What do u mean by that?
I made a few exe modifications so that allies can cooperate more (without extending the executable file, so i guess they can be firegraft exe mods that way). i gonna convert them later. files in attach.
EDIT: apparently there is a problem with upgrading buildings. upgrade stops inevitably. There was shield battery problem when recharged but its fixed. i cant upload files btw.
FireGraft 1.16.1 (primarily exe edit discussion)
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Edit: File became outdated and subsequently removed.
Hello folks. I just broke my promise not to work on FireGraft anymore.
Bug Fixes:
* Defensive Matrix damage amount: Should work properly now(shows 64000, which is 250 damage * 256).
* Maximum larva count: Sorry about that. Things like this happen when you convert offsets via binary text comparisons.
* No unit is allowed to have more than 255 max energy. In one of the previous versions I changed existing edits to allow more than 255 max energy, only to find that SC rolls over 255 energy to 0. Whoops!
* Doubling weapon damage displayed for Firebats/Zealots: The doubling should properly affect bonus damage.
New EXE Edits:
* Allow buildings to recharge shields (minus the construction-halting bug!)
* Allow Lurkers to damage friendly units (unaffected by weapons.dat)
* Allow Lurkers to damage themselves.
Note: I split the damage display edits to a separate tree. So if you want to update your mod to accompany this version of FireGraft, you will probably have to rebuild the EXE from scratch, including all the button set edits/tech tree changes/spell requirements. Big ouch. You can reuse everything else (DAT/BIN/GRP/WAV/TBL/whatever files) though.
Hello folks. I just broke my promise not to work on FireGraft anymore.

Bug Fixes:
* Defensive Matrix damage amount: Should work properly now(shows 64000, which is 250 damage * 256).
* Maximum larva count: Sorry about that. Things like this happen when you convert offsets via binary text comparisons.
* No unit is allowed to have more than 255 max energy. In one of the previous versions I changed existing edits to allow more than 255 max energy, only to find that SC rolls over 255 energy to 0. Whoops!
* Doubling weapon damage displayed for Firebats/Zealots: The doubling should properly affect bonus damage.
New EXE Edits:
* Allow buildings to recharge shields (minus the construction-halting bug!)
* Allow Lurkers to damage friendly units (unaffected by weapons.dat)
* Allow Lurkers to damage themselves.
Note: I split the damage display edits to a separate tree. So if you want to update your mod to accompany this version of FireGraft, you will probably have to rebuild the EXE from scratch, including all the button set edits/tech tree changes/spell requirements. Big ouch. You can reuse everything else (DAT/BIN/GRP/WAV/TBL/whatever files) though.
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