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Caesar III: Scenario Design
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Caesar IV Heaven » Forums » Caesar III: Scenario Design » Editing trade route variables in map and save files
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Topic Subject:Editing trade route variables in map and save files
Caesar Sam
Pleb
posted 10-23-15 16:19 ET (US)         
I know about the offset lists given by Caesar Jan and Trium in the Saved games tool thread. It seems that adding or changing a tradable resource from a city and its amount, is not as simple as changing 1 or 2 values. There is a number of things that have to be changed at different places just to add a trade resource to a city.

I'm wonder is there any guide or tutorial here on this forum that fully explains how to do this as a complete instruction set, so I can follow and not miss anything and cause file errors?

[This message has been edited by Caesar Sam (edited 10-23-2015 @ 04:20 PM).]

AuthorReplies:
philon
Pleb
posted 10-23-15 21:56 ET (US)     1 / 14       
Hi Caesar Sam,

First let me answer the question. I don't know how to manipulate trade route code in sav files. I never looked into it. I would consider this to be invalidating. I have just added a new page called "Empire States" to my Caesar master file here. There is also a PDF file here if you want to know the exact amounts of things you can import/export. Empire 11 and 7 are considered good options. Brugle prefers 11, I prefer 7 in my cities.

The consensus is that you can read data using a hex editor or other tools from sav files but you can't edit the data. Editing the code is considered invalidating the cities built on these files. If you enter a contest like the 50,000 club or Century of Palaces Club, your entry won't be valid. These two are the most famous challenges in Caesar 3. One is based on highest population and the other on highest number of luxury palaces.

In fact there was a city like this. In that city the code in the sav file was edited to enable 2x2 tents anywhere you want. This allowed maximizing number of 2x2 small casa houses around a fountain, therefore reducing number of fountains and increasing number of houses you can have before you hit the 1999 buildings limit. Using this method 125,120 population was achieved on a Rome Supplies Wheat map. The record is 123,012. However, because the code was edited, the 125K entry is considered invalid. I agree with this.

However, I used a hex editor on the exact same subject to read data. There are a few City Construction Kit .map files. Every player has these files. I read all 2x2 locations in all of these files. I uploaded this information to downloads section here in case others want to use it too.

I also know how to read walker numbers if you need help with that. In Caesar 3 there are 3 limits:
1999 buildings
999 walkers
599 walkers with destination

Walkers with destination is a subgroup of all walkers. I have an excel files where I paste the relevant code section and it shows me the two walker numbers in that sav file. I can share that information if you want.
Brugle
HG Alumnus
posted 10-23-15 23:28 ET (US)     2 / 14       
is there any guide or tutorial here on this forum that fully explains how to do this as a complete instruction set, so I can follow and not miss anything and cause file errors?
No. I'm pretty sure that what you found is the best explanation. Note that Trium said "I have not experimented with editing these values and I do not know for sure that doing so won't put some other section of the game out of step."
Caesar Sam
Pleb
posted 10-24-15 04:18 ET (US)     3 / 14       
I see.

Yeah I understand the invalidation in contests. It would be cheating. I'm not too concerned about that cause I don't want this for contests.

Hex editing is sort of my forte. I already edited one trade route to some success, but i noticed some issues, graphical issues as well as mismatching numbers. I think it was due to the fact that I needed to edit some other sections as well which I hadn't done. I think I can figure this out. When I do I'll let you guys know.

Is that something that interest you guys?

I'm mostly interested in this because some city trade combination are just stupid and I don't like them. I'd like to see big trade, many routes, many items, limit of 100, that sort of thing. would be fun , don't you think?

Although with the money from palaces trading is really a moot point, so I don't know if its even worth the effort.
Brugle
HG Alumnus
posted 10-24-15 09:14 ET (US)     4 / 14       
I'd like to see big trade, many routes, many items, limit of 100, that sort of thing. would be fun , don't you think?
Not really for me. Some empire states have a lot of trade--try the CCK mission Caesarea.
philon
Pleb
posted 10-24-15 09:45 ET (US)     5 / 14       
Hi Caesar Sam,
Is that something that interest you guys?
I don't think I would use this feature. If I changed something in a career map, it would make the city non-comparable to cities others have built. Therefore I wouldn't spend much time building a nice city on such a map.

But of course I can see that it can be fun to manipulate game features. I still have a sav file with 10 forts on it. Like many players I tried these kind things for fun.

[This message has been edited by philon (edited 10-24-2015 @ 09:45 AM).]

Caesar Sam
Pleb
posted 10-26-15 01:41 ET (US)     6 / 14       
Ok , I see. I guess its more of a situational and personal fun thing, which is what its about for me. Anyway If I learn something new I'll share.
Eswen
Pleb
posted 11-06-15 07:48 ET (US)     7 / 14       
Actually, I'm currently attempting to reverse engineer some of the game code to insert a few "patches" ... If I do succeed I will report here any relevant data on the game files' structure I stumble upon.
Valhalla24
Pleb
posted 02-24-16 23:38 ET (US)     8 / 14       
Philon, how did you manage to get 10 forts? Was always curious about this.
philon
Pleb
posted 02-28-16 14:23 ET (US)     9 / 14       
Hi,

I edited the sav file to allow more forts. I used a ready made software. I don't remember the details. This was in 2004. But I still have the sav file and you can download it HERE.
Valhalla24
Pleb
posted 03-08-16 09:34 ET (US)     10 / 14       
Your awesome! Gunna check it out now. But please if you ever remember the program you used - please please let me know. I've been dying for more forts!
philon
Pleb
posted 03-09-16 10:10 ET (US)     11 / 14       
Hi,

I think it might be the program mentioned here in #38:
http://caesar3.heavengames.com/faqs/faqs8.shtml
Valhalla24
Pleb
posted 03-09-16 22:42 ET (US)     12 / 14       
Mhh, see I actually heard of that program before...but people had said it was giving them a virus. You mentioned this was back in 04, do you think the program has become corrupt now (with more malicious programs out there)? Did you have any problems with it???
philon
Pleb
posted 03-10-16 07:50 ET (US)     13 / 14       
Hi,

The program I have doesn't work anymore. There is a button to select a process. It shows all processes running in windows. But when I try to select Caesar 3, it just shuts down without any error message or anything.

I have a file called forths.gh. It is a tiny 33 bytes file. I guess this contains the memory location for forts number. When I try to open it in notepad, it looks like gibberish. But in case others want to give it a try, the file is HERE.

That program was reading and manipulating game memory if I remember correctly. That's all I know.
Valhalla24
Pleb
posted 03-10-16 18:02 ET (US)     14 / 14       
Would a Hex Editor be of any use ?

edit: this is what came up when i opened it in an hex editor:

Offset (h) 00 01 02 03 04 05 06 07 08 09 0A 0B 0C 0D 0E 0F

0 0 0 0 0 0 0 0 01 00 FF FF 00 00 0A 00 43 44 69 72 65 63 63 69......CDirecci

0 0 0 0 0 0 1 0 6F 6E 28 55 75 00 31 05 46 6F 72 74 73 00 00 00on(Uu.1.Forts...

0 0 0 0 0 0 2 0 00.

It wont let me post it correctly on the forum here. Would tampering with these numbers possibly unlock it? My only question is where would fort entries be in any sav file I open with a Hex editor?

[This message has been edited by Valhalla24 (edited 03-10-2016 @ 06:18 PM).]

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