mr_easy_money wrote:what does the crew screen look like
oh and is this only all one race at a time or did you do that just for show?
The crew screen still shows that you need to dissmiss someone, however if you press escape you will go back to the game and it won't force that screen to show up. The UI there is also not broken, although it only shows 9 crew members ( and I made it so you can have an unlimited amount ). And no, it's not just one race at a time, you can have any kind of crew member you want, I just did it for show ( and to show off my ships ).
mr_easy_money wrote:about how you're doing this...
so basically you're editing it in assembly which would make things in a bigger scale take longer to implement. right now it seems like so far what you've posted is "minor" things like redefining values and surpassing limits, but what about something like giving drones abilities weapons have, like chain cooldown or charge abilities (like the shield drone gradually increasing shield charge from 1 to 5).
oh and how about giving the player a zoltan shield like the flagship's big zoltan shield? you did do 5 zoltan shields, but you can't tell how big the zoltan shield is, making it kinda unreliable.
Honestly, everything is a 'minor' thing of redefining a value, when you consider that I already have the information about the chain cooldown or charge abilities in the game ( unless I decide to add completely new concepts to the game, which would take even longer ). Sure, adding new ones will take a lot longer, which is why I'm avoiding doing that for now ( that and the UI, as re-drawing the UI will be a bit more work as well ).
mr_easy_money wrote:now, I don't know how to navigate assembly, but if you're doing this, could you show exactly what you're doing?
(like which sections of code you're editing or whatever, etc. like I said I still don't quite understand how you're doing this...)
maybe I won't be able to figure out anything but then maybe you could get more people to find stuff, and who knows maybe it'll expand into something big...
Well, like I said, I'm using a debugger to show the code in assembly, I am then doing things in the game that change those values, and through testing I determine which part of the code does what ( the amount of assembly code is massive and doing it without running the game and doing the things I want to change, then looking them up in the code, would take way too long ).
I could try and take a few screenshots of the debugger and the assembly code in the future, but I don't think most people would really want to do this, as this is game programming on existing values ( and it's very time consuming ). I'll think about it though, perhaps even make a tutorial? We'll see.