Difficulty Levels
Posted: Tue Aug 11, 2020 5:54 am
				
				Hi all, is it possible to change the Strenght bonus given by difficulty levels?
			I guess not. But you can use the #stimpack cheat to boost individual units.StuccoFresco wrote: ↑Tue Aug 11, 2020 5:54 am Hi all, is it possible to change the Strenght bonus given by difficulty levels?
Code: Select all
App.unitStrengthMaxFactor : Single[]
	Used By
		AITasks.KillEnemy..ctor(Double)
		AITasks.RefuelAndRepair.EvaluateStateValue(GameState, GameState) : Double
		AITasks.StayAlive.Initialise(GameState) : Void
		Alliance.GetMaxUnitStrength() : Int32
		App..cctor()
		CampaignUI.CheckCoreValue() : Void
		NewUI.CampaignUI.CheckCoreValue() : Void
		Unit.ApplyStrengthDifficultyMod(GameState) : Void
	Assigned By
		App..cctor()Code: Select all
unitStrengthMaxFactor = new float[] { 0.6f, 0.8f, 1f, 1.15f, 1.3f };Code: Select all
	0x9A, 0x99, 0x19, 0x3F, 0xCD, 0xCC, 0x4C, 0x3F, 0x00, 0x00, 0x80, 0x3F,
	0x33, 0x33, 0x93, 0x3F, 0x66, 0x66, 0xA6, 0x3FCode: Select all
	0x9A, 0x99, 0x19, 0x3F, 0xCD, 0xCC, 0x4C, 0x3F, 0x00, 0x00, 0x80, 0x3F,
	0x33, 0x33, 0x93, 0x3F, 0x00, 0x00, 0xC0, 0x3FCool. All this hex-stuff reminds of the things I was doing when I was young...
Interesting, so it's not really "12" HP with difficulty 4?huckc wrote: ↑Mon Nov 16, 2020 4:33 pmCode: Select all
unitStrengthMaxFactor = new float[] { 0.6f, 0.8f, 1f, 1.15f, 1.3f };
Using a hex editor is significantly easier than re-compiling code which I can only assume also has protections/barriers in place to prevent end users from doing so. When compiling, everything needs to be 100% in place and in working order, including the use of private keys and dependency systems that they would only possess.GabeKnight wrote: ↑Mon Nov 16, 2020 10:50 pmCool. All this hex-stuff reminds of the things I was doing when I was young...![]()
Okay, it seems to be easy for everybody to de-compile and read the function's source code, but what's the deal with re-compiling? Why use a hex editor?