Adriano Posted May 20, 2015 Share Posted May 20, 2015 Have you ever tried to define more clearly? I mean, how many money exactly we can earn from one square (of grid on the map) of spice?There are thick spice and thin spice on the map. Quote Link to comment Share on other sites More sharing options...
Cm_blast Posted May 20, 2015 Share Posted May 20, 2015 One square of thin spice is 200 credits.the thick is like 2 thins one over the other, so 400 per square. One harvester deplete 3 squares of thin spice, and took half of another to get the 700. 1 Quote Link to comment Share on other sites More sharing options...
Adriano Posted May 20, 2015 Author Share Posted May 20, 2015 Thank you very much, Cm_blast ! I would like to know, is this quantity exactly 200 (and 400) every-time everywhere?So 5 squares of thin spice are exactly 1000 credits, aren't? Quote Link to comment Share on other sites More sharing options...
Cm_blast Posted May 20, 2015 Share Posted May 20, 2015 Thank you very much, Cm_blast ! I would like to know, is this quantity exactly 200 (and 400) every-time everywhere?So 5 squares of thin spice are exactly 1000 credits, aren't? Yes, the harverster have 7 small squares to indicate how empy/full is it.7 squares = 100% = 700 credits.Everytime the harverster step in una thin spice the animation of collecting appears and 1 indicator-square is up. Then the harverster do another animation, filling another indicator-square and depleting the thin spice at the same time. (in case of thick at the second animation the square is converter to thin spice and the harverster move on another square). and yes, 5 thin is 1000 credits. 1 Quote Link to comment Share on other sites More sharing options...
Nuclear_harvester Posted May 21, 2015 Share Posted May 21, 2015 spice price can be somehow modified. just dont know how Quote Link to comment Share on other sites More sharing options...
Feda Posted May 21, 2015 Share Posted May 21, 2015 Everything could be modified if we knew how, lol Quote Link to comment Share on other sites More sharing options...
Nuclear_harvester Posted May 22, 2015 Share Posted May 22, 2015 tried search in the dat file anyway but notthing there related to spice value.. so most likely bin files. played around with spice as weapon in tibed and i could actually generate spice on map but shooting spice gun on rock crashes the game. i think found it in vars.bin first line value 64 set it to 32 and save it. you have cut spice value from 100 credits to like 50 . setting it to 75 caused spice to go 120 credits for 1 spice unit. theres many unknown values Quote Link to comment Share on other sites More sharing options...
FunkyFr3sh Posted May 25, 2015 Share Posted May 25, 2015 full list of vars.bin:int harvestUnloadDelayint harvestBlobValueint harvestLoadSpiceDelayint starportUpdateDelayint starportStockIncreaseDelayint starportStockIncreaseProbint starportCostVariationPercentint starportFrigateDelayint refineryExplosionOffsetXint refineryExplosionOffsetYint HarvesterDriveDistanceint RepairDriveDistanceint BuildingRepairValueint UnitRepairValueint SinglePlayerDelaybyte NumberOfFremenbyte SandWormAppetitebyte SandWormInitialSleepbyte SandWormFedSleepbyte SandWormShotSleepbyte NumberOfCratesbyte CratesPerPlayerbyte DevastatorExplodeDelayint IgnoreDistanceint CrateCashbyte ShowWarningsbyte DeathHandAccuracy 2 Quote Link to comment Share on other sites More sharing options...
Feda Posted May 25, 2015 Share Posted May 25, 2015 int harvestBlobValue - byte 4 to 8 - vars.bin 004E2A70 . 44 65 61 74 6 ASCII "DeathHandAccurac" ; ASCII "DeathHandAccuracy" So this one can be edited to make the Death Hand (Harkonnen's nuke - superweapon - cuz u keep forgetting what this is :D) be more accurate? As now it can totally miss the target. This would actually make it useful especially in multiplayer. How can I edit that? Quote Link to comment Share on other sites More sharing options...
FunkyFr3sh Posted May 25, 2015 Share Posted May 25, 2015 it is the last byte in vars.bin, should be set to 3 you can change it with a hex editor int = 4bytesbyte = 1byte edit: the last 2 bytes are crap, ignore those :D Quote Link to comment Share on other sites More sharing options...
Feda Posted May 25, 2015 Share Posted May 25, 2015 You mean the "03" I highlighted there? Quote Link to comment Share on other sites More sharing options...
FunkyFr3sh Posted May 25, 2015 Share Posted May 25, 2015 yes Quote Link to comment Share on other sites More sharing options...
Feda Posted May 25, 2015 Share Posted May 25, 2015 Ok, made the Death Hand very accurate now. Can this be added to cncnet5? HERE is the modified vars.bin with Death Hand Nuke being "maximum-possible" accurate. Quote Link to comment Share on other sites More sharing options...
FunkyFr3sh Posted May 25, 2015 Share Posted May 25, 2015 I don't know if people would want this, it's a gameplay change :) Ask all the players and if no one got a problem with it then it could be added Quote Link to comment Share on other sites More sharing options...
Nuclear_harvester Posted May 25, 2015 Share Posted May 25, 2015 well interessing is repairamount and repairdrive. so we can tweak it somehow . its very interessing i've made some error in hexing vars.bin and completly turned off bulding repairing. and couldnt turn it on again had to replace the file instead so be careful when editing Quote Link to comment Share on other sites More sharing options...
Charles Posted May 25, 2015 Share Posted May 25, 2015 I don't know if people would want this, it's a gameplay change :) Ask all the players and if no one got a problem with it then it could be addedI would certainly not oppose this. In my opinion the unaccuracy of death hand is a flaw in this game. It's weird that you can invest some money, power, and (perhaps more importantly) time to build a palace (which is supposed to be your ultimate weapon) , but all this can have zero effect on the game if you are unlucky. It can even help your opponent if you get frustrated by these repetitive Death hand failures. So currently, I think this accuracy issue makes the Death Hand the weakest of the 3 Palace weapons (behind Fremen and Saboteurs in this order). Having become myself an Harkonnen user since 6 months, I never build Palace for 2 reasons: unaccuracy is definitely 1, the other is that I like Sardaukars and I like to play with the 600x800 resolution. When my IX and High Tech are built, I can produce sardaukars, quads and (whatever unit from the Heavy factory) without ever having to move up or down the scrollbar. This is no longer possible if I have Palace. Therefore, I would be curious to try Feda's innovation but it remains to be seen if Harkonnen players would all use it. In this regard, I don't think it would be a big change in the balance between the 3 Houses. Quote Link to comment Share on other sites More sharing options...
Feda Posted May 25, 2015 Share Posted May 25, 2015 It certainly won't be a problem for others. I remember even shao asked me if i can make the nuke be accurate :D there's really no harm by implementing this, harks could really make good use of it 1 Quote Link to comment Share on other sites More sharing options...
athanasios Posted May 26, 2015 Share Posted May 26, 2015 But it will give an advantage for Harks:You will be able to attack a specific building deep in the enemy base with nothing to stop you.Sabs cannot go deep as they will get uncloacked.Ornis can be shot down with Rocket Turrets. Quote Link to comment Share on other sites More sharing options...
Feda Posted May 26, 2015 Share Posted May 26, 2015 But it will give an advantage for Harks:You will be able to attack a specific building deep in the enemy base with nothing to stop you.Sabs cannot go deep as they will get uncloacked.Ornis can be shot down with Rocket Turrets.It's not killing a building what would cause trouble lol, it's easy to rebuild them. Don;t forget nukes are a late game element, so until you get them your enemy could already have expansions (which means x2 or x3 ConYards) and a lot of buildings (including spares for factories). It would be more useful against units. Anyway, atr already has a slight advantage over Harkonnen, giving them a superweapon that can actually do something will in no way harm the gameplay. The Death Hand can hit now too, but its more about luck. And think about it: in order to get the nuke, you must build a palace. That's some sort of an investment, it's not like just building a barracks, it takes certain cash, build time and power. Ornis were much better than nukes even if they could be shot down. Why? Because they were accurate lol. And this is NOT normal, considering u can get them from a high-tech factory compared to the nuke coming from palace and also they don't reveal themselves, i.e. there's no sound message to let you know the enemy launched the airstrike. 1 Quote Link to comment Share on other sites More sharing options...
Nuclear_harvester Posted May 26, 2015 Share Posted May 26, 2015 can we make destructible nukes so they can be shot down? Quote Link to comment Share on other sites More sharing options...
Feda Posted May 26, 2015 Share Posted May 26, 2015 can we make destructible nukes so they can be shot down?Probably not and would be a terrible idea anyway :D i'll let u figure out why Quote Link to comment Share on other sites More sharing options...
Nuclear_harvester Posted May 26, 2015 Share Posted May 26, 2015 i figured it out. by making destructible nuke. it never "lands" so maybe change nuke warhead to self destruct of devastator. oh i encountered stupid error "trying to access side out of range . too much units/buldings? is there any chance to lift the side range/limit ? its kinda buggy Quote Link to comment Share on other sites More sharing options...
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