Results 1 to 20 of 20

Thread: Memory Editing - the new frontier in M2TW modding.

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    Default Memory Editing - the new frontier in M2TW modding.

    http://www.twcenter.net/forums/showt...Memory-Editing

    This looks very interesting, it gets around the EULA by making changes to the executable once loaded in memory to alter program functions without altering it as written and saved on disk.

    These were my suggestions for some possible changes in an ideal world:

    1) One of the biggest problems that M2TW has in it's combat system from a realism perspective is a too-flat attack value vs armor curve, ie lower attack weapons have too much effect vs any particular armor, and high attack weapons have too little. This leads to results like even weak arrows from a light bow having a small chance (but still way too high) of penetrating for example Gothic Armor, or conversely, heavy arbalest bolts and arquebus balls being stopped too often by leather, light mail etc. It would be great if this attack vs armor curve could be steepened, especially for attacks by missile weapons. Its probably a relatively simple calculation used to save processor time, given that it has so many other tasks to handle on the battlemap.

    2) Another very useful change would be enabling the stat_armor_ex line in the EDU, as current armor upgrades are hardcoded to add 2-2.5 (its not exactly clear) per armor upgrade. This change would enable a much more flexible armor upgrade system:
    ; stat_armour_ex Details of the man's defences
    ; armour factor. 4 values. First for base value, then 3 upgrade levels
    ; defensive skill factor (not used when shot at)
    ; shield factors. First for melee, second for missile fire
    ; sound type when hit = flesh, leather, or metal (this could be ignored since it is already specified in stat_pri_armour)
    eg: ;stat_armour_ex 9, 11, 0, 0, 5, 0, 0, metal

    3) According to the EDU, the attack delay value in stat_pri gives: ; Min delay between attacks (in 1/10th of a second).
    In practice it is not implemented like this at all and the effect of the attack delay value is nebulous at best - it would be nice if it worked as described.

    4) Giving the 2nd stat_pri value 'attack bonus factor if charging' some use for missile weapons.

    5) Regarding shields, the EDU notes say:
    ; stat_pri_armour Details of the man's defences
    ; armour factor
    ; defensive skill factor (not used when shot at)
    ; shield factor (only used for attacks from the front of left)
    However, in M2TW shields add their full value to defense vs attacks from the front, and simply half value vs attacks from the left and right. This should really be reduced further vs attacks from the right, and/or or left at half value while shield value vs attacks from the left are at full strength as described in the EDU.

    6) Making the 'heat' stat in the EDU have more effect. In practice even very high values allow men to run around in armor for far too long. Along the same line, when units are 'exhausted' they should not be able to run or charge at all.

    7) Currently there is no way to upgrade Bodyguards to Late Bodyguards without fudging the Marian Reforms in a very messy fashion, by adding a 'Roman' faction and using an out-of-the-way 'Roman' city with the 'Italy' hidden resource to trigger the upgrade when it reaches Large City size. It would be nice to have this be simplified so that it is triggered by M2TW factions in a more elegant manner.

    These changes would make for a huge improvement to battle realism.
    Last edited by Point Blank; June 20, 2014 at 09:25 PM.

  2. #2
    Andytheplatypus's Avatar Domesticus
    Join Date
    Jan 2010
    Location
    . U.S. - MS, Gulf Coast.
    Posts
    2,384

    Default Re: Memory Editing - the new frontier in M2TW modding.

    Yes thats pretty amazing what Zarathos discovered isnt it?

    I agree with you 100% about the changes. But there might be some wait time until we can actually implement these executable changes. There is a good number of skilled people on the memory editing team, its still in the trial and error phase.

  3. #3

    Default Re: Memory Editing - the new frontier in M2TW modding.

    My suggestion would be more tools for organization and maintenance of settlements and armies/agents on the campaign map. After all, once you own 70+ regions it's extremely time consuming to manage the construction and recruitment reports, as well as scrolling around your entire empire looking for armies, or clicking the settlement/army/agent scroll one thing at a time to make sure everybody/everything is doing what you want them to do for maximum optimization.

    How about being able to customize your own tabs, so you could group up what's important and cut out 90% of the redundancy? You could make tabs for armies that are ready for action, armies that are retreating and need to retrain, settlements you want to keep an eye on, agents you are sending on missions, or whatever. For example, in campaigns where I own half or more of the world, I like to have small "home defense forces" that defend certain groups of regions from rebels. Instead of having to take a lot of time scrolling across my entire map to micromanage them, or sift through the 50+ armies I already have in the armies scroll, I could just select the "home defense forces" tab to save a ton of time while having the satisfaction that all my regions are in check.

    Setting reminders for yourself for however many turns later you want would be nice too. Say you don't think you'll remember that the next batch of Knights Templar will be ready in 8 turns, just set a reminder, and when that turn hits it will let you know via one of those pop up scroll things that happens at the beginning of every turn. Or what if you're going to take a long break from the game and you want to be able to remember what you were doing/planning to do when you get back, bam reminder scroll.

    Also, it would be great to be able to sort the settlement scroll by what's building and what isn't, to save time having to look at each individual one to see if it has the construction icon or not.

    I don't even know if something like this is possible with Memory Editing, but if it were it would probably cut out almost all of the time it takes to check up on everything, every turn my OCD RTS mindset requires me to do.
    Last edited by Grabbin_Megroin; June 20, 2014 at 06:37 PM.

  4. #4

    Default Re: Memory Editing - the new frontier in M2TW modding.

    Yes agree that would be useful. Clearly this is early days so it will probably take quite some time to generate any useful work from it, and what can be done may be limited. Still, there is always hope

  5. #5

    Default Re: Memory Editing - the new frontier in M2TW modding.

    Making the Lists scroll persistent like the Building browser
    So when you opened a city and then opened the city details page when you shut the details page the lists screen was still up saving you frome having to open it for every troublsome city you have to manage.

  6. #6
    Lifthrasir's Avatar "Capre" Dunkerquois
    Patrician Moderator Emeritus

    Join Date
    Jan 2010
    Location
    City of Jan Baert
    Posts
    13,950
    Blog Entries
    4

    Default Re: Memory Editing - the new frontier in M2TW modding.

    About realism, the feature I miss the most is the "can sap" one. Undermining a wall was common in Middle Ages. I think that's a shame to not have that feature in M2TW.
    Under the patronage of Flinn, proud patron of Jadli, from the Heresy Vault of the Imperial House of Hader

  7. #7
    Andytheplatypus's Avatar Domesticus
    Join Date
    Jan 2010
    Location
    . U.S. - MS, Gulf Coast.
    Posts
    2,384

    Default Re: Memory Editing - the new frontier in M2TW modding.

    Quote Originally Posted by Lifthrasir View Post
    About realism, the feature I miss the most is the "can sap" one. Undermining a wall was common in Middle Ages. I think that's a shame to not have that feature in M2TW.
    You know whats weird is that there is still parts of sapping in the m2 game since its based directly off of Rome. I tried for a long time to get sapping to work but never could. Dont think its possible sadly.

  8. #8

    Default Re: Memory Editing - the new frontier in M2TW modding.

    I would be happy just with being able to have moar than 200 regions, >500 EDU entries, >64 hidden resources and why not also more than 128 building trees...but if you really want to know just the >200 regions and >500 EDU would do it for me.

  9. #9
    Andytheplatypus's Avatar Domesticus
    Join Date
    Jan 2010
    Location
    . U.S. - MS, Gulf Coast.
    Posts
    2,384

    Default Re: Memory Editing - the new frontier in M2TW modding.

    Quote Originally Posted by Melooo182 View Post
    I would be happy just with being able to have moar than 200 regions, >500 EDU entries, >64 hidden resources and why not also more than 128 building trees...but if you really want to know just the >200 regions and >500 EDU would do it for me.
    Having more then 200 regions would be great, but think about how long the turn times would be, especially people with slower computers.

  10. #10

    Default Re: Memory Editing - the new frontier in M2TW modding.

    The pessimist in me feels that by the time we have this good. Medieval III will be coming out and lots of us will rage and throw fits about that instead . However, I feel that the coding for this game as far as skins and all goes makes any changes potentially game breaking. Where the age of this game really shows age is its complete reliance on document based information and how it references. I dunno if this is a total war methodology but I for one prefer to have to mess with one big program than mess with four or five not knowing if this might break the game. However, I feel that the chance of SEGA or someone releasing source code or "hard code" is about zilch. Meaning that the best bet would be that memory-edit thingamajig

  11. #11

    Default Re: Memory Editing - the new frontier in M2TW modding.

    Apparently CA will never make a game that has a "3" in the title. Makes me sad. But thankfully there are heroic users on this forum working hard to improve the game! Praise be to them!!

  12. #12

    Default Re: Memory Editing - the new frontier in M2TW modding.

    Quote Originally Posted by Grabbin_Megroin View Post
    Apparently CA will never make a game that has a "3" in the title. Makes me sad. But thankfully there are heroic users on this forum working hard to improve the game! Praise be to them!!
    I call it Medieval............................ 2.01 XD

  13. #13

    Default Re: Memory Editing - the new frontier in M2TW modding.

    Quote Originally Posted by Grabbin_Megroin View Post
    Apparently CA will never make a game that has a "3" in the title. Makes me sad. But thankfully there are heroic users on this forum working hard to improve the game! Praise be to them!!
    I am surprised that there are still people who believe what SEGA/CA say. Of course there will be another Medieval.

  14. #14

    Default Re: Memory Editing - the new frontier in M2TW modding.

    Just increasing the #s of regions and factions would be great! You could make multipart cities in every province if you wanted! I wonder if catapults and trebuchets could be made build-able in the siege engine menu or an increase in the number of city models could be included?

  15. #15
    Indefinitely Banned
    Join Date
    Oct 2012
    Location
    Ludbreg,Croatia
    Posts
    670

    Default Re: Memory Editing - the new frontier in M2TW modding.

    sue CA,get their company closed & feel free to edit as many games as you can(or you cant)

  16. #16
    vin2579's Avatar Civis
    Join Date
    Nov 2013
    Location
    The Planet Earth
    Posts
    143

    Default Re: Memory Editing - the new frontier in M2TW modding.

    Quote Originally Posted by King of the Ring View Post
    sue CA,get their company closed & feel free to edit as many games as you can(or you cant)
    This sounds like an extremely expensive idea.

  17. #17

    Default Re: Memory Editing - the new frontier in M2TW modding.

    Yeah, super expensive idea
    & pretty amazing.

  18. #18
    Indefinitely Banned
    Join Date
    Oct 2012
    Location
    Ludbreg,Croatia
    Posts
    670

    Default Re: Memory Editing - the new frontier in M2TW modding.

    may be expensive for you but not for others

  19. #19
    vin2579's Avatar Civis
    Join Date
    Nov 2013
    Location
    The Planet Earth
    Posts
    143

    Default Re: Memory Editing - the new frontier in M2TW modding.

    Quote Originally Posted by King of the Ring View Post
    may be expensive for you but not for others
    You're right, I'm too lazy for something like that lol.

  20. #20
    Indefinitely Banned
    Join Date
    Oct 2012
    Location
    Ludbreg,Croatia
    Posts
    670

    Default Re: Memory Editing - the new frontier in M2TW modding.

    Quote Originally Posted by vin2579 View Post
    You're right, I'm too lazy for something like that lol.
    youre such a generous man

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •