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DIREWOLF75: The link is dead, any chance of a repost?
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TrueSilver: Sory about that guys ... try this on

https://www.dropbox.com/sh/yycm9pc34qdy97m/AAAtoRVlRQ17yLVLqY2CaPmJa?dl=0
Thank you!

And yeah, that character generation file is REALLY messed up.
And seriously, they have hoods AND Lts for both Arson and Explosives, but nothing between Average Hood and Superhood? Well i guess that's what i'm going to try out first then. :)
Fixing the weird stuff so types works as intended and then equalize the Arson types to both Arson and Explosives and make the explosives ones into strong but not supers.
Don't I know it.

The “Character Generation” file in here isnt the actual one from the game, it seams that some things got mixed up during game creation. As a result, the standard attribute order was input differently.

That's why you see so many hoods with a high Arson, because that attribute was mislabeled as Organization in the file. Every hood in the game designed to work as a leadership or business hood wound up being a firebug.
Olnorton - got those files cracked, have fun with them :-)

https://www.dropbox.com/sh/h35t71e7pc7q4f2/AAAyuPSF3WPlWBcmGEqOrRYua?dl=0

Also, I included a file in the cracked Gangsters 1 files titled “Character Generation -corrected-” where the stats have been rearranged in this file to reflect the original intentions of the game authors.

Download this and rename it “Character Generation” replacing the original file. You (and your opponents) should wind up with a better balanced hood pool

The game still badly needs some TLC and trial & error to get a decent spread of Hoods with more realistic (or at least more useful) skill sets, until that time this setup should at least be better.
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TrueSilver: Olnorton - got those files cracked, have fun with them :-)
Thanks, that's excellent.
I'm in the middle of bathroom renovations at the moment , so I'm not sure when I'll get a chance to play with them.
Hey guys.

Good to see time is invested in this old game.

Would it be possible to reupload all those xtx in txt files?

If I read everything correct, the game will run just fine on txt files right? This makes continuous modding and tinkering easy.
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HurricaneHeinz: Hey guys.

Good to see time is invested in this old game.

Would it be possible to reupload all those xtx in txt files?

If I read everything correct, the game will run just fine on txt files right? This makes continuous modding and tinkering easy.
TrueSilver's Dropbox link 5 posts up (previous page) still works for me HurricaneHeinz, and yes works with the files in .txt.
Post edited January 27, 2018 by olnorton
Has anyone tried some reverse engineer of this game?

Every year I go back to gangsters and play around with it, its like a recurring obsession.

In summary, this is what I (may) have been able to do:

* I (may) be able to enable some debug log that explains how the IA prepares for the week, whether a crime is processed or not, case dropped, etc.

* I (may) have tried to fix the cases not going to court bug in 1.4, without success. The result (would) have been that all crimes were processed (even extortion) and the lawyer got a full rollodex after a few weeks, and the game (would) have crashed.

* It (may) be possible to extract graphics from data files. The top maps and GUI graphics (may be) fairly easy to extract. The isometric tiles from the streets (seems to be) a bit harder and I (may) be facing difficulties there, same goes to gangsters sprites.

As I understand this (may) be doable under fair use of the software: analyzing how it works for educational, non-commercial purposes.

Im not interested in making a full remake, though something like this would set the bases for a project that approaches Gangsters as OpenTTD approach TTD.

So, anyone interested in sharing this?
Hi there fellows!

I have get back those files, trying to do what I always wanted to do with gangsters, such a nice game :).
My question is, could I modify everything I want, but what values are admited, for example if i want to increase amount of money gained from exporting cases of alcohol, counterfeited money..

What needs to be done with the beautiful .txt files given? Shall I, if i want to modifiy every value in order to try this or this kind of thing, restart from the .xtxt files?

For example,

I just want to reduce a bit the number of pool halls and gyms, and increase the number of hoods which are recruitable fin them in mean... and so many other things, briging possibly a completely easier (or harder!) experience!

Thanks a lot,
Kind regards,

Ewendoun
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johnmisil: Has anyone tried some reverse engineer of this game?

Every year I go back to gangsters and play around with it, its like a recurring obsession.

In summary, this is what I (may) have been able to do:

* I (may) be able to enable some debug log that explains how the IA prepares for the week, whether a crime is processed or not, case dropped, etc.

* I (may) have tried to fix the cases not going to court bug in 1.4, without success. The result (would) have been that all crimes were processed (even extortion) and the lawyer got a full rollodex after a few weeks, and the game (would) have crashed.

* It (may) be possible to extract graphics from data files. The top maps and GUI graphics (may be) fairly easy to extract. The isometric tiles from the streets (seems to be) a bit harder and I (may) be facing difficulties there, same goes to gangsters sprites.

As I understand this (may) be doable under fair use of the software: analyzing how it works for educational, non-commercial purposes.

Im not interested in making a full remake, though something like this would set the bases for a project that approaches Gangsters as OpenTTD approach TTD.

So, anyone interested in sharing this?
I just would like to know how to do those things, but haven't got enough knowledges about it (programming, codes.. etc... ). Nevermind, if iI can bring a bit help about those questions, I am your man ! :)
Post edited May 24, 2018 by Ewendoun
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johnmisil: Has anyone tried some reverse engineer of this game?

Every year I go back to gangsters and play around with it, its like a recurring obsession.

In summary, this is what I (may) have been able to do:

* I (may) be able to enable some debug log that explains how the IA prepares for the week, whether a crime is processed or not, case dropped, etc.

* I (may) have tried to fix the cases not going to court bug in 1.4, without success. The result (would) have been that all crimes were processed (even extortion) and the lawyer got a full rollodex after a few weeks, and the game (would) have crashed.

* It (may) be possible to extract graphics from data files. The top maps and GUI graphics (may be) fairly easy to extract. The isometric tiles from the streets (seems to be) a bit harder and I (may) be facing difficulties there, same goes to gangsters sprites.

As I understand this (may) be doable under fair use of the software: analyzing how it works for educational, non-commercial purposes.

Im not interested in making a full remake, though something like this would set the bases for a project that approaches Gangsters as OpenTTD approach TTD.

So, anyone interested in sharing this?
Funnily enough I'm in a similar position: I loved this game, although it had some flaws in its design. I've actually put together a spec to create a new modern game "inspired" by Gangsters: Organised Crime. Others have tried (Omerta etc) but they didn't come close.

I've got the budget too, just trying to find a freelance developer to work with.
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johnmisil: Has anyone tried some reverse engineer of this game?

Every year I go back to gangsters and play around with it, its like a recurring obsession.

In summary, this is what I (may) have been able to do:

* I (may) be able to enable some debug log that explains how the IA prepares for the week, whether a crime is processed or not, case dropped, etc.

* I (may) have tried to fix the cases not going to court bug in 1.4, without success. The result (would) have been that all crimes were processed (even extortion) and the lawyer got a full rollodex after a few weeks, and the game (would) have crashed.

* It (may) be possible to extract graphics from data files. The top maps and GUI graphics (may be) fairly easy to extract. The isometric tiles from the streets (seems to be) a bit harder and I (may) be facing difficulties there, same goes to gangsters sprites.

As I understand this (may) be doable under fair use of the software: analyzing how it works for educational, non-commercial purposes.

Im not interested in making a full remake, though something like this would set the bases for a project that approaches Gangsters as OpenTTD approach TTD.

So, anyone interested in sharing this?
Hey johnmisil, can I ask how you managed to (half)fix the court bug? It's something that's bothered me about the game for years. If there is a cap on the maximum number of live cases before the game crashes maybe there's a way to limit cases going to court to just murders or other serious crimes.
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johnmisil: Has anyone tried some reverse engineer of this game?

Every year I go back to gangsters and play around with it, its like a recurring obsession.

In summary, this is what I (may) have been able to do:

* I (may) be able to enable some debug log that explains how the IA prepares for the week, whether a crime is processed or not, case dropped, etc.

* I (may) have tried to fix the cases not going to court bug in 1.4, without success. The result (would) have been that all crimes were processed (even extortion) and the lawyer got a full rollodex after a few weeks, and the game (would) have crashed.

* It (may) be possible to extract graphics from data files. The top maps and GUI graphics (may be) fairly easy to extract. The isometric tiles from the streets (seems to be) a bit harder and I (may) be facing difficulties there, same goes to gangsters sprites.

As I understand this (may) be doable under fair use of the software: analyzing how it works for educational, non-commercial purposes.

Im not interested in making a full remake, though something like this would set the bases for a project that approaches Gangsters as OpenTTD approach TTD.

So, anyone interested in sharing this?
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drlittlefish: Hey johnmisil, can I ask how you managed to (half)fix the court bug? It's something that's bothered me about the game for years. If there is a cap on the maximum number of live cases before the game crashes maybe there's a way to limit cases going to court to just murders or other serious crimes.
Intrested to know how you approached this as well, wouldnt mind seeing how you did it, maybe we can come up with a solution.
Fantastic to have found this thread and the files. I did manage to compile the code to convert the xtx files to txt, but I'm not a programmer, so I'd have needed one application for each file conversion.
Have been digging round lately to try find some way to bork the gangs AI so they don't do anything each week and try get a "Sandbox" like mode that way, but that's not seeming straightforward.
A sandbox me vs the city mode is something I've always wanted ever since I played the game from the cd many many years ago.
Hope there are still some others digging in to this too.

Edit
I've been playing with the Economics.txt file today, and worked out how that seems to work sort of. A suggestion above was to strip the pool halls and gyms leaving only the docks and union to recruit from. Guess what I did :)
Not tested it thoroughly, but I think I have left the ability for them to be built, so you should in theory be able to bye a plot, shut it down, and rebuild it as a gym or pool hall for your own localised collecting. I need to test that though, as while I nerfed the City Capacity (CC), CC Min, and Number Placed (NP) to 0, I left the CC Max alone, so you could build 20+.

The values aren't just simple 1,2,3 etc, 64 is 1, and 32 is 0, since 0 itself is random. every whole 64 is 1.
It looks like by default (I THINK, I've not done much testing as I was happy I could just alter the game to start with 1 and then 0 Gyms) Gyms for example were CC 1152, CC Min 576, CC Max 1728 and NP 1152. So you would end up in a game with 18 Gyms placed at the start (1152\64=18) CC Min was half of that, and CC Max was an additional 9 Gyms.

Edit
Oh, think the values above apply to one block businesses. Something that takes a full 8 blocks (city block) like the union is 256 to spawn. So now it seems like 32 would be 1 spawn for the small places, but setting on the single block sites seems to not spawn them in...
Post edited November 17, 2020 by falcon004
Hi Falcon,

Good to see people interested in spending time trying to figure out how the game works and how to mod it.

The config files can be tricky, and a lot of settings doesn't seem to do anything. Please keep sharing anything you find, though very slow, every now and then I go back to experiment with GoC, and is always nice to see people trying different things.

I haven't thought about virtually disabling the AI... I wonder what would be the best approach for that. Maybe is possible to give them a looot of money so their relative power is alway better than yours, thus, keeping the peace? I'm not sure that's how it works though.

The debug logs show a lot about how the AI plans for the week, but reverse engineering is complex and time consuming. I'm not sure it would be possible for example to disable AI extortion orders, so they don't grow too much, or disabling the AI aggressive actions...
Hi there,

Aplogies about my average english, I tried a few things that I think do work (like modyfing number of policemen in total walking each starting week in the city). BUt some things I do not figure how make them work:

First, I do not really know much about the numerical system used in the ".. .txt" files kindly given in this thread, for example I tried to modify the amounts about "Recruiting", attempting to make it easier to success or harder (in "Constants.txt" file). I finally guess that we are facing multiples of 32 (as shown in the previous answer, thanks), but sometimes values do not correspond to that kind of system... And anyway, for example, does anyone figure out what range of values is allowed by the game, recognized as valid ?

Thanks a lot

Ewendoun who also succeed to grow the number of policemen dedicated to patrols. Yes, I am trying to do a"Gangsters organized crime" modded such as street fighting costs a lot in human lives, and do not worth at all, trying to change the underworld :p :p ! In fact, pretty cool with less violence allowed (by more and more policemen everywhere, the first to start fighting sees its guys dying like flies ;) ). This of course force a bit the AI to work more on business side than on fighting side.

Also ! I figured out and believe it worked, to change AI priorities on week organisation (from fighting to buying things, or more depending on what kind of game I wanted to get :p)

But I must admit that I do not understand every functiun and kind of value used in the "[...].txt" files, someone does ?

Ewendoun