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deus_antichrist
23rd Feb 09, 3:27 AM
Is it possibble to change the maximum amount of ability points hero can have? As far as I understand it is hardcoded somewhere in Dow.exe or other file, so if we know how to avoid checking this files for integrity it must easy. It will be good if someone is able to find numbers corresponding to ability points and upload hacked file..

Xaero
23rd Feb 09, 5:27 AM
It most definately is possible, I just found it after a bit of searching through SGAs, it's in gameattrib.sga under Attrib\simulation\attrib\sbps\campaign\playable\race_marine\troops\

In there you've got "max_level" which is currently set to 20, bumping that up to 30 or so should do the trick

deus_antichrist
23rd Feb 09, 6:58 AM
I tried what you mentioned above - no effect, it seems that maximim level for campaign is codede somewhere else. For the moment the only way is to edit wargear along with editing max_bonus_attribute_points parametr...

MaestroOD
23rd Feb 09, 7:48 AM
I'm having difficulty with a similar problem. I tried changing the default values of the attributes to their maximum in squads.lua, and everything appears to work on the menu, but when you get into a mission, the squads lose their stats and abilities.

Netrogor
23rd Feb 09, 7:53 AM
Hmmm? Those who are editing values in RBF files, what program are you using? Yes, I'm a noob, but do try to help me. o.0
I've been trying with Cygnus Hex Editor; at this point, I feel that hex editors aren't the right way to go for modifying RBF files.

Xaero
23rd Feb 09, 8:08 AM
Hex editing is pretty much the only way at the moment until Corsix releases an editor version of his current rbf viewer or cope or someone else comes up with an easier method. Most of the values you need to find are either decimals or floats usually but it seems simple changing of these values doesn't always work as intended if at all.
*wishes relic would give us some advice / hints etc. even if they're not prepared to document everything*

deus_antichrist
23rd Feb 09, 8:21 AM
to MaestroOD: the problem is that somewhere in game files(dow2.exe or some .bin file) the value of attribute points is hardcoded (for level 1 it is 5 points, lvl 2 - 7,3 -9...)so if you change attributes and their sum is beyond number specified for current lvl game automaticaly reasigns attributes. There is also a problem that you can't push maximum lvl beyond 20 or such change doesn't have any effect for campaign. At the moment the only solution is to edit max_bonus_attribute_points in .rbf file and edit amount of attribute points added by equipment - without .rbf editor we have some limitation - the item must already have ability modification bonus and we can only change the size of such modification.

to Netrogor: the method I use to modify files is rather tricky
1.You need program called art money - it's a cheating programm similar to cheatengine.
2.You also need sgareader to read .rbf files
3.You unpack .rbf file than you use ArtMoney to search for a number you need to change
4.Artmoney will give you several adresses with such number
5.Than via ArtMoney you change value in one of adresses
6.you open edited file with sgareader - if the value required changed - than good, if not you change it back to default via artmoney(or copy unedited .rbf in place of edited) and go back to step 5.
That may sound complicated but it is pretty easy and doesn't require knowledge of hexeditors.

Netrogor
23rd Feb 09, 8:46 AM
Heheh - I haven't used artmoney in a few years. Cheatengine is something I always keep on. Doesn't surprise me that more float values are used - I noticed that the campaign XP was using a float value. A shame enemies level with you... sort of removes the point of instantly maxing one's level.

Anyways, thanks for explaining to me how to edit those RBF files. I am going to toy with a few things now.

EDIT:
You made that up, didn't you? SGAReader doesn't open RBF files. It can read RBF files from within an SGA file... but it cannot directly open an extracted RBF. You can't check if you successfully modified the value you wanted to with SGAReader.

EDIT2:
Before you respond - know that I've only slept an hour in the last few days. Explain what you do as though you were speaking to a complete moron. I'm too tired to know the hidden steps that go unmentioned.

Xaero
23rd Feb 09, 9:09 AM
You can, you have to use the archiver to pack the rbf back into an sga and then use corsix's sga4to5 to make it compatible with dow2 then you can open that with sgareader to view the rbf again (would be easier if we could have a standalone rbf viewer ;) even if it still isn't an editor)

deus_antichrist
23rd Feb 09, 9:14 AM
About opening extracted .rbf:
1.Open sgareader
2.extract required file
3.go to sga reader file->open filesystem
4.find your .rbf file
5.don't forget to change default file action to preview

Netrogor
23rd Feb 09, 9:15 AM
RAWR! See, sleep deprivation makes people into retards - me more so than others. Thanks. ^^

deus_antichrist
23rd Feb 09, 9:16 AM
And don't forget to use -dev and place files in the right directory - there is enough info about this in other threads

jaylo138
23rd Feb 09, 9:16 AM
You can check modified .rbf's, under the file menu on SgaReader2 you have "open" which opens sga's & you have "open filesystem" which will let you browse to an extracted rbf file.

dezztroy
23rd Feb 09, 9:28 AM
I think I've found a way. In the attrib.sga file, theres a folder called tuning. In there is tuning_info.rbf. In that files, you can find the experience required, and how many attrib points are rewarded for reaching that level. The interesting thing is, there are alot more levels than just 20 in there.. Anyways, just change the amount of attrib points awarded for a level, and you should be set. As long as you're not lvl 20 already.

jaylo138
23rd Feb 09, 9:40 AM
If you have a look at the first "level_xp_points" entry in the leveling table it says "discretionary_attrib_points 5", when you start a new campaign your first 2 leaders start with 5 attribute points, so changing this value should give you more.

Xaero
23rd Feb 09, 9:42 AM
Ahh, didn't realise that browse file system allowed you to view rbfs you've extracted, nice one.

@dezztroy: it seems every unit I've looked at has more than the 20(21 if you include 0 level that it has in there too) it comes to somewhere around 30-40 levels, I would expect the stats for the ones higher up are possibly for harder difficulty levels? At least for the enemy npcs

dezztroy
23rd Feb 09, 9:44 AM
Xaero, I'm not sure I get your meaning. If you mean attribute points, you should have around 40 total, since you get 2 every time you level up.

Netrogor
23rd Feb 09, 9:45 AM
I assume the proper file path is along these lines ->
T:\dawn of war 2\GameAssets\Attrib\simulation\attrib\tuning\
Give or take a "C" drive instead?
For the tuning file bit, that is.

dezztroy
23rd Feb 09, 9:49 AM
That looks correct, yes.

jaylo138
23rd Feb 09, 9:50 AM
Xaero, I'm not sure I get your meaning. If you mean attribute points, you should have around 40 total, since you get 2 every time you level up.


Plus the 5 you start with.

Netrogor
23rd Feb 09, 10:02 AM
For the level 0 discretionary points (first five), I found out that they are Integer 1 bit format. Pretty much mass scanning and changing values
Few errors pop up in loading, but it gets through, and shows changed values, when I change all Integer 1 bits with a value of 5 to, say 10. ^^

I'm going to go through 1000 values now, and see which is which.

Xaero
23rd Feb 09, 10:11 AM
@ dezztroy:
I mean what you were saying about the levels not the points, there's clearly more than 20 levels in the level tables

deus_antichrist
23rd Feb 09, 10:15 AM
we must concentrate on tuning_info.rbf - aside from ability points option there are wargear drop probabilities.

Netrogor
23rd Feb 09, 10:26 AM
Shall we divvie up Integer and Float #s amongst each other, to go through manually, and carefully?

dezztroy
23rd Feb 09, 12:59 PM
Just noticed that you can change how many acc slots a squad has. It's in tuning_info.

Xaero
23rd Feb 09, 1:39 PM
Wargear drop rates are not a problem seeing as you can give yourself virtually all the gear in the game as many times over as you like by the end of the first mission with the wargear mission rewards

xXApolloXx
23rd Feb 09, 2:59 PM
It appears as if some of the drops are randomly generated. It would be nice to increase random drops because knowing what you have at the end of the first level and not being able to use it until level 15 would suck. If we increase the rates, we have a wider selection of generated wargear.

I could be wrong about this, but there are quite a few rewards with generated wargear and a level offset for said wargear. If the drops in missions run the same way, getting a lot of random wargear would at least be interesting.

dezztroy
23rd Feb 09, 9:57 PM
The drops are random. There's 1% chance of getting a wargear drop when killing an enemy squad, 100% chance for bosses. Out of the wargear dropped, there's also a chance of it being common, rare or epic. I think there's a different chance of getting armor, weapons and accessories too.

temprus
24th Feb 09, 12:28 AM
There are 43 ability points per character. 5 base plus 19 levels of level ups (the 2 for 1st level are part of the fixed 5).

dezztroy
24th Feb 09, 12:54 AM
No they're not. You get 5 for level 0, and 0 points for level 1. Not that it matters though, really.

Zetrial
24th Feb 09, 1:00 AM
No points for 1 really, and then starting stats it bases on primary and secondary stats, going to fiddle and see if at least I can change secondary stats to primaries to at least get an extra point in them

dezztroy
24th Feb 09, 1:02 AM
You could make it put all 5 points into the primary stat.

Zetrial
24th Feb 09, 1:08 AM
Not from what have seen in the troops rbf files themselves, in there it has max stats, max bonus and what stats are primary and secondary for them.
Trying to hex edit in tarkus's ranged, melee and energy stats as primary as well, so that would make him start with 2 in each stat, and then if we could just find the value for primary and secondary bonuses in tuning.rbf could max them out maybe a little bit easier.

dezztroy
24th Feb 09, 1:13 AM
It's in tuning_info.rbf, IIRC. Inside the leveling bit, it should have something about how it puts 2 points in primary, 2 in secondary and 1 in tertiary.

Zetrial
24th Feb 09, 1:19 AM
Yeah I've seen that and it doesn't add up, as no chars have 2 in 2 stats and then 1 in another, they have 3 in one and then 2 in some others, problem is they may just end up spreading out these over a number of files.
See tuning sets what primary, secondary and tertiary get, I'm trying to change all stats to primary, that way they all start boosted, it's a starting point at least which is what I am hoping for.
Hell even looks like max level may be set per unit, rather than in general, as in the troops rbf files it has an entry in there. going to continue fiddling and see what I can do

S1Lv3R
24th Feb 09, 2:32 AM
I've got all the squads stats at full just by editing the squads.lua file. I found that if u give every squad 20000 experience and the right allocation of attributes all seems to work fine, u get all lvl 20 squads and full skill points.

You do need to start a new campaign to get it to work and the only ability that isnt working for me is the FC Battle Cry. :-\

dezztroy
24th Feb 09, 2:37 AM
Silver, are you sure they actually get the bonuses from the attributes while you're in a mission?

deus_antichrist
24th Feb 09, 2:45 AM
The only way to get all attributes to max is to edit tuning_info.rbf leveling parametres - i did it with artmoney but it will be pretty hard for any one else to do this so either we wait for .rbf editor or i can upload edited file that gives you enough points after you reach lvl 2 to max out all attributes, but please reccomend me some easy to use upload resource without registration.

Zetrial
24th Feb 09, 2:46 AM
Silver you will also noticed that things like Tarkus aoe buff won't work either with that, doesn't affect anyone else, seems passive upgrades like grenades work right but nothing else.
Also I've managed to edit the max level in the troops individual file, did nothing, managed to discretionary_attrib_points in tuning.rbf as well and both have come up with nothing, my tarkus with max stats in the wargear section still ends up with no aoe, less energy that what he should and fc has no battle cry, looks like back to the drawing board :(

Deus which values did you edit exactly, I've been able to hex edit the file well enough it just hasn't had any affect for me thus far

S1Lv3R
24th Feb 09, 2:50 AM
Well Dezztroy the FC's Health and Power are the same level as my non edited lvl 20 save. Plus I gave the FC the Drop pod wargear and he can use it twice just like the ability says so I think it must be working.

Zetrial your right...

Tarkus' grenades and stuff work but he has less energy and his AOE isnt working either :-/

Zetrial
24th Feb 09, 3:13 AM
That comes from the game picking and choosing which abilities to give when we go over the 38 point limit, we are trying to work around that from the look of Deus post he may have been able to do it, but myself thus far just haven't hit the right entry for it yet :(

For those of you who wish to continue fiddling as I'm about to hop off to sleep then 12 hours work tomorrow so won't be able to do much for the next 24 hours or so, if you open tuning_info.rbf in a hex editor the value for level 0's discretionary_attrib_points is stored at the address "3f714" then each level thereafter is 60 bytes for the same value, so level 1 is "3f750", hope this helps someone crack it.

hellhunter
24th Feb 09, 3:56 AM
I think that you all are looking in the wrong place. Try looking in sbps\campaign\playable\race_marine folder and the corresponding attrib files.

sm_dreadnought_davian.rbf --> squad_leveling_ext --> max_level

:)

Xaero
24th Feb 09, 6:18 AM
Nah, the max level there doesn't work unfortunately hell, tried it already.

jaylo138
24th Feb 09, 6:21 AM
@hellhunter

I've changed all my max_level values for the campaign leaders in those files to 31 to get maximum attrib points in an orderly fashion but the campaign still has a level hardcap of 20.

@Zetrial

Your a star, i've been looking for those values for ages, now i'm going to change the level up points to 3 per level to get max attrib points in what feels like a non-cheating way, lets hope it works!

Zetrial
24th Feb 09, 9:56 AM
Yeah but they have done nothing for me so far Jaylo, played with them quite a bit, tested setting them to 100, to 5, to 20, to 1 and none of them did anything for me, even packed them up as a sga file again and used my module file just to make sure it was loading the attrib files and still came up blank.
Finding it was easy enough though, using float search in a hex editor just searched for the xp award modifier, quite a unique value in the leveling area

jaylo138
24th Feb 09, 10:11 AM
@Zetrial


I know, i found that out. Could it be possible that the attribs are not being read outside of the original sga?

Zetrial
24th Feb 09, 10:15 AM
Doubt it, to me it might just be that the discretionary points aren't exactly what we are looking for maybe, waiting on Deus to reply on what fields he actually changed to get more attribute points and I can probably whip up something then, hell if we haven't got a solution in the next 14 hours (while I'm at work :() I may just looking into lowering the sttrib requirement of the abilities to 1,2,3,4 etc so we may at least be able to get all of them.

jaylo138
24th Feb 09, 10:37 AM
@Zetrial

I think everyone should buy me a beer cause xmas has come early!

Although we all deserve a slap, the attrib folder goes straight into the "GameAssets" folder correct, well in the DOW2 module file it says under the attrib heading:


[attrib:common]
folder.01 = GameAssets\Data
archive.01 = GameAssets\Archives\GameAttrib.sga


change "Data" to "Attrib" & the attrib folder now works!

ZeroGDarius
24th Feb 09, 10:40 AM
:beer: HOpe this suffices for now

jaylo138
24th Feb 09, 10:41 AM
Mmmmmmm...... beer!

Xaero
24th Feb 09, 10:59 AM
Doesn't make a difference for the level cap thing though, sadly jaylo, I've been working on loads of files and because of that have made my own mod directory with a shortcut and custom .module for loading everything inside the mod folder and it just plain doesn't change the level cap =(

PetroM
24th Feb 09, 11:15 AM
2 jaylo138
Actually it is unessential, to correct a module file, just place sim folder in data folder and iе will work.
i.e. C:\Program Files\Steam\SteamApps\common\dawn of war 2\GameAssets\Data\simulation\attrib\tuning\tuning_info.rbf

darkelf
24th Feb 09, 11:19 AM
Yeah, that would work as well. The only thing that's important is that the path in the module matches the path the files actually reside in.
so you could write:

folder.01 = GameAssets\Data\Attrib\hahahha\

and it would work so long as that's where the simulation folder is.

Should probably edit my tut to reflect this.

jaylo138
24th Feb 09, 11:27 AM
2 jaylo138
Actually it is unessential, to correct a module file, just place sim folder in data folder and iе will work.
i.e. C:\Program Files\Steam\SteamApps\common\dawn of war 2\GameAssets\Data\simulation\attrib\tuning\tuning_info.rbf


I realise that as well, i just thought the folders needed to be separate as they are in CoH.

@Xaero

I have a level 21 FC after the first mission! Just testing the folder change with my FC's max_level in his sbps file changed to 31 & gave him 25000 exp using the squads.lua & looks like he'd carry on leveling.

Xaero
24th Feb 09, 11:32 AM
Oh? Last time I tried it nothing changed... Hmm... Will have to test this out again now, thanks for regaining my interest in the matter!

Edit: Yep it definately works, maybe my noobishness caused me to do it wrong before or something, again thanks for peeking my interest in this again :)

Netrogor
24th Feb 09, 11:39 AM
Yep, max level is officially broken. I have a level thirty, in combat, setting on my force commander. To test that bit, I only applied it to him, but still. And once I get done with this short little starter mission, I'll see if my raising of the max attributes worked.

EDIT:
Check bottom right, just uploaded a screenie to confirm it for ya ->
http://img5.imageshack.us/my.php?image=brokenmaxlevel.jpg
*WARNING, 1920x1200 RES, IT MAY BE LARGE TO YOU!*

EDIT2:
Just broke max stats limit. Set those up to thirty, just like my level. Screenshot here ->
http://img171.imageshack.us/my.php?image=brokenmaxstats.jpg
*WARNING, 1920x1200 RES, IT MAY BE LARGE TO YOU!*

Xaero
24th Feb 09, 11:50 AM
Lol nice :P now let's make a DotA mod for Dow2 haha ^_^

hellhunter
24th Feb 09, 11:57 AM
Can someone upload somewhere the max attribute mod (leveling after 20 so attributes can be maxed), cuz I really don't know how to hex edit. Please... :)

Apprentice
24th Feb 09, 12:08 PM
Netrogor, I'd really love if you could make a tutorial for what you did. Which files total needed to be modified? Was it tuning_info.rbf and the force commanders ebps entry, or more than that?


Lol nice :P now let's make a DotA mod for Dow2 haha ^_^

Do we have to? I really don't like sitting on Ventrillo.

Xaero
24th Feb 09, 12:12 PM
Do we have to? I really don't like sitting on Ventrillo.I lol'd x)

hellhunter
24th Feb 09, 12:17 PM
I think that tuning_info does not need to be modified as it manages distributed points, exp per level, etc. The files to modify are SBP's of campaign units.

Netrogor
24th Feb 09, 12:26 PM
In a bit, I'll make a screenshot type tutorial - I find visual tutorials, in addition to written explanations, make for a good guarantee that people won't misunderstand anything. Right now, I'm setting my personal stuff up a good bit; making it so that levels 1-to-20 give ten points per level, and then levels 21-to-30 will give 2 points per level (there is a reason for this). The starter points will be 20, which will result in the end points allocated being 240, in total. Each stat will max out with 60 points. That way, there won't be any points remaining to spend at level 30. :D

To let you know what files I am modding ->
simulation\attrib\tuning\tuning_info.rbf
And everything, related to a character name or the force commander, within the following directory ->
simulation\attrib\sbps\campaign\playable\race_marine

EDIT:
To what end are lines forcefully spaced on the forums here? Remove any spaces in what I bolded.

jaylo138
24th Feb 09, 12:32 PM
Max level for your leaders is 100!


http://img144.imageshack.us/my.php?image=relic00003.jpg

Netrogor
24th Feb 09, 12:46 PM
I'm fairly confident that there is a seventh marine commander we will be able to play with in the future; Lucanus. I noticed that the max stats of playable characters were positive, and nonplayables were negative (-1 for each bit). Seeing that Lucanus had positive stats, it seems a reasonable conclusion that he will be playable (I haven't beaten the game, so if you do in-fact get him at some point, don't bother spoiling it for me).

darkelf
24th Feb 09, 12:48 PM
Netrogor, that is in fact Avitus :P The files just have Lucanus instead of Avitus (perhaps due to a somewhat late name change? )

MaestroOD
24th Feb 09, 12:49 PM
I believe Lucanus was just Avitus' original name.

Apprentice
24th Feb 09, 1:02 PM
Max level for your leaders is 100!


http://img144.imageshack.us/my.php?image=relic00003.jpg

Have you checked to see if they keep scaling with HP/damage/energy at level 100?

In the unit RBF files, they've got all the levels listed out with the HP/Energy/Damage values for each level. After a certain point, it seems to stop upgrading.

It looks like the FC is 87 levels, but I haven't checked all of the units.

Netrogor
24th Feb 09, 1:06 PM
Rawr. Okay, thanks for calling that bit out. ^^

Here's a quickie little mod + readme to teach people how to make it work, since I figured I might as well grab the spotlight for releasing the first mod to up the level and stat limits!

RapidShare link ->
http://rapidshare.com/files/202102172/extendedlimits_mod.rar.html
WILL PUT UP FILEFRONT LINK WHEN FILEFRONT QUITS WHINING ABOUT HOW IT ISN'T DONE REMOVING BAD-README COPY!

I am going to go through and test everything right now, but I am sure it works just fine as is. Here's a portion of the readme to explain what it does ->

This simple little hex-editor-made-mod does the following ->
Level Limit: 20 -> 30
Starting skillpoints that are autoassigned: 5 -> 20
Skillpoints for levels 1-through-20: 2 -> 10
Skillpoints for levels 21-through-30: 2 (unchanged)
Max skillpoints: 43 -> 240
Max stats: Default -> 60 each

I'll start working on that tutorial, showing how I went about doing it, screenshots included, after I've tested the changes I made.

EDIT:
I love Corsix for making that viewer. ^^
It goes without saying that he made quickie mods like this a lot easier to proceed with.

EDIT2:
Stats seem to stop giving bonuses after 26 points have been assigned. It appears that is a true hard limit... for now.

LoneWolf666
24th Feb 09, 1:21 PM
Awesome job, however I can't help but wonder what the point of such a change is when enemies actually level up with you. With a lack of higher-than-level-twenty wargear, you may end up outmatched. Perhaps there is a way to limit the speed with which your enemies level up/hardcap them?

Netrogor
24th Feb 09, 1:24 PM
I'm modifying that quickie mod I made to accommodate the hardmax for stat bonuses. I'll put level limit back to 20, so enemies don't level up with you to that degree, and each stat to 26, as is proper with there being no form of bonus given for assigning any points beyond that.

hellhunter
24th Feb 09, 1:33 PM
Mirrors please? Rapidshare seems to be overloaded.

guiyunzi
24th Feb 09, 1:38 PM
i see at the last battle, those sm drop from sky to stop enemies, are level 30 ... and they have tons of hp.

even my fc is level 20, he cant match those LV 30 monsters.

so i dont know why game limit at stat 26.

this is "FORCE COMMANDER", he should be super strong for sure.

PS:
downloaded the file, now i am going to play primarch level and kick ass

Netrogor
24th Feb 09, 1:57 PM
Okay, I made a separate thread for the extended stats mod I made; check it out here ->
http://forums.relicnews.com/showthread.php?t=216433

Download link ->
http://files.filefront.com/Extended+Stats+Modrar/;13359725;/fileinfo.html

MaestroOD
24th Feb 09, 2:22 PM
Hey, looks great, thanks!

Zetrial
25th Feb 09, 12:09 AM
Great find there Jaylo, name your brand and it's on me :)

Apprentice
25th Feb 09, 7:49 AM
i see at the last battle, those sm drop from sky to stop enemies, are level 30 ... and they have tons of hp.
Those guys aren't the same as the ones you use in campaign. Simply put, they go up to 30 because they were programmed to, and our guys don't because they never were intended to go to 30.

kuraiken
25th Feb 09, 12:30 PM
Any chance you'll also give us some help about that stuff, netrogor?

I for example would not only like an increased amount of talent points I can spend, but also some higher levels (if they work) so that I can spend some more time leveling up.
Since in my current Captain Campaign I've reached level 20 before meridian...which is a bit tooo fast.

So I'd like to be able to level some more and so on.

Could you give us a hand how to do it, since you seem to know it? ;)

myslead
27th Feb 09, 4:35 PM
any progress about raising the level ? ...

Zetrial
27th Feb 09, 6:18 PM
Myslead raising the level is easy we just choose not too, as the enemy scales to your level, so say you make yourself able to go to 30, the enemy goes to 30 but your wargear is 20 at max, so the higher you get it can become quite impossible to do