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I made a cheat table for Eador: Genesis 1.05.2 that I'd like to share.

Features:
- enable control of your guards on the tactical map. Assigning medals and level-ups after the battle also works.
- reveal map for player 1
- infinite construction (demesne and provinces) / guards / rituals per turn
- no ritual cooldown
- make all buildings, guards, rituals available

You can monitor and change:
- the current karma value
- gold and gems
- campaign values: energy, glory, karma
- current XP and HP of heroes #1 to #4 (need to explore or fight to actually gain levels from the modified XP)
- bottom left unit of hero #1
- bottom left spell of hero #1
- bottom right item in the treasury
- reversions value

Most of these values can also be changed for player 2.

You'll need Cheat Engine from cheatengine.org.
Within CE, you need to open the process eador.exe (while Eador is running) and then open the cheat table file from here:

http://forum.cheatengine.org/viewtopic.php?t=563460

You can edit values by double clicking on them, or you can freeze a value by setting the "Active" checkbox for it on the left.

Hero XP can be modified at will, but you'll need to make the hero explore or attack to actually gain levels.

I'd really recommend you don't abuse this, but it's certainly nice to monitor karma or quickly try out a certain high level hero / army combination that's ready to go on turn 2 already in a throwaway game.
Post edited May 03, 2013 by tuxutat
Update! I've added an option to control your guards on the tactical map. This one took me many hours to implement..

A screenshot of controlling the gargoyle masters guard against some puny rebels is attached to this post.

You can also award medals and level-ups to your guard units after the battle. :)
Auto battle is still possible by turning the option off in Cheat Engine or simply using F10 as usual.
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Post edited March 14, 2013 by tuxutat
Now THAT is pretty awesome.
I won't use the trainer part, but controlling the guards is fun - at least to try for a few games :) And seeing the Karma is also very nice. How about the global corruption rate?
Yeah, I only use the control guards cheat as well. Debugging the game code to find that was worth it, it's just amusing to take control of some units that you don't get to use often otherwise.

Interestingly, the same main combat function as with guards is also called when the computer player attacks neutrals, for example. I tried enabling the battlefield view for that as well but it doesn't work. I only got a short glimpse of the computer moving his units before the game crashed.

As for corruption, that is calculated in a more complex way as explained by Gremlion here: http://www.gog.com/forum/eador_series/corruption_bankrupted_me/post2
The LordCorruption value should be easy to find, but I'll have to wait for a relevant event to pop up before I can look for it plus it's probably not as interesting a value as karma.
Post edited March 25, 2013 by tuxutat
hey guys I made a table for this game too, anyone wants to try and see if it works on your pc? though it is just a bunch of static addresses and a few basic auto-searched pointers, i'm still learning to cheat using c.e and this game is good for practice. I can upload next time in a new post if someone wants to try for fun.

and maybe OP can show me/us a trick or two finding the codes using c.e :) cheers!
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There's no need to have others try it, if the adresses work for you even after you restart the game, then they will work for anyone. Some values like hero XP are accessed via dynamic pointer chains, so they'll change their position after reloading etc. I'd recommend doing the CE tutorial first, to learn all the basics, and also look at the tutorial forum section.
Post edited April 04, 2013 by tuxutat
Have any of you figured out the values for the others Lords gold/gems stash and income? Might be interesting to monitor.
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jamotide: Have any of you figured out the values for the others Lords gold/gems stash and income? Might be interesting to monitor.
gamelog.txt in root folder. You can monitor their progress. Probably you wll need to translate it, but most of the text selfexplanatory.
Like sawmill and province name in one string.
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Kazper: How about the global corruption rate?
I've added the LordCorruption value (which gets modified by various event choices).
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jamotide: Have any of you figured out the values for the others Lords gold/gems stash and income? Might be interesting to monitor.
Added this too, though I had to inject more code to do it since the values are computed on the fly every turn, making the use of normal addresses impossible. See the link to the cheat engine forum thread on what to do to monitor certain players. You can see their gold, gems and the respective total income and expenses. Gold and gems are also changeable, but income and expenses are not.

It looks like the AI really doesn't cheat, at least from what I can tell after watching a few turns. It will be interesting to see how their income develops towards the mid-/endgame.

Edit: The AI definitely cheats with its expenses. It probably doesn't have to pay any guard upkeep.
Post edited April 07, 2013 by tuxutat
Somehow I let an old mistake creep back into the "other players' income" script... redownload please!
It works, pretty awesome tux, and I agree, their expenses are definitely too low.
Nice work! And indeed it looks like the AI has upkeep-free guards, although he probably pays to place them. That's still the first proof I've seen of at least some cheating on the part of the AI.
Yep, I am also fairly certain they have to pay to place. Turn 268 and I am seeing lots of empty Herskil provinces, and it says he only has 371 gold. (But over 20000 gems, wtf?)
I've uploaded v3 of the table, which brings some cool new features. You can now turn on human control for AI opponents to switch to their perspective or let the AI take over your domain! With this it was easy to verify that the AI indeed does not have to pay anything for guard upkeep (you do however, once you switch to the AI perspective). Be sure to backup your savegames or the whole save folder as messing with player control often corrupts savegames.

Interestingly, neutrals belong to player 0, so if you set that to 1 (human), you'll see the resuts of all battles involving neutrals and you'll be able to move neutrals on the battlefield yourself if you fight them. This also means that you can control both sides of those randomly generated arena battles.

I've also added a script to reveal the whole map and some campaign values (energy, glory, karma).
Post edited April 09, 2013 by tuxutat