posted 03-03-11 09:14 AM ET (US)   
Part one covered the civ_unit and civ_head

this part is going to cover the research and techage sections. Again, many credits go to scenario tc.

Research section


starts with research_count: Controls how many technologies there are

research_?_required_tech: controls which other researches need to have been completed before you can research this technology. Always 4 values. See example
research_?_cost1_type: controls what kind of resource this tech will cost
Known types
-1 = no resource used
0 = food
1 = wood
2 = stone
3 = gold

research_?_cost1_amount: sets the amount required of previous determined type
research_?_cost1_used:
1 = used
0 = not used

research_?_cost2_type: see cost1_type
research_?_cost2_amount: see cost1_amount
research_?_cost2_used: see cost1_used
research_?_cost3_type: see cost1_type. In the original .dat it's never used, but modders could try to use this)
research_?_cost3_amount: see cost1_amount
research_?_cost3_used: see cost1_used
research_?_required_tech_amount: sets how many of the required_tech actually need to be completed. if required tech would be x y z -1 and required_tech_amount would be 2 you can choose if you do x and y or x and z or y and z.
research_?_location: Where can this research be found. Refers to the unit_ID of the building
research_?_name_language: refers to a language dll line that holds the name of this technology)
research_?_help_language: refers to a language dll line that holds info about this technology
research_?_time: sets the time (in seconds) this technology takes to complete
research_?_effect: refers to a techage nr that hold the effects of this technology
research_?_unknown01: actual need is unknown, but seems to hold some kind of confirmation about the location
1 = dock
2 = granary
3 = temple
4 = market
5 = government center
6 = storage pit
7 = siege workshop
8 = archery range
9 = barracks
10 = stable
11 = academy
12 = town center

research_?_icon: refers to a frame nr in the interfac.drs that holds the picture of this technology
research_?_button: controls at which place in the interface this technology will appear.
Choose like this
1 2 3 4 5
6 7 8 9 10

research_?_pointer: actual meaning is still unclear, but I saw some basic rule in the value.
10-followed by name_language value, a space and then 15-followed by (help-language minus 1000).

research_?_unknown02: ?. Always 0
research_?_name1_length: nr of characters (spaces included) in name1 + 1
research_?_name1: = name of technology. Does not appear ingame (maybe it will if you change name_language to 0)

Example:
research_101_required_tech: 74 100 -1 -1 (2-stone age buildings stone age nothing nothing)
research_101_cost1_type: 0 (food)
research_101_cost1_amount: 500 (500 food)
research_101_cost1_used: 1 (used)
research_101_cost2_type: -1 (not used)
research_101_cost2_amount: 0 (nothing)
research_101_cost2_used: 0 (not used)
research_101_cost3_type: -1 (not used)
research_101_cost3_amount: 0 (nothing)
research_101_cost3_used: 0 (not used)
research_101_required_tech_amount: 2 (both research 74 and 100 are needed for this technology)
research_101_location: 109 (town center)
research_101_name_language: 7063 (language dll line 7063 contains name of this technology)
research_101_help_language: 8063 (language dll line 8063 contains info about this technology)
research_101_time: 120 (takes 120 seconds to complete this technology)
research_101_effect: 95 (techage 95 holds the effects of this technology)
research_101_unknown01: 12 (town center)
research_101_icon: 65 (icon 65 is the picture that will appear in the interface)
research_101_button: 6 (this technology will appear at 6th button of town center)
research_101_pointer: 107063 157063 (not yet fully clear)
research_101_unknown02: 0 (always 0)
research_101_name1_length: 9 (name is 8 characters long-tool is 4 age = 3 and a space in between = total 8)
research_101_name1: Tool Age (this is the tool age technology)

Techage Section


starts with techage_count: this controls how many techages there are.

Then each techage starts with 2 standard lines:

techage_?_name: is always A01
techage_?_count: This controls how many effects this techage holds

Then, based on the techage_?_count value follow the effects. Each effect is 5 lines long:
techage_?_nr_type: (decides which type it will be)

techage_?_nr_unit: (usually which unit is affected, but meaning can change depending on type)
techage_?_nr_class: (usually which class is affected, but meaning can change depending on type)
techage_?_nr_attribute: (which attribute is affected)
List of attributes

0 = hitpoints (HP)
1 = Line of sight (LOS)
2 = apperently from aok, not aoe1. In aok it can change garrison amount
3 = size radius 1 (never used this one)
4 = size radius 2 (never used this one)
5 = speed
6 = seems to do something with civ_?_unit_?_unknown19_02 (never messed with this one)
7 = unknown (not used in the .dat either)
8 = armor strength
9 = attack strength
10 = reload time
11 = attack accuracy
12 = attack range
13 = work rate
14 = resource carriage
15 = seems to do something with civ_?_unit_?_unknown24_02. Trisolo said something about common armor here. ??
16 = missile unit ID
17 = upgrade graphic (age advance changes building to another graphic frame)
18 = seems to do something with civ_?_unit_?_unknown28. ??
19 = accurate mode. This is what makes missiles accurate with ballistics tech (1 = on)
20 = minimum range (seems to be aok, not aoe1)
21 = population support (seems to be aok, not aoe1)
22 = blast radius (seems to be aok, not aoe1)
23 = search radius (seems to be aok, not aoe1)

100 = resource cost
101 = population occupation

techage_?_nr_amount: (how much is the attribute affected, meaning can change depending on type)



citation from trisolo's tutorial. I think this one is clear enough already.

Unit Attribute (Set to...)

* techage_%%_**_type: 0
* techage_%%_**_unit: Target Unit ID
* techage_%%_**_class: Target Unit Class ID
* techage_%%_**_attribute: Unit Attribute
* techage_%%_**_amount: New Value (When changing attack/defense strength, increase the value by 256 x attack/defense type)

Unit Attribute (Adding/Substracting)

* techage_%%_**_type: 4
* techage_%%_**_unit: Target Unit ID
* techage_%%_**_class: Target Unit Class ID
* techage_%%_**_attribute: Unit Attribute *
* techage_%%_**_amount: Added or Substracted Value (When changing attack/defense strength, increase the value by 256 x attack/defense type)

Unit Attribute (Multiplying)

* techage_%%_**_type: 5
* techage_%%_**_unit: Target Unit ID
* techage_%%_**_class: Target Unit Class ID
* techage_%%_**_attribute: Unit Attribute *
* techage_%%_**_amount: Multiplier (When changing attack/defense strength, increase the value by 256 x attack/defense type)

Civilization Header (Set to...)

* techage_%%_**_type: 1
* techage_%%_**_unit: ID of the Target Civilization Header
* techage_%%_**_class: 0
* techage_%%_**_attribute: -1
* techage_%%_**_amount: New Civilization Header Value

Civilization Header (Adding/Substracting)

* techage_%%_**_type: 1
* techage_%%_**_unit: ID of the Target Civilization Header
* techage_%%_**_class: 1
* techage_%%_**_attribute: -1
* techage_%%_**_amount: Added or Substracted Civilization Header Value

Civilization Header (Multiplying)

* techage_%%_**_type: 6
* techage_%%_**_unit: ID of the Target Civilization Header
* techage_%%_**_class: 0
* techage_%%_**_attribute: -1
* techage_%%_**_amount: Multiplier Value

Unit (Enabling)

* techage_%%_**_type: 2
* techage_%%_**_unit: Target Unit ID
* techage_%%_**_class: 1
* techage_%%_**_attribute: -1
* techage_%%_**_amount: 0

Unit (Disabling)

* techage_%%_**_type: 2
* techage_%%_**_unit: Target Unit ID
* techage_%%_**_class: 0
* techage_%%_**_attribute: -1
* techage_%%_**_amount: 0

Unit (Upgrading)

* techage_%%_**_type: 3
* techage_%%_**_unit: Source Unit ID
* techage_%%_**_class: Target Unit ID
* techage_%%_**_attribute: -1
* techage_%%_**_amount: 0

Technology (Cost Setting)

* techage_%%_**_type: 101
* techage_%%_**_unit: ID of the Target Research Information Slot
* techage_%%_**_class: Cost Resource Type
* techage_%%_**_attribute: 0
* techage_%%_**_amount: New Cost Value

Technology (Cost Changing)

* techage_%%_**_type: 101
* techage_%%_**_unit: ID of the Target Research Information Slot
* techage_%%_**_class: Cost Resource Type
* techage_%%_**_attribute: 1
* techage_%%_**_amount: Added or Substracted Cost Value

Technology (Disabling)

* techage_%%_**_type: 102
* techage_%%_**_unit: -1
* techage_%%_**_class: -1
* techage_%%_**_attribute: -1
* techage_%%_**_amount: ID of the Target Research Information Slot

Technology (Researching)

* techage_%%_**_type: 103
* techage_%%_**_unit: ID of the Target Research Information Slot
* techage_%%_**_class: -1
* techage_%%_**_attribute: 0
* techage_%%_**_amount: 0




examples

attack improvement: foot archers + 2 attack
type: 4 (add to unit attribute)
unit: -1 (no unit)
class: 0 (class are foot archers)
attribute: 9 (attack strength)
amount: 770 (First you need to tell the game which attack type you want to change: I want to change ranged attack-type3-: 256*3 = 768. Now add +2 for the bonus value = 770)


allied line of sight: the effect of writing, being able to see what your allies see
type: 1 (add to civ header)
unit: 50 (?)
class: 1 (add)
attribute: -1 (no attribute)
amount: 1 (on)


free tribute: effect of coinage
type: 1 (set to civ header)
unit: 46 (?)
class: 0 (set)
attribute: -1 (no attribute)
amount: 0 (set to 0 (meaning no tribute payment))


healing ability: change priest healing capacity
type: 1 (set to civ header)
unit: 56 (?)
class: 0 (set)
attribute: -1 (no attribute)
amount: 3 (set to 3 (not sure if this means that priest will heal 3x faster)


priest and building conversion (I'm not sure which of these 2 effects enables priest and which enables building conversion)
type: 1 (set to civ header)
unit: 28 (?)
class: 0 (set)
attribute: -1 (no attribute)
amount: 1 (set to 1 (= on))

and
type: 1 (set to civ header)
unit: 27 (?)
class: 0 (set)
attribute: -1 (no attribute)
amount: 1 (set to 1(= 0n))


farm food amount add 155 food to farm
type: 1 (add to civ header)
unit: 36 (?)
class: 1 (add)
attribute: -1 (no attribute)
amount: 155 (add 155 food)


pop cap change logistics effect. Change hoplite pop cap to 0.5 (was 1)
type: 0 (set to unit attribute)
unit: 93 (hoplite)
class: -1 (no class)
attribute: 101 (population occupation)
amount: -0.5 (populatio occcupation is now 0.5 lower)


hitpoints increase villager hitpoints with 37%
type: 5 (multily attribute)
unit: -1 (no unit)
class: 4 (villager class)
attribute: 0 (hitpoints)
amount: 1.37 (multiply with 1.37 = same as add 37%)


accurate mode make arrow accurate
type: 0 (set to attribute)
unit: 9 (arrow)
class: -1 (no class)
attribute: 19 (accurate)
amount: 1 (set to 1 = on)


changing missile ID change arrow to burning arrow
type: 3 (upgrade unit)
unit: 9 (arrow)
unit: 206 (burning arrow)
attribute: -1
amount: 0


adding a score point all techs that you can see, add score points to your achievements.
type: 1 (set to civ header)
unit: 21 (?)
class: 1 (set)
attribute: -1 (no attribute)
amount: 1 (add 1 score point)


enabling a unit enable watch tower
type: 2 (enable/disable)
unit: 79 (watch tower)
class: 1 (enable, 0 would be disable)
attribute: -1
amount: 0


upgrading a unit upgrade watch tower to sentry tower
type: 3 (upgrade)
unit: 79 (watch tower)
class: 199 (sentry tower)
attribute: -1
amount: 0

[This message has been edited by Thompsoncs (edited 10-10-2011 @ 10:51 AM).]