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Thread: Level hex editing | This thread is pages long: 1 2 3 4 5 · NEXT» |
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Warmonger
Promising
Legendary Hero
fallen artist
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posted April 06, 2008 05:52 PM |
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Exp levels hex editing?
Just a thought that disturbs me for a long time... is it possible to change levels experience values and remove level cap by hex-editing? I believe so, as it should be just numbers.
My idea is to fix ridiulous exp requirements for the levels over 30, actually making next new cost need 20% more. I can even count values on my ow, but just need someone fluent in modding to do that.
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radar
Responsible
Legendary Hero
Castle/Haven player
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posted April 06, 2008 07:30 PM |
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Why hex? I think I have seen the values in a xdb file.
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Cepheus
Honorable
Legendary Hero
Far-flung Keeper
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posted April 06, 2008 08:59 PM |
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Nope. They are not in any .xdb files.
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yasmiel
Supreme Hero
Former Chessmaster
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posted April 06, 2008 09:46 PM |
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Edited by yasmiel at 21:48, 06 Apr 2008.
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If they are written as simple integers, they could be edited. But if they are determined by an logaritmic formula for different values based on levels, it could pose a problem since even the changing of base values, logaritmic nature of the formula would make the level curve same as usual.
PS. My bad, its exponential not logarithmic, log is used for spellcaster power.
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Warmonger
Promising
Legendary Hero
fallen artist
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posted April 10, 2008 03:57 PM |
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There are way too many "ifs".
If the values are based on some formula, the values that this formula refers to can be changed as well. I only ask if anyone actually tried to do it?
Then try now
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yasmiel
Supreme Hero
Former Chessmaster
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posted April 10, 2008 04:34 PM |
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Edited by yasmiel at 16:42, 10 Apr 2008.
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Would you be kind to post several consecutive level experiences needed, then i can look them up, but i think they are referred through formula.
And no, you cant change the nature of exponential function, it will always grow in the same way (little requirement at start which get huge towards higher levels).
EDIT: Checked for values in main exe, they do not exist in neither Big nor Small Endian format, so unless they are not exactly in .exe file but somewhere else (any suggestions?), it might lead to conclusion that they don't exist in such manner.
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Warmonger
Promising
Legendary Hero
fallen artist
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posted April 10, 2008 04:39 PM |
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But of course, I already have everything analyzed and tabled
Default values for levels 2 to 40:
1 000
2 000
3 200
4 600
6 200
8 000
10 000
12 200
14 700
17 500
20 600
24 320
28 784
34 141
40 569
48 283
57 539
68 647
81 977
97 972
117 166
140 200
167 839
201 007
244 126
304 491
396 940
539 917
786 208
1 229 533
2 071 850
3 756 484
7 294 215
15 077 224
32 978 144
75 940 353
183 345 874
462 600 229
1 216 586 989
EDIT: That's more than bad. However, they grow by exactly 20 percent from levels 12 to 25, then by 30 up to 30th. Thought it may be very hard to track down.
Levels 2 to 11 seem to be more or less fixed, I don't believe any1 would bother writting a function for them.
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yasmiel
Supreme Hero
Former Chessmaster
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posted April 10, 2008 04:48 PM |
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Well, as far as my knowledge of ASM goes, those values are hidden quitte well from "love on the first sight".
Neither of those values appears as Big or small endian hex number in the .exe file.
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Warmonger
Promising
Legendary Hero
fallen artist
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posted April 10, 2008 04:59 PM |
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Meh, I can't say anything more them
Anyway, thanks for your help, Yasmiel.
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Gnoll_Mage
Responsible
Supreme Hero
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posted April 10, 2008 05:12 PM |
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How do you know which formulae are logarithmic / exponential (spellpower for stacks...)?
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yasmiel
Supreme Hero
Former Chessmaster
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posted April 10, 2008 05:15 PM |
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Edited by yasmiel at 17:17, 10 Apr 2008.
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At least you got me interested in checking out h5 exe (all i did before was h2 and h3).
value "15%" shows 6 times... i guess that refers to expert attack, expert enlightment, enlightment pack extra bonus and 3 other things i cant recall now.
deciphering what each of those 6 values exactly refers to will decipher the blocks of data around it. Argh, now you got meself busy for the rest of the day....
BTW, it seems it is not exponentional formulae. The value grows by 20% up to level 25, then (for a reason beyoned me) startsincreasing each level to 30%, 40%, etc, ending up with 170% at level 40.
--- - - - that is info from fan manual, which i didnt see before.
And you can see the logarithmic nature of sp by huge start then slowing down towards the end for magic user damage.
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Gnoll_Mage
Responsible
Supreme Hero
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posted April 10, 2008 07:22 PM |
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What's the formula for stack spellpower?
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Warmonger
Promising
Legendary Hero
fallen artist
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posted April 10, 2008 07:28 PM |
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Spell power = 9.12018 * ln[1 + stack_size/weekly_growth] -1
ln is logarithm with base e=2.7(1828)
Tip: try to make neutral stack with weekly growth 0.3
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Fauch
Responsible
Undefeatable Hero
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posted April 10, 2008 09:22 PM |
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Edited by Fauch at 21:23, 10 Apr 2008.
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does someone know from where that formula comes from?
(don't reply the fan manual, I know it. xdb file? source code?...)
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Gnoll_Mage
Responsible
Supreme Hero
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posted April 10, 2008 09:58 PM |
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How much power does 1 sprite have? That formula seems to suggest it would be negative to me...???
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Fauch
Responsible
Undefeatable Hero
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posted April 10, 2008 10:19 PM |
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Edited by Fauch at 22:24, 10 Apr 2008.
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-0,13?
I guess a sprite has 1 power point
if I'm not mistaken, ln is a growing function, ln0 = -infinite and ln1=0.
wait the formula says ln(1+X) where X>0, so it has something to do with the "-1" at the end.
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Gnoll_Mage
Responsible
Supreme Hero
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posted April 10, 2008 10:26 PM |
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If stack_size/weekly_pop is roughly a 9th or less, the formula gives a negative result.
(Why is this thread "to delete"?)
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alcibiades
Honorable
Undefeatable Hero
of Gold Dragons
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posted April 10, 2008 11:29 PM |
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Values don't grow exponentially. System is like this:
Level 1-9: Need 200 more XP to gain new level than you did on the previous, starting with 1000 XP at first level. Hence:
Level 1: 0
Level 2: 1000 (+ 1000)
Level 3: 2000 (+ 1000)
Level 4: 3200 (+ 1200)
Level 5: 4600 (+ 1400)
Level 6: 6200 (+ 1600)
Level 7: 8000 (+ 1800)
Level 8: 10000 (+ 2000)
Level 9: 12200 (+ 2200)
Between levels 9 and 12, you need 300 more than previous level:
Level 10: 14700 (+ 2500)
Level 11: 17500 (+ 2800)
Level 12: 20600 (+ 3100)
From level 13 till level 25, experience needed is 1.20 x experience needed for previous level. Thus:
Level 13 = Level 12 + 1.2 x 3100 = 20600 + 3720 = 24320
Level 14 = Level 13 + 1.2 x 3720 ... etc.
The fan manual further states this: Above level 25, experience growth factor grows by 0.1 for each level - thus:
Level 25 = Level 24 + 1.3 x D
Level 26 = Level 25 + 1.4 x D
Level 27 = Level 26 + 1.5 x D
...
Level 40 = Level 39 + 2.7 x D
Where D is the difference between the previous level and the second previous level. There is a slight conflict between this and what's listed above, but which is correct is easily calculated.
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What will happen now?
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yasmiel
Supreme Hero
Former Chessmaster
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posted April 11, 2008 06:26 AM |
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Edited by yasmiel at 06:26, 11 Apr 2008.
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Anyway, conclusion is that as long as we don't have someone capable of reverting the code, i doubt the xp can be changed since old plain hex edit wont help.
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alcibiades
Honorable
Undefeatable Hero
of Gold Dragons
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posted April 11, 2008 09:35 AM |
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Probably true. If someone found the location where they are specified, however, it would make for a really, really nice mod!
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What will happen now?
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