View Full Version : Cheat Mod 1.32 Release!
OK, it's finally here!
Cheat Mod Version 1.32!
* if you downloaded 1.31, please replace with 1.32 *
This is a lot like the original Cheat Mod Version 1.0, but has been re-balanced and some new cheats have been added. Spies enhanced, diplomats enhanced, leaders enhanced, more money and a re-organized lay out.
As with Cheat Mod 1.0 it allows you to cheat as much or as little (even none) as you want. You must enable the cheats by creating a NEW game and customizing your civilization. Play humans with the Antaran background advantage if you want.
Updated documentation provided in the .zip.
Please note the change to install path, you must now extract the .zip file to your game install directory.
Direct Download Cheat Mod Now (http://www.zaz.net//MoO3/Cheat%20Mod.zip)
EDIT: Home Downlaod Link Restored! You can start downloading from the zaz.net website as linked above now :)
Drakilian
03-19-2003, 03:10 AM
oh its been "rebalanced" allright.. :haha:
great work zaz.. :up: :)
my spies are invincible :D
oh and be wary of the amount of money you have it sent to earn.. once your empire treasury hits 2.1 billion au, it wraps around and becomes negative, causing a game over.
reiella
03-19-2003, 09:23 AM
Slight bugs, Social, Diplomatic, and Political spies end up costing 0 AU at some point with the espionage cheat on (And thus become unbuildable).
There aren't enough extra points after the Enable Cheat to get all options on (Eoladi ends up short by a couple hundred), most likly a feature not a bug.
Yeah, had a couple new bugs. Should have some improvements now that 1.32 is uploaded.
I'll be doing some testing to ensure it's all working. :)
As for the spies costs, was it turns to build or cost to build that hit 0?
reiella
03-19-2003, 10:31 AM
Both.
Cost was 0 AU, and time to build was 0.
If I left them in the queue, the time to build would change to -1 after a turn, -2 the next, etc (but the cost would remain 0 I believe).
Since turn cost is cumulative, you should be able to build a Military spy ahead of the Social (faster turns) spy and get the Social spy into a positive turns to build.
Also you have a LOT more room to queue up spies, so feel free to hire all you need right at the start of the game if you turn on the spies. :)
I've tested it out with a balance of spies and had them queued up for about 400 turns out.
wssplat
03-19-2003, 11:04 AM
Oh, im gettin this. I need something to keep me occupied before the 48 hour limit is up
haha, you were supposed to test that 1.31 and find all the nasty bugs IT HAD! :)
Enjoy! I think this one is fairly bug free (besides spies being "too cheap" late in the game).
reiella
03-19-2003, 01:13 PM
Actually I tried that as well (Building a military spy first), and the three spy types I mentioned still showed up as 0 cost, 0 turns (And still wouldn't build when their turn in the queue came up). Not a big problem since I was able to get one or two of those spies in early on and just keep them in defense now.
wssplat
03-19-2003, 07:32 PM
Aight, thats enough MOO3 for today...time to check on Iraq.
Originally posted by reiella
Actually I tried that as well (Building a military spy first), and the three spy types I mentioned still showed up as 0 cost, 0 turns (And still wouldn't build when their turn in the queue came up). Not a big problem since I was able to get one or two of those spies in early on and just keep them in defense now.
OK, I'll still be doing some testing, if I find more complaints on this feature I'll update the Mod to try and remove this effect. The cost however is that the spies will build a little slower at the early game and really this is a bug in the tech for MoO3 since you should never be able to research into making something cost nothing to build :)
The problem is the cost and build time modifiers only support adding and subtracting direct values. You can't say multiply them by 0.1 and it rounds up, you'll get NO change to the value.
They need to hard code upper and lower limits into all of the modifiers. While this will heavily limit mods like mine, it's a better thing than over-flowing and wrapping.
Diplomat cheat in 1.31 had initial relations wrapping around beyond +200 and that worked all but for the New Orions who stay pretty static in relations. The other AI players all came down to +200 within a short time and all was good, but I've changed this so that they should just get a +100 boost bringing every relation to a nice positive, even the NOs.
I've got some more work left to re-balance things as I've turned on none of the DEA cheats and I'm getting near max production on all colonies with 1% investements and low tax (+/- 10%).
Oh well, a new version to come still then :)
Artoo
03-20-2003, 10:33 AM
Thank you for such a great job zaz :up:
I've just started using your mod, and I like it very much :)
wssplat
03-20-2003, 03:59 PM
I had a few problems...mainly witht he Antaran X's used with other cheats. It was no big deal, although a faster mode of research would be handy. Good job, great cheat, losta fun. :D
wssplat
03-20-2003, 05:47 PM
Well, if I edit it, it'll look stupid. I played again today, and put 60% into energy. That did the trick... I almost got a stellar converter (yay!) and the only races giving me problems are the harvesters, cause they are stupid.
Btw, I still had problems with the antaran X's, I dont know why, but they are the only cheats I did not activate. No big deal anyways, I can look for them normally.
I'll look closer at the X's but they have had the least attention since they are what the game gives for benefit as a result of finishing the 5 expeditions.
I've been working on the next release and am going to make it a bit less over-powering. I don't like building 3 x10 ships every turn at 1% production level after turn 5. :D
Psilon Paladin
03-21-2003, 04:18 AM
Great work, Zaz! :up:
wssplat
03-21-2003, 12:17 PM
I noticed another bug maybe? When I got to a certain point in the game, my spies stopped working. They died like every turn, even if I had like 10 in one place. I hardly went after the NO's because they didnt have much, but other races slaughtered my guys before they even got in. Maybe its just me...
Originally posted by AR81
Is it for MOO3 or MOO2?
My signature reads:
Author of Cheat Mod for MoO3
Hopefully that, and the fact that this is in the Master Of Orion III (http://www.ina-community.com/forums/forumdisplay.php?s=&forumid=224) forum would indicate MoO3 :)
Originally posted by wssplat
I noticed another bug maybe? When I got to a certain point in the game, my spies stopped working. They died like every turn, even if I had like 10 in one place. I hardly went after the NO's because they didnt have much, but other races slaughtered my guys before they even got in. Maybe its just me...
I've tried massing large groups of spies against the NO's early in the game and they last only a few turns with 0 success against htem.
It's important to note that with Cheat Mod 1.3x your spies stats are perfect, plus they have tons of spare luck to allow them to live longer. There are also stats that you can't see like Insert success that is boosted heavily. They seem to do great against the other civs but I fear something is a bit more hard coded to prevent spies against the NO's.
* Next update should pull the over-powering down and will add a couple more cheat options. :)
The website for zaz.net where Cheat Mod is hosted is down for the time being. Please note that this will be restored but may take me a week to get accomplished.
Just so everyone knows I'm planning to hold off any release updates until the site is back up and may delay further if the patch is due out real soon. I've got a bit of work done, but am still very over-powered with the DEA cheats. It's better than before, I can't always build all 30 ships in queue on two turn old planets in just one turn, now it takes two turns and the % of production is at 3% on the planet instead of 1% ;)
So I'm about half way there I think.
Also cheat mod 1.4 will include new cheats again. Mostly I'm going to break things out a little for the DEA cheats so that you can get to an even finer detail of customization. Player options are key to my efforts and I want players to be able to "Cheat Mod" their select species just a little, or a whole lot! :)
Until the site is up and until the next release, Cheat Mod has been uploaded to MOO3Mods.com and mirror download is available (http://www.moo3.at/modmirror/Cheat Mod (1.32).zip) provided by moo3.at, another up and coming MoO3 fan site.
Since I have plenty to do for 1.4 I'll be keeping busy in that project. I will answer any PM's or replies to this or other Cheat Mod specific threads but don't plan to participate in any other threads and topics until the release of 1.4 is finalized.
senzanom
03-23-2003, 12:02 PM
Okay, I downloaded the files andinstalled them in the proper locations, but how do I "enable the cheats" as the instructions read?
1. Should I be editing something in the racemodifiers.txt?
2. What program should I use to do that?
3. Does it need to be saved a certain way?
4. Does the file need to be set as read-only?
Thank you for your time,
Senzanom
TheDarkWraith
03-23-2003, 04:15 PM
start a new game and customize your race there will be some new options there (the cheats).
MITSUECLIPSE
03-24-2003, 04:25 PM
I've tried turning off the gnolam traders, economy and the moola cheat and regardless of how I manage my finances I get a game over message due to having to much money. I've tried cutting taxes and spending like crazy but still my balance goes up, and it game over by about turn 50 to 60. Besides this problem it is a great mod and I look forward to making past turn 60
Originally posted by senzanom
Okay, I downloaded the files andinstalled them in the proper locations, but how do I "enable the cheats" as the instructions read?
1. Should I be editing something in the racemodifiers.txt?
2. What program should I use to do that?
3. Does it need to be saved a certain way?
4. Does the file need to be set as read-only?
Thank you for your time,
Senzanom
I'm pretty sure the "Cheat Mod Info.txt" file covers this. I've copied in Chapter 3 of that file. Please let me know what questions remain....
==============================================
Chapter 3 - About Cheat Mod
Cheat Mod is used for new games by allowing you to customize your selected species. You must create a new game after installing cheat mod and you also must customize your species to select the cheats you want to enable.
When you select the Enable Cheats option, you will be provided with a lot of bonus customization points that will allow you to max out your species. All customization features have been turned on so that you can pick any species with any advantages or disadvantages you want but all defaults are the same as the original release of MoO3.
While extensive cheat testing has been performed with all cheats on, it is NOT advised to enable all cheats at the same time. Please select just one or two cheats that you want and try them for a few turns before you commit to a game with cheats turned on. Cheats can result in many undesired effects and make the game a lot less fun since things become "too easy". Each cheat is set up with enough of an advantage to be a full game spoiler (with exception of the Antaran X's). It should be possible for example to turn on the Spies cheat and nearly fully destroy an enemy with spies alone. It has been reported that the Ithkul can win the senate vote with the Diplomatic cheat turned on.
Open the customize screen and you will find four new sections plus something that Quick Silver left out of release. The Aptitude section was designed by QS and disabled. I re-enabled it to allow players to make use of it. You will see four sections named to honor the previous games species who were left out of MoO3. You will also notice references within some of the cheats, but I will leave those undocumented to allow players to enjoy their discovery.
Just below the aptitude section start the cheats. The first section contains the Cheat Enabler. You MUST check this box to turn on the cheats, since each cheat costs 1,000 customization points. This also allows players to have the cheat installed and choose NOT to use it. You do NOT need to make edits to the cheats changes to "disable" the cheat, just don't select the enable option when customizing your species and the only benefit you could get are items that were restricted for your species. Since NONE of the defaults have been modified you can re-load your saved games without having to worry about the cheats changing how it works. You can also start a new game and never use a cheat and it will work just like the original release of MoO3.
==============================================
Originally posted by MITSUECLIPSE
I've tried turning off the gnolam traders, economy and the moola cheat and regardless of how I manage my finances I get a game over message due to having to much money. I've tried cutting taxes and spending like crazy but still my balance goes up, and it game over by about turn 50 to 60. Besides this problem it is a great mod and I look forward to making past turn 60
Right, it's the DEA cheats. Turn off the Bioharvest, Mining and Manufacturing cheats :)
This section is being rebalanced for the next update because it is WAY too powerful.
At 1.0 and 1.32 in 5 turns I had a second colony that was producing 3 slots of 10x largest class ships (Light Cruisers) in one turn at 1%.
In beta test I've got the same kind of colony building 2 slots (20 ships) at 3% in one turn. Progress, but still far too powerful.
The update will break down the DEA related cheats some so that you can increase efficiency without impacting capacity, rare's value, and other values associated with the selected DEA.
Glad you like it otherwise, and thanks for your support. :)
DisneyDestroyer
03-25-2003, 03:48 PM
Originally posted by senzanom
Okay, I downloaded the files andinstalled them in the proper locations, but how do I "enable the cheats" as the instructions read?
1. Should I be editing something in the racemodifiers.txt?
2. What program should I use to do that?
3. Does it need to be saved a certain way?
4. Does the file need to be set as read-only?
Thank you for your time,
Senzanom
I'm going to agree here. I think there may be something that's preventing certain modifications. All of my ws folder modifications work perfectly - I have the improved Encyclopedia and tech descriptions, etc. However, any changes I make to the Spreadsheets folder are simply ignored - including this one.
One thing is that I have my MOO3 installed in a non-default directory. I wonder if that creates a problem, perhaps for certain files the program is searching for a hard-coded absolute path instead of a relative path - clearly not for everything, but perhaps for certain files. That's the only difference I can think of why my computer refuses to honor any spreadsheet changes, but is perfectly happy using all of the new race pictures I copied from the Orion Sector.
At any rate, the mod looks pretty cool, bummer my version of the game ignores it completely.
It's two files, but I'll have to test out and see if there is a problem with non-default paths.
Nodoka
03-26-2003, 05:45 AM
I was just wondering since I'm currently playing a game with the diplomat and spy cheats enabled if I were to download and install a later version of your cheat mod would I use the old values or the new ones in that game?
Great work ZAZ.
A couple of bugs though i don't know if they are fixed in 1.32 as i can't download it, yet...
The Ant X bug: I tried to cheat (not that i need or anything...;) ), nothing fancy just more racial enhancements than usual.
I chose the Ant X option in special abb. Any expedition i sent out were'nt doing much other than just being "outbound". This is in two 200-300 turns games. with the ant X victory turned *off*, the same darn thing with the expeditionque numbering the 10-15 amadas (or so). Nothing happens, not even a lost ship once in a while:p .
Then i start a new game with the ant x victory turned *on*. The same thing, just until i kill a guardian and for the first time (in 10-15 games, i guess i am unlucky:rolleyes: ) and voila my expedition are active wtf???.
The second bug, or the sitrep bug: I don't know if this is a bug in the game or a bug caused by your exelent mod, one of the best cheat mods, ever, because it doesn't instantly make you overpowered (instant power, just add water?? this can't be rigth i read somewere that pc don't like water, are well time for a test run...):p .
The bug. Late/midgame the sitreps green reports gets screwy. Some don't show, some frag up the slider, but hey by that time i do'nt care 'bout the greens, it's just there are some micro's out there... No offence to anyone (exept my mother innearlylaw, who is &/%&#"&/censored for the good of mankind).
Cheers, and good work allaround.
* Lurk Mode Off *
First, you can download Cheat Mod 1.32 from either the moo3.at site or moo3mods.com site as listed in my signature below EVERY post I make :)
Originally posted by Mork
Great work ZAZ.
A couple of bugs though i don't know if they are fixed in 1.32 as i can't download it, yet...
This is in two 200-300 turns games. with the ant X victory turned *off*
I've never played with this victory option off, that might have something to do with it. :) The cheat shouldn't impact the ability to go after these artifacts.
Then i start a new game with the ant x victory turned *on*. The same thing, just until i kill a guardian and for the first time (in 10-15 games, i guess i am unlucky:rolleyes: ) and voila my expedition are active wtf?
Sounds more like a bug in MoO3 rather than just the Cheat Mod, but I'll do some testing on this anyway to ensure it's not something the mod created :)
The second bug, or the sitrep bug:
This one is well reported and warned of in the Research cheat since the cheat can result in an abundance of sitrep messages and this floods the report.
1.4 will be released some time next week and should be a lot better for the economic cheats. Cheat Mod is not meant to be an instant victory cheat or to change how the game's overall balance works. It is meant to enahnce the game and speed the player development. Right now it does a lot of things in the right ways so I'm very happy with the current version. DEA's are getting my next round focus and I expect them to work as intended upon the next release.
Of note, if the first patch release date is set before I release 1.4 I may delay it to incorporate any balance changes from the patch.
* Lurk Mode On *
Originally posted by Nodoka
I was just wondering since I'm currently playing a game with the diplomat and spy cheats enabled if I were to download and install a later version of your cheat mod would I use the old values or the new ones in that game?
Uninstall Cheat Mod then load your save game. If the spies return to normal then you know the mod needs to be the same for loaded saves ;) Now note that spies should NOT lose all of their "luck" as soon as you load, you'll have to build a spy to see if it's a perfect 10/10 with huge luck.
Zaz, i know of the infamous research sitrep prob. but as i stated i wasn't using that cheat. Anywhooo i have just read the same thing in the bug reporting forum :rolleyes: so i guess it wasn't your mod:p.
The ant x bug though. i have tried without the cheat mod (too many times...) and it worked perfectly, though i am willing to say it was just a fluke as i am infamous for my bad luck (try rolling the worst possible combo in a 1-8000 *twice*) and it was only the three games, just thought that if somebody else were having the same prob. it would be helpful, and you said at the time of the release that you would like feetback (no not shoes...)
BTW how many hours are you spending in here??? you reply darn fast:D
The reason i couldn't download was that i was working at another pc, well working is such a strong word...
Nodoka
03-26-2003, 09:58 PM
Hmmm actually Mork I vaguely remember a recent game I had where the Antarran X expeditions sat there for turn after turn not doing anything. I was very annoyed at the time since I'd specifically set up that game to try and get the ships out there quickly so I could see the ending clip then go back to my normal games. Don't remember all the details though but it isn't just you.
I make a point to reply to each new post or general topic if it's directed at me. I don't always reply fast, but if I'm on when a post comes in I will reply right away. :) I hope that people will report, and am greatful that you have taken the time and effort to do so. The least I could do is provide a personal response to you directly concerning your issues. Consider it a small payment for YOUR time, that I'm greatful for. :)
DEA Cheats result in the same impact as the Research when you are producing 3 slots full of military units on EVERY planet in your system EVERY turn. Add to that the research and military reports as a result of the cheats (yes, you get more research if you have a better economy) and you can quickly generate the SitRep bugs.
I am considering throwing in a SitRep Mod, but there is one out there already and I encourage you to use it with Cheat Mod :)
I will do some focus testing on the X Expeditions when I get a chance, but there is no reason I know of for the mod to cause this directly. If anything the X Cheats should help with the expeditions (if not directly) since they give you some advantages that help produce those fleets earlier in the game.
Xenoclast
03-28-2003, 06:15 PM
Heh. Yay, something that makes the game even less challenging. :p
Good work though, and I can see some use for this, for example, as you mentioned, humans with Antaran background.
just_steve
03-29-2003, 01:18 PM
I don't want to sound like a jerk (since I like the mod as a whole and I'm looking forward to your further changes), but I think some of the cheats aren't formatted properly in 1.32. I looked at the racemodifiers.txt file in my MOO3 directory using the MOO3 Editor program, and they values for the Cheat Two don't seem to be in the right places. (ex: manufacturing cheat contains the research values) I thought it might have been a corruption caused by adding other mods (wild idea since I figure a new mod would simply overwrite your txt file, not alter it), so I opened up the zip into a different folder with a txt editor. Same thing, the values seem to be in the wrong places.
I only thought to look deeper into this because I selected some of the cheats, but I didn't get the results I expected in a new game. Then I read of how another mod altered racemodifiers (antaren mod) and when I looked at my file (from your cool mod) I noticed the (possible) mis-alignments.
Dear Friends,
I have installed the cheat mod in the default directory.
I have started a new game, and then customize the race.
But there are no "Cheat Enable Options" in the game.
Would you please advice me how to enable the cheat?
Thanks alot in advance.
Nodoka
03-30-2003, 02:42 AM
Did you install it in the correct directory or the default directory? For a mod to work you have to put it into a special folder in the game files. For example if I want the cheat mod to work I have to install it on MY computer at the following location. From Master of Orion 3 on yours should be the same directory.
C:/games/microprose/Master Of Orion 3/Game Data
Sets/Classic_01/GameData/Common/Spreadsheets
So I suggest you take a look at where you installed and make sure that its placed in the right folder. If it is there then restart the prgram and have a look at the bottom of the customization options as thats where it should be if this doesn't work I can' think of anything else at the moment. Hope this helps Wono
Dear Nodoka,
I have installed the Cheat Mod in the directory as you mentioned.
So there is a file named "racemodifiers.txt" in the directory:
/Infogrames Interactive/Master Of Orion 3/GameDataSets/Classic_01/GameData/Common/Spreadsheets
But when I start a new game, select a race, and customize it, there are still no "Enable Cheat" Option in the game.
Fyi, I choose Human.
In the bottom of the Customization Screen,
there are just 3 options/buttons :
- Back to Choose Race
- Reset All Picks
- Confirm
Do I need a separate program to activate the Cheat Mod?
Your advices are very much appreciated.
Thanks alot for your kindness.
TheDarkWraith
03-30-2003, 09:51 AM
In the list of abilities/attributes of your race there are a few new groups of options one of them give you more racepoints to play with and all of them contain options/attributes you can add to your race.
Originally posted by Wono
Dear Friends,
I have installed the cheat mod in the default directory.
I have started a new game, and then customize the race.
But there are no "Cheat Enable Options" in the game.
Would you please advice me how to enable the cheat?
Thanks alot in advance.
You must use the cheats on the Race Modifications Screen! If you start the game, you've gone too far :)
Originally posted by just_steve
I don't want to sound like a jerk (since I like the mod as a whole and I'm looking forward to your further changes), but I think some of the cheats aren't formatted properly in 1.32. I looked at the racemodifiers.txt file in my MOO3 directory using the MOO3 Editor program, and they values for the Cheat Two don't seem to be in the right places. (ex: manufacturing cheat contains the research values) I thought it might have been a corruption caused by adding other mods (wild idea since I figure a new mod would simply overwrite your txt file, not alter it), so I opened up the zip into a different folder with a txt editor. Same thing, the values seem to be in the wrong places.
I only thought to look deeper into this because I selected some of the cheats, but I didn't get the results I expected in a new game. Then I read of how another mod altered racemodifiers (antaren mod) and when I looked at my file (from your cool mod) I noticed the (possible) mis-alignments.
I will double check this, but if you are looking at the cheat with the enabler there is one column that is empty because it doesn't do anything but give you more customization points. The reason that cheat is there is two fold. Firstly it's like the "I Agree" buttons on license agreements ensuring that cheaters know they are cheating. Second it maintains the customization point values from the original game so you can load up a new game and have NO cheats on if you want and still customize within normal customization point limits. I have allowed all species to customize any of the unavailable items for their species however, so this mod is also good for that effect.
Nodoka
03-31-2003, 12:36 AM
Originally posted by Wono
Dear Nodoka,
I have installed the Cheat Mod in the directory as you mentioned.
So there is a file named "racemodifiers.txt" in the directory:
/Infogrames Interactive/Master Of Orion 3/GameDataSets/Classic_01/GameData/Common/Spreadsheets
But when I start a new game, select a race, and customize it, there are still no "Enable Cheat" Option in the game.
Fyi, I choose Human.
In the bottom of the Customization Screen,
there are just 3 options/buttons :
- Back to Choose Race
- Reset All Picks
- Confirm
Do I need a separate program to activate the Cheat Mod?
Your advices are very much appreciated.
Thanks alot for your kindness.
Sorry not that far down. In the section that has the race customization options e.g. Bioharvesting, Mining, Research etc scroll down to the bottom of that section and they should be there.
Originally posted by Wono
Fyi, I choose Human.
In the bottom of the Customization Screen,
there are just 3 options/buttons :
- Back to Choose Race
- Reset All Picks
- Confirm
On the left side of the screen you have several selections for customizing your species. This is where the cheats are "hidden". :)
Happy Hunting!
Yujenisis
04-01-2003, 09:02 PM
Just for fun I started fiddling around trying to get this working with the recently released Macintosh version of MoO III-so far with no success.
It would seem while the PC version contains folders with separate documents for all the various text-based resources of the game the Mac version has them all annoyingly 'compressed' into a single "MOB" file.
TextEdit seems to have no trouble opening up the whole MOB file-and Stuffit Deluxe similarly allows me to open up a specific document within the archive. However, Stuffit does not allow me to open the MOB file-remove the older file with the cheat file and then save it back into MOB.
So I have attempted to open the whole document in TextEdit and manually copy and paste the changes into it.
I realize the author probably doesn't want to make a Mac version, but I was still wondering if I could get any assistance from anyone on this- trying to get it working. I have no programming experience and have managed this far through logic and perseverance. However, to actually make it work-I am going to need help from those who actually know what they are doing.
Since Quicksilver made both the PC and Mac versions I am sure that they have some way of making PC mods work...or am I completely wrong?
Oh, and just for legality...I was not planning on distributing anything I made without the original author's permission. This was just a fun way of spending the afternoon. Now, that I've spent an afternoon I'd like to know how to actually make it work.
Any thoughts from anyone?
just_steve
04-01-2003, 10:28 PM
the default install doesn't create folders/txt files for the PC version - but the pc version will read txt files in the folders and override the mob files (so it is easy to work on mods). Try and see if the mac version will read the created txt files in the folders. Hope it works for you, too.
Originally posted by Yujenisis
I realize the author probably doesn't want to make a Mac version, but I was still wondering if I could get any assistance from anyone on this- trying to get it working. I have no programming experience and have managed this far through logic and perseverance. However, to actually make it work-I am going to need help from those who actually know what they are doing.
If you make a verbatim Mac Version for it, send it my way and I'll host that as well. Just be sure to add yourself in the credits and make changes to the instructions for install as needed for the Mac version. I don't have a Mac copy of MoO3 and a Mac I think could run it (got an older Powermac for the kids to break).
I ask that the mod not be modified and redistributed without my permission, and there is a need for a Mac version of many mods. :)
Let me know how it goes!
Mephesto_Odium
04-02-2003, 02:29 AM
I actually managed to stablize the onrush of AU's pouring forth from my UBER DEA's by reducing empire tax to 1% and system to 2%. Sure my finance report says my bank is -2.3M but the monetary display on the main view is +2.8M with an increase of 4.5k, and thats what matters :P
If I even touch the tax rate for the whole empire I jump from my modest 4.3k to 32M per turn :D
Another thing I noticed is that Magnate and even captured races within your empire still get the DEA bonus. My race is the Ithkul yet my enslaved Nommo planets are matching or exceeding my Ithkul planets....... strange.... I had to glass the planets just to be on the safe side :P
SemperFrag
04-02-2003, 02:19 PM
Maybe this is just a general game bug but I don't think it is. Since using the cheat it appears that my planets won't build starports. The sitrep says a planet has built a starport but if I check the planet there is no starport built. I can only seem to get a couple starports and then they stop showing up... Anyone have any thoughts on this? I don't play w/ the moola mod on so I need that $$ :)
Hopefully this is just part of the over-powering of the current mod. The next release will more evenly distribute that DEA power and should make it much more useable.
Good cheats in 1.32 are Money, Diplomats, Leaders, Spies, Colony, Combat and Research (with a SitRep side effect). I have spent a good ammount of time getting these balanced in the current release so that things don't get too over powered.
The other cheats work, but all of the DEA cheats will make the economics blow way out of proportion.
Yujenisis
04-02-2003, 05:17 PM
Thanks for the extremely fast response ZaZ. You rock.
I fiddled a bit more trying to make the Mac version play nice with the PC version of the MOB files. The Mac version crashed (Whew, thanks to protected memory it didn't bring down the whole computer. Whee) right after you selected any option from the garbled menu.
On a whim, I called up MacSoft (The Publisher/Distributor of MoO III for Mac) and was greeted quite quickly by a very helpful support staff-person. He expressed a personal curiosity to find out what was going on.
He did offer a hypothesis about the byte order in the two text files being different. One thing I had noticed in my hours spent text wrangling was that the Mac version of wstrings.mob had an extra space between every character.
For some reason...when I post it deletes the examples. Oh, well. Just visualize without the benefit of visual aids.
Update: With the already modified MOB files from the PC version I have been able to launch the MoO III Application. The main menu is no longer garbled and as far as I can tell all works well-except the cheats themselves.
When I go into "Create Species" there is no activate cheats and no additional attributes under the attribute selection. I know some other people have noted similiar issues-which may have been them not looking carefully enough. I have studied the screen and found nothing.
I have followed the directions in the ReadMes and on the replies in this thread regarding not being able to 'find' the checkbox. Still nothing.
You are sure that the files you sent me are the Modded ones...right ZaZ?
The alternative is that it simply doesn't want to work with the Mac version...which would be...most annoying.
Yujenisis
04-02-2003, 09:12 PM
ZaZ, with enough perseverance and tinkering I managed to get the Macintosh version of the CheatMod to work. Thus, far it works just as good as the PC version. No crashes. 'Tis good.
I'd like to maintain the Macintosh version of the CheatMod for you if you'd let me. Since I now I am a pro in getting the mac version to play nice with your Mod.
Please get in contact with me about hosting it. The file is going to be a little over 400k. The reason for the file size is because I am including the full versions of BOTH Mob files. This will save time and energy so I don't have to write out long complicated directions and require people to have a good text editor and Stuffit Deluxe.
For once Macs are harder to use, heh.
Right now, I am adding myself to the credits and writing up a Macintosh readme by revising your existing ReadMe. (I am only removing PC-relevant info and replacing it with Mac info, and adding myself to the credits.)
I look forward to your response.
Good work, not sure I wan't to have thousands of 400K downloads though, can you see it there is a way to make a self-extracting or installer for the mac version so only the two files are needed. It should make the mod under 40K and that's 10% of the 400K you have it at now.
I'll get in direct touch with you on your finer points as well, send me the modified readme files so I can see and we'll be good for hosting of 1.32Mac soon :)
Yujenisis
04-02-2003, 11:51 PM
Hrrrrmmmm.
Let me investigate my other options for either putting up a few mirror sites or trying to find a better compression scheme of some kind.
For now, know that it works pretty darn well.
It's true though...the cheats could use being scaled back a bit...mann. Although, there is a little satisfaction with whiping the scum of the universe off the bottom of your boots by the 150th turn.
heh.
Go ahead and email it to me, I'll also check on mirrors for the Mac version. Once you are able to get it working in a smaller version we'll upload that smaller version.
I don't expect the Mac version to get the same number of downloads as the PC version, but for those Mac users out there that love MoO just as much as the PC enthusaists, we need to try and get as many mods converted for them as possible.
I need to update my sig to include the "home" download page as well as the two mirrors for the PC version. I'm hopeful that the two mirrors I have for the current release will be willing to host the 400K Mac version as well. :)
ghost 000
04-09-2003, 02:27 PM
I think this is a bug in the cheat mod, although a very tiny one.
I have selected Rich/diverse homeworld, along with a whole bunch of other options, but my homeworld is always average.
in about 20+ games I have not seen those 2 options work.
anyways, a trivial bug, but wanted to let you know.
Originally posted by Nodoka
I was just wondering since I'm currently playing a game with the diplomat and spy cheats enabled if I were to download and install a later version of your cheat mod would I use the old values or the new ones in that game?
It should save the values to the save game file so even if you uninstall the cheat it should still be operating when you reload a saved game.
I'll have to test this for sure real soon so I can list it for 100% certain in the docs. :)
Hey zaz and Yujenisis...
You should know and remember:
- mod files are ZIP files, thus you do not edit them with a text editor but open them with an Archiver. On Win, I guess we all use WinZip, on the Mac StuffIt is the standard.
- There's no reason the replacement mechanism should work differently on the mac version, and some of your posts indicate it does work the same. Test with one of the wStrigs mods. Should that be true, there's no need to distribute the modified Archive.
- Should you really need to modify a mob itself, do so with an appropriate archiver. On the mac, if StuffIt makes problems, trying alternate products might be worth a go. Now you should take into account that Moo3, while using the ZIP Archive format, does not compress the files therein, and it is likely the reading routine is unable to understand ZIP's compression options. Thus, make sure to update files w/o compression.
- At least on the PC, the replacement mechanism will look first for an Excel file and then for a text file in a Subfolder with the same base name as the Archive. Yes, Moo3 will directly read Excel spreadsheets (though you might need to save these in an older format)! This might be a chance on the Mac, if the unicode problem prevents you from going with text files.
- The text tables it expects to read in UNICODE format, at least on the PC. Thus, when opening them in a program not understanding unicode, they *seem* to intersperse blanks between each character. These are not blanks, however, but null characters, thus editing in such a program will likely break the file.
- Now the question is, will the Mac Moo3 expect these files in exactly the same format and byte ordering or does it rely on some OS routine which will reverse the byte ordering? While using the MOD files, that's not a problem as the ZIP format is defined OS-independently.
- Feeding Moo3 an invalid file (e.g. converted from unicode to ansi) may have 2 outcomes (both observed): a crash or the file is ignored completely.
- There is a chance the distribution mechanism might change a file - if an email program/unpacker/whatever quesses the file to be LSB-fist unicode it might decide to byte-swap all the characters to conform to the OS's MSB-first ordering.
- Bottom line, if mac-Moo3 will not read in the same files the PC-Moo3 does, opening them in an unicode-aware text editor and saving them in reverse byte ordering might well fix the problem. Win2k's notepad is capable of that.
Slp006
04-10-2003, 04:31 PM
To Yujenisis and zaz,
I happen to be running MoO3 on a mac, and Cheat Mod v1.32 seems to be working on it just fine (it even has the odd "negative turn spy completion time" glitch in it).
I got the game a few days ago and found nothing here about mac modding at the time (I wanted to find a compatible mod that would allow me to alter racial picks). However, something was posted about the MOB files being zip archives, so I decided to look in the "spreadsheets" file with ZipIt, a decent extracting program.
I came across the racemodifications.txt file after a bit of probing and then realized that one could make direct changes to it by extracting the file from the MOB archive, editing this copy using SimpleText (the Mac equivalent of NotePad), deleting the file stored inside the mob file, and replacing it with the edited version.
After a bit of experimentation and refrencing to the Modifications.txt file, I began to add uber-bonuses to my race of choice. This got really messy though because I had no idea of the wrap-around limits of values, so I decided to see if I could make your mod work on my Mac. Not surprisingly, the racemods.txt file and the strings file weres easily added into the MOB archives.
Now it works perfectly...I think. I might be missing out on something. Yujenisis, you have access a Mac, so allow me to suggest another method of installing the mod that simply requires a regestered copy of ZipIt and SimpleText... without having to alter the mod's contents.
1. Using ZipIt, open the "Spreadsheets.mob" file.
2. delete the contained "racemodifications.txt" file located in the folder "Spreadsheets."
3. Drag zaz's modded "racemodifications.txt" file into the open "Spreadsheets" folder.
4. Save the new "racemodifications.txt" file using the "Stored Method" located in the respective menu.
5. Now open the "wStrings.mob" file located in the "English" folder contained in "GameData" using ZipIt.
6. Delete the "wsRaceDesc.txt" file, and replace it with zaz's modded version.
7. Save this file using the same method with which the first part of the mod was saved, so that the modded file replaces the default one.
8. Quit ZipIt and start MoO 3.
If this doesn't eliminate the need for a mac port, I'd like to playtest any mods that are to be released for Mac. (Of course, I'd like to playtest the Windows versions as well if they do turn out to work on both OSes ;) )
Hopefully this should make modding on a mac a bit easier to accomplish. Should any issues with my method arise, e-mail me.
Also, back up these files before saving, for if you don't and an accident occurs, a reinstall might be your only remedy!!
And I repeat, !! Indeed, this does require the alteration of essential files to work the program, and once the original file is rewritten, it cannot be retrieved... unless of course, a backup copy is available. Really, though, if you ever try to tinker with anything software-related, backing up the file(s) in question should be priority one.
_____________________________________________________________
Yesterday, I experimented with the method the Windozers use. Mac users are also apparently able to avoid rewriting their mob files if they make folders of the same name as the ones that contain the text files they are editing, place the edited files in the folders with the name of their corresponding location, and then start the game up again.
Example: Make a folder called "Spreadsheets" in the "common" subdirectory of the "GameData" directory. Place the modded racemodifiers.txt file in the newly created "Spreadsheets" folder. You're done, because the game will override the racemodifiers.txt file located in "Spreadsheets.mob" and use the modded one instead. I believe that the same method will work for any files you might need to edit in the "wStrings.mob" file.
If all of you expert Mac modders out there know this already, please excuse my ignorance.
JeBuS27
04-10-2003, 04:57 PM
The mob file is the main file. I don't know a damn thing about the way the program runs on a Mac, but PC u don't need to rewrite the main file. just pull out a copy of it in teh same folder and make the changes then save it. Telling people to change the default files is not a great idea. (Especially with some of the no-brainers I've seen on here.)
You might consider adding this to your post:
!!!!!BACK UP ALL FILES BEFORE MAKING ANY CHANGES!!!!!
Slp006
04-10-2003, 05:29 PM
Thanks for the tip. You've probably just saved my inbox from a thousand insults and whines.
As for the rewriting of the MOB files, umm... I'm not sure if copies of the individual files will override the ones inside of it, but then again, I know nothing about the Windoze version's method of fuctioning. Rewriting the specific text files in the MOB files definitely works well in the Mac version though.
I've also made numerous backup files myself. ;)
DarthMord
04-11-2003, 12:26 PM
The game by default looks for the files in the directory tree. If it's unable to find them in the directory tree, it'll go the .mob files.
So if your racemodifiers.txt isn't in the spreadhseets folder, it'll look for it in the Spreadsheets.mob file.
That's how it works on a PC.
Originally posted by DarthMord
The game by default looks for the files in the directory tree. If it's unable to find them in the directory tree, it'll go the .mob files.
So if your racemodifiers.txt isn't in the spreadhseets folder, it'll look for it in the Spreadsheets.mob file.
That's how it works on a PC.
Sure, but we need to get it to work the same way on the Mac. I think the posts about byte ordering are right on the money.
For the record I use UltraEdit for Windows and it will preserve the files format while presenting me with a consistant view and interface.
If I had access to a Mac I'm sure I could get a working Mac release done myself, at present I don't and I do also doubt I'd want to buy a second copy of MoO3 just for releasing a Mac version of a Mod :)
Maybe if QS sends me a Mac and free copy of MoO3 I'll release it :)
Slp006
04-11-2003, 04:09 PM
It appears to be working in the same manner as the PCs (now that I've successfuly mimicked the PC method) experimenting with it. I edited my previous post to clear that up. Another Mac user who's used the Windows version ought to see if this is actually true.
I really don't have the money to spring for another computer, either :).
QuincyZFromage
04-11-2003, 05:26 PM
Zaz,
QS just released the data patch for moo3. They didn't bother telling anyone about it either. I just found out about it today.
here's the link:
http://moo3.quicksilver.com/downloads/Moo3DataPatch.zip
hopefully, you already know abou this and are working on a new version of the cheat mod.
Or if you're waiting for the full patch, that's cool too. Just wanted to give you the heads up.
Free_Hugs
04-11-2003, 06:03 PM
i..... LOVE YOU
Originally posted by QuincyZFromage
Zaz,
QS just released the data patch for moo3. They didn't bother telling anyone about it either. I just found out about it today.
here's the link:
http://moo3.quicksilver.com/downloads/Moo3DataPatch.zip
hopefully, you already know abou this and are working on a new version of the cheat mod.
Or if you're waiting for the full patch, that's cool too. Just wanted to give you the heads up.
Yeah, thanks for making sure I know. I've been withholding 1.4 from all of you waiting for this. Now they are also saying that we'll see an updated Data Patch in the next couple weeks!!! Oh, that'll be fun. So for now I'll work to get 1.4 into the new Data Patch and 1.32 will be the last version for non-patched MoO3's.
It is going to take a little while to get all the code moved to the new tables and to test it out. :) Plus I still have to document the new cheat lay out. It's going to use a few more cheat sections than before so that we can calm-down the DEA cheats.
Hey guys,
I have to correct myself. The game *does* demand Unicode for the texts in the wStrings directory, but it needs ANSI for the tables in the Spreadsheets folder!
If you feed it ANSI wStrings or UNICODE Spreadsheets, it will crash with the usual C0000005 (though you normally don't get to see the error message).
Thus, Byte ordering conflicts can only cause problems through the description files, not the modding tables.
Have phun!
Originally posted by rh42
Hey guys,
Thus, Byte ordering conflicts can only cause problems through the description files, not the modding tables.
Have phun!
Thanks for the research and efforts! :)
Jaehend
04-11-2003, 10:56 PM
I came acrossed a new AU problem. I read through the posts about the lowering taxes and increased spending bug in the mod but now I have a problem with the game stopping all taxes and then claiming me bankrupped. I thought maybe I lowered taxes to much so I increased them a little and it still happened. This event didn't occur until I upgraded to the latest version of the mod and was wondering if this was a game bug or something new in the restructuring of the mod?
Well hopefully the Data Patch will have people unloading 1.32 and playing wthout any cheats ;)
I'll be working on the next version...
Slp006
04-11-2003, 11:40 PM
I am currently having the same problem as Jaehend. I figure that some maximum exists on the amount of taxes one can collect from their empire, and that it just turns off after this boundary is "broken."
It might be something similar to the effect of an error message appearing on a calculator when the calculated value too great for its programming to handle. What do you think about this theory?
BTW zaz, keep up the superb work. MoO 3 is much less frustrating (and thus more enjoyable) with the addition of your efficient modifications. Good job!
Jaehend
04-12-2003, 11:46 PM
Well, I went through and tried randomly turning off the economy cheats even turned them all off at once and the problem I faced earlier persists. As I stated, somewhere around move 150 all income from taxes ceases for no reason. I get no message of anything. I even checked the unrest factor to see if everyone just rebelled at once because of taxes, nope. Oh well, guess I'll just wait and see what happens with the patch and a new mod version.
Well, they didn't change too many files. zaz's mod *is* affected, meaning if you leave it installed you'll miss changes QSI deemed appropriate. Interestingly, they have not touched the encyclopaedia or wsTechnology.txt!
I have done the following:
- Ensured I kept a copy of zaz's files in a safe location
- "Applied" the patch
- Extract the new versions of the race files zaz modded from the new mod files into the respective override folders
- Opened zaz's file and the new one side by side
- Copy-and-Pasted zaz's additions
- Pay attention to that TableEnd placement
- Nerfed zaz's Values by factor ~3 (Still very powerful)
Seems to work. Of course, I left out one aspect of zaz's: Enabling the full range of standard picks for any race. The Moo3 races still feel too similar anyway.
Thanks zaz, I look forward to 1.4.
Loki_777
05-23-2003, 07:50 AM
After reading the Cheatmod and Readme files it all seems pretty simple, however, it does not do anything for me. I opened up the Spreadsheet file and stringfile then pasted your two mod files into them, but the end result is my race descriptions becoming unreadable and no "new" mods or anything. Any thoughts?
ChipsAhoy!
06-09-2003, 03:49 AM
Bu bu bu bBUMPPERR CARS
nextguard
06-10-2003, 02:55 PM
Do we know if the cheat mod will work with the code patch or if there is now a newer version.
This mod really helped me enjoy Moo3 while waiting for the patch allowing things like creating a super research race that only had one planet.
Col. M Ackler
06-10-2003, 05:42 PM
i also did the copy paste thing like rh42
except all the race picks were blank
everything
EVERYTHIIING
so i just changed all the "points worth" to 0 not the same affect as the cheat mod but works.
Raglan2
06-12-2003, 12:48 PM
You must extract the racemodifiers.txt and wsracedesc.txt (can't remember exact file names.) from the spreadsheets.mob and wstrings.mob and put them in the spreadsheets and wstrings folders.
This gives you the "post code patch" files from QSilver in the proper directories ready to edit.
Then open the text files from Zaz on one side of the screen and the extracted "original" files on the other.
Next, cut and paste only Zaz's additions. DO NOT OVERWRITE any of QSilvers stuff.
(In the racemodifiers.txt there is one table that has entries after the table end. Make sure you paste Zaz's stuff for that table BEFORE the table end statement.)
Save changes and Voila.
maybe some one can gimme some help, I'm not able to download this program, is the server just not up all the time or some thing? I really want to try this thing out.
squigle
07-02-2003, 12:11 PM
i have just updated to the newest patch, and tried re-installing cheat mod. i was able to do it before the patch, and i followed the instructions, but when starting moo3 now, i get a black screen that says, "direct x surface unavailable". the game won't start.
i like the cheat mod and would like to get it running again on this updated version of moo.
please help. does this mod need to be updated?
squigle
07-03-2003, 04:22 PM
ok, i'm an idiot.
the cheat mod does work on moo3 v1.2, but there was something i was overlooking.
when moving info over to the new racemodifiers.txt, it is important to make sure that within the racepicks table the new cheat info is inserted beginning WITHIN the race pick table (not after). it's easy to miss because there's two dummy attributes after the closing of the table.
hmm... let's see...
it all begins here: (you have to make sure that the line begining "CheatOne..." follows race special abilities. i even deleted the dummy stuff, i think it was economics or something and something else". anyway, for those of you who are copying and pasting (as instructed above) the cheat mod additions within their updated spreadsheets.mob, take note of that pesky "table end" and get rid of it. and then paste in the mod additions.)
...
RaceCunning RaceCunning Cunning Radio
RaceCreativity RaceCreativity Creativi Radio
RaceSpecialAttributes RaceSpecialAttributes Special1 Checkbox
CheatOne CheatOne CheatOne Checkbox
i would just attach the files but i can't see how yet. anyone capable of posting the files will be helping out many other people, i'm sure.
dholt5
07-05-2003, 12:14 AM
I just have to say i love this mod, i am currently using the harvesters with a superior in everything except their economy (got to love that harverster econ) and the x's turned on (as well as the economy bonus) and results are just sick!!! thanks a lot this mode is awsome, i find it very nice to load one of my cheat games after getting creamed in a legit game :D :cool:
Thanks for all the hard work
squigle
07-05-2003, 01:33 PM
ok, so i got the cheat mod up and running and i've been playing around with it. I'm using silicoids with all but a few cheats enabled. for some reason, around turns 40 and 80, suddenly my bank will drop from +1.4G to -2.0G. In just one turn! I've looked over the ledger and re-loaded games a few times, and this ALWAYS happens.
one theory is that as my planets fill up, they migrate and colonise new (crappy) planets within the same system, (causing a drain on resources and forcing the "grants to planets" to increase. but even so, there should be a change of only a few thousand or million units of money, not 2,000,000,000!
also, i'm using the cheat where production is set to complete instantly. (i have a feeling that has something to do with it.
but the bigger question i have is, "why would people jump off of one good planet to colonise a poor, red2 planet?" oh, and i scrapped ALL ships in the fleet, so i'm not too sure how they are getting over there.
maybe this is what i get for cheating :bulb:
WarStoke
08-07-2003, 09:28 PM
bump
Ron_Lugge
08-08-2003, 12:44 AM
Originally posted by WarStoke
bump
Bump = nogood
Slp006
08-12-2003, 11:07 AM
Squigle-
The negative treasury totals are most likely the result of a cap being broken in the amount of taxes you're collecting. Based on the many times I have played MOO 3 with Zaz's mod, it seems largely to be the result of having too many planets under your control with extremely efficient DEA's. (I can tell from your posts that you're definitely using those cheats to increase your research and production rates.)
Unfortuantely, your race still reproduces, even if there are too many people inhabiting one planet. You were right in your theory that as your planets fill up, the excess population begins to go to another world, so as not to endanger their brethren by overcrowding the current one(s). A Red 2 planet can be terraformed to Paradise if your race is technologically advanced enough. This takes a while, but eventually you'll have nearly 100 productive colonies at your disposal. These colonies simply produce too much profit for the game to handle, and the game effectively disables your ability to collect taxes. This is why you cannot change your grant levels once you suddenly have a red number for your treasury or when your estimated AU's you will get next turn is deeply in the negative.
If you start a new game without the DEA cheats active, then this problem will be delayed. However, this does not erase the cap for the taxes, and since the cheats make one's race extremely powerful and prolific, breaching the limit is most likely inevitable.
WarStoke
08-17-2003, 01:05 PM
yeah well i just played a huge game took me the last week or so to play and i finaly with out cheating ended up getting over the max wealth rollover bug
so ugg
its not just this mod its actualy a problem with the game
now as some one who has done a littlle programming in highschool
one way for them to over come it is to do a constant check to see if the TaxIncome > X then TaxIncome = X
Evolutions
08-21-2003, 12:21 PM
it seem the spy creation gets an odd negitive turn bug so thus you can't create any more spies
slingbld
06-24-2004, 03:20 PM
Will this mod work witht he 1.25 code patch?
Has someone recompiled this so that it will work?
If so, could someone post the update?
Thanks,
Slingbld~
Born again newb to MOO 3.... :p
Originally posted by slingbld
Will this mod work witht he 1.25 code patch?
Has someone recompiled this so that it will work?
If so, could someone post the update?
Thanks,
Slingbld~
Born again newb to MOO 3.... :p
Wow, I was hoping everyone forgot about me by now. :)
Working to bring my site back online. When I get things restored I'll finish the 2.0 version that was in the works when my life got turned upside down. Cheat Mod 2.0 should be the last one released since I don't expect the release or any other changes to MOO3. Time to look forward to MOO4 :)
Sorry to have vanished without a trace, I'll post a new thread when CM2.0 is ready.
slingbld
06-24-2004, 05:08 PM
Hey!!
Good to here from the creator himself!
About how far out is 2.0 (a few weeks, months, decades??)
Glad you have not forgotten about US!!
slingbld~
I would love to have an exact date, it all depends on when the site is up. I actually sent money off several hours ago and have been waiting for a host to start working on my webpages. If I can restore most of what I had previously this week, then some time next week I think I can re-work the MOO3 Cheat Mod.
I'm quite surprised at the number of active users here at these forums, so don't stay quiet. :) Posts, private messages and emails just encourage me to get it done sooner. :)
Thanks for your interest in the mod.
zaz
slingbld
06-25-2004, 09:22 AM
Heh, just glad to see your back on the job!
looking forward to your progress reports :):):)
Slingbld~
slingbld
06-29-2004, 12:37 PM
OK!
Just an idea of how powerfull this cheat is. I won the friggin game by senate vote on turn 66, after taking the orions out on turn 57.
Um, I like to chalenge myself but sometimes, when you've lost 3 games in a row, you just wanna womp on somebody & this here cheat lets you do that in SPADES!
By turn 66 all my tech was at 36+.
Ok, back to playing with only a FEW cheats :eek: :weird: :p :D
boduzapho
07-28-2004, 12:48 PM
Ill host you for free.. shoot me an email mark@orderbycheck.com
ill give you ftp access 2 gigs of transfer a month and 100 megs hd space, so you can host your site and cheat for MOO3
Later...
MOIISKA
07-29-2004, 04:44 PM
Does this cheat work with the Invader MOD, or Bhruic's patcher, or the Mega Mod??
My younger brother who has been watching me play for a week, is going to get the game for his PC, so he is asking...
slingbld
07-30-2004, 11:04 PM
@ Zaz
How close are you to getting version 2.0 completed?
DOn't get me wrong, I want you to take your time & do it right, I just was curious on the progress you've made so far :)
Slingbld~
S1.Genocide
10-14-2004, 01:37 PM
Ancient Bump of Doom.
slingbld
10-14-2004, 10:30 PM
@ Zaz....
You still working on this?
Any updates?
PLEASE POST!!!
Let us know yer still around.
Originally posted by slingbld
@ Zaz
How close are you to getting version 2.0 completed?
DOn't get me wrong, I want you to take your time & do it right, I just was curious on the progress you've made so far :)
Slingbld~
I actually had time to read through some of this thread today that I had missed. It was good to see so much true interest and non-modders making their own personal cheat mods using my contribution.
Well I got the new job, that has put me working out of town a LOT. This put the mod progress at 0 and holding for a long while. Last week I got a new laptop (Dude, I gotta Dell). That has put the progress at moving forward.
Today I installed MoO3 and the 1.2.5 patch. I downloaded an ancient copy of the 1.32 Cheat Mod for review of my old brain waves and will set out to break some code by tomorrow.
I guess at this point I should start a new thread just for the 2.0 release, AND update my signature. :) I'll do that as soon as I have any beta code being tested.
Thanks again guys for all the continued interest.
slingbld
11-04-2004, 10:09 PM
Glad you're still here!
Also Gratz on the job and all :)
Originally posted by zaz
I actually had time to read through some of this thread today that I had missed. It was good to see so much true interest and non-modders making their own personal cheat mods using my contribution.
Well I got the new job, that has put me working out of town a LOT. This put the mod progress at 0 and holding for a long while. Last week I got a new laptop (Dude, I gotta Dell). That has put the progress at moving forward.
Today I installed MoO3 and the 1.2.5 patch. I downloaded an ancient copy of the 1.32 Cheat Mod for review of my old brain waves and will set out to break some code by tomorrow.
I guess at this point I should start a new thread just for the 2.0 release, AND update my signature. :) I'll do that as soon as I have any beta code being tested.
Thanks again guys for all the continued interest.
Yeah, a lot changed since I created the mod. It started with a separation from my first wife, that really put me "out the door" in more ways than one.
I've played a few rounds with some edits to the 1.2.5 and just need to get my good utility editor installed to get cracking on the big edits. It's been a while since I've cracked open these files, but it's coming back to me :)
Cheat Mod 2.0 is going very well. I've not been able to really get in and play test because I've been digging through tables quite a lot.
Right now I've got the main table and the Antaran X's table fully situated. Other tables are in various diss-array right now as I re-organize what effects I want in each section.
Finishing up the Antaran X's required that I dug around and found those values again. I wanted to be sure QSI had not made changes to them with the 1.25 patch. I found that the values were exactly the same as Cheat Mod 1.32 so no changes needed there. I made some organizational changes though, and that's where I ran into a bigger problem.
I ended up with a major hang up that took a few hours to play around with on the Antaran X's table. It was not showing any of the options and I tried changing everything. Moved the order of the tables, changed the unicode names and descriptions tags and texsts. I even transplanted everything into a fresh new table! It ended up being a table name problem, so apparently I need to ensure I make the names a bit longer than I used for that one initially.
Hey, ya learn something new every day, and now that I'm past this hurdle I should be well on my way to getting the rest of the tables situated. After that it's play test time. I've already got a beta tester at work who bugs me every day about when this project will be finished. He'll be my first guinnea pig. :)
I did actually think about releasing a 1.33 version. It would have just been the 1.32 stuff inserted into the 1.25 versions of the files. Since 1.32 has enough bugs with the spy queue going to 0 and negative income levels I figured I better just get 2.0 fully finished instead :)
I do need to dig a little futher and see if I can expand the difficulty levels some. I want to make a more diverse difficulty system so that Impossible is harder, and there is an easier level than easy. If I fail at this I do plan to re-structure the default difficulty with respect to running the Cheat Mod.
I want Cheat Mod to be flexible and allow players to turn on or off any features. However, if you have Cheat Mod loaded you might want to give the AI some boosts. In essense what I am looking at is a game where the player and AI both get some boosts and thus have a faster-paced game. I thought it might be more fun to use the mod this way. :)
JosEPh
11-12-2004, 06:31 PM
You can use my EasyMod1.0 if you like.
I also have an Imposible level Mod that I made for GrandIthkulMan if you're interested too.
JosEPh:)
JosEPh,
Well Easy Mod isn't exactly what I had in mind. :) It does make changes to the Easy difficulty level. I have no problem accomplishing this and have made a "Wimp" level, but can't add it to the levels available for the player to select. The Wimp level BTW is a bit easier than your Easy Mod, and I have couple other level names I want to add as well.
What I want is to insert new difficulty levels into the table and have them available when the player selects to start a new game. If anyone knows how to accomplish this, it would be greatly appreciated. I want an impossible that without-cheats would be quite difficult indeed. :)
If I can't do this I'll re-tweak the settings, but I want to make it where the player can slide the difficulty with finer granularity.
Oh, and other good news!
I actaully got the new wife interested in playing MoO3. :) She was playing a classic game of Axis and Allies with me earlier today and I was showing her MoO3. She said "oh, I want to be one of the pretty purple rocks". Not sure if she's got a full handle of the game yet, but at least the pretty purple rocks have peaked her interest in giving it a try.
Sorry, posted this in the wrong place the first time :)
Some bad news on progress...
Not real bad, but the wife is going to confiscate the laptop tonight. I doubt I would have gotten much done tonight, but in the down-time at work I tend to try to work on this mod. She discovered that the Hotel we are staying in has FREE HIGH SPEED INTERNET. :)
Good news is she's been playing MoO3 with the mod, so she's being one of my play testers.
So most efforts are on hold right now until Wednesday.
Right now I have Spies, Leaders, Antaran X's and Economy cheat sections available. Spies and Leaders still need their unicode text put in place, that would have been done tonight. :)
Added the strings, flushed out leaders, spies, research and a new money cheat. Looking around for a few other tweaks to the tables I've got in place before adding some more and need some play test time.
That's next, time to load it up and see if all those strings are in the right places. I'm most worried about the leader cheats, hopefully those work as intended but they might be impossible to add in race customization. We'll see in the play test. :)
P.S. 300th post to these forums! :)
Jaehend
11-22-2004, 03:36 PM
outstanding...been watching this for a while and waiting patiently...I love MOO3 and am constantly turning back to playing it (new game comers out, play it for a while and then back to MOO3)...I'm not really much on the programming side of things but if I could help in any way let me know...love your work, just fabulous
I've got a co-worker who has been hounding me to get the 2.0 stuff I've got done so far.
I've been play testing the current stuff to figure out what actually works and what doesn't. I need to do a bit more of this so I can remove some of the usless stuff. Some game modifiers require options that can't be set (that I know of) when designing a race customization. This was one of the bigger flaws of the other releases IMHO and was due to my rushing things out.
I made a couple of tweaks that seemed to have a negative effect in the early game, and I'm not sure if I want to leave those in too. They should pick up production later, but will make budget matters VERY tight early on, to the point of worry for going bankrupt. The money cheat is an easy way to offset that, and perhaps I'll give those options a small boost to initial funds to keep them from bankrupting the player. :)
Thanks for the occasional encouragement!
JosEPh
11-24-2004, 11:39 AM
ENCOURAGE!
:up:
:D
Einstein201
11-27-2004, 02:48 PM
There is a flaw in the cheat mod, it wont let me explore at all using the auto-explore option (this is a severe handicap imho in fun)
slingbld
01-05-2005, 10:00 PM
Keep up the great work Zaz!
Patiently lurking in the shadows & figured I'd give you some of that occasional encouragement!! :D
Well back to stalki- er lurking :weird:
Well some time earlier this year I had what I thought would be 2.0, but it was play tested a few times with tragedy. The problems are some serious limitations on the game itself with respect to balance. Out of no-where you can start making money hand over fist. Attempts to out-spend earnings work for a while then the money seems to multiply against itself and you lose in a turn or two with little to no warnings. Shelved the project again for a while until I had time to really work on the balance issue or make a deeper modification of the game.
The balance issue shows up even without this mod, so I am 100% sure it's not "my fault" exactly. Just some real bad math being done in the late-game.
The current bad news is that the wife (second wife since MoO3 relesed) had been using my laptop. That is where the project files were maintained. Now that laptop will not boot up.
On the good news, Civ IV is out, so I might go see what kind of fan mods exist there. :)
JosEPh
12-05-2005, 07:49 PM
One of Bhruic's patches addressed this somewhat. I've also changed the "Gift To Empire" modifier from 10 to 5 in the AIPlanet.txt file.
The point in the game where Planetary banks balances reach the millions AU the "Gift To Empire" modifier kicks in. By reducing the modofoer to 5 from 10 you still get a big influx of "cash" to the Empire Bank but after about 7 turns of Sitrep warnings "Your Empire will go bankrurt in X turns" ceases and the excess cash is spent. Getting you back to a normal scheme.
JosEPh
:)
Yeah, see that's what I am talking about with having to make it a bigger mod. Right now (and the last build of 2.0) it just modifies the races at the start up allowing the player to add a few bonuses here and there that speed up game play. I had also been making some changes to the difficulty modifiers so that players can speed up the AI growth as well as their own.
also just FYI... My current programming time is being spent working on a guild website for World of Warcraft. It's pretty time-intensive upgrading from 3.23 to 5.0 of MySQL. :)
Ron_Lugge
12-08-2005, 10:02 PM
Originally posted by zaz
also just FYI... My current programming time is being spent working on a guild website for World of Warcraft. It's pretty time-intensive upgrading from 3.23 to 5.0 of MySQL. :)
Unless its a dalaran guild, I'm to busy being Rilbur (http://www.guildportal.com/Guild.aspx?GuildID=51193&TabID=448453) to care!
SysReq
10-26-2006, 11:31 PM
Sorry About the Necro, its just that my problem is related to this mod, or rather, it's compatability with the latest version (1.21) of the tropical mod.
After unzipping the cheatmod I decided to check the game folder to see if it would conflict with the changes made by tropical, and to a simpleton like myself it appears that I would have to overwrite a couple of files to get cheatmod to work, which might screw up tropical.
I guess my question is "Has anyone tried cheatmod with tropical, and if so, does it work?" and if it doesn't has anyone "inserted" the cheatmod stuff into the tropical files, and could they please upload those files somewhere or tell me what I need to copy and to where to get the cheatmod options.
Again, my apologies if this should have been posted somewhere else.
Monkey Head
10-27-2006, 01:27 PM
simply create a back up folder and try for yourself. or compare the relevant files, and combine using cut and paste. thats my advice.
SysReq
10-27-2006, 02:33 PM
simply create a back up folder and try for yourself. or compare the relevant files, and combine using cut and paste. thats my advice.
Thats what I was worried about.:)
The problem is I have'nt the slightest Idea of what to do, While I can easily copy and paste Im worried about copying the wrong stuff over and worst of all I would have no idea of what the problem is due to my inexperiance.
Im not asking anyone here to specially create the modded files for me (racemodifiers.txt and WSRaceDesc.txt are the files in question), Instead I was wondering if there was anyone here that had done that themselves, If not then I guess I'm screwed.:haha:
Thanks anyway, If nothing turns up I'll give it a try, its just that, as I hinted at in my first post, I get a bit "Confused", to say the least, when it comes to MOO3's inner workings.
Grimbear
10-27-2006, 11:02 PM
Thats what I was worried about.:)
The problem is I have'nt the slightest Idea of what to do, While I can easily copy and paste Im worried about copying the wrong stuff over and worst of all I would have no idea of what the problem is due to my inexperiance.
Im not asking anyone here to specially create the modded files for me (racemodifiers.txt and WSRaceDesc.txt are the files in question), Instead I was wondering if there was anyone here that had done that themselves, If not then I guess I'm screwed.:haha:
Thanks anyway, If nothing turns up I'll give it a try, its just that, as I hinted at in my first post, I get a bit "Confused", to say the least, when it comes to MOO3's inner workings."Cheat mod" was written for an early patch version of the game...
...if you use the "Racemodifiers.txt" file that comes with it, as is, you will definitely have compatability issues.
If I remember, the file still uses the non-functional modifiers of "PolluTol" to assign tolerant behaviour...
...yup, just checked...it uses the obsolete "PolluTol"...which doesn't work, instead of "PolluAbs", which does work...
This is also a quick way to spot whether an older mod is compatible with present mods...check the pollution modifier in "Racemodifiers.txt".
So no matter what, you should start doing some "copy and pasting" if you want to use the variations of that mod...
I would suggest adding the neccessary lines of code from "RacePicks" table to a COPY of your present "Racemodifiers.txt" file, exactly as they are in the "Cheat" mod...MAKE SURE TO INCLUDE ALL THE "HIDDEN" CODING! You can "see" this simply by selecting "select all" ...all the code that you CAN'T normally see shows up then!
THIS is the coding that tells the modifying values where to look, where to apply the modifiers,etc! Sorta important, you think...?
After you do that, I'd try adding the complete "Cheat" tables...and JUST the "Cheat" tables...right aa they appear...before the first table presently in "Tropical", which is for Bioharvesting...I'd use the "TableEnd" and the "TableStart to line up with my "Pasting".
BTW, looking at the "unseen code"...which I can't actually see, except to note how much space it takes...
...I notice that the line entries for the following races are shorter than for the other races...that might indicate that they receive less proportionate bonuses, or it may not...maybe they only receive a PART of the "cheat" bonus?
IMSAEIS, EOLADI, SILICOID, KLACKON, TACHDI and ITHKUL.
It IS scary, modding for the first time...that's why you use a COPY of your original file, and not the original! After you make whatever changes you want, swap the new file for the old file...put the new file somewhere safe, first!
If you can't get it to work for you, give me a PM and I'll try to throw together a file that works for you...
...I was about to do just that, but that would be "givingyou the fish", instead of helping you learn "how to fish".
If you do need the file I throw together, you have to let me know whether it works or not, and then you also have to let pedxing know what we did...
Someone else might want to use it...in fact, you should post what happens here for everyone.
But give it your best shot, first. Then call if you need help.
SysReq
10-29-2006, 01:30 AM
Thanks for the help Grimbear.
I followed your instructions and I used microsoft works spreadsheet to modify racemodifiers.txt and notepad to modify wsRaceDesc.txt.
And it worked!
.....Sorta.
http://img100.imageshack.us/img100/7624/chtsscrniq9.png
As you can see in the above screenshot all of the options are there, hell I even have a ridiculous amount of race pick points, problem is I haven't ticked the "Enable cheats" box yet, also notice Bioharvesting, Mining, manufacturing and research fields in the race picks box, all are set to -9999!
And as you can see in the next screenshot:
http://img246.imageshack.us/img246/5641/cheatsrn2rg1.png
Bioharvesting is blank. (The reason the race pick points are higher than in the last screenshot is because I ticked the "Enable cheats" checkbox and picked a most of the bonuses that I could, except for Bioharvesting,mining E.T.C)
So I decided to start a Game and this is what greeted me at turn one (System View):
http://img97.imageshack.us/img97/5613/chtscrn3bw4.png
Turn two (Galaxy View):
http://img100.imageshack.us/img100/4568/chtscrn4zf5.png
Notice the Massive leap in Funds, and the projected profits (or in this case, loss.) while it says -223.2k my treasury actually went up on turn 3, which IRC was normal for cheatmod when I first used it way back.
There is obviously something wrong, I just don't have any Idea what that something is :p.
Any Ideas?
Edit: Oh, and I'll upload the files somewhere later on today or tomorrow, that will probably help you see where I went wrong.
Grimbear
11-01-2006, 06:02 AM
Thanks for the help Grimbear.
I followed your instructions and I used microsoft works spreadsheet to modify racemodifiers.txt and notepad to modify wsRaceDesc.txt.
And it worked!
.....Sorta.
http://img100.imageshack.us/img100/7624/chtsscrniq9.png
As you can see in the above screenshot all of the options are there, hell I even have a ridiculous amount of race pick points, problem is I haven't ticked the "Enable cheats" box yet, also notice Bioharvesting, Mining, manufacturing and research fields in the race picks box, all are set to -9999!
And as you can see in the next screenshot:
http://img246.imageshack.us/img246/5641/cheatsrn2rg1.png
Bioharvesting is blank. (The reason the race pick points are higher than in the last screenshot is because I ticked the "Enable cheats" checkbox and picked a most of the bonuses that I could, except for Bioharvesting,mining E.T.C)
So I decided to start a Game and this is what greeted me at turn one (System View):
http://img97.imageshack.us/img97/5613/chtscrn3bw4.png
Turn two (Galaxy View):
http://img100.imageshack.us/img100/4568/chtscrn4zf5.png
Notice the Massive leap in Funds, and the projected profits (or in this case, loss.) while it says -223.2k my treasury actually went up on turn 3, which IRC was normal for cheatmod when I first used it way back.
There is obviously something wrong, I just don't have any Idea what that something is :p.
Any Ideas?
Edit: Oh, and I'll upload the files somewhere later on today or tomorrow, that will probably help you see where I went wrong.My first thought would be to check that you hadn't automatically given yourself the "cheat" bonuses while working up the files...
...that would explain the automatic assignment of the bonuses, or at least part of them.
But that "blank" BioHarvest screen might indicate that some of your "fields" are off...
If you want, you can send me an e-mail with the files at the address I've PM'd to you, and I'll see what I can see.
DeathWalkingtWt
03-15-2009, 01:24 PM
Does anyone have this? Interested in downloading it :rolleyes:
evlavsom
03-15-2009, 03:07 PM
http://www.moo3.at/mods/index.php?action=displaycat&catid=2
Archabacteria
05-17-2009, 11:57 PM
Since Zaz hasn't been on since 2007 (not that I can see, at least), does anyone have at least compatible files for the 1.2.5 patch and latest Tropical mod? Now that I have everything else working I'd like to use this again.
danib
05-18-2009, 12:41 AM
you will have to edit it
compere the txt file of this mod to the files in tropical and apply the difference
Archabacteria
05-18-2009, 06:55 PM
I did that today, and the changes won't show up in-game. I've tried putting the changes in several different places within the text files, but the game refuses to show the new racemodifiers. This is WHY I ask people for files like this, I have no idea what I'm doing usually.
JosEPh
05-18-2009, 09:16 PM
Some changes to the .txt files will Only show up in a New game.
It's because they involve game setup which lays the foundation for each individual game of MoO3.
Racemodifiers are a Prime example of game setup modifiers.
JosEPh ;)
Archabacteria
05-18-2009, 10:31 PM
Yes, that's what I'm starting when it doesn't appear. Thank you, but that information was obvious to me, I always start a new game when loading a new mod, even if it doesn't need it.
SysReq
05-19-2009, 07:56 AM
Ha!
I signed into my email account to day to see a message from this forum saying that new messages had been posted.
Christ, its been three years since I made my post here! As for cheatmod I could never get it to work, I tried to send an email to grimbear but I think I made a mistake and instead of trying again I just gave up, if I recall correctly my copy of space empires 5 (or Galciv 2, I forget which one its been so long) arrived in the post and I gave up on MOO 3, so I'm afraid I can't help you Archabacteria.
Perhaps one of the more talented members could post a version of cheatmod that works with the latest version of tropical to help those that want to muck around with moo3 while enjoying the modded in extras?
I doubt Zaz would care, since he appears to have moved on to greener pastures, just keep the most recent read me and tag on" updated by *insert friendly modder's name here* " ;)
kevincalhn4
09-25-2009, 11:02 AM
When you use the mod 1.32 to gain all 5 X's you can send out an antaran expedition and get a duplicate benefit for the discovery!!! You get cumulative effects of the Antaran X's!!!!!
kevincalhn4
09-25-2009, 11:06 AM
I cannot merge these, properly. I have done it and it works but wonder what I'm missing. I put chocolate on then overlapped mod 1.32 to make it work. The chocolate is MUCH larger than the mod 1.32 so I wonder what I'm missing but its the only way it will work. Does anyone have a susessful mix of the two with all files that were meant to exist?
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