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Sean O'Connor's Games • View topic - Ship loadout modifier!
Page 1 of 1

Ship loadout modifier!

PostPosted: Sun Nov 09, 2008 4:50 pm
by pokeman7452
I just figured out how to make a ship loadout modifier that lets you change your missiles individually (not just in packs of 5) between rounds.

It's usage is simple:
While choosing ships, save your game then quit to main menu (hall of fame)
Open my program, direct it to your save game
Modify missiles
Save and quit program then reload the save in CM

I have experimented and found that this cannot be used to cheat.
All prices/remaining cash is calculated real-time
Multiple missile type fee is added correctly, no matter where the missiles are placed.
Modifying a save that is in a mission would have no effects whatsoever until you return to ship select screen after mission.
(Well done Sean!)

I just wanted to check with you highscore collectors and such make sure it's okay...

PostPosted: Sun Nov 09, 2008 11:08 pm
by Sketchy
Sounds like a neat tool :)

I can see it would have legitimate uses - mainly with the design of very cheap wingman ships that don't carry many missiles, meaning it's hard to get the right ratio of different missile types.

Would it not be possible to change your ship's loadout mid-game aswell though? Even add missiles perhaps? That *would* be a bit cheating.

It would never had occurred to me to try, but I've now had a little look at a saved game myself using a hex editor, and it seems quite an easy thing to do - it's just one value to change per missile
So thanks ;)

(btw- I don't intend on uploading high scores or anything so there's no need to worry if I'm cheating)

PostPosted: Mon Nov 10, 2008 4:24 pm
by Legacy
If it doesn't take effect until the next mission, how is that much of an edge over just using CM's built in editor?

PostPosted: Tue Nov 11, 2008 1:50 am
by pokeman7452
Umm, it lets you modify your weapons after learning what the next mission is.

When you save your game at the select ship screen, it obviously saves what ships you have in your wing, what the available ships are on the left, and what mission you are about to play (otherwise, you could save-load until the ship you want to buy/mission you want to play is listed).
Well, it doesn't save the name or ID of those ships, (ships don't have IDs, and you can have multiple ships with the same name). The save condains the .shp for every ship listed (including the default), and a .mis for the current mission. You could wipe all traces of your cusom ships and missions (except for saves), then load a save game that mostly custom ships available for purchase, and was about to play on a custom mission and they would play fine! You could use your custom ships until you sell them (no more would be available for purchase). When you save in the middile of a round, the save contains a(n) .shp for the current state and a(n) .shp for the default state of every ship in that round.

My program would modify the .shp for the defauls state of all the ships in your wing.

PostPosted: Tue Nov 11, 2008 3:49 am
by Legacy
Gotcha.