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Thread: Solving the Loadgame AI Bug - A suggested approach

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    EBII Council Senior Member Kull's Avatar
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    Default Solving the Loadgame AI Bug - A suggested approach

    I think we can all agree that the bug is real, it's serious, and CA has no intention of addressing it until the Expansion (if then). All-in-all, a pretty bad business - but there is one piece of good news: Until such time as the game is saved and reloaded, it isn't "broken". So our solution would seem to involve finding a way to reload a game without going through the existing save-load process.

    What follows is beyond my technical expertise to implement, but here's why I think it's possible. Back in the day I developed scenarios for Civ2, and had occasion to work with a C++ whiz. One of the laments in the Civ2 mod community involved the limited nature of the event language, which severely restricted the kinds of scripting we could employ. But what this guy came up with was nothing short of brilliant - a way to edit the game in active memory! The process was extremely complicated (and thus little used), but his tools allowed for almost any event to occur in the game.

    Now it seems to me that if it's possible to identify where a game resides in working computer memory - and then go in and perform real-time alterations to it - why couldn't you map the location of RTW in working RAM, copy the as-is parameters, and then overwrite a later loaded game with this data - thus avoiding the official save-game process altogether? Hopefully there are some serious "code-monkeys" here who can weigh in on the topic.
    Last edited by Kull; 04-02-2005 at 19:49. Reason: typos
    "Numidia Delenda Est!"

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