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 withresearch_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 withtechage_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 thetechage_?_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.
examples
attack improvement: foot archers + 2 attack
allied line of sight: the effect of writing, being able to see what your allies see
free tribute: effect of coinage
healing ability: change priest healing capacity
priest and building conversion (I'm not sure which of these 2 effects enables priest and which enables building conversion)
farm food amount add 155 food to farm
pop cap change logistics effect. Change hoplite pop cap to 0.5 (was 1)
hitpoints increase villager hitpoints with 37%
accurate mode make arrow accurate
changing missile ID change arrow to burning arrow
adding a score point all techs that you can see, add score points to your achievements.
enabling a unit enable watch tower
upgrading a unit upgrade watch tower to sentry tower
this part is going to cover the research and techage sections. Again, many credits go to scenario tc.
starts with
1 2 3 4 5
6 7 8 9 10
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)
starts with
Then each techage starts with 2 standard lines:
Then, based on the
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)
techage_?_nr_amount: (how much is the attribute affected, meaning can change depending on type)
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
* 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
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)
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)
type: 1 (add to civ header)
unit: 50 (?)
class: 1 (add)
attribute: -1 (no attribute)
amount: 1 (on)
unit: 50 (?)
class: 1 (add)
attribute: -1 (no attribute)
amount: 1 (on)
type: 1 (set to civ header)
unit: 46 (?)
class: 0 (set)
attribute: -1 (no attribute)
amount: 0 (set to 0 (meaning no tribute payment))
unit: 46 (?)
class: 0 (set)
attribute: -1 (no attribute)
amount: 0 (set to 0 (meaning no tribute payment))
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)
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)
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))
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))
type: 1 (add to civ header)
unit: 36 (?)
class: 1 (add)
attribute: -1 (no attribute)
amount: 155 (add 155 food)
unit: 36 (?)
class: 1 (add)
attribute: -1 (no attribute)
amount: 155 (add 155 food)
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)
unit: 93 (hoplite)
class: -1 (no class)
attribute: 101 (population occupation)
amount: -0.5 (populatio occcupation is now 0.5 lower)
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%)
unit: -1 (no unit)
class: 4 (villager class)
attribute: 0 (hitpoints)
amount: 1.37 (multiply with 1.37 = same as add 37%)
type: 0 (set to attribute)
unit: 9 (arrow)
class: -1 (no class)
attribute: 19 (accurate)
amount: 1 (set to 1 = on)
unit: 9 (arrow)
class: -1 (no class)
attribute: 19 (accurate)
amount: 1 (set to 1 = on)
type: 3 (upgrade unit)
unit: 9 (arrow)
unit: 206 (burning arrow)
attribute: -1
amount: 0
unit: 9 (arrow)
unit: 206 (burning arrow)
attribute: -1
amount: 0
type: 1 (set to civ header)
unit: 21 (?)
class: 1 (set)
attribute: -1 (no attribute)
amount: 1 (add 1 score point)
unit: 21 (?)
class: 1 (set)
attribute: -1 (no attribute)
amount: 1 (add 1 score point)
type: 2 (enable/disable)
unit: 79 (watch tower)
class: 1 (enable, 0 would be disable)
attribute: -1
amount: 0
unit: 79 (watch tower)
class: 1 (enable, 0 would be disable)
attribute: -1
amount: 0
type: 3 (upgrade)
unit: 79 (watch tower)
class: 199 (sentry tower)
attribute: -1
amount: 0
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).]