slserpent
Powder Monkey
Posts: 2
224 Gold -
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Posted: Sat May 10, 2008 9:13 pm Post subject: City Location Editing |
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hello all. first time posting, but i've been reading for a while. i've also been modding other games for a while, so i figured i'd try my hand at modding this one.
when i unpacked the game files, i noticed a particularly interesting one called cityloc.dta. i spent all of yesterday trying to figure out the format of this file, and i think i've made some revelations that the community might be interested in.
- every 16 bytes is a different city
- (cities are ordered according to their order in citynames_enu.txt)
- 4 bytes - X coord (little-endian i.e. backwards bytes)
- 4 bytes - Y coord (little-endian)
- 8 bytes - ??? Profit?
- 48 bytes of nulls
- every 16 byes is a different settlement/haven/monastery/village
- (they have no order, selected at random)
- 4 bytes - X coord (little-endian)
- 4 bytes - Y coord (little-endian)
- 8 bytes of nulls
so you can move cities (and assume settlements) around as you please editing this file, but i have no clue what the last 8 bytes for each city are. well, okay...i have some clues. unfortunately, they aren't used for either nationality or existence of city. they may be used for prices of goods, wealth, or soldiers. i'll have to run more tests to be sure.
also, you can't add new cities (settlements?) editing this file. the number of cities may be hardcoded into the game (though by no means unmoddable). the greatest potential i see for modding city locations (given the limitations) is a completely new map. north american coast? europe?
here's a spreadsheet of the information i'm working with for the city locations and screenshots of a test city (i moved puerto principe to where savannah would be): cityloc.xls
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