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21
Outpost 2 Programming & Development / Campaign - stopping the blight?
« Last post by Darien on January 13, 2026, 08:11:11 AM »
Hi all,

I'm new this game. I typically enjoy RTS games and TBS games (big fan of Total Annihilation, and the Dune game for PC and Sega Genesis that played more like Command and Conquer than the equally good but very different Dune game for Sega CD which was more RPGish, and Heroes of Might and Magic on the TBS side).

TL:DR - what is the memory address in the .exe for the Blight, so I can stop it the same way I did to stop the lava (using info in another thread from this site - details below)?


Long version:

After having the Lava wipe me out a few times in the first few campaign missions, I said "There has to be a way to stop this." and found this site. Specifically, this thread is where I started: https://forum.outpost2.net/index.php?topic=4535.0

It was very helpful, and from reading other threads I see that Hooman is definitely one of the SMEs around here. I installed OllyDbg, and after backing up the .exe and MUCH fumbling around with trying to get it to find the memory address/script line that Hooman posted for lava, I found it, followed his directions, and it worked. There was much rejoicing!

I'm now at the campaign where you have to have your first Rare Ore miner, and create the RPG Lynx. I was doing pretty well. I had enough microwave lynx and turrets that the random attacks from Eden were manageable (once I learned how to use the Garage to fix my vehicles), and was to where I just had to finish building enough vehicles - that required Rare Ore, which was slowing me down - to finish the mission. My total game time was a few hours in, game speed was at 6 or 7.

Then the blight rolled in. Flattened me. Now, I can see the other solutions to this: "set the game speed slower."  "build more resource mining facilities"  "rely on turrets more so you're not burning resources on repairing vehicles as much." all valid. An for various reasons, especially the setting the game speed slower, I'm politely rejecting those paths at this time.

I found another thread that talked about "SetVirusUL", but I couldn't find that in the .exe, maybe that's in a .dll someplace? Though it seemed the .dlls are for specific maps, and not for the core game engine / campaign.

So if anyone could let me know the Blight memory address, and if I would use the same Ret4 trick to lock it out, I would appreciate it. Thank you!

22
Forum Games / Re: The Bumpy Thread
« Last post by Betaray on January 09, 2026, 01:51:13 AM »
HAPPY NEW BUMP!!!
23
Forum Games / Re: The Bumpy Thread
« Last post by Sirbomber on January 08, 2026, 10:44:09 PM »
It's 2026 so I'll bump this thread and offer this warning:
24
Outpost 2 Programming & Development / Mine Yield Formula
« Last post by TechCor on December 30, 2025, 10:10:23 AM »
I couldn't find this anywhere, so I discovered this with SCIENCE!



There is a hardcoded maximum yield for each ore type:

Common Ore MaxYield = 1000
Rare Ore MaxYield = 500


Using the data from the mine yield sheet, we calculate the initial, peak, and minimum yields:

Code: [Select]
InitialYield = MaxYield * InitialYield% / 100
PeakYield = MaxYield * PeakYield% / 100
MinYield = MaxYield * MinYield% / 100

The yield formula is as follows where TrucksLoaded is the number of trucks already loaded prior to loading the current truck:

Code: [Select]
if (TrucksLoaded > MinTruck)
Yield = MinYield
else if (TrucksLoaded > PeakTruck)
Yield = PeakYield - (TrucksLoaded - PeakTruck) * (PeakYield - MinYield) / (MinTruck - PeakTruck)
else
Yield = InitialYield + TrucksLoaded * (PeakYield - InitialYield) / PeakTruck
Yield rounds down due to int truncation.


Bonuses from research are applied after calculating the yield.

Code: [Select]
Yield = Yield + Yield * Bonus% / 100

Metallogeny
20% bonus to yield for Common Ore.

Rare ore extraction
20% bonus to yield for Rare Ore.

Magma Vents do not use the mine yield sheet. Instead, the building sheet sets the production capacity.
There is no formula for Magma yield based on trucks loaded.

From the building sheet: Magma Yield = 100

Magma Purity Control
Set to 150 production capacity by the research topic found in the tech sheet.
25
Outpost 2 Add On Missions / Re: Dosmastr's Scout Challenge!
« Last post by Earthquake on December 21, 2025, 04:12:39 AM »
Nice little mission here, but i have the same oppinion as Leviathan on the hard mode.
When i approch the CC from any angle the guardpost shoots and destroyes the CC ( the Comandcenter has like 1 Hp ).
I had some ideas how to do this and all of them failed.
First i tryed with to dock on the CC so that only the splash of the Stickyfoam would hit the scout. I maneged to do that but when a vehicle has foam on top of it, it does not perform its special task. it just stands next to the CC but does not scan it.
Second try was to get close to the Stickfoam, see if it would destroy it self with the splashdamage. I maneged to do that but it appers the guardpost has the same Hp as usual ( only the CC has not the amount of hitpoints as usual ).
Third try i waited until Mark 1000, see if maybe a disaster hits the base. As maybe a meteor crashes on the guardpost and destroyes it or maybe the powerreactors get hit with a earthquake or get infected with the blight so the turrets are shut down. Nothing happend.
I even tryed to scan all the other structures to see if it triggers something like a second vehicle comes in that you can use to distract the guardpost.
I also appers as if the Stickyfoam has the same range as a Thorshammer it shoots even when you try do dock on the CC on the furthest position as possible.
What am i missing here? Are you sure this mission can be won on hard mode? Maybe if the scout had the speedupgrade it might be able to doge the shot and scan the CC before the guardpost shoots again?
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Outpost 2 Add On Missions / Re: Dosmastr's Scout Challenge!
« Last post by Leviathan on November 16, 2025, 08:58:10 AM »
Great work but it does not feel like it can be completed on hard!

27
Outpost 2 Add On Missions / Re: Post-Release Eden Demo (Fixed)
« Last post by Leviathan on November 16, 2025, 08:52:00 AM »
Great work Sirbomber!
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Outpost 2 Add On Missions / Re: Post-Release Eden Demo (Fixed)
« Last post by Earthquake on November 15, 2025, 07:01:37 AM »
Well at least its worth telling. As said the Ai building a base was never the problem i guess the creator of this mission made sure that Plymouth would not mess up by accident. But you can take the base now for yourself with the fixed version. Just make sure to not build/bulldoze this 3 exact locations and it should be fine. My fought on takeing the base was there is a 3bar-beacon so why would you not take it. The Ai will also leave the south area alone since your starting base is closer to theirs. And since you cant make a robo-cc building a spaceport down there looked to me also more practical. That is how ifound out this problem.
The oversight is probably because this is the only base-build mission in the entire game where you have to locate a wreckage. All the other missions ( the campaigns ) you cant build anything so there was most likely never a need to think what happens if i build something on top of the wreckage location. So as long as you dont do anything to this 3 locations the white flag should apper when you are tasked to scout the wreckage. It is probably easyer anyway to let other people know at least they can avoid it to make the mission impossible to finish.
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Outpost 2 Add On Missions / Re: Post-Release Eden Demo (Fixed)
« Last post by Sirbomber on November 14, 2025, 07:56:17 AM »
That's an oversight in the mission's design that can't easily be fixed.  As a workaround I'd like to edit the terrain to make it impossible to build a structure over the wreckage spawn locations but that wouldn't prevent someone from bulldozing it or building a wall or tube over it, and I think the AI builds a structure pretty close to one of the possible spawn locations and I don't want to risk breaking the AI script.  Unfortunately the answer to this issue is probably just to not take the southern base until after the wreckage has been recovered, though by that point the mission is already pretty much over anyways.
30
Outpost 2 Add On Missions / Re: Post-Release Eden Demo (Fixed)
« Last post by Earthquake on November 14, 2025, 05:04:30 AM »
Hi Sirbomber
Tanks for fixing this colonygame. I can confirm that the problem is solved now.
Be advised that there was also a second issue with the same mission. Now as you know Plymouth will set up a second Base where the wreckage is to be found. So you have to attack Plymouth at some point. I usually level the base to the ground so i can get wreckage in peace. The thing is that one time i set up my own Base in the same location and this is where the issue comes to play. When the Spaceport is build and active the next objective is to use a scout to locate the wreckage. If you have Structures of your own there and then drive the scout to the koordinates than the white flag will not apper. The savant computer will say "new mission objective" and tells you to collect the wreckage with a truck, but since the mark does not apper and you cant load the cargo up.
I tryed the same thing now with the fixed version and it looks like the second issue is also solved for the most part, you can now set up your own base there. I have no idea if this is a bug or what exactly causes this, but i did some tests if this still happens and found out that there is still a chance for the mark not appering. There are 3 possible koordinates where the wreckage can be. they are "78,111" "61,118" and "51,116". If you place a Structure on one of these tiles or if you bulldoze the koordinates then the white flag will not apper and you cant colllect the wreckage. The game can not be finished. And of course i tryed to put a truck on the tile to se if it still picks something up. But not anything there. As mentiond i have no idea if this is a bug and if this can be fixed as well, but if not then for all the other playeres simply leave this koordinates as they are and you should be fine. The Ai is also not building anything on them but Plymouth setting up a Base was no problem to begin with and lucky that the Ai does not know how to use a bulldozer. Imagine the Ai would do and you cant finish the game anymore beacuse it plains the tiles.
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