Post by Pilot on May 2, 2014 11:17:45 GMT -5
According to the observations of Nazgutek in the Hardwar U3 Beta 5. I would assume this wasn't changed in Hardwar UIM6. Emphases on the bolded text. www.capsu.org/hardwar/faq/hacking.html#ai_starting_gear
If this is still true then it makes Police that do not spawn in moths ineffective.
U3 Beta 5 AI Starting Gear notes, based on the writings of Nazgutek:
"Open up the exe [hardwarW.exe] and starting at the following addresses, replace the 5 bytes with 0x90 (that's 90 HEX, not 90 decimal). These will remove various items from starting NPC types:"
Pirates:
50CC3 - no pod
50CCF - no drone (has no effect)
50D06 - no missile *
50D12 - no laser turret
Scavengers:
50D8F - no pod
50D9B - no drone (has no effect)
50DA7 - no flares
Traders:
50E24 - no flares
50E30 - no sprat
"Example: We wish to remove the pirates' laser turrets, so we would go to file offset 50D12 (which is in hex), and change the byte there and the next four to 0x90,0x90,0x90,0x90,0x90.
* Pirate Missile Note: The code seems to randomly choose either Sprats, Groundbase, Underkill or Fireburst. The hack address above will remove any missile install. If you feel adventurous, you can not apply the above hack, and instead change the four missile entries to other items: just before the above no missile hack address, you will find BA28000000, BA31000000, BA34000000, BA35000000. Keep the BA there, but the next four bytes are the item ID (stored in little endian format, as per all intel asm). To make them only have sprats, change the 31/34/35 to 28.
I noticed that pirates (and to an extent the faction patrol/guard moths) that don't have a laser turret exhibit some strange behaviour... upon entering a crater where their Kill/Rob target is, they'll sit there, pointing at it until the target either docks or enters a tunnel to another crater. If the target didn't dock, the 'hunter' will continue this impotent behaviour.
I'm concluding that the AI isn't coded to purchase upgrades for the moth, except for a few items, namely flares, sprats and plasmakannons."
"Open up the exe [hardwarW.exe] and starting at the following addresses, replace the 5 bytes with 0x90 (that's 90 HEX, not 90 decimal). These will remove various items from starting NPC types:"
Pirates:
50CC3 - no pod
50CCF - no drone (has no effect)
50D06 - no missile *
50D12 - no laser turret
Scavengers:
50D8F - no pod
50D9B - no drone (has no effect)
50DA7 - no flares
Traders:
50E24 - no flares
50E30 - no sprat
"Example: We wish to remove the pirates' laser turrets, so we would go to file offset 50D12 (which is in hex), and change the byte there and the next four to 0x90,0x90,0x90,0x90,0x90.
* Pirate Missile Note: The code seems to randomly choose either Sprats, Groundbase, Underkill or Fireburst. The hack address above will remove any missile install. If you feel adventurous, you can not apply the above hack, and instead change the four missile entries to other items: just before the above no missile hack address, you will find BA28000000, BA31000000, BA34000000, BA35000000. Keep the BA there, but the next four bytes are the item ID (stored in little endian format, as per all intel asm). To make them only have sprats, change the 31/34/35 to 28.
I noticed that pirates (and to an extent the faction patrol/guard moths) that don't have a laser turret exhibit some strange behaviour... upon entering a crater where their Kill/Rob target is, they'll sit there, pointing at it until the target either docks or enters a tunnel to another crater. If the target didn't dock, the 'hunter' will continue this impotent behaviour.
I'm concluding that the AI isn't coded to purchase upgrades for the moth, except for a few items, namely flares, sprats and plasmakannons."
If this is still true then it makes Police that do not spawn in moths ineffective.