WIRHACK v2.0

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Ed Cogburn
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Joined: Mon Jul 24, 2000 8:00 am
Location: Greeneville, Tennessee - GO VOLS!
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WIRHACK v2.0

Post by Ed Cogburn »

This weekend has not been kind to Tennessee football fans, alas, and its going to be even less kind, for an entirely different reason, to the Taliban lunatics. The only good thing about this weekend is I finally got through some nasty problems with WiRHack. So, introducing WiRHack v2.0, The Next Generation(tm). <img src="smile.gif" border="0"> Major changes from 1.1:

Introduction of WHEDIT.EXE to make experimenting with game hacks easy. Put it in the WiR directory along with a WIRHACK.EXE file which must be a copy of v3.101 WIR.EXE. I have tested everything I can test, for me it has worked perfectly, but I can't claim WHEDIT.EXE is 100% bug free, so make frequent backups of your save files for awhile, just in case problems show themselves.

A new hack for extending Blitzkrieg Supply by a month allows the TTD scenario to be started later (7-13-41) to represent delays required to redeploy forces from Britain, yet keep the special supply. In fact, you'll get an extra turn of level 10 blitzkrieg supply (but lose 3 game turns total). One small problem is not preserving the extra rail square in the early rapid rail conversion. You lose 2 turns out of 8. This would be extremely difficult to find and change, and frankly, I see it as another way to make this scenario more challenging for the German player. I suspect at some point in the future the 8 turns of 3 square rail conversion will need to be reduced.

The scenario file is no longer based on my force setup customizations, it was built from obwir. A few updates to the scenario too, including a 15% tank casualty penalty on 5 panzer divisions, a 15% loss from each tank battalion. This represents losses that occurred during fighting in Britain that haven't been replaced yet. Please read the readme.txt for the rest of the details.

Note: if you play human vs. human, besides hot seat, both players must use identical hacks, or identical displays in WHEDIT.EXE, otherwise all sorts of strange problems might occur.

http://pages.xtn.net/~ecogburn/wirhack.zip

Have fun!
Tom1939
Posts: 791
Joined: Thu Nov 23, 2000 10:00 am
Location: Hungary

Post by Tom1939 »

<img src="biggrin.gif" border="0"> <img src="biggrin.gif" border="0"> <img src="biggrin.gif" border="0"> Thanks! <img src="biggrin.gif" border="0"> <img src="biggrin.gif" border="0"> <img src="biggrin.gif" border="0">
Mist
Posts: 483
Joined: Tue Nov 21, 2000 10:00 am
Location: Russia, Moscow

Post by Mist »

this one looks much better! <img src="smile.gif" border="0"> It is great that you've managed to hack manpower multipliers! Are there only three multipliers for each side?
Ed Cogburn
Posts: 1641
Joined: Mon Jul 24, 2000 8:00 am
Location: Greeneville, Tennessee - GO VOLS!
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Post by Ed Cogburn »

Originally posted by Mist:
this one looks much better! <img src="smile.gif" border="0"> It is great that you've managed to hack manpower multipliers! Are there only three multipliers for each side?

There are only 5, 2 for the Axis, and 3 for the Soviets, as they are shown in whedit.

There are several other floating point numbers stored in the binary besides these, but I haven't looked at them. Once I identified the numbers that were in fact being used for replacement modifiers, I ended my investigation. If I don't know what they are for, then I have no way of testing for them. With these replacement modifiers, its easy to verify them, change the number, rerun the game, and see if the infantry squad pool is getting more or less squads than before the change.
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