[STEAM] Sid Meier's Civilization® V Complete (v1.0.3.279)

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[STEAM] Sid Meier's Civilization® V Complete (v1.0.3.279)

Post by bbfox »


ja-JP: シヴィライゼーション5 (チートエンジン エディター)
zh-TW: zh-TW: 文明帝國V (修改器)
Complete bundle: https://store.steampowered.com/bundle/5 ... _Complete/
Environment: CivilizationV_DX11.exe / Single player mode / All DLCs / CE 7.4

Seems in-game editor mod no longer works; I decide to build my own cheats. Here is a table for Civilization V.
All scripts tested in my machines, but may not work in your environment. Again, always backup your save to multiple slots. Use at your own risk & save often!!

Cheat Engine table scripts:

Code: Select all

    □Compact mode
    □Gold multiplier
        □Gold *100
        □Multiplier
        □Golden age
        □Culture
        □Faith
        □Player ID
        □Enable non-player gold multiplier? : No, Yes
        □Non-player gold multiplier
    □Golden age multiplier V2
        □Golden age
        □Multiplier
    □Research speedup
        □Option :  Normal,  Quick,  By multiplier below
        □Multiplier
        □Enable non-player research multiplier? : No, Yes
        □Non-player research multiplier
    □Get researchable technology progress 
        □ Usage: click on research icon (upper-left), select researchable technology
        □Progress *100
    □Faith multiplier
        □Multiplier
        □Cur. faith
        □Accumulate faith
        □Enable non-player faith multiplier? : No, Yes
        □Non-player faith multiplier
    □Culture multiplier
        □Culture
        □Multiplier
        □Enable non-player culture multiplier? : No, Yes
        □Non-player culture multiplier
    □Option 1: Quick production
    □Option 2: Production speedup
        □Player option :  Normal,  Quick,  By multiplier below
        □Multiplier
        □Is enable non-player multiplier? : No, Yes
        □Non-player production multiplier
    □Food multiplier
        □Multiplier
    □Edit "last city building" production progress
        □Value * 100 : 10000, 100000
    □Unit XP multiplier
        □Multiplier
    □Unit HP damage control V2
        □Last player unit HP damage
        □To player damage option : None, God mode, By divisor below
        □Divisor
    □Selected unit editor
        □Full unit HP? (display will be incorrect) : No, Yes
        □Can multiple moves? : No, Yes
        □Allow multiple action? : No, Yes
        □Last unit HP damage
        □Some stats+ (icons will not be correct)
            □Base addr.
            □X-Pos
            □Y-Pos
            □LV
            □XP
            □March (0/1) : No, Yes
            □Medic (0/5/10) : No, Yes
            □Accuracy% (plain)
            □Shock% (plain)
            □Shock% (plain) #2
            □Barrage% (hills)
            □Drill% (hills)
            □Drill% (hills) #2
            □Cover %+
            □Range
            □Siege% (Melee)
            □Amphibious : No, Yes
            □Amphibious #2 : No, Yes
            □Blitz  (0/1) / affects "Action(s) per turn" : No, Yes
            □Action(s) per turn : No, Yes
    □*** Sid Meier's Civilization V: Complete 1.0.3.279  /  https://opencheattables.com  /  CE 7.4+
    □*** Enable cheats after new game / save loaded ***
    □Min. influencce to city state
 
Attachments
CivilizationV_DX11.CT
v1: v1.0.3.279
(311.42 KiB) Downloaded 2554 times

Table is free to use, but need to leave the author's name and source URL: https://opencheattables.com.
Table will not be up-to-date. Feel free to modify it, but leave credit to the source.
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Re: [STEAM] Sid Meier's Civilization® V Complete (v1.0.3.279)

Post by BlaxFly »

Hey, would it be possible to update this table for Vox Populi mod? I have tried it myself, but so far, I wasn't able to make any of it work.


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Re: [STEAM] Sid Meier's Civilization® V Complete (v1.0.3.279)

Post by bbfox »

I do not use the mod so I’m not sure what’s happened there. Also I checked my code, only one script use force addressing method (asset). In theory most scripts should be working unless the mod do some changes to the binaries of the game (i.e. extra DLL load / inject or something)

Don’t know how the mod works, but my script will use game’s original dll to search code. Maybe the mod replaced original DLL so it’s not working anymore.


Table is free to use, but need to leave the author's name and source URL: https://opencheattables.com.
Table will not be up-to-date. Feel free to modify it, but leave credit to the source.
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Re: [STEAM] Sid Meier's Civilization® V Complete (v1.0.3.279)

Post by BlaxFly »

May I know how you found the unit editor, so I can edit the code myself?


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Re: [STEAM] Sid Meier's Civilization® V Complete (v1.0.3.279)

Post by BlaxFly »

Alternatively, I found what seems to be the new code, but I still don't know how to edit it.

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Address.png
Address.png (70.47 KiB) Viewed 10135 times

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Re: [STEAM] Sid Meier's Civilization® V Complete (v1.0.3.279)

Post by linlausi »

So the mod use a wrapper to inject its functions.
Try to replace CvGameCore_Expansion2.dll with WMVCore.DLL in all of the scripts in aobscanmodule / asset instructions.
This may work.


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Re: [STEAM] Sid Meier's Civilization® V Complete (v1.0.3.279)

Post by bbfox »

Agree.,
I think the original DLL is renamed to WMVCore.dll, so:
Main EXE <=> CvGameCore_Expansion2.dll (Wrapper) <=> WMVCore.dll (original DLL)
Hope this is what the mod does.


Table is free to use, but need to leave the author's name and source URL: https://opencheattables.com.
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Re: [STEAM] Sid Meier's Civilization® V Complete (v1.0.3.279)

Post by BlaxFly »

linlausi wrote: Tue Aug 08, 2023 8:19 pm

So the mod use a wrapper to inject its functions.
Try to replace CvGameCore_Expansion2.dll with WMVCore.DLL in all of the scripts in aobscanmodule / asset instructions.
This may work.

I tried that, the script does launch, but when I select a unit, it doesn't update the pointers, so I guess the code needs to be updated as well?


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