[Request] Battle Pirates.
-migrated-

Wondering where the hacks are at? Register or Sign In to find out!


Wondering where the sol files are at? Register or Sign In to find out!

[Request] Battle Pirates.

-migrated-
Last Updated: 10/06/2017 09:29

Battle Pirates

Trouble
Last Updated: 01/02/2015 00:57

Battle Pirates (request)

-migrated-
Last Updated: 12/17/2010 03:15

Sorry, there are no badges available for this game.

Game Dscription
Battle Pirates (BP) is a MMORTS - a Massively Multiplayer Online Real-Time Strategy game you can play through Facebook or directly on kixeye.com/game/battlepirates. It features real-time battles against other players in which you can attack bases or go head to head in Fleet vs. Fleet. The game includes a high level of strategy in constructing fleets, gathering resources, and researching new technologies. There is no pause or suspend button in BP -- it goes on and on and on
Re: [Request] Battle Pirates. Posted on: 01/13/2012 3:16am
Quote Post
Quote from: "Gyan1010"
Well I'm working on a way to encrypt my script with credits to me in the output so after I get that working I plan to release my hacks for all permanent blueprints including all hulls. There is also a new easier to read and enable section for the hacks with simple True or False settings for the hacks. OM3G4 if you had really done the hack yourself, without taking from part of what I gave you privately, then you would have the hack for them all already. It's the same method you just need to figure out how to decode the string with the IDs.

Sounds like a good idea, I wish I could figure out how to encrypt my SWF. Is this the string you are referring to?
Code: [Select]
private static const pieceIdMap:Object = {10:1101, 10:1101, 10:1101, 10:1104, 10:1104, 10:1104, 10:1107, 10:1107, 10:1107, 11:1111, 11:1111, 11:1111, 11:1114, 11:1114, 11:1114, 11:1117, 11:1117, 11:1117, 12:1121, 12:1121, 12:1121, 12:1124, 12:1124, 12:1124, 12:1127, 12:1127, 12:1127, 13:1131, 13:1131, 13:1131, 13:1134, 13:1134, 13:1134, 13:1137, 13:1137, 13:1137, 20:1201, 20:1201, 20:1201, 00:2001, 00:2001, 05:4050, 06:4060, 00:3001, 00:3002, 00:3003, 00:3004, 30:3301, 30:3301, 30:3301};
I found it just now, thanks for the hint. They all appear to be blueprint ID's
I searched in SoThink for anything relevant to complete blueprints, found those methods, then looked in the fleet object section and found the ID's for the hulls. Now that you gave me the hint to find a string with the ID's I searched Sothink for a random hull id (4060 i think) and found the above string. After you figured out how to do it, it inspired me to figure it out too. Without using the files you sent privately, wanted to make sure I could figure out on my own ^_^

EDIT: I found the HullIDs by comparing the new FleetObject with one from a pre-draconian hull/revenge raid SWF and thus noticing the added HullIDs.
Re: [Request] Battle Pirates. Posted on: 01/13/2012 3:57am
Quote Post
No I was referring to _blueprintData in global which has every stat to every blueprint. Those are the image IDs which normally match the I'd but some repeat since they share an image with a previous id. Not hard to fill in the blanks though. Didn't see that area myself though so good work finding it.
Re: [Request] Battle Pirates. Posted on: 01/13/2012 10:09am
Quote Post
childish
Re: [Request] Battle Pirates. Posted on: 01/13/2012 11:38am
Quote Post
this is just a big thanks to you gyan as all the hard work that you put in to this iv used all your files and each one is  EPIC thanks dude  (broken image removed)
Re: [Request] Battle Pirates. Posted on: 01/13/2012 1:08pm
Quote Post
You guys should work for kixeye (broken image removed) They dropped their update releasing the hh to the public due to problems lol
Re: [Request] Battle Pirates. Posted on: 01/13/2012 1:19pm
Quote Post
Quote from: "slowmo"
i managed to get all blueprints ids, tested them on one swf, and worked.
i still prefer to let Gyan release his lua first, since he's the one who came up with the initial code.
I agree, although technically, TR from the epvpers forum actually came up with the concept/code first.
I'll be waiting for your release Gyan (broken image removed)

Quote from: "slowmo"
i think they know that HH are public already, so they decided to save some dollars. :lol:
:lol: That whole message seemed a little to good to be true, but hopefully, as soon as they update they will become available ^_^

Quote from: "Gyan1010"
No I was referring to _blueprintData in global which has every stat to every blueprint. Those are the image IDs which normally match the I'd but some repeat since they share an image with a previous id. Not hard to fill in the blanks though. Didn't see that area myself though so good work finding it.
OK, thanks for clarifying that, I just pulled it up. OK, now pardon me for being such a n00b, but how would I go about decoding that mess?
Re: [Request] Battle Pirates. Posted on: 01/13/2012 1:22pm
Quote Post
Still child
Re: [Request] Battle Pirates. Posted on: 01/13/2012 1:42pm
Quote Post
goodbye guys, been pleasure knowing you all.
great thanks to K.H who helped us a lot when no one had anything but a stupid res accelerator.
many thanks to goodknife who's work was everyone's savior.
much appreciation and gratitude to Guyan and his forward thinking.
thanks to everyone who contributed positively in this thread.
keep it up guys. i have better things to do than arguing with people i'm trying to help.
cheers to everyone.
Re: [Request] Battle Pirates. Posted on: 01/13/2012 2:02pm
Quote Post
there are probably people in here that work for kixeye whos intentions are to piss the hackers off and make them not want to work anymore. FIGHT THE POWER!
Re: [Request] Battle Pirates. Posted on: 01/13/2012 2:10pm
Quote Post
Quote from: "slowmo"
goodbye guys, been pleasure knowing you all.
great thanks to K.H who helped us a lot when no one had anything but a stupid res accelerator.
many thanks to goodknife who's work was everyone's savior.
much appreciation and gratitude to Guyan and his forward thinking.
thanks to everyone who contributed positively in this thread.
keep it up guys. i have better things to do than arguing with people i'm trying to help.
cheers to everyone.

I am sorry to see you leaving, although (i feel) the fact that your leaving is undoubtedly my fault... I never wanted you too go. Thank you for everything you have done, and I wish you luck on whatever you will do. Thanks for helping me figure out SWF hacking, with out you, I would have no clue what I was doing.

-0M3G4
Re: [Request] Battle Pirates. Posted on: 01/13/2012 3:12pm
Quote Post
Ok I'm releasing my new hack script. This one has permanent Blueprints but PLEASE READ HOW TO USE IT!

All of the hacks are not right at the top in simple true false format.
you will see something like this...
Code: [Select]
---- DETECTION HACKS
enabled[1] = true -- Disable Hack Check
enabled[2] = true -- Disable Hack Logging 1
enabled[3] = true -- Disable Hack Logging 2
---- RESOURCES
enabled[4] = true -- Res gain gives MAX
enabled[5] = true -- All Charge() = Fund()
enabled[6] = true -- No Base Points Gain
---- INSTANT WHATEVER
enabled[7] = true -- Instant Build
enabled[8] = true -- Instant Upgrade & Fortify
enabled[9] = true -- Instant Research
enabled[10] = true -- Instant Turret Build
enabled[11] = true -- Instant Building Repair
enabled[12] = true -- Instant Ship Build
enabled[13] = true -- Instant Ship Repair
enabled[14] = true -- Instant Rocket Build
---- BASE LOAD HACKS
enabled[15] = true -- Auto-Upgrade Lv2+
enabled[16] = true -- Auto-Fortify
---- SHIP HACKS
enabled[17] = true -- Free Ship Parts
enabled[18] = true -- 600 Map Speed
enabled[19] = true -- Docking gives max ship xp
---- SHIP DESIGN HACKS
enabled[20] = true -- Weapons & Special Weigh 1
enabled[21] = true -- Armor Weigh 1
enabled[22] = true -- Always valid ship design
enabled[23] = true -- Permanent Blueprints
Just replace true with false if you want to disable something.

The script output should be easier on the eyes too, but I did add a 2 second delay to credit my work.

IMPORTANT
When you use Permanent Blueprints, after using the script and waiting for the base to load, click on any building once. There may be some lag between messages but you should instantly get all 50 blueprints with a message popup and 49 pending messages. I don't think you have to click through them all, just wait a few seconds after seeing the 49 pending messages, then refresh the page. After using the hack set the Permanent Blueprints to false so that you can click buildings normally when you apply them again.
Re: [Request] Battle Pirates. Posted on: 01/13/2012 3:27pm
Quote Post
Awesome work Gyan!!! I guess I'll release my testing release then too... Still a work in progress, and note permanent blueprints are risky! Just type "/blueprints" into the comms to get all 50 blueprints. For v74.vXXX...

Video:
http://www.youtube.com/watch?v=j5Pz3RVD ... e=youtu.be

Link to DL:
http://dl.dropbox.com/u/18474025/releas ... 4.vXXX.zip
Re: [Request] Battle Pirates. Posted on: 01/13/2012 4:10pm
Quote Post
beboD has been permanently banned this time.
Re: [Request] Battle Pirates. Posted on: 01/13/2012 4:15pm
Quote Post
Slowmo, thanks for all of your contributions.  I may not have had much to offer but this is a great place to learn.  It's too bad you're leaving.
Re: [Request] Battle Pirates. Posted on: 01/13/2012 4:36pm
Quote Post
I feel the need to say a big thank you!
thanks Slowmo
thanks Gyan
thanks OM3G4