= = = = Section 3: The Techs = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
Welcome to one of the funnest things to mod. Techs! There are two parts, "Research", and "Techage".
"Research" contains all of the costs, icon, language, and building data. "Techage" is where you program the
effects of the tech.
PART I: "RESEARCH"
In Part I we will discuss the first aspect of the techs. The data of "research.txt". As was said, this
contains all the data for the tech, execpt the effect. (That is in "Techage".)
These are the Unknowns that you will be dealing with:
research_***_UNKNOWN01: {* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *}
research_***_name1_length: {**}
research_***_name1: {*********...}
REQUIREMENTS
research_***_UNKNOWN01: {* *} {* *} {* *} {* *} {* *} {* *} * * * * * * * * * * * * * * * {* *} * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
The number ID's for tech required before you can research this one.
The first one is generaly used to set the Tech Level needed. (The Tech Level's IDs are 0, 1, 2,
and 3 respectivly.)
COSTS: Resources/Time
research_***_UNKNOWN01: * * * * * * * * * * * * {* * * * *} {* * * * *} {* * * * *} * * * * * * * * * * * * {* *} * * * * * * * * * * * * * * * * * * *
- Resources -
research_***_UNKNOWN01: * * * * * * * * * * * * {* * * * *} {* * * * *} {* * * * *} * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
For each tech there are three "cost" slots. Each slot consisting of five numbers. Fifteen in all.
Of the five numbers, the first two are used to set the type of resource.
{0 0} Food
{1 0} Wood
{2 0} Stone
{3 0} Gold
The second two are used to set the amount.
The last number is used to set whether or not this cost is used.
{0} No
{1} Yes
So, this is how it goes:
{Type Type, Amount Amount, Used}
Now, you don't have to use all three of the costs. If you want a cost to be blank: {-1 -1 0 0 0}
Here are some examples:
0 Food, 0 Wood, 0 Stone, 10 Gold: {3 0 10 0 1} {-1 -1 0 0 0} {-1 -1 0 0 0}
50 Food, 50 Wood, 50 Stone, 0 Gold: {0 0 50 0 1} {1 0 50 0 1} {2 0 50 0 1}
2500 Food, 2500 Wood, 2500 Stone, 0 Gold: {0 0 196 9 1} {1 0 196 9 1} {2 0 196 9 1}
- Time -
research_***_UNKNOWN01: * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * {* *} * * * * * * * * * * * * * * * * * * *
These two numbers set how many seconds of game time are required to research this tech.
EXAMPLES:
100 seconds:{100 0}
1000 seconds:{232 3}
23 seconds:{23 0}
10 seconds:{10 0}
2500 seconds:{196 9}
779 seconds:{11 3}
CIV SPECIFICS
research_***_UNKNOWN01: * * * * * * * * * * * * * * * * * * * * * * * * * * * * * {* *} {* *} * * * * * * * * * * * * * * * * * * * * * * * * * * *
Four numbers are used to set civ specifisity. The firts two set the civ, and the second two set whether or not the civ specific is used.
Civs:
{-1 -1} ALL/NONE
{1 0} British
{2 0} French
{3 0} Goths
{4 0} Germans
{5 0} Japanese
{6 0} Chinese
{7 0} Byzantine
{8 0} Persians
{9 0} Saracens
{10 0} Turks
{11 0} Vikings
{12 0} Mongols
{13 0} Celts
{14 0} Spanish
{15 0} Aztecs
{16 0} Mayan
{17 0} Hun
{18 0} Korean
Used:
{1 0} Yes
{0 0} No
So, they should look like this:
{-1 -1 0 0} ALL/NONE
{1 0 1 0} British
{2 0 1 0} French
{3 0 1 0} Goths
{4 0 1 0} Germans
{5 0 1 0} Japanese
{6 0 1 0} Chinese
{7 0 1 0} Byzantine
{8 0 1 0} Persians
{9 0 1 0} Saracens
{10 0 1 0} Turks
{11 0 1 0} Vikings
{12 0 1 0} Mongols
{13 0 1 0} Celts
{14 0 1 0} Spanish
{15 0 1 0} Aztecs
{16 0 1 0} Mayan
{17 0 1 0} Hun
{18 0 1 0} Korean
WHERE
research_***_UNKNOWN01: * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * {* *} * * * * * * * * * * * * * * * * * * * * * * * * *
Two numbers are used to set shich building this tech is researched at.
NOTE: A building must be set to support tech research, which is disscussed elsewhere.
{45 0} Dock
{49 0} Siege Workshop
{82 0} Castle
{12 0} Barracks
{87 0} Archery Range
{101 0} Stable
{103 0} Black Smith
{104 0} Monastery
{109 0} Town Center
{209 0} University
{50 2} Lumber Camp
{72 2} Mining Camp
{68 0} Mill
LANGUAGE DESCRIPTION
research_***_UNKNOWN01: * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * {* *} {* *} * * * * * * * * * * * * * * * * * * * * *
There are two languages that need to be set. One for the description of the tech, another for the name on the percentage bar when this tech is being researched.
- Description -
- Percentage Bar -
EFFECTS
research_***_UNKNOWN01: * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * {* *} * * * * * * * * * * * * * * * * *
Two numbers are used to set a link the a "techage" entery which holds the data for the techs
effects. These two numbers don't set the effects for the tech, they merely link to the effects.
ICON
research_***_UNKNOWN01: * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * {*} * * * * * * * * * * * * * *
There is one number that set which frame of the slp to use as the icon for this tech.
This starts at zero. Not at one. So, the first frame of the slp is {0}, the second is {1}, the thrid is {2}, the 100th is {99}, and so on.
BUTTON SLOT
research_***_UNKNOWN01: * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * {*} * * * * * * * * * * * *
Simply intsert the number corrasponding to the slot you want. How ever, beware of the bottom row.
Numbers and thier Slots:
1 | UNKNOWN DATA research_***_UNKNOWN01: * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * {* * * * * * * * * * * *} I have been unable to determin what any of this data is for. No matter what I put here, I didn't Nothing writen for this yet, it's all in my head, but here are all the types and classes I've figured out so far: CHUN4 TYPES UNITS EFFECTED EFFECTS 100 Resource Cost Attack/Armor 3 Base Pierce 6 Siege?
--|
6 |
--|
11|
see any change. So, your guess is as good as mine.
PART II: "CHUN4"
0 Changes Number To
1 Civ Header
2 Avail Units
3 Upgrading One Unit to Another
4 Adding Upgrades (Like +1 armor)
5 Percentages Upgrades (Like 15% faster)
6 Civ Header/Percentages
101 Cost of Tech
102 Tech Tree Disable
103 Get Tech Free
0 Archer
2
3 Buildings
4 Villagers
6 Infantry
12
13
18
20 Transport Ships
21
22
23
35
36 Calvary Archer
43
44
47
52 Towers
54
55
0 Hit Points
1 Line of Sight
2 Garrison
5 Movment Speed
8 Armor
9 Attack
10 Attack Rate
11 Percent Accuracy
12 Range
13 Universal Rate (The rate at which a building creates units or researches techs.)
14 Resource Carry Capacity
20 Minimum Range
21 Population Support
22 Blast Radious (Area Damage)
23 Search Radious
101 Creation Time
103 Cost in Food
104 Cost in Wood
105 Cost in Stone
106 cost in Gold
108 Healing Rate of Units Garrisoned
4 Base Melee
11 Buildings
13 Walls?