The sequence wasn't similar to the orion95.exe IIRC. I tested that years ago. Though I might now have a better idea where I have to search.
Search no more
Missile Base in 1.31 D053A and D053B
Ground Batteries Hv D02BB and D02BC (and possibly D and E!?)
Ground Batteries pd D0381 and D0382
Artemis System Net to Hit % 1F751C and so forth (14001E00 etc.)
It took me only a couple of minutes, because I had an idea what to look at, even if the sequence wasn't entirely similar, which brings me to another point.
It would be nice to have in one text-file all the currently known variables in the .exe file. Because some of these were so easy to find (like Robotic Factory at 162B30) I suspect that many posters here have come across variables they haven't felt were worth reporting, but some other people might consider them important. What's more, by knowing more sequences you start to get a better feel to how the logic of the .exe file functions and finding further variables becomes easier. For an example, I understand that Phasing Cloak for the 1.40 version was altered to make the ships invisible on the mainscreen. I think more important would be to know the address where to locate this variable, and how it functions.
For me personally this is interesting, because it might get me closer to modding the ship specials (and the AI preferences) which I think is the biggest thing wrong with the game currently. It also affects all multiplayer games heavily, when people for various reasons (family, friends, sudden appointments etc.) have to leave a game, and AI takes over.
All little bits would help you to understand the exe better. So if you can ask for something, all known hex addresses and what they alter in one text file, if someone who knows them all has the time to put it together.
There's an additional point to it, not just to do with further modding, but personal preferences and the option of choice. I for an example would like to retain housing (because often it's the only thing worth building) in the game, but make the multiplier considerably smaller. Is this flag known? Another is about Phasing Cloaks, if the sequence for making it invisible on the main screen is known, I would think other variables are known too / or are possibly nearby, and would like to take away the full cloaking, because it presents insolvable problems. Cloaking device could be 50%, and Phasing Cloak 80% if possible.
Here's how not to win friends in multiplayer:
Doomstar1, No Computer, No Shield
Battle Pods
Phasing Cloak
"normal" bombs x for the rest of the space units
Doomstar2, No Computer, No Shield
Battle Pods
Phasing Cloak
594x Death Spores
188x Bio Terminators
Hehehe... ok I Know you probably now have modded planetary shields and structure points to make it more difficult, but against planets with no barrier shield (only the rad. or flux variety) you wouldn't even need the first ship no matter how the game was modded, the second one would destroy any colony with less than 22 population, even if the player had universal antidote researched, and such a doom star is relatively cheap to build too. A colony is a worth a bit more. Also phasing cloak gives strong marine combatants a near faultless strategy. You get near the opposite ships, only then become active and capture them. You don't have to pay attention to anything else (especially if you know others won't have cloaks yet), using all your space units for this cause only. Also in such situations with both players having phasing cloaks it often happens that it will be undesireable for either player to move first, so we will go through ten rounds of clickety click. Then there's the well known phasing c. + TWF cheat. And all of these are possible because it's a full cloak. It's impossible to fix them all, so I would want to fix the cloak and make it like cloaking device and then cloaking device e.g. 50% and both then taking relatively less space units.
Yeah... I had to mention about the Ground Batteries that's what I had in mind earlier. With all three (PMB, GBHv, GBpd) it's important to keep in mind, that: "Modded space units / space requirements of your best weapons < 128" otherwise you will get minus xx weapons, and although it won't crash the game, the weapons simply won't function. But there's a way to getting more than 127 beams! It doesn't seem to work with missile b. or GB pd. but I haven't noticed any bugs or crashes with the GB Hv. You can additionally mod the 0000 at D02BD and D02BE! While with one numeric value you can't go over 127 with two you can! It sums the two together and you can have a ground battery with:
Death Ray Hv 254 (I usually stop it at 233 or so just to be sure of no overflow!)
...coupled with as many missiles as you like it's getting closer to making planets very formidable, and I mean planets, not ships or star bases.
It always bugged me about the original game, how weak planets were which was so illogical. If the ships having come out of the hyperspace, can attack your planet, then your planet can attack them. And a planet that builds all the doomstars and star fortresses should store a bit more weapons than an individual ship or a fortress.
Further planet modding:
Planet ship specials: Currently only Battle Scanner, god knows where to locate these flags, but they must exist. I would e.g. like the idea of lightning field, if it won't crash the game. And of course other beam bonuses. The other defense specials on the other hand won't make much sense.
Fighters, Bombers and Heavy Fighters increased in number. The difficult thing is that it's not a space allocation, but number of units. If you make heavy fighter take only 1 unit of space, it will still be
2x1
2x1
Marines and Armors increased in number over the current 100% and 50% population limits. It's stupid that you can from your planet build a conquering force in couple of turns but not have them defending the said planet! 100 marines and 50 armors would be closer to my idea.
Artemis System net damage points. The value seems to be 8-28 multiplied by 20. Where to locate it is the question... I would like artemis to have a small 1-2% chance of taking down a doom star and generally to inflict a bit more damage, if it's a late game tech.
Won't this then make the gameplay drag on for eons? Not necessarily. My idea is to make the planetary defenses also to take considerably longer to build, so arming new colonies won't be that easy or straightforward (but as these are modded to be starting techs, you will have them on your home planet). By reducing the general amount of planets in the game, resources will become more scarce, and fleets will battle each other for the control of these resources (and blocking home worlds) from very early game to later phases, so that first meaningful fights could occur in 3503.5 and not in 3517.x or whatever.
And taking over someone's home world will be a real coup. I also like to make the ship building a lot quicker, so that if you lose your whole fleet, it's not necessarily the end of the world. Your home world is still perhaps strong enough to keep you in the game (but just perhaps), because relatively quickly you build new ships.
With less colonies there will be less micro management (a good dose of it is fun, but a heavy dose can become frustrating if not for you, then the other players) and less command points will make it more difficult to build those late game 200 doom star fleets, that take hours to battle each other and have a habit of crashing the game. To compensate for this, planets can house much higher populations.
To add to this, and to keep the antarans in the game, I mod their ships to attack with bio weapons.
There are so many ideas, if you only knew where to look at. Usually the sequences for similar things are similar. The sequences for ground batteries were similar to missile base, so it was no task finding the hex address. There is some planetary defense logic to that, perhaps many other variables also have sequences that help to locate them.
Perhaps the sequences for other ship specials are similar to phasing cloak? Then perhaps there's some little piece of code that always goes with the specials, and before you know it, you are modding Star Base/Station/Fortress special preferences and AI ship special preferences for all 13 races. AI Ships with Damper, ATU and Troop pods. And perhaps less bombs if someone can locate the piece of code for the 6 1 3 ratio. I touched the subject of AI preferences in the other thread, so I won't go back to that, but looking at the Star base special preferences (which directly affects human players), it seems that, when all techs are available, the star base has:
HS, HA, MPS, RH, SS, SC, WD, (WA)J (what's the AI fixation with SS and shields anyway?)
Jammer will be replaced with another jammer, but if you take away one of the specials and then another the rest (based on inadequate testing) will follow in the following order: BS, HEF, SA, ATU, RM, TP'ers(!). And that's that. No reflection field although Antaran home world has it, so it's not like you couldn't have it on the star base. No stabilizer/nullifier. I can understand the logic of no displacement device, because it's not a moving object in the same way as a ship, and I'm not sure whether the graphs for EAer would work, but if possible lightning field, damper field (like on antaran home world)..
I doubt these are race specific like ship preferences (although I'm not totally convinced about that either, most of the races seem to follow a general pattern), but(!) if they were, then you could design your own star bases.