much and it broke or doesn't work and he doesn't updates anymore and now we are all asking for updates. It all comes down to that person determination to do future updates as well as fix them. Gideon25 and some other table makers are one of those examples.
Big Boss reskyaw:
I found that in your script, there seems to be a problem about the skill time of heroes?
If the hero is level 1, the script is valid. But if the hero is not level 1, the script will fail.
I tried three heroes, all the same.
Big Boss reskyaw:
I found that in your script, there seems to be a problem about the skill time of heroes?
If the hero is level 1, the script is valid. But if the hero is not level 1, the script will fail.
I tried three heroes, all the same.
can you show a screenshot which pointer do you mean?