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Thread: But is it Save Game Compatable?

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  1. #1

    Default But is it Save Game Compatable?

    So, id like to confess that i am one of those poor souls who continuously tinker around with the .txt files - not for any good reason, Just because they are there. Welcome to ADHD cut and paste modding.

    With this being said, i have, like many others no doubt, lost many of save games do to this sad affliction. After searching a bit, i am unable to find any form of "diffinitive" list of things you can, or cannot, edit without saying goodbye to your save games - specifically when it comes to the .txt files.

    for instance, i know you can edit the weapon delay's in the EDU and still continue on your merry way taking over the world.. but it seems you cannot edit the attack/defense values.

    so, the question is.. is there a list out there of what can and cannot be changed? and, is there a way to force some changes? (ie.. let the game load anyhow)

    as always, much obliged for the time.
    Last edited by Valakov; August 23, 2008 at 12:57 PM.

  2. #2
    alpaca's Avatar Harbinger of saliva
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    Default Re: But is it Save Game Compatable?

    I don't think there is any public list (CA probably has some internal list, or maybe not... you never know with CA). In general I would assume that most things which are worthwhile to mod aren't save-game compatible. The whole map (and script) is stored in the savegame, upgradeable unit stats and character stats as well as traits and ancillaries probably are, I don't really know much though.

    No thing is everything. Every thing is nothing.

  3. #3
    Augustus Lucifer's Avatar Life = Like a beanstalk
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    Default Re: But is it Save Game Compatable?

    Wasn't there a thread on the .Org somewhere that discussed editing save game files in a Hex Editor :hmmm:? Not that I think this is something Vakalov would want to do, but can't seem to find the thread, I know it was being used as a crude sort of hotseat campaign way back when, don't know if it applies to things like the text files or not.

    If you can find that maybe it will enlighten some on what is stored in a save game as well, to my knowledge you can't change much of anything without messing up a save game though(excepting the possibility of this hex editing).

    Cheers,
    Augustus

  4. #4
    GrnEyedDvl's Avatar Liberalism is a Socially Transmitted Disease
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    Default Re: But is it Save Game Compatable?

    Quote Originally Posted by alpaca View Post
    I don't think there is any public list (CA probably has some internal list, or maybe not... you never know with CA). In general I would assume that most things which are worthwhile to mod aren't save-game compatible. The whole map (and script) is stored in the savegame, upgradeable unit stats and character stats as well as traits and ancillaries probably are, I don't really know much though.
    You can probably change traits/ancillaries, but I doubt you can go so far as to remove one. If you remove one that a character has it would probably crash when looking for it.

  5. #5

    Default Re: But is it Save Game Compatable?

    thanks for the replies - id agree that a hex edit might just be a bit.. well.. ok bit being defined in light years, out of my league.

    settlement mechanics seems to be moddable with saves afterwords.

    anything in the "world" folder seems would be right out.

    didnt realize the traits/ancil could be added too - (understanding that subtractions would be game crashing) - going to give my favourite mod - kingdom's grand campaign atm - a whirl with adding troop morale to AI general creation.

    i seem to remember switching out the projectile file without issues.

    ah well, was more of a curiosity type question then anything. seems strange that something as specific as weapon delay would be allowed, but weapon damage not..

    as a side question, im currently using Lusted's AI, in the statement :

    Code:
     <!--IF ALLIED AND VERY TRUSTWORTHY, CANNOT FORCE INVADE, INVADE NONE, RANDOMISED SLIGHTLY-->
    				<min_entry	stance="Allied" global_standing="0.5"/>
    				<max_entry	stance="Allied" rand="0.8"/>
    				<faction_attitude	can_force_invade="false" invade="invade_none" continue="false"/>
    			</decision_entry>
    how would one increase the chance of the AI desiding thier ally would be better off .. well, dead? is the rand statement an inverse? ie, currently a 20% chance (0.2) that the ai will end the alliance? which seems not to be the case just from empirical evidence.

    edits -typing cognizant sentences after being awake 26+ hours > me
    Last edited by Valakov; August 26, 2008 at 01:42 PM.

  6. #6
    Gorrrrrn's Avatar Citizen
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    Default Re: But is it Save Game Compatable?

    I wouldn't recommend continuing a campaign if you make changes to the traits and ancilliaries.

    Did that with a stainless steel campaign, ended up with priests having merchants traits, spies have generals traits etc etc. Didn't crash the game, just had some rather strange characters walking around. (Characters created after the change were OK, it was the ones that were alive when the change was made that got the wrong traits.)

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