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Topic Subject: Smallish Guide to Techs
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posted 09-01-05 12:40 PM CT (US)   
This is taken frome the extensive guide I've been writing for SWGB. I've adapted it to AoK and it should help you guys a little till I set something offical up:
= = = = 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 | 2 | 3 | 4 | 5
--|---|---|---|--
6 | 7 | 8 | 9 | 10
--|---|---|---|--
11| 12| 13| 14| 15

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
see any change. So, your guess is as good as mine.


PART II: "CHUN4"

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
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

UNITS EFFECTED
0 Archer
2 [SHIPS]
3 Buildings
4 Villagers
6 Infantry
12 [CALVARY]
13 [SIEGE WEAPONS]
18 [MONK]
20 Transport Ships
21 [SHIPS]
22 [SHIPS]
23 [CALVERY]
35 [UNKNOWN]
36 Calvary Archer
43 [MONK]
44 [SKRIMISHER]
47 [CALVERY]
52 Towers
54 [SIEGE WEAPONS]
55 [SIEGE WEAPONS]

EFFECTS
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

100 Resource Cost
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

Attack/Armor

3 Base Pierce
4 Base Melee

6 Siege?
11 Buildings
13 Walls?

Replies:
posted 09-01-05 12:46 PM CT (US)     1 / 58  

I have not read that stuff, atm, but thats so wonderful.

Thnx a lot.

posted 09-01-05 01:13 PM CT (US)     2 / 58  
Is a bigger guide coming soon? Thanx for this. It might make it easier for some stuff.
posted 09-01-05 02:15 PM CT (US)     3 / 58  
I'll try to get something more substantial soon (using the term loosly), but don't hold your breath.
posted 09-02-05 05:06 AM CT (US)     4 / 58  
W00t!

I've only been tinkering with the data files for two days, but I've already been able to do some big changes. Thanks to Mandalorian's guide, I now know quite good how to edit the RESEARCH data, and thanks to my own derring-do with the hex editor, I've also learned how to change minor tech effects, although I'm guessing quite a lot.

Here's a proof. I enabled plumed archer to be created by every civ and from dark age an forward. This is really funny; I can already see new glorious trick doors open.

Link of Success

posted 09-02-05 06:39 AM CT (US)     5 / 58  
Very good guide but what program is it for?
posted 09-02-05 07:07 AM CT (US)     6 / 58  
Damn! Help! I did get the ID for loom. Help in editing? (Sorry...) Its 6D right? Now basically, I'm a complete newbie at hex-editing so please help me.

˜*°..°*˜.°*˜˜*°.˜*°..°*˜°*˜˜*°.˜*°..°*˜
_-˜°**°˜-_ »Ruler« .° »of« °. »Hell« _-˜°**°˜-_
˜*°..°*˜˜*°..°*˜.°*˜˜*°.˜*°..°*˜˜*°..°*˜
posted 09-02-05 07:19 AM CT (US)     7 / 58  
RoH, 6d isn't the ID of the tech. 6d is simply the ASCII code for the hex number 109, which tells the game engine where the player can research the tech, in this case the town center. If you change it to 68, the tech will be avaible at the university. If you go back or forward a few steps from 6d, you'll find other binary numbers which tells the game engine how much the tech costs, when it can be researched, how much time it'll take to research it etc.
posted 09-02-05 07:26 AM CT (US)     8 / 58  
If the above guild is for hex editing then is empires2_x1 what one edits or is it some other file?
posted 09-02-05 07:29 AM CT (US)     9 / 58  
Ruler of Hell, search for "Loom" in the hex editor and you will find the following numbers.

6800FFFFFFFFFFFFFFFFFFFF0300320001FFFF000000FFFF0000000100
FFFF00006D006E1B561F1900160000000600060EA201005E650200FFFF
FFFF05004C6F6F6D(4C6F6F6D = Loom)

Ignore the name, and focus on those numbers before it:

6800FFFFFFFFFFFFFFFFFFFF0300320001FFFF000000FFFF0000000100
FFFF00006D006E1B561F1900160000000600060EA201005E650200FFFF
FFFF0500

0300320001: Cost 1 = Gold 50
FFFF000000: Cost 2 = None 0
FFFF000000: Cost 3 = None 0
FFFF0000: Civilization = all, no specfic
6D00: Research Location = 109 = Town Center
6E1B: Description = Resource 7022 [Loom]
561F: Help Message = Resource 8022 [Research Loom (+15% villager hit points; +1/+1P armor)]
1900: Research time = 25 Seconds
1600: Effect Slot = 22 (23th CHUN4)
06: Icon = 6 (7th Frame)
06: Button Slot = 6

And now, let us move to the 23th CHUN4 (testing):

4348554E340000000000000000000000000000000000000000000000000
000030004FFFF040000000000704104FFFF040008000020804404FFFF04
00080000404044

4348554E34: CHUN4
03: Number of Effects
04: Effect Type = Adding Upgrades
04: Units Affected = Villagers
0000/0800: Effect Target = Hit Points/Armour

It would be much better if you arrange them like the following:

4348554E34
0000000000000000000000000000000000000000000000000000
0300
04FFFF0400000000007041
04FFFF0400080000208044
04FFFF0400080000404044

Extra(Mandalorian's population increasing effect):

0100FFFF00009643

I hope the above examples would be helpful.

[This message has been edited by scenario_t_c (edited 09-02-2005 @ 10:00 AM).]

posted 09-02-05 08:04 AM CT (US)     10 / 58  
@scenario_t_c
You seem to have good knowledge about tech edit. Have you done this before? Could you perhaps tell me more binary codes regarding the CHUN4:s?

Btw, which file are you editing - empires2_x1.dat or empires2_x1_p1.dat? I'm working with the first one.

posted 09-02-05 08:18 AM CT (US)     11 / 58  
To Oliver, I'm working with the empires2_x1.dat, too.

I'm currently testing. Before Mandalorian posts his wonderful guide, I will keep renewing the example in the above reply.

[This message has been edited by scenario_t_c (edited 09-02-2005 @ 08:18 AM).]

posted 09-02-05 08:39 AM CT (US)     12 / 58  
By the way, an English technology guide would help me to carry out my experiment much faster, especially since I am working with a Chinese copy of AOK:TC.

Anyone who can dole out such a document to me would be greatly appreciated.

[This message has been edited by scenario_t_c (edited 09-02-2005 @ 08:40 AM).]

posted 09-02-05 08:48 AM CT (US)     13 / 58  
You mean like a english table of techs with their corresponding ID:s and effects?

Anyway, great work. Working with color codes surely is helpful.

EDIT - Do you think there are open CHUN4:s that aren't used by the game engine? If so, do you think we can create our own techs, or even civilisations?

OT - I would pay much to get the exact programs ES used when they made this game. Sure, maybe they hex-edited everything, but of some reason, I don't think so.

[This message has been edited by Oliver (edited 09-02-2005 @ 08:58 AM).]

posted 09-02-05 09:10 AM CT (US)     14 / 58  
I am sure that there are extremely many empty CHUN4s, making my search for the 310th CHUN4 rather a pain. (I am downloading some program that can count words now.)

[This message has been edited by scenario_t_c (edited 09-02-2005 @ 09:33 AM).]

posted 09-02-05 09:35 AM CT (US)     15 / 58  
I haven't read all of it but thanks a lot Oliver and scenario_t_c!! Thanks a ton! That should help me... Looks like hex and stuff has become much more interesting!

Edit: I have now added you to my MSN Contact List.(scenario_t_c). If I'm not asking too much, could you tell me more about this hex and stuff? I have found your info very much useful and am working with it. Please could you help me more whenever your free.


˜*°..°*˜.°*˜˜*°.˜*°..°*˜°*˜˜*°.˜*°..°*˜
_-˜°**°˜-_ »Ruler« .° »of« °. »Hell« _-˜°**°˜-_
˜*°..°*˜˜*°..°*˜.°*˜˜*°.˜*°..°*˜˜*°..°*˜

[This message has been edited by Ruler of Hell (edited 09-02-2005 @ 09:53 AM).]

posted 09-02-05 11:06 AM CT (US)     16 / 58  
Loom:

RT1-RT2-RT3-RT4-RT5-RT6-COST1-----COST2-----COST3-----RTU-
CIV/UNI-RL--DES-HLP-TIM-EFF-----ICO-SLO

6800FFFFFFFFFFFFFFFFFFFF0300320001FFFF000000FFFF0000000100
FFFF00006D006E1B561F1900160000000600060EA201005E650200FFFF
FFFF05004C6F6F6D

6800: Required Technology 1 = 104 = Dark Age
FFFF: Required Technology 2 = None
FFFF: Required Technology 3 = None
FFFF: Required Technology 4 = None
FFFF: Required Technology 5 = None
FFFF: Required Technology 6 = None
0300320001: Cost 1 = Gold 50
FFFF000000: Cost 2 = None 0
FFFF000000: Cost 3 = None 0
0100: Required Technologies Used = 1
FFFF0000: Civilization = all, no specfic
6D00: Research Location = 109 = Town Center
6E1B: Description = Resource 7022 [Loom]
561F: Help Message = Resource 8022 [Research Loom (+15% villager hit points; +1/+1P armor)]
1900: Research time = 25 Seconds
1600: Effect Slot = 22 (23th CHUN4)
06: Icon = 6 (7th Frame)
06: Button Slot = 6
4C6F6F6D: Loom

23th CHUN4:

4348554E340000000000000000000000000000000000000000000000000
000030004FFFF040000000000704104FFFF040008000020804404FFFF04
00080000404044

4348554E34: CHUN4
03: Number of Effects
04: Effect Type = Adding Upgrades
04: Units Affected = Villagers
0000/0800: Effect Target = Hit Points/Armour

It would be much better if you arrange them like the following:

4348554E34
0000000000000000000000000000000000000000000000000000
0300
04FFFF0400000000007041(increase villagers' hitpoint by 15)
04FFFF0400080000208044(increase villagers' melee armour by 1)
04FFFF0400080000404044(increase villagers' pierce armour by 1)

Extra(Mandalorian's population increasing effect):

0100FFFF00009643

[This message has been edited by scenario_t_c (edited 09-02-2005 @ 10:16 PM).]

posted 09-02-05 11:16 AM CT (US)     17 / 58  

great research scn_t_c.

thats nice work.

posted 09-02-05 12:52 PM CT (US)     18 / 58  
"Here's a proof. I enabled plumed archer to be created by every civ and from dark age an forward. This is really funny; I can already see new glorious trick doors open."
---------------------------------------------------------

hrhrhr - me too, btw i also tried it (in theory though) - as i have atm, no posibility to run AOK here.

but search the decompressed empires File for the "10 00 01 00" entry at the "plumed archer" - and change it to hmm, "00 00 00 00" ?

Also the two bytes next to it on the left side "02 00" - chnge to "00 00"

make it appear in Dark - ?

I just wonder ... what happens if the LONGBOW is available in Castle - it does use the same BUTTON-SLOT

great work guys - keep on the research - it is most useful
(maybe i wil also look into this sometimes ....)

[This message has been edited by Doktor Mabuse (edited 09-02-2005 @ 12:54 PM).]

posted 09-02-05 01:21 PM CT (US)     19 / 58  
@Doktor Mabuse

It should be "FFFF0000".

By the way, just like when we're playing with all techs by Goths, Eagle Warrior will be "COVERED" by Huskarl in barracks. (though you can select it by hotkeys)

posted 09-02-05 01:40 PM CT (US)     20 / 58  
Thanks to scenario_t_c I have almost learned all the basics! Changing tthe age of any tech and loads more. I have almost mastered techs. But, I just can't seem to get through and Unique Techs. I still haven't started working on units. I'm yet stuck on Unique Techs, can someone help me?

˜*°..°*˜.°*˜˜*°.˜*°..°*˜°*˜˜*°.˜*°..°*˜
_-˜°**°˜-_ »Ruler« .° »of« °. »Hell« _-˜°**°˜-_
˜*°..°*˜˜*°..°*˜.°*˜˜*°.˜*°..°*˜˜*°..°*˜
posted 09-02-05 02:14 PM CT (US)     21 / 58  
It's funny, isn't it RoH, when you finally understand what you do, that you're just not changing a number to another number and don't have a clue about what will happen.

Know what, when we've learnt all this, we should make our own civs. At least I will try to do an Ollie-civ (with all the kickass unique units and the world's laziest villies who do no work at all if they don't get paid, just like me )

posted 09-02-05 02:35 PM CT (US)     22 / 58  
scenario_t_c,
Nice work indeed, I assume then that my "guide" is easily understood.

EDIT:
By the way, the 0100 that you left black, that is the counter that tells it how many of the requirements are used.
(Make sure you have that set right when editing techs, or it may not even show up.)

[This message has been edited by Mandalorian (edited 09-02-2005 @ 02:37 PM).]

posted 09-02-05 09:51 PM CT (US)     23 / 58  
True, true Oliver. Its really wierd once your actually doing something rather than changing numbers...
Maybe my Hell-Civ, (with teh pwning villies and hussars..) can ally with the Ollie-civ...

Anyways, Mandalorian, I would once again like to thank you for opening a whole new door, and brining lots more interest into the community.


˜*°..°*˜.°*˜˜*°.˜*°..°*˜°*˜˜*°.˜*°..°*˜
_-˜°**°˜-_ »Ruler« .° »of« °. »Hell« _-˜°**°˜-_
˜*°..°*˜˜*°..°*˜.°*˜˜*°.˜*°..°*˜˜*°..°*˜
posted 09-02-05 10:01 PM CT (US)     24 / 58  
@Mandalorian

Thanks for the missing information. BTW, if you want to, you may insert my example into the head thread.

@Ruler of Hell,

you are too welcome, and you are very clever enough to learn these things in the age of 12 years old.

EDIT: which part do you not know about Unique techs?

[This message has been edited by scenario_t_c (edited 09-02-2005 @ 10:14 PM).]

posted 09-02-05 10:21 PM CT (US)     25 / 58  

I cannot find rules between this code. Can somebody find?

04FFFF0400080000208044(increase villagers' melee armour by 1)
04FFFF0400080000404044(increase villagers' pierce armour by 1)
04FFFF0600080000208044(increase infantries' melee armour by 1)
04FFFF0600080000404044(increase infantries' pierce armour by 1)
04FFFF0600080000804044(increase infantries' pierce armour by 2)

posted 09-03-05 00:24 AM CT (US)     26 / 58  
@scenario_t_c: What basically I wanted to know is that do unique techs also follow the same pattern as the pattern you showed? I tested Town Watch and stuff and all of those techs look quite similar.
So what basically I wanted to ask is that do they follow the same pattern? Because all those hex values seemed weird to me when I looked at them, for the unique techs.


Once I get past unique techs, I'll go to stuff more advance...


Thank you Mandalorian and Scenario_T_C once more!!


˜*°..°*˜.°*˜˜*°.˜*°..°*˜°*˜˜*°.˜*°..°*˜
_-˜°**°˜-_ »Ruler« .° »of« °. »Hell« _-˜°**°˜-_
˜*°..°*˜˜*°..°*˜.°*˜˜*°.˜*°..°*˜˜*°..°*˜
posted 09-03-05 00:32 AM CT (US)     27 / 58  
@Ruler of Hell

They absolutely follow the same pattern. For the unique techs, I will take a look now.

posted 09-03-05 00:35 AM CT (US)     28 / 58  
scen_t_c,

I can explain that:

For the longest time, when I was working with GeniEd 1, I couldn't figure out what the "Techage" entries were for.
I had been doing a lot of work with the "Research" entries, and had them entirly figured out.
Except, the effects. Couldn't find them for the life of me!

Then it dawned on me that the techages were the effects. So I started to work with those, and for half a day, I couldn't figure out how the arrmor and attack effects worked.

This is the equivilant to loom in SWGB:

techage_18_name: TECH-AGE1
techage_18_count: 4
techage_18_0_unknown01: 4 -1 -1
techage_18_0_unknown02: 58 0
techage_18_0_unknown03: 15
techage_18_1_unknown01: 4 -1 -1
techage_18_1_unknown02: 58 8
techage_18_1_unknown03: 1025
techage_18_2_unknown01: 4 -1 -1
techage_18_2_unknown02: 58 8
techage_18_2_unknown03: 769
techage_18_3_unknown01: 4 -1 -1
techage_18_3_unknown02: 58 8
techage_18_3_unknown03: 4865

I just couldn't understand how unknown03 worked for 8 and 9 (armor and attack).
How in the world does 1025, 769, and 4865 tell the game to add a certain amount of armor/attack, and for certain classes?

Then it randomly dawned on me (again) that you mulitiply 256 by the CLASS (like 3 for base Pierce, or 4 for base Melee) and add to that the amount you want to increase it by.

So say you want + 24 pierce armor: 792
24 + (256 x 3) = 792

Or, + 79 attack against Buildings: 2895
79 + (256 x 11) = 2895

But that still doesn't do you much good if you're hex editng this stuff. Since, if you look at the unknown03 data in the hex editor, you get:

00 20 80 44 instead of 1025
00 40 40 44 instead of 769
00 00 08 98 instead of 4865

I just plug the numbers into GeniEd 1, then cut and paste, since I don't know how exactly to interpret the hex data (decimals and such).

[This message has been edited by Mandalorian (edited 09-03-2005 @ 00:36 AM).]

posted 09-03-05 00:51 AM CT (US)     29 / 58  
@Mandalorian

So you just explain that it's still unexplainable yet.
I will start changing the code to see the effect now, I hope some light will be carried out by this.

posted 09-03-05 03:09 AM CT (US)     30 / 58  
@Mandalorian

Where did that "00 00 08 98 instead of 4865" come from? Loom seems to have only 3 effects, but it's the fourth in your reply.

EDIT: By the way, what's the difference, in Genied1, between increasing 257 pierce armor and increasing 1 melee armour?

[This message has been edited by scenario_t_c (edited 09-03-2005 @ 03:21 AM).]

posted 09-03-05 06:33 AM CT (US)     31 / 58  
w00t again!

I just made my first custom tech! I didn't base it on something already in the game - it's completely custom made! Well, It worked quite bad, and the icon appeared at the wrong house... but hey, you can't success without a fail.

posted 09-03-05 06:44 AM CT (US)     32 / 58  
@Oliver

And just tell us more about what you've done.

I am stil stucked here about the effects, as well as the Unique Techs RoH mentioned.......do you bring any lights?

[This message has been edited by scenario_t_c (edited 09-03-2005 @ 06:44 AM).]

posted 09-03-05 08:47 AM CT (US)     33 / 58  

Quote:

I am stil stucked here about the effects, as well as the Unique Techs RoH mentioned.......do you bring any lights?

Unique Techs didn't work for me either.. And the effects, I'm completely blank about. Though I suppose I can try messing around with the unique techs. (As I told you, I have it installed in two locations)


˜*°..°*˜.°*˜˜*°.˜*°..°*˜°*˜˜*°.˜*°..°*˜
_-˜°**°˜-_ »Ruler« .° »of« °. »Hell« _-˜°**°˜-_
˜*°..°*˜˜*°..°*˜.°*˜˜*°.˜*°..°*˜˜*°..°*˜
posted 09-03-05 10:18 AM CT (US)     34 / 58  
Damn this is so hard to understand. In the hex 0300320001 is the cost yet 50 is no where in there even though Mac says there should be. I change it so Loom cost food rather then gold but have no idea how you would change 50 to 100 unless 06=100 since 03=50. Anouther I would like to learn I rather for the time been have some one do the hexing for me and I come up with the ideas(which I am very good at), after all video games and movies are made with the ideas and tech been done by different people.

It's sad that good tech people never get to make good mods because they can't think of what to use there power for and ideas people never get tp make good mods because they don't know how to put it into the game leaving only the rare number of people who have both skills meaning the pubic have less good mods.

posted 09-03-05 10:21 AM CT (US)     35 / 58  
@Scarmouth

Please read also others' reply, like mine. I am also working on the long-forgotten Khmer mod.

Loom:

RT1-RT2-RT3-RT4-RT5-RT6-COST1-----COST2-----COST3-----RTU-
CIV/UNI-RL--DES-HLP-TIM-EFF-----ICO-SLO

6800FFFFFFFFFFFFFFFFFFFF0300320001FFFF000000FFFF0000000100
FFFF00006D006E1B561F1900160000000600060EA201005E650200FFFF
FFFF05004C6F6F6D

6800: Required Technology 1 = 104 = Dark Age
FFFF: Required Technology 2 = None
FFFF: Required Technology 3 = None
FFFF: Required Technology 4 = None
FFFF: Required Technology 5 = None
FFFF: Required Technology 6 = None
0300320001: Cost 1 = Gold 50 (32 is 50, 01 means used, 03 is the type of resource:gold)
FFFF000000: Cost 2 = None 0
FFFF000000: Cost 3 = None 0
0100: Required Technologies Used = 1
FFFF0000: Civilization = all, no specfic
6D00: Research Location = 109 = Town Center
6E1B: Description = Resource 7022 [Loom]
561F: Help Message = Resource 8022 [Research Loom (+15% villager hit points; +1/+1P armor)]
1900: Research time = 25 Seconds
1600: Effect Slot = 22 (23th CHUN4)
06: Icon = 6 (7th Frame)
06: Button Slot = 6
4C6F6F6D: Loom

23th CHUN4:

4348554E340000000000000000000000000000000000000000000000000
000030004FFFF040000000000704104FFFF040008000020804404FFFF04
00080000404044

4348554E34: CHUN4
03: Number of Effects
04: Effect Type = Adding Upgrades
04: Units Affected = Villagers
0000/0800: Effect Target = Hit Points/Armour

It would be much better if you arrange them like the following:

4348554E34
0000000000000000000000000000000000000000000000000000
0300
04FFFF0400000000007041(increase villagers' hitpoint by 15)
04FFFF0400080000208044(increase villagers' melee armour by 1)
04FFFF0400080000404044(increase villagers' pierce armour by 1)

Extra(Mandalorian's population increasing effect):

0100FFFF00009643

[This message has been edited by scenario_t_c (edited 09-03-2005 @ 10:23 AM).]

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