i wasn't able to get any kind of response from pop3 people so i'll release it - i dont recommend using it since its cheating - im no responsible for anything that happens to your game its all on you guys - the password is simply my name swadia4ever
Really Good.
trying to incorporate them now.
Want to see how it goes.
Tred wrote:
Really Good.
trying to incorporate them now.
Want to see how it goes.
no problem have fun it should work no matter what
Hi.. =)
fantastic w0rk.. =D I mean its always hard t0 defend y0ur castle when y0u d0nt have many defenders.. =)
Thanks!
Well, I am n0t go0d at all with the c0des..

so0..
Can these c0des s0meh0w be adjusted that in place 0f farmers y0u get n0bles 0f the facti0ns(of y0ur ch0ice)..

0r any required unit!
Please f0rgive me my enc0uragement f0r cheats..
Thanks! TC..!
Fantastic wrote:
Hi.. =)
fantastic w0rk.. =D I mean its always hard t0 defend y0ur castle when y0u d0nt have many defenders.. =)
Thanks!
Well, I am n0t go0d at all with the c0des..

so0..
Can these c0des s0meh0w be adjusted that in place 0f farmers y0u get n0bles 0f the facti0ns(of y0ur ch0ice)..

0r any required unit!
Please f0rgive me my enc0uragement f0r cheats..
Thanks! TC..!
i the problem is i dont have the source code so what i did is build it on the original module system
now if i had the source code i could porbably use a much better script where i would check what faction you have then give you units form that faction
but until then ... this will have to do
Swadia4Ever wrote:
Fantastic wrote:
Hi.. =)
fantastic w0rk.. =D I mean its always hard t0 defend y0ur castle when y0u d0nt have many defenders.. =)
Thanks!
Well, I am n0t go0d at all with the c0des..

so0..
Can these c0des s0meh0w be adjusted that in place 0f farmers y0u get n0bles 0f the facti0ns(of y0ur ch0ice)..

0r any required unit!
Please f0rgive me my enc0uragement f0r cheats..
Thanks! TC..!
i the problem is i dont have the source code so what i did is build it on the original module system
now if i had the source code i could porbably use a much better script where i would check what faction you have then give you units form that faction
but until then ... this will have to do
0h kk.. I didn't understand completely but I manage t0 get an idea!

Ok.. correct me if im wrong, this code u created its like edited in the trigger txt document, which contains values column-wise without labels, right? and I seem to have found the place where the value of experience (we get on pressing h) is written, which means if I change that 10000 value to xxx then i'll get xxx experience points, right? same goes with 25 farmers..!
so in the last two lines, which you have created, must contain a column(section) of item/troop id no. (just like the value part/section/column), which could be replaced by whatever troop's id you write, right?
s0 irrespective of which faction i m in, I can have whatever troops I want.. right?
sorry, Like I said, I dont know much abt codes..

Fantastic wrote:
0h kk.. I didn't understand completely but I manage t0 get an idea!

Ok.. correct me if im wrong, this code u created its like edited in the trigger txt document, which contains values column-wise without labels, right? and I seem to have found the place where the value of experience (we get on pressing h) is written, which means if I change that 10000 value to xxx then i'll get xxx experience points, right? same goes with 25 farmers..!
so in the last two lines, which you have created, must contain a column(section) of item/troop id no. (just like the value part/section/column), which could be replaced by whatever troop's id you write, right?
s0 irrespective of which faction i m in, I can have whatever troops I want.. right?
sorry, Like I said, I dont know much abt codes..

it does look like that but to be honest when i create the scripts i use python and the actual module system i dont edit the compiled scripts directly- however it is possible to change the scripts by finding out where the troop id is located and replacing it with a diffrent troop id , sure , you could also break the script completely since i dont know if anything is added to the compiled code by the python compiler
so if it doens't work please dont blame me
comment last edited by Swadia4Ever on Sep 10, 2011, 08:29:23 am
Swadia4Ever wrote:
Fantastic wrote:
0h kk.. I didn't understand completely but I manage t0 get an idea!

Ok.. correct me if im wrong, this code u created its like edited in the trigger txt document, which contains values column-wise without labels, right? and I seem to have found the place where the value of experience (we get on pressing h) is written, which means if I change that 10000 value to xxx then i'll get xxx experience points, right? same goes with 25 farmers..!
so in the last two lines, which you have created, must contain a column(section) of item/troop id no. (just like the value part/section/column), which could be replaced by whatever troop's id you write, right?
s0 irrespective of which faction i m in, I can have whatever troops I want.. right?
sorry, Like I said, I dont know much abt codes..

it does look like that but to be honest when i create the scripts i use python and the actual module system i dont edit the compiled scripts directly- however it is possible to change the scripts by finding out where the troop id is located and replacing it with a diffrent troop id , sure , you could also break the script completely since i dont know if anything is added to the compiled code by the python compiler
so if it doens't work please dont blame me
Nah man, I wont.. because i wont try it.. cuz like I told u I know very less about scripting and I m not good at it..! so I wont try or blame..

but i'll learn to use python! if it can do me good then its worth a try!
And thnx man.. And in the mean while If u come up with the solution then do remember to message me.. in case I would still be trying!

Thnx!
best regards!!
Fantastic wrote:
Swadia4Ever wrote:
Fantastic wrote:
0h kk.. I didn't understand completely but I manage t0 get an idea!

Ok.. correct me if im wrong, this code u created its like edited in the trigger txt document, which contains values column-wise without labels, right? and I seem to have found the place where the value of experience (we get on pressing h) is written, which means if I change that 10000 value to xxx then i'll get xxx experience points, right? same goes with 25 farmers..!
so in the last two lines, which you have created, must contain a column(section) of item/troop id no. (just like the value part/section/column), which could be replaced by whatever troop's id you write, right?
s0 irrespective of which faction i m in, I can have whatever troops I want.. right?
sorry, Like I said, I dont know much abt codes..

it does look like that but to be honest when i create the scripts i use python and the actual module system i dont edit the compiled scripts directly- however it is possible to change the scripts by finding out where the troop id is located and replacing it with a diffrent troop id , sure , you could also break the script completely since i dont know if anything is added to the compiled code by the python compiler
so if it doens't work please dont blame me
Nah man, I wont.. because i wont try it.. cuz like I told u I know very less about scripting and I m not good at it..! so I wont try or blame..

but i'll learn to use python! if it can do me good then its worth a try!
And thnx man.. And in the mean while If u come up with the solution then do remember to message me.. in case I would still be trying!

Thnx!
best regards!!
you got it
Swadia4Ever wrote:
Fantastic wrote:
Swadia4Ever wrote:
Fantastic wrote:
0h kk.. I didn't understand completely but I manage t0 get an idea!

Ok.. correct me if im wrong, this code u created its like edited in the trigger txt document, which contains values column-wise without labels, right? and I seem to have found the place where the value of experience (we get on pressing h) is written, which means if I change that 10000 value to xxx then i'll get xxx experience points, right? same goes with 25 farmers..!
so in the last two lines, which you have created, must contain a column(section) of item/troop id no. (just like the value part/section/column), which could be replaced by whatever troop's id you write, right?
s0 irrespective of which faction i m in, I can have whatever troops I want.. right?
sorry, Like I said, I dont know much abt codes..

it does look like that but to be honest when i create the scripts i use python and the actual module system i dont edit the compiled scripts directly- however it is possible to change the scripts by finding out where the troop id is located and replacing it with a diffrent troop id , sure , you could also break the script completely since i dont know if anything is added to the compiled code by the python compiler
so if it doens't work please dont blame me
Nah man, I wont.. because i wont try it.. cuz like I told u I know very less about scripting and I m not good at it..! so I wont try or blame..

but i'll learn to use python! if it can do me good then its worth a try!
And thnx man.. And in the mean while If u come up with the solution then do remember to message me.. in case I would still be trying!

Thnx!
best regards!!
you got it

Well 3 years later and I remembered I promised a solution (Well I forgot to come back and post it

)
the solution is very simple
to get a different Soldier to spawn
this is my script
0.000000 0.000000 0.000000 0 5 4 0 71 1 21 1106 1 1585267068834415133 1610 3 648518346341351424 360287970189639731 25 3 0
the number just before the 25 is the soldier id
to get a different soldier id simply add or subtract the diff from this number
i'll explain
if for instance Farmer is 360287970189639731 (its not but just in case)
and in troops.txt you see :
trp_farmer_from_bandit_village Farmer Farmers 0 2097152 0 0 1 0 0
251 0 252 0 343 0 696 0 343 0 342 0 342 0 153 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
7 5 4 4 4
60 60 60 60 60 60 0
274 131072 0 1 0 0
44024231057 3308329716968668020 2037444 0 68703515971 3299854699663086826 1907590 0
trp_trainer_1 Trainer Trainer 0 16 393262 0 1 0 0
316 0 239 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
7 5 4 4 40
20 20 20 20 20 20 0
274 131072 0 1 0 0
56053739525 3068066978820924397 2017010 0 0 0 0 0
trp_trainer_2 Trainer Trainer 0 16 393263 0 1 0 0
342 0 239 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0 -1 0
7 5 4 4 40
20 20 20 20 20 20 0
274 131072 0 1 0 0
59878446404 6145560114968694257 1893632 0 0 0 0 0
lets suppose you want trainer_2 to spawn instead
all you have to do is add 2 to the ID of farmer
so if farmer is 360287970189639731
then trainer_2 is 360287970189639733
that's it
you can use morghs tool to open the troops.txt so you can see them one after another it makes it easier to understand the diff between them
why did I give you this option instead of a script ?
well this way all you have to do is copy this line
0.000000 0.000000 0.000000 0 5 4 0 71 1 21 1106 1 1585267068834415133 1610 3 648518346341351424 360287970189639731 25 3 0
to triggers.txt
add +1 to the number at the top
start the game
try clicking on Y
see what spawns
exit the game and change the id at the end to whatever you want to spawn
this will work for EVERY mod