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Excellent, thank you for doing this. Just tried it and controlling AI players works. Looks like the AI players get 150 bonus gold at the start on expert.
Great work on the trainer!
Do you think it would be possible to find trigger for game saveing in CE?
Recently i tried doing online multiplayer through hotseat mode with the google drive, and savegame syncing works very well (around 10-20s wait time per turn) but unfortunately the game is saved to the file only after last player end's the turn. It would work just like good old PBEM but automatic if it was possible to save after each player's turn.

Other option is of course just use hotseat with temviewer but we don't have good enough connections for it here :(

edit: ah one more thought, i think it is withing game ability to perform a save like that since it happens on turn one (it saves between each player's turn (both by end turn button and by exiting to menu) it just stops doing that on next turns.
Post edited April 10, 2013 by Stary_Precel
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Stary_Precel: Do you think it would be possible to find trigger for game saveing in CE?
Recently i tried doing online multiplayer through hotseat mode with the google drive, and savegame syncing works very well (around 10-20s wait time per turn) but unfortunately the game is saved to the file only after last player end's the turn.
There's nothing that can be done with CE, at least nothing that would be easy to do. The game is saved everytime you exit, though, no matter which player's turn it is.
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Stary_Precel: Do you think it would be possible to find trigger for game saveing in CE?
Recently i tried doing online multiplayer through hotseat mode with the google drive, and savegame syncing works very well (around 10-20s wait time per turn) but unfortunately the game is saved to the file only after last player end's the turn.
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tuxutat: There's nothing that can be done with CE, at least nothing that would be easy to do. The game is saved everytime you exit, though, no matter which player's turn it is.
I tried freezing turn number to 0 and searching for some simple 0-1 trigger for the first turn save effect, since it does save after each player on turn 1 but found nothing :(.

And after turn one it only saves on the last player when you exit, if you exit on any other the the progress of the whole turn for previous players is lost (at least on my computer), which is a shame.
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Stary_Precel: I tried freezing turn number to 0 and searching for some simple 0-1 trigger for the first turn save effect, since it does save after each player on turn 1 but found nothing :(.
Don't bother, something like this would be much more difficult to do. You'd have to find the save procedure and call it correctly from a safe place in the assember code.
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Stary_Precel: And after turn one it only saves on the last player when you exit, if you exit on any other the the progress of the whole turn for previous players is lost (at least on my computer), which is a shame.
For me it always saves correctly when I try 2 players in the "one computer" multiplayer mode.
I've made a rather large update to the table, you can now pretty much customize two hero + spells + army setups for players 1 and 2 and let them fight each other in a hotseat game.

Added in v4:
- infinite construction / rituals etc. is now a script
- no ritual cooldown
- make all buildings, guards, rituals available
- bottom left unit of hero #1
- bottom left spell of hero #1
- bottom right item in the treasury
- cheats for player 2
Interesting. I started figuring out the pointers to the various specialized guard contracts, although it's something I'm just doing as I stumble on them in random shard play, as I don't get the rare guard contracts as rewards all that often, and sometimes I get them while playing the campaign, which I won't screw up by using Cheat Engine. I did get the Warriors of Light and Minotaurs pointers though - and obviously getting Adventurers were easy. As with all other cheats it shouldn't be used, but finding them is an interesting challenge for me
Yeah, finding where the amount of adventurers etc you can hire is stored was the first part of making the script. Then it was just a matter of checking what code checks the content of that memory address and manipulating it to consider all guards, rituals etc as "infinitely available through a demesne building".
Interesting. How did you find the "1st Hero First Unit ID" pointer? If I try to find eg the "1st Hero First level 4 Unit ID" it can't seem to find any address that correspond to the unit ID changes I make from a swordsman (ID 5) to a Healer (ID 8) in that slot which means I don't even get to start looking for pointers.
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Kazper: Interesting. How did you find the "1st Hero First Unit ID" pointer? If I try to find eg the "1st Hero First level 4 Unit ID" it can't seem to find any address that correspond to the unit ID changes I make from a swordsman (ID 5) to a Healer (ID 8) in that slot which means I don't even get to start looking for pointers.
Looking for an ID change didn't work because it's not the same unit anymore in that slot. Unlike items and spells, units are saved as structs / objects and accessed via a pointer. You can find the pointer to the unit by moving the unit in and out of a slot. Whenever the same unit is in the slot, the pointer is going to be a certain value so you can look for something like "same as first search" or just do lots of "changed value / unchanged value" searches.

I can't remember exactly, but the unit pointers for a hero might all be grouped together closely, so you could look at the pointer location of the first unit ( [eador.exe+159080+4A34*1]+6C ) and look for the others close by.