Вы находитесь на странице: 1из 17

- A Treatise Onne The Anatomy Of The Savedh Games Of - 'Ye Master Offe Magic' by

*Zastai*
Note: MOMGAME.EXM contains example data and explanations illustrating the
information in this file.
If you have any additions to make to this file, mail them to:
Tim Van Holder <mailto:tim.van.holder@pandora.be>
NOTE: 2003.Sep.27 - Tim is no longer interested.
Now e-mail any additions to Eljay <love-jensen@mchsi.com>
2008.Apr.04 - Updates by Klaas van Aarsen <klaas.vanaarsen@xs4all.nl>
so they can be included in eventual new editions.
->The Saved Game
Offset in File
0x0000
5 wizards)
0x09E8
0x6FB8
0x88B8
t edit)
0x8AA8
0xB734

Size in bytes

Contents

0x0C * 35 * 5

Hero stats (12 bytes * 35 heroes *

0x4C8 * 5
0x20 * 128
0x20 * 10

Wizards (You + 4 opponents)


Items
Trashcan for destroyed items (do no

0x72 * 100
0x20 * 1000

Cities
Units

Rest: Map info and other stuff


Other Interesting Locations
--------------------------Offset in File

Size in bytes

0x09DE
0x01
ormal, 3=hard, 4=impossible)
0x09E2-09E3
0x02s

Contents
Difficulty (0=tutorial, 1=easy, 2=n
Number of Units (0 ... 1000)

Detailed descriptions:
---------------------Notes on notation:
Values marked int/long are stored little-endian, i.e. an int with a value of
FF00 in the file corresponds to the hexadecimal value 0xFF (and not
0xFF00); a long that is 01234567 in the file means the hexadecimal value
0x67452301.
Values marked s can have negative values.
This means that 0x01s has a range of -128 to 127, while
0x01 has a range of 0 to 255.
Values marked bitmask are not numbers but a collection of binary 'flags';
the state of individual bits is important.
All numbers are decimal except when preceded by 0x, which indicates
hexadecimal values. (eg 0x13 is 19 decimal)
->Hero Data

To find the location of the following data in the file,


use the following formula:
offset = ((HeroNum + (WizNum * 35)) * 0x0C) + offset_in_hero
HeroNum is 0 (Dwarf) ... 34 (Chosen)
Offset in HERO
0x00-01

Size in bytes
0x02s

Contents
Level & Status
0-8 = level (1 - 9)
-1 .. -9 (0xFFFF .. 0xFFF7) = dead

, level (1 - 9)
-20 (0xFFEC) = active in Wizard's
army
Note: not updated until no longer
part of the wizard's employed heroes
0x02
0x01

0x03

0x01

0x04

0x01

0x05

0x01

0x06

0x01

down)
0x07

0x01

0x08
0x09
0x0A
0x0B

0x01
0x01
0x01
0x01

Hero Ability Bitmask


80 Blademaster*
40 Blademaster
10 Legendary*
08 Legendary
02 Leader*
01 Leader
Hero Ability Bitmask
80 Might
20 Constitution*
10 Constitution
04 Armsmaster*
02 Armsmaster
Hero Ability Bitmask
40 Sage*
20 Sage
08 Arcane Power*
04 Arcane Power
01 Might*
Hero Ability Bitmask
80 Agility
40 Healer?
20 Noble
10 Charmed
08 Lucky
04 Agility*
02 Prayer Master*
01 Prayer Master
Casting Skill
mp = (cast_skill + 1) * 2.5 (round
Spell
0 = none
1 = spell#0 (Earth to Mud)
2 = spell#1 (Resist Elements)
...
Spell (0 = none)
Spell (0 = none)
Spell (0 = none)
Garbage (yes, garbage!)

->The Wizard Data


Note: to find the location of the following data in the file,
use the following formula:
offset_in_file = 0x9E8 + (WizNum * 0x4C8) + offset_in_wizard
where WizNum is the wizard's number (0= you; 1-4=opponent)

Offset in WIZARD
0x000
0x001-015
0x016-017
0x018-019

Size in bytes
0x01
0x01 * 21
0x02s (int)
0x02s (int)

0x01A-01B

0x02s (int)

0x01C - 0x023
0x024-025
0x026 - 0x02D
0x02E-02F

0x02s (int)
0x02s (int)

Contents
Portrait (0-13)
Name (20 characters + '\0')
BannerColor (0-4)
Personality (0-5)
00=Maniacal
01=Ruthless
02=Aggressive
03=Chaotic
04=Lawful
05=Peaceful
Objective (0-4)
00=Pragmatist
01=Militarist
02=Theurgist
03=Perfectionist
04=Expansionist
*Unknown*
Fame
*Unknown*
X Coordinate of Summoning Circle (0

0x030-031

0x02s (int)

Y Coordinate of Summoning Circle (0

0x032-033
0x034 - 0x053
0x054-055

0x02s (int)
0x02s (int)

Plane of Summoning Circle (0-1)


*Unknown*
Unused Casting Skill available this

0x056-057
s turn
0x058-059

0x02s (int)

Nominal Casting Skill available thi

0x02s (int)

0x05A-063
Ch-Li-De)
0x064-075
0x076-111
0x112 - 0x11D
0x11E - 0x11F
0x120-127
0x128 - 0x25B
0x25C-25D
0x25E-261
re root of value stored
0x262 - 0x263
0x264-339

0x02s (int) * 5

Tax Rate
00=0 gold, 0% unrest
01=.5 gold, 10% unrest
02=1.0 gold, 20% unrest
03=1.5 gold, 30% unrest
03=2.0 gold, 45% unrest
03=2.5 gold, 60% unrest
03=3.0 gold, 75% unrest
Number of Spellbooks (0-12) (Na-So-

-59)
-59)

turn

0x01 * 18
0x1A * 6
0x02s (int) * 4
0x02s (int)
0x04 (long)
here, rounded up)

Abilities (0 or 1)
Heroes hired by wizard, six slots
*Unknown*
*Unknown*
Items in Slots (See below)
*Unknown*
Mana Crystals
Casting Skill (actual skill is squa

*Unknown*
Spells (0-3) (Na-So-Ch-Li-De-Ar)
00=unknown
01=?
02=known
03=researchable
0x33A - 0x357
*Unknown*
0x356-357
0x02s (int)
Gold Coins
0x358-35B
0x04 (long)
Adjusted Casting Skill (?) (actual
skill is square root of value stored here, rounded up)
0x01 * 214

0x35C - 0x481
0x482-499

0x01 * 24

0x49A - 0x4C7

*Unknown*
Global Enchantments (See below)
00=off
01=on
*Unknown*

Field Values:
Items:
The values stored are the number of the item in the item array
(which starts at 0x6FB8); 0 means the first item in the list.
A value of -1 means that that slot is empty. Make sure you
refer to an existing item when editing these values!
Portrait:
0
1
2
3
4
5
6
7
8
9
10
11
12
13

Merlin
Raven
Sharee
Lo Pan
Jafar
Oberic
Rjak
Sss'ra
Tauron
Freya
Horus
Ariel
Tlaloc
Kali

BannerColor:
0
Blue
1
Green
2
Purple
3
Red
4
Yellow
Personality:
0
Maniacal
1
Ruthless
2
Aggressive
3
Chaotic
4
Lawful
5
Peaceful
Objective:
0
Pragmatist
1
Militarist
2
Theurgist
3
Perfectionist
4
Expansionist
Abilities
0
1
2
3
4
5
6

(order in file):
Alchemy
Warlord
Chaos Master
Nature Master
Sorcery Master
Infernal Power
Divine Power

7
8
9
10
11
12
13
14
15
16
17

Sage Master
Channeller
Myrran
Archmage
Mana Focusing
Node Mastery
Famous
Runemaster
Conjurer
Charismatic
Artificer

Spells (order in file):


* NATURE
0
Earth To Mud
1
Resist Elements
2
Wall Of Stone
3
Giant Strength
4
Web
5
War Bears
6
Stone Skin
7
Water Walking
8
Sprites
9
Earth Lore
10 Crack's Call
11 Nature's eye
12 Ice Bolt
13 Giant Spiders
14 Change Terrain
15 PathFinding
16 Cockatrices
17 Transmute
18 Nature's Cures
19 Basilisk
20 Elemental Armor
21 Petrify
22 Stone Giant
23 Iron Skin
24 Ice Storm
25 Earthquake
26 Gorgons
27 Move Fortress
28 Gaia's Blessing
29 Earth Elemental
30 Regeneration
31 Behemoth
32 Entangle
33 Nature's Awareness
34 Call Lightning
35 Colossus
36 Earth Gate
37 Herb Mastery
38 Great Wyrm
39 Nature's Wrath
* SORCERY
40 Resist Magic
41 Dispel Magic True
42 Floating Island
43 Guardian Wind
44 Phantom Warriors

45 Confusion
46 Word Of Recall
47 Counter Magic
48 Nagas
49 Psionic Blast
50 Blur
51 Disenchant True
52 Vertigo
53 Spell Lock
54 Enchant Road
55 Flight
56 Wind Mastery
57 Spell Blast
58 Aura Of Majesty
59 Phantom Beast
60 Disjunction True
61 Invisibility
62 Wind Walking
63 Banish
64 Storm Giant
65 Air Elemental
66 Mind Storm
67 Stasis
68 Magic Immunity
69 Haste
70 Djinn
71 Spell Ward
72 Creature Binding
73 Mass Invisibility
74 Great Unsummoning
75 Spell Binding
76 Flying Fortress
77 Sky Drake
78 Suppress Magic
79 Time Stop
* CHAOS
80 Warp Wood
81 Disrupt
82 Fire Bolt
83 Hell Hounds
84 Corruption
85 Eldritch Weapon
86 Wall of Fire
87 Shatter
88 Warp Creature
89 Fire Elemental
90 Lightning Bolt
91 Fire Giant
92 Chaos Channels
93 Flame Blade
94 Gargoyles
95 Fireball
96 Doombat
97 Raise Volcano
98 Immolation
99 Chimeras
100 Warp Lightning
101 Metal Fires
102 Chaos Spawn
103 Doom Bolt

104 Magic Vortex


105 Efreet
106 Fire Storm
107 Warp Reality
108 Flame Strike
109 Chaos Rift
110 Hydra
111 Disintegrate
112 Meteor Storm
113 Great Wasting
114 Call Chaos
115 Chaos Surge
116 Doom Mastery
117 Great Drake
118 Call The Void
119 Armageddon
* LIFE
120 Bless
121 Star Fires
122 Endurance
123 Holy Weapon
124 Healing
125 Holy Armor
126 Just Cause
127 True Light
128 Guardian Spirit
129 Heroism
130 True Sight
131 Plane Shift
132 Resurrection
133 Dispel Evil
134 Planar Seal
135 Unicorns
136 Raise Dead
137 Planar Travel
138 Heavenly Light
139 Prayer
140 Lionheart
141 Incarnation
142 Invulnerability
143 Righteousness
144 Prosperity
145 Altar Of Battle
146 Angel
147 Stream Of Life
148 Mass Healing
149 Holy Word
150 High Prayer
151 Inspirations
152 Astral Gate
153 Holy Arms
154 Consecration
155 Life Force
156 Tranquility
157 Crusade
158 Arch Angel
159 Charm Of Life
* DEATH
160 Skeletons
161 Weakness

162 Dark Rituals


163 Cloak Of Fear
164 Black Sleep
165 Ghouls
166 Life Drain
167 Terror
168 Darkness
169 Mana Leak
170 Drain Power
171 Possession
172 Lycantrophy
173 Black Prayer
174 Black Channels
175 Night Stalker
176 Subversion
177 Wall Of Darkness
178 Berserk
179 Shadow Demons
180 Wraith Form
181 Wrack
182 Evil Presence
183 Wraiths
184 Cloud Of Shadow
185 Warp Node
186 Black Wind
187 Zombie Mastery
188 Famine
189 Cursed Lands
190 Cruel Unminding
191 Word Of Death
192 Death Knights
193 Death Spell
194 Animate dead
195 Pestilence
196 Eternal Night
197 Evil Omens
198 Death Wish
199 Demon Lord
* ARCANE
200 Magic Spirit
201 Dispel Magic
202 Summoning Circle
203 Disenchant Area
204 Recall Hero
205 Detect Magic
206 Enchant Item
207 Summon Hero
208 Awareness
209 Disjunction
210 Create Artifact
211 Summon Champion
212 Spell Of Mastery
213 Spell Of Return
Global Enchantments (order in file):
1
Eternal Night
2
Evil Omens
3
Zombie Mastery
4
Aura of Majesty

5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24

Wind Mastery
Suppress Magic
Time Stop
Nature Awareness
Nature's Wrath
Herb Mastery
Chaos Surge
Doom Mastery
Great Wasting
Meteor Storm
Armageddon
Tranquility
Life Force
Crusade
Just Cause
Holy Arms
Planar Seal
Charm of Life
Detect Magic
Awareness

-> The Hero Data


Note: to find the location of the following data in the file,
use the following formula:
offset_in_file = 0x9E8 + (WizNum * 0x4C8) + (HeroNum * 0x1A) + offset_in
_hero
where WizNum is the wizard's number (0= you; 1-4=opponent) and HeroNum
is the hero's slot number (0-5)
OffSet in HERO
0x00-01
0x02-0F
0x10-15
0x16-1B

Size
0x02s (int)
0x0E
0x02s (int) * 3
0x02s (int) * 3

Contents
Unit Nr (see below)
Hero name (13 characters + '\0')
Items In Slot (see below)
Slot Types (0-6; see below)

Field Values:
Unit Number:
The value stored is the number of the hero in the unit array
(which starts at 0xB734); 0 means the first unit in the list.
A value of -1 means that that slot is empty. Make sure you
refer to an existing hero (not a non-hero unit!) when editing
these values!
Items:
The values stored are the number of the item in the item array
(which starts at 0x6FB8); 0 means the first item in the list.
A value of -1 means that that slot is empty. Make sure you
refer to an existing item when editing these values!
Slot Types:
0
None (do not use; causes instability)
1
Sword
2
Bow
3
Sword/Staff/Wand
4
Staff/Wand
5
Armor/Shield

Amulet

-> The Unit Data


Note: to find the location of the following data in the file,
use the following formula:
offset_in_file = 0xB734 + (UnitNum * 0x20) + offset_in_unit
where UnitNum is the unit's number (0-999)
Offset in Unit
0x00
0x01
0x02

0x03

Size in bytes
0x01s
0x01s
0x01s

0x01s

0x04
0x01s
0x05
0x01
0x06
0x01s
ans not a hero) (see below)
0x07
0x01

Contents
X-Pos (0-59)
Y-Pos (0-39)
Plane
00=Arcanus
01=Myrror
FF=Dismissed / Deceased
'Owner'
00=Player
01=First Opponent
02=Second Opponent
03=Third Opponent
04=Fourth Opponent
05=Neutral Unit
FF=Dismissed / Deceased
Moves Total (in 1/2 moves)
Icon Number (0x00 - 0xC5)
Hero Slot Number (0-5; -1 (0xFF) me

Active
00=awaiting orders / "I need atte
ntion" (will "jump to" this unit when hitting wait)
01=finished (won't "jump to" this
unit when hitting wait)
0x08
0x01s
Moves Left (in 1/2 moves)
0x09
0x01s
X-Pos of destination (should be 0 i
f status is not GOING TO)
0x0A
0x01s
Y-Pos of destination (should be 0 i
f status is not GOING TO)
0x0B
0x01s
Status (0-5)
00=ready
01=patrol
02=building road (in place)
03=going to X,Y destination (coul
d be building road too, see 0x1C)
04=reached destination & expended
(0x07 == 01)
NOTE: it is a STATE MACHINE FA
ILURE to have 0x07 = 00 & 0x0B == 04!
05=wait until all other units hav
e had a chance to go (then clears all flags)
the SAVE game does not record
if we are traversing UP or DOWN the units!
??=building road
??=purifying
0x0C
0x01
Level (Units: 0-5; Heroes: 0-8; Sum
mon (other than Torin): 0)
0x0D
0x01
?? 00
0x0E-0F
0x02s (int)
Experience (should match level or l
evel will be lowered)
(Units: 0-120; Heroes: 0-1000; Sum

mon (other than Torin): 0)


0x10
--- Guess
0x10
a Ghoul)
--- /Guess
0x11
0x01s (int)
0x12
0x01

?? 00
Lifedrain Damage (for turning into

Damage (in hearts)


Grouping (0 ... 255)
NOTE: this is recalculated "on th
e fly" and (effectively) ignored from the save-file...
so why bother saving it? P
robably because the in-memory unit record
is written out verbatim, in
cluding some superfluous information (from a
save-file vantage point).
0x13-15
0x03
?? 00 00 00
--- Guess
0x13
0x01 (bitmask)
Combat Enchantment Flag #1
0x14
0x01 (bitmask)
Combat Enchantment Flag #2
10=web
0x15
0x01 (bitmask)
Combat Enchantment Flag #3
--- /Guess
0x16
0x01
?? unknown
01=??
02=??
03=??
0x17
0x01s (bitmask)
Weapon type & Mutation Flags
80=stasis (lingering, hasn't been
resisted, yet)
40=stasis (initial)
20=undead
08=chaos channels: fire breath
10=chaos channels: demon wings
04=chaos channels: demon skin
/03=adamantium
/ 02=mithral
\ 01=magic
\00=normal
0x18
0x01 (bitmask)
Unit Enchantment Flags #1
80=path finding
40=regenerate
20=wraith form
10=black channels
08=cloak of fear
04=berserk
02=guardian wind
01=immolation
0x19
0x01 (bitmask)
Unit Enchantment Flags #2
80=invisibility
40=spell lock
20=endurance
10=iron skin
08=stone skin
04=elemental armor
02=resist elements
01=water walking
0x1A
0x01 (bitmask)
Unit Enchantment Flags #3
80=holy weapon
40=true sight
20=eldritch weapon

0x1B

0x01 (bitmask)

0x1C
0x01
to complete, -1 = n/a)
0x1D-1F
0x03

10=flame blade
08=magic immunity
04=resist magic
02=flight
01=wind walking
Unit Enchantment Flags #4
80=invulnerability
40=righteousness
20=holy armor
10=planar travel
08=giant strength
04=lion heart
02=bless
01=heroism
Road Building (number of turns left
?? parms for 0x1C
seems to be "where built FROM, pr

evious location"
(probably important so as to move
"naturally" to target MOVETO location)
Field Values:
Icon Number:
0x00-0x22:
35 Heroes (00=Brax; 22=Chosen One) => better heroes, hig
her number
0x23-0x26:
4 Inanimate units (23=Trireme, 24=Galley, 25=Catapult, 2
6=Warship)
0x27-0x9A:
115 Racial units (Sorted by race, then by power)
0x9B-0xC5:
44 Magical (summoned) Creatures
Status:
0 Ready
1 Done
2 Patrolling
3 Going to (be sure to set destination coordinates)
others for building/purify: unknown
Weapon Type & Mutation:
The lower 2 bits determine weapon type:
00 (0) normal
01 (1) magical
10 (2) mithril
11 (3) adamantium
The upper 6 bits are mutation flags:
Bit 2: Chaos Channels: Demon Skin
Bit 3: Chaos Channels: Fire Breath (->NO RANGE ATTACK)
Bit 4: Chaos Channels: Demon Wings
Bit 5: Undead
Bit 6 & 7: Stasis
Notes on converting units to heroes:
Follow the following steps to convert a unit to a hero:
-) choose any unit in the unit list
-) set Owner to 00 (your property)
-) set hero Nr to the number of your free hero slot
-) set Icon to the desired hero number
-) fiddle with level/xp/mutation etc. as desired
-) note the units index in the list
-) go to the wizard data
-) change the Unit Nr entry for the selected hero slot to the units numb
er

-) Name the hero (terminate the name with '\0')


-) Give the hero 3 item slots (eg sword/armor/misc)
You've got yourself a hero!!
-> Item Data
Note: to find the location of the following data in the file,
use the following formula:
offset_in_file=0x6FB8+(ItemNum*0x32)+offset_in_item
where ItemNum is the item's number (0-127)
WARNING: An Item may have no more than 5 (five) powers/bonuses/spells total.
OffSet in Item
0x00
0x1E
0x20
0x21
0x22
0 = hero died)
0x24
0x2B
s no spell charge)
0x2C
0x2E
Field Values:
Icon:
Range
0x00
0x09
0x14
0x1D
0x26
0x2F
0x37
0x3E
0x48
0x4A
0x4E
0x54
0x5A
0x5E
0x65
0x6B

Size in bytes
0x01 * 31
0x02s (int)
0x01s
0x01s
0x02s (int)
0x01s * 7
0x01

Contents
Item's Name (30 characters + '\0')
Icon (0-0x73; see below)
Slot Required (0-6; see above)
Item Type (0-8; see below)
Cost (0xFFFF = destroyed on anvil,
Bonuses
Spell Number Charged + 1 (-> 0 mean

0x02s (int)
Number Of Charges
0x01 * 4 (bitmasks) Powers

0x08
0x13
0x1C
0x25
0x2E
0x36
0x3D
0x47
0x49
0x4D
0x53
0x59
0x5D
0x64
0x6A
0x73

Item Type
Sword
Mace
Axe
Bow
Staff
Chain Mail
Plate Mail
Shield (Note: Icon 0x46 and 0x47 are identical)
Pendant
Brooch
Ring
Cloak
Gauntlet
Helmet
Orb
Wand

Item Type:
0
Sword
1
Mace
2
Axe
3
Bow
4
Staff
5
Wand
6
Various
7
Shield
8
Chain Mail
9
Plate Mail
Cost:
The mana gained when destroying an item is equal to half its

cost/value.
Bonuses:
Byte
1
2
3
4
5
6
7

Effect
+Attack
+To Hit
+Defense
+Movement (in halves)
+Resistance
+Spell Points
-Spell Save

Powers:
Note: Some powers only have an effect when on a weapon. (eg Vampiric)
Byte
1
1
1
1
1
1
1
1
2
2
2
2
2
2
2
2
3
3
3
3
3
3
3
3
4
4
4
4
4
4
4
4

Bit Power
0
Vampiric
1
Guardian Wind
2
Lightning
3
Cloak Of Fear
4
Destruction
5
WraithForm
6
Regeneration
7
PathFinding
0
Water Walking
1
Resist Elements
2
Elemental Armour
3
Doom (= Chaos)
4
Stoning
5
Endurance
6
Haste
7
Invisibility
0
Death
1
Flight
2
Resist Magic
3
Magic Immunity
4
Flaming
5
Holy Avenger
6
True Sight
7
Phantasmal
0
Power Drain
1
Bless
2
LionHeart
3
Giant Strength
4
Planar Travel
5
Merging
6
Righteousness
7
Invulnerability

Example: suppose byte 2 had a value of 0x60. This means that bits
6 and 5 are set (0x60 == 01100000 binary) => Haste & Endurance.
Note: The different items that can appear in a savegame are stored
in ITEMDATA.LBX. There are 250 item records in there and they have
the same layout, except for a few (6) bytes at the end of
each record. These seem to have no real meaning (perhaps they are
an indication of how rare an item is and of where it can be gotten).
So edit this file if you want to create your own Whammo(TM) Items
without the restrictions of Itemmake.
(The first record starts at 0x224).

-> The City Data


Note: to find the location of the following data in the file,
use the following formula:
offset_in_file=0x8AAC+(CityNum*0x72)+offset_in_city
where CityNum is the city's number (0-99 (or more?))
Offset in City
0x00
0x0E
0x0F
0x10
0x11
0x12
0x13
0x14
0x15
be <= population)
0x16 - 0x1B
0x1C
0x1D - 0x1F
0x20
0x43
0x5C
0x5D - 0x71
Field Values:
Race:
0
1
2
3
4
5
6
7
8
9
10
11
12
13

Size in bytes
0x01 * 14
0x01s
0x01s
0x01s
0x01s
0x01s
0x01s
0x01s
0x01s
0x01
0x01s * 35
0x01s * 25
0x01s

Contents
City Name (13 characters + '\0')
Race (0-0x0D; see below)
X-Pos (0-59)
Y-Pos (0-59)
Plane (0 or 1)
'Owner' (0-4)
Size (0-5; see below)
Population (in thousands) (0-25)
Number of farmers allocated (should
*Unknown*
Producing (0-??; see below)
*Unknown*
Building Status (see below)
City Enchantments
Nightshade (0 or 1)
*Unknown*

Barbarian
Beastman
Dark Elf
Draconian
Dwarf
Gnoll
Halfling
High Elf
High Man
Klackon
Lizardmen
Nomad
Orc
Troll

Size:
0
1
2
3
4
5

Outpost
Hamlet
Village
Town
City
Capital

Producing:
I don't know yet what the exact corresponding objects are.
Feel free to experiment...
Building Status:
Values are:
-1 Not Built
0
Replaced

1
2
Order of
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35

Built
Destroyed
Appearance:
Trade Goods (keep at -1!!!!!)
Housing (keep at -1!!!!!)
Barracks
Armory
Fighter's Guild
Armorer's Guild
War College
Smithy
Stable
Animist's Guild
Fantastic Stable
Shipwright Guild
Ship Yard
Maritime Guild
Sawmill
Library
Sage's Guild
Oracle
Alchemist Guild
University
Wizard's Guild
Shrine
Temple
Parthenon
Cathedral
Marketplace
Bank
Merchant's Guild
Granary
Farmer's Market
Forester's Guild
Builder's Hall
Mechanician's Guild
Miner's Guild
City Walls

City Enchantments:
Values are:
0 if not present
1-5: Number of casting wizard + 1
(Yes! This does mean you can put positive enchantments
on your cities and have opposing wizards pay their upkeep!
Don't expect them to keep on paying though :)
Order of
1
2
3
4
5
6
7
8
9
10
11
12

Appearance:
Wall Of Fire
Chaos Rift (!)
Dark Rituals
Evil Presence (!)
Cursed Lands (!)
Pestilence (!)
Cloud Of Shadow
Famine (!)
Flying Fortress
Nature Ward
Sorcery Ward
Chaos Ward

13 Life Ward
14 Death Ward
15 Nature's Eye
16 Earth Gate
17 Stream Of Life
18 Gaia's Blessing
19 Inspirations
20 Prosperity
21 Astral Gate
22 Heavenly Light
23 Consecration
24 Wall Of Darkness
25 Altar Of Battle
(!) indicates a city curse upon an enemy city.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
That's it for this first edition! Hope it helped someone....
---------------------------------------------------------------------------Legal Mumbo-Jumbo:
This Document is (C) 1995 ZastaiSoft.
It may be freely distributed, as long as no money is charged for it.
Exception: Shareware CDs & Small copying fees.
I make no guarantees as to the correctness of the above; however I
did write my own editor according to these specs and it worked, so
it probably comes close.
I am not liable for any damages to your hard- or software as a result
of using the above info.
If someone uses the info in this file to write a savegame editor or
the like, I'd appreciate a little thank-you e-mail to the address
listed at the top of the file. It would make my day :)
----------------------------------------------------------------------------

Вам также может понравиться