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    [Tool] Re: PFM 3.5.2 - Updated string handling

    Any devs interested in forking this to github and starting a discord channel? I'm about to fork this myself because sourceforge is a disaster for collaborative work. I can help you guys get rid of...
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    Sticky: Re: Unlocking RomeTW Hardcoded Limits - Memory Editing

    With "possible" meaning: we spent months on a tool to scan and fix region entries without the engine crashing somewhere. No luck. Would take a lot of time to finish that magic tool.

    As for...
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    Sticky: Re: Unlocking RomeTW Hardcoded Limits - Memory Editing

    I said it's pretty much impossible. I'm not even going to give you any hope with 31 factions. That is just the theoretical limit if I could completely remove culture bitfield checks.
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    Sticky: Re: Unlocking RomeTW Hardcoded Limits - Memory Editing

    Faction limit increase possibility got killed yesterday when I discovered that unit ownerships are resolved with bitfields. This makes adding new faction slots impossible, because the 32-bit...
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    Sticky: Re: Unlocking RomeTW Hardcoded Limits - Memory Editing

    Alright, got that working. The trick right now is to set the unit size in EDU to 0 and add 1 officer. This creates an unit that always has 1 soldier (of course general unit has 2 soldiers).

    If you...
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    Sticky: Re: Unlocking RomeTW Hardcoded Limits - Memory Editing

    300 men per unit (huge unit size):
    http://s30.postimg.org/641aplj7x/unitsize_75_huge_units.jpg

    1 man per unit (normal unit size + general = 2 men):...
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    Sticky: Re: Unlocking RomeTW Hardcoded Limits - Memory Editing

    Unit size limit has already been raised to 300.
    More faction slots - possible issue with UI icon slots. I really hate CA for this.
    Regions limit - I don't know when this would be possible.

    Very...
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    Sticky: Re: Unlocking RomeTW Hardcoded Limits - Memory Editing

    There is no halfway with regions. Either we find, fix and patch all the few thousand(?) locations in memory where the array is referenced in some of the most obscure ways imaginable, or we don't do...
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    Sticky: Re: Unlocking RomeTW Hardcoded Limits - Memory Editing

    There's around 2500 lines of C++ for the instruction tracer / analyzer. An extra 3000 lines for a shared utility library and an extra 10k lines of code for a third party disassembling library. No, I...
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    Sticky: Re: Unlocking RomeTW Hardcoded Limits - Memory Editing

    I have a lot of other projects sharing time with this one, so progress is slow. It seems even Zarathos gave up on fixing all the region entries - there's always a random piece of unpatched code that...
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    Sticky: Re: Unlocking RomeTW Hardcoded Limits - Memory Editing

    There is quite a lot of work to do with regular C++ for automated script / text file generation. There's also a real hardcore C++ disasm module for fully replacing regions array references in all the...
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    Sticky: Re: Unlocking RomeTW Hardcoded Limits - Memory Editing

    You mean 0xFF is the upper boundary for BYTE, 0xFFFF is the upper boundary for WORD and 0xFFFFFFFF is the upper boundary for DWORD? The problem with RTW is not the width of the "unit count" integer...
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    Sticky: Re: Unlocking RomeTW Hardcoded Limits - Memory Editing

    It's not possible to have regular units with Shieldwall in RTW-ALX without modifying a really specific piece of EDU parser code that explicitly disables them. Whether this is done via memory editing...
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    Sticky: Re: Unlocking RomeTW Hardcoded Limits - Memory Editing

    I don't know how much experience you have with this sort of programming, so I guess I'll take the liberty of giving a brief explanation of why what we are doing is not exe modification. :)

    First...
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    Sticky: Re: Unlocking RomeTW Hardcoded Limits - Memory Editing

    If you guys read the first post and a few following, you can get all the information why what we're doing is completely legal.
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    Sticky: Re: Unlocking RomeTW Hardcoded Limits - Memory Editing

    I get enough spam in my mailbox. I think I have to decline the offer. ;)
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    Sticky: Re: Unlocking RomeTW Hardcoded Limits - Memory Editing

    While I would've loved to make more progress with the launcher, the sad fact is that it's really a lot of work for only a single person. Right now the progress is really slow, partly influenced by my...
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    Re: The "New" Frontier of M2TW Modding: Memory Editing

    Right now there is only a single performance patch finished, which fixes a certain anti-pattern found in both RTW and M2TW. How much this improves single core performance.. probably not that much....
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    Re: The "New" Frontier of M2TW Modding: Memory Editing

    Worst case performance for A* is noted for exploring all tiles between point a and point b. It does not necessarily qualify for the case of unplottable paths which result in the entire graph to be...
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    Re: The "New" Frontier of M2TW Modding: Memory Editing

    Well, this is also the point that I'm trying to make - we don't live in a theoretical universe with infinite amount of time, so we should stop bothering Zarathos about impossible endeavors such as...
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    Re: The "New" Frontier of M2TW Modding: Memory Editing

    Like I said, sorry for being blunt. I just want you to realize that we don't live in a theoretical universe with theoretically infinite amount of time to work on a project. Have you ever reverse...
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    Re: The "New" Frontier of M2TW Modding: Memory Editing

    Apologies for being blunt, but simply the fact that you mentioned A* as a viable solution for pathfinding in a game shows that you have no clue and no experience in this field of programming. If...
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    Re: The "New" Frontier of M2TW Modding: Memory Editing

    Pathfinding is, to date, one of the hardest subjects in Game Programming. There is no way to improve pathfinding with memory editing.
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    Sticky: Re: Unlocking RomeTW Hardcoded Limits - Memory Editing

    This kind of project expects 2 things: 1) someone who loves RTW 2) someone who knows C++.
    TWC is probably the best place for that.


    If you've got experience in C++, you can PM me. Help is always...
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    Sticky: Re: Unlocking RomeTW Hardcoded Limits - Memory Editing

    Right now I'm working pretty hard on disassembly. Even though the hype was big at the start of the announcement, there isn't anyone helping out at the moment, so progress is as slow as it can get....
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    Sticky: Re: Unlocking RomeTW Hardcoded Limits - Memory Editing

    The descr_geography.db generator is written from scratch as a C++ module for the launcher. I got around the RGB color issue by introducing custom syntax to descr_geography.txt:



    ;; ...
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    Sticky: Re: Unlocking RomeTW Hardcoded Limits - Memory Editing

    So many questions I can't even begin to answer all of them. Thanks for you great support guys! :)

    We're currently hard at work on the launcher - our priority is to unlock more factions and raise...
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    Sticky: Re: Unlocking RomeTW Hardcoded Limits - Memory Editing

    Since we have proper debugging capabilities, we can fix some rather annoying CTD's if they pop up.
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    Sticky: Re: Unlocking RomeTW Hardcoded Limits - Memory Editing

    There is a mirror project for M2TW being worked on by Zarathos. We're sharing resources, code and knowledge, but M2TW vs RTW is a pretty big difference, so creating an unified launcher does not make...
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    Sticky: Re: Unlocking RomeTW Hardcoded Limits - Memory Editing

    This would be a pretty epic hack. I can think of a few ways how this could be done, but it's going to require complete reverse engineering of the soldier rendering functions. All I can say is:...
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    Sticky: Re: Unlocking RomeTW Hardcoded Limits - Memory Editing

    I'll try to answer them to the best of my abilities :)


    It's a combination of several factors. First of all 10 years have passed since the launch, so CA is fairly disinterested in the old RomeTW...
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    Sticky: Re: Unlocking RomeTW Hardcoded Limits - Memory Editing

    The best we can do is probably tweak internal AI behavior thresholds - this can make the AI behave more realistic in some scenarios. Currently, I'm not focused in this direction, since unlocking more...
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    Sticky: Re: Unlocking RomeTW Hardcoded Limits - Memory Editing

    A lot of sieges would be painful indeed, but I figure we can remove any walls from minor settlements/villages. Even with max cap at 1000, I can only ever see us using ~300 regions or so.
  34. Unlocking RomeTW Hardcoded Limits - Memory Editing

    Thought I'd also provide a link of this in RTW General Discussion, so all the RTW fans won't miss out on it:
    ...
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    Sticky: Unlocking RomeTW Hardcoded Limits - Memory Editing

    For the past month, we in the RTR team have been working on something new, something exciting - something for everyone in the RTW community. For us, this is known as The RTR Project and its goal is...
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    Re: Gameplay Diffucilty

    You can try playing with some of the easier factions. Each faction has a difficulty suggestion in its description. If you want the game to be even easier then you'll have to use cheats. I feel that...
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    Re: Gameplay Diffucilty

    Hi Prince of Epirus,

    1) You should first check if you have the latest patch v1.23:...
  38. Re: Rome 2: The way it's meant to be played (tm) - for NVIDIA owners: performance boost and finally SLI support from 7th April

    This actually sounds pretty exciting, alQamar :) If we can finally get some decent performance out of Rome II, it would be a total game changer for a lot of people (aside from gameplay issues, but...
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    Re: The Achaean League

    The Aegean league rather denominates several independent island-cities like crete and rhodes that later joined the Achaean League. I must admit, we kind of forced them together just for the sake of...
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    Re: The Achaean League

    There were many different Greek city states and leagues during that time period. One of the most notable ones were the Aetolian-, Achaean- and Aegean Leagues. The regular Greek Cities in the game...
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