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Topic Subject: Pop Limit Increased
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posted 08-08-05 03:52 PM CT (US)   
I finally sat down today and seriously tried to up the Pop limit. And, ta da, success!

I used my knowledge of the Tech set up for SWGB to minipulate loom to grant +10 pop. Not much but thats all I've been able to do so far.

All I have to to do is find the equivilant to the "TECH-AGE"
data in AoK, and I then I can add to the loom entry, telling it to give + 1000 or so pop.

Replies:
posted 08-08-05 04:05 PM CT (US)     1 / 141  
+10 Population is good.
+1000 Population is insane for any computer

Conquer the Chimus! We need to defeat Paramonga fortress...
posted 08-08-05 04:13 PM CT (US)     2 / 141  
What program did you use? And were you able to change other technology effects?

Kor | The Age of Chivalry is upon us!
Wellent ich gugk, so hindert mich / köstlicher ziere sinder,
Der ich e pflag, da für ich sich / Neur kelber, gaiss, böck, rinder,
Und knospot leut, swarz, hässeleich, / Vast rüssig gen dem winder;
Die geben müt als sackwein vich. / Vor angst slach ich mein kinder
Offt hin hinder.
posted 08-08-05 04:59 PM CT (US)     3 / 141  
I used DiGiT's Decompresstion utility and hex edited it.

I didn't accually change the effect, just which effect to use. Right now I'm trying to find them.
When I do, It will be VERY easy.

Ykkrosh:
If you read this, where were the TECH-AGE entries in genie_x1.dat? (I'm guessing right after the graphics data.)
I can't find them in the empires2_x1.dat.
And that's what's holding up the show...

[This message has been edited by Mandalorian (edited 08-08-2005 @ 05:02 PM).]

posted 08-08-05 06:32 PM CT (US)     4 / 141  
You may as well Email Ykkrosh Mandalorian; ykkrosh@zaynar.demon.co.uk ... Anyways, good to see you're doing for AoK what you did for SWGB =p
posted 08-08-05 08:49 PM CT (US)     5 / 141  
Hey Mandalorian, I've read up on your stats editing work for SWGB are your really good, I was wondering if you could figure some things out for AoK, heres a list of things I can't figure out how to do.

I want to make only certain civs be able to create certain units.

Japanese

Stable-Frankish Paladin
Archery Range-Arbalast
Barracks-Two Handed Swordsman

Teutons

Stable-Paladin
Archery Range-Crossbowman
Barracks-Champion

Aztecs

Archery Range-Plumbed Archer
Stable (Needs to be made buildable for Aztecs)-Scout
Barracks-Eagle Warrior

Byzantines

Stable-Heavy Camel
Archery Range-Archer
Barracks-Man at Arms

Britons

Stable-Cavalier
Archery Range-Long Bowman
Barracks-Long Swordsman

You don't have to do that for me could you just tell me if it can be done, and if so tell me how to do stuff like that.

posted 08-10-05 04:26 AM CT (US)     6 / 141  
Mandalorian,

Read this thread:
http://aok.heavengames.com/cgi-bin/aokcgi/display.cgi?action=ct&f=9,35198,0,all

Especially Ykkrosh's post.


"Ykkrosh:
If you read this, where were the TECH-AGE entries in genie_x1.dat? (I'm guessing right after the graphics data.)
I can't find them in the empires2_x1.dat.
And that's what's holding up the show..."


Look in the following file:

C:\Program Files\Microsoft Games\Age of Empires II\Data\empires2_x1_p1.dat

The above file "empires2_x1_p1.dat" is the file geniedit2 uses to edit age of kings the conquers.

posted 08-10-05 05:03 PM CT (US)     7 / 141  
It's DONE!

At last after, what, three days of tracing numbers and fiddling with HEX, I now have it set up so when you research "Loom" you also get + 300 Pop Support.

qaz123tfg,
Um, I was WAY beyond that stage man. I meant, where in the file itself...

posted 08-10-05 05:15 PM CT (US)     8 / 141  
Can you release the modified dat file? Put it in a zip file and let people download...?

What does this do for civs like aztecs who get loom automatically>? does their pop limit start out +300 ?
and THANK YOU KINDLY!! Thats not shouting thats showing joy!!

[This message has been edited by qaz123tfg (edited 08-10-2005 @ 05:18 PM).]

posted 08-10-05 05:21 PM CT (US)     9 / 141  
The Aztecs just get the 500 Pop Capacity right away.
There is ONE bug:
The Hun's civ bonus gives them 200 supported pop right away.
That interferes with the + 300 under certain circumstances.
It was starting them at 0/-300.
I had to build 300 pop's worth of houses, and the 200's worth more, just to get 0/200.

So, I need to work that out before it goes public.

posted 08-10-05 07:01 PM CT (US)     10 / 141  
That's pretty clever Mandaloreian, will you share your stats editing secrets with us?
posted 08-11-05 01:20 PM CT (US)     11 / 141  
What was done on SWGB, was that they increased the prefab shelter/house population count. Someone did it to like 500, but if the population is 500 at the limit each house should hold maybe 50?
posted 08-11-05 03:01 PM CT (US)     12 / 141  
I wish someone would come up with a less frames stats edit. (like swgb modders use). For example, the samurai has 50 attacking frames, if it had less attacking frames it would still look great but be MUCH easier to mod.

For example, 5 attacking frames in each direction.

[This message has been edited by qaz123tfg (edited 08-11-2005 @ 03:02 PM).]

posted 08-11-05 03:36 PM CT (US)     13 / 141  
Ok, I fixed the bug, and she's all good to go. I just submited the hex edited file for download.

Enjoy!

[This message has been edited by Mandalorian (edited 08-11-2005 @ 03:37 PM).]

posted 08-11-05 04:31 PM CT (US)     14 / 141  
You'll hav einstallation instructions with it right?
posted 08-11-05 05:42 PM CT (US)     15 / 141  
Awesome I'll be sure to download this. You wouldn't mind if we used this in BoME would you?

Mandalorian you never answered my question.

Are you going to try and do other stats modifications for AoK?

posted 08-11-05 07:58 PM CT (US)     16 / 141  
Cleverness. I must say, this is a fantastic work-around to up the population cap! Great work. I'll keep a lookout for the download.

Shadowflare
Rationalization is a tranquilizer. Quit the dose and awaken.
Whisper | Forum | Profile | MIDRAID | Store
shadowflare.w@gmail.com
posted 08-12-05 00:41 AM CT (US)     17 / 141  
ModRocker,
Sorry wasn't paying attention.
Maybe a little, but I probibly won't do very much.
posted 08-12-05 01:50 AM CT (US)     18 / 141  
Mandalorian, I'll thank you until the end of days
Thank you very much for this great work.
Hope this will be avalaible to download soon Thanks a lot !
posted 08-12-05 01:58 AM CT (US)     19 / 141  
posted 08-12-05 07:45 AM CT (US)     20 / 141  

Quote:

where were the TECH-AGE entries in genie_x1.dat?


It has terrain data, then something I don't understand (which I think is unknown01.txt in GeniEd), then the techage stuff.

Quote:

I wish someone would come up with a less frames stats edit.


There's a more-frames mod in ARLTR, so it is possible - but I had to do that by hex-editing the file, which is not terribly convenient
posted 08-12-05 12:01 PM CT (US)     21 / 141  
Ykkrosh,
I found them, they were called "CHUN4". Why in the world I don't know...

qaz123tfg,
Under Mod Packs.

posted 08-12-05 01:51 PM CT (US)     22 / 141  
*waits patiently for Blacksmith to be updated*

How did you resolve the housing issue? Ending up having to build 100 houses, or what not.

posted 08-12-05 04:27 PM CT (US)     23 / 141  
There's a more-frames mod in ARLTR, so it is possible - but I had to do that by hex-editing the file, which is not terribly convenient."

Now if someone would only make a program with a gui that would let people edit the number of frames... begs...pleads...

Had to try.


Mandalorian,

are you going to include a 'read me' that shows the exact hex values you edited?

Would it be possible to edit unique techs, or give a unique tech to another civ?

For example, make tarkans buildable from stables after a hun player build a castle. (an edited form of the goths unique tech.)

[This message has been edited by qaz123tfg (edited 08-12-2005 @ 04:30 PM).]

posted 08-12-05 11:33 PM CT (US)     24 / 141  
qaz123tfg,
Show you the values? I could do you one better, I could explain the structure of the techs and tell you guys how to do all the editing your selves.

I'd have to interpert some more numbers, since they vary between SWGB and AoK. But the basic layout and types are the same.
All that really differs between the two are the class ID's.
I slap something together for you guys, one of these days in the semi-near future.

posted 08-13-05 00:04 AM CT (US)     25 / 141  
Mandalorian, could you design a good tutorial on how to do advanced AoK stats editing.

I'll list some things I've been trying to figure out.

1. Making civs only be able to create certain units.

2. Changing technology effects.

3. Chaning what civs get what technologies.

4. Making civs only be able to create certain buildings.

5. Having civs create buildings such as Cathedral, or Tower of the Flies.

6. Making heroes creatable at buildings.

Those are a few things I've been trying to figure out.

posted 08-13-05 11:03 AM CT (US)     26 / 141  
It's odd that all those things have been accomplished on SWGB. Weird, 'cause that game came out later. Anyway. I still wait for it to be in the modpacks section, and once again, thankyouthankyouthankyou. I can't imagine what AOK could turn into if those could be figured out. Wow. The game could get supeer-popular agian. Yay!
posted 08-13-05 01:35 PM CT (US)     27 / 141  
Well SWGBH has acomplished allot in terms of mods. There is even a utility out that has an ammo system.

{|Ketch|}
"They who can give up essential liberty to obtain a little
temporary safety deserve neither liberty nor safety."

-Ben Franklin
posted 08-13-05 01:44 PM CT (US)     28 / 141  
Actually It is avalaible at Utilities Section for a few hours. It's wonderfull, thank you again Mandalorian !!!
posted 08-13-05 03:23 PM CT (US)     29 / 141  

Here's the download link.
http://aok.heavengames.com/blacksmith/showfile.php?fileid=7032&ci=5a7b371602af03eaa26694bce5b0261aXY07Z/JGPCFtdnIxMzEteowhaRqz0PJ1WXjXZpBpd51Z417YNDLC5NyfnXhOSamRiXjHjy cEe5IQTcUVHMkYtc/Jq16OBdiMkKbAH6mh4LE0uExQ83qPbbqVpmeNnfq1Zzm NTabnAewlCbpfRxMeGt0=

Because theres probably going to be at least one person who can't find it.

posted 08-14-05 00:18 AM CT (US)     30 / 141  
Yeah, it got moved. I got an e-mail telling me that I should have submitted it under utilities rather than mod packs.

Hey, ModRocker,
All of that can be done. I know how to do it all.
I'll see what I can slap together for ya when I get a chance.

posted 08-14-05 06:54 AM CT (US)     31 / 141  
I tried it and it works great! Gets hard when the AI makes 300 archers surrounding my foot soldier and cavalry though.
posted 08-14-05 11:23 AM CT (US)     32 / 141  
Has anyone tested this on multiplayer? I would, but my router has prevented me from any kind of multiplayer AOK for the past year.

Quote:

Show you the values? I could do you one better, I could explain the structure of the techs and tell you guys how to do all the editing your selves.

That would be fantastic. This opens up a whole new world for AOK ModPack design.

And Mandalorian, once again, great work. This is good enough to make the news.


Shadowflare
Rationalization is a tranquilizer. Quit the dose and awaken.
Whisper | Forum | Profile | MIDRAID | Store
shadowflare.w@gmail.com

[This message has been edited by Shadowflare (edited 08-14-2005 @ 11:26 AM).]

posted 08-14-05 06:58 PM CT (US)     33 / 141  
Thanks Mandalorian, doing this the designers of BoME can make BoME much better now.
posted 08-14-05 08:50 PM CT (US)     34 / 141  
Holy crap, it works!

*claps for famous Mandalorian (for breaking the population!)*

posted 08-15-05 00:15 AM CT (US)     35 / 141  
thats fun but theres a hack for infinte pop running around runnign game sby letting poeple get 1000 men at once
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