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#159234 - 06/23/08 10:11 PM
Re: Rare collectibles statement
[Re: isla]
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NOT Newbie
Registered: 04/15/07
Posts: 30
Loc: ROK
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The thing is, that I have had that same issue with VV2. I have been working on finding one dang purple starfish for about a year now, and it has not shown up. I fear that will happen here, and I have no desire to wait a full year for this random object to come up again.
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The best hookers in the country are Chinook pilots.
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#159241 - 06/23/08 10:25 PM
Re: Rare collectibles statement
[Re: isla]
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Newbie
Registered: 05/19/08
Posts: 12
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Having the same issue here, and very frustrating!
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#159893 - 06/26/08 09:46 PM
Re: Rare collectibles statement
[Re: Destinye]
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NOT Newbie
Registered: 04/15/07
Posts: 30
Loc: ROK
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Does anyone either have a game trainer, or know how to make one that would randomly show a collectible? I know it's technically cheating, but I hate the randomness. As a future suggestion, if you (LDW) do develop a VV4, once a collectible is collected, it will not show up again until all collectibles have been collected. It takes some of the frustration out of trying to find that one that just won't display. (maybe even a game fix for VV3 if you desire)
Edited by Weasel2811 (06/26/08 09:47 PM)
_________________________
The best hookers in the country are Chinook pilots.
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#159895 - 06/26/08 10:12 PM
Re: Rare collectibles statement
[Re: squawky]
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Guru
Registered: 06/04/08
Posts: 928
Loc: Right behind you.
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Trainers for such a thing are VERY difficult, Weasel; there are no obvious values to search in memory for such a thing, so it takes serious skill to undertake an effort like that. It's usually easiest, with a trainer, to look for numerical values; this is why all but the most advanced trainers usually affect things like HP, ammo, money, etc; they're numbers that you can find.
You might be able to figure out which values determine if a collectible's already obtained, but if they're not using a straightforward 1/0 value to track it, then it might take hours, with no promise of a payoff. Too much work, especially when finding a change in the value is dependent on a randomly generated collectible, which may not be the value you're trying to track.
I'll see, though, what I can do about the random number generator the game uses; it might be possible to locate that with a trainer as the game is running, and influence the outcome. However, due to policies on the boards, I won't be posting them on the forums. I'll post if I found a system that works, but I won't post details publicly.
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#159958 - 06/27/08 03:33 AM
Re: Rare collectibles statement
[Re: Lurkily]
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Consigliere
Registered: 05/15/08
Posts: 378
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I'll see, though, what I can do about the random number generator the game uses; it might be possible to locate that with a trainer as the game is running, and influence the outcome. However, due to policies on the boards, I won't be posting them on the forums. I'll post if I found a system that works, but I won't post details publicly. Lurkily, please post if you find a way and/or send a PM. That is one cheat I would consider using when I've been searching for missing collectibles for many hours for days and days.
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#159963 - 06/27/08 04:52 AM
Re: Rare collectibles statement
[Re: Lurkily]
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Consigliere
Registered: 06/18/07
Posts: 339
Loc: CA, USA
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I'll see, though, what I can do about the random number generator the game uses; it might be possible to locate that with a trainer as the game is running, and influence the outcome. However, due to policies on the boards, I won't be posting them on the forums. I'll post if I found a system that works, but I won't post details publicly. It would be great to have something like that. I poked around but couldn't figure anything out beyond the obvious things that are stored in memory, like food, crops, etc. Those obviously have a set number. I don't even know how someone would begin to look for a value for something like collectibles appearing. When I was poking around my goal was to see if I could cheat the nursing time. No such luck though.
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#159964 - 06/27/08 04:59 AM
Re: Rare collectibles statement
[Re: squawky]
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Expert
Registered: 01/12/08
Posts: 134
Loc: at the computer, reading posts
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We can make an estimate, even without knowing the programming, I think. Let's assume that each rare collectible has an equal chance of showing up when the chief points one out. There are 16 different rare collectibles (four of each type), so each should have about a 6.25% chance of showing up - 1/16. This number gets higher if you already have some of the rare tablet pieces (because these can only be collected once) - it becomes 8.33% if you have all four rare tablet bits - 1/12. But that doesn't mean you can't get the same one two or three times in a row  . (Actually, I don't think this changes if the game randomly selects which type of collectible should appear first and then chooses from the four pieces. But I could be wrong.) I have stacked three kids so they could all get this rare tablet piece (trust me, there is a way to do it). Does that mean that I will never see 2 of the other rare tablet pieces? 
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