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Thread: The "New" Frontier of M2TW Modding: Memory Editing

  1. #21
    Finlander's Avatar ★Absolutely Fin-bulous★
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    Default Re: The "New" Frontier of M2TW Modding: Memory Editing

    Woah, this sounds amazing and so very promising. I'm so excited now!


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  2. #22
    leo.civil.uefs's Avatar É nóis que vôa bruxão!
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    Default Re: The "New" Frontier of M2TW Modding: Memory Editing

    Remember he is just one man and without help the project is marked to die or take years to acquire even small results.
    Last edited by leo.civil.uefs; May 18, 2014 at 01:51 PM.

  3. #23

    Default Re: The "New" Frontier of M2TW Modding: Memory Editing

    Oh em gee!!! This really is a huge news for the M2TW modding community!
    So many new possibilities will be possible because of this!

    From reading urs and everyone's posts, it seems increasing the default hardcoded
    faction, culture and religion limits will be possible as well, is this true?

  4. #24
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    Default Re: The "New" Frontier of M2TW Modding: Memory Editing

    A couple of questions:

    Will it allow for more than 20 units to be controlled directly.
    Will it allow for more cultures and stuff?

    And before you start modifying it in earnest you should poll users about their computer specs, since we would want to see it run on our comp as well. Lets keep our fingers crossed for Med 2.5 Total War.

  5. #25

    Default Re: The "New" Frontier of M2TW Modding: Memory Editing

    OMG! Front-page worthy!

    EDIT: IIRC EB2 has someone working in related things (or is that you?). They also achieved larger unit limits, for example.
    Last edited by Yayattasa; May 18, 2014 at 02:32 PM.


  6. #26
    Zarathos's Avatar Miles
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    Default Re: The "New" Frontier of M2TW Modding: Memory Editing

    Quote Originally Posted by Falconwatch View Post
    From reading urs and everyone's posts, it seems increasing the default hardcoded
    faction, culture and religion limits will be possible as well, is this true?
    Quote Originally Posted by Tankbustaz View Post
    Will it allow for more than 20 units to be controlled directly.
    Will it allow for more cultures and stuff?
    Except a few things (multicore and rendering), as I said, almost everything can be accomplished.

    Quote Originally Posted by Tankbustaz View Post
    And before you start modifying it in earnest you should poll users about their computer specs, since we would want to see it run on our comp as well. Lets keep our fingers crossed for Med 2.5 Total War.
    The launcher/patcher I made for this purpose will be completely cross-platform compatible. At present it's probably not because I've been testing it only on my PC but I'll make a great effort to adapt it to every possible computer configuration. Mods will not be forced to change their files or whatever else in order to make it work. You just need to run M2TW: Kingdoms with my launcher instead of double-clicking the executable file. That's all.

    Quote Originally Posted by Yayattasa View Post
    EDIT: IIRC EB2 has someone working in related things (or is that you?). They also achieved larger unit limits, for example.
    No, it's not me. But larger soldiers is quite a simple task to achieve (once you spot the error message that is being thrown into the log file, you just need 2 minutes to find the right instructions and change them accordingly)... so I'm not really surprised about the fact that someone, before me, did that.
    Last edited by Zarathos; May 18, 2014 at 03:27 PM.

  7. #27
    Aneirin's Avatar of flowing verse
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    Default Re: The "New" Frontier of M2TW Modding: Memory Editing

    Gosh, that sounds great!!
    There must be many many new possiblities!

    Well done mate!
    Proud son of Aikanár and brother of Iskar

  8. #28
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    Default Re: The "New" Frontier of M2TW Modding: Memory Editing

    good to know.

  9. #29

    Default Re: The "New" Frontier of M2TW Modding: Memory Editing

    Quote Originally Posted by Zarathos View Post
    You are more than welcome.
    Edit: Never mind, I hadn't noticed the notification yet.

    Great! How will the development team communicate? Should I send you my e-mail address or something like that?
    Last edited by Maegfaer; May 18, 2014 at 04:28 PM.

  10. #30
    Zarathos's Avatar Miles
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    Default Re: The "New" Frontier of M2TW Modding: Memory Editing

    Quote Originally Posted by Maegfaer View Post
    Edit: Never mind, I hadn't noticed the notification yet.

    Great! How will the development team communicate? Should I send you my e-mail address or something like that?
    Mainly through that group, but if you like I can be also joined via Skype or Steam (you can find my contacts on my TWC profile here).
    I'm preparing everything is needed to launch the project at present, then I'll start posting information on the group

  11. #31
    paradamed's Avatar Praepositus
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    Default Re: The "New" Frontier of M2TW Modding: Memory Editing

    This is definetely groundbreaking! One man units are what Im looking forward the most. Now we can have Sauron as infantry instead of Elephant so he can have some shield defense against projectiles. Fantasy mods would benefit greatly from this. Looking forward to this release as soon as you have something solid to release.

  12. #32

    Default Re: The "New" Frontier of M2TW Modding: Memory Editing

    Hmmm, this thread needs to gather some awareness! There must be other people trying the same things scattered in the forums, maybe they could help you.
    Last edited by Yayattasa; May 18, 2014 at 10:08 PM.


  13. #33
    UndyingNephalim's Avatar Primicerius
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    Default Re: The "New" Frontier of M2TW Modding: Memory Editing

    I'm curious if some of these things are possible:


    - Being able to either spawn a unit with a hero/normal unit ability or resurrect a dead unit with a hero/normal unit ability while in battle?
    - Allowing Elephant unit heroes to use projectile abilities (currently causes the game to crash when they use it)?
    - Can an archer unit to be set to use their ranged attack in melee? I ask because this seems like the most logical way to create a suicidal kamikaze unit, something I have been desperately trying to do for a long time.
    - Enabling certain types of units to move through collision or otherwise impassible terrain. Would greatly help flying units.

  14. #34
    Domesticus
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    Default Re: The "New" Frontier of M2TW Modding: Memory Editing

    Great news!


    I hope you succeed in your project.

  15. #35
    leo.civil.uefs's Avatar É nóis que vôa bruxão!
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    Default Re: The "New" Frontier of M2TW Modding: Memory Editing

    Quote Originally Posted by UndyingNephalim View Post
    - Enabling certain types of units to move through collision or otherwise impassible terrain. Would greatly help flying units.
    In the current official engine any unit can pass through collisions, only projeciles will be stopped on it.

    Yes, creating a new unit type besides, elephant, cavalary and infantry etc then making it able to pass through blocked pathfinding would be the path to flying units. I suppose it is possible but unfortunatelly too diffiult, all these changes could take years to a single man to do.

  16. #36
    Mr.Jox's Avatar WHY SO SERIOUS?!
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    Default Re: The "New" Frontier of M2TW Modding: Memory Editing

    Guys, dont forget that Zarathos only patching memory, not remaking game engine. The easiest he can do is remake limits such as EDU, culture, hr, factions, EDB, regions, religions limits.

  17. #37
    lolIsuck's Avatar WE HAVE NO CAKE!
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    Default Re: The "New" Frontier of M2TW Modding: Memory Editing

    Quote Originally Posted by Jox25 View Post
    Guys, dont forget that Zarathos only patching memory, not remaking game engine. The easiest he can do is remake limits such as EDU, culture, hr, factions, EDB, regions, religions limits.
    Which would already be amazing, more factions, units andcultures on a more detailed map would already make for an awesome mod.

  18. #38

    Default Re: The "New" Frontier of M2TW Modding: Memory Editing

    Will you be able to launch with steam and CD versions? Are you thinking of saving additional game info to original file or have a separate file for the additional functions like Skyrim Script Extender (SKSE)? (http://skse.silverlock.org)

  19. #39

    Default Re: The "New" Frontier of M2TW Modding: Memory Editing

    Amazing job! I can't wait to see what you guys will crank out next with this new innovation!

  20. #40
    Sir Adrian's Avatar the Imperishable
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    Default Re: The "New" Frontier of M2TW Modding: Memory Editing

    This does look amazing. There's an Artifex badge in your future.
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